Is there a difference in using omni or sonar for that?
Give UEF and Aeon t3 scouts sonar
The Omni range is about 1/5th the size of the sonar range on cybran and seraphim scouts. It makes avoiding scouts very easy
Just realized, this does make a difference when scouting for underwater targets, such as Coms and whatnot.
It's easier to spot them as they or whatever is underwater, remains shown for a longer period of time because of the sonar.
Example:
~ Stryker
( ͡° ͜ʖ ͡°)
Fun fact:
--****************************************************************************
--**
--** File : /cdimage/units/UEA0302/UEA0302_script.lua
--** Author(s): Jessica St. Croix, David Tomandl
--**
--** Summary : UEF Spy Plane Script
--**
--** Copyright © 2005 Gas Powered Games, Inc. All rights reserved.
--****************************************************************************
local TAirUnit = import("/lua/terranunits.lua").TAirUnit
-- The torpedo is a temporary implementation of the ability to launch sonar buoys.
-- Currently, a torpedo is dropped into the water that transforms into the buoy.
-- Once we get proper "alt abilities", we can switch the buoy creation to use that system.
local TANTorpedoAngler = import("/lua/terranweapons.lua").TANTorpedoAngler
---@class UEA0302 : TAirUnit
UEA0302 = Class(TAirUnit) {
-- Disabling for now, while Design decides whether they want this functionality
-- Weapons = {
-- BuoyLauncher = Class(TANTorpedoAngler) {
-- FiringMuzzleBones = {'Projectile',},
-- },
-- },
}
TypeClass = UEA0302
They were experimenting with the UEF spy planes to be able to drop sonar buoys
A work of art is never finished, merely abandoned
That's pretty cool!
Any idea of what it actually looked like in-game?
Would it be possible to bring back?
~ Stryker
( ͡° ͜ʖ ͡°)
Apparently this is the buoy:
It instantly crashes the game to desktop when I try to spawn it
A work of art is never finished, merely abandoned
Why don't these scouts have sonar, to begin with?
Is it due to it being like a faction ability of sorts?
Or balance?
~ Stryker
( ͡° ͜ʖ ͡°)
I suspect it is because it has always been like this, nothing too special.
A work of art is never finished, merely abandoned
We need to find Jessica St. Croix and David Tomandl immediately
put the xbox units in the game pls u_u
How much larger?
Because I don't think that a slighter larger Omni radius would help solve the lack of sonar situation.
It would have to be a considerably larger radius. 15 - 20% or larger, I imagine.
~ Stryker
( ͡° ͜ʖ ͡°)
The issue is actually quite simple - intel ranges are spherical - and you need to account for the altitude of the air unit - and the depth of the naval units. This has always been the case, which is why the attempt was made to implement something like sonar buoys - unfortunately, it littered the game with many more entities, which choked performance, so it was never revisited.
To properly utilize sonar, on the air scouts - the sonar range would need to take the above mentioned values into account - and it would look very wrong, as far as the range rings are concerned. The best implementation I have seen, comes from BrewLAN, which creates an invisible appendage attached to the air unit, but simply hanging well below - and a sonar entity is attached to that.
It would be really cool to see if these buoys could make a return, but it seems unlikely, as @Jip mentioned.
In hindsight, however...
I don't think it'll actually be as useful as having the sonar on the unit itself, as the plane can move much faster and therefore be able to cover a larger area quickly.
That is, unless the Spy plane is dropping a buoy that covers the size of a 10 x 10 km area or even just multiple buoys.
Nevertheless, if this ability is ever brought back to life somehow - obviously with some tweaking and all - I'm sure it'll make a great addition to FAF.
~ Stryker
( ͡° ͜ʖ ͡°)
If we want it as a community then it is possible. But it requires to determine how it should function.
A work of art is never finished, merely abandoned
It should function as intended -
I imagine it is just like placing down a temporary T1 Sonar, no?
~ Stryker
( ͡° ͜ʖ ͡°)
@jip said in Give UEF and Aeon t3 scouts sonar:
If we want it as a community then it is possible.
Where can I throw in my vote?!
Count mine in!
@mach said in Give UEF and Aeon t3 scouts sonar:
for temporary part, it could use fuel passively and destroy itself once it runs out, like mercies
Sounds like a really neat idea.
Though, I imagine they should be destroyable by units, too - unless it's a completely passive thing like T1 Walls?
(Where enemies can't auto-attack but can manually target, perhaps?)
~ Stryker
( ͡° ͜ʖ ͡°)