Give UEF and Aeon t3 scouts sonar

Is there a difference in using omni or sonar for that?

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:

824883c2-33e5-4f02-ba80-3f4b6b37016a-image.png


~ 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

Honestly, just give it slightly bigger omni radar as compensation for lack of sonar.

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.

Hanging appendage ( ͡° ͜ʖ ͡°)

put the xbox units in the game pls u_u

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 ͡°)

for temporary part, it could use fuel passively and destroy itself once it runs out, like mercies

@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 ͡°)

Cybran has radar stealth, give UEF T3 scouts jamming, give the Seraphim scouts a temporary vision bubble where they crash, give Aeon scout a larger Omni radius.

At the very least I think giving sonar to these spy planes would be reasonable.