Forged Alliance Forever Forged Alliance Forever Forums 2016-01-12T20:26:50+02:00 /feed.php?f=42&t=11441 2016-01-12T20:26:50+02:00 2016-01-12T20:26:50+02:00 /viewtopic.php?t=11441&p=117591#p117591 <![CDATA[Re: Jamming Pattern]]> Statistics: Posted by Gorton — 12 Jan 2016, 20:26


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2016-01-12T12:31:08+02:00 2016-01-12T12:31:08+02:00 /viewtopic.php?t=11441&p=117558#p117558 <![CDATA[Re: Jamming Pattern]]>
speed2 wrote:
Only problem with jamming is that it doesnt refresh after enemy loses vision like stealth, once scouted jamming doesnt work anymore, unless you manualy turn it off/on again


This is because targeting is handled (poorly) within the engine. Once a unit is targeted, the attacker will continue to target the unit, even if it later re-cloaks or is no longer within visible range. While this target remains valid, the attacker will continue to give chase and fire on the unit if in range.

Only way three ways I know of to bypass this issue and all of them suck...

1) Force the attacker to retarget another valid unit in range. While this works, it's clumsy at best, while assuming there is another unit nearby for the attacker to defer to.

2) Have the defender change to a "layer" (water / air / land / seabed / orbital ect..) that the attackers is unable to move to or attack.

3) Kill off / remove the defending unit then re-spawn it, next passing all prior commands / build-queue's to the unit. Problem with this is that unit commands do not so easily copy and pass between units. Lets not also forget that the unit's ID changes once re-spawned and thus units assisting the original could take issue with it's clone.

One thing that many of you may not be aware of it that I did allot of research into the topic of jammer "blips".

One solution I came up with way to use real units as blips and then slave them to the jamming unit. (Think Holograms) This way the attackers would continue to give chase to the jammer "blip" even after they came into visual range. Blips that were shot would vanish and re-spawn else where, thus maintaining the illusion. (They did not give veterancy when killed) If the jamming unit was killed, all of it's blips would vanish as if they never existed in the first place. Another cool thing about this is that the blips can be made to patrol or attack (do no damage) making the illusion all the more realistic to the perspective of the attacker.

Note: This modification is part of the earlier versions of 4DC or 4th-D.

Cheers!

Resin

Statistics: Posted by Resin_Smoker — 12 Jan 2016, 12:31


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2016-01-12T09:52:56+02:00 2016-01-12T09:52:56+02:00 /viewtopic.php?t=11441&p=117544#p117544 <![CDATA[Re: Jamming Pattern]]> Statistics: Posted by Rudolph'sRedNose — 12 Jan 2016, 09:52


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2016-01-11T23:40:31+02:00 2016-01-11T23:40:31+02:00 /viewtopic.php?t=11441&p=117518#p117518 <![CDATA[Re: Jamming Pattern]]> I would like to see dynamic jamming. Also, jamming that blinks on/off so that when it's scouted once it's not useless for the rest of the game (you have to manually turn it off and on again currently)

Statistics: Posted by Gorton — 11 Jan 2016, 23:40


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2016-01-11T23:35:43+02:00 2016-01-11T23:35:43+02:00 /viewtopic.php?t=11441&p=117515#p117515 <![CDATA[Re: Jamming Pattern]]>
It definitely screwed with me in terms of planning engagements when I have no idea how large the naval force is. Of course a scout goes out to see the real deal, but it delays ship movement. That's a HUGE deal because navy is slow and if the enemy naval force already arrives at its target while you are hesitating it can change the tide of battle - easy.

Statistics: Posted by Morax — 11 Jan 2016, 23:35


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2016-01-10T17:13:36+02:00 2016-01-10T17:13:36+02:00 /viewtopic.php?t=11441&p=117399#p117399 <![CDATA[Re: Jamming Pattern]]>
Spoiler: show
Good thing UI mods exist.

Statistics: Posted by speed2 — 10 Jan 2016, 17:13


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2016-01-10T16:43:52+02:00 2016-01-10T16:43:52+02:00 /viewtopic.php?t=11441&p=117396#p117396 <![CDATA[Re: Jamming Pattern]]>
speed2 wrote:
Only problem with jamming is that it doesnt refresh after enemy loses vision like stealth, once scouted jamming doesnt work anymore, unless you manualy turn it off/on again


Or they lose their radar, or the unit leaves radar range and goes back... this makes sense to me, it's the same way radars are "smart" enough to remember unit icons until the same things happen (radar loses power, dies, or unit leaves and comes back).

Statistics: Posted by codepants — 10 Jan 2016, 16:43


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2016-01-10T14:25:07+02:00 2016-01-10T14:25:07+02:00 /viewtopic.php?t=11441&p=117371#p117371 <![CDATA[Re: Jamming Pattern]]> Statistics: Posted by speed2 — 10 Jan 2016, 14:25


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2016-01-10T10:18:30+02:00 2016-01-10T10:18:30+02:00 /viewtopic.php?t=11441&p=117352#p117352 <![CDATA[Re: Jamming Pattern]]>
The other one is sparkies, with pd/units often targetting phantom images. (i've had opponnents try to OC a shadow before)


It's the same as stealth in a way: Once scouted, No one is going to go "omg he has so many units", just like no one will see units disappear and go "there's nothing there."

Statistics: Posted by Sovietpride — 10 Jan 2016, 10:18


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2016-01-10T08:33:43+02:00 2016-01-10T08:33:43+02:00 /viewtopic.php?t=11441&p=117348#p117348 <![CDATA[Re: Jamming Pattern]]> Statistics: Posted by JaggedAppliance — 10 Jan 2016, 08:33


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2016-01-10T06:45:25+02:00 2016-01-10T06:45:25+02:00 /viewtopic.php?t=11441&p=117342#p117342 <![CDATA[Re: Jamming Pattern]]> Statistics: Posted by nine2 — 10 Jan 2016, 06:45


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2016-01-09T18:42:52+02:00 2016-01-09T18:42:52+02:00 /viewtopic.php?t=11441&p=117312#p117312 <![CDATA[Jamming Pattern]]> Statistics: Posted by mirroredwang — 09 Jan 2016, 18:42


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