Realistic / Better Intel (Mod V0.6 Uploaded to vault)

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Realistic / Better Intel (Mod V0.6 Uploaded to vault)

Postby Resin_Smoker » 12 Feb 2015, 14:16

For the longest time I've wanted to see a system of intel thats closer to whats done in real-life vs the current system that all seeing all knowing.

To be to blunt, I've come up with a method where both radar and sonar behave realisticly and can blocked by terrain. To to pull off this feat, i'd abuse a group of projectile entities (intel helpers) that originate from our sonar unit.

Note: At any point should the projectiles intersect the ground they're destroyed.

Sonar Example: 36 projectiles are spawned and launched outwards in a radial pattern from the sonar unit. Each projectile would move at the same speed but have a sonar radius that expands as they push outwards. Now as the projectiles adavnce, their speed will be decreased slightly to mimic how sound slows underwater as it travels. Assuming the sonar units max range is 100, each projectile would have an intel sphere of 10 at that point, while at their shortest range from the intel unit they'd have an intel sphere of 1. Once the projectiles reach their destination(s) they're destroyed, triggering a short wait state with our sonar unit, until the next cycle is begun. This will provides 360 degree coverage that expands from the sonar unit.

Radar: Will finish this after dinner.

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Last edited by Resin_Smoker on 20 Feb 2015, 01:48, edited 7 times in total.
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Re: Realistic Intel

Postby Korbah » 12 Feb 2015, 14:58

Sounds very interesting!

Personally I also find it topical as I've just been writing a changelog for how I would like to alter the game. Intel was high up there of things to adapt.
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Re: Realistic Intel

Postby Plasma_Wolf » 12 Feb 2015, 16:16

While I agree that this is a more realistic thing, I think it shouldn't be applied in the general balance. The way radars are (extremely fragile and -even if they weren't fragile- high priority targets), it's important to put them behind hills, not in front of them (the most common place in field of isis or theta passage come to mind).

Still, a very nice little mod to have.

While you're going for realism, I've played a mod once (maybe by funk_off but I can't remember for sure), where each unit had been assigned a factor (depending in size mostly). A factor higher than 1 would allow it to be seen even outside the radar radius. A factor smaller than one will leave the unit unseen for a bit inside the radar radius.

This could be applied as well. There was even a type of bomber that can be detected by the sonar of submarines. Or at least the noise was so much (and the pitch was low) that subs detected it and could trace the movement.
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Re: Realistic Intel

Postby Sovietpride » 12 Feb 2015, 19:02

Interesting but I would want to know exactly what you mean by "blocked by terrain".

Because when you mention that phrase, my mind goes "blocked, like how a small bump > rhinos and cerberus turrets," or "blocked, like a mountain range?"

I mean, it might be interesting in the sense that suddenly height becomes that much more important to hold on to...
Because no more hiding that shiny omni in your base under a billion shields D=
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Re: Realistic Intel

Postby Resin_Smoker » 12 Feb 2015, 20:26

Sovietpride wrote:Interesting but I would want to know exactly what you mean by "blocked by terrain".

Because when you mention that phrase, my mind goes "blocked, like how a small bump > rhinos and cerberus turrets," or "blocked, like a mountain range?"

I mean, it might be interesting in the sense that suddenly height becomes that much more important to hold on to...
Because no more hiding that shiny omni in your base under a billion shields D=


Well height is the answer...

What i plan on using is the height of a specified bone from the Intel unit in question or if this is not given, defaulting to a generic height above the ground level that the radar is currently located. That height will translate into the max height the radar beam will be able to travel across terrain. Hence if you build your radar in a low lying area with lots of mountains dont expect to be able to see much past any of that.

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Re: Realistic Intel

Postby zeroAPM » 12 Feb 2015, 21:13

Plasma_Wolf wrote:While I agree that this is a more realistic thing, I think it shouldn't be applied in the general balance. The way radars are (extremely fragile and -even if they weren't fragile- high priority targets), it's important to put them behind hills, not in front of them (the most common place in field of isis or theta passage come to mind).

Still, a very nice little mod to have.

While you're going for realism, I've played a mod once (maybe by funk_off but I can't remember for sure), where each unit had been assigned a factor (depending in size mostly). A factor higher than 1 would allow it to be seen even outside the radar radius. A factor smaller than one will leave the unit unseen for a bit inside the radar radius.

This could be applied as well. There was even a type of bomber that can be detected by the sonar of submarines. Or at least the noise was so much (and the pitch was low) that subs detected it and could trace the movement.


Would be interesting to have both, maybe with different types of radars that maybe can see further and be less affected by obstacles but small things won't be detected until they are very close...
I know nothing about radar though.

Also, i don't think all of this would play nice with how SupCom is played (more focus on unit blobs rather than more "tactical" approaches seen in other smal scale RTS/RTT where things like concealment and terrain are much much more important)
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Re: Realistic Intel

Postby Resin_Smoker » 12 Feb 2015, 21:34

zeroAPM wrote:Also, i don't think all of this would play nice with how SupCom is played (more focus on unit blobs rather than more "tactical" approaches seen in other smal scale RTS/RTT where things like concealment and terrain are much much more important)


Thats the point, it forces folks to think and to use intel creatively rather then having the omni-present intel we currently have as a crutch.

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Re: Realistic Intel

Postby Sovietpride » 12 Feb 2015, 22:03

I actually was referring to the frustration that people had with height in general - from the perspective people have as it is, it is unfortunately too common that you place a cerberus/fight with rhino and discover that there's a bump in the way.
HEnce, if you wish to use height in a realistic fashion, i'm wondering how you would implement it in cases where it wasn't obvious there was a height problem in the way...
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Re: Realistic Intel

Postby IceDreamer » 12 Feb 2015, 22:12

Yeah realism in this is nice but it belongs in a mod. It just doesn't fit with the way SupCom's gameplay ebbs and flows. Just additional irritation and annoyance for no real benefit. The skill is in how one reacts to intel gained, no matter how easy that is, we don't need to be wasting time thinking about if our radar is going to be blocked, and certainly not until you can find a way to show the user exactly what's going to be covered when placing the radar. Otherwise it's a bloody guessing game.
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Re: Realistic Intel

Postby Resin_Smoker » 12 Feb 2015, 23:06

IceDreamer wrote:Yeah realism in this is nice but it belongs in a mod. It just doesn't fit with the way SupCom's gameplay ebbs and flows. Just additional irritation and annoyance for no real benefit. The skill is in how one reacts to intel gained, no matter how easy that is, we don't need to be wasting time thinking about if our radar is going to be blocked, and certainly not until you can find a way to show the user exactly what's going to be covered when placing the radar. Otherwise it's a bloody guessing game.


This is one of those things where seeing it in action may make you a believer. Yes, that means I've a working copy for Sonar (as of tonight). Will post a link in a few or just dump it on the vault after i do some more testing.

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