The radar in Forged Alliance is all knowing, all seeing and all powerful. Any unit crossing into a radars area effect is instantly revealed (give or take 4-5 ticks) and remains so as long as its within the radars area of effect. IMO this is just wrong and limits the tactical effectiveness of stealth.
In Real Life (RL), radar can only scan a finite area as it sweeps around. This is done to maximize range, power and the quality of the radar return. During such a sweep it's possible for units to be missed and remain undiscovered until the next sweep passes over. Which depending on the range of said radar, could be anything from several seconds to several minutes. (Real Time)
What I propose...
Spoiler: show
LOS reduction while moving
Currently a units visual LOS is unaffected by it's movement, which for all intensive purposes is overpowered. What i propose is creating a system where by the units movement state affects its visual LOS. Thus a scout unit that is moving flank speed will have its visual range reduced, while a stationary unit would receive a bonus.
Pulsed Sonar
Just like with Radar, Sonar is all knowing all seeing. What i propose is making Sonar pulsed, where it radiates outwards from the transmitting unit. (think rain drop hitting water) After such a pulse, a small delay (wait cycle) takes place before the next pulse transmits.
Sub Stealth
Subs in FA are susceptible / visible to sonar under most all circumstances. What I propose is allowing subs to have Sonar stealth while stationary / not firing.
Directional Damage
What if during a fire fight a flanking maneuver on an enemy unit allowed for a damage bonus? What if a unit receiving damage to its frontal armor received a small resistance to that damage. All of this is possible via Directional Damage and is possible via a set of very simple Unit.lua changes.
Weight of Fire
What is this you ask... WOF allows for weapon impacts that "kill" a unit, to also throw that unit along the same vector and at a velocity comparable to the level of overkill. This applies to all forms of damage... Direct fire, beam weapons, area attacks, splash damage and of coarse, NUKES! Units thrown do damage to what ever they hit... so stacking up masses of smaller units can potentially mean that they all get thrown into the air from an artillery strike. Only to later land on other units and structures to do yet more damage lovely damage.
While this was a prior mod of mine, I think it's time that this mod be re-visited / re-worked for FAF.
Helpful Suggestions and Comments are welcome.
Resin