Differenciated Radar Blips and The General Approach to Intel

Discussion in 'Planetary Annihilation General Discussion' started by tatsujb, July 8, 2013.

?

Should radar blips :

  1. be like now

    62 vote(s)
    29.4%
  2. be more in depth suppressing some micro

    149 vote(s)
    70.6%
  1. exterminans

    exterminans Post Master General

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    Another two months, and still no feedback?

    I'm starting to wonder whether @mkrater is possibly the only developer left on the PA project.

    It's actually a simple question, all we want to know is whether the intel system in PA is scheduled for being improved so that it is at least on par with SupCom, comfort wise, or not. After all, it still feels like a stub with far too many rough edges and uncovered border cases.
    Last edited: May 6, 2015
    ace63 and tatsujb like this.
  2. lazeruski

    lazeruski Active Member

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    Just hope ;)
    In general, as i mentioned in my recent feedback, the whole Intel stuff in PA needs some love...not just the blips, everything. Supreme Commander did such a nice job there with Jammer, Stealth, Cloak, different Radar kinds etc...while PA does nothing at all.
    The Deep Space radar is the worst of them...
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  3. tatsujb

    tatsujb Post Master General

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  4. jables

    jables Uber Employee

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    We don't post on every single question, as we have a schedule on how things are going to be handled in the game based on priorities and available resources. Ones such as this where you are asking for a redo on a system, it will be rare to get a response unless we are already planning to do it as we have a very large to do list on things we already have planned.

    We are working on radar improvements overall. We are not using FA or Supcom as the basis however. The PA radar is going to stay similar to its current design.
  5. tatsujb

    tatsujb Post Master General

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    what with full-blown vision?
  6. lazeruski

    lazeruski Active Member

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    i wonder what that means...
  7. exterminans

    exterminans Post Master General

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    Good question, what it could mean:
    • Radar and vision are finally going to leave "ghosts" behind when you loose direct vision / radar coverage, and radar blips remain fully fleshed icons as long as it remains tracked, but no active stealth / omni radar / radar jammers as it was in SupCom. While at it, the good old "radar blips are actually full units" exploit is going to be fixed.
    • Virtually nothing changes, only technical refinements to increase the performance.
    • Virtually nothing changes, only range of various radar installations is going to be tweaked.
    • Only TA style active stealth is being added, but everything remains as broken as it is.
    I seriously hope for option 1, as option 2 and 3 would be a serious disappointments. Option 4 would be nice to have for some mods, but it's even more futile without having 1.

    Well, after all it's still an acknowledgment that radar/vision DOES require some more work. Which is a nice thing after 2 years.
    (Measured from start of this thread. The topic has been around for about 3 1/2 to 4 years now.)
    ((And as we know, Sorian already went out of his way, and implemented some of the missing techniques inside the AI since that thing would otherwise be entirely incapable of scouting.))
    Last edited: May 10, 2015
  8. squishypon3

    squishypon3 Post Master General

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    TA style stealth is possible now AFAIK, right?

    You can make a unit either invisible to radar or vision.
  9. exterminans

    exterminans Post Master General

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    No, TA style stealth was toggleable and had an energy cost assigned. At least the cloak command had.

    As it stands, PA only supports unconditional invisibility/radar protection.
    Last edited: May 11, 2015
  10. stuart98

    stuart98 Post Master General

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    No, no it doesn't.

    Statera Gil-Es were one of the few units to use this. They were invisible to radar with an energy cost that could be toggled off, rendering them visible to radar.
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  11. tatsujb

    tatsujb Post Master General

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    does that still work or not?
  12. exterminans

    exterminans Post Master General

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    Rejoice, the topic has served it's purpose:
    tatsujb likes this.
  13. ace63

    ace63 Post Master General

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    Ain't that yet to determine?
    tatsujb likes this.
  14. stuart98

    stuart98 Post Master General

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    No, no it doesn't.
  15. bsergent

    bsergent Active Member

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  16. wondible

    wondible Post Master General

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    I believe recon.observable.ignore_radar would do it. Take a look at the nuclear_sub for an example.
  17. bsergent

    bsergent Active Member

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    Derp. Shows how little I know about navy. I was looking at the attack sub thinking it was the only sub /facepalm

    But still I'm looking at nuclear_sub.json and I don't see radar mentioned or anything stealthy looking under recon. What am I missing?

    nuclear_sub.json contents for reference:

    Code:
    {
        "base_spec": "/pa/units/sea/base_ship/base_ship.json",
        "display_name": "!LOC(units:barracuda.message):Barracuda",
        "description": "!LOC(units:sub_class_anti_sub_and_anti_ship_torpedoes_long_range_ballistic_nuclear_missile.message):Sub Class: Anti-sub and anti-ship torpedoes, long range ballistic nuclear missile",
        "max_health": 700,
        "build_metal_cost": 4320,
        "spawn_layers": "WL_WaterSurface",
        "mesh_bounds": [5,
        35,
        5],
        "unit_types": ["UNITTYPE_Naval",
        "UNITTYPE_Mobile",
        "UNITTYPE_Offense",
        "UNITTYPE_Advanced",
        "UNITTYPE_Sub"],
        "navigation": {
            "type": "deepwater",
            "acceleration": 50,
            "brake": 50,
            "move_speed": 10,
            "turn_speed": 30,
            "dodge_radius": 15,
            "dodge_multiplier": 1.0,
            "wobble_factor": 0.0,
            "wobble_speed": 0.0
        },
        "physics": {
            "radius": 6,
            "push_class": 2
        },
        "recon": {
            "observer": {
                "items": [{
                    "layer": "surface_and_air",
                    "channel": "sight",
                    "shape": "capsule",
                    "radius": 200
                }]
            }
        },
        "model": {
            "filename": "/pa/units/sea/nuclear_sub/nuclear_sub.papa",
            "arrows": 5
        },
        "tools": [{
            "spec_id": "/pa/units/sea/nuclear_sub/nuclear_sub_tool_weapon.json",
            "aim_bone": "bone_root",
            "muzzle_bone": "bone_root"
        }],
        "events": {
            "build_complete": {
                "audio_cue": "/SE/Build_Complete/sea"
            },
            "fired": {
                "audio_cue": "/SE/Weapons/sea/nuclear_sub_fire"
            },
            "died": {
                "audio_cue": "/SE/Death/Sea_sub"
            }
        },
        "audio": {
            "loops": {
                "move": {
                    "cue": "/SE/Movement/sea/nuclear_sub_loop",
                    "flag": "vel_changed",
                    "should_start_func": "is_moving",
                    "should_stop_func": "is_not_moving"
                }
            }
        },
        "TEMP_texelinfo": 16.0481
    }
  18. wondible

    wondible Post Master General

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    That has display name Barracuda; the current nuclear_sub is the Kraken. Perhaps you have an old copy of the files?
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  19. bsergent

    bsergent Active Member

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    I did a steam file verification yesterday and I grabbed it from the PTE folder: \Steam\SteamApps\common\Planetary Annihilation\PTE\media\pa\units\sea\nuclear_sub

    Is there a better way to verify my files?
  20. wondible

    wondible Post Master General

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    That is bizare. Anywhere here is the relevant bit

    Code:
      "recon": {
        "observable": {
          "ignore_radar": true, 
          "layer": "underwater"
        }, 
        "observer": {
          "items": [
            {
              "channel": "sight", 
              "layer": "surface_and_air", 
              "radius": 200, 
              "shape": "capsule"
            }, 
            {
              "channel": "sight", 
              "layer": "underwater", 
              "radius": 200, 
              "shape": "capsule"
            }
          ]
        }
      }, 
    
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