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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Frivolous Foresight?
With a belated build release I started to wonder about If there were fog of war.
If == true then I was conjuring up ideas for Subterranean Sensor relays that are composed of a simple above ground console with sensor cords that run underground giving intel on composition of dirt layers and impending enemy attacks and such. A small SSR could run from 1000 to 1500 oz of gold. On the other hand a much larger and far reaching relay would cost about 2400 oz?
If == false then return to board index.
I insist on your thoughts.
Attachments:
File comment: Here is a small relay arrangement. No sedimentary layers exhibited but it shows how it would warn against tunneling enemies.
SSR.bmp [68.41 KiB]
Not downloaded yet
Last edited by Freeflow on Wed Apr 28, 2010 9:34 pm, edited 1 time in total.
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Wed Apr 28, 2010 9:11 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Frivolous Foresight?
That seems pretty expensive. I'd say maybe 500oz for the more expensive one, and probably 300oz for the cheaper one.
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Wed Apr 28, 2010 9:13 pm |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Re: Frivolous Foresight?
Each system would be so expensive because in this case intelligence about the surroundings is infinitely more valuable due to lack of vision.
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Wed Apr 28, 2010 9:36 pm |
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TorrentHKU
Loose Canon
Joined: Sun Mar 29, 2009 11:07 pm Posts: 2992 Location: --------------->
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Re: Frivolous Foresight?
2400oz is more money than you start most missions with currently.
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Wed Apr 28, 2010 9:42 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Frivolous Foresight?
I like the idea of sitting in my bunker, hearing an alarm then going "SCRAMBLE, SCRAMBLE!".
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Wed Apr 28, 2010 9:42 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Frivolous Foresight?
Sort've reminds me of sensor towers in Starcraft 2.
I would love to see more infrastructural things in this game, and sensor arrays would definitely count.
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Wed Apr 28, 2010 9:54 pm |
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Enforcer
Joined: Wed Apr 21, 2010 1:54 am Posts: 124 Location: UK, Surrey
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Re: Frivolous Foresight?
I had something similar to this idea, but instead would just notify you when it picked up enemies in the vicinity. I also thought that the antenna could be a small droid with legs, so you can reposition it anywhere you like or move it out the way from enemies.
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Wed Apr 28, 2010 10:07 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Frivolous Foresight?
I think CC needs more tactics other than run & gun techniques. That little sensor drone and the sensor array sound good to me.
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Wed Apr 28, 2010 10:11 pm |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Re: Frivolous Foresight?
Cost wise I am not entirely sure how much a captured base would raise in gold per turn based off of the Dev Log. It would cost much more than anything else because the array itself would be close to irreplaceable. Thus, defense of this array would have a bearing on conquest strategies.
Now that I think about it a communications tower on or in a bunker would then serve a real purpose besides aesthetics.
Engineer: "Sir, they have knocked out our short range communications antenna!" Field Commander: "Crab Drool! Our subterranean assault force is blind without operational SSR intel!" Engineer: "...Well I could have told you that...!"
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Wed Apr 28, 2010 11:05 pm |
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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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Re: Frivolous Foresight?
I agree, this would be a great idea. However, it likely wouldn't be able to incorporate too much additional information without affecting the HUD itself. Although, now that I think about it, it would be relatively easy to just have ALERT>>> on the side of the screen or whatever.
I also agree with Hyper. We shouldn't make each SSR unit so expensive that one cannot buy a small one early on in a mission.
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Thu Apr 29, 2010 1:02 am |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Re: Frivolous Foresight?
Assuming that there are other bunker systems in place there would be alarms as well as locking doors and debris removal systems but thats for another thread. I agree with lowering the price of such a device as long as defense of such a structure is required else total map coverage ruins strategy.
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Thu Apr 29, 2010 1:30 am |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Frivolous Foresight?
What would be interesting, is real sonar. Where a device sends out a wave and blips, the, when the wave bounces off an enemy, it blips again. From that, the player could then calculate the distance. Unless it adds too much complexity.
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Mon May 03, 2010 6:32 pm |
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Freeflow
Joined: Sun Oct 25, 2009 10:16 pm Posts: 110 Location: Western U.S.
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Re: Frivolous Foresight?
I do believe I picked up a brain mod that has a visual sonar of the whole map that uses something like that. There is also a bunker module with a brain and a radar map attached. I can PM it if you like.
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Mon May 03, 2010 9:06 pm |
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matty406
Joined: Tue Oct 13, 2009 4:23 pm Posts: 915 Location: Blighty
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Re: Frivolous Foresight?
I think i know of the radar mod. But what i was thinking of was just using a 'blip' noise, no visual screen, like real sonar. But as i said, it might be to hard to utilise properly. And yeah, go ahead and PM me the radar.
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Mon May 03, 2010 9:48 pm |
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linkfan23
Joined: Sun Oct 11, 2009 4:48 am Posts: 133
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Re: Frivolous Foresight?
matty406 wrote: I think i know of the radar mod. But what i was thinking of was just using a 'blip' noise, no visual screen, like real sonar. But as i said, it might be to hard to utilise properly. And yeah, go ahead and PM me the radar. I think it might be possible to have a AEmitter that sends out pixels with a Lua script to play a sound whenever they come in contact with an actor.
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Mon May 03, 2010 9:52 pm |
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