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Sean O'Connor's Games • View topic - stealth/radar

stealth/radar

Command a squadron of spaceships

stealth/radar

Postby DeadFire13 » Mon Aug 09, 2010 12:58 am

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Postby TheKangaroo » Mon Aug 09, 2010 4:41 pm

There is no sure way to know whether or not an enemy can see you, but with a bit of experience you can judge that quite alright. Of course knowing how close an enemy has to be to see you doesn't mean squat if your own radar is so weak that you can't make them out in time.
If an enemy ship is actually aiming at you, though, the 'threat' warning will come alive (flashing green indicator and a 'chopping' warning sound). The threat warning means that there is an enemy ship whose guided missiles, should it fire one, would lock onto you right now (the exact mirror of your 'target' indicator, so to speak). It does not however imply that the enemy has actually seen you or could hit you for real from that angle! Still if the enemy always seems to sneak up to you this warning might give you a turn of headstart.
Secondly the side you put radar onto your ship does influence the scan range in that direction only. Having four radar on the front side, for example, will give you a good detection range to the front, but won't warn you of enemies to your sides or rear at all. The cost for radar also depends greatly on which side they go, aft-facing radar being very costly.
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Postby DeadFire13 » Mon Aug 09, 2010 9:17 pm

thanks man
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Postby umeboshi110 » Mon Aug 16, 2010 6:45 am

just a technicality, I think the threat warning goes off even when a guided missile would aim at a different target that is, say, somewhere between you and the enemy, so long as you are within a certain range of that enemy. you can try to predict how the enemy missiles will move and take advantage of that.
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