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There's been a sea rework recently. The news post from 45 days ago has a [url=http://zero-k.info/Forum/Thread/23355#Sonar]Sonar section[/url].
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There's been a sea rework recently. The news post from 45 days ago has a [url=http://zero-k.info/Forum/Thread/23355#Sonar]Sonar section[/url].
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[quote]<h3>Sonar</h3>
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[quote]<h3>Sonar</h3>
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In short: all sea units and Urchin can see underwater units, underwater units are not detectable by radar and long-range sonar sources do not exist. Being underwater functions like radar jamming does on land, except you can't be seen by economy structures or land units.
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In short: all sea units and Urchin can see underwater units, underwater units are not detectable by radar and long-range sonar sources do not exist. Being underwater functions like radar jamming does on land, except you can't be seen by economy structures or land units.
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In principle, being underwater is a lot like radar jamming, except that you are also invisible to non-Urchin structures, non-Vulture planes, and amphibious-pathing units from land factories. Here are the details:
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In principle, being underwater is a lot like radar jamming, except that you are also invisible to non-Urchin structures, non-Vulture planes, and amphibious-pathing units from land factories. Here are the details:
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* All units produced by the Ship, Amphibious and Hovercraft factories, and the ship Striders, have sonar equal to their sight range.
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* All units produced by the Ship, Amphibious and Hovercraft factories, and the ship Striders, have sonar equal to their sight range.
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* Urchin has sonar equal to its sight range.
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* Urchin has sonar equal to its sight range.
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* Commanders have sonar equal to their sight range.
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* Commanders have sonar equal to their sight range.
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* Vulture has sonar range equal to its jamming range (700).
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* Vulture has sonar range equal to its jamming range (700).
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* Other units and structures do not have sonar. Notably this includes Gauss, Aspis, Eraser, Ultimatum and Detriment.
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* Other units and structures do not have sonar. Notably this includes Gauss, Aspis, Eraser, Ultimatum and Detriment.
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* Sonar Station has been removed.
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* Sonar Station has been removed.
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We've investigated some preexisting sonar interactions and cleaned up some weirdness. One thing of note is that cloak and jamming on fully submerged units is penetrated by sonar (perhaps a recent engine change). To make this interaction more obvious we've made fully submerged units unable to cloak. This change barely affects game mechanics aide from saving energy and removing the underwater radar dot.
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We've investigated some preexisting sonar interactions and cleaned up some weirdness. One thing of note is that cloak and jamming on fully submerged units is penetrated by sonar (perhaps a recent engine change). To make this interaction more obvious we've made fully submerged units unable to cloak. This change barely affects game mechanics aide from saving energy and removing the underwater radar dot.
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We also noticed that sufficiently deep units do not have any surface vision. This is an engine change and not part of the current design. However, it probably works so we'll not put effort in to work around it for the time being.[/quote]
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We also noticed that sufficiently deep units do not have any surface vision. This is an engine change and not part of the current design. However, it probably works so we'll not put effort in to work around it for the time being.[/quote]
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As
such,
amphib
units
should
be
able
to
see
underwater
units
as
far
as
they
see
units
on
land.
[tooltip=*
All
units
produced
by
the
Ship,
Amphibious
and
Hovercraft
factories,
and
the
ship
Striders,
have
sonar
equal
to
their
sight
range.
][color=orange][see
quote][/color][/tooltip]
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As
such,
amphib
units
should
be
able
to
see
underwater
units
as
far
away
as
they
would
see
units
on
land.
[tooltip=*
All
units
produced
by
the
Ship,
Amphibious
and
Hovercraft
factories,
and
the
ship
Striders,
have
sonar
equal
to
their
sight
range.
][color=orange][see
quote][/color][/tooltip]
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