Re: Minimal radar system

hmm

No thats not what he meant...


hmm

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Re: Minimal radar system

probably just a UAV based around the aircraft might be a gd idea.
I have seen it done in airmaps

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Re: Minimal radar system

didn't bf1942 have a thing where you could only see things below or at the same height as you on the radar?  Am i dreaming, because in DC I remeber people both flying up as hi as they could to scout for planes and avoid radar detection... If i'm not crazy, then maybe we could do that, make it so that when a ship had radar, it could only see the ships equal too, or below it...

Re: Minimal radar system

TY2D2
No thats not what he meant...
ok
Well I don't know about bf1942. In bf2142 you can see above and below no mater the hight. I place sonar on the ground under the titans to see the enemy above me in the titans its safer there then on the titan its self with all the nads going off.

Re: Minimal radar system

Ya, correct. A full map sized radar wouldnt work very well anyway. Dogfighting would become boring.

However, fighter sensors would be so small in comparison to a cap ship and the likelyhood that you could safely float above a cap ship is minimal to none.

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Re: Minimal radar system

Instead of replacing the UAV why not lower its radius and give it a new look.
IMPs- Tie Scout
Rebs- X-wing with sensor pods

Also is it possable to have a shrinking radar effect?
such as a ship far out but is just in radar range appears as a speck on your radar.  While a ship right up your but appears as equal to your size on the screen.

This would make scouting more dangerous as being at the max range might not produce good results forcing scouts to get closser.

Also for space maps it might be cool to have scout ships that are radar resistant and can direct scans in certian areas.

Just a thought.

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Re: Minimal radar system

FSDev| Bandu wrote:

Ya, correct. A full map sized radar wouldnt work very well anyway. Dogfighting would become boring.

I'd rather have a medium-range fighter radar than the alternative - flying around in blackness looking for the straggling one or two enemy fighters, barely able to spot them against a starfield.

The alternative is to stick a lot of random spacial phenomena and asteroids in the skybox, which looks retarded when every map takes place around giant gas clouds and asteroid fields.

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