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Archived from groups: comp.sys.ibm.pc.games.action (More info?)
UAVs are great for finding and killing (via arty) obnoxious
campers, but totally screw up the game-balance for
special-forces and snipers, who both frequently like to
work in stealth mode. The implementation of UAVs
is a great feature of the game, but the oversimplied way
they currently work is detrimental to game-balance.
I suggest that a visibility-component be added to UAV
detection. What point is there in decking out a sniper in
fancy camoflage and having him lie in the grass, just
to have his location immediately picked up by a casual
UAV scan ? Or for a single special-forces operative
hidden in a roofed bunker, or under a roof-overhang ?
The wise Commander will always commission a few UAV
scans away for the obvious centers of fighting, especially
over key CPs. However, the motionless well-camod
sniper or building-hidden troops should still not
be visible.
Why bother being a sniper when you are going to be the
next target for arty when the Commander has nothing
better to do with his arty... Your normally-distant location
from concentrated-action makes your role immediately
recognizable on the UAV scan, even if you are full-camo,
motionless, lying in the grass and have not yet fired one
shot.... OTOH, ground-spotting of snipers in the game
seems to work in a perfectly appropriate way, either in
the SP or MP game.
Also some detection-weighting be given in the UAV scan to
visible ( from the air) motion between one scan-rotation
and the next. Ranging from zero for a no-motion, lying-prone,
low-visibility sniper, to full weighting for an occupied vehicle,
in motion or not. Detection-weighting could correspond to
the frequency of dot-appearance on each UAV scan-
rotation, maybe ?
Other suggestions ?
DICE, are you reading ? Please.....
John Lewis
UAVs are great for finding and killing (via arty) obnoxious
campers, but totally screw up the game-balance for
special-forces and snipers, who both frequently like to
work in stealth mode. The implementation of UAVs
is a great feature of the game, but the oversimplied way
they currently work is detrimental to game-balance.
I suggest that a visibility-component be added to UAV
detection. What point is there in decking out a sniper in
fancy camoflage and having him lie in the grass, just
to have his location immediately picked up by a casual
UAV scan ? Or for a single special-forces operative
hidden in a roofed bunker, or under a roof-overhang ?
The wise Commander will always commission a few UAV
scans away for the obvious centers of fighting, especially
over key CPs. However, the motionless well-camod
sniper or building-hidden troops should still not
be visible.
Why bother being a sniper when you are going to be the
next target for arty when the Commander has nothing
better to do with his arty... Your normally-distant location
from concentrated-action makes your role immediately
recognizable on the UAV scan, even if you are full-camo,
motionless, lying in the grass and have not yet fired one
shot.... OTOH, ground-spotting of snipers in the game
seems to work in a perfectly appropriate way, either in
the SP or MP game.
Also some detection-weighting be given in the UAV scan to
visible ( from the air) motion between one scan-rotation
and the next. Ranging from zero for a no-motion, lying-prone,
low-visibility sniper, to full weighting for an occupied vehicle,
in motion or not. Detection-weighting could correspond to
the frequency of dot-appearance on each UAV scan-
rotation, maybe ?
Other suggestions ?
DICE, are you reading ? Please.....
John Lewis