What do you guys think about a overhaul to the way scouting and stealth works in this game? I personally find it very unusual and complicated. Some radar signatures (such as HIGH rotary wing and LOW Naval) are underutilized while units like the elite attack helicopter are undetectable and AIP subs are because of the way stealth works. I don’t know if this is intentional on the dev’s part, but it hurts my brain
What if it was like this instead:
Units can have one of three scouting attributes: Low, Med, High. These apply for land, air and sea independently.
What these represent is the altitude or stealth of a unit. It would be like this.
Air:
High means very high altitude (50,000+ feet)
Med means at average altitude (10,000ft)
Low means flying low or NOE
Silent means flying quietly
Sea:
High means a surface ship
Med means submerged underwater
Low means submerged deep underwater
Silent means submerged and hidden
Land:
High means a large vehicle like MBT, TDS, MRLS etc
Med means IFVs, SAMs, Mobile radar
Low means infantry and small vehicles like CRV and Tank Destroyer
Silent means hidden, such as special forces hiding in a forest
A helicopter gunship, for example can be Low (Air)
These attributes refer to the units altitude or depth relative to their environment. They are affected by the unit type and environment. A standard infantry unit can see Air (Low), Land (Low) and Sea (High), representing their ability to detect low flying helicopters, approaching armies, and distant surface ships. The values here fluctuate based on the units current actions. A attack sub will go from Low to Med when entering shallow water. An AIP sub will go from Silent to High when launching a cruise missile. Special forces will go from Low to Silent when stopping in a terrain such as Jungle.
Certain stealth units will become harder to detect than others. SSF will expose themselves and be easy prey when attacking ground units (dropping from Med to Low, and suddenly being visible to all the infantry), while Stealth bombers will be a pain to find at all
Or maybe, instead of an overhaul, we can add small fixes to change game balance.
-AIP subs are completely invisible when not moving. They are exposed when launching cruise missile, engaging in combat with units or with espionage
-Special forces can hide in certain terrains, making them immune to UAV spotting and allowing enemy armies to pass through them. Moving, attacking or being exposed by CRV or espionage will reveal them
-Mobile radar and AWACS detect stealth heli
Let me know if you think something like this could be viable, and if not what changes would you suggest, or do you think the current system is fine where it is?
What if it was like this instead:
Units can have one of three scouting attributes: Low, Med, High. These apply for land, air and sea independently.
What these represent is the altitude or stealth of a unit. It would be like this.
Air:
High means very high altitude (50,000+ feet)
Med means at average altitude (10,000ft)
Low means flying low or NOE
Silent means flying quietly
Sea:
High means a surface ship
Med means submerged underwater
Low means submerged deep underwater
Silent means submerged and hidden
Land:
High means a large vehicle like MBT, TDS, MRLS etc
Med means IFVs, SAMs, Mobile radar
Low means infantry and small vehicles like CRV and Tank Destroyer
Silent means hidden, such as special forces hiding in a forest
A helicopter gunship, for example can be Low (Air)
These attributes refer to the units altitude or depth relative to their environment. They are affected by the unit type and environment. A standard infantry unit can see Air (Low), Land (Low) and Sea (High), representing their ability to detect low flying helicopters, approaching armies, and distant surface ships. The values here fluctuate based on the units current actions. A attack sub will go from Low to Med when entering shallow water. An AIP sub will go from Silent to High when launching a cruise missile. Special forces will go from Low to Silent when stopping in a terrain such as Jungle.
Certain stealth units will become harder to detect than others. SSF will expose themselves and be easy prey when attacking ground units (dropping from Med to Low, and suddenly being visible to all the infantry), while Stealth bombers will be a pain to find at all
Or maybe, instead of an overhaul, we can add small fixes to change game balance.
-AIP subs are completely invisible when not moving. They are exposed when launching cruise missile, engaging in combat with units or with espionage
-Special forces can hide in certain terrains, making them immune to UAV spotting and allowing enemy armies to pass through them. Moving, attacking or being exposed by CRV or espionage will reveal them
-Mobile radar and AWACS detect stealth heli
Let me know if you think something like this could be viable, and if not what changes would you suggest, or do you think the current system is fine where it is?
Yee Haw