1 |
Been thinking something similar myself... but I'm for anything that simplifies the sea-game and keeps it with a side-show role.
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1 |
Been thinking something similar myself... but I'm for anything that simplifies the sea-game and keeps it with a side-show role.
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2 |
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2 |
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3 |
Yeah, just giving all units sonar range that matches their sight range might be a good start. Then "underwater" just gets you free radar-jamming and immunity to surface weapons.
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3 |
Yeah, just giving all units sonar range that matches their sight range might be a good start. Then "underwater" just gets you free radar-jamming and immunity to surface weapons.
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4 |
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4 |
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5 |
For those who want stealth: we already have that. It's called cloak. I mean, we could switch more amphibs to "surface-to-attack" but that makes underwater behave even *more* like Cloak (most cloakers have decloak-to-attack).
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5 |
For those who want stealth: we already have that. It's called cloak. I mean, we could switch more amphibs to "surface-to-attack" but that makes underwater behave even *more* like Cloak (most cloakers have decloak-to-attack).
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6 |
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6 |
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7 |
Random idea: Sonar is like Reverse AirLOS. That is, all aircraft and projectiles are visible (iirc) 1.5X further than normal units. So give all units Sonar at 66% normal sight range. But then we get units whose sight-range exceeds their firing range, and that's always been a pain since it means spotter coverage is a *huge* force-multiplier.
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7 |
Random idea: Sonar is like Reverse AirLOS. That is, all aircraft and projectiles are visible (iirc) 1.5X further than normal units. So give all units Sonar at 66% normal sight range. But then we get units whose sight-range exceeds their firing range, and that's always been a pain since it means spotter coverage is a *huge* force-multiplier.
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8 |
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8 |
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9 |
honestly,
sea
is
just
such
a
mess
of
conflicting
mechanics.
Torps
hitting
hovers
was
a
huge
first
step
in
making
it
sane,
but
I
feel
like
the
changes
since
then
have
been
a
bit
aimless.
|
9 |
honestly,
sea
is
just
such
a
mess
of
conflicting
mechanics.
Torps
hitting
hovers
was
a
huge
first
step
in
making
it
sane,
but
I
feel
like
the
changes
since
then
have
been
a
bit
random.
|