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Author Topic: radar range in base info screen  (Read 4945 times)

Offline Falko

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radar range in base info screen
« on: July 26, 2014, 05:43:44 pm »
instead of the two short/long rang radar lines there should be a line
radar range <- the biggest range of the built radar facilities is used
and
radar detection <- chance to detect ufo 100% (hyperwave detector) = full line the facilities are added up so with a lot of long range radar you can get 100% (without extra info)

idea for mod:
original:
- type: STR_SMALL_RADAR_SYSTEM
  radarRange: 1500
  radarChance: 10
- type: STR_LARGE_RADAR_SYSTEM
  radarRange: 2250
  radarChance: 20
- type: STR_HYPER_WAVE_DECODER
  hyper: true
  radarRange: 2400
  radarChance: 100
change it to:
- type: STR_SMALL_RADAR_SYSTEM
  radarRange: 2000
  radarChance: 55
- type: STR_LARGE_RADAR_SYSTEM
  radarRange: 2400
  radarChance: 35
- type: STR_HYPER_WAVE_DECODER
  hyper: true
  radarRange: 1500
  radarChance: 25

so you need a large radr to get the most coverage
the short radar gives the best detection probability
the hyperwave gives information but no 100% detection
one has to balance the numbers somewhat

now the change discussed above is more important

Offline redv

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Re: radar range in base info screen
« Reply #1 on: July 26, 2014, 06:42:49 pm »
If you use Hyperwave decoder you will get 100% chance to detection, even if you wrote "radarChance: 25".

https://github.com/SupSuper/OpenXcom/blob/master/src/Savegame/Base.cpp#L376
« Last Edit: July 26, 2014, 06:49:47 pm by redv »

Offline Falko

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Re: radar range in base info screen
« Reply #2 on: July 26, 2014, 07:20:24 pm »
 :(

Offline Hollow_Fang

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Re: radar range in base info screen
« Reply #3 on: August 26, 2014, 10:23:26 am »
Maybe listing posts that are placed like bases and have like 200-300 range and 10-15% detect? Or satellites that orbit like a ship for a time with high detect small range and move like ship only super slow and can be destroyed .

Offline Dioxine

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Re: radar range in base info screen
« Reply #4 on: August 26, 2014, 04:05:03 pm »
+1. The old radar info bars are completely useless, even more so in mods. What Falko proposes makes more sense. With HWD, you can at least influence range; it doesn't use "pulses", it instantly detects anything that moves into range, even with an insane speed.

Offline Hollow_Fang

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Re: radar range in base info screen
« Reply #5 on: January 22, 2015, 06:37:31 am »
instead of the two short/long rang radar lines there should be a line
radar range <- the biggest range of the built radar facilities is used
and
radar detection <- chance to detect ufo 100% (hyperwave detector) = full line the facilities are added up so with a lot of long range radar you can get 100% (without extra info)

idea for mod:
original:
- type: STR_SMALL_RADAR_SYSTEM
  radarRange: 1500
  radarChance: 10
- type: STR_LARGE_RADAR_SYSTEM
  radarRange: 2250
  radarChance: 20
- type: STR_HYPER_WAVE_DECODER
  hyper: true
  radarRange: 2400
  radarChance: 100
change it to:
- type: STR_SMALL_RADAR_SYSTEM
  radarRange: 2000
  radarChance: 55
- type: STR_LARGE_RADAR_SYSTEM
  radarRange: 2400
  radarChance: 35
- type: STR_HYPER_WAVE_DECODER
  hyper: true
  radarRange: 1500
  radarChance: 25

so you need a large radr to get the most coverage
the short radar gives the best detection probability
the hyperwave gives information but no 100% detection
one has to balance the numbers somewhat

now the change discussed above is more important
Trying to make a radar system mod with more facility's and types of radar every 5-15 intervals.
The idea is to make a series of radar's to open the feel of different configurations for large range but low success or cheap and small high success but high maintenance.

With the issue of hyper wave you set hyper=true well be 100 percent success always(unless bug fixed), but if set to hyper=false and radar chance can  1-100 depending on size or make a Hyper small,large and Hyper nexus and one that may even take up 12 squares or four hangers worth of size then it should be set to hyper=true.