Radar Jammer
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SoS-DownTown37
- Greenhorn
- Posts: 8
- Joined: 01 Jun 2008, 21:04
Radar Jammer
How about a type of sensor that jams a radar. Say a person has the satellite post and can see everything. That takes the possibility out of a sneak attack. Maybe a jammer that disrupts that for a certain period of time and takes say 20 or 30 min to reload. This will allow for a sneak attack on someone. Just a thought 
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NucNut
- Trained

- Posts: 92
- Joined: 04 Sep 2007, 12:58
- Location: Western Australia, Earth, Sol, Milky Way
Re: Radar Jammer
Yeah, this ECM stuff was never implemented in the original WZ, and i think its going to be worked into a future version....
ECM Vtols would be awesome
ECM Vtols would be awesome
REDAC Aerospace: Proving that aircraft and terrain don't mix since 2005 
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XFire Profile: dogzeroonefox
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EvilGuru
- Regular

- Posts: 615
- Joined: 23 Jun 2007, 22:41
Re: Radar Jammer
We do have (limited) ECM in 2.1.
Currently it is only applied to cyborgs; giving them a (slight) advantage. Per, however, is the expert with regards to this. It may be more important/influential in 2.2.
Regards, Freddie.
Currently it is only applied to cyborgs; giving them a (slight) advantage. Per, however, is the expert with regards to this. It may be more important/influential in 2.2.
Regards, Freddie.
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psychopompos
- Trained

- Posts: 470
- Joined: 08 Nov 2007, 09:18
- Location: UK
Re: Radar Jammer
if ecm is there, stealth could be possible!
an optional extras menu after the turret select menu is passed.(i could suggest a few more things for such a menu, slat armour, ERA module skirts, THEL, smoke/chaff nades)
depending on how radar works on or off within range, or gradient from sensor.
99 to 01 being the range gradient
then different things have different maximum levels of stealth, below which, they arent on radar.
a radar jammer could then add X value to the default.
to keep ballance, stealth addon would need to be suitably expensive.
something with a 25% stealth rating would have to be within 75% radar range to be seen.
something with 75% stealth rating would have to be within 25% range of the radar.
would give borgs & light bodies a place end-game.
an optional extras menu after the turret select menu is passed.(i could suggest a few more things for such a menu, slat armour, ERA module skirts, THEL, smoke/chaff nades)
depending on how radar works on or off within range, or gradient from sensor.
99 to 01 being the range gradient
then different things have different maximum levels of stealth, below which, they arent on radar.
a radar jammer could then add X value to the default.
to keep ballance, stealth addon would need to be suitably expensive.
something with a 25% stealth rating would have to be within 75% radar range to be seen.
something with 75% stealth rating would have to be within 25% range of the radar.
would give borgs & light bodies a place end-game.
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winsrp
- Trained

- Posts: 417
- Joined: 14 May 2008, 17:00
Re: Radar Jammer
have any one of you guys played Dark regin??? where stealt is acomplished when one of your special units could morphs into vegetation and move closer to enemy bases.... and also you had a another guy that morphs into an enemy unit and gets into enemy buildings to steal tech... but the catch is that the guy stealing tech must get into an enemy base, get into a building, have some time there with a chance of being kicked out and de-morphed, but once he is successfull he still has to deliver the new tech to your own base. Old days, that game still rocks, some of you guys should check it out, it has free download too somewhere in the web, in a non pirate version.
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Buginator
- Professional

- Posts: 3285
- Joined: 04 Nov 2007, 02:20
Re: Radar Jammer
I got this game, mighty strange how they do certain things.winsrp wrote:have any one of you guys played Dark regin??? where stealt is acomplished when one of your special units could morphs into vegetation and move closer to enemy bases.... and also you had a another guy that morphs into an enemy unit and gets into enemy buildings to steal tech... but the catch is that the guy stealing tech must get into an enemy base, get into a building, have some time there with a chance of being kicked out and de-morphed, but once he is successfull he still has to deliver the new tech to your own base. Old days, that game still rocks, some of you guys should check it out, it has free download too somewhere in the web, in a non pirate version.
While the morphing is nice, I am not sure that fits in with wz, since most maps are pretty plain.
The spy stuff would be pretty nice. I have thought of this before though, so you can steal an enemies tech, or create false radar information, to confuse them...