Bringing back Sensor Arrays is a very good idea. With burrowed units too. But super stealth... got to think about it. It comes only after an upgrade and they're still detectable. Yes, why not.
Yes
No
Bringing back Sensor Arrays is a very good idea. With burrowed units too. But super stealth... got to think about it. It comes only after an upgrade and they're still detectable. Yes, why not.
ASTRA NOVA
OBSERVAT
Zarakh nei'n en'akai!
I liked how stealth were used in SC games, but they do become balanced when it drains mana-pool and needs a button to be activated, only specific units like the dude for Protoss that are stealth all the time had no button, but they had like 5HP so anything could kill them as long as you had detection.
One thought, there's force-fire in SC, is it possible to force-fire the ground and kill stealth units that way? Because you can see them...
So like a support power for Nod, Cloaking Field, giving stealth for any tank/air craft for 15 seconds... able to bombard anything while still being stealth, but after 15 seconds they are vulnerable and easy to kill...
This kind of tactical stealth usage would make interesting Campaign Missions, where you need to use the power and sneak into a protected base faster then 15 seconds, otherwise you'll die...
Diffrent levels of stealth and diffrent levels of detection sounds intresting.
You could have say level 1 stealthed units that can be counterd by base defence stealth detection, and stealth detection upgrade packs on some enamy units. Level 2 stealth could be more refined allowing your level 2 stealth units to pass level 1 detecters such as base defences unoticed, but are spotted by level 2 detection towers such as radar. and level 3 stealth which could be your under ground units could move pass level 1 and 2 stealth detecters but get picked up by level 3 detecters such as molbile sensor arrays. this could also be balenced as a player would target molbile sensor arrays to get his/hers level 3 units through unoticed and then distroy the level 2 detectors to get his level 2 units through. and so on.
as another idea you could have an upgrade for the defence structers or for some of them which allow you to detect level 2 as well as level 1 stealth units.
hope this makes sence, sorry for bad english.
A little bit more realism would be cool, too. If a staelth unit drives or walkes over snow or mud it leaves marks etc.
Burton is only cloaked while attacking with his knife special ability.
I like this idea.It would offer some interesting tactical choices.
@ Incia, I'd say yes, since they are technically there, so force fireing on a place where you know is a stealth should be allowed, also allowed when useing support powers or SWs. I can;t rember if this is done in C&C3 or kw, i don't think so, if u use orbital strike on a cloaked area, or shockwave artillary, I'm 70% sure it had no effect.
And like your cloaking field idea, it captures the purpose of gorilla warfare nicely.
@Justluke3, your English is fine, i did originally think of having Stealth detection levels, but my concern there would it might get too involved, and players may not realize they need higher levels to detect.
Whatever balanced i guess.
But i guess 3 levels of concealment would be more accurate and might work very well.
level 1- camouflage, (why snipes had stealth, and mutant marauders were stealth in tib fields)
Level 2: Stealth , typical stealth while moving, unstealth to attack.
Level 3: Phantom Stealth, stealthed while attacking.
As like what Justluke3 said, Each level of detection corresponds to a concealment level. I'd say T1 & T2 base defenses can only detect level 1, and T3 base defenses detect level 1&2, while reserving level 3 stealth detection for mobile sensor arrays, which are also the only ones that can detect subterranean units.