
Originally Posted by
Borreh
I like the general idea, but do not overcomplicate it. With multiple types of everything you'd need to learn the game for a few days before getting to understand it.
It might just seem complicated because I communicated it poorly.
Idea in Short: Normal sensors cannot pick up any sort of stealth enemy. Detector sensors can pick up enemies that are only "optically camouflaged" but not "sensor stealth."
Consider the following
-A Predator Tank's sensors can pick up a Scorpion Tank but not a stealth enemy like a cloaked Scorpion Tank (e.g., because of the Cloaking Field power or because it's near a Disruption Tower) or, for example, a Raider Buggy (the idea is that Raider Buggies are sensor stealth).
-Mobile Sensor Arrays have detecting sensors but no optical detection, so they can detect the Scorpion Tank whether or not the Tank is cloaked. However, an MSA's sensors cannot pick up Raider Buggies and MSAs have no way to detect Stealth Tanks (which are both cloaked and sensor-stealth).
-Pitbulls have optical detection but not sensor-based detection. In other words, the Pitbull's sensors work the same way as the Predator's, but the Pitbull can see any enemy within visual range, cloaked or otherwise.

Originally Posted by
Borreh
If anything, limit it to two types of stealth: sensor and complete stealth. All modern stealth systems are radar invisibility so it wouldn't make sense for a unit to be visualy invisible but visible on sensors, since most of targeting now is done by radar scan and not by visual aim.
That's sort of what I had in mind - what I called "visual stealth" hides a unit from both visual observation and from sensors. The issue is how these two types of stealth would respond to detectors.
On a side note, nothing says that the sensors have to represent radar. It could, for example, represent some sort of magnetic resonance imaging sensor, which modern stealth technology probably could not block.

Originally Posted by
Borreh
One tweak possible IMO is the detectable-ity of units. Buildings would be detected from the longest range, then heavy vehicles, then light vehicles, then infantry.
This seems a bit complicated: if the sensors were binary (it's either in range or it isn't), then their range could be easily identified on the map with line markers like those in C&C 3 and RA3 that mark the edge of your build-radius.
On the other hand, that idea still works with yours, it just means that most units would have produce series of concentric circles. Which might look cool.

Originally Posted by
Borreh
Dunno how with aircraft, since even today most of new designs are somewhat stealth to a degree. Infantry could be very hard to spot and would appear just before the shroud of war ends. This would make infantry even more useful even in lategame for surprise attacks.
Well, as I mentioned, sensors don't necessarily have to represent radar.
Still, I agree with the idea of infantry being "hard to spot" - I had considered the possibility that they might not show up on sensors at all.

Originally Posted by
IonorRea
More elegant? Maybe. Simple? Not really.
With my idea for multiple stealth/detector types, all the conditions are yes/no considerations: a unit's sensors can either detect cloaked enemies or they cannot, a unit is either immune to sensors or it is not, a unit can spot cloaked enemies or it cannot, etc.
Your idea throws in a continuum variable: a unit could have a stealth value of 0, 600, or any number in between. Worse, this number is hidden from the player. Unlike Starcraft, most C&C games don't show the player their units' stats like damage, etc. Even Starcraft doesn't show the player units sight radius - which is the number needed to interpret your own units stealth value.
In other words, not only is your idea, in practice, far too complicated to understand, but it probably wouldn't even communicate the player that he/she needs in order to try.

Originally Posted by
IonorRea
Beyond visual range radar or sensor of some sort isn't good idea as it reduce need for scouting for early prevention against airstrikes or artylery.
Couldn't the same argument be made of units with large sight radii? How do sensors exacerbate the problem?

Originally Posted by
IonorRea
This can works well in games with big maps or without generals powers but not necessery useful for Generals gameplay style.

Originally Posted by
Quadhelix
Subject:
Cons
-Would probably only work with maps larger than traditional C&C maps