
Originally Posted by
IonorRea
As I understanded your solution have to solve your Unsteady alliance issue about black ops units that cannot be seen by ally...
Not really: I actually thought of this sensor idea before the "Unsteady Alliance" idea, it's just taken me longer to write up. Until you mentioned it, I hadn't even considered how the two might interact.

Originally Posted by
IonorRea
From your description you have sensor and detector, how three tier absolute stealth (undetectable by radar map-ally,undetectable by eyes, undetectable by sensor) can be easier than one value system which actually prevent making stealth units too strong like I already described in post before yours?
What Tiers? There are two "branches" of stealth - one focused on evading sensors, one focused on evading sight.

Originally Posted by
IonorRea
Multiple tier absolute stealth systems seems bringing Comanche problem described in my previous post into new highs and until you show me working settings for two factions natural counters I will be hardly persuaded it can works more easily or even sensible.
That's easy: the Comanches are either cloaked or "sensor stealth," but not both.
If the Comanches are visually stealth, then there are a number of options.
The GLA might have a dedicated anti-aircraft unit like the
Gadfly (
see also) with aircraft-only sensors that can detect stealth enemies. This lets the GLA see the approaching Commanches and shoot them down with the Gadflies and Quad Cannon.
Alternatively, the GLA player could mix some optic stealth-detectors into their groups Quad Cannon to spot the Comanches for their Quad Cannon.
If the Comanches are "sensor stealth," then they aren't stealth in the traditional sense and the Quad Cannon will have no trouble dropping them from the sky.

Originally Posted by
IonorRea
As my system not operate with absolute stealth and absolute detector, you can easily predict that unit with better visual range will be better stealth detector and you don't need to be Yuri's hair to expect that more expensive stealth unit will have better stealth value, also you need just standart brain to predict that ground unit will have better chance with detecting mines then air units.
Except that the player needs more information than that to actually use the system effectively.

Originally Posted by
IonorRea
And you need just one value and one stealth type for it...
Actually that's false. You have two values: stealth value and vision radius.
More then that, under your system, there are dozens of stealth types - indeed, a unit's stealth type changes based on the enemy it's facing. Against a unit with a small vision radius, a Rebel might have nearly absolute stealth while against a unit with a large vision radius, the Rebel has almost not stealth at all. In other word, if the game has a total of 20 units and 4 of them are stealth, your system produces a total of roughly 80 stealth types.

Originally Posted by
IonorRea
For sake of easy gameplay there can be also showed unit stealth value when you point cursor for buying like you can see building times for units in RA3...
You would also need to show every unit's vision radius in order for the stealth value to have any meaning, and if you're going that far, why not show hit points, armor statistics, weapon statistics, etc. The door to information overload is now unlocked.