History Main / EnemyDetectingRadar

9th Dec '15 7:50:16 PM Kadorhal
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** Calling a UAV or Recon Plane (depending on the setting) will periodically give you all enemy positions every few seconds. Oddly enough, even if said enemies are inside concrete bunkers with no windows.

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** Calling a UAV or Recon Plane (depending on the setting) will periodically give you all enemy positions every few seconds. Oddly enough, even if said enemies are inside concrete bunkers with no windows. ''Modern Warfare 3'' includes an "Advanced UAV" that updates more often, while the ''[[VideoGame/CallOfDutyBlackOps Black Ops]]'' games include, respectively, an SR-71 Blackbird, an [[VideoGame/CallOfDutyBlackOps2 "Orbital VSAT"]], and a [[VideoGame/CallOfDutyBlackOps3 "High Altitude Telemetry Reconnaissance"]] vehicle that show the positions of enemies in real-time (marking them as red chevrons) and, except for the H.A.T.R., can't be shot down like the standard UAV.
9th Dec '15 7:06:59 PM Kadorhal
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* The ''VideoGame/AceCombat'' series has a radar system that varies a little between games. In some games, the color of a target indicates its point value or whether it's critical to the mission, in others how close it is to going down. Stealth planes generally fade in and out, making it difficult to keep track off them.
* In the [[SideView side-scrolling]] {{RTS}} ''VideoGame/ArmorAlley'', your radar displays everything on the length of the battlefield...unless your HeroUnit strays near an enemy signal-jamming van, which will cause the radar display to flicker blank.

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* The ''VideoGame/AceCombat'' series has a radar system that varies a little between games. In some games, the color of a target indicates either its point value (''VideoGame/AceCombat04ShatteredSkies'') or whether it's critical to the mission, mission (''VideoGame/AceCombatZeroTheBelkanWar''), in others how close it is to going down. indicates its current health (''VideoGame/AceCombat5TheUnsungWar''). Stealth planes generally fade in and out, making it difficult to keep track off them.
of them, and aircraft equipped with ECM systems would block portions of the radar or display false targets when close by.
* In the [[SideView side-scrolling]] {{RTS}} RealTimeStrategy ''VideoGame/ArmorAlley'', your radar displays everything on the length of the battlefield...unless your HeroUnit strays near an enemy signal-jamming van, which will cause the radar display to flicker blank.



** ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearSolid2'' both used Soliton radar, which had been invented by Mei Ling. Apparently "It employs the [[TechnoBabble KdV equation]] to detect the electromagnetic waves resulting from biological reactions." It could detect when people yawned, when they closed their eyes, which way they were looking, and how far they could see. Triggering an alarm would result in the radar being jammed, as would using chaff grenades, and the radar wouldn't work in enclosed spaces.
** As a prequel, ''VideoGame/MetalGearSolid3'' didn't feature the radar, as it was set before it was invented. (And many argued that the radar made the stealth too easy). There were a number of more primitive alternatives that could be found through the game, all of which needed battery power. The Motion Sensor would only show moving guards and animals, so a stationary guard wouldn't be shown. The Sonar would indicate everything, but had to be manually triggered and the 'ping' could alert guards. The AP sensor would vibrate when guards were near.

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** ''VideoGame/MetalGearSolid'' and ''VideoGame/MetalGearSolid2'' ''VideoGame/MetalGearSolid2SonsOfLiberty'' both used Soliton radar, which had been invented by Mei Ling. Apparently "It employs the [[TechnoBabble KdV equation]] to detect the electromagnetic waves resulting from biological reactions." It could detect when people yawned, when they closed their eyes, which way they were looking, and how far they could see. Triggering an alarm would result in the radar being jammed, as would using chaff grenades, and the radar wouldn't work in enclosed spaces.
** As a prequel, ''VideoGame/MetalGearSolid3'' ''VideoGame/MetalGearSolid3SnakeEater'' didn't feature the radar, as it was set before it was invented. (And invented (and many argued that the radar made the stealth too easy). There were a number of more primitive alternatives that could be found through the game, all of which needed battery power. The Motion Sensor would only show moving guards and animals, so a stationary guard wouldn't be shown. The Sonar would indicate everything, but had to be manually triggered and the 'ping' could alert guards. The AP sensor would vibrate when guards were near.



** ''VideoGame/MetalGearSolid4'' used a similar Threat Ring, this time surrounding the player in 3D when they crouched rather than in a radar screen.
* All three ''VideoGame/MetroidPrimeTrilogy'' games have this as a function of Samus' suit; in prior ''Franchise/{{Metroid}}'' titles, the overworld map screen (if there even was one) just showed whether a room had an item with it.

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** ''VideoGame/MetalGearSolid4'' ''VideoGame/MetalGearSolid4GunsOfThePatriots'' used a similar Threat Ring, this time surrounding the player in 3D when they crouched rather than in a radar screen.
screen. The Solid Eye also gives a radar when worn that worked similarly, which showed the position of the player and nearby characters, as well as a second circle around the player that expands or shrinks to indicate how large of a presence they're making themselves through sound and the like - running full-tilt would nearly fill the radar screen, while laying down and blending in with [=OctoCamo=] would make the circle only ''just'' barely larger than the one indicating their position. The camo index (indicating how effective your camouflage is against your current background) was also worked into the Solid Eye's radar, and would turn blue or red if you're currently harder or easier to notice amidst things like gunfire and mortar shells exploding nearby.
* All three ''VideoGame/MetroidPrimeTrilogy'' games have this as a function of Samus' suit; in prior ''Franchise/{{Metroid}}'' titles, the overworld map screen (if there even was one) just showed whether Samus had already been in a room and if it had an item with hidden in it.
6th Dec '15 1:22:50 PM Prfnoff
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* ''VideoGame/EnemyZero'', an old first-person adventure game for the Sega Saturn. Picture this: you're on a spaceship out in the middle of nowhere, and a bunch of nasty aliens have come aboard and murdered everyone save you and a few others. Problem is, the aliens are '''completely invisible''', and you get to roam the corridors of the ship, completely unable to see them. Your only way of knowing they're around is a sonar-ish device that starts pulsing louder and faster depending on how close the aliens are, all of which is absolutely nerve-wracking. The slightest peep will have you spooked, to say nothing when the aliens can be heard growling close by. BringMyBrownPants, please.
* ''VideoGame/EscapeVelocity'' has a radar screen. Buying an IFF Decoder will give it colors: enemy ships are red, disabled ships are gray.

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* ''VideoGame/EnemyZero'', an old first-person adventure game for the Sega Saturn.''VideoGame/EnemyZero''. Picture this: you're on a spaceship out in the middle of nowhere, and a bunch of nasty aliens have come aboard and murdered everyone save you and a few others. Problem is, the aliens are '''completely invisible''', and you get to roam the corridors of the ship, completely unable to see them. Your only way of knowing they're around is a sonar-ish device that starts pulsing louder and faster depending on how close the aliens are, all of which is absolutely nerve-wracking. The slightest peep will have you spooked, to say nothing when the aliens can be heard growling close by. BringMyBrownPants, please.
* ''VideoGame/EscapeVelocity'' has a radar screen. Buying an IFF Decoder will give it colors: non-hostile ships are blue, enemy ships are red, disabled ships are gray.gray, launched fighters and mission escorts are green.
3rd Dec '15 11:40:40 AM Kadorhal
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* The ''VideoGame/CallOfDuty'' series plays with this. In just about every game, there's a map in the top left corner of the screen which shows your squadmates as green chevrons and red dots representing enemy fire - in both World War 2 and Modern settings. This map could be disabled or enhanced in many ways:
** Calling a [=UAV=] or Recon Plane (depending on the setting) will periodically give you all enemy positions every few seconds. (Oddly enough, even if said enemies are inside concrete bunkers with no windows.)
** Using tools like [=UAV=] Jammers, Camouflage, or being Cold Blooded will hide you from this sort of detection.
** As well, these maps can be defeated by using supressed weapons - firing one wouldn't have you show up on enemy radar.
** In ''VideoGame/ModernWarfare 2'', a [=Counter-UAV=] will completely disable enemy radar - it replaces the map, friendly positions, and enemy positions with static.

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* The ''VideoGame/CallOfDuty'' series plays with this. In just about every game, there's a map in the top left corner of the screen which shows your squadmates as green chevrons and red dots representing enemy fire - in both World War 2 UsefulNotes/WorldWarII and Modern settings. This map could be disabled or enhanced in many ways:
** Calling a [=UAV=] UAV or Recon Plane (depending on the setting) will periodically give you all enemy positions every few seconds. (Oddly Oddly enough, even if said enemies are inside concrete bunkers with no windows.)
windows.
** Using tools tools/perks like [=UAV=] UAV Jammers, Camouflage, or being Cold Blooded Blooded, or even simply shooting the UAV down will hide you from this sort of detection.
** As well, these maps can be defeated by using supressed suppressed weapons - firing one wouldn't have you show up on enemy radar.
** In ''VideoGame/ModernWarfare 2'', a [=Counter-UAV=] Counter-UAV will completely disable enemy radar - it replaces the map, friendly positions, and enemy positions with static.



** ''VideoGame/ModernWarfare 2'' also has Heartbeat sensors available for certain weapons - and these can, for some reason, distinguish between friendly and enemy heartbeats. However, these can also be defeated by the 'Ninja' perk, which makes you invisible to such sensors.
** Finally, all enemy electronics can be disabled by using an [=EMP=], which makes the only method of detection the Mark One Eyeball. (Oddly enough, this only affects the enemy team - not yours.This is, however, averted in Hardcore mode where an [=EMP=] will disable ALL electronics.)

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** ''VideoGame/ModernWarfare ''Modern Warfare 2'' and ''3'' also has Heartbeat have heartbeat sensors available for certain weapons - and these can, for some reason, distinguish between friendly and enemy heartbeats. However, these can also be defeated by the 'Ninja' perk, which makes you invisible to such sensors.
** Finally, all enemy electronics can be disabled by using an [=EMP=], EMP, which makes the only method of detection the Mark One Eyeball. (Oddly Oddly enough, this only affects the enemy team - not yours.yours. This is, however, averted in Hardcore mode where an [=EMP=] EMP will disable ALL ''all'' electronics.)



* ''CatacombAbyss'' and its sequels have you collect crystals throughout the game; each crystal allows you to see one specific type of enemy on your crystal ball (like a radar, it shows enemies at some distance all around you, though it isn't an automap)

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* ''CatacombAbyss'' ''[[VideoGame/CatacombFantasyTrilogy Catacomb Abyss]]'' and its sequels have you collect crystals throughout the game; each crystal allows you to see one specific type of enemy on your crystal ball (like a radar, it shows enemies at some distance all around you, though it isn't an automap)



* ''VideoGame/{{Counter-Strike}}'' has one of these.

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* ''VideoGame/{{Counter-Strike}}'' ''VideoGame/CounterStrike'' has one of these.



* ''DawnOfMana'' has one that's even ColorCodedForYourConvenience: blue enemies drop items, red ones are just there for you to kill and abuse the RagdollPhysics with their bodies, and yellow indicates the direction in which you need to go.

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* ''DawnOfMana'' ''VideoGame/DawnOfMana'' has one that's even ColorCodedForYourConvenience: blue enemies drop items, red ones are just there for you to kill and abuse the RagdollPhysics with their bodies, and yellow indicates the direction in which you need to go.



* ''DuneII'' had the Outpost building, which gave you a radar screen that tracked your enemies (including SandWorms).

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* ''DuneII'' ''VideoGame/DuneII'' had the Outpost building, which gave you a radar screen that tracked your enemies (including SandWorms).



* In ''FarCry'' the player character finds a set of binoculars near the beginning of the game which allows him to isolate the tracking beacons of targetted enemies, putting them on the radar. So, once the enemies have been spotted once, they show up on the radar.

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* In ''FarCry'' ''VideoGame/FarCry'' the player character finds a set of binoculars near the beginning of the game which allows him to isolate the tracking beacons of targetted enemies, putting them on the radar. So, once the enemies have been spotted once, they show up on the radar. This returns in ''VideoGame/FarCry3'', ''[[VideoGame/FarCry3BloodDragon Blood Dragon]]'' and ''[[VideoGame/FarCry4 4]]'' by way of marking enemies through your camera or cyber-eye depending on the game.



* The 3-D ''VideoGame/GrandTheftAuto'' games has a minimap (sometimes called a radar) in-game. At times, it will show a mission objective or a moving enemy.
** The LetsPlay/FreelanceAstronauts made fun of this in their [[LetsPlay Vice City LP]], coming to the conclusion that most missions involve "Killing the pink dot on the radar."

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* The 3-D 3D ''VideoGame/GrandTheftAuto'' games has a minimap (sometimes called a radar) in-game. At times, it will show a mission objective or a moving enemy.
** The LetsPlay/FreelanceAstronauts made fun of this in their [[LetsPlay Vice City LP]], LetsPlay of ''VideoGame/GrandTheftAutoViceCity, coming to the conclusion that most missions involve "Killing the pink dot on the radar."
22nd Nov '15 8:35:25 AM Boone
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Added DiffLines:

* Downplayed in ''VideoGame/PlanetSide'' 2. Enemies do show up on the minimap, but not magically - another player has to see them and "spot" them. Being spotted lasts a few seconds; an attentive spot can ruin an ambush or win a rematch. The infiltrator, with its unique ability to cloak, is the only class that can shed being spotted at will. Infiltrators, however, also carry motion detectors that play this trope straight for a limited time. They in turn can be countered by standing still, equipping the Sensor Shield implant, or shooting/EMPing the deployed motion detector.
20th Oct '15 7:24:33 PM Eddy1215
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* One of the most famous occurrences of this is the motion tracker from ''Film/{{Aliens}}'', used by the Colonial Marines both to look for survivors of Hadley's Hope and hunt for the titular xenomorphs. However, it doesn't discriminate between friend and foe, as shown when the very first thing detected was some hamsters in their habitat; Newt is nearly shot when her appearance on the tracker prompts the Marines to prep their weapons.

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* One of the most famous occurrences of this is the motion tracker from ''Film/{{Aliens}}'', used by the Colonial Marines both to look for survivors of Hadley's Hope and hunt for the titular xenomorphs.Xenomorphs. However, it doesn't discriminate between friend and foe, as shown when the very first thing detected was some hamsters in their habitat; Newt is nearly shot when her appearance on the tracker prompts the Marines to prep their weapons.
9th Oct '15 4:32:28 PM nombretomado
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* The video game adaptation of ''[[VideoGame/GoldenEye1997 GoldenEye]]'' has one, explained as the function of one of Bond's gadgets. SpiritualSuccessor series ''PerfectDark'' also has one.

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* The video game adaptation of ''[[VideoGame/GoldenEye1997 GoldenEye]]'' has one, explained as the function of one of Bond's gadgets. SpiritualSuccessor series ''PerfectDark'' ''VideoGame/PerfectDark'' also has one.
1st Oct '15 8:38:17 PM Winter
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* In ''VideoGame/XCom'', radar arrays (or sonar in the case of ''Terror From the Deep'') are used to locate [=UFOs=] near a base.
** A Motion Scanner (Particle Disturbance Sensor in ''Terror From the Deep'') will detect units that moved since the player's last turn, even through walls. However, it doesn't differentiate between friend or foe and has a quite short range.

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* In ''VideoGame/XCom'', The classic ''VideoGame/XCom'' series uses two types:
** On the geoscape, bases need
radar arrays (or sonar in the case of ''Terror From the Deep'') are used to locate [=UFOs=] near a base.
[=UFOs=]. These come in three sizes with increasing range, and the most advanced type will give detailed information on alien craft and their missions.
** A On the battlescape, troopers can carry a Motion Scanner (Particle Disturbance Sensor in ''Terror From the Deep'') that will detect units that have moved since the player's last turn, even through walls. However, it doesn't differentiate between friend or foe and foe, has a quite VERY basic display (for instance, a large contact can be either a large unit or a small unit moving quickly), and is rather short range.
range.
1st Oct '15 7:33:55 PM LiefKatano
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[[caption-width-right:350:[[OhCrap Oh]]...[[OhCrap good]]...[[ThisIsGoingToSuck it works]].]]

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[[caption-width-right:350:[[OhCrap Oh]]...[[OhCrap Oh... good]]...[[ThisIsGoingToSuck it works]].]]
5th Sep '15 3:52:47 PM dotchan
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** The ''VideoGame/AlienIsolation'' radar (pictured) can detect any moving thing in front of you, be it human, droid, or alien. It also has lights to tell you if something is to your side or behind you, but not how far away it is. However, it cannot tell you if it's on the same elvel as you, and the beeping might alert other things to your presence.

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** The ''VideoGame/AlienIsolation'' radar (pictured) can detect any moving thing in front of you, be it human, droid, or alien. It also has lights to tell you if something is to your side or behind you, but not how far away it is. However, it cannot tell you if it's on the same elvel level as you, and the beeping might alert other things to your presence.



** ''Pokémon'' has one of these for items, creatively called the "Item Finder." Over time it's evolved from a somewhat unhelpful noise maker if you were within 50 yards of something, to a "DowsingMCHN" that points out the ''EXACT'' location of a hidden item. It wasn't until ''Fire Red'' and ''Leaf Green'' that players got access to the "Vs. Seeker," which could detect trainers. That is, those who wanted to battle or have a rematch ''and'' were onscreen.

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** ''Pokémon'' has one of these for items, creatively called the "Item Finder." Over time it's evolved from a somewhat unhelpful noise maker if you were within 50 yards of something, to a "DowsingMCHN" "[=DowsingMCHN=]" that points out the ''EXACT'' location of a hidden item. It wasn't until ''Fire Red'' and ''Leaf Green'' that players got access to the "Vs. Seeker," which could detect trainers. That is, those who wanted to battle or have a rematch ''and'' were onscreen.
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