History Main / EnemyDetectingRadar

4th Sep '16 4:18:33 PM nombretomado
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* The ''AlienVsPredator'' motion detector is of course from the original ''Film/{{Alien}}'' movie, and as a result is in absolutely every game based on the franchise, too.

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* The ''AlienVsPredator'' ''VideoGame/AlienVsPredator'' motion detector is of course from the original ''Film/{{Alien}}'' movie, and as a result is in absolutely every game based on the franchise, too.
7th Aug '16 9:10:08 AM Ripburger
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** On the geoscape, bases need radar arrays (or sonar in the case of ''Terror From the Deep'') to locate [=UFOs=]. These come in three sizes with increasing range, and the most advanced type will give detailed information on alien craft and their missions.

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** On the geoscape, bases need radar arrays (or sonar in the case of ''Terror ''[[VideoGame/XCOMTerrorFromTheDeep Terror From the Deep'') Deep]]'') to locate [=UFOs=]. These come in three sizes with increasing range, and the most advanced type will give detailed information on alien craft and their missions.
5th Aug '16 10:39:02 AM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}'' puts one on the player's {{HUD}} in both single-player and multiplayer modes. The one in ''VideoGame/{{Halo 4}}'' even shows vehicle shape (e.g. if an enemy is driving a Wraith, they'll appear in the shape of a Wraith on your motion tracker). That said, the tracker can be foiled by either crouch-walking or just moving ''really'' slowly.

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* ''Franchise/{{Halo}}'' puts one on the player's {{HUD}} in both single-player and multiplayer modes. The one in ''VideoGame/{{Halo 4}}'' can even shows indicate vehicle shape type (e.g. if an enemy is driving a Wraith, they'll appear in the shape of a Wraith on your motion tracker). That said, the tracker can be foiled by either crouch-walking or just moving ''really'' slowly.
5th Aug '16 10:38:05 AM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}'' puts one on the player's {{HUD}} in both single-player and multiplayer modes. The one in ''VideoGame/{{Halo 4}}'' even shows vehicle shape (e.g. if an enemy is driving a Wraith, they'll appear in the shape of a Wraith on your motion tracker). That said, the tracker can be foiled by crouch-walking.

to:

* ''Franchise/{{Halo}}'' puts one on the player's {{HUD}} in both single-player and multiplayer modes. The one in ''VideoGame/{{Halo 4}}'' even shows vehicle shape (e.g. if an enemy is driving a Wraith, they'll appear in the shape of a Wraith on your motion tracker). That said, the tracker can be foiled by crouch-walking.either crouch-walking or just moving ''really'' slowly.
5th Aug '16 10:37:46 AM UmbrellasWereAwesome
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* ''Franchise/{{Halo}}'' puts one on the player's {{HUD}} in both single- and multiplayer modes.

to:

* ''Franchise/{{Halo}}'' puts one on the player's {{HUD}} in both single- single-player and multiplayer modes.modes. The one in ''VideoGame/{{Halo 4}}'' even shows vehicle shape (e.g. if an enemy is driving a Wraith, they'll appear in the shape of a Wraith on your motion tracker). That said, the tracker can be foiled by crouch-walking.
25th Jun '16 6:05:41 AM jormis29
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* The video game adaptation of ''ComicBook/RogueTrooper'' shows enemies on a radar at the bottom-left, available as long he is wearing Helm. It doesn't stop enemies from ambushing Rogue when he fires upon the hologram of the traitor general.

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* The video game adaptation of ''ComicBook/RogueTrooper'' ''VideoGame/RogueTrooper'' shows enemies on a radar at the bottom-left, available as long he is wearing Helm. It doesn't stop enemies from ambushing Rogue when he fires upon the hologram of the traitor general.
17th Jun '16 3:54:47 PM Doug86
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* ''VideoGame/{{Mafia}}'' despite being set in the 1930s before WorldWarII and the invention of Radar had one for detecting vehicles in the top left of the screen that showed civilian cars as white, Police as blue and enemies as red blips.

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* ''VideoGame/{{Mafia}}'' despite being set in the 1930s before WorldWarII UsefulNotes/WorldWarII and the invention of Radar had one for detecting vehicles in the top left of the screen that showed civilian cars as white, Police as blue and enemies as red blips.
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.
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