History Main / EnemyDetectingRadar

12th Jun '18 7:52:58 PM GuyIncog
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** In the original ''VideoGame/CommandAndConquer'' games, you didn't have a minimap unless you built a Radar Dome, which would then show off the entire map (though areas covered by the shroud would appear as black space). Additionally, the later games added ways of detecting stealth units (typically, light vehicles might have sensors which would revealed their location, meaning that players would be well advised to keep a few stealth detecting units around to avoid being ambushed).
** Though there were a few missions in the series that gave you the minimap even without a Communications Center (though those missions usually were the ones before you could build a Comm. Center, or those with no base at all).
* ''VideoGame/CommandAndConquerGenerals'': The USA can use a satellite scan (and have radar access) right off the bat as long as they have Command Centers, an ability that can eventually be researched by the GLA for their Radar Vans. The Chinese don't get it, instead having to rely on the detection capabilities of their troop crawlers.




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* In the original ''VideoGame/CommandAndConquer'' games, you didn't have a minimap unless you built a Radar Dome, which would then show off the entire map (though areas covered by the shroud would appear as black space). Additionally, the later games added ways of detecting stealth units (typically, light vehicles might have sensors which would revealed their location, meaning that players would be well advised to keep a few stealth detecting units around to avoid being ambushed).
** Though there were a few missions in the series that gave you the minimap even without a Communications Center (though those missions usually were the ones before you could build a Comm. Center, or those with no base at all).
* ''VideoGame/CommandAndConquerGenerals'': The USA can use a satellite scan (and have radar access) right off the bat as long as they have Command Centers, an ability that can eventually be researched by the GLA for their Radar Vans. The Chinese don't get it, instead having to rely on the detection capabilities of their troop crawlers.




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* ''VideoGame/XWing'' and its sequels (''VideoGame/TIEFighter'', ''VideoGame/XWingVsTIEFighter'', and ''VideoGame/XWingAlliance'') all featured sensor displays showing any ships nearby using color-coded dots: red for Imperial, green for Rebel, and blue for neutral (or unaligned). Later games added additional colors to represent pirates or otherwise distinguish between multiple unaligned factions.
7th May '18 1:37:23 PM kazokuhouou
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* ''VideoGame/FreddyFazbearsPizzeriaSimulator'', unlike the other games in the franchise, only had motion sensors instead of cameras serving as this to monitor the killer animatronics, presumably because you're just starting out with your pizzeria and can't afford the cameras. [[spoiler: Really, though, it's to hide that the 'pizzeria' is a ClosedCircle trap for said killer animatronics so they can be destroyed once and for all in the TwistEnding.]]
12th Apr '18 2:33:07 PM Chabal2
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* ''TabletopGame/Warhammer40K'' has the auspex, a handheld or helmet-mounted scanner that can usually detect enemies. Unfortunately ([[PercussiveMaintenance in addition to all the problems with Imperial tech]], against the tyranids it sometimes fails due to being calibrated for one species or the other and not hybrids, and sometimes because the 'nids know to stay ''just'' out of auspex range when building up their forces for a ZergRush.
11th Apr '18 4:40:13 PM Ninamarie124
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29th Mar '18 9:16:45 PM nombretomado
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* The ''StarOcean'' games have a radar when battling the enemy to show the relative positions of your team and the enemy's.

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* The ''StarOcean'' ''VideoGame/StarOcean'' games have a radar when battling the enemy to show the relative positions of your team and the enemy's.
13th Feb '18 2:03:40 PM VicGeorge2011
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* ''VideoGame/CosmicAvenger'' has one appearing on the top of the screen, which can detect where [=UFOs=] will appear from.
8th Feb '18 4:11:24 PM nombretomado
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* The [[OurAngelsAreDifferent Divine Herald]] from ''[[NexusWar Nexus Clash]]'' can detect when there are demons in the area. Unlike some examples of this trope, the Herald can only find out how many demons are nearby this way and not quite exactly where they are, and it may take a few pings of the radar to triangulate the location of their target.

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* The [[OurAngelsAreDifferent Divine Herald]] from ''[[NexusWar Nexus Clash]]'' ''VideoGame/NexusClash'' can detect when there are demons in the area. Unlike some examples of this trope, the Herald can only find out how many demons are nearby this way and not quite exactly where they are, and it may take a few pings of the radar to triangulate the location of their target.
2nd Feb '18 2:50:24 AM Cryoclaste
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* ''FatalFrame'' has two: the Camera Obscura's filament, and the main character's heartbeat. The filament glows when a ghost is nearby, and glows brighter if you're facing the ghost and/or getting closer to it. The character's heartbeat also speeds up the closer a ghost is. This is quite handy, because it is a common situation that ghost can be near you and you can't ''see'' it, either because it's in a wall or it's invisible at the time.

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* ''FatalFrame'' ''VideoGame/FatalFrame'' has two: the Camera Obscura's filament, and the main character's heartbeat. The filament glows when a ghost is nearby, and glows brighter if you're facing the ghost and/or getting closer to it. The character's heartbeat also speeds up the closer a ghost is. This is quite handy, because it is a common situation that ghost can be near you and you can't ''see'' it, either because it's in a wall or it's invisible at the time.
28th Sep '17 9:20:54 PM Abodos
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* 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 hidden in it.

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* ''Franchise/{{Metroid}}'':
**
All three ''VideoGame/MetroidPrimeTrilogy'' games have this as a function of Samus' suit; in prior ''Franchise/{{Metroid}}'' ''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 hidden in it.it.
** In ''VideoGame/MetroidSamusReturns'', the Metroid counter from the original ''VideoGame/MetroidIIReturnOfSamus'' gets a slight upgrade; it now blinks whenever a Metroid is close. The closer the Metroid, the darker the color of the icon and the more quickly it blinks. The Metroid amiibo takes this further by marking the nearest Metroid on your map screen.
22nd Aug '17 5:22:12 PM sabremeister
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* Aircraft have something referred to as "IFF", the International Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.

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* Aircraft have something referred to as "IFF", the International Identification Friend-or-Foe system. By transmitting certain signals, aircraft can be identified as "friendly", "hostile", "civilian/neutral" or "unknown". This is a way that pilots can quickly identify which aircraft belong to their allies to avoid blowing them out of the sky.
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