Commanders always have a Field Radar module which is not shown in the config menu.
Additionally, one (possibly more?) can be unlocked throughout the course of the campaign

When equipped, it shows as "Field Radar x2" in-game, yet has the same 1800 elmo Radar as not having it equipped:


The code suggests a limit of 1, while the tooltip makes no mention of a limit (probably due to the tooltip lacking _COUNT_ rather than a lack of checking logic):
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{ |
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name = "module_radarnet", |
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humanName = "Field Radar", |
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description = "Field Radar - Attaches a basic radar system. Requires at least a level 2 module slot.", |
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image = moduleImagePath .. "module_fieldradar.png", |
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limit = 1, |
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cost = 75, |
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requireLevel = 1, |
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slotType = "module", |
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applicationFunction = function (modules, sharedData) |
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sharedData.radarRange = 1800 |
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end |
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}, |
The description of course doesn't clarify anything to a player who is already used to having radar on their commander. Maybe they'll assume the best and that it somehow improves the existing radar since it's shown at all.
Assuming it does absolutely nothing, maybe the module shouldn't be shown at all in the campaign UI? Not as a reward nor in the module configuration screen. Alternatively, make stacking it boost the range and maybe even the altitude?
Commanders always have a Field Radar module which is not shown in the config menu.



Additionally, one (possibly more?) can be unlocked throughout the course of the campaign
When equipped, it shows as "Field Radar x2" in-game, yet has the same 1800 elmo Radar as not having it equipped:
The code suggests a limit of 1, while the tooltip makes no mention of a limit (probably due to the tooltip lacking
_COUNT_rather than a lack of checking logic):Chobby/campaign/sample/commConfig.lua
Lines 569 to 581 in c27f6cb
The description of course doesn't clarify anything to a player who is already used to having radar on their commander. Maybe they'll assume the best and that it somehow improves the existing radar since it's shown at all.
Assuming it does absolutely nothing, maybe the module shouldn't be shown at all in the campaign UI? Not as a reward nor in the module configuration screen. Alternatively, make stacking it boost the range and maybe even the altitude?