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Re: Scanner 2.0

The Sun is pretty noisy tho, DW. It's emitting a whole bunch of radio garbage. Definitely enough to mask whatever your little fusion drive is outputting. I'm thinking about something a little more too. Like once you 'look away from the sun' your sensors take a moment (probably not more than a momen...

Re: Scanner 2.0

Sounds good~ Certainly there's no point being immersion-breaking for the pure sake of a mechanic. But a man can dream! The main attraction that the idea has for me has is that, in terms of combat and information warfare, it removes the homogeneousness of space. Something that never, or at least rare...

Re: Scanner 2.0

I really liked the new scanner, but there are one or two things kind of bugging me: 1. It seems the signals are single-mode? I think it'd be awesome if we could have a multi-frequency signature associated with the given entity - this way, if we're picking up many entities on the scanner, to the unfa...

Re: HUD video inspired thoughts and suggestions

With the time-varying signals - if signals are going to be more complex than just single-mode sine-waves (for example), would it be a good idea to have some sort of FFT functionality? I realize this is essentially the same as the spectrograph suggestion from earlier. I think there's a lot of potenti...

Re: HUD video inspired thoughts and suggestions

I think the 'unusualness' of the scanner is one of its strongest points. I like the aforementioned idea of keeping a 'current' position. There's no reason why theta shouldn't correspond with time. Ordered pairs are ordered pairs, whether on a polar or Cartesian visualization - and imo the polar plot...

Re: Yay for AI work

I couldn't agree more. Having been playing Crusader Kings 2, I was thinking the other day that what I really like about it is that the AI doesn't seem to be a substitute for the player, but rather the player is a substitute for the AI, in the sense that we're inhabiting the place an AI otherwise wou...

Re: False Information

So is it possible to have a global set of information A,B,C,...,X, not all of which may be true? If the problem is that we can't model an agent's idea of information, only what proportion of "total" information they do know, then can we get past that by allowing the player (or any agent, I guess) to...

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