Silverware wrote:
It allows smuggling, banditry, and easy scouting.
It gives the local "police" a reason to hunt you. (not having IFF on)
It gives the player a sense of being able to hide. (some terrain could reduce sensors ranges)
It allows you to lose a bounty you are hunting if you are not careful to keep them in range.
Okay, how would challenge-response not allow that?
Silverware wrote:
It keeps Fleet combat, as two opposing major factions will be able to beeline to each other.
And removing scouting gameplay is good... why?
Also how would no locator beacon but challenge-response remove fleet battles?
Silverware wrote:
It lets players get a sense of whats around them, without overloading the targeting list.
By filling it with
every ship and station in the system by default instead of just the things that are somewhat in sensor range?
I'd like to have an explanation on how that would work
Silverware wrote:
It prevents a single AI with your IFF being spoofed from torpedoing you in the butt. (eg It keeps the playing field fair)
Thats not a feature of the locator beacon system, though
that just comes from the lack of spoofing
Silverware wrote:
Not only would this method simple to implement, it would be simple to learn, and encourage specialization of technologies for stealth and sensors. Something that seems to be missed from most content discussions. (how it would impact the manufacturing/research)
Yeah, no.
Pirates have no reason to use any sensors at all for the most time because their targets and the security forces are all
broadcasting their locations all the time.
They beeline to the freighters they want to attack and just fly around any patrol because they see the patrol paths anyway.
Unless the freighters/miners or patrols do something punishable themself and turn off their beacons.
And we are at basically the same point as if there was no IFF system at all.
Then specialisations and technology levels matter again.
Silverware wrote:
Sticking to gameplay systems, name the benefits that would arise from challenge response?
It doesnt either remove sensor gameplay or itself from the game
It adds a layer to sensor gameplay instead of just flat out turning it off
Silverware wrote:
Remembering that both Challenge Response and Directionality will require more CPU.
Yes, something requires more than nothing
Challenge-response needs a single level check in addition to the normal sensor mechanic level check.
Namely one with a lower detection threshhold than the higher "detect target anyway" treshhold.
BFett wrote:
Oh, so you suggest broadcasting once when you enter the system to identify yourself and anyone who is entering gets an update on each ship based on the information passed onto the locator beacons?
A: no, i have no idea how you read that out of my post.
B: "locator beacons" are flat and silver's unconditional broadcast type IFF systems. Not some infrastructure.
BFett wrote:
how does the explorer know that the other ship is a pirate and not a friendly if the system doesn't have a locator beacon?
By using the IFF system i suggested a thousand times now