Re: Sensor knowledge and suggestions
Posted: Mon Feb 15, 2016 9:28 am
you did read the other walls of text i wrote in this thread, no?BFett wrote:How does idea 1 function in game? Does the general purpose scanner only let you know that there is something within a certain radius of your ship? Does the active scan then function as the player targeting a ship and getting shield, weapon, system, and cargo status? This would include the ship's name and if it is hostile or not based on IFF data.
im not saying that the scanner gets finer in general.BFett wrote: I'm not sure I fully understand what you are proposing in your second idea. If you are suggesting making the scanner in LT even finer than it already is, I might be against that idea. Sell me on why this would work well in LT.
i'd more say relative velocity / angular velocity, and not near/far as separator.BFett wrote: I like the concept of the 3rd idea. Long exposures looking out at a far distance will easily pickup any slow moving object outside of sensor range. However, if used on nearby ships all you'd get would be a blurred image with useless data. So doing the same with different types of sensors could add flavor to LT.
then you'd have to treat debris fields with care, because raiders and hostile scavengers could be hiding in them.BFett wrote: The fourth idea could be a dangerous one to implement. Remember that other AI in LT are going to use every feature that gets coded into the game. So here you'd have to consider not just how the AI would treat you but how you'd like the same thing done to yourself. If you want to be able to ambush NPCs and are willing to be ambushed yourself then it's probably not a bad idea.
Not really.Flatfingers wrote: Regarding the integrative mode, am I misremembering, or wasn't that the original form of the scanner that Josh showed us?
Thats only half correct afaik.Flatfingers wrote: That "integration" is really what a CCD does: each cell just counts photons over a given time period. Then it declares itself "on" if that count exceeds a set value.
Lyyrae wrote:You could build your medium sized ship in a way, where the core emits almost no energy waves and the hull of the ship is made of a specific material/shape/technologie which reduces sensor visibility. (Also reduce power core output to improve stealth.)Cornflakes_91 wrote:a small ship with a very big very bright very hot reactor is less visible than a bigger, unpowered, chunk of metal?
if it isnt, which implies that you cant differentiate between a rock and a ship, are all asteroids in range marked the same way until they respond to an identification ping?
if the answer is no theres also no effective signature management by turning off/down your systems.
That way its stealth value would go up and it would be less visible than a generic fighter.