Forums » Suggestions
How ships are detected
What I'd like to see is as follows
2 radar modes, Active (broacasting) and passive (listening mode)
Control over ships reactor/powercell output, lower output means a ship would be harder to detect
Mass of ships effecting effecting detection, Really heavy ships, cappies and such should be detectable gravametrically, light ships, on low power, especially near something with a ton of mass would be very very hard to detect.
Thruster usage effecting detection range, A ship blasting it's engines full bore would be alot easer to spot than one just sitting.
Sensor disruptors of varying levels, lower levels might make it hard to tell what kind of ship, or who it is, higher levels make everything harder to detect
Multi stage detection, at very long ranges you can tell something is there, but not exact ship model, mass, faction, or owner of ship. As ships get closer you can then tell it's type, then faction and owner, at very close ranges it's mass
Weapons fire effecting detection range, Should be obvious, rails however being electromagnetic shouldn't effect it much, mining beams shouldn't a whole lot either. Mineral scanners should be like a big damn beacon though.
A system like this would allow for both ambushing targets, and sneaking by all but un detected. under minimal power, active radar off, with high end sensor disruptors in a small ship simply drifting, you would be only noticable at very very close range, say 800 meters.
2 radar modes, Active (broacasting) and passive (listening mode)
Control over ships reactor/powercell output, lower output means a ship would be harder to detect
Mass of ships effecting effecting detection, Really heavy ships, cappies and such should be detectable gravametrically, light ships, on low power, especially near something with a ton of mass would be very very hard to detect.
Thruster usage effecting detection range, A ship blasting it's engines full bore would be alot easer to spot than one just sitting.
Sensor disruptors of varying levels, lower levels might make it hard to tell what kind of ship, or who it is, higher levels make everything harder to detect
Multi stage detection, at very long ranges you can tell something is there, but not exact ship model, mass, faction, or owner of ship. As ships get closer you can then tell it's type, then faction and owner, at very close ranges it's mass
Weapons fire effecting detection range, Should be obvious, rails however being electromagnetic shouldn't effect it much, mining beams shouldn't a whole lot either. Mineral scanners should be like a big damn beacon though.
A system like this would allow for both ambushing targets, and sneaking by all but un detected. under minimal power, active radar off, with high end sensor disruptors in a small ship simply drifting, you would be only noticable at very very close range, say 800 meters.
I like these idea's.
+1
+1
Awesome ideas, +1
Great idea..AWESOME +1
Nuance? In VO? Surely ye jest.
nice :) +1
+1 VO does need some radar enhancements. Transponder controls should be one of those.
+1 and I still want a radar jammer addon
+1 to radar improvements:
.. Long range version (regular: short range, passive ; mk2: improved range, active)
.. Radar/ Transponder jammer (versions self-disguise and Affects all IFF in sector)
.. Activity-level / Energy usage depending radar range (engines, weapons, beams, life support)
.. Mass/Size depending radar range
.. Powered off ships becoming a roid to radar (regular radar, but the 'improved/LR' detects as ship)
From all those, the easiest to implement and most fun is "power off" button, when your ship becomes a roid for all others with 'regular' radar... invisible while beyond visible range...
But power on must take at least 3 seconds, and powered off ships keeps gliding or parked as it was when powering off (i.e., physics mode, no drag induced by gravitc engines)
Also, unpowered ships can't spin/turn/aim. Use external view instead...
.. Long range version (regular: short range, passive ; mk2: improved range, active)
.. Radar/ Transponder jammer (versions self-disguise and Affects all IFF in sector)
.. Activity-level / Energy usage depending radar range (engines, weapons, beams, life support)
.. Mass/Size depending radar range
.. Powered off ships becoming a roid to radar (regular radar, but the 'improved/LR' detects as ship)
From all those, the easiest to implement and most fun is "power off" button, when your ship becomes a roid for all others with 'regular' radar... invisible while beyond visible range...
But power on must take at least 3 seconds, and powered off ships keeps gliding or parked as it was when powering off (i.e., physics mode, no drag induced by gravitc engines)
Also, unpowered ships can't spin/turn/aim. Use external view instead...
I was thinking more of a way to adjust the power, ie be able to dial down both the max charge and charge rates (have to be linked, a fast charge with a max charge of 10 would be too good for running)
+1 to anything to do with this.
[Stamp of Approval]™
This should go on the devs list of improvements asap this is much needed, we could also give some weapons advantages that are currently somewhat unfavored compared to others.
This should go on the devs list of improvements asap this is much needed, we could also give some weapons advantages that are currently somewhat unfavored compared to others.
Do it.
LNH +1
+1 to everything said above this post.