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Rollo
September 27th, 2001, 02:07 PM
There is no difference between the sensors. I always go for hyper optics, since you need training facilities anyway.

Rollo

[edit]: in game terms there is no difference between active and passive scans.

[This message has been edited by Rollo (edited 27 September 2001).]

Seik
September 27th, 2001, 02:58 PM
Hm, ok - thanks.

But then I don t understand why Tachyon Sensors are so expensive. Everybody will go for HyperOptics: it s much cheaper and as you said training facilities (I agree) you also need...

dogscoff
September 27th, 2001, 03:29 PM
Note that although the game treats all cloaks and all cloak detectors exactly the same, they have been designd so that you can mod them to be much more sophisticated.

Also, lots of people complain about th differing reseach costs on the sensors, but th thing is you might do half of that resarch for something else... for example you are going to start researching p0hysics anyway, in ordr to get shields, or you might already have military science for the training facilities. The trick is to look at which one is cheapest in the mid-game, when you already have a number of techs rsearchd.

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tesco samoa
September 27th, 2001, 07:32 PM
is this the passive or active thread

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Inter arma silent leges

Seik
September 28th, 2001, 01:49 AM
I hope anybody can tell me the difference between the three components to detect cloaked ships?

What is the difference betwenn HyperOptics, Gravitic Sensors and Tachyon Sensors? (the reasearch costs are very different)

btw, what means passive and active scan?

Seik

Seik
September 28th, 2001, 11:51 AM
ROFL

Don t know *gg*

capnq
September 29th, 2001, 05:45 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>what means passive and active scan?
<HR></BLOCKQUOTE>A passive scan just looks at any incoming signals, like looking at light through a telescope.

An active scan sends out a signal and looks for what bounces back, like radar.

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Cap'n Q
My first mod! Hypermaze quadrant (http://www.shrapnelgames.com/ubb/Forum25/HTML/000018.html)
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Seik
September 29th, 2001, 05:58 AM
@capnq: yep - that is it in real life.

But in SE4 it doesnt matter. Or I m wrong?

Cyrien
September 29th, 2001, 09:24 PM
In SE it doesn't matter unless you mod it to matter. And then you could mod it wrong if you wanted. http://www.shrapnelgames.com/ubb/images/icons/icon12.gif

Phoenix-D
September 29th, 2001, 09:48 PM
I did something like that in techmod.. passive sensors are really only good for detecting fighters. EM Actives are better, Gravitics are the best- but also the most expensive.

Phoenix-D

Seik
September 29th, 2001, 11:13 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Phoenix-D:
I did something like that in techmod.. passive sensors are really only good for detecting fighters. EM Actives are better, Gravitics are the best- but also the most expensive.

Phoenix-D<HR></BLOCKQUOTE>

Something like that I hoped were in the original game.
But when matched in your TechMod - fine.

btw - why did you cancel the test game?

Phoenix-D
September 30th, 2001, 12:05 AM
I didn't actually. When PBW updated it got fried due to inactivity!

Working on beta 5 still. This is a fairly big one. Amoung other things, I've added fighter cloaks, new system types, a few new pictures, intelligence (for once it gets fixed), and changed to P&N style movement.

Phoenix-D

Sinapus
October 1st, 2001, 07:09 PM
I think the advanced sensors need a range limitation, similar to the scanners. Say, you can detect the same level of cloaking at that range. Additionally, you can detect lower levels of cloaking a square further out per level lower.

Ex: Lvl 4, range 1 sensors should detect lvl 4 cloaking at range 1, lvl 3 cloaking at range 2, and lvl 2 cloaking at range 3.

Should make cloaking stay somewhat useful in the game, especially if you keep the range short. The AI's tendency to build reconsats all over the place should help them a bit as well.


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Baron Munchausen
October 1st, 2001, 09:44 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Sinapus:
I think the advanced sensors need a range limitation, similar to the scanners. Say, you can detect the same level of cloaking at that range. Additionally, you can detect lower levels of cloaking a square further out per level lower.

Ex: Lvl 4, range 1 sensors should detect lvl 4 cloaking at range 1, lvl 3 cloaking at range 2, and lvl 2 cloaking at range 3.

Should make cloaking stay somewhat useful in the game, especially if you keep the range short. The AI's tendency to build reconsats all over the place should help them a bit as well.

<HR></BLOCKQUOTE>

Yes, if scanners can have a definite range then so can sensors. For SE V, the system grid ought to be extended even more. A radius of 10 or so would be nice. Then, a definite range for sensors would make the game really interesting. And the balancing between sensors and cloaks is also a good idea. This is how it works in Stars! for example. Better cloaking lets you remain totally invisible closer to an enemy sensor.

[This message has been edited by Baron Munchausen (edited 01 October 2001).]

Taqwus
October 2nd, 2001, 05:07 AM
Nice. A small radius and a large system size would mean that defenders and attackers alike could rarely be certain that something else wasn't out there lurking...

I'd also suggest that Active EM scans should be more thorough than passive, but make cloaking basically impossible. Maybe being idle for the whole turn should improve cloaking, as well.

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-- The thing that goes bump in the night