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April 21st, 2001, 02:01 PM
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First Lieutenant
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Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
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Re: Which scanner is the best choice?
quote: Originally posted by Trachmyr:
... Psychic people have the best sensors, ...
 Our Psi Corps applauds...
Your mod looks interesting, I will give it a try. Do you have an upload somewhere in the mod section ? I should be able to mod it from your description if not...
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April 21st, 2001, 03:29 PM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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Re: Which scanner is the best choice?
Trachmyr, I like your ideas about varying the effectiveness of the different sensors . As it is now there is only a need to research one type to level 4 and you are done. I would like to see more varients like you propose, cloaking devices that only worked against one type of sensor, some low level sensors seeing higher cloaking levels etc. You could tailor your fleet to a specific enemy weakness.
I did it with mines, made one type of mine that was only visible to each type of sensor and it was neat. The only problem was I had about 30 different mine designs.
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April 21st, 2001, 11:25 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
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Re: Which scanner is the best choice?
My mod isn't ready for release, I have to work on the AI (right now I'm running every race on a modified default), additionally, a lot of what I want to incorporate requires that MM activates the CUSTOM GROUPS in componets.txt... so I'm afraid until then I won't be uploading (I am considering uploading a watered down Version after I fix the AI, but before custom Groups).
As for sensors/cloaks, here is what I have or will have in the game:
Ladar (30 Tons, early in game) gives Active2/Active3/Active4
Xadar (50 Tons, Middle-Late game) gives Active3/Active4/Active5 and scans to 3/4/5 sectors
Tachyon Sensor (20 Tons, Late game) gives Active 3/4/5
Hyper optics (40 Tons, Early) gives Passive 2/3/4
Emmissions Scanner (30/25/20 tons, early) gives passive 2/2/2 and scans to 1/2/3 sectors
EM-Band Sensors (40 tons, mid game) gives passive 3/4/5
Full Sensor Suite (75 tons, late game-requires both passive & active sensor research) gives both Active&Passive 4/5/6
Radscanner (30 tons, late game) gives Passive 3/4/5 and scans 5/7/10 sectors
Multiscaner (60 tons, late game) gives Passive 4/5/5, active 3/4/5 and scans 7/10/13 sectors
Gravscanner (50 Tons, Racial-gravity tech is a new racial area) gives gravitic scanning 1/3/5
Temporal Sensors (30 Tons, Racial) gives temporal 1/3/5
Psychic Reseptors (40 Tons, Racial) gives psychic 2/4/6 and scans to 0/2/4 sectors
Resonance Scanners (80 tons, Unique) gives passive 4/5/6 and scans to 3/7/13 sectors
Cloaking Devices:
Stealth Armor (Armor 30 Tons, early game) Provides passive 2 cloak (Which means lvl 2 passive scanners will beat it), and active 3/4/5 cloak
Emissions Cloaking (Will be Armor or componet of about 30 tons, early game) may give active 2 cloak, will give Passive 3/4/5 cloak
Scattering Armor (Armor 20 tons, early-Mid game) gives active and passive cloak of 1(which does nothing!)/2/3 and blocks scans
Reactive Camufalge surface (Armor of 20/10/10 tons- early-mid game) gives active & passive cloak of 2/2/3
Scanner Jammer (Device of 20/15/10 tons-mid game) blocks scanning
Claoaking Device (40 tons-late) active/passive cloak of 4/5/6 and temporal claok of 0/1/2
Distortion Cloak (50 Tons-very late) active cloak of 5/6/7, passive cloak of 4/5/6, temporal/Gravity cloak of 2/3/4, Psychic cloak of 1/2/3, Blocks scanners
Gravitic Inhibitor (40 Tons, Racial) gravitic cloaking of 2/4/6
Psychic Shielding (25/25/50 tons, Racial) Psychic cloak 3/5/7
Chameleon Armor (20 tons regen-armor, Racial(organic)) Active cloaking of 3/4/5 and Passive of 4/5/6
Spatial Cloaking Device (60 tons, new tech area, active/temporal cloak of 5/6/7, passive cloak of 7/7/7 gravitic cloak of 2/3/4, Psychic cloak of 3/4/5, blocks scans
Nebulas have a cloak from 2-6
Mines cloak passive 7, active 4, psychic 3, temporal 2
well, that's it... not all are in yet and they still need to be tweaked!
[This message has been edited by Trachmyr (edited 21 April 2001).]
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April 22nd, 2001, 07:57 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: Which scanner is the best choice?
Your ideas about cloaking and sensors are very interesting Trachmyr. Did you check out what happens if you combine different cloaking components? Are they adding up their cloaking in the different areas? The most critical point IMO is, that it should always be impossible to create a totally invisible ship, because this would unbalance the game.
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April 22nd, 2001, 09:06 AM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
Posts: 290
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Re: Which scanner is the best choice?
Yes the componets work together, as does the sensors... The only cloak that is "unbeatable" is Spatial Cloaking Device... and only against passive/active/temporal... gravitic can still find it unless it has gravitic inhibitors (60 + 40 tons=100 tons of cloaking), and psychic will find it unless it has psychic sheielding (+50 tons more for 150tons total... and that's 3 racial tech areas: Spatial, Psychic & Gravitic). But the spatial cloak cost a lot of supplies, and their are no quantum reactors in my mod! (not to mention the supply cost for the other 2 cloak componets)... furthermore, big ships need more engines & crew/lifespt. in my mod than the normal game... so you have to be very cautious about using your tonnage (for instance, a dreadnought needs 40 engines to get top speed and requires 8 crew/lifesupport). So far it seems to be balanced, but I got a lot more testing to do on these componets.
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April 22nd, 2001, 09:44 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Which scanner is the best choice?
quote: Mines cloak passive 7, active 4, psychic 3, temporal 2
Is that enough to block all detection?
It would be kind of silly to have mines visible.
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April 23rd, 2001, 01:35 AM
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Second Lieutenant
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Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
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Re: Which scanner is the best choice?
I use visible mines and it works good. I have some that are invisible unless you have a certain type and level of sensor. The basic, very crude, mine is visible to all.
You still get hit by them going through a warp point, which makes them useful even if you can see them. Once you got into a system you can where others are located, provided you have the right sensors.
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