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June 21st, 2001, 04:05 PM
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Corporal
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Join Date: Jun 2001
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Scanners and Cloaking questions
How do scanners work? Aren't they supposed to enable you to see ships more than one system away? In my current game I've been putting up satellite-borne sensors in my front-line systems, but they haven't revealed any ships in neighboring systems.
Also, how do you defeat cloaking?
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"The bigger the smile, the sharper the knife." - Ferengi Rule of Acquisition #48
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June 21st, 2001, 04:14 PM
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First Lieutenant
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Join Date: Jan 2001
Location: Randallstown, Maryland, USA
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Re: Scanners and Cloaking questions
Scanners let you see what is on a ship a certain number a spaces away in the same system you are in. Sensor are used to see cloaked ships. If the cloak level is higher than the sensor level then you won't see the cloaked ships. Also nebulea's and some storms prevent the use of scanners and sensors.
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June 21st, 2001, 04:16 PM
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Second Lieutenant
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Join Date: Mar 2001
Location: Netherlands
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Re: Scanners and Cloaking questions
scanners are supposed to show you ships several sectors away, not systems.
they let you see what component a ship exactly has.
to defeat cloaking, your has to be equipped with a sensor component one level higher, or was it the same level ?, then the cloaking device on the other ship.
/edit
too late
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Q: So the date of conception (of the baby) was August 8th?
A: Yes.
Q: And what were you doing at that time?
[This message has been edited by LemmyM (edited 21 June 2001).]
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[Boo!]
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June 21st, 2001, 04:20 PM
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General
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Join Date: Mar 2001
Location: UK
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Re: Scanners and Cloaking questions
Scanners let you see things several sectors (squares) away, not systems. When an enemy ship flies past one of your scanner sats you will be able to click on it and get al the juicy details.
Cloaking is defeated with sensors. There are many different types of sensors: I think you have one on the Physics tech tree, one on psychic, one on temporal, and at least one other. Although they have different costs/ research costs etc I think they all work the same in a standard game.
You can also counter cloaking with mines or by buying data from other human players and there are probably certain intel projects which would help. Sensors are better though.
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"Pinky, are you pondering what I'm pondering?"
"I think so Brain but, if you replace the P with an O, my name would be Oinky, wouldn't it?"
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June 21st, 2001, 09:46 PM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: Scanners and Cloaking questions
There are five sensor types: hyper optic, psychic, temporal, gravitic, and tachyon.
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Cap'n Q
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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June 21st, 2001, 09:52 PM
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Corporal
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Join Date: Aug 2000
Location: Rochester, NY, USA
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Re: Scanners and Cloaking questions
A related question: GAs clouds and nebulae systems are color coded. I read somewhere that each color "shrouds" anything in it with a defined level of cloaking. (I'm not a "code" person..) What are the levels of cloaking provided by being in each of the nebulae systems? Appreciate help with this.
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nothing happens in a vaccum. - me
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