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  #11  
Old September 29th, 2001, 11:13 PM
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Seik Seik is offline
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Default Re: Detect cloaked ships

quote:
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



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?

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  #12  
Old September 30th, 2001, 12:05 AM

Phoenix-D Phoenix-D is offline
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Default Re: Detect cloaked ships

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.

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  #13  
Old October 1st, 2001, 07:09 PM

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Default Re: Detect cloaked ships

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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  #14  
Old October 1st, 2001, 09:44 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Detect cloaked ships

quote:
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.




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).]
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  #15  
Old October 2nd, 2001, 05:07 AM
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Default Re: Detect cloaked ships

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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