.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old December 3rd, 2006, 09:13 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Idea For Cloaking Detection

I don't know if this is already implamented or not. I am not that familar with this aspect of SE V.

What I sugguest is that cloak detection be broken down into two types:

1. Sector - Limited to range in sectors. Can be 1 to 20 sectors. Will detect any cloaked ship within this range.

2. System - Can detect cloaked ships in a system.

I think having two options for cloak detection would go a long way for adding more options to modders for components.

Ships could be limited to being able to only scan for cloaked ships within a limited range, say 2 sectors.

Also this would allow for a true Satellite sensor grid much like a sonar detection net in the Atalantic.

As a much more advanced tech, sector detection can be used on either a component or a facility.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #2  
Old December 3rd, 2006, 10:01 PM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: Idea For Cloaking Detection

As a practical matter, what is the difference between system detection and 999-sector range detection?
Reply With Quote
  #3  
Old December 3rd, 2006, 10:33 PM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Idea For Cloaking Detection

@SJ: You lost me here. Doesn�t SE5 see them as the same?

@ AT: I see where you are going with the sector part. I am using a Deep Space Sensor Buoy for that same purpose in my TC. The total system portion though I can�t get into only because such omni-type powers is an instant turn off for me in any mod or TC. For example I have never played with stellar creation components even in stock, to me that is omnipotent.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta�s Big Bang Attack� Welcome to OBLIVION!
�Don Panoz made an awesome car and� an incinerator� Bill Auberlen
Reply With Quote
  #4  
Old December 3rd, 2006, 11:50 PM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Idea For Cloaking Detection

Quote:
Suicide Junkie said:
As a practical matter, what is the difference between system detection and 999-sector range detection?
You could I guess. But wouldn't it be better to have to seperate abilities?

With the sector concept a ship could be cloaked and working whtin a system unseen until it got too close to a ship, satellite, or a planet that had a component or facility with the sector cloak detection ability.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #5  
Old December 4th, 2006, 12:28 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: Idea For Cloaking Detection

Technically speaking, this can already be made by applying different ability scopes.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #6  
Old December 4th, 2006, 12:32 AM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Idea For Cloaking Detection

Oh duh; I see what you are saying now! I agree with CPT Kwok, two scopes will mimic your idea.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta�s Big Bang Attack� Welcome to OBLIVION!
�Don Panoz made an awesome car and� an incinerator� Bill Auberlen
Reply With Quote
  #7  
Old December 4th, 2006, 08:31 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Idea For Cloaking Detection

Please post more details.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #8  
Old December 4th, 2006, 02:39 PM
President_Elect_Shang's Avatar

President_Elect_Shang President_Elect_Shang is offline
Brigadier General
 
Join Date: Nov 2001
Location: WA
Posts: 1,894
Thanks: 5
Thanked 3 Times in 3 Posts
President_Elect_Shang is on a distinguished road
Default Re: Idea For Cloaking Detection

I would think it should work something like this:

First put the ability on the cloak
Sector Cloaking Device
Ability 1 Type := Cloak Level
Ability 1 Description := Prevents detection by �Sector� type scanners.
Ability 1 Scope := Space Object
Ability 1 Range Formula := 0
Ability 1 Amount 1 Formula := "Gravitic"
Ability 1 Amount 2 Formula := 5

System Cloaking Device
Ability 2 Type := Cloak Level
Ability 2 Description := Prevents detection by �System type scanners.
Ability 2 Scope := Space Object
Ability 2 Range Formula := 0
Ability 2 Amount 1 Formula := "Temporal"
Ability 2 Amount 2 Formula := 5

Then make two components which can detect Sight Level Temporal in Formula 1. I haven�t tried this yet so you might need to use the 5 in formula 2 as well. Give it a shot and let us know how it works and any problems you have. We can adjust from there. You also have �Psychic� to play with as well. A third cloak of some type?
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta�s Big Bang Attack� Welcome to OBLIVION!
�Don Panoz made an awesome car and� an incinerator� Bill Auberlen
Reply With Quote
  #9  
Old December 4th, 2006, 02:51 PM
Kana's Avatar

Kana Kana is offline
Captain
 
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
Kana is on a distinguished road
Default Re: Idea For Cloaking Detection

My Question is if both abilities-Detect Cloaked, and Detection at range-are seperate, or do they combine when applied to a single component.

Currently I see it working like this...

You have one component that sees out to 10 hexes and detects ship.

Another component that detects cloaked ships.

So now you can see cloaked ships at 10 hexes...

But what if you have a sensor that detects normal ships at 10 hexes, and a seperate sensor that detects cloaked ships at 2 hexes...

Will you detect the cloaked ship at 2 hexes, or 10 hexes?
Reply With Quote
  #10  
Old December 4th, 2006, 02:58 PM

Phoenix-D Phoenix-D is offline
National Security Advisor
 
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
Phoenix-D is on a distinguished road
Default Re: Idea For Cloaking Detection

They combine when combined on a single SHIP. If you have short-range cloak scanners and long-range sensors, you'll see cloaked ships at long range.
__________________
Phoenix-D

I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
-Digger
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:33 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.