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  #11  
Old September 30th, 2006, 12:21 AM

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Default Re: Tachyon Sensors

Basic Scanners go to lvl, 21 Tachyon goes to lvl 26.
Basic scannner lvl 1 starts at range 3 detction lvl 1.2.
range increases by 1 per lvl, dection increases by .2

Tachyons start at range 2 and detection 2. both range and detection increases by one per lvl.
in the end tachyon scanners out range basic scanners, but given research cost why bother, well combat sensors got to lvl 30. and tachyon scanners will see mines more readily, not sure how high mine lvls go or specs but lvl3 mines can be seen by lvl 21 basic sensors and lvl 5 tachyon.
something to ponder.
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  #12  
Old September 30th, 2006, 03:36 AM
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Default Re: Tachyon Sensors

I'm konfused. Does this mean that basic scanners, after reaching level 6, can see enemy mines? This doesn't seem right.

[Note: I checked vehiclesizes.txt and mines prevent level 5 scans]
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  #13  
Old September 30th, 2006, 04:20 AM
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Default Re: Tachyon Sensors

Yet again it seems we still have the generic scan type...with different 'names' applied...yet no difference between what they can really detect. Going to make for some ugly modding...
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  #14  
Old September 30th, 2006, 09:47 AM
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Default Re: Tachyon Sensors

Code:
Ability 1 Amount 1 Formula                      := 1 + ([%Level%] / 5)

The basic sensor power level only goes up by 0.2 scan levels per tech level. Eventually it will exceed strength 5, but you have to do more research than you think.
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  #15  
Old September 30th, 2006, 07:35 PM

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Default Re: Tachyon Sensors

Basic scanners increase by point 2 per lvl and top out at 5.2 at lvl21 so basic scanners can't see mines til lvl 21.
as specified in my prior post. Its lvl 5 tachyon scanners that can see mines of lvl3. lvl 5 tachyons detect at lvl 6.(at range 6)
By that time basic sanners have reached lvl 8. but can only detect at 2.6 (at range 10)
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  #16  
Old October 2nd, 2006, 04:22 PM
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Default Re: Tachyon Sensors

If I understand this correctely the sight level remains the same for the entire range. Can it be modded that the sight level decreases with range??
If not, you might have to create different sensor types: 1.) long range but with limited sight level that will miss top cloak level ships.
2.) short range (perhaps only 1-2 sectors with high sight level that will defeat any cloaking.
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  #17  
Old October 2nd, 2006, 04:28 PM
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Default Re: Tachyon Sensors

A bit of an aside, but that's how Scanner Jammers work - they subtract from the effective range of the opponent's Long Range Scanner. But you can't do that for a component though.

About your 2nd suggestion, that's sort of how it works now except at really high tech levels in stock. Basic Sensors do long range but low sight, while Tachyon does shorter range and high sight. I made this more apparent with the Balance Mod as I continue to plug it as much as possible these days.
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  #18  
Old October 2nd, 2006, 06:59 PM
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Default Re: Tachyon Sensors

Quote:
Captain Kwok said:
A bit of an aside, but that's how Scanner Jammers work - they subtract from the effective range of the opponent's Long Range Scanner. But you can't do that for a component though.

If its based on a formula, I dont see why you couldnt have a sliding scale for detection ability at range...
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  #19  
Old October 2nd, 2006, 07:05 PM

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Default Re: Tachyon Sensors

The range and power are in seperate forumalas that may not refer back to each other.
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  #20  
Old October 2nd, 2006, 07:09 PM
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Default Re: Tachyon Sensors

How it works:

Your ship has a Scanner Jammer with an amount of 10. The opponnents Long Range Scanners can scan ships 12 sectors away. This means the he can only scan the items on your ship if your 2 hexes or closer etc.
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