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  #21  
Old October 2nd, 2006, 07:11 PM
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Default Re: Tachyon Sensors

You'd need a range variable for the scanners to decrease in sight with longer distances. I don't think that exists/works outside of weapons.
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  #22  
Old October 3rd, 2006, 01:26 AM
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Default Re: Tachyon Sensors

Thanks for the explaination.
OK, so it sounds like once you have researched the highest level of tachyon sensors, you don't need basic scanners anymore. You just put the best tachyon sensors on your ships and you see everything in the system.
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  #23  
Old October 3rd, 2006, 05:57 AM
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Default Re: Tachyon Sensors

So what we need is a "sensor scammer" ability that reduces the sensor range of enemy sensors. As it is now, cloaking is still an all or nothing (probably mainly nothing) thing.
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  #24  
Old October 3rd, 2006, 06:16 AM
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Default Re: Tachyon Sensors

I thought Scanner Jammer did that in SEV?
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  #25  
Old October 3rd, 2006, 06:26 AM
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Default Re: Tachyon Sensors

Scanner is not equal to Sensor. They have different abilities.
Long range scanning lets you see the components and cargo of a ship.
Basic and tachyon sensors just let you see the ship itself but nothing else.
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  #26  
Old October 3rd, 2006, 05:05 PM
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Default Re: Tachyon Sensors

Ah, musta misread the post.
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  #27  
Old October 4th, 2006, 09:15 AM
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Default Re: Tachyon Sensors

As I can't mod the component.txt file in the demo (tried it), could someone who has the full game test the following situation please:
If you mod the tachyon sensor range to level / 5 (original * 1) you should get at maximum tech level a range of 7.4.
If you have now a ship with both basic sensor and modded tachyon senor: at what range will it detect a cloaked ship (maximum level)???
a) as I hope range 7 or 8.
b) at range of the basic sensor (more than 20).

If b) is true then just the maximum range and maximum sight level of both component are combined, which I would call a bug.
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