Why doesn't the sensor reduction effect work on other players?
I think it would be really nice to lose law enforcement by fleeing into a nebula, or ambushing un witting traders
It does. It reduces the range at which you can be cargo scanned.
The reason it doesnt change the fact that you can detect players at 14ks, is I believe because that is hardcoded into FL, and cant be changed without the sourcecode. Have you noticed that your scanners generally only have a 6K detection range, yet you can detect them at 14Ks?
Also why is this in the rules forum?
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As Hone said, it does reduce the range for scanning ships, it hides PoB`s if you don`t have a good scanner.
If you want to loose somebody, a gas nebula might work very well since cruise disruptors will make a boom in the gas pocket.
(08-26-2013, 07:39 AM)hungry-bank Wrote: No, you don`t. You are still targetable by the outside person for a 10k range.
Which is sad.
Too bad we couldn't make the deep scanner detect players at like 3-4k and have discovery scanner detect out to 18 or something. Also, it would be very nice if we could run into nebulas and just vanish off scanners, assuming its one that affects range.
To make it so everyone wouldn't go with the disco scanner, only let it scan cargo at like 2k or something.
not to compare apples to oranges, but they have changed the hard coding on powerplants, making them shut off after entering cruise speed, so it could take some tinkering but it could probably work.
(08-27-2013, 02:52 PM)hungry-bank Wrote: What range should the battleship scanner have if the discovery scanner would have 18k?
Also this range is hardcoded into Freelancer.
Probably 18, maybe 20.
The exact numbers could be worked out later by those who are better at balancing things than I am.
It was just a general idea that would be cool if it were implemented, if it's even possibru.