• Home
  • Index
  • Search
  • Download
  • Server Rules
  • House Roleplay Laws
  • Player Utilities
  • Player Help
  • Forum Utilities
  • Returning Player?
  • Toggle Sidebar
Interactive Nav-Map
Tutorials
New Wiki
ID reference
Restart reference
Players Online
Player Activity
Faction Activity
Player Base Status
Discord Help Channel
DarkStat
Server public configs
POB Administration
Missing Powerplant
Stuck in Connecticut
Account Banned
Lost Ship/Account
POB Restoration
Disconnected
Member List
Forum Stats
Show Team
View New Posts
View Today's Posts
Calendar
Help
Archive Mode




Hi there Guest,  
Existing user?   Sign in    Create account
Login
Username:
Password: Lost Password?
 
  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
« Previous 1 … 385 386 387 388 389 … 546 Next »
Reduced Sensor Efficiency

Server Time (24h)

Players Online

Active Events - Scoreboard

Latest activity

Pages (2): 1 2 Next »
Reduced Sensor Efficiency
Offline Ash
06-25-2009, 06:36 PM,
#1
Member
Posts: 2,261
Threads: 265
Joined: Feb 2008

Most of you know that in the odd asteroid field or nebula around sirius you hear her say it. But wouldn't it bring alot more fun to the game if it were possible to have a reduced radar efficiency once inside fields such as the badlands. It happened in Story SP, why not online? I know we already have some sensor power reduction for NPC objects such as fighters and bases. Anyone whos tried to find Nome Base should know what i mean. But what i really mean is we have this for player characters also. So rogues can actually use the badlands for what they live there for. It will also bring alot more tactical aspects to PvP, fleet battles and more.

Shoot me if it's already been done. But i haven't noticed.

[Image: B305-A724-C3-D9-4-D19-83-EF-92-B478-B8-F595.png]
  Reply  
Offline jammi
06-25-2009, 06:43 PM,
#2
Badger Pilot
Posts: 6,535
Threads: 359
Joined: Aug 2007
Staff roles:
Story Dev
Economy Dev

Are you talking about the range that players are clickable on the selection box and the max distance they can be seen in the selection box? I'd love for that to vary depending on where you are, but I think that's fixed across the board.

[Image: redon.gif]
[Image: f0D5b.png][Image: O2Zu5.png][Image: IlS2I.png][Image: yNeaK.png][Image: 9zbjr.png][Image: D7RGg.png]
News article library, feedback and content requests.
Reply  
Offline swift
06-25-2009, 06:50 PM,
#3
Member
Posts: 2,838
Threads: 61
Joined: Jul 2008

I'd very much like it done if it's possible.
There was a thread about this back in the day, I don't remember what came of it.

<span style="font-familyTonguealatino Linotype">
<span style="color:#000000">All morons hate it when you call them a moron.
</span></span>
<span style="color:#33FFFF">The CFF</span>
<span style="color:#33FF33">CFF Communication Channel and RP Collection</span>
  Reply  
Offline sovereign
06-25-2009, 06:54 PM,
#4
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

The problem is that sensor efficiency is based on where you are rather than where the target is- so if you are 9.9k from someone with them at the center of a 9.8k wide block of impenetrable clouds, then you could see them and they couldn't see you. Kinda funny like that. If that could get switched in general, that would be an amazing feat of coding that would be worth it even if player detection can't be worked.

That reminds me to ask someone to fix the Gallic asteroid fields. You can engage enemy bases and weapons platforms before they show up on your scanners, with a clear line of sight. Lulz.

[Image: SCRAgenderheuristics.png]
  Reply  
Offline Ark
06-26-2009, 02:54 AM,
#5
Member
Posts: 265
Threads: 1
Joined: Sep 2008

You could expand the sensor interference range beyond where the nebula visually ends. To keep people outside from looking in. You can still track people nearby but outside visually.
Reply  
Offline DeathsOverture
06-26-2009, 03:05 AM,
#6
Member
Posts: 1,126
Threads: 42
Joined: Oct 2008

Ugh I've been itching for this... the GMG are supposed to be at an advantage in the crow nebula with their advanced sensory, but our enemies can see us from 14k away in the Crow, meanwhile our cargo scanning efficiency is decreased like everyone else's sensors.

I would like to see "Sensor Efficiency Reduced" affect players more than just the cargo scan range. That way we could have more strategy in terms of scanner choice.

Honestly, I know I am biased, but it'd be awesome to see a GMG scanner (similar situation to the cheetah thruster) that is more effective in the nebula than the advanced cargo scanner, but less in open space.

[Image: GMG_banner.png]
Reply  
Offline Dab
06-26-2009, 03:18 AM,
#7
Member
Posts: 9,570
Threads: 320
Joined: Aug 2005

Nebula/Field sensor reductions DO affect your max targeting range, not just cargo scan. However, Crow's reduction is so small that it doesn't make the max range visibility go under 15k. In fields like the ones in Kepler, you won't see a person at 15k. Most of the vanilla fields need sensor reduction increases since Discovery has much more advanced scanners than the default one that all the ships in Vanilla use. In Vanilla one couldn't switch scanners, now we can and we have better ones, making most of the sensor reduction nebulas useless.

[Image: DFinal.png]
Reply  
Offline sovereign
06-26-2009, 05:30 AM,
#8
Member
Posts: 3,893
Threads: 38
Joined: Feb 2008

I can see people at 14k in the Gallic asteroid fields, which have .9 sensor reduction as far as I can tell (lulz since they're so low density). As in, bases appear on my scanner at 1k rather than 10k. I'm not convinced it does anything significant.

[Image: SCRAgenderheuristics.png]
  Reply  
Offline ProwlerPC
06-26-2009, 05:35 AM,
#9
Member
Posts: 3,121
Threads: 104
Joined: Jun 2008

I could swear that the GMG clouds reduce cargo scanners and ballistics tracking by 1 half. Check it out, I'm pretty sure.

[Image: GMG_banner.png]
Reply  
Offline Klaw117
06-26-2009, 06:22 AM,
#10
Member
Posts: 1,208
Threads: 69
Joined: Sep 2007

It depends on what scanner you have (Scanner, Deep Scanner, Discovery Scanner, etc.). The weaker your scanner is, the less far you'll be able to see on your radar. This is only for finding bases and wrecks and other stuff like that. Players will always be visible from 15k away.

Carlos Rivera: Corsair Brotherhood Pirate - Retired, shifted to Tripoli Shipyard's Research and Development engineering teams
Anthony Cameron: Guild Core Bounty Hunter - Killed in Action, committed suicide after being trapped in Omicron Minor following its destruction
Juan Ruiz: Outcast Ghost of Razgriz Pirate - Killed in Action, killed by the Sirius Coalition Revolutionary Army during Bretonian piracy raid
Michael Winchester: Liberty Security Force Agent - Missing in Action, likely killed during Rheinland espionage mission or trapped in Rheinland Space
Eric McCormick: Order Pilot - Retired, shifted to planetside training of new recruits

Liberty and Nomad Backstory, Very interesting - read it!
  Reply  
Pages (2): 1 2 Next »


  • View a Printable Version
  • Subscribe to this thread


Users browsing this thread:
1 Guest(s)



Powered By MyBB, © 2002-2025 MyBB Group. Theme © 2014 iAndrew & DiscoveryGC
  • Contact Us
  •  Lite mode
Linear Mode
Threaded Mode