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Re: LRS vs. Planets
If you attack the planet with one single drone or the smallest group of fighters, you will get all the information you want. IMHO this is easy enough, so I do not want a long range scanner for planets,
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Re: LRS vs. Planets
Quote:
If you want intel on a planet, just send in a fighter or something equally worthless. Letting you see everything with a simple and cheap sensor makes dull, boring and predictable game play. As I said before, I consider surprises part of the fun. |
Re: LRS vs. Planets
Of course minefields prevent sending in expendable ships/fighters to see what's at a planet.
I've never used the ship scanners thou. I always attack big fleets with expendable ships to see what's there (only to see the levels of ECM and Sensors) Scanners for planets seems oddly useful. Might convince players to watch out for their ally's ships as well, and give paranoid border protectionists like me another advantage. Put it in I say. Askan [ July 01, 2002, 04:12: Message edited by: Askan Nightbringer ] |
Re: LRS vs. Planets
Askan's idea gave me an idea:
How about make it into a race tech? This way, people that want the surprises can use the points into something more to what they have in mind, and people who does want the scanners can take the... *Surveillance Experts* racial tech. |
Re: LRS vs. Planets
The 'Psychic Scanner' Facility is a Psychic Facility by default, even if the power it uses is called 'Long Range Scanner - System'. Think what this means. There is some sort of 'Psychic Technology' for viewing the contents of ships anywhere in the system. This might have other uses, you know. Intelligence related uses. I have modded the Psychic Scanner in my game to have another power. It makes Psychic races more resistant to intelligence attacks, which you'd expect them to be anyway. This makes it much more worthwhile and less of a 'lost' facility slot.
Name := Remote Viewer Facility I Description := Psychic intelligence complex which can detect enemy agents in the system and perform a detailed scan of enemy ships within the system. Facility Group := Psychic Facility Family := 97 Roman Numeral := 1 Restrictions := None Pic Num := 42 Cost Minerals := 20000 Cost Organics := 10000 Cost Radioactives := 20000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Technology Tech Level Req 1 := 3 Number of Abilities := 2 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Change Bad Intelligence Chance - System Ability 2 Descr := Decreases the chance of successful sabotage activities in this system (Only one facility per system effective). Ability 2 Val 1 := -10 Ability 2 Val 2 := 0 Name := Remote Viewer Facility II Description := Psychic intelligence complex which can detect enemy agents in the system and perform detailed scans of any ships within the system. Facility Group := Psychic Facility Family := 97 Roman Numeral := 2 Restrictions := None Pic Num := 42 Cost Minerals := 10000 Cost Organics := 5000 Cost Radioactives := 10000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Technology Tech Level Req 1 := 4 Number of Abilities := 2 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Change Bad Intelligence Chance - System Ability 2 Descr := Decreases the chance of successful sabotage activities in this system (Only one facility per system effective). Ability 2 Val 1 := -20 Ability 2 Val 2 := 0 Name := Remote Viewer Facility III Description := Psychic intelligence complex which can detect enemy agents in the system and perform detailed scans of any ships within the system. Facility Group := Psychic Facility Family := 97 Roman Numeral := 3 Restrictions := None Pic Num := 42 Cost Minerals := 5000 Cost Organics := 2500 Cost Radioactives := 5000 Number of Tech Req := 1 Tech Area Req 1 := Psychic Technology Tech Level Req 1 := 5 Number of Abilities := 2 Ability 1 Type := Long Range Scanner - System Ability 1 Descr := Any ship within the system can be scanned in detail. Ability 1 Val 1 := 0 Ability 1 Val 2 := 0 Ability 2 Type := Change Bad Intelligence Chance - System Ability 2 Descr := Decreases the chance of successful sabotage activities in this system (Only one facility per system effective). Ability 2 Val 1 := -30 Ability 2 Val 2 := 0 [ July 01, 2002, 19:47: Message edited by: Baron Munchausen ] |
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