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-   -   Detect cloaked ships (http://forum.shrapnelgames.com/showthread.php?t=4231)

Rollo September 27th, 2001 02:07 PM

Re: Detect cloaked ships
 
There is no difference between the sensors. I always go for hyper optics, since you need training facilities anyway.

Rollo

[edit]: in game terms there is no difference between active and passive scans.

[This message has been edited by Rollo (edited 27 September 2001).]

Seik September 27th, 2001 02:58 PM

Re: Detect cloaked ships
 
Hm, ok - thanks.

But then I don t understand why Tachyon Sensors are so expensive. Everybody will go for HyperOptics: it s much cheaper and as you said training facilities (I agree) you also need...

dogscoff September 27th, 2001 03:29 PM

Re: Detect cloaked ships
 
Note that although the game treats all cloaks and all cloak detectors exactly the same, they have been designd so that you can mod them to be much more sophisticated.

Also, lots of people complain about th differing reseach costs on the sensors, but th thing is you might do half of that resarch for something else... for example you are going to start researching p0hysics anyway, in ordr to get shields, or you might already have military science for the training facilities. The trick is to look at which one is cheapest in the mid-game, when you already have a number of techs rsearchd.

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SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.

tesco samoa September 27th, 2001 07:32 PM

Re: Detect cloaked ships
 
is this the passive or active thread

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Inter arma silent leges

Seik September 28th, 2001 01:49 AM

Detect cloaked ships
 
I hope anybody can tell me the difference between the three components to detect cloaked ships?

What is the difference betwenn HyperOptics, Gravitic Sensors and Tachyon Sensors? (the reasearch costs are very different)

btw, what means passive and active scan?

Seik

Seik September 28th, 2001 11:51 AM

Re: Detect cloaked ships
 
ROFL

Don t know *gg*

capnq September 29th, 2001 05:45 AM

Re: Detect cloaked ships
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>what means passive and active scan?
<HR></BLOCKQUOTE>A passive scan just looks at any incoming signals, like looking at light through a telescope.

An active scan sends out a signal and looks for what bounces back, like radar.

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Cap'n Q
My first mod! Hypermaze quadrant
The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Seik September 29th, 2001 05:58 AM

Re: Detect cloaked ships
 
@capnq: yep - that is it in real life.

But in SE4 it doesnt matter. Or I m wrong?

Cyrien September 29th, 2001 09:24 PM

Re: Detect cloaked ships
 
In SE it doesn't matter unless you mod it to matter. And then you could mod it wrong if you wanted. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Phoenix-D September 29th, 2001 09:48 PM

Re: Detect cloaked ships
 
I did something like that in techmod.. passive sensors are really only good for detecting fighters. EM Actives are better, Gravitics are the best- but also the most expensive.

Phoenix-D

Seik September 29th, 2001 11:13 PM

Re: Detect cloaked ships
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Phoenix-D:
I did something like that in techmod.. passive sensors are really only good for detecting fighters. EM Actives are better, Gravitics are the best- but also the most expensive.

Phoenix-D
<HR></BLOCKQUOTE>

Something like that I hoped were in the original game.
But when matched in your TechMod - fine.

btw - why did you cancel the test game?


Phoenix-D September 30th, 2001 12:05 AM

Re: Detect cloaked ships
 
I didn't actually. When PBW updated it got fried due to inactivity!

Working on beta 5 still. This is a fairly big one. Amoung other things, I've added fighter cloaks, new system types, a few new pictures, intelligence (for once it gets fixed), and changed to P&N style movement.

Phoenix-D

Sinapus October 1st, 2001 07:09 PM

Re: Detect cloaked ships
 
I think the advanced sensors need a range limitation, similar to the scanners. Say, you can detect the same level of cloaking at that range. Additionally, you can detect lower levels of cloaking a square further out per level lower.

Ex: Lvl 4, range 1 sensors should detect lvl 4 cloaking at range 1, lvl 3 cloaking at range 2, and lvl 2 cloaking at range 3.

Should make cloaking stay somewhat useful in the game, especially if you keep the range short. The AI's tendency to build reconsats all over the place should help them a bit as well.


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--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"

Baron Munchausen October 1st, 2001 09:44 PM

Re: Detect cloaked ships
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Sinapus:
I think the advanced sensors need a range limitation, similar to the scanners. Say, you can detect the same level of cloaking at that range. Additionally, you can detect lower levels of cloaking a square further out per level lower.

Ex: Lvl 4, range 1 sensors should detect lvl 4 cloaking at range 1, lvl 3 cloaking at range 2, and lvl 2 cloaking at range 3.

Should make cloaking stay somewhat useful in the game, especially if you keep the range short. The AI's tendency to build reconsats all over the place should help them a bit as well.

<HR></BLOCKQUOTE>

Yes, if scanners can have a definite range then so can sensors. For SE V, the system grid ought to be extended even more. A radius of 10 or so would be nice. Then, a definite range for sensors would make the game really interesting. And the balancing between sensors and cloaks is also a good idea. This is how it works in Stars! for example. Better cloaking lets you remain totally invisible closer to an enemy sensor.

[This message has been edited by Baron Munchausen (edited 01 October 2001).]

Taqwus October 2nd, 2001 05:07 AM

Re: Detect cloaked ships
 
Nice. A small radius and a large system size would mean that defenders and attackers alike could rarely be certain that something else wasn't out there lurking...

I'd also suggest that Active EM scans should be more thorough than passive, but make cloaking basically impossible. Maybe being idle for the whole turn should improve cloaking, as well.

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-- The thing that goes bump in the night


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