![]() |
LRS vs. Planets
It's always irked me that I can't see the defenses of planets I want to attack without actually attacking them or using an intelligence operation. Any chance that Long Range Scanners will be changed in the next patch so they will give details of enemy-held planets as well as ships? (If they have the resolution to scan individual ship components, certainly they can scan planets...) Of course then we'd need a Scanner Jammer facility too...
|
Re: LRS vs. Planets
I agree this would be a nice addition and only makes sense. It can be bothersome to lose a couple of ships to a planet defended by many fighters just to find out it is defended by many fighters.
|
Re: LRS vs. Planets
Emm... LRS will be too powerful if you let it scan planets. Besides, aren't the surprises of the unknown part of the fun?
|
Re: LRS vs. Planets
How is it too powerful?
The planetary psychic scanner allows you to scan ALL ships that come into your system where it is built. That's a bit too powerful in my view. Long range scanners should NOT allow the scan of facilities, but Cargo. That way you can make enough preperations to strike that colony/homeworld with pricision. |
Re: LRS vs. Planets
So you mean you couln't see massive facilities that are miles in dimension?
|
Re: LRS vs. Planets
I'm not speaking realistically; I'm just speaking what would be best (IMHO) for the game.
But if you are talking about facilities, it already kind of shows you the facilities, as it shows you the construction queue of the planet/ship and how long it will take. |
Re: LRS vs. Planets
It would be nice to see the cargo ...
But if you do not want to loose your entire fleet you can send in a small scout! The scut will be destroyed in most of the times but you "see" the defense of that planet. Seik [ June 30, 2002, 02:05: Message edited by: seik ] |
Re: LRS vs. Planets
That's a Intel project called
"Cargo Maintenance Problem" I'm not sure how did it work, maybe that will help to destory some fighters/WPs store in planet. |
Re: LRS vs. Planets
I have to agree that you should be able to scan the planets, if you can scan scout ships! And of course the Surface Scan Jammer would make sense as a preventitive option.
I'm new here and am wondering if Shrapnel, MM, or whoever would be involved in actually considering these suggestions read the forums on a regular basis? http://forum.shrapnelgames.com/image...s/confused.gif If not, how does one propose such things to the games designer(s)? |
Re: LRS vs. Planets
Quote:
Info@malfador.com SE4@malfador.com It does make a difference when people speak up. He has lots of ideas to work on, and if many people want something in particular it gets bumped up the priority list. |
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,
|
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 ] |
All times are GMT -4. The time now is 02:41 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.