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Specific vs common sensors ?
This is a question for the pros... http://forum.shrapnelgames.com/images/icons/icon7.gif
This is what I am given to understand: -Some ships must have a specific sensor installed in order to benefit from it. I believe combat sensors and multiplex tracking would fall into this Category. -But apparently some sensors do not need to be installed on all ships as the ships without it can benefit from the ships in the fleet that do have it. In most cases, it would be needless to install this component on every ship. Here is a list (complete, I hope) of the various sensors available as components. Combat Sensors ECM Gravitic Sensors Hyper Optics Long Range Scanners Multiplex Tracking Neural Combat Net Psychic Receptors Scanner Jammer Tachyon Sensors Temporal Sensors Can anyone tell me which is which? I'm really in the dark on this! http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Specific vs common sensors ?
Neural Combat net is NOT a sensor. It 'transmits' combat experience between all of your ships in a given combat event that have the component, making them all fight at the highest level available.
Multiplex tracking is NOT a sensor. It allows your ship to fire on more than one target per combat round. That's all. But yes, it must be on each ship, and undamaged, to work. Sensors related to CLOAKING are 'system wide' instead of per ship. Combat Sensors and ECM are per individual ship only. Long Range Sensors are a 'special case' because you have to have a particular ship in range to use them, but the information is obviously 'global' once you get it by clicking on the target enemy ship. The Scanner Jammer prevents the Long Range Scanner from working. Look at the cloaking device. There are five cloak level abilities: 1) EM Passive 2) EM Active 3) Gravitic 4) Psychic 5) Temporal So, the five sensor types that counter-act these are the 'system level' sensors: 1) Hyper Optics 2) Tachyon Sensors 3) Gravitic Sensors 4) Psychic Receptors 5) Temporal Sensors [ August 15, 2002, 02:54: Message edited by: Baron Munchausen ] |
Re: Specific vs common sensors ?
But with cloaking and tachyon-type scanners, any type of scanner will defeat any type of cloak (of appropriate cloak level, of course).
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Re: Specific vs common sensors ?
I agree with you that the Neural Combat Net is really not a sensor. I only included it along with Multiplex tracking because SE4 Gold puts them in the sensor Category in its description of the various components.
I appreciate your comments on the system wide capabilities of the cloaking sensors and the counteracting “’system level’ sensors’”. But unfortunately, it does not completely answer my question. So, let me put the question another way. Let’s say I was foolish enough, to build a battleship with all the “sensors” in it. And then build a cruiser with just weapons. In essence, the cruiser is ‘naked”. And further, let’s assume the sensors I have installed on the battleship are all of a higher level that the sensors of the opposing fleet. Now, to what extent does the cruiser benefit from the sensors I equipped the battleship with: Combat Sensors – no ECM Gravitic Sensors Hyper Optics Long Range Scanners - yes Multiplex Tracking - no Neural Combat Net - yes Psychic Receptors Scanner Jammer Tachyon Sensors Temporal Sensors I have answered a few from what I think you have said, but the others are still open for clarification… |
Re: Specific vs common sensors ?
Combat Sensors – no
ECM - no Multiplex Tracking - no Neural Combat Net - yes, if they both have it Scanner Jammer - no Long Range Scanners - doesnt apply in combat; yes out of combat These are all exactly the same in the un-modded game: Psychic Receptors - doesnt apply in combat; yes out of combat Tachyon Sensors - doesnt apply in combat; yes out of combat Temporal Sensors - doesnt apply in combat; yes out of combat Gravitic Sensors - doesnt apply in combat; yes out of combat Hyper Optics - doesnt apply in combat; yes out of combat |
Re: Specific vs common sensors ?
Much appreciated Fyron
So, my next question will assume the sensors are either needed or helpful. For example, you wouldn’t install combat sensors if your ship only had missiles for weaponry. If one wanted to build an efficient fleet, would it would look something like this? -Each ship would have ---1) a combat sensors for certain weapons (ie direct fire) ---2) multiplex tracking (if it has one or more weapons) ---3) the neural combat net. ---4) the scanner jammer. -At least one of the ships in the fleet would have ---1) the long range scanner ---2) one of the sensors (psychic, tachyon, temporal, gravitic, hyper-optics) to -------a) penetrate the cloak of the opposing fleet and/or -------b) cloak our fleet Would this be a fair assessment? http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Specific vs common sensors ?
Oops
The phrase ---2) multiplex tracking (if it has one or more weapons) should be ---2) multiplex tracking (if the ship in the fleet has two or more weapons) |
Re: Specific vs common sensors ?
Hit the Edit Post button. http://forum.shrapnelgames.com/images/icons/icon7.gif
-Each ship would have ---1) a combat sensors for certain weapons (ie direct fire) Point Defense Cannons can be affected by combat sensors. If the enemy uses fighters, it is a good idea to put CS on any ship with PDCs. ---2) multiplex tracking (if it has one or more weapons) Useless if the ship only has 1 weapon. http://forum.shrapnelgames.com/images/icons/icon7.gif Generally, these aren't that useful unless the ship uses weapons that need to target different ships (Allegience Subverters, Ionic Disrupters), or it has a lot of weapons (probably at least 5). ---3) the neural combat net. This is only useful if you have one or more ships with much more than 20 experience. You can train your ships up to 20. If all of your ships are at 20, and none are higher, these have no effect. You need at least 1 ship with high experience to get any benefit. Otherwise, the 30 KT are wasted. ---4) the scanner jammer. Generally, it doesn't matter if the enemy can see what is on your ship. Cargo-carrying ships can make good use of these though. http://forum.shrapnelgames.com/images/icons/icon7.gif Consider using Scattering Armor. It's defense bonus stacks with ECM, and it provides scanner jamming. -At least one of the ships in the fleet would have ---1) the long range scanner ---2) one of the sensors (psychic, tachyon, temporal, gravitic, hyper-optics) to -------a) penetrate the cloak of the opposing fleet and/or Correct. -------b) cloak our fleet No. You need either Stealth Armor or a Cloaking Device on each ship to cloak the fleet. Scanners only defeat enemy cloaks, not cloak your own ships. |
Re: Specific vs common sensors ?
And ECM - that was mentioned earlier. Each ship that you want to make hard to hit should have an ECM.
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Re: Specific vs common sensors ?
Mucho Gracias Fyron
I was using “efficient” in the sense that each ship in the fleet -a) must have (i.e. no choice) the offensive/defensive capability for which the sensor was designed for and -b) there would be minimum redundancy in order to achieve the maximum offensive/defensive capability possible with the least expenditure. In a real game, there is no “ must have ” requirement but trade-offs since what is most advantageous would depend upon the purpose for which the ships were designed, and ultimately, the circumstances in which they find themselves. Basically, I wanted to determine what was theoretically possible before getting into the practicalities. Your answers were very apropos. http://forum.shrapnelgames.com/images/icons/icon7.gif Now for the practicalities…. =1) you say Quote:
I can see where the AI would find it useful for cargo ships…they would automatically flee to one of the corners. http://forum.shrapnelgames.com/images/icons/icon10.gif 2) You also say Quote:
Could you list the various devices which are available to cloak a ship and to defeat the probes of enemy ships? On a totally unrelated topic, you say: Quote:
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Re: Specific vs common sensors ?
Dogscoff say:
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When this is all said and done, I am thinking of putting this all together in one easy to read list. |
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In fact, cloaked ships in the same sector as a combat will also be detected. (If no combat occurs, the cloaked ships can slip past unnoticed) Quote:
Could you list the various devices which are available to cloak a ship and to defeat the probes of enemy ships? </font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">He did. Stealth armor.... or "Cloaking Device". That's it in the unmodded game. Storms can add cloaking, but they aren't a device. [ August 15, 2002, 16:40: Message edited by: Suicide Junkie ] |
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Fyron says:
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Re: Specific vs common sensors ?
So if I understand the import of Fyrons recent post...
Only one Long Range Scanner is necessary per system to scan ships in a system. A Scanner Jammer is necessary on each ship if one wants to prevent an opponent from discovering its components. Once battle takes place, the components of the design is known to that race. I assume the scanner jammer still serves its purpose for other races...it would be illogical for them to know the design too since they have not encountered it. Your point of masking the damage could be an important point as well. Does the AI remember the damage it inflicted in a battle? And is it a factor in it deciding whether to resume the conflict? I can see where a player may want to do a minor upgrade in order to present a new ship design to the Long Range Scanner. [ August 15, 2002, 20:39: Message edited by: tbontob ] |
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Edit: Just made that a little clearer by changing one word http://forum.shrapnelgames.com/images/icons/icon7.gif [ August 15, 2002, 21:31: Message edited by: Arkcon ] |
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Arcon says:
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Re: Specific vs common sensors ?
tbontob, (and all who helped)
May I suggest that your awesome summary of this info be added to the FAQ for Newbies thread? Perhaps start a section called "SENSORS, SCANNERS, STEALTH and CLOAKING" Any info contributed there is a great help indeed. |
Re: Specific vs common sensors ?
Here it is!
What I have tried to do is put this information in a form that newbies can readily understand, while trying to impart the nuances of the sensors without being overly verbose or complicated about it. So, I haven’t gone into what level beats the level of an opposing sensor. I understand that is a topic in itself which I may wish to tackle if I can successfully present this one. ================================================ SENSORS Categories of sensors 1) Intel Components impart information to the player (human or AI), but does not confer any particular benefit to the ship or to the sister ships of the fleet – 1 per fleet - Long Range Scanners III– provides information to the player on ships within 5 sectors of the fleet. 2) Ship Specific Components confer benefits only upon the ship in which they are installed. – 1 per ship - Scanner Jammer – - --- Prevents opponent from discovering the components of a design never in battle - --- Prevents opponent from discovering a ships damage - Combat Sensors – gives an attack bonus (increased accuracy) - ECM – gives a defense bonus (decreases accuracy of opponents weapons) - Mutiplex Tracking – enables ship to fire on more than one target - Neural Combat Net – obtains the experience of the ship which has the greatest experience of all the ships which have the NCNet installed on their ships - Cloaking Device – prevents scanning by Hyper-Optics and Tachyon/Gravitic/Psychic/Temporal sensors 3) Fleet Global Components confer benefits not only upon the installed ship but with sister ships of the fleet. – 1 per fleet - Hyper Optics – detects hidden ships with EM passive scans - Tachyon Sensor – detects hidden ships with EM active scans - Gravitic Sensor – detects hidden ships by difference in gravity - Psychic Receptor – detects hidden ships – Psychic race - Temporal Sensor – detects hidden ships – Temporal race ================================================== ===== With respect to 3) Fleet Global Components, they all seem to serve a similar purpose. Does anyone of the components have an advantage over the others? [ August 15, 2002, 21:55: Message edited by: tbontob ] |
Re: Specific vs common sensors ?
"With respect to 3) Fleet Global Components, they all seem to serve a similar purpose. Does anyone of the components have an adavantage over the others?"
Other than being cheaper to research and/or cheaper in minerals/orgs/rads, no. Not in the standard game. Phoenix-D |
Re: Specific vs common sensors ?
Another Component for Category 3 is:
Quantum Reactor: Infinite supplies, which are shared amongst the fleet. |
Re: Specific vs common sensors ?
Suicide Junkie says:
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Anybody know of other components which can be shared with ships of a different design? |
Re: Specific vs common sensors ?
Hey guys!
I haven't received any critiques on my presentation! Is it that good, that nothing more can be said about it? http://forum.shrapnelgames.com/images/icons/icon7.gif Or is it so bad, nobody wants to touch it with a ten foot pole? http://forum.shrapnelgames.com/images/icons/shock.gif Have some ideas about adding some explanatory notes. But before I do that, I'd like to know if it more or less accomplishes my objective - giving the newbie a basic knowledge on selecting the sensors that are available to him for installation in his ships and specifically which sensors are shared. So some feedback (negative or positive) would be appreciated. |
Re: Specific vs common sensors ?
Like the following could be improved...
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3) Fleet Global Components confer benefits not only upon the installed ship but with sister ships of the fleet. – 1 per fleet (select 1 of the 5, the 5 components basically do the same thing) [ August 16, 2002, 10:58: Message edited by: tbontob ] |
Re: Specific vs common sensors ?
tbontob,
Sorry for not checking in sooner (that damn job thing keeps getting in the way). It think your summary looks like a darn good start. Great work. I am digesting some suggestions for you, but I'll have to check in a bit later. I do believe that you should limit the information to just sensors, for the sake of simplifying things. Perhaps the quantum reactor info will fit better under a different section, such as: I. DESIGNS AND COMPONENTS a. SHIP COMPONENTS b. FLEET COMPONENTS 1) Quantom Reactor Just brainstorming... |
Re: Specific vs common sensors ?
Hi Stone Mill
Thanx for the feedback. What you have said mirrors my own sentiments. So I thought I'd just hang in there to see if there were other components were were shared in addition to the quantum reactor. When I started this thread, I felt there were more shareable components than what we were able to come up with. I wonder if there is a general feeling of a let down in the realization that there are so few. So I think I'll just hang for a while to see if there are any suggestions for improvements. Hmmm...I am thinking of an addendum about which level of sensor beats the level of another sensor. |
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Re: Specific vs common sensors ?
Imperator Fyron had this to say early in the thread...
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Comments anyone? [ August 18, 2002, 06:08: Message edited by: tbontob ] |
Re: Specific vs common sensors ?
That is correct
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