quote:
Originally posted by Barnacle Bill:
You would have to have a memory effect...
that'd be inherent in the very nature of turn-based processing. i can't imagine how you'd get notification of a sensor scan *during* the same turn it was made. at least, not in multiplayer mode - it would be possible (though inconsistant with everything else) to do it in single-player games.
quote:
Logically, the faster you go during the turn (i.e. the more MP's you expend), the more detectable you should be as well.
er, why? unless you assume relativistic effects like making a black-hole around yourself... in which case the whole notion of interstellar flight breaks down anyway.
a bullet is extremely difficult to detect when in flight compared to at rest - it's going too fast to see. but a speedboat at rest on the open ocean is a lot more difficult to spot than one going at full tilt - the moving one generates a highly visible wake and spray plume.
quote:
Of course, that is exactly how it works in real life. Active sensors are like using a flashlight. You can see farther in the dark with one than without it, but everyone within a much greater distance than you can see with it knows where you are as soon as you turn it on.
<nodnod> the idea of active vs passive sensors seems to me like a good one. it wouldn't have been all that hard to allow for when building the program, but i don't imagine it would be all that easy (or even possible) to implement at this stage.
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"Just think of it as Evolution in action" -
'Oath of Fealty', by Larry Niven & Jerry Pournelle.
[This message has been edited by Cybes (edited 21 January 2001).]
[This message has been edited by Cybes (edited 21 January 2001).]