.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old December 14th, 2000, 05:46 AM

Resident Alien Resident Alien is offline
Corporal
 
Join Date: Oct 2001
Location: Philadelphia
Posts: 56
Thanks: 0
Thanked 0 Times in 0 Posts
Resident Alien is on a distinguished road
Default Re: Making Cloaked Warp Points, Stealth Armor

quote:
Originally posted by Taqwus:
One of the help files (Game_Sight.htm) states that objects default to having level 1 EM Active ability, and 0 everything else. Hence level 2 EM Active will hide you -- but not from, say, Gravitic or Psychic scans.



Here are the results of some of my experiments with sensors and cloaking:

1. There is no difference between Tachyon, Optical, Gravitic, Psychic, Temporal scanners at the moment (v1.11).

A ship with any of the sensor level I components can see Cloak I or Stealth Armour ships in normal space.

Any Sensors II can see Cloak II and any Sensors III can see Cloak III.

2. In a nebula system Sensors I don't see anything. Sensors II and III can see to expected levels.

Some comments:
1. Sensors beat Cloaks in SE4. In SE3 there was no way to detect a cloaked ship unless it hit your tachyon ship. In SE4 a sattelite with a III level sensor can detect any ship in a system. I think I prefer it that way. An undetectable,cloaked enemy Base Ship in you home systems is no fun at all as I found in one SE3 multi user game.

2. Stealth Armour says it blocks EM 2 active and passive. But I don't think there's a gravitic, temporal, psychic sensor that has level 1 that might see it. The Sensor I components can see at level 2 so can see the Stealth armour anyway.

3. Perhaps in future the interactions of cloaks and the different sensors could be expanded so there are choices and trade offs in choosing sensor techs and cloaks.

Reply With Quote
  #2  
Old December 14th, 2000, 07:16 AM

Psitticine Psitticine is offline
Major General
 
Join Date: Sep 2000
Location: Georgia, USA
Posts: 2,487
Thanks: 0
Thanked 0 Times in 0 Posts
Psitticine is on a distinguished road
Default Re: Making Cloaked Warp Points, Stealth Armor

quote:
Originally posted by Resident Alien:
1. There is no difference between Tachyon, Optical, Gravitic, Psychic, Temporal scanners at the moment (v1.11).

A ship with any of the sensor level I components can see Cloak I or Stealth Armour ships in normal space.

Any Sensors II can see Cloak II and any Sensors III can see Cloak III.



That's because you only need sensing capacity that meets or exceeds cloaking capacity in one area. The cloaking devices provide level X in all areas. Sensors that give level X in any one area meet the criteria.

I've been thinking of adding something called "temporal cloaking" (which might work by disrupting the timing of particles striking the ship) to the appropriate special knowledge tree. Temporal sensors would see through the cloaking by detecting this very disruption but other sensors would be more easily spoofed. I was thinking of giving Temporal Cloaking I level 3 cloaking in all areas but temporal, in which it would have only level 2.

Something like this would have the intended effects, if it works in the testing I haven't given it yet. All level one sensors save temporal would be ineffective.
Reply With Quote
  #3  
Old December 14th, 2000, 08:17 PM
Taqwus's Avatar

Taqwus Taqwus is offline
Major General
 
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
Taqwus is on a distinguished road
Default Re: Making Cloaked Warp Points, Stealth Armor

Something that would be truly evil would be a cloaking facility -- placed at somewhere like Cloaking 4 (at a minimum...), acting as a Cloaking 1 device for colonies so you'd need sensors to find it in the absence of other clues.

The colony would be considered 'blockaded' when cloaked (does not contribute any resource, intel or research to the Empire, and builds at a slower rate, since the shipping et al would give the colony away), plus would need to uncloak for a full turn to interact with the owner's ships (cargo transfer, repair, etc). And it'd be revealed if somebody explicitly attacked that sector, tried to colonize it, etc.

Purposes would be --

a) hiding if you're getting seriously beat-down, in the hope that either allies or dwindling supply forces your enemy to abort the search

b) setting up a concealed outpost near or in enemy space, and then only revealing it once you have defenses in place

Can of worms, but could be an interesting can of worms.

------------------
-- The thing that goes bump in the night
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
Reply With Quote
  #4  
Old December 14th, 2000, 09:01 PM

Psitticine Psitticine is offline
Major General
 
Join Date: Sep 2000
Location: Georgia, USA
Posts: 2,487
Thanks: 0
Thanked 0 Times in 0 Posts
Psitticine is on a distinguished road
Default Re: Making Cloaked Warp Points, Stealth Armor

That's a good idea! Pirate/raider bases!

A bit off-topic here, I guess, but I've hoped for the ability to add aggresive facilities to the game. Like Macross' Grand Cannon, if you know what I mean. They've have a big, big bang but would take the place of another facility and couldn't be moved to another planet.
Reply With Quote
  #5  
Old December 14th, 2000, 09:13 PM

Cryptotec88 Cryptotec88 is offline
Private
 
Join Date: Nov 2000
Location: Alabama, USA
Posts: 44
Thanks: 0
Thanked 0 Times in 0 Posts
Cryptotec88 is on a distinguished road
Default Re: Making Cloaked Warp Points, Stealth Armor

Taqwus--

Great idea! Talenn, Tampa....you listening?!
Reply With Quote
  #6  
Old December 14th, 2000, 11:08 PM

Worgaus Worgaus is offline
Private
 
Join Date: Nov 2000
Location: KS
Posts: 14
Thanks: 0
Thanked 0 Times in 0 Posts
Worgaus is on a distinguished road
Default Re: Making Cloaked Warp Points, Stealth Armor

I think a Planetary Cloaking Facility would also be pretty cool. I haven't messed with cloaking tech any since I have yet to advance far enough to get it. ;P I play games with High Tech cost, so I don't get advancements quickly.
Reply With Quote
  #7  
Old December 15th, 2000, 07:13 PM

Shadow99 Shadow99 is offline
Private
 
Join Date: Nov 2000
Location: UC, PA USA
Posts: 46
Thanks: 0
Thanked 0 Times in 0 Posts
Shadow99 is on a distinguished road
Default Re: Making Cloaked Warp Points, Stealth Armor

Psitticine I have made Weapons like the Macross/Robotech Grand Cannons (I even call them that), but there are three issues with it:

1) Facilities cannot hold guns... (I've tried if someone else has gotten such a thing to work tell me how)

2) Facilities cannot be customized in any way (so no real options jsut soem generic Grand Cannon X)

3) Weapon Platforms were my solution to #1 & 2, but even 4000 kt WP's can be moved with enough cargo space.... (Btw grand cannon size mounts have a huge bonus to dmg., but weigh over 10x normal which fits)...

Oops Forgot to mention I've tried to make planet cloak facilities, but so far I've been unable to tell if they work or not...

[This message has been edited by Shadow99 (edited 15 December 2000).]
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:49 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.