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June 23rd, 2002, 11:56 PM
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General
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Join Date: Apr 2001
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Re: Passive vs. Active Scanners
Is this the same P&N that we're playing on "P&N on PBW, take 2"? Grav sensors that detect ships based on their mass seems logical, though... gotta put that in my mod! ;-)
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June 24th, 2002, 12:01 AM
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Re: Passive vs. Active Scanners
There should be a different effect of 'active' scanners vs. passive not directly related to scanning. It should be impossible to be cloaked while using 'active' scanners. You're bLasting radiation (radar, lidar, whatever) around in order to 'see' things, right? So how can you be cloaked? Another little tweak, like scanner jammrs working in combat as well as the system screen, that we keep hoping for.
[ June 23, 2002, 23:03: Message edited by: Baron Munchausen ]
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June 24th, 2002, 12:36 AM
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Shrapnel Fanatic
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Re: Passive vs. Active Scanners
No, its not the same as the currently running PBW game.
I'm hoping to get a Testing Game of the new Version going before I release it.
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June 24th, 2002, 09:04 PM
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Corporal
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Re: Passive vs. Active Scanners
Quote:
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I'm having trouble figuring out the difference between the Hyper Optics component and the Tachyon Scanner. They both can see cloaked ships at a lower level, but Hyper Optics are "passive" and Tachyon's are "active."
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I've often wondered this too - but this thread turned into a Mod Advertisement so fast I didnt see the question get answered *LMAO*
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June 24th, 2002, 11:25 PM
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Brigadier General
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Re: Passive vs. Active Scanners
I'd appreciate the Delete Posts option back again.
[ June 24, 2002, 22:26: Message edited by: TerranC ]
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June 24th, 2002, 11:26 PM
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Re: Passive vs. Active Scanners
Just an opinion:
Someone should make a mod to make:
Asteroids give protection for Passive
Storms give Protection for Active
Since Passive sonar just sends out a weak ping at all directions: the same principle could be used here and sends out weak pulses of some substance to detect ships without having to do intricate scans; and an asteroid field could give cover for the passive scans as a ship could pose as an asteroid or hide behind an asteroid from the Passive scanner's *Line of Sight*.
Active sonar keeps circling, but focuses on a specific viewpoint, and storms should have the scientific reasons to mess with an active scanner.
I'd do it, but I don't have any modding experience.
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June 24th, 2002, 11:29 PM
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General
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Re: Passive vs. Active Scanners
Quote:
Originally posted by TerranC:
Just an opinion:
Someone should make a mod to make:
Asteroids give protection for Passive
Storms give Protection for Active
Since Passive sonar just sends out a weak ping at all directions: the same principle could be used here and sends out weak pulses of some substance to detect ships without having to do intricate scans; and an asteroid field could give cover for the passive scans as a ship could pose as an asteroid or hide behind an asteroid from the Passive scanner's *Line of Sight*.
Active sonar keeps circling, but focuses on a specific viewpoint, and storms should have the scientific reasons to mess with an active scanner.
I'd do it, but I don't have any modding experience.
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There is no specific cloaking type for stellar abilities. It's just ONE ability - 'sight obscuration' - and all scanning types can penetrate it. Also, asteroids given the 'sight obscuration' ability will not hide ships but will be invisible! Argh! I've often pointed out to MM that asteroids are the classic place to hide out in all SciFi but so far no action on this important issue.
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