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  #1  
Old January 29th, 2001, 05:35 PM

JeffG JeffG is offline
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Default Re: stealth armor not working

I'm a little confused about this. The first part says:

"All objects in the game can be seen with a level 1 in any of the 5 sight types (unless the object is somehow obscured)."

And later it says:

"For example, if I have a cloaking device which obscures both EM Active and EM Passive to level 3, then this ship cannot be seen by anyone. Unless, however, a player in the system has sensors with EM Active Level 3, EM Passive Level 3, Psychic Level 1, Gravitic Level 1, or Temporal Level 1. "

How do these 2 statements relate? What does it mean that "ALL objects can be seen with a level 1 in ANY of the 5 sight types" unless obscured? Does this mean that if something is cloaked to a level 3 EM that I can see it if I only have level 2 EM sensors BUT have Psychic Level 1?

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  #2  
Old January 29th, 2001, 08:02 PM

Emperor Zodd Emperor Zodd is offline
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Default Re: stealth armor not working

Kimball, Write to Aaron about this immediately.

Aaron wrote to me today and said he is working on the cloaking for the next patch.
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  #3  
Old January 29th, 2001, 08:42 PM

Kimball Kimball is offline
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Default Re: stealth armor not working

I ran a similar simulation with a ship with 6 units of Stealth Armor III. Player two was still able to see the ships. Player two can even see the circle around the ship showing that it is cloaked.
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Old January 29th, 2001, 09:25 PM
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LintMan LintMan is offline
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Default Re: stealth armor not working

quote:
Originally posted by JeffG:

How do these 2 statements relate? What does it mean that "ALL objects can be seen with a level 1 in ANY of the 5 sight types" unless obscured? Does this mean that if something is cloaked to a level 3 EM that I can see it if I only have level 2 EM sensors BUT have Psychic Level 1?



Yes, I believe that is correct, JeffG.

The wierd thing is that except for the armor, all the cloaking techs work against all the categories, so there is little to distinguish gravitic sensors from, say, temporal ones.

It would be more interesting if there was more variations, say with some forms of cloaking being cheaper but more easily detectable, and others more expensive but effective.
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Old January 29th, 2001, 09:35 PM

Sinapus Sinapus is offline
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Default Re: stealth armor not working

Does this happen only between human players? I was wondering since I have sent a ship w/stealth armor I into various AI empire systems and 1st contact wasn't initiated until it ran into a minefield.

[<BOOOM> "First Contact." "I'll say..."]

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"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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Old January 29th, 2001, 09:52 PM

Kimball Kimball is offline
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Default Re: stealth armor not working

The first simulation I ran I "added existing" human player. I forgot to add another human player, so I just turned a computer into a human. The results were the same either way.
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Old January 30th, 2001, 12:26 AM

Trachmyr Trachmyr is offline
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Default Re: stealth armor not working

You need to "fix" stealth armor to make it work... it must be able to cloak in all areas at level 2, with improved cloaking in Active/Passive EM... otherwise it will not work in it's current form (since it can be detected by the default level 1 temp/psy/etc. sensors that all ships/planets have)
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