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February 2nd, 2001, 04:01 AM
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Second Lieutenant
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Join Date: Oct 2000
Location: Linköping, Östergötland, Sweden
Posts: 504
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Re: Scanners
Yes, Marty, that's how it works in turn based movement games where you can play tactical combats, but in simultaneous movement games you can't play tactical, only strategic. And strategic combat leaves alot to desire, especially when it comes to after combat reports. Like someone else said in thread long ago in a galaxy far away: "The public get better combat information from CNN then the empire leaders". Or something like that anway. Basically, strategic combat leaves you feeling you miss vital information of what the hell just happened.
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You don't go through the hardships of an ocean voyage to make friends...
You can make friends at home!
-Eric The Viking-
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February 2nd, 2001, 04:22 AM
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Private
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Join Date: Jan 2001
Posts: 30
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Re: Scanners
Hey all,
The scanners still don't seem to be working. I have a ship with a LRSII but I'm still not seeing ships in adjacent sectors. When I sent ships in, there are ships, but I don't see 'em with the scanner nearby, only when I send ships through the warpoint. I'm fairly sure these ships aren't cloaked, so what gives? How should it work?
BTW, Seven is a great movie. You should see it again.
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--Armageddon
"Ernest Hemmingway once wrote, 'The world is a fine place, and worth fighting for.' I agree with the later."
Morgan Freeman
Seven
__________________
--Armageddon
Ernest Hemmingway once wrote, 'The world is a fine place, and worth fighting for.' I agree with the later.
Morgan Freeman
Seven
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February 2nd, 2001, 05:40 AM
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Sergeant
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Join Date: Oct 2000
Location: Winnetka, CA, USA
Posts: 357
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Re: Scanners
Scanners don't work through warp points. They are only useful to see what components are on ships that you can see are there anyway. They don't help to see cloaked ships either you need sensors to do that (not combat sensors those are different too). So they are of limited usefullness but maybe a bit more useful in simultaneous games than in tactical games. (But after combat in simultanious games can't you see the enemy ships configuration in the enemy ships design screen anyway?) Well anyway I don't use them because another weapon or supply crate would probably help your ship survive longer than a scanner.
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February 2nd, 2001, 05:47 AM
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Corporal
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Join Date: Jan 2001
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Re: Scanners
Scanners can provide useful intel if you put them on satellites.
Get a nice big satellite with a cloak + a long range scanner and put it 3 squares from a warp point in enemy space. Cloak it and now you can see what the bad guys are up to and what tech they're deploying.
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February 2nd, 2001, 05:48 AM
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Sergeant
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Join Date: Jan 2001
Location: Brisbane, Queensland, Australia
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Re: Scanners
They most difinately help in a multi-player sim game. You can see what they have before you move your fleet to either run, sorry i mean a tactical withdrawal, or go for the kill.
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February 2nd, 2001, 09:57 AM
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Private
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Join Date: Jan 2001
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Re: Scanners
Alright, I think I get it now. Thanks everyone.
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--Armageddon
"Ernest Hemmingway once wrote, 'The world is a fine place, and worth fighting for.' I agree with the later."
Morgan Freeman
Seven
__________________
--Armageddon
Ernest Hemmingway once wrote, 'The world is a fine place, and worth fighting for.' I agree with the later.
Morgan Freeman
Seven
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February 2nd, 2001, 10:20 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Re: Scanners
I build monitor satelites. I put a LRS on them and a cloak. I then deploy 1 per system. They work perty good. What really ticks me off is that the enemy ships (with the tech to do it) attack my cloaked sats and destroy them. A bug to be sure.
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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