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September 30th, 2006, 09:47 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
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Re: Tachyon Sensors
Code:
Ability 1 Amount 1 Formula := 1 + ([%Level%] / 5)
The basic sensor power level only goes up by 0.2 scan levels per tech level. Eventually it will exceed strength 5, but you have to do more research than you think.
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September 30th, 2006, 07:35 PM
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Corporal
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Re: Tachyon Sensors
Basic scanners increase by point 2 per lvl and top out at 5.2 at lvl21 so basic scanners can't see mines til lvl 21.
as specified in my prior post. Its lvl 5 tachyon scanners that can see mines of lvl3. lvl 5 tachyons detect at lvl 6.(at range 6)
By that time basic sanners have reached lvl 8. but can only detect at 2.6 (at range 10)
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October 2nd, 2006, 04:22 PM
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Colonel
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Re: Tachyon Sensors
If I understand this correctely the sight level remains the same for the entire range. Can it be modded that the sight level decreases with range??
If not, you might have to create different sensor types: 1.) long range but with limited sight level that will miss top cloak level ships.
2.) short range (perhaps only 1-2 sectors with high sight level that will defeat any cloaking.
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October 2nd, 2006, 04:28 PM
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National Security Advisor
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Re: Tachyon Sensors
A bit of an aside, but that's how Scanner Jammers work - they subtract from the effective range of the opponent's Long Range Scanner. But you can't do that for a component though.
About your 2nd suggestion, that's sort of how it works now except at really high tech levels in stock. Basic Sensors do long range but low sight, while Tachyon does shorter range and high sight. I made this more apparent with the Balance Mod as I continue to plug it as much as possible these days. 
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October 2nd, 2006, 06:59 PM
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Captain
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Re: Tachyon Sensors
Quote:
Captain Kwok said:
A bit of an aside, but that's how Scanner Jammers work - they subtract from the effective range of the opponent's Long Range Scanner. But you can't do that for a component though.
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If its based on a formula, I dont see why you couldnt have a sliding scale for detection ability at range...
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October 2nd, 2006, 07:05 PM
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National Security Advisor
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Re: Tachyon Sensors
The range and power are in seperate forumalas that may not refer back to each other.
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October 2nd, 2006, 07:09 PM
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National Security Advisor
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Re: Tachyon Sensors
How it works:
Your ship has a Scanner Jammer with an amount of 10. The opponnents Long Range Scanners can scan ships 12 sectors away. This means the he can only scan the items on your ship if your 2 hexes or closer etc.
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October 3rd, 2006, 01:26 AM
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Lieutenant General
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Re: Tachyon Sensors
Thanks for the explaination. 
OK, so it sounds like once you have researched the highest level of tachyon sensors, you don't need basic scanners anymore. You just put the best tachyon sensors on your ships and you see everything in the system.
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October 3rd, 2006, 05:57 AM
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Colonel
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Re: Tachyon Sensors
So what we need is a "sensor scammer" ability that reduces the sensor range of enemy sensors. As it is now, cloaking is still an all or nothing (probably mainly nothing) thing.
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October 3rd, 2006, 06:16 AM
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Shrapnel Fanatic
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Re: Tachyon Sensors
I thought Scanner Jammer did that in SEV?
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