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  #1  
Old September 30th, 2006, 09:47 AM
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Default 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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  #2  
Old September 30th, 2006, 07:35 PM

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Default 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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  #3  
Old October 2nd, 2006, 04:22 PM
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Default 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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  #4  
Old October 2nd, 2006, 04:28 PM
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Default 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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  #5  
Old October 2nd, 2006, 06:59 PM
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Default 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.

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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Old October 2nd, 2006, 07:05 PM

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Default Re: Tachyon Sensors

The range and power are in seperate forumalas that may not refer back to each other.
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Old October 2nd, 2006, 07:09 PM
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Default 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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  #8  
Old October 3rd, 2006, 01:26 AM
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Default 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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Old October 3rd, 2006, 05:57 AM
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Default 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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  #10  
Old October 3rd, 2006, 06:16 AM
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Default Re: Tachyon Sensors

I thought Scanner Jammer did that in SEV?
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