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  #1  
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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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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Old October 2nd, 2006, 07:11 PM
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Default Re: Tachyon Sensors

You'd need a range variable for the scanners to decrease in sight with longer distances. I don't think that exists/works outside of weapons.
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