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Forum Index » » Developer Feedback » » Redo of detection system?
 Author Redo of detection system?
Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2004-08-07 22:47   
First off this is gonna be a short post for the idea I have, it would take FAR too long to explain my idea in full detail

Okay, ever since I started playing DS one main area of gameplay has bothered me...detecting enemy ships, this is one of hte most important parts of the game since if you can't see them you can't hit them but I think the current system is severely lacking...the short versian of my idea is this, a "radar" like system where your ship sends out pulses (power, speed, and reliability depends on the sensor, a actual thing in the ship screen, moddable, and turn on or offable jsut like all other weapons/specials...then you would completely replace the ecm and eccm system so with similar things, no visable pulse (since ecm would not render your ship invisable, just mistakeable for an asteroid or something) and their own slot (along with scanners)...the "radar" would send out a pulse(not a real pulse) which would bounce off all objects in the area (this of course is all non-visable) and report back...when it hits an enemy ship the "radar" bounces back and when it hits the ship the computer calculates the enemy ship's size and distance...ecm would then make your ship appear smaller...so for instance a ecm boat (which would have to stop working by the way, or else it would be too powerful) would look like maybe a scout, or even an asteroid...ship displays should come up with their signature and distance (which can't be fooled because it's based on time) so there's another skill aspect, is that 30 sig ship at max distance a station, or an eccm and sensor running scout...if you don't get my idea (which actually isn't my idea, its been proposed before) then jsut ask a question, I'm out of typing time...

comments, questions, concerns? (note: cloak renders you invisable to radar because it bends light rays, including microwaves and radar waves, around itself)

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Binks: 1st Rear Admiral, mainly UGTO in MV


[ This Message was edited by: Binks on 2004-08-08 12:11 ]
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Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2004-08-07 22:56   
suggestions forum

and i think i get the idea, except u said ud get rid of ecm and eccm then said they had an effect... ?

newho, from what i understand eccm makes your ship look like a bigger class of ship and ecm makes u look smaller (sensor wise not visibility wise?)

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Wyke {ThorsHammer}
Cadet

Joined: February 22, 2003
Posts: 416
Posted: 2004-08-08 05:10   

An realistic suggestion but I think unworkable in practice.

Each of those pulses and each of those bounces would generate network traffic and require cpu time every for cycle, even assuming only 1 a second that is a lot more traffic and cpu load.

It might be workable if it happened on demand for a player, an one-off active scan , sending out a pulse, and taking bounces where he player may only active it at the start of a battle to get a positive 'fix' on the enemy positions.
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Patrowsky
Cadet

Joined: November 10, 2002
Posts: 446
From: Germany
Posted: 2004-08-08 07:21   
moved to suggestions
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Binks
1st Rear Admiral

Joined: November 28, 2003
Posts: 469
Posted: 2004-08-08 12:09   
Whoops...forgot about the suggestions forum...

as to the ecm/eccm issue: Yeah on closer examination my explanation was horrible, what I meant was remove ecm and eccm (and scanner, which would be much more useful) to their own slot...I was tired, and watching a movie at the time so that's why it looks so messed up, I'll edit that...eccm in my idea would make your ship, and all ships around you look bigger, and any ship with a negative signature (due to ecm) would then become more visable (I'll explain in ecm)...ecm would make your ship, and all ships around you look smaller, to the point of being below the detection threshhold, so the enemy would see an object at x gu's, but for all they'd know it would be an asteroid...

as to the pulse cpu time issue: realisticly (again, not explained in my post due to movie watching and tiredness, sry bout that) those pusles don't exist, the cpu just says "Oh this ship is x gu's away and has a signature of x...so it becomes a red diamond at x time since its x distance away and since its within range of his sensors but it has a sig of x on his screen"...does that explain it? Its basicly taking the current system, putting in a time delay (to make it more radar like), and changing it from identifying the enemy ship to showing its sig...

thx patrowsky for moving it...
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