Difference between revisions of "Signature"

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(Created page with "Signature is a tactical measure of the detectability of a ship. Having a high signature can let hostiles target you from a great distance. Conversely, having a low signature can ...")
 
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Signature is a tactical measure of the detectability of a ship. Having a high signature can let hostiles target you from a great distance. Conversely, having a low signature can prevent enemies from detecting your ship at all.
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===Signature===
  
Targetable projectile weapons often rely on not being detected by enemy ships for maximum effectiveness. If they are detected, then enemy ships using [[Point_Defense|Point defense]] can approach and destroy these potent weapons. Detectability and signature applies to these projectiles as well.
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This game bases detection ranges on a ships's signature. Larger ships use more power, and generate a larger signature. A ship with a large signature can be detected at a longer range than a ship with a low signature. A signature of zero or below cannot be detected with sensors, though it may still be visible to the naked eye.
===Signature level===
 
The signature level of the player's ship is visible on the ship status bar as a broken dark blue line, and a numerical value.[[File:Signaturelevel.jpg|240px|thumb|right|Possible signature values of ships]]
 
====Factors====
 
Signature is affected by -
 
:*'''Base signature of ship''': Every ship has a base detectability, which is affected by the size of its hull. Larger dreadnoughts are much easier to target than small corvettes.
 
:*'''Electronic warfare devices''': [[ECM]] and [[ECCM]] devices affect the signature of all ships, based on the distance from the ship bearing it. ECM devices reduce signature, whereas ECCM gadgets increase it. This applies to planetary [[Anti-Sensor_Base|anti-sensor]] and [[Sensor_Base|sensor bases]] as well.
 
:*'''Active and recharging devices''': Reactors, scanners, [[Interdictor|jump disruptors]] and [[Engine|engines]] add to the signature when active. Active engines increase signature proportionately to the velocity of the ship. Weapons, beams and other gadgets add to the signature proportionately to the amount of energy they use for recharging.
 
:*'''Enemy scanner activity''': Enemy ships using a scanner will double the distance at which you can be targeted. This effect does not stack.
 
====Negative signature====
 
When a ship is under the effect of many ECM devices, the signature level is calculated as negative. In practice, however, the negative value is calculated as equal to 0.0 (zero). The detection range of such a ship is based on enemy scanner activity and the base signature of the ship.
 
===Base Signature for hull classes===
 
:*Scout : 1.0
 
:*Frigate : 1.0
 
:*Destroyer : 2.0
 
:*Cruiser : 5.0
 
:*Dreadnought : 10.0
 
:*Super dreadnought : 12.0
 
:*Station : 20.0
 
:*Supply : 2.5
 
:*Engineer : 3.0
 
:*Transport : 3.0
 
===Signature effect on projectiles===
 
Projectiles which are affected by ignature detection are -
 
:*Missiles - Lower tier missiles are faster and less detectable
 
:*Mines - Mines are undetectable without ECCM or Scanner bearing ships.
 
:*Fighters - Fighters cannot be detected without sensor coverage.
 
:*Bombs - Bombs are not detectable at long range without scanners.
 
 
 
By default, missiles and fighters are not detected by enemies unless very close. They will approach their targets undetected and thus avoid point-defense lasers from escort warships. Even the slow [[Missile|Harpex Missile]] can avoid being detected by PD.
 
 
 
Mines cannot be detected by enemy ships, even at close ranges. Only by being physically near a mine can it be targeted visually. However, sensor gadgets can easily make mines targetable at close ranges.
 
 
 
Bombs are fairly easy to target. At close ranges, any ship can target and destroy them. Even at medium and long ranges, bombs can be detected in the presence of sensor activity.
 
 
 
===Applications of Signature===
 
Signature can be used -
 
:*To determine the potential stealth rating of a ship or group of ships.
 
:*To understand the strength of hostile sensor gadgets.
 
:*As an indicator of enemy stealth ships nearby. ECM gadgets affect all ships within range.
 
 
 
Signature is useful mostly for tacticians. While it can assist potentially devastating tactics, the general usefulness of signature management is minimal in combat, engineering and transporting. Bombing can take place successfully without assistance of signature reducing devices, and covert supply operations in enemy space are overshadowed by the more effective supply platforms constructed in deep space.
 
 
 
Despite being unused, a good tactician can employ signature manipulation to place large networks of mines, assist missiles and fighters in surviving point-defense, perform surveillance operations and avoid enemy patrols almost completely.
 

Revision as of 23:11, 13 March 2012

Signature

This game bases detection ranges on a ships's signature. Larger ships use more power, and generate a larger signature. A ship with a large signature can be detected at a longer range than a ship with a low signature. A signature of zero or below cannot be detected with sensors, though it may still be visible to the naked eye.