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Accueil » news » forums » Space Empires V » Space Empires V General

Sensor types

Image de Sphinx
Soumis par Sphinx le Ven, 2006-10-06 14:01 Space Empires V General

Hi,

Currently playing the demo version, I was wondering whether it was possible to create component s to simulate several kinds of sensors, kind of as in SEIV.

For exemple:

Cloak type 1
Cloak type 2
Cloak type 3
Sensor type 1
Sensor type 2
Sensor type 3

If supposing that sensor type 1 is matter, type 2 spirit and type 3 visual, we could have the following:

Sensor can detect a ship if at least one of its sight for a type is higher than the corresponding cloak value.

Then the following scenarios:
Ship 1 has:
Level 2 type 1 cloak (small ship has little mass)
Level 4 type 3 cloak (almost-invisible ship)
Level 1 type 3 sensor (visual sight through space)

Ship 2 has:
Level 3 type 2 cloak (psychic crew shielding)
Level 3 type 2 sensor (psychic crew)
Level 1 type 3 sensor (visual sight through space)

Then
Ship 1 can see Ship 2 (visual)
Ship 1 cannot see Ship 1
Ship 2 can see Ship 2 (visual)
Ship 2 can see Ship 1 (psychic)

Any idea to create such things using current system (afraid not as it seem sonly one type of sensors/cloak)

Thanks for the suggestions... Smiling

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Re: Sensor types

Soumis par Astroshak le Sam, 2007-05-19 23:35

I wish that it wasn't just a case of "hit or miss" on cloaking - either they see you at any range within their scanners or they don't. Cloaking ought to play a part in combat and on the system screem, to reduce the range of detectability.

I wonder - is it possible to use a formula whereby the effective scanning level is reduced by 1 tech level per sector range? IE - Tachyon Scanners level 4 can see as a level 4 scanner in the sector the ship is in, a level 3 scanner for all 6 adjacent sectors, a level 2 scanner for the sectors 1 further out, a scanner level 1 at its max range? At least this would allow for a cloaked ship to sneak up - instead of someone with a level 21 tachyon scanner being able to see there's a ship with a 21 cloak 20 sectors away. A level 20 cloak ought to be able to hide the ship well enough to get as close as 1 sector in between him and the ship with the 21 tachyon scanners.

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Re: Sensor types

Soumis par jdunson le Lun, 2007-05-21 13:36

Both Sphinx's and Astroshak's ideas makes logical sense and would be pretty interesting in human vs. human play, but I suspect it would make programming the AI even harder. I'd love to see these implemented, but they should be selectable options when creating a game.

I'm particularly interested in changes that can help us make different race types (organic, psychic, etc.) feel significantly different in play.

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Re: Sensor types

Soumis par Sir Spiff le Lun, 2007-05-21 13:49

How would it be difficult in AI? The way I understand it, AI never uses cloaking, and it equips the best sensors it has whenever it feels like it.

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Re: Sensor types

Soumis par rahlubenru le Lun, 2007-05-21 14:55

If that's how the AI handles the current ones think how much harder it would be to make the AI use the improved ones properly is what was being said

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