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[ 18 posts ] |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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Quick question. If you build an Outpost II (scan range 4) in a system, and then build a Subspace Scanner (+2 Scan Range) in that system, do you get range 6? Seems to me you shouldn't, since the OP should already have its own scanner.
Also, what's the Scan Strength of scanners? All the same, or each upgrade increases both Strength and Range? Maybe Strength should also be displayed in their description?
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| 21 Aug 2010, 17:14 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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That's a good point .Iceman. Were going to need to start specifying a Scan Strength on Scanners as well.
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| 21 Aug 2010, 18:41 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Only the largest (i.e. most powerful) scan strength is considered for any given sector.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 21 Aug 2010, 18:50 |
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dafedz
Supreme Architect
Joined: 20 Dec 2004, 01:00 Posts: 301 Location: Sol 3
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_________________ dafedz = The Federation dummy! (da fedz= the Feds) :D
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| 21 Aug 2010, 19:17 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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It's actually not quite that simple. Both scan range and scan strength come into play to determine the scan strength at some target sector. But the bottom line is that only the highest effective strength is taken into account at the target sector. It's not an additive effect.
IIRC, scan range is the distance through which a scanner's maximum strength is maintained. After that, its scan strength falls off by 1 point for each sector beyond that range until it hits zero.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 21 Aug 2010, 19:25 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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The problem with this is that if a player has a station in the system, it effectively renders the scanners on the planet useless. So why bother having them? The scanners on the station also have no energy cost.
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| 21 Aug 2010, 19:30 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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Yeah, but the station does have a maintenance cost. It's a trade-off thing.
My question was because the scanners give +X range. So it is an additive bonus. Apparently only to the colony's base scan range - which AFAICT is 1 for the homesystem and 0 for colonies. So all is well. I tested it with an OP II and a SS and range was 4.
As for the scan range figures, well, you have to consider that the tech levels involved. The homesystem's base scan range, rnage for scanners and for stations, all should be more or less equivalent regarding tech level.
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| 24 Aug 2010, 13:24 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I went back and did a lot of work on sensors this weekend, including (finally) implementing sensor interference from pulsars, nebulae, and black holes. Pulsars work identically to BotF (radio pulsars have rotating, directional interference, and x-ray pulsars have omnidirectional, pulsing interference). I did, however, go back and simplify how scan strength is applied to the map: scanners no longer permeate beyond their specified scan range. A scanner with +3 strength and +6 range will now contribute a scan strength of 3 to every sector within a range of 6, and then stops completely. It's less realistic, but it should make more sense to the player based on the "advertised" numbers. Scan strength at the mouse cursor location is now displayed at the top of the screen too.
I also realized that my design never accounted for "negative" scan strength, so the maximum scan strength for a given sector had to be decreased. The previous legal range was [0,63], and the new range is [-32,31].
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 24 Aug 2010, 16:59 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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Good news. I think it's better this way. Neg scn strength? is that because of cloaked vessels? It's going to affect the sector's scan strength, instead of omparing cloak strenth with scan strength?
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| 24 Aug 2010, 18:12 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 24 Aug 2010, 18:22 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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As it stands, the Scanner structures only have a "ScanRange" bonus, so i'll have to add some "ScanStrength" figures too. Dafedz's database is the same, so we'll come up with some figures together.
I also discussed the Cardassian Scanners with Dafedz several months ago via PM, although he's forgotten to update the Database to include the results of those discussions. The Cardassian Scanners will likely get a +1 bonus over the opposing Empire structures in both ScanRange and ScanStrength because of the disguised nature of their Scanners. We also decided to offset the bonus by higher tech requirements for all their scanners. So they get their scanners later, but they get a bigger bonus than the other four Empires because of it. They also get a fourth tier Scanner, whilst the other Empires do not.
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The Subspace Jammer as it is currently implemented has a "JammingRange" bonus of 10. Based on what Mike has said, I assume that we will need to give it a ScanStrength figure with the Scanners.
For implementation purposes though, would it have to be a positive or negative figure Mike? Or will the game automatically apply the figure as a negative scan since it is a Jamming bonus?
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| 24 Aug 2010, 19:24 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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The concept of "jamming" needs some discussion. I'm not even sure that it's a good idea. If we implemented it as negative scan strength (on the other civilizations' map views), it would often prevent a player from seeing enemy ships (or neutral ships, or even friendly but unaffiliated ships), even if he has ships of his own in the same sector. That to me makes jammers even more valuable than cloaking. Further, if every empire had jammers, they'd all effectively be playing blind. That doesn't sound like much fun to me.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 24 Aug 2010, 20:35 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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We also wanted to put a limit on them Mike, like one or two per Empire. I know it's not yet possible to do numbers other than one per Empire, but a number restriction could reduce the risk of such events. We could also impose other limits, eg. a minimum enemy scan strength, but then what would the point of negative scans be? Those will still be possible through Black Holes etc.
And of course, we'll adjust the numbers after player feedback.
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| 24 Aug 2010, 20:44 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 24 Aug 2010, 21:02 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 26 Aug 2010, 10:50 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 26 Aug 2010, 10:54 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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| 26 Aug 2010, 18:35 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 27 Aug 2010, 10:45 |
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