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Scanner ranges

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Scanner ranges
Offline Hidamari
02-28-2015, 03:38 AM,
#21
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Posts: 2,100
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Joined: Jul 2009

i used it in another thread about 3 years ago now.

Id even be willing to do all the ini surfing to make this chart a reality if any dev was willing to give it a go.

[Image: RKaqSve.png]
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Offline Tachyon
02-28-2015, 06:21 PM,
#22
Freelancer for Life
Posts: 2,664
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Joined: May 2011

All these possibilities to avoid interaction.

[Image: vJQQbhu.png]
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Offline Karst
03-01-2015, 03:23 PM,
#23
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(02-27-2015, 12:52 PM)Hidamari Wrote: I still think that every class of ship should have its own scanners and set ranges, rather than the extremely drab and boring 'one size fits all' that there is.

[Image: ScannerValleydiagram_zpsaf6aef3e.png]

Sounds interesting. But there's issues here.
I think in general, the gaps are too large. I don't think it's feasible to have gaps of like, 15k between different classes.
I also think over 20k is just too much for any class other than battleships.

This is kind of a separate issue though, I'm not sure if the above is being considered but I'd still like to know why scanner variety was ruined.

[Image: jWv1kDa.png]
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Offline Curios
03-16-2015, 12:02 PM,
#24
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Scanners with scan range over 10k are already too ridiculous to begin with. Huge scanner ranges just breaks the game.

[Image: bhglogo.png]
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Offline nOmnomnOm
03-16-2015, 12:07 PM, (This post was last modified: 03-16-2015, 12:08 PM by nOmnomnOm.)
#25
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(01-27-2015, 02:06 PM)Lythrilux Wrote: Let's just go back to early 4.87 scanners with the normal scanners having their .86 ranges and the BS and Spyglass scanner having 20k range and 8k scan (sun)

this plox

Doesn't break anything to have the BS/Spyglass that far out.
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Offline Hidamari
03-16-2015, 01:23 PM,
#26
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nom why are you always wrong.

it breaks piracy if traders are flying around with 20K+ scan range, thats like 3 rings away, yep, good game play.

[Image: RKaqSve.png]
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Offline Agent Zero
03-16-2015, 03:43 PM,
#27
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Posts: 14
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Joined: Mar 2015

What was wrong with the .87 scanners again?
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Offline nOmnomnOm
03-16-2015, 03:47 PM, (This post was last modified: 03-16-2015, 03:48 PM by nOmnomnOm.)
#28
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(03-16-2015, 01:23 PM)Hidamari Wrote: nom why are you always wrong.

it breaks piracy if traders are flying around with 20K+ scan range, thats like 3 rings away, yep, good game play.

that is why pirates need them too Smile
more than traders.
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Offline SnakThree
03-16-2015, 04:04 PM,
#29
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Posts: 9,091
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The way I see it, current Adv. Deep Scanner is really nice and should be standard issued one. Seeing players around is the way interactions happen and no new players should be inhibited in such way where they do not see players or can chat in smaller radius than more experienced one.

If I had my way, there would be only few types of scanners.

Deep Scanner - 15k range with 2k cargo scan. ( given as default to all ships )
Cargo Scanner - 10k range with 10k cargo scan.
BS/Spyglass - 15k range with 10k cargo scan.

Now before anyone freaks out about 10k cargo scan range idea, get acquainted with the process of targeting new contact, pressing F9 ( by default ) to see the ship class. Then, go into sub targeting mode and see what kind of weaponry and equipment the ship has. It provides so much information, that the only thing you would not know is the ID, armor class and cargo.

This would provide less confusion between different scanners while retaining the specialisation. The high-end and absurdly expensive scanners would provide advantage of both scanners making it not better than any of them.

[Image: rTrJole.png][Image: LJ88XSk.png]
[Image: ka0AQa5.png][Image: QwWqCS8.png]
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Offline Hidamari
03-16-2015, 05:50 PM, (This post was last modified: 03-16-2015, 05:53 PM by Hidamari.)
#30
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(03-16-2015, 03:47 PM)nOmnomnOm Wrote:
(03-16-2015, 01:23 PM)Hidamari Wrote: nom why are you always wrong.

it breaks piracy if traders are flying around with 20K+ scan range, thats like 3 rings away, yep, good game play.

that is why pirates need them too Smile
more than traders.

it wont matter if pirates have them as well because the trader is going only in 1 direction, the pirate has to be wary of every direction, including the 2 on the lane, there is no guaruntee the contact that just popped up would be on the lane, and even if it was you dont know which way it is since the ship hasnt even rendered yet.

when most traders are on a lane they have their eyes on the scanner, the moment something shows up they normally break the lane contact, when you can see the pirate from 3 lane rings away on scanner its pretty much a no brainer to just go back into the lane the way you came. since you can see effects much clearer than you can see ships, youd see the lane get disrupted as well as the pirate shooting the lane out when he detects an incoming ship, since the only thing the trader needs to know is that somebody disrupted the lane they are at a massive advantage over the pirate.
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