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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Idea: Cargo Scans takes time

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Idea: Cargo Scans takes time
Offline Fletcher
04-18-2012, 01:08 AM, (This post was last modified: 04-18-2012, 01:10 AM by Fletcher.)
#1
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After playing my old game of G-Police on my old Playstation, it got me thinking. Why are the scanners in the game instant? Surely it would take time to scan, and identify what is in a ship's cargo bay?

With this in mind, there could be a nerf to all 'standard' scanners where their range is not touched, but scanning cargo bays or any details of the ship, takes a few seconds or more, depending on the ship and size.

However, the police forces and perhaps the navy would also get a boost because they'll gain new scanners that cut down on this delay, but due to the sensitive nature of the scanners, lose a lot of range. Meaning they've got to close the distance to check for smugglers. Making it a slightly tougher task, while giving smugglers an opportunity to make haste without being on the KoS lists.

Draft Specifications
  • All normal scanners lose up to 2000m of 'ship item' scan range, normal 'detection' scan range untouched.
  • Police/Forensic Scanners detection range of 8000m, ship item scan range is at 2000m.
  • Smugglers get new 'counter scanner' scanners, replacing the normal scanners for jammers. Reduced scanner range on both counts, but adds ten seconds until police can scan cargo bay.
This is a draft, as per usual, don't know if this is possible, or even wanted.

Feedback?

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"Oh chuffing blimey, another day, another person being whiney!"
Fletcher's Feedback and Stories Thread
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Camtheman
04-18-2012, 03:38 AM,
#2
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Or, or...

I can add to this.

Like CM's, with their effectivity rates? you know?

perhaps longer range scanners have a higher chance of being wrong in what they scan.

Hard to implement but maybe FLhooked?

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Offline casero
04-18-2012, 04:06 AM,
#3
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Posts: 2,101
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While it sounds nice at begining.

I believe it will lead to "Cut your engines or be destroyed" kind of RP, and nothing much will be changed.
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Offline Veygaar
04-18-2012, 04:10 AM,
#4
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Make a module that replaces the Cloak/CM slot with a anti-scanner?

Veygaar for Admin Moderator 2013!!!
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Offline Daron
04-18-2012, 04:29 AM,
#5
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Posts: 425
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Already playing as a cop helps i have to say.
You forgot about tagsnet and what Casero already said: If you RP a cargo scan the vessel will be ordered to cut the engines. If the pilot decides to run it doesn't matter what cargo it is shipping he has already broken the law.
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Offline Jimothy
04-18-2012, 04:54 AM,
#6
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The other issue is of course, scanning ID's...

I mean, the whole thing's not a bad idea, but I think in all the work would outweigh the benefits. On top of the cargo scanning range, all players are seen at 10k+ regardless of the scanner's displayed range.

I was formerly know as Spiritar.

It's been a while.
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Offline kikatsu
04-18-2012, 05:32 AM,
#7
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I do not think this is really possible... as far as I know cargo scans always show what is on an enemy ship, and they cannot be 'fooled' by showing false information. Scan a ship, you get it's exact stuff, no tinkering, just shows exactly what they would see in their own inventory.

I do not know if it is possible to delay the scan window appearing with FLhook though. That seems like something that would need the source code or something to work, as it is a game engine thing and not a statistic one.
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