I'm seeing no problem in that. With this mechanic you only scan what you want to scan. Plus, this discussion seems to me like "making problems because I want problems where actually are no ones" ;)
It just looks to me very "simplified", while it could be much more cool.I'm seeing no problem in that. With this mechanic you only scan what you want to scan. Plus, this discussion seems to me like "making problems because I want problems where actually are no ones" ;)
It just looks to me very "simplified", while it could be much more cool.
for example give me a console where i could setup
a "coneshaped active ping" with an aperture angle of 1 - 360° (360° would be a whole surround scan)
let me choose ping strength
let me choose a ping amount
an high ping strength is most likely to be detectable over a long distance, but you'll scan out your target on long distances better.
a high ping cone opening angle would increase the chance of getting detected from more people around you (I'm not able to describe it better, "Ei'm dschust a sdubit gärman")
A high ping amount increases your chance of actually detecting you target and finding out what you want to know
3 examples
a long distance, low detectable precise scan:
Cone 1°
Strength 100%
ping amount 5x
Result would be: There is one freelancer, with cargo, guns xxx and no qantum fuel in sector 1434x3721x1378, distance 4000 km
a low distance overview scan
Cone 360°
Strength 25 %
ping amount 1x
Result would be: There is one ship somewhere not far away
a here "i am too stupid to use the scanner"-scan
Cone 360°
Strength 100 %
ping amount 50x
Result would be: There is a fleet on its way to drop on your head
easy to setup, but skillful to use.
My sediments too. Came across a post on reddit, which pointed out the scanning in a good game called Limit Theory. Here's a link to the scanning system in that game.Ya, that was the only disappointment in an otherwise awesome report. I know, I know, we haven't actually tried it yet... but meh.
Well I think with the changes they are proposing it makes a lot of sense. I am in the same boat, but if they are altering how the ships fly this drastically I imagine this (which is likely already used by fairly few people) would become even more negligible in it's usefulness. Even though I use it regularly it did feel a bit lacking.Curious as to why they think no one uses the boost button. I use it *all the time*, it's a great way to mitigate drifting when making sharp turns.
The "Cone" you're talking about is better called the "radiation pattern" of any given antenna. CIG has said in the past that you will be able to swap out portions of your scan setup in order to enhance some functions at the detriment of others. My guess is what you talk about above, to be able to do both a high power 360* pattern, and a narrow focus high gain pattern will only be possible on ships that have enough room for a larger scan setup.It just looks to me very "simplified", while it could be much more cool.
for example give me a console where i could setup
a "coneshaped active ping" with an aperture angle of 1 - 360° (360° would be a whole surround scan)
let me choose ping strength
let me choose a ping amount
an high ping strength is most likely to be detectable over a long distance, but you'll scan out your target on long distances better.
a high ping cone opening angle would increase the chance of getting detected from more people around you (I'm not able to describe it better, "Ei'm dschust a sdubit gärman")
A high ping amount increases your chance of actually detecting you target and finding out what you want to know
3 examples
a long distance, low detectable precise scan:
Cone 1°
Strength 100%
ping amount 5x
Result would be: There is one freelancer, with cargo, guns xxx and no qantum fuel in sector 1434x3721x1378, distance 4000 km
a low distance overview scan
Cone 360°
Strength 25 %
ping amount 1x
Result would be: There is one ship somewhere not far away
a here "i am too stupid to use the scanner"-scan
Cone 360°
Strength 100 %
ping amount 50x
Result would be: There is a fleet on its way to drop on your head
easy to setup, but skillful to use.
CIG has said in the past that you will be able to swap out portions of your scan setup in order to enhance some functions at the detriment of others.
I'm gonna live in that watermelon helmetWhen they showed the new UI for star marine and customize your character..... did anyone else notice the watermelon helmet!?
I think that is probably so. Just note that EM scanners are completely different from IR scanners,, so if you equip an S2 scan slot with long range EM, you may have to go without long rang IR. Bigger ships will have better and more slots, so the Carrack really will scan a larger area than the Lancer.
I would hope that a high end scanner could handle all types of scans vs having to go back to base and swap out equipment to scan a specific way. Or for ships built for scanning that they would be able to equip multiple scanners.
I've been following Limit Theory a long time and I have high hopes for it, if Josh ever pulls things together and gets back to posting his dev vlogMy sediments too. Came across a post on reddit, which pointed out the scanning in a good game called Limit Theory. Here's a link to the scanning system in that game.
View: http://youtu.be/YBf1odVtlWk
They seemed to be on a better path to making radar scanning more immersive and fun.
On the Aquila, yes, that is Mark IVJosh Parnell said:August 12th, 2016
Yikes, a few things certainly need to be said:
1. I've not abandoned you all. You may not see me, but I am with you! By that, I mean, I'm in this office working on LT.
Holy crap! My Aquilla came back from the shop lookin seeeeexy... The only issue is that damn sunvisor. I really hoped they would have done away with that sillyness.