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Author Topic: Minor Add-Ons and Updates for Bundled Release  (Read 12761 times)
SirEmi
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« Reply #15 on: July 18, 2014, 08:23:54 AM »

About the WHD improvements. There's definitely going to be an upgrade to the Wormhole detection system, and not only showing more information about the ships.

It's quite possible that we could use the new navigation star maps together with a network of WHD to analyze and track down a specific ship visually, taking into account the information provided by the detectors and the time when the jumps happened. Thus if 2-3 jumps where detected by the WHD grid for the same ship, a visual representation is possible, making a prediction of a course and destination, as well as time to arrival.

This would mean you would probably just search for a ship or captain name in the star maps, and it will provide information and trajectory analysis based on the data from the WHD logs and correlated with information from the nav computer database it might reveal ships going to and from rival installations.

« Last Edit: July 18, 2014, 08:26:21 AM by SirEmi » Report to moderator   Logged

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« Reply #16 on: July 18, 2014, 09:18:14 AM »

About the WHD improvements. There's definitely going to be an upgrade to the Wormhole detection system, and not only showing more information about the ships.

It's quite possible that we could use the new navigation star maps together with a network of WHD to analyze and track down a specific ship visually, taking into account the information provided by the detectors and the time when the jumps happened. Thus if 2-3 jumps where detected by the WHD grid for the same ship, a visual representation is possible, making a prediction of a course and destination, as well as time to arrival.

This would mean you would probably just search for a ship or captain name in the star maps, and it will provide information and trajectory analysis based on the data from the WHD logs and correlated with information from the nav computer database it might reveal ships going to and from rival installations.

That's interesting!
"WHD grid" would mean that WHDs will then have scan ranges, right? If so, will it be fixed (like 16 LY) or will it depend on the ship (32 if its the jumper)?  Maybe we can add a new technology like a scrambler to negate this?

This update will rock.  punk

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« Reply #17 on: July 18, 2014, 09:55:01 AM »

It could be related to the MK level of the module
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SirEmi
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« Reply #18 on: July 18, 2014, 01:24:00 PM »


That's interesting!
"WHD grid" would mean that WHDs will then have scan ranges, right? If so, will it be fixed (like 16 LY) or will it depend on the ship (32 if its the jumper)?  Maybe we can add a new technology like a scrambler to negate this?

This update will rock.  punk


You are correct, the WHD's will need a LY range as well. This could just as well be the jump scan range. Then you could have a ship sit in deep space and scan for passing wormholes. It will project a bubble around the ship, similar to the jump scan range. Any wormholes passing trough this bubble will be recorded from the entry point to the exit point of the WHD scan range.

Captains wanting to go undetected will probably have to equip a module named "Wormhole Detector Scrambler" | WHDS, that will reduce the WHD range when doing the check. If the wormhole trajectory does not intersect the WHD scan range reduced by the WHDS, then the wormhole goes undetected. So if the detector is close to the jump spot, it will be easy to detect, but as they go into deep space it will get harder as the ships positions differ.

As an example, you could have a Detector ship in deep space scanning at up to 10 LY. A star nearby is located at 8 LY. A ship opens a wormhole calculation window at the star that is 8 LY away, but they have a WHDS scrambler that reduces the Detector range by 3 LY. So the detector doesn't find it because 8>(10-3). However, when another ship without WHDS opens a wormhole calculation, it is detected and reported.
« Last Edit: July 18, 2014, 01:32:01 PM by SirEmi » Report to moderator   Logged

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« Reply #19 on: July 18, 2014, 04:13:28 PM »

I love it...
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« Reply #20 on: July 18, 2014, 04:54:46 PM »

Also, I would like the ability to search through messages for keywords, sender/recipient, and subject
And an estimated fuel cost for long range jumps 1
« Last Edit: July 18, 2014, 06:58:39 PM by Rostin » Report to moderator   Logged

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« Reply #21 on: July 18, 2014, 05:56:35 PM »

O my if the whd is upgrade to track ship movement. the PVP is going to heated up.
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« Reply #22 on: July 18, 2014, 09:17:03 PM »


That's interesting!
"WHD grid" would mean that WHDs will then have scan ranges, right? If so, will it be fixed (like 16 LY) or will it depend on the ship (32 if its the jumper)?  Maybe we can add a new technology like a scrambler to negate this?

This update will rock.  punk


You are correct, the WHD's will need a LY range as well. This could just as well be the jump scan range. Then you could have a ship sit in deep space and scan for passing wormholes. It will project a bubble around the ship, similar to the jump scan range. Any wormholes passing trough this bubble will be recorded from the entry point to the exit point of the WHD scan range.

Captains wanting to go undetected will probably have to equip a module named "Wormhole Detector Scrambler" | WHDS, that will reduce the WHD range when doing the check. If the wormhole trajectory does not intersect the WHD scan range reduced by the WHDS, then the wormhole goes undetected. So if the detector is close to the jump spot, it will be easy to detect, but as they go into deep space it will get harder as the ships positions differ.

As an example, you could have a Detector ship in deep space scanning at up to 10 LY. A star nearby is located at 8 LY. A ship opens a wormhole calculation window at the star that is 8 LY away, but they have a WHDS scrambler that reduces the Detector range by 3 LY. So the detector doesn't find it because 8>(10-3). However, when another ship without WHDS opens a wormhole calculation, it is detected and reported.


Great! I have more questions but let's cross that bridge when we get there. LOL

oh, and a detector ship optimization comes into mind. 1

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« Reply #23 on: July 19, 2014, 02:33:21 PM »

Sir Emi (and other esteemed posters on this subject)
Dont want to be too picky or pushy, but we are still waiting on hangar combat upgrade technology where you can decide which ship scrambles to an attack, and which ship stays in its bay.
I would love to see this implemented one day
Dadds
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« Reply #24 on: July 19, 2014, 02:39:06 PM »

Sir Emi (and other esteemed posters on this subject)
Dont want to be too picky or pushy, but we are still waiting on hangar combat upgrade technology where you can decide which ship scrambles to an attack, and which ship stays in its bay.
I would love to see this implemented one day
Dadds
I don't think I knew about this. Can you post a link to the original thread?
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« Reply #25 on: July 19, 2014, 02:46:36 PM »

its an ancient thread. started before hangar tech and promised after hangar tech was introduced and found to be mostly useless. The Hangar did get a small mod making it more practical however, but not the way i would consider a hangar to be used. Imagine your best aircraft carrier getting attacked from outside, and none of your fighters were deployed to defend it. all it becomes then is a carrier of aircraft and pointless
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SirEmi
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« Reply #26 on: July 19, 2014, 04:52:25 PM »

Sir Emi (and other esteemed posters on this subject)
Dont want to be too picky or pushy, but we are still waiting on hangar combat upgrade technology where you can decide which ship scrambles to an attack, and which ship stays in its bay.
I would love to see this implemented one day
Dadds

Hangars revamp, yeah there will be a project for it:
http://forum.astro-galaxy.com/index.php/topic,8713.0.html

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