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 Author New Beacon Idea
Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2009-03-19 15:02   
Right now, Beacons are kinda "meh." Sure they add 20 sig, which makes it take a looong time for a K'luth ship to cloak and makes it impossible for anyone to hide using ECM, but that's kinda boring. And it doesn't do anything at all when a K'luth ship is already fully cloaked.

So I've got a new idea.

Instead of adding sig, a Beacon will relay the beaconed ship's position to the ship that did the beaconing... within a limited distance. The distance is proportional to the signature of the beaconed ship. At 0.0 signature or below, the distance shrinks to the minimum "visual" detection range--that is, how close you have to get to see a ship using enough ECM to stay hidden. And they would have a limited lifetime; say, 5-10 minutes.

This means that in order to track a cloaked ship, the beacon-launching ship--which is going to be a Scout or an Escort/Picket Dessie (as they also have beacons IIRC)--will need to stay very close to the target. And since the beacon no longer affects how quickly a ship can cloak, there's not much stopping the beaconed ship from decloaking, blasting the ship tracking it, and cloaking again in short order. The beacon only supplies info to the ship that launched it, so once that ship is dead the beacon is useless.

In fact, this would also encourage the K'luth to use smaller ships to take out beacon-launchers, because they are smaller and thus the minimum distance to detect them is much, much lower. So even if the smaller ship gets beaconed, it can shake the pursuit of the tracker much more easily.

And of course if the K'luth are just making hit-and-run attacks, they can jump out and wait for the beacons to expire, then sneak back in.



Hey, that gives me another idea. How about an alternate Jumpdrive for the K'luth, that travels slower, has less fuel and a longer cooldown but doesn't give you +50 sig while jumping? Perhaps a Psionic Jumpdrive, since they've got Antimatter and Psionic Engines and only Antimatter Jumpdrives?
[ This Message was edited by: Jim Starluck on 2009-03-19 15:03 ]
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2009-03-20 13:52   
Having variable sig for jumpdrives isn't currently possible; its actually the code for jumping that adds the signature, and at a set value (50). However, there's no real reason we could just have that be a variable that's set by the individual jumpdrives. So that's a definite idea. Of course you still couldn't jump cloaked, but being able to jump at 3sig versus 53 would be an interesting dynamic change. I leave it up to you whether to break that out of this thread or potentially let it take over the discussion, though... but it merits discussion, I think.

As for beacons.. basically you're proposing more of a counter to the cloak, instead of just a modifier of it. That is, beacons currently just make the thing slower, whereas you're proposing a device which can effectively nullify it - though you propose strict limits on that, namely to distance and audience. It would also bring beacons back to an older version of them, where you could spot the ship, though this time from a much shorter distance.

So if you think beacons should be limited to visual range (ie, sensors can no longer deny its there because I can throw my lunch at it) for cloaked (or 0.0 sig, anyway) and presumably negative sigs as well, what do you propose for scaling for those with sigs? 5gu per point, 50gu per point, or what? How far away, basically, do you want to be able to see a beaconed Siphon, for example, which is firing some of its weapons off and on?

Or, I suppose... since you can already see them a few thousand gu off when uncloaked, were you thinking more like "across the system" when they're uncloaked?
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2009-03-20 14:39   
Quote:

On 2009-03-20 13:52, Shigernafy wrote:
As for beacons.. basically you're proposing more of a counter to the cloak, instead of just a modifier of it. That is, beacons currently just make the thing slower, whereas you're proposing a device which can effectively nullify it - though you propose strict limits on that, namely to distance and audience.


Pretty much, yeah. I mean, we already have ECCM as a modifier for cloaking; Beacons just do it way more so. It'd be better, I think, if they were two different things entirely instead of just doing the same thing but at different levels.

Quote:
So if you think beacons should be limited to visual range (ie, sensors can no longer deny its there because I can throw my lunch at it) for cloaked (or 0.0 sig, anyway) and presumably negative sigs as well, what do you propose for scaling for those with sigs? 5gu per point, 50gu per point, or what? How far away, basically, do you want to be able to see a beaconed Siphon, for example, which is firing some of its weapons off and on?

Or, I suppose... since you can already see them a few thousand gu off when uncloaked, were you thinking more like "across the system" when they're uncloaked?


Well, part of it depends on how detection already scales with distance.

Currently you can detect objects up to 5,000 gu away at most. The signature determines how close within this distance you have to be to detect something. Platforms, for example, have an inherently low sig, so on their own they're undetectable outside of around 2,000-2,500 gu. At some point your sig gets so high that you're automatically detectable out to 5,000, but beyond that nothing.

Logically, a Beacon on your ship would make this scale faster. You'd show up farther away at a lower sig... to some extent, the same thing a Scanner does. I'm not sure if it would be possible or balanced, but maybe you could be detectable farther than 5,000 gu away when beaconed and with a sufficiently high sig? And maybe a Scanner and Beacon combined would amplify each other's effects?

If this would let Scouts track a Beaconed target from 10,000 gu or so away, it would make them potentially very, very powerful at their assigned role of, well, Scouting. And tracking escaping ships.



On a side note, I still think that idea I had awhile ago of ECM and ECCM only affecting friendlies and enemies respectively would make the EW aspect of gameplay a lot more interesting.
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2009-03-20 17:12   
Jim , whats wrong with current beacons?
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2009-03-20 17:16   
That's a good point - I hadn't really thought about the fact that beacons are basically just a concentrated, precision ECCM; it makes sense to try to diversify its role/function outside of something that's already covered.

For range, I'm not actually sure how that works. The game might not even send information about things like ships until they're within 5000gu of you, to save on processing/bandwidth - I'm not sure anymore. Effectively, given how visibility vs sig works now, you're just doing a "sig x 100 for player Y" as the function of a beacon - it makes the ship visible proportional to its sig but only for a specific player. And zero times whatever is still zero, so that doesn't change anything.

Its theoretically a pretty easy bit of programming and logic - just have to ignore negative sigs and then go as above.


To tangentialize a bit - faction limited EW makes some sense (except for traps, wanting your ships more visible is never really wanted.. but with 5kgu limits to visibility, even that's a limited use), but I don't immediately see how it would make things more interesting. What's the big deal that I'm not getting?
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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2009-03-20 22:25   
For one, it makes having both ECM and ECCM active at the same time not counterproductive. You have ECM to mask your own sig, and ECCM to reveal the enemy's. It's not just one or the other.

It also means you can use ECM for much, much more than just a poor man's cloak. Right now using ECM in battle is inadvisable, because it hides your enemies too and in particular hides their fighters and missiles from your point-defenses. If it only affected you, ships could run ECM without becoming incredibly vulnerable to fighters and missiles.

EW slots in general would be a lot more useful. I mean, right now, the ONLY thing ECM is used for is hiding at long range because if they get close they can still *see* you, while ECCM is only really used for is pinging K'luth ships.

Unfortunately, Jack already ran it by Faustus and he shot it down, so...

Quote:

On 2009-03-20 17:12, Pakhos wrote:
Jim , whats wrong with current beacons?


As Shig said, they do the exact same thing as non-pinging ECCM--raise sig, which just increases the time that K'luth are visible. Sure, that gives you a bit more time to kill them before they fade, but it's still not that much, and once they're fully cloaked it does jack squat.

ECCM pinging alone is not a sufficient counter for cloaking. It only works against big, slow targets like Dreads and Stations. Cruisers and smaller can evade far too easily. Even Dreads can avoid it if they get far enough away. And of course it renders missiles and fighters totally impotent against K'luth, since they lose their targeting lock and self-destruct/turn around.




[ This Message was edited by: Jim Starluck on 2009-03-20 22:40 ]
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mannythepogs
Grand Admiral
Pitch Black


Joined: July 12, 2007
Posts: 140
From: mbllanes
Posted: 2009-03-21 00:04   
Quote:

On 2009-03-19 15:02, Jim Starluck wrote:
Right now, Beacons are kinda "meh." Sure they add 20 sig, which makes it take a looong time for a K'luth ship to cloak and makes it impossible for anyone to hide using ECM, but that's kinda boring. And it doesn't do anything at all when a K'luth ship is already fully cloaked.

So I've got a new idea.

Instead of adding sig, a Beacon will relay the beaconed ship's position to the ship that did the beaconing... within a limited distance. The distance is proportional to the signature of the beaconed ship. At 0.0 signature or below, the distance shrinks to the minimum "visual" detection range--that is, how close you have to get to see a ship using enough ECM to stay hidden. And they would have a limited lifetime; say, 5-10 minutes.

This means that in order to track a cloaked ship, the beacon-launching ship--which is going to be a Scout or an Escort/Picket Dessie (as they also have beacons IIRC)--will need to stay very close to the target. And since the beacon no longer affects how quickly a ship can cloak, there's not much stopping the beaconed ship from decloaking, blasting the ship tracking it, and cloaking again in short order. The beacon only supplies info to the ship that launched it, so once that ship is dead the beacon is useless.

In fact, this would also encourage the K'luth to use smaller ships to take out beacon-launchers, because they are smaller and thus the minimum distance to detect them is much, much lower. So even if the smaller ship gets beaconed, it can shake the pursuit of the tracker much more easily.

And of course if the K'luth are just making hit-and-run attacks, they can jump out and wait for the beacons to expire, then sneak back in.



Hey, that gives me another idea. How about an alternate Jumpdrive for the K'luth, that travels slower, has less fuel and a longer cooldown but doesn't give you +50 sig while jumping? Perhaps a Psionic Jumpdrive, since they've got Antimatter and Psionic Engines and only Antimatter Jumpdrives?
[ This Message was edited by: Jim Starluck on 2009-03-19 15:03 ]



i got a better idea... why not have a beacon that travels faster (missile speed) and has automatic homing device that will attach to a cloack ships and will will stay there until the ship is destroyed, and will give at least 3000 signature so cloaking will take at least 10mins. to finish.

and for the drives... give every kluth ship a jump drive that never recharge once and a fuel for one jump only.


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Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2009-03-21 00:18   
Quote:

On 2009-03-21 00:04, mannythepogs wrote:

i got a better idea... why not have a beacon that travels faster (missile speed) and has automatic homing device that will attach to a cloack ships and will will stay there until the ship is destroyed, and will give at least 3000 signature so cloaking will take at least 10mins. to finish.

and for the drives... give every kluth ship a jump drive that never recharge once and a fuel for one jump only.




Because the difference between Jim's idea and yours is a matter of balance.

For example, I'm going to choose to assume you're being funny in this instance.

However, I'm greatly in favor of an alternate JD for Kluth which would allow them to jump in undetected, for slower than Tachyon Jump Drive recharge, slower jump speed, and less fuel. Hell, throw on other negatives. The value of such a thing would be massive for people who would like to be able to actually jump in and ambush people.

Currently, there is no real problem with beacons except in my opinion, they need to be faster. They should have a reasonable chance of hitting anything they're shot at.





-Ent
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Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2009-03-21 00:38   
I assume that was mannythepog's facetious way of saying that he thinks the Kluth have enough weaknesses. If not, well.. that's just disturbing.

It wouldn't be undetectable for the jump.. just potentially undetected; it would depend on their sig aside from the jump drive, but odds are they could come in relatively stealthily.
There'd also be the question of the jump effect - how noticeable to make the flash when they arrive, etc. That would have an effect on their ability to be stealthy as well.

There's no real problem with beacons, but it doesn't mean they're perfect. And "reasonable" is subject to interpretation - if you are no further than 10gu away, for example, they do hit frequently. But its not a Beacon Beam; there's no guaranteed hit. That said, if you have a suggested speed, feel free to share it (they go 25 gu/s now).
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mannythepogs
Grand Admiral
Pitch Black


Joined: July 12, 2007
Posts: 140
From: mbllanes
Posted: 2009-03-21 00:51   
Quote:

On 2009-03-21 00:18, Enterprise wrote:
Quote:

On 2009-03-21 00:04, mannythepogs wrote:

i got a better idea... why not have a beacon that travels faster (missile speed) and has automatic homing device that will attach to a cloack ships and will will stay there until the ship is destroyed, and will give at least 3000 signature so cloaking will take at least 10mins. to finish.

and for the drives... give every kluth ship a jump drive that never recharge once and a fuel for one jump only.




Because the difference between Jim's idea and yours is a matter of balance.

For example, I'm going to choose to assume you're being funny in this instance.

However, I'm greatly in favor of an alternate JD for Kluth which would allow them to jump in undetected, for slower than Tachyon Jump Drive recharge, slower jump speed, and less fuel. Hell, throw on other negatives. The value of such a thing would be massive for people who would like to be able to actually jump in and ambush people.

Currently, there is no real problem with beacons except in my opinion, they need to be faster. They should have a reasonable chance of hitting anything they're shot at.





-Ent




I thought this was Joke section, just notice now it wasn't my bad.
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DarkScorpion
Marshal
Sanity Assassins


Joined: September 14, 2004
Posts: 237
From: London England
Posted: 2009-03-21 02:32   
It seems strange you say beacons have no effect on cloaked ships every time im hit by a beacon when im cloaked my sig jumps up from 0 to 20 and shows my position as if i was uncloaked till countdown of sig returning to zero and thats from a single hit and ofcourse to actualy attack the ship that beacon me i would actualy go through the uncloak process plus the litte 20 second added time and i think if you cant hit a bloody dread with a beacon from frigate or scout you need to be looking at what your doing wrong
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-03-21 06:17   

[ This Message was edited by: Azreal on 2009-04-26 21:20 ]
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Pakhos[+R]
Chief Marshal
Pitch Black


Joined: May 31, 2002
Posts: 1352
From: Clean room lab
Posted: 2009-03-21 10:41   

Quote:

As Shig said, they do the exact same thing as non-pinging ECCM--raise sig, which just increases the time that K'luth are visible. Sure, that gives you a bit more time to kill them before they fade, but it's still not that much, and once they're fully cloaked it does jack squat.

ECCM pinging alone is not a sufficient counter for cloaking. It only works against big, slow targets like Dreads and Stations. Cruisers and smaller can evade far too easily. Even Dreads can avoid it if they get far enough away. And of course it renders missiles and fighters totally impotent against K'luth, since they lose their targeting lock and self-destruct/turn around.



Jim, this thread is asking to be flamed by kluth players. There is no need for a such a beacon with the current system we have.

Your idea sounds good , however , when u think in situations and positions kluth plays , this is totally unacceptable for us.

Eccm already works against cloak. When there are 5 vs 5 situation (this should be balanced, also not near a ECCM fortress) , and assuming every enemy ship has 1 eccm , it becomes very risky for kluth to fly around that zone ,or try to sneak up. But this is only a situation where each enemy ship has 1 eccm. Now think about one of those ship is SS, 3 eccm more .Plus a scout with 5 eccm and modificated new beacons, this will make cloak worthless.

You can fire beacons all around the mv as you fire your beams and cannons to spot a cloaked kluth.

I know,it will get abused as usual. Then we kluth will have to come here and give a new cloak idea after all.

Why not let it in the way it is ?

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Jim Starluck
Marshal
Templar Knights


Joined: October 22, 2001
Posts: 2232
From: Cincinnati, OH
Posted: 2009-03-21 14:41   
ECCM pinging only makes the target visible for a split-second. Most of the time, you have to manually target after they've vanished, and against a moving target that can be very difficult. The most effective ships in this situation are assault ships--AD, EAD, AC, TC, etc.

Basically, in order to fight the K'luth you have to play to their strengths: heavy close-range firepower. Ships more suited to longer ranges aren't nearly as good because they can't manual-fire easily. When was the last time you got pinged and then hit by something 1500 gu away?
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-03-21 15:05   

[ This Message was edited by: Azreal on 2009-04-26 21:21 ]
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