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 Author New armor hull option on kluth ships
MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2003-10-13 16:13   
Isn't there already no more ECM forts because everyone complains about them?

Heh, I don't know, I just see ECM forts as almost necessary considering cloak was nerfed to near useless. It's also kinda silly to even NEED ecm forts to make cloak useable.

Dust hmm, might be one of the oddest and yet workable suggestions I've ever seen if the servers could handle that...they ARE in effect placeable nebluas right?
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2003-10-13 16:39   
well i have never used ecm forts so much for it to be critical and fighting it have not been posing a problem for me (read use beacons).

but still would make the whiners happy and kluth happy to

its nebular dust right, so the clouds im talking about is nebulars

just 1 of many wierd idears i have and have selected to share this one.

others get benifits fom my sparkling mind right now


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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-10-14 12:09   
In v1.482 the detection range of EVERYTHING is determined by it's signature.

What this means is, on ECM forts you can't detect fighter/bombs until they are right on top of their targets, if ever.

With ECCM forts, you can detect fighters/bombs at longer than normal ranges.

This applies to how far planetary defense bases can see objects. Defense bases only shoot at objects they can see.

Well...you get the idea.

I'm unsure how this will pay out in a live environment with multiple players.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2003-10-17 00:26   
Ahh so ECM forts would effectively stop planet defense bases from firing on enemy ships? Does that also mean incoming enemy bombs within an ECM fort's range would not get detected by defense bases until it's too late? If so, then that's a pretty good system for 1.482. Actually, that's how I always wanted ECM/ECCM to work

Now, how does the scanner fit into that system? You won't need it to see planets from far distances anymore if you have enough ECCM?
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NightDragon
Cadet

Joined: May 26, 2002
Posts: 893
Posted: 2003-10-17 04:23   
haveing speical devices to put on your ships would be good

i also like the idea of Energy allocation systems

like k'luth get: weapons, speed(engines), cloak
being as weapons, faster recharge rate, engines speed , and cloak being more restintan to eccm or scanners

ICC get, weapons, shields, engines

Ugto get weapons, engines, maybe for fun Flux
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Gideon
Cadet

Joined: September 14, 2001
Posts: 4604
From: Oregon, USA
Posted: 2003-10-17 15:18   
Quote:

On 2003-10-17 00:26, MrSparkle wrote:
Ahh so ECM forts would effectively stop planet defense bases from firing on enemy ships? Does that also mean incoming enemy bombs within an ECM fort's range would not get detected by defense bases until it's too late? If so, then that's a pretty good system for 1.482. Actually, that's how I always wanted ECM/ECCM to work



Correct, consistant Sig vs detection range rules apply to everything in the game.

Quote:

Now, how does the scanner fit into that system? You won't need it to see planets from far distances anymore if you have enough ECCM?




Scanner functions as normal.


Rather that increasing the sig of objects within a certain range, it increases the range of the detection threashold by the ship using it. Arbitrary example: Ship can detect X sig at Y range. With scanner, ship can detect X sig at Y+2000 range. This isn't the actual value of the boost, but you get the idea.


NOTE: All this applies to all fighters in the area, including ones launched by planets...

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[ This Message was edited by: Gideon on 2003-10-17 15:19 ]
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Ragglock
Marshal
BIOnics Industry Syndicate

Joined: May 29, 2001
Posts: 1955
From: Denmark
Posted: 2003-10-17 15:21   
was realy not a ecm / scanner subject

could you stay on target


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