Task specific radar masks.

    MossyStone48

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    We have the ability to filter objects from radar already (praise the :schema:) but i'd like to have a hotkey to swap between Combat, Mining and Exploration. To make using them worth the time add a slight buff to each mode.

    + indicates what's active. all other filters would be off.
    Combat: +Ships +Turrets +Stations (increase scanning range passive and active)
    Mining: +Asteroids +Planet Parts +Shop (enables mineral/cargo readout*)
    Exploration: +Ships +Planets +Stations (jam = cloak on ships w/o weapons or turrets)

    We can strip off the buff idea. I just really like to give folks motivation. Hiding ships and stations in Mining mode leaves you at risk for a sneak attack. But you see the list of most valuable blocks in your target's readout. Using Exploration mode you can sneaking around in a energy efficient cloaker. Without weapons becomes super risky. The offshoot is even large ships can fully cloak (in theory). Ofc a good scan will break your cloak and jeopardize your cargo/passengers. Since combat vessels would have guns and salvage beams use a weapons computer a cruiser or harvester can't use this to cloak. Besides a combat cruiser would be able to scan farther either with passive radar or the scan module. Allowing them to hunt more effectively. This doesn't stop you from using traditional cloaking systems. With this every ship would have a reason to be specialized. Pilots would have to be aware of what mode their personal HUD is in before even taking control of a ship. This is no inconvenience since the hotkey would toggle between the three effortlessly. A readout on the HUD would tell them what mode they are in, what their buff is, or inform them they are using an unbuffed custom filter. Add two slots to the toggle list and the player has a choice of 5 filters. 3 buffed 2 unbuffed.

    Or are they? :3
    There could be a few custom configurations that invoke some sort of benefit that doesn't show on the HUD.
    Maybe a player in astronaut mode with +Astronaut on only gets a movement speed and melee attack bonus (when a melee weapon gets added). This would make that player an ideal assassin for Astronaut PvP arenas..

    *I know mineral readouts are standard right now. It'll suck for some to learn they open themselves up to attack to see what they can get. That doesn't mean their turrets won't see a hostile tho.
     

    Lecic

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    I have never wanted turrets and docked on in combat, ever. That would make missiles impossible to use.
     

    MossyStone48

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    Maybe a change in how missiles lock? They only lock on to the selected target unless they are all aspect heat seekers. They prioritize the selected target and hit w/e is closest if the primary's heat signature disappears (either as a result of a jammer or the engines intentionally force into going cold)
     

    Captain Tankman

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    I like the general idea, but I'd prefer to have the ability to make custom navigation profiles instead of pre-determined settings. Like Lecic, I don't really use turrets or docked nav markers either.

    Also a setting to toggle enemy/allied/neutral, e.g. ship markers are only shown for enemies while having for example the mining profile active
     

    NeonSturm

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    For combat, limit entities to the entities which have bobby on them.
     
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    Why? WHY? What on earth would we gain from this? Why do we need different modes? Why not just flat-out buff scanners and be done with it (Seeing as how it's so fast to swap anyway, everyone would always have the best of all three, and no/fewer disadvantages).

    Absolute no-thank-you on this one.
     

    MossyStone48

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    I like the general idea, but I'd prefer to have the ability to make custom navigation profiles instead of pre-determined settings. Like Lecic, I don't really use turrets or docked nav markers either.

    Also a setting to toggle enemy/allied/neutral, e.g. ship markers are only shown for enemies while having for example the mining profile active
    Which is why I suggested the 2 additional profiles. The three default are essentially there to tempt abuse. When no exploit is found then the user might experiment with custom profiles and accidently find a hidden bonus.


    Some customization might be required.
    Not required as much as strongly encouraged. What happens when a ship is set for Combat rader filtering but only has Sheild Supply, Power Supply and Astro Tech beams on board? Might that config allow the ship to repair its own undestroyed blocks?

    Maybe a ship with a pilot whose HUD is in Exploration radar mode might get a bonus to jump drive recharge speed for not having an active scanner onboard.

    The idea is that a ship using a specific mode might have hidden benefits since there's a theoretical energy surplus that can be optimized/exploited due to a system being excluded or included. It has to be modestly counterintuitive. Otherwise there's no trade off. No motive to not exclusively use that mode on all ships or force your designs to all adhere to one school of systems engineering.
     

    Lone_Puppy

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    We have the ability to filter objects from radar already (praise the :schema:) but i'd like to have a hotkey to swap between Combat, Mining and Exploration. To make using them worth the time add a slight buff to each mode.

    + indicates what's active. all other filters would be off.
    Combat: +Ships +Turrets +Stations (increase scanning range passive and active)
    Mining: +Asteroids +Planet Parts +Shop (enables mineral/cargo readout*)
    Exploration: +Ships +Planets +Stations (jam = cloak on ships w/o weapons or turrets)

    We can strip off the buff idea. I just really like to give folks motivation. Hiding ships and stations in Mining mode leaves you at risk for a sneak attack. But you see the list of most valuable blocks in your target's readout. Using Exploration mode you can sneaking around in a energy efficient cloaker. Without weapons becomes super risky. The offshoot is even large ships can fully cloak (in theory). Ofc a good scan will break your cloak and jeopardize your cargo/passengers. Since combat vessels would have guns and salvage beams use a weapons computer a cruiser or harvester can't use this to cloak. Besides a combat cruiser would be able to scan farther either with passive radar or the scan module. Allowing them to hunt more effectively. This doesn't stop you from using traditional cloaking systems. With this every ship would have a reason to be specialized. Pilots would have to be aware of what mode their personal HUD is in before even taking control of a ship. This is no inconvenience since the hotkey would toggle between the three effortlessly. A readout on the HUD would tell them what mode they are in, what their buff is, or inform them they are using an unbuffed custom filter. Add two slots to the toggle list and the player has a choice of 5 filters. 3 buffed 2 unbuffed.

    Or are they? :3
    There could be a few custom configurations that invoke some sort of benefit that doesn't show on the HUD.
    Maybe a player in astronaut mode with +Astronaut on only gets a movement speed and melee attack bonus (when a melee weapon gets added). This would make that player an ideal assassin for Astronaut PvP arenas..

    *I know mineral readouts are standard right now. It'll suck for some to learn they open themselves up to attack to see what they can get. That doesn't mean their turrets won't see a hostile tho.
    When I started reading your suggestion it occurred to me that it would be nice to have the ability to save multiple scanning profiles.
    Perhaps have 3 built in profiles as you described (Combat, Mining & Exploration) preconfigured that you can modify if you wish. Added, the ability to build more profiles for specialised tasks you set yourself, your faction or whatever. An example would be the "Turret Hunter" profile to be used by individuals in your fleet who's primary orders are to clear all enemy turrets.
     

    MossyStone48

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    That's more or less the idea and why I want to see hidden bonuses added to custom profiles. A setup including ships, turrets and docks when piloting a ship that has at least one cannon/cannon/explosive setup active can damage turrets and dockables when the shielding is down to 75% instead of 50%.

    Why include dockables? 1: docked weaponry is a thing 2: makes turrets a hair harder to find
    Someone might get smart and try to blow the rail docker off the turret/dockable. Unless they went the expense of adding a facmod whic cna be quite expensive; you now have their weapon.

    These are all just ideas. Preset might not even be included much less buffs. We're riffin for the sake of riffin.

    The core concept remains unchanged. Toggle-able mission oriented sensor profiles.