- Joined
- Jul 11, 2013
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- Reaction score
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Hi,
Have you been playing StarMade lately, and noticed how OP the detection/navigational system is? Why is it that a fighter that's approximately 15 metres in length and 20 metres in width can have the same sensory capabilities as a full-sized dreadnaught?
Well, my idea is simple. A complete overhaul on the detection of ships. I'll break it down right now:
1. Sensor Tab
Keep the navigation system. Seriously. It's fairly decent and works good enough for me. The one thing to change, however, is the presence of Space Stations and Starships. Instead, a second tab would be created titled "Sensors".
So the plan behind sensors is as follows: a standard ship core has no sensors whatsoever. Aside from Visual Contact, you are blind as a bat. To fix this, we introduce four new blocks: the LADAR Computer, LADAR Emitter, RADAR Computer, and RADAR Emitter.
2. LADAR and RADAR
So what exactly is the difference between LADAR and RADAR. To those who are scientifically unaware or just aren't as nerdy about military technology as I am, I will explain.
LADAR, or Laser RADAR, is a technology based on the natural reflective properties of all things in the universe. LADAR, like RADAR, emits a wave and waits for it to bounce back in order to guage distances, track targets, etc. LADAR uses laser light to achieve this function.
RADAR, for those who have been under a rock since WWII, is an acronym for RAdio Detection And Ranging. It uses Radio Waves in it's detection systems.
So what exactly do they do? Well, LADAR is a close-range sensor. The more LADAR blocks you have in a cluster, the greater the range. So with about 9 blocks you'd have a LADAR range of about 500 metres. LADAR, while it has a short range, does have a major advantage: instant tracking and lock-on. While in real life, nothing is instant, for the sake of ease of coding, LADAR instantly tracks anything within it's sphere of view, the same way starships are tracked in the current system. LADAR also has an additional layer of scanning: The inner half of the LADAR scan sphere gives you a full readout on what you're up against. In the corner, a small red target with the name of your current tracked target is displayed, along with it's current speed, power capacity, amount of weapons systems, and shield strength.
RADAR, on the other hand, is long-range scanning. You can use RADAR to detect and track objects at a greater distance. With around 9 blocks, you'd have the standard 2000 metre-ish range that is currently implented. The main drawback: RADAR scans a new position every 2 seconds. RADAR emitter sends out a wave in a radial manner, and as such takes longer in order to track targets. To make up for this downfall, RADAR blocks would be less valuable than LADAR.
3. Jamming
Now obviously, Jamming LADAR and RADAR require two, very different things. RADAR is easily interrupted with additional signals, etcetera, and LADAR is based of of reflection.
In this section, we keep the 10x Radar Jammer and add a new sub-type of hull: Light-absorbing hull.
The 10x Jammer would, first off, be changed so it's actually useful (In my experience, it seems to be about as power consuming AS the 0c Cloaker, which is ludicrous and active camoflauge and RADAR jamming are entirely different things). So take it's power draw down, as LADAR can still pick you up.
As for the hull, coming in various shades of colour (for aesthetic and non-scientific purposes), is the new Light-absorbing Hull Wedge and Corner. Note: there are no blocks. Any exposed blocks will cause a random LADAR detection roll every so often (depending on the enemy's LADAR systems). But wait... RADAR...
And here comes the final balancing feature: as LADAR and RADAR are independent, to create a stealth craft invisible to all sensors, you must do a delicate balancing act: You must retain enough power to jam an area large enough for your craft, and you must cover your craft in LA Hull in order to avoid LADAR detection, which also increases the power draw on jamming.
To Sum Up:
- Introduce LADAR and RADAR systems into the game.
- LADAR: Short-range, detailed detection.
- RADAR: Long-range, slow detection.
- 10x Jammer: Less power draw, still dependent on mass of the starship
- Light-absorbing Hulls: Stops LADAR detection if the ship is completely covered, reduces likelyhood of detection if partially covered. Only available in wedge and corner.
So, in the little coding experience I have, I know this would be somewhat of a challenge to accomplish, but if pulled off, would make the game infintely more amazing than it already is. I have many another idea to share, expect to hear from me real soon. And please, be gentle...
- T3hBeanzor
Have you been playing StarMade lately, and noticed how OP the detection/navigational system is? Why is it that a fighter that's approximately 15 metres in length and 20 metres in width can have the same sensory capabilities as a full-sized dreadnaught?
Well, my idea is simple. A complete overhaul on the detection of ships. I'll break it down right now:
1. Sensor Tab
Keep the navigation system. Seriously. It's fairly decent and works good enough for me. The one thing to change, however, is the presence of Space Stations and Starships. Instead, a second tab would be created titled "Sensors".
So the plan behind sensors is as follows: a standard ship core has no sensors whatsoever. Aside from Visual Contact, you are blind as a bat. To fix this, we introduce four new blocks: the LADAR Computer, LADAR Emitter, RADAR Computer, and RADAR Emitter.
2. LADAR and RADAR
So what exactly is the difference between LADAR and RADAR. To those who are scientifically unaware or just aren't as nerdy about military technology as I am, I will explain.
LADAR, or Laser RADAR, is a technology based on the natural reflective properties of all things in the universe. LADAR, like RADAR, emits a wave and waits for it to bounce back in order to guage distances, track targets, etc. LADAR uses laser light to achieve this function.
RADAR, for those who have been under a rock since WWII, is an acronym for RAdio Detection And Ranging. It uses Radio Waves in it's detection systems.
So what exactly do they do? Well, LADAR is a close-range sensor. The more LADAR blocks you have in a cluster, the greater the range. So with about 9 blocks you'd have a LADAR range of about 500 metres. LADAR, while it has a short range, does have a major advantage: instant tracking and lock-on. While in real life, nothing is instant, for the sake of ease of coding, LADAR instantly tracks anything within it's sphere of view, the same way starships are tracked in the current system. LADAR also has an additional layer of scanning: The inner half of the LADAR scan sphere gives you a full readout on what you're up against. In the corner, a small red target with the name of your current tracked target is displayed, along with it's current speed, power capacity, amount of weapons systems, and shield strength.
RADAR, on the other hand, is long-range scanning. You can use RADAR to detect and track objects at a greater distance. With around 9 blocks, you'd have the standard 2000 metre-ish range that is currently implented. The main drawback: RADAR scans a new position every 2 seconds. RADAR emitter sends out a wave in a radial manner, and as such takes longer in order to track targets. To make up for this downfall, RADAR blocks would be less valuable than LADAR.
3. Jamming
Now obviously, Jamming LADAR and RADAR require two, very different things. RADAR is easily interrupted with additional signals, etcetera, and LADAR is based of of reflection.
In this section, we keep the 10x Radar Jammer and add a new sub-type of hull: Light-absorbing hull.
The 10x Jammer would, first off, be changed so it's actually useful (In my experience, it seems to be about as power consuming AS the 0c Cloaker, which is ludicrous and active camoflauge and RADAR jamming are entirely different things). So take it's power draw down, as LADAR can still pick you up.
As for the hull, coming in various shades of colour (for aesthetic and non-scientific purposes), is the new Light-absorbing Hull Wedge and Corner. Note: there are no blocks. Any exposed blocks will cause a random LADAR detection roll every so often (depending on the enemy's LADAR systems). But wait... RADAR...
And here comes the final balancing feature: as LADAR and RADAR are independent, to create a stealth craft invisible to all sensors, you must do a delicate balancing act: You must retain enough power to jam an area large enough for your craft, and you must cover your craft in LA Hull in order to avoid LADAR detection, which also increases the power draw on jamming.
To Sum Up:
- Introduce LADAR and RADAR systems into the game.
- LADAR: Short-range, detailed detection.
- RADAR: Long-range, slow detection.
- 10x Jammer: Less power draw, still dependent on mass of the starship
- Light-absorbing Hulls: Stops LADAR detection if the ship is completely covered, reduces likelyhood of detection if partially covered. Only available in wedge and corner.
So, in the little coding experience I have, I know this would be somewhat of a challenge to accomplish, but if pulled off, would make the game infintely more amazing than it already is. I have many another idea to share, expect to hear from me real soon. And please, be gentle...
- T3hBeanzor