Homebase/ Turret equipment

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    This is a suggestion to make turrets more "powerful" (Presuming the coredrill of doom is fixed), and homeworld actually defendable.

    Homeworld-

    "Radar array": This block drains massive amount of power and will continue to do so when placed, what it does, however, is unjam ALL jamming ship within your homebase, friendly, or not. The effect is 2 sectors (Debatable)

    "Homeworld permission module": As name suggests, anyone without permission cannot modify homeworld, they can still interact (EG, open doors, undock/dock), but they cannot break anything in it. (Good against griefer unless you give him permission....)

    Turrets

    "Visual detection module" - Not enough power to get a radar array up and running on homebase? Well, throw a visual detection module on it. This allows it to fire at jamming ships within a range (maybe 200m), this is just so the enemy cannont look your turrets in the eye, laugh, and blast it to bits.
     
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    Spies.

    Done.



    Lets just say any random you accept to your clan can grief it, even with the most extensive background check, so if you are in an open faction without the help of Mossad, KGB, CIA, FBI, your base is never truly safe. Should have stated earlier though, this is to stop faction \"members\" from build blocking a base.
     
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    \"Homeworld permission module


    Its called the faction permission module. You place it adjacent to the thing you want to be intractable and poof, people can open doors.
     
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    I think he means that it should allow interacting with stuff inside home worlds for faction members, while by default they should not be allowed.
     

    Zeveryn

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    Turrets

    \"Visual detection module\" - Not enough power to get a radar array up and running on homebase? Well, throw a visual detection module on it. This allows it to fire at jamming ships within a range (maybe 200m), this is just so the enemy cannont look your turrets in the eye, laugh, and blast it to bits.



    Yes please. this isnt a gamebreaking feature. And people with brains will just stay away from the turrets. People will have to place them more strategely around the base / ship so its harder to sneak past defences. I like it.
     
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    Why not have both sensors be one block? A single radar module doesn\'t consume that much power but only gets about 150-200m range (as you said) but each new block adds 20m and adds 10% (of the total power) to comsumption. AI accuracy should be reduced at first, but should increase as the number of shots taken increases.

    You could also put the block on a turret (for ships), but then the power comsumption is about 3x as high (with the block optimized for the station and having a high comsumption rate.

    EDIT: okay, realized I wasn\'t clear about turrets/ships/stations. With a station, any ship inside the radius can see all jammed ships in the radius. With a ship, the pilot (and any computer gunners) can see the jammed ships, but the turrets can\'t. With a turret, that turret will be default aim towards jammed ships. (since the assumption is that it is on a ship.)
     
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    The radar is to insta kill Jammers within a radius of the station. This makes stealth ship lose their god all mighty power in base attacks.

    The Visual module is for ships, or stations without enough power for radar, and it allows the turret to fire on what it can \"see\" instead of by radar signature.
     
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    not a bad idea tho i agree with the distance increases with the more blocks u attach. Maybe it could be like a docking system with a main computer and enchancers
     

    Zeveryn

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    Well it cant be more then like 500m. If u make it like a sector the radar jammer is useless.
     

    Winterhome

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    Nothing should have fixed values. NOTHING.
    Radar block that works as an array. One face of the radar block determines radar direction. Surface area overall - not just on that face - determines power.

    Power determines range and strength, configurable by cpmputer.
    Strength determines whether or not it sees through the target ship\'s jamming, based on the target ship\'s jammer power consumption vs its power supply.

    Suddenly stations can unjam ships easily and fleets have a reason to keep a radar ship around.


    To add to the fun...
    At least one sensor block is required for anything at all to show an IFF.
     
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    Yes, weapon balancing will most likely result in currently powerful ships requiring work to again be as effectivly powerful. But they won\'t be completely useless until they get reworked. This puts an unnessacary burden on players, as it requires extra power consumption and space to even use the IFF diamonds. This is just annoying, not game-balancing. It also penalizes smaller ships, as they can\'t spare power for your radar block.
     

    Winterhome

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    Alright, so scratch the requirement for an extra block. No extra blocks would work the same way it currently does, and adding a radar array extends range for IFFs to pop up in addition to fighting against jammers.

    Either way, efficiency vs. efficiency. If someone\'s dedicated to making a ship that can cloak and jam at the same time, they\'ll still be able to use a stealth ship to snoop around, but a sufficiently powerful radar could still reveal them, and cloaking while under radar just reduces your jamming efficiency.


    Stealth ships should be viable options, but not as combat ships. First strike maybe, but not while firing. A radar array option would be able to boot people out of stealth easily enough.