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Give us radar

Author
Hazen Koraka
HK Enterprises
#21 - 2012-08-28 12:18:01 UTC
How about tieing in the "SADAR" onto the tactical overlay UI that's currently there (but massively underused apart from in large fleet fights I guess).

Exploration is Random. Random is Random... or is it?! http://docs.python.org/2/library/random.html

Matriarch Prime
Sebiestor Tribe
Minmatar Republic
#22 - 2012-08-28 12:54:17 UTC
I would like to see more scanning and probing functionality included in all ships. I don't think there needs to be a special ship for that. I think every ship should have probing skills and that it is an intregal part of gameplay.

I mean, how cool would it be to probe down your mission site and set your own approach. I do a horrible job of explaining thing sometimes, so I'll just a use a short scenario instead.

I recieved a call from my agent. He's found a problem in the illinfrik system. Some angels have set up a secret base there. Intel suggests that there may be multiple sites that I need to clear and to watch for reinforcements. (extravaganza type mission) I set course across the system and using my directional scanner I narrow down the possible area for the site. Its near the 4th planet in the system. I launch some probe to do a more precise scan, and after some time I am able to exact the location. I warp to a location outside their sensor range and along with my probes and ship scanner I am able to bring up a map giving me the lay of the site.

The force composition make me inclined use a long range assault due to a number of frigates that could be troublesome for my battleship, but I'll probably need the extra firepower of my autocannons, since I can only jam thier signals for so long before they break through. I set warp point for a point near thier communication array...maybe I can take it out in time.

I ready my shields...and engage...

I like big guns. I can not lie. You other suckas can't deny. When I warp in, with an itty bity sig, with an arty in your face, you get sprung. You want to pull out your debuffs, 'cause you want to loot my stuff...deep, in a worm with nary, an escape but you can't stop staring. 'Cause, Oh crap!, Baby's got Point!

Avila Cracko
#23 - 2012-08-30 09:16:28 UTC
YEA! for this great idea!

truth, the whole truth and nothing but the truth.

Tenris Anis
Schattenengel Clan
#24 - 2012-08-30 10:19:05 UTC
bornaa wrote:

You were watching some submarine movie while writing this? Smile
I ask because that active and passive mode... thats like sonar.
You listen to sound (in this case EM waves) and you have some info about what is around you, but when you ping (create burst of sound (in this case EM wave)) you get much more info but others are alerted that you are here because pinging is loud.

I like sonar type scan idea a lot... Big smile


http://en.wikipedia.org/wiki/Passive_radar

Not like sonar at all, just vanilla active and passive radar modes.

And I like the basis idea, but not the suggested details. I love dscan as a mechanic, I hate its UI. And I would like to see active and passive modes and a better UI added which does not need to to hit scan every 15 seconds and gives me a meaningful setting for scan directions which is not related to my camera position.

Remove insurance.

Mandos2k
The Scope
Gallente Federation
#25 - 2012-08-30 10:55:57 UTC  |  Edited by: Mandos2k
King Rothgar wrote:
7) both combat and core probes are powerful active scanning devices and as such will show up on everyone's radar set regardless of its mode at extreme ranges (system wide).


MOAR CAREBEARING for EVERYONE!!!1 Amiright?


How am I supposed to catch w-space dwellers and low/null bears with this change? The changes you are suggesting make it impossible to get within your magical 1 to 2 AU range which grants a warpable location without combat probes and even if you could get within that range a deviation of up to 150km is far to great to be workable. At least with combat probes being flashy system wide warning beacons. Not to mention that a warp-in isn't enough, you also have to get them tackled and they are often 60km+ away from your warp-in nowadays anyway.

It's already difficult to catch people when they're paying attention. Your changes make it impossible.


I like your idea of a passive and active radar-thing, but this is not how it may work.


Question
Tenris Anis
Schattenengel Clan
#26 - 2012-08-30 11:10:55 UTC
Mandos2k wrote:
King Rothgar wrote:
7) both combat and core probes are powerful active scanning devices and as such will show up on everyone's radar set regardless of its mode at extreme ranges (system wide).


MOAR CAREBEARING for EVERYONE!!!1 Amiright?


How am I supposed to catch w-space dwellers and low/null bears with this change? The changes you are suggesting make it impossible to get within your magical 1 to 2 AU range which grants a warpable location without combat probes and even if you could get within that range a deviation of up to 150km is far to great to be workable. At least with combat probes being flashy system wide warning beacons. Not to mention that a warp-in isn't enough, you also have to get them tackled and they are often 60km+ away from your warp-in nowadays anyway.

It's already difficult to catch people when they're paying attention. Your changes make it impossible.


I like your idea of a passive and active radar-thing, but this is not how it may work.


Question



You should give him the benefit of a doubt. Dscan could really need improvements, and while your pointed out the flaws of his suggestion of actually implementation, itis unfair to assume that he did this on purpose and not just out of lack of thought.

Not every bad idea has some evil agenda behind it, some are just brainstorming ideas which may work or not.
You pointed rightfull out that combat probes as big beacon on every scanner in the system is not a good idea for wormholes. Fair enough, I have to agree on that and I have the feeling that the topic starter will agree on this as well.

Remove insurance.

GeeShizzle MacCloud
#27 - 2012-08-30 11:58:20 UTC
King Rothgar wrote:

1) Gives a heading for all ships and selected items within a 14au range while in active mode.

yup like it and moderately balanced with active mode drawbacks

King Rothgar wrote:

2) Provides only general data on long range targets (a stabber will show up simply as "cruiser") in both active and passive modes.
partially like this idea, would prefer that all contacts not on grid with you show up as their ship size class, after all when a ship goes off grid ur nav system looses them totally. (never understood how a dscan should get the exact type AND the name of the ship - some seriously unsecure electronic handshaking going on between ships! :S)

King Rothgar wrote:

3) Data increases in detail as range decreases, the exact range it would start giving specific ship types is debatable.

as seen above, am not a fan of, unless of course they end up on grid with you (then dscan adds info from overview systems)

King Rothgar wrote:

4) At short ranges in active mode, it can provide a range (I'm thinking 1-2au) thus granting a warpable point. This would be subject to substantial deviation however (you might land 150km from your target or right next to him). The deviation would go down the closer you get.

im fine with it estimating ranges, but definitely not allowing a warpable waypoint. tho some pro probers would say even that is encroching on their skills turf (and rightly so)

tbc...
GeeShizzle MacCloud
#28 - 2012-08-30 11:58:33 UTC  |  Edited by: GeeShizzle MacCloud
....

King Rothgar wrote:

5) Radar can be used in active and passive modes. In active mode it alerts everyone of your presence within 2x your radar range (28au).

would be fine with reducing this and adding a deviation factor too for people warping to someone using active mode if the warpable point using active scan was not used.

King Rothgar wrote:

6) In passive mode, your radar doesn't reveal you but it has greatly reduced functionality. You can still see ships and objects using active radar at up to 28au but ships and objects in passive mode (or without radar) will only show up at 4au. You cannot get a range or warpable point regardless of how close you are in passive mode.

like the reduced range for picking up ships using this method as you're working on stray EM echo's as it were. i believe it shouldnt give a warpable point or a range but a deviated direction within say 30 degrees for example.

King Rothgar wrote:

7) both combat and core probes are powerful active scanning devices and as such will show up on everyone's radar set regardless of its mode at extreme ranges (system wide).
Yup i agree. even so when people are hiding theyre looking for scanner probes at 14au ranges typically, and generally when they see those they warp to a new safe waaay b4 the hunter gets a warpable hit.

King Rothgar wrote:

Optional: IFF system allowing you to identify radar targets as friend or foe (gives standings/corp/alliance info only). This would be a short range feature.
for active mode only and yes only at short ranges. it also alerts the ship uve identified as foe that you're a foe too (failed electronic handshake) - should only show standings not alliance/corp etc... in my opinion.

hope u like my somewhat expansive critique on ur idea =)
StuRyan
Space Wolves ind.
Solyaris Chtonium
#29 - 2012-08-30 12:14:41 UTC
while you at it stick a long range sensor on it too so that we can foil the attemps of lame blob tactics.
King Rothgar
Deadly Solutions
#30 - 2012-08-30 17:37:19 UTC  |  Edited by: King Rothgar
Tenris Anis wrote:
Mandos2k wrote:
King Rothgar wrote:
7) both combat and core probes are powerful active scanning devices and as such will show up on everyone's radar set regardless of its mode at extreme ranges (system wide).


MOAR CAREBEARING for EVERYONE!!!1 Amiright?


How am I supposed to catch w-space dwellers and low/null bears with this change? The changes you are suggesting make it impossible to get within your magical 1 to 2 AU range which grants a warpable location without combat probes and even if you could get within that range a deviation of up to 150km is far to great to be workable. At least with combat probes being flashy system wide warning beacons. Not to mention that a warp-in isn't enough, you also have to get them tackled and they are often 60km+ away from your warp-in nowadays anyway.

It's already difficult to catch people when they're paying attention. Your changes make it impossible.


I like your idea of a passive and active radar-thing, but this is not how it may work.


Question



You should give him the benefit of a doubt. Dscan could really need improvements, and while your pointed out the flaws of his suggestion of actually implementation, itis unfair to assume that he did this on purpose and not just out of lack of thought.

Not every bad idea has some evil agenda behind it, some are just brainstorming ideas which may work or not.
You pointed rightfull out that combat probes as big beacon on every scanner in the system is not a good idea for wormholes. Fair enough, I have to agree on that and I have the feeling that the topic starter will agree on this as well.


Anyone paying even remote attention will see your combat probes long before you get a warp in under the current system. My proposed change doesn't change that. I'm not suggesting audio alerts or anything of the sort either, although they would be completely logical.

What I envision this as is simply the D-scanner Mk.II, nothing more. My original post was largely just brainstorming and I'd say it's been well received overall. So on that note, I think it should actually give range estimates in active mode at all ranges it can see at. But perhaps warpable points are too much. Or perhaps that should be retained but make it so that the deviation on them is so great that you have to get within an AU to have a useful one. If the latter, one workable approach might be to have warpable points at all ranges but for them to have huge deviation (on the order of 20% of your current range to target until under 1AU).

Once again, I'm just tossing out numbers and ideas and seeing what sticks.

Edit: When I say deviation I mean that you may land anywhere within a set range of the target. A 100km deviation means you will land a maximum of 100km from the target in any direction and minimum of 0m. Where you land inside that sphere is completely random. I also said the deviation would decrease as range decreases. So if you landed off grid but still nearby, you could scan again and suddenly you'd have a 5km deviation or similar.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

GeeShizzle MacCloud
#31 - 2012-08-30 18:03:32 UTC
just so long as u cant use it to create a warp to point on someone that you're on grid with Rothgar, cause im fairly certain people would consider that very OP.
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