Forums » Suggestions

Give strike force in guarded sectors unlimited radar

«12
Nov 24, 2018 IronLord link
It could be realistic tbh. The excuse being that the station enhances the strike forces radar
Nov 24, 2018 We all float link




I have personally found pilots over 15k out with mk I eyeball, chased them down and killed them. If i can do it, why do you find it unrealistic and "pointless" for the strike force to do the same? The enemy pilot is in their monitored guarded space. They should chase that pilot until they run out of fuel, they are relieved, or the enemy pilot dies.
Nov 26, 2018 Rejected link
+1

look...no hands makes some great points. The major nations somehow know when one of their esteemed members is destroyed in monitored/guarded space. So, why is it so unrealistic that the strike force called to deal with the threat would not pursue them relentlessly. As pointed out, this behavior is seen in other situations, such as queens chasing cap ships.

In addition, since a separate strike force is called in for each new player threat, it is not as if this would allow one player to simply lure the strike force away from a station so that their ally could wreak havoc. It would simply prevent someone from sitting 15K m out and launching torpedoes.

I fully support this change. It is reasonably easy to implement and is aligned with other game mechanics. LNH's second suggestion about increased station guard presence in response to spotted threats is also good, but would require greater time to implement.
Nov 27, 2018 Wind Employment link
Station guards already multiply per-threat, and an individual strike force is launched per player, so that is already a thing. Have a bus war with a few people at D14 and see for yourself, extra stations guards will show (they do this regardless of standing or hostilities - a large group sitting and chatting in Dau L-11 produces the extra SG too). Also if a strike force does not manage to dispatch you in a specific time, more ships are added to the group.

But apart from that, a better suggestion would be to simply make it so you cannot go too far out of the sector. An invisible wall might be a bit immersion breaking, but a navigation system akin to something like in the Evochron Legacy universe might work. Not exactly like that but imagine if you hit a sector "wall" (20k from sector centre?) you simply moved to the edge of the next sector in the direction of travel. This would also fix the VR bug where if you go a bit far out from the sector (starts at about 10kish on VR) your UI starts to jump about like it has had amphetamine and makes the pilot a bit sick... in fact the more I think about it the more "things" it would fix/add. Traders working their way around the edge of sectors, use a "jump" for speed, or self-navigate for added safety.

Anyway, as far as I know how it works (we are all guessing right?) the bots do not have any kind of radar, they simply see every presence in a sector. They just do not aggro for people so far away that they are not considered a threat.