Vision waves to sensors, instead of constant vision.

vision waves.

i have an idea for the sensors, in the game, that coulde make it a bit more of a tactic in the fog of war.

What if sensor coulde send out vision Waves, on the conditon they have to stay in one hex and not move.

lets say commen ships With one sensor have smaller vison range and if specialised ship With a lot of sensors on it, the ship can stand still while they can send out vison Waves every 4 turn.

(you coulde station Your ship in a hex and send out Waves every 4 turn but if you move that vision wave is lost, also this shoulde not be a.

(move then gain vision and repeat the same pattern, it woulde not be that fun and it shoulde be more a loss and gain thing)

(it helps if the Tech tree coulde affect this too)

so that you can reveal the fog of war at great distance, (Without constant vision) but it will allowe you to gain the information you need (planets location, enemy location,spying. (without it being op)

Also a there shoulde be a distance between the ship, so they do not constantly have vision, X the amount of vison Waves sendt out in one area.

8,148 views 4 replies
Reply #1 Top

I would much prefer a vision and "radar" system, so everything has a smaller vision radius but a larger radar raduis.

This opens the possiblity of two sensor branches in the tech tree and some interesting counters like jamming, stealth and cloaking.

Radar would only give vague information about what is detected like there is a planet but you don't know the class/other information or resources but not their type and starbases/precursor artifacts and ships/fleets with an rough indicator for fleet size based on logistics.

This could be improved via research additional to the range.

When something is revaled by vision it works like it does now.

Jamming could be shown via a static noise field in the radar range. So you know it's origin but not what's inside the field.

Stealth could reduce the fleet size indicator or maybe even completly hide the fleet from radar(I would advise against the later as it causes too many problems). Maybe scale the mass cost based on ship class, so bigger ships need to invest more mass for better stealth.

These two would have no influence on information gathered by vision but cloaking would hide your ships from visual identification but not from radar, so they are still displayed with the size indicator when they enter vision radius.

 

It would also be cool to have dynamicly blocked vision/radar, so you can't get intel on what's behind a nebula/ion storm or whatever but that would probably be to intensive in terms of calculations.

Reply #2 Top

Either people haven't seen this because it went under in all the other discussions or there is really no interest in discussing complexer intel systems, which would make me sad.

Reply #3 Top

I understand the "realism" factor and appreciate the idea for that, but I think in actual gameplay I would be more annoyed by partial information than entertained or helped by it.

Reply #4 Top

To be honest "realism" is none of my concerns, I'm just interested in a more complex intel system with more options(jamming/stealth/cloacking)than just unmapped, mapped and visable.

With radar and vision split into seperate modules, with vision stacking being equal or harder than sensor stacking now and radar stacking being easier so radar can get at least twice the range of vision. You could notice large movement in enemy territory long before they enter your vision, so you can prepare for an invasion but can't just assemble a perfect counter to whatever they're throwing at you(besides rough size of fleets) before they enter your vision. Or you neglect radar and stack more vision instead, it would be fine until someone gets cloaked ships that could then easily slip past your defences. Or someone fouls you by sending multiple ships with jamming to different parts of your border but only one of those hides a large fleet while the others are decoys. Just to sum up some possible scenarios...

Edit: I'll make a seperate topic for my suggestion to avoid confusion with the vision wave suggestion (which is absolutly ridiculous, considering that gc is a turnbased game)