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Infinite Beacon range and possibility to set Beacon for Jump Drive target
Completed
Currently beacons feel pretty useless since you can get the same effect with an antenna, plus a working antenna of course.
By allowing infinite (or at least greatly increased) range on Beacons and Jump Drive targeting, we could have things like:
- Distress beacons
- Fake distress beacons for sneaky space pirates
- Advertising public refueling stations or other public areas (especially moving ones)
- Players could reveal their location to either scare people away or lure them in
- Make the world seem more populated as currently multiplayer can kinda be like singleplayer with chat
- Easier to find players
- Lots and lots of Beacon spam
Jump Drive restrictions would still apply of course.
Possible ways to solve Beacon spam:
- A way to toggle Beacons like we currently have with all markers
- More range = more power consumption (too much consumption might defeat the purpose of this, need to be careful)
- Simply having active server admins
- Beacon marker grouping like we have on all markers currently would make distant Beacons blend together anyway
I really feel like this could make MP feel more alive.
Hello Vanake14,
I will ask our team to look at this.
Hello Vanake14,
I will ask our team to look at this.
Concept similar to above:
- In any spot where waypoints can be selected (jump drive, remote control autopilot) allow beacon selection
(choices about if this applies to owned beacons, visible beacons, or if infinite range is possible are left up to others)
Concept similar to above:
- In any spot where waypoints can be selected (jump drive, remote control autopilot) allow beacon selection
(choices about if this applies to owned beacons, visible beacons, or if infinite range is possible are left up to others)
Another option to counter beacon UI clutter is adding a show distance slider specific for beacons(or reusing the existing ones for antennas) in the terminal->info menu.
Another option to counter beacon UI clutter is adding a show distance slider specific for beacons(or reusing the existing ones for antennas) in the terminal->info menu.
This would be nice :)
This would be nice :)
There used to be infinite ranged beacons, but they got changed down to 50km. I think a better solution is to simply make their max range as high as a laser antenna's range (maybe even higher). That way it doesn't feel too much like magic.
There used to be infinite ranged beacons, but they got changed down to 50km. I think a better solution is to simply make their max range as high as a laser antenna's range (maybe even higher). That way it doesn't feel too much like magic.
Mr. Polgar, while I agree with this idea I would suggest not infinite beacon range but instead 1000 kilometers. The reason for this is because it would make rp events such as planetary attacks be more isolated to the relevant locations in which they take place. I have been trying to bait people by claiming attacks on earth for pvp lately and it would be much better if I had at least 1000 kilometers of beacon range so that the planet and local area around the planet see my signal. I don't think it should be infinite range because then there will be trollish behavior among people who send messages across an entire solar system and then jump before anyone reaches them. For rp and pvp purposes it is much better for it to be set to 1000 kilometers in my opinion.
Mr. Polgar, while I agree with this idea I would suggest not infinite beacon range but instead 1000 kilometers. The reason for this is because it would make rp events such as planetary attacks be more isolated to the relevant locations in which they take place. I have been trying to bait people by claiming attacks on earth for pvp lately and it would be much better if I had at least 1000 kilometers of beacon range so that the planet and local area around the planet see my signal. I don't think it should be infinite range because then there will be trollish behavior among people who send messages across an entire solar system and then jump before anyone reaches them. For rp and pvp purposes it is much better for it to be set to 1000 kilometers in my opinion.
Again Mr. Polgar, for the proposed jump to beacon feature, I would suggest not making it so ships jump directly on top of player but have a 2km divide upon jump in. This is because if you have a person baiting for pvp and another jumps directly on them there will be the situation of entanglement fights similar to how real life hawks and eagles fight. That's not ideal in my opinion. I would much rather have 2 kilometer divide for opponents to size each other up and burn in and kite each other.
Again Mr. Polgar, for the proposed jump to beacon feature, I would suggest not making it so ships jump directly on top of player but have a 2km divide upon jump in. This is because if you have a person baiting for pvp and another jumps directly on them there will be the situation of entanglement fights similar to how real life hawks and eagles fight. That's not ideal in my opinion. I would much rather have 2 kilometer divide for opponents to size each other up and burn in and kite each other.
I think we should add onto the infinite range of laser antennas, keep the beacons the same but if you are in range of beacon A which is connected via laser antennae to beacon B you can see both A and B no matter the range, just as long as they are connected.
This way you could have mobile bases moving around and know where both were so long as they are connected, and be able to jump between the two.
This also opens the opportunity for way-finder ships, have a smaller ship traveling with the fleet with an laser antenna and beacon. The fleet can see whee the base is and the base can see where the fleet is without 12 different beacon signals (1 for each ship with infinite beacon range) instead it is one signal connected via laser with the one beacon.
I think we should add onto the infinite range of laser antennas, keep the beacons the same but if you are in range of beacon A which is connected via laser antennae to beacon B you can see both A and B no matter the range, just as long as they are connected.
This way you could have mobile bases moving around and know where both were so long as they are connected, and be able to jump between the two.
This also opens the opportunity for way-finder ships, have a smaller ship traveling with the fleet with an laser antenna and beacon. The fleet can see whee the base is and the base can see where the fleet is without 12 different beacon signals (1 for each ship with infinite beacon range) instead it is one signal connected via laser with the one beacon.
I second making Beacons (Friendly or Neutral) Jump Drive targets, it would give them a use.
In addition to this making their range go up to 500km or 1000km would be great.
Although I do really like the idea of building a network of connected satellites that can monitor your space an allow communications, and jump capabilities to areas where you have launched satellites.
It also creates a PvP objective take out someone's satellite network to cripple their ability to accurately jump to key locations.
The final part of that would be to create a radar block that can detect ships Friendly and Hostile that run with their Beacons and Antennas offline.
This would also require some sort of countermeasure.
I second making Beacons (Friendly or Neutral) Jump Drive targets, it would give them a use.
In addition to this making their range go up to 500km or 1000km would be great.
Although I do really like the idea of building a network of connected satellites that can monitor your space an allow communications, and jump capabilities to areas where you have launched satellites.
It also creates a PvP objective take out someone's satellite network to cripple their ability to accurately jump to key locations.
The final part of that would be to create a radar block that can detect ships Friendly and Hostile that run with their Beacons and Antennas offline.
This would also require some sort of countermeasure.
Beacon infinite and 5 second delay per 100 km so 1000kms is position 50 second old. .
Beacon infinite and 5 second delay per 100 km so 1000kms is position 50 second old. .
I opened this thinking it was silly.. but the idea of being able to select a beacon like a gps point, i really like that concept a lot.. it adds some new potential dynamics to the game and encounters system, with minimal actual change to the game code.. good idea.
I opened this thinking it was silly.. but the idea of being able to select a beacon like a gps point, i really like that concept a lot.. it adds some new potential dynamics to the game and encounters system, with minimal actual change to the game code.. good idea.
Hi guys, thank you for the feedback.
Hi guys, thank you for the feedback.
Very good idea, player interaction is currently pretty poor in SE on multiplayer servers and I feel like this could be great.
Very good idea, player interaction is currently pretty poor in SE on multiplayer servers and I feel like this could be great.
I like this suggestion.
(spitball) If there were ever to be a Space Engineers (2?) where everything in space is actually moving, as it is irl, GPS waypoints would have fairly limited use. You would have to use a physical beacon to keep track of things without advanced sensors. Even then, how can you reliably differentiate between one rock and another rock with radar?
We already don't keep track of objects in game with sensory details. We use a GPS point to mark them. Without our suits magic GPS system we would probably never find the same asteroid twice if we traveled too far, or if our base ran out of power!
(/spitball)
Really, really long range beacons would make more sense (to me) than using magically provided co-ordinate points.
I like this suggestion.
(spitball) If there were ever to be a Space Engineers (2?) where everything in space is actually moving, as it is irl, GPS waypoints would have fairly limited use. You would have to use a physical beacon to keep track of things without advanced sensors. Even then, how can you reliably differentiate between one rock and another rock with radar?
We already don't keep track of objects in game with sensory details. We use a GPS point to mark them. Without our suits magic GPS system we would probably never find the same asteroid twice if we traveled too far, or if our base ran out of power!
(/spitball)
Really, really long range beacons would make more sense (to me) than using magically provided co-ordinate points.
I agree on everything but infinite range? all i can think of is how performance intense that would be
I agree on everything but infinite range? all i can think of is how performance intense that would be
Infinite Range Beacons would open up the spam possibility, but can be solved by maxing the amount of beacons a specific player is allowed to build, and if that player hasn't logged in for x time or dies and all his stuff is reset, all his beacons shut down 24 hours later, max. Or rather a server configurable setting for how long a beacon can last when owned by a dead player.
Increasing the power cost of running the beacon is a good idea too, but it shouldn't be exponentially high, I mean, could you imagine trying to power a beacon on a planet so that the other planet can see it 6000KM away with exponential power cost? Would take the entire planet's surface being covered in solar arrays or 2000 large reactors with endless fuel being pumped in.
At a certain point in the power scale the power increase needs to slow down. Perhaps if the devs want to try and get a little advanced with it, they can also add a radio wave delay to activations and deactivations. This would be like, flipping the switch, someone standing 10 feet away instantly sees it, but the planet 6000KM away takes 10 minutes to see the signal, the planet 12,000km away takes 20 minutes. You turn it off 5 minutes after turning it on, the planet 6000KM away still sees it for 5 minutes, 10 minutes after you first turned it on. But I doubt the devs will do this, or that the engine can really handle this properly.
For jump drives with unlimited target range, the current system could be fine, calculate energy usage based on mass, all they gotta do is add jump drive capacitors rather than forcing you to build additional jump drives. These capacitors would double the capacity of the jump drive storage without costing an entire jump drive to do it.
Infinite Range Beacons would open up the spam possibility, but can be solved by maxing the amount of beacons a specific player is allowed to build, and if that player hasn't logged in for x time or dies and all his stuff is reset, all his beacons shut down 24 hours later, max. Or rather a server configurable setting for how long a beacon can last when owned by a dead player.
Increasing the power cost of running the beacon is a good idea too, but it shouldn't be exponentially high, I mean, could you imagine trying to power a beacon on a planet so that the other planet can see it 6000KM away with exponential power cost? Would take the entire planet's surface being covered in solar arrays or 2000 large reactors with endless fuel being pumped in.
At a certain point in the power scale the power increase needs to slow down. Perhaps if the devs want to try and get a little advanced with it, they can also add a radio wave delay to activations and deactivations. This would be like, flipping the switch, someone standing 10 feet away instantly sees it, but the planet 6000KM away takes 10 minutes to see the signal, the planet 12,000km away takes 20 minutes. You turn it off 5 minutes after turning it on, the planet 6000KM away still sees it for 5 minutes, 10 minutes after you first turned it on. But I doubt the devs will do this, or that the engine can really handle this properly.
For jump drives with unlimited target range, the current system could be fine, calculate energy usage based on mass, all they gotta do is add jump drive capacitors rather than forcing you to build additional jump drives. These capacitors would double the capacity of the jump drive storage without costing an entire jump drive to do it.
If beacons are made GPS targets, then they could simply behave like any other GPS point,
ie you can opt not to display it in the GPS tab. The NEW GPS/Beacon gamelogic would be basically:
Up to this point the changes to the game are almost negligable. Having a beacon generate a GPS point is literally 8 minutes work.
I would suggest one or more of following additional beacon functionality however -
*** This also means the "distress beacon" encounters might be easier to catch as the GPS point will take a minute or so to auto fade - and may need to be tweaked to configure a range limit on them for game balance purposes (although having every player on the server converge on any found distress encounters might actually be a fun idea..)
If beacons are made GPS targets, then they could simply behave like any other GPS point,
ie you can opt not to display it in the GPS tab. The NEW GPS/Beacon gamelogic would be basically:
Up to this point the changes to the game are almost negligable. Having a beacon generate a GPS point is literally 8 minutes work.
I would suggest one or more of following additional beacon functionality however -
*** This also means the "distress beacon" encounters might be easier to catch as the GPS point will take a minute or so to auto fade - and may need to be tweaked to configure a range limit on them for game balance purposes (although having every player on the server converge on any found distress encounters might actually be a fun idea..)
I would only support this if the GPS system was removed or tied to access to at least 3 active friendly/neutral beacons or antenna. Otherwise it doesn't really bring much if anything to the game. If you can see a beacon from anywhere then you might as well just use a GPS.
I would only support this if the GPS system was removed or tied to access to at least 3 active friendly/neutral beacons or antenna. Otherwise it doesn't really bring much if anything to the game. If you can see a beacon from anywhere then you might as well just use a GPS.
I think that sounds like a wonderful idea. But it would probably be a major upgrade to them but i would make is so you could enable or disable its cordnates
I think that sounds like a wonderful idea. But it would probably be a major upgrade to them but i would make is so you could enable or disable its cordnates
I wouldn't want to see the constant clutter.
I wouldn't want to see the constant clutter.
I’d kinda like it if all the ‘communication’ blocks has different functions; like the Antenna is general cons, laser works as is, brain is infinite range but literal only broadcasts it’s location and the large dish functions as a long range version of the sensor (but also since the the dish is DLC content that wouldn’t be fair)
I’d kinda like it if all the ‘communication’ blocks has different functions; like the Antenna is general cons, laser works as is, brain is infinite range but literal only broadcasts it’s location and the large dish functions as a long range version of the sensor (but also since the the dish is DLC content that wouldn’t be fair)
Why not just add message broadcasting to beacons?
Instead of giving an infinite ranged GPS marker to clutter the map, have an invisible message sent long range (planet distance) instead.
Then we have another block that picks up these messages that can display them and an approximate GPS position - with greater deviation the greater distance you are from the beacon, (possible with errors in the message for very long ranged messages to make players get closer for more info). Nice big button to link the gps to your jump drive ready for jumping.
That way people can jump to the location and rescan to get a better reading and jump again. It just adds a bit more depth to locating a signal and prevents people having to see 100’s of messages on servers.
Why not just add message broadcasting to beacons?
Instead of giving an infinite ranged GPS marker to clutter the map, have an invisible message sent long range (planet distance) instead.
Then we have another block that picks up these messages that can display them and an approximate GPS position - with greater deviation the greater distance you are from the beacon, (possible with errors in the message for very long ranged messages to make players get closer for more info). Nice big button to link the gps to your jump drive ready for jumping.
That way people can jump to the location and rescan to get a better reading and jump again. It just adds a bit more depth to locating a signal and prevents people having to see 100’s of messages on servers.
I think this is a "completed" suggestion since warfare 2.
I think this is a "completed" suggestion since warfare 2.
No, it's definitely not completed until they've addressed beacon signal clutter. We need a way to hide just beacon signals of various types (self, friendly, neutral, enemy, min/max ranges).
No, it's definitely not completed until they've addressed beacon signal clutter. We need a way to hide just beacon signals of various types (self, friendly, neutral, enemy, min/max ranges).
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