Ships "Stealth" Mechanic
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I think it would be nice to have a ship detection system based on how much power a ship is currently consuming and it's size, so small depowered ships could be very hard to detect and largers ships/bases could use asteroids as cover from detection.
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Would this include vessels in weapon range?
Would this include vessels in weapon range?
First I'm going to preface that people have wanted better detection methods for various things for awhile and I actually agree we need better methods for certain things than we have now. That said when you start getting into things such as what you've proposed here is when I start seeing potential red flags going up. While you may have suggested this in good faith, there is a danger it would make larger ships and bases too easy to detect and punish those who build "incorrectly" and build over a certain threshold. In the real world, a larger power signature can give away certain installations and so on. So in that way yes it's realistic, but realism doesn't always make for good gameplay.
If you're going to suggest that things could be detected easier via power draw and such, you would also need ways to minimize the power signatures or so on without it being purely "just build smaller" or "just don't use as much power". Because if those are the only options it again punishes people for building "incorrectly". Just like those who ask for heat mechanics, there would need to be ways to detect said heat sure, but also hide said signatures as much as possible. Balance and counterbalance effect. I tend to build on a larger scale than some people might, and if my only options are "build smaller" or "don't use as much power" or "just hide in an asteroid" this gives a massive power imbalance in favor of super tiny ships. While I would expect smaller ships to be harder to spot and harder to detect because they don't use as much power, this runs the risk of turning anything over a specific size into a flashing neon sign saying "come shoot me griefers" and such purely for the "crime" of being larger. This would need to be thought out more than purely just what's here.
First I'm going to preface that people have wanted better detection methods for various things for awhile and I actually agree we need better methods for certain things than we have now. That said when you start getting into things such as what you've proposed here is when I start seeing potential red flags going up. While you may have suggested this in good faith, there is a danger it would make larger ships and bases too easy to detect and punish those who build "incorrectly" and build over a certain threshold. In the real world, a larger power signature can give away certain installations and so on. So in that way yes it's realistic, but realism doesn't always make for good gameplay.
If you're going to suggest that things could be detected easier via power draw and such, you would also need ways to minimize the power signatures or so on without it being purely "just build smaller" or "just don't use as much power". Because if those are the only options it again punishes people for building "incorrectly". Just like those who ask for heat mechanics, there would need to be ways to detect said heat sure, but also hide said signatures as much as possible. Balance and counterbalance effect. I tend to build on a larger scale than some people might, and if my only options are "build smaller" or "don't use as much power" or "just hide in an asteroid" this gives a massive power imbalance in favor of super tiny ships. While I would expect smaller ships to be harder to spot and harder to detect because they don't use as much power, this runs the risk of turning anything over a specific size into a flashing neon sign saying "come shoot me griefers" and such purely for the "crime" of being larger. This would need to be thought out more than purely just what's here.
Stealth has been asked for a number of times with a number of contributing factors, such as heat, size, power-usage, special paints/shapes, and with active devices like radar jammers or chameleon/cloaking devices.
-PvE players are mixed on it, either wanting it if they think they'll be able to use it to hide from pvp or enjoy it in pve, or hating it if their typical play-style wouldn't play in to taking advantage of it.
-PvP players tend to be more interested in stealth, though typically on the conditions that it have a minimum range within which it wouldn't function to prevent griefers/infinitely-respawning grinder-monkeys from abusing it, and that when someone starts shooting they lose stealth immediately so that we don't end up having to deal with "stealth-griefers".
Stealth has been asked for a number of times with a number of contributing factors, such as heat, size, power-usage, special paints/shapes, and with active devices like radar jammers or chameleon/cloaking devices.
-PvE players are mixed on it, either wanting it if they think they'll be able to use it to hide from pvp or enjoy it in pve, or hating it if their typical play-style wouldn't play in to taking advantage of it.
-PvP players tend to be more interested in stealth, though typically on the conditions that it have a minimum range within which it wouldn't function to prevent griefers/infinitely-respawning grinder-monkeys from abusing it, and that when someone starts shooting they lose stealth immediately so that we don't end up having to deal with "stealth-griefers".
The detection capability of the radar is determined by the radiated energy of the "search" pulse, the distance of the target, the RCS (radar cross section) of the target, the sensitivity of the receiver, the size of the aperture of the transmitting and receiving antennas and the wavelength/frequency used (more -> radar equation).
A large ship radar system has antennas of large size, with an area typically one to two orders of magnitude larger than a small ship radar system. A large ship radar system can easily use frequencies that are physically unavailable to small ship radars (they just don't have large enough antennas).
What does this imply?
A large ship radar, with a large antenna, will pick up much weaker radar echoes of targets than a small ship radar with a small antenna - for the same search pulse energy in proportion to the ratio of the products of the transmit and receive antenna areas. However, the large ship has greater energy resources and can use more search pulse energy.
Stealth technology reduces the effective reflecting area of the RCS - and is strongly frequency dependent.
It is a passive technology - RAM (radar absorbing material) coatings and surfaces, non-metallic structural materials... No magic boxes with an off-on switch.
Active devices fall into the category of radio-electronic warfare - jammers, etc.
It follows that anti-radar stealth material must cover the entire ship in some minimum thickness, and its effectiveness is directly proportional to the thickness of the layer of RAM material on the surface of the ship.
The question is how to implement this in the practical world of the game...
Calculating the RCS of ships and the range of radars by antenna area and transmit power is obvious nonsense - a huge computational burden with minimal effect.
But what about such a procedure?
Let's declare that the quality of the reconnaissance and targeting radar system is equal to the sum of the areas of all the ship's radar antennas (or better - the square root of the areas of the antennas) and the set transmitting power.
We declare that the RCS of the ship is equal to the sum of the PCU of the ship.
We declare that the RAM material used, although spread uniformly over the entire surface of the ship, can be deposited as a single block or group of blocks for simplicity of design. A single (smallest) block of RAM material will mask one PCU point against the one unit of radar system power...
The detection capability of the radar is determined by the radiated energy of the "search" pulse, the distance of the target, the RCS (radar cross section) of the target, the sensitivity of the receiver, the size of the aperture of the transmitting and receiving antennas and the wavelength/frequency used (more -> radar equation).
A large ship radar system has antennas of large size, with an area typically one to two orders of magnitude larger than a small ship radar system. A large ship radar system can easily use frequencies that are physically unavailable to small ship radars (they just don't have large enough antennas).
What does this imply?
A large ship radar, with a large antenna, will pick up much weaker radar echoes of targets than a small ship radar with a small antenna - for the same search pulse energy in proportion to the ratio of the products of the transmit and receive antenna areas. However, the large ship has greater energy resources and can use more search pulse energy.
Stealth technology reduces the effective reflecting area of the RCS - and is strongly frequency dependent.
It is a passive technology - RAM (radar absorbing material) coatings and surfaces, non-metallic structural materials... No magic boxes with an off-on switch.
Active devices fall into the category of radio-electronic warfare - jammers, etc.
It follows that anti-radar stealth material must cover the entire ship in some minimum thickness, and its effectiveness is directly proportional to the thickness of the layer of RAM material on the surface of the ship.
The question is how to implement this in the practical world of the game...
Calculating the RCS of ships and the range of radars by antenna area and transmit power is obvious nonsense - a huge computational burden with minimal effect.
But what about such a procedure?
Let's declare that the quality of the reconnaissance and targeting radar system is equal to the sum of the areas of all the ship's radar antennas (or better - the square root of the areas of the antennas) and the set transmitting power.
We declare that the RCS of the ship is equal to the sum of the PCU of the ship.
We declare that the RAM material used, although spread uniformly over the entire surface of the ship, can be deposited as a single block or group of blocks for simplicity of design. A single (smallest) block of RAM material will mask one PCU point against the one unit of radar system power...
So then if:
Then the formula might look like:
(RCS+ TS+PS)-(RAM + A.E.W.S. +TD)= Signal
We can ignore Beacon distance as that can be adjusted manually anyhow.
So then if:
Then the formula might look like:
(RCS+ TS+PS)-(RAM + A.E.W.S. +TD)= Signal
We can ignore Beacon distance as that can be adjusted manually anyhow.
Thermal signature is the most important part in space. A ship produces heat but we probably need the whole cooling system mechanic. On the other hand I would be happy just with the simplified system like engine heat. Anyway the detection range should vary even if the ship is not very stealthy perhaps like between 10 000-50 000 kilometers or something like that.
Thermal signature is the most important part in space. A ship produces heat but we probably need the whole cooling system mechanic. On the other hand I would be happy just with the simplified system like engine heat. Anyway the detection range should vary even if the ship is not very stealthy perhaps like between 10 000-50 000 kilometers or something like that.
Can you list all of the different types of blocks that have been discussed here to achieve the stealth function please.
Can you list all of the different types of blocks that have been discussed here to achieve the stealth function please.
I'm ambivalent on stealth as a general gameplay mechanic but I do think some kind of sensor detection achieving "RADAR" type results should be included. Any such system will likely have some variability in detection for different size or powered objects I suppose but "stealth" is something more than "harder to detect" in my mind. Stealth is actively deleting sensor tech, not the function of the inherent limits of the tech.
I'm ambivalent on stealth as a general gameplay mechanic but I do think some kind of sensor detection achieving "RADAR" type results should be included. Any such system will likely have some variability in detection for different size or powered objects I suppose but "stealth" is something more than "harder to detect" in my mind. Stealth is actively deleting sensor tech, not the function of the inherent limits of the tech.
At the same levels of technology and the same levels experience of players , a small ship has no real chance of succeeding against a big ship.
The probability of a small ship winning can be expressed very simplistically as a ratio of ships masses or PCUs.
At the same levels of technology and the same levels experience of players , a small ship has no real chance of succeeding against a big ship.
The probability of a small ship winning can be expressed very simplistically as a ratio of ships masses or PCUs.
Would I be right in thinking that a pure graphite covering would be stealthy?
Would I be right in thinking that a pure graphite covering would be stealthy?
I believe large scale array antennas can pick up almost anything and the potential is increased if the detector is static and has data on the normal background field that it can use as a differential for discerning anomalies.
I believe large scale array antennas can pick up almost anything and the potential is increased if the detector is static and has data on the normal background field that it can use as a differential for discerning anomalies.
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