Ore Detector range doubled when using 2 detectors
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Using a similar idea to array telescopes, should using two ore detectors spaced far enough apart on the same grid double the detection range?
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May be combo effects should be a thing generally in SE2.
May be combo effects should be a thing generally in SE2.
A bit of extra range is appreciated, but larger detection-zones tend to take the game significantly longer to process, the increase in area will need an upper limit to avoid lagging things.
A bit of extra range is appreciated, but larger detection-zones tend to take the game significantly longer to process, the increase in area will need an upper limit to avoid lagging things.
If we accept the idea that a detector searches a space -- that is, a volume -- then the dimension of the searched space should increase with the third root of the number of detectors.
Similarly, the range of the detectors should increase with the scan time -- with the third square root of the time, to simulate an invariant, constant rate of scanning a unit volume per unit time.
By this I mean scanning a static environment.
Detecting moving targets is a little different. It requires repeated scanning of the space - in military practice this is called "information recovery time".
But again, we could use rules about a constant scan rate per unit volume of space. And this can be applied to both "omnidirectional" scanning and sector-specific scanning. This creates a situation similar to modern air defense radars - there are "surveillance radars" of large design dimensions with information refresh times of a few seconds, and there are smaller "fire control radars" with information refresh times in the hundreds or even thousandths of a second. Fire control radars often have very narrow surveillance sectors.
If we accept the idea that a detector searches a space -- that is, a volume -- then the dimension of the searched space should increase with the third root of the number of detectors.
Similarly, the range of the detectors should increase with the scan time -- with the third square root of the time, to simulate an invariant, constant rate of scanning a unit volume per unit time.
By this I mean scanning a static environment.
Detecting moving targets is a little different. It requires repeated scanning of the space - in military practice this is called "information recovery time".
But again, we could use rules about a constant scan rate per unit volume of space. And this can be applied to both "omnidirectional" scanning and sector-specific scanning. This creates a situation similar to modern air defense radars - there are "surveillance radars" of large design dimensions with information refresh times of a few seconds, and there are smaller "fire control radars" with information refresh times in the hundreds or even thousandths of a second. Fire control radars often have very narrow surveillance sectors.
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