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Author Topic: Run for a scan  (Read 2339 times)

GLI

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Run for a scan
« on: March 02, 2012, 09:18:58 PM »
I've found some strange behavior of scanning ships. Actually it's not a bug but more like "inconsequence/malfunction".

If some authorities want to scan my cargo hold they're flying after me until my ship will be in scanning range... if I'm not too fast for them (e.g. Broadsword is slower). It looks that the game has some "trigger" that prevents other ships to scan me even if "wannabe scanner" is out of range.

I propose to change scanning ships behavior - "running ships" should be scanned by nearest (e.g. Confed) ship if "scanning ship" is out of range:
1) if range is "visible" then they could communicate,
2) if range is "out of vision" then 50% chance for "intercepted scanning" or 100% if player's character has some criminal record.
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VincentFirePony

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Re: Run for a scan
« Reply #1 on: March 03, 2012, 07:35:36 AM »
That sounds acceptable....
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GLI

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Re: Run for a scan
« Reply #2 on: March 03, 2012, 04:22:04 PM »
Well, another improvement could be "a role selection for scanning ships" - if slow one (like Broadsword) will prepare to scan and player is running away then faster ship should chase him/her. Right now it's possible to see one Broadsword trying to scan running away player's character while three Stilettos are idle... :pinch:
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CheeseshireCat

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Re: Run for a scan
« Reply #3 on: June 13, 2012, 12:09:48 AM »
Suggestion: scanning ship should lock on onto you to scan.

Also, suggestion: include scanning capability into higher-end targeting systems.