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Beren Hurin
OMNI Endeavors
183
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Posted - 2013.02.12 15:29:00 -
[1] - Quote
My hypothesis for testing is that each player has a scan precision (P) and targets have a profile (p). You then get a scan modifier based on (p)/(P) that enhances or reduces your effective detection range.
So if your base scan precision is 45 + a 25% precision, then your suit's precision is 33.75 Your suits scan radius is 15m + a 20% bonus from skills= 18m Your target is a heavy with a base profile of 50, but he has his dropsuit at level 2 reduciding his profile by 10%= 45.
Your scanning modifier is then 1.333. I.e. you will pick up this loud target at an increased detection range of +33% or 24 m.
In reality they may have actually made the system even closer to the real effect of sound waves over distance, in which case there is a little more mathematically complicated relationship between relative dB level over distances. I don't quite understand it at the moment though.
I wouldn't be suprised then if the increase in signature from shields is proportional to the speed reduction from armor modules, so a +10% per shield extender module.
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Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 15:53:00 -
[2] - Quote
So I found this which says
Quote:The sound level decreases with 6 dB per doubling the distance, no matter if you use the sound pressure level SPL or the sound intensity level SIL. But that does not the sound power level which is working in the sound source.[sic]
Assuming this is an operating principle of the scan profile/precision...
To me that means that if I can 'hear' things that are no less than 45dB at 15m, then at half that distance (7.5m) I will just start to hear 39dB sounds at that distance (unskilled/militia scout suits). In the opposite direction, I will pick up 51dB or less sounds at 30m (an unskilled militia heavy that is running).
If my base range is 20m and my scan profile is 38 dB that means I will be able to pick up 44dB suits (militia assaults/shielded std assaults) at 40m and militia heavies (50dB) at 80m!...according to this formula. However dampened sout suits ~33dB will still be able to sneak within shotgun range (10m) before I can 'hear' them. |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 16:07:00 -
[3] - Quote
Vaerana Myshtana wrote: So, while my original response might be mostly correct (for now), the Spec Ops description suggests that CCP is laying groundwork that could allow for passive RADAR, passive SONAR, and passive (thermal & visible) LIDAR. Thus, as the game gets more fleshed out, they may opt to include modules that boost, jam, and dampen all of these. A richer EWar system would be consistent with their four-way (RADAR, LADAR, Magnetometric, and Gravimetric) scanning and EWar in EVE.
Is there a relationship between signature radius and sensor strength in eve though? It sounds like, if we are talking about shield increasing scan profile, that it would be uniting signature radius and sensor strength... |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 16:33:00 -
[4] - Quote
I think they would have to integrate some totally new stat mechanics if they wanted to go in the 4-flavor EWAR direction like eve. As it stands I think the mechanics would allow a few more modules that would fall under EWAR likely each coming with their respective trade-offs:
Area hacking enhancer- active modules that decrease hacking time of installations/objectives nearby.
Remote hacking module- hack an objective from a LAV
Remote firewall generator increases enemy's hacking time across a limited area
White-noise generator- vehicle based module that masks the noise of nearby suits/vehicles effectively reducing their scan profile.
Vehicle dampening/scan range modules.
Electronic disruptors- short burst active module that disables enemy tacnets.
ECM flux module- active modules that neutralize enemy Enemy active/passive EWAR modules. Possively revealing dampened enemies.
Radar dampener- equipped on vehicles to significantly increase lock time for swarm launchers.
Radar pulse- large energy wave that reveals all vehicles or people on map for a few seconds. |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 16:51:00 -
[5] - Quote
Vaerana Myshtana wrote: The inverse is also true, do if your P is higher than their -ò, then the error could be much larger.
Of course, this equation doesn't match the scanning I see in game, so likely it's off somewhere or it's one of those things in the game that isn't working as intended yet.
Your system may be better than mine, but I'm wondering what anomalies have you noticed that seem to suggest that the tacnet is misbehaving. One reason I think you may be right, is that if the calculation is based of a % of a max distance (it seems that the tacnet only sees 100m out currently...) then the active scanners pulsing out to 100m could be that limit.
IOW, with your formula, the active scanners wont see outside of their range no matter how sensitive they are or how loud other targets are. With mine they would see heavies and vehicles across the map. |
Beren Hurin
OMNI Endeavors
183
|
Posted - 2013.02.12 17:13:00 -
[6] - Quote
One thing I notice that seems peculiar is you can tell when dots are shooting at each other, if they are facing each other because each has a 'vector' or direction they face. If it is hot I will watch which red dots I have to worry about (or not worry about) as a result of them being 'tied up' by blues. But sometimes it looks like the dots aren't even facing each other, but one ends up dieing.
This could be what a 'cover battle' looks like, but I wonder if the vectors could be off. |
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