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Matress_of_evil
Joined: Thu Jun 17, 2010 11:45 am Posts: 778
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The game currently displays certain information about enemy players depending on your relative scan strength compared to the cloak strength of the enemy. If your scan strength is high enough, you are able to see some, or even all of the modules that the enemy ship has. If their cloak is stronger than your scans, you see less and less info until eventually you see nothing. This can help you decide whether to attack an enemy or not.
I'm suggesting a modification of this system though - false data.
Say for instance that your scan strength is capable of penetrating the enemy cloak, but only just. You can see the enemy modules, but how sure are you that the information you have is correct? The relative difference in scan vs cloak strength could strengthen - or weaken - the reliability of the information that you are gaining about the enemy ship.
In practice, this could then be displayed as eg. enemy weapons being shown as a higher, or lower, level than are actually equipped. So say your scans are considerably weaker than the enemy cloak rating, but are just strong enough to give some information about the enemy, the game might tell you that the enemy has Quantum Devastators, when in fact, they have Graviton Shearers, or vice-versa. If there is only a small difference in the cloak and scan rating however, the game could display the enemy ship as having eg. a Quantum Devastator when in fact they have Light Quantum Devastators.
The false information displayed would add a new level of strategy to the game - you won't be quite so sure of the strength of the enemy until you *actually* fight them. The false information that players receive could give them a false sense of security about attacking the enemy - or make them avoid an enemy that is actually weaker than they think. This would then increase the value of both scanning and cloaking modules.
Thoughts anyone?
_________________"Anyone without a sense of humour is truly at the mercy of the rest of us." My folding@home stats  
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Sat Sep 25, 2010 9:58 am |
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UlrixVonZybold
Joined: Fri Sep 17, 2010 9:22 pm Posts: 132 Location: Orlando, Florida
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Thanks for posting your suggestion!
Along the genre of Stealth to me, could potentially result in some hilarious trap-like qualities to an assumed victory if present!
Perhaps an artifact which performs this functionality (integrates into existing systems to display tech coming from one class below on research tree for x timeframe)?
You probably are able to tell that I buy artifacts and I would buy that one!
I overallocate resources away from Cloak and I would just love to have that type of advantage back for my chosen allocation style and understood disadvantage.
Great idea and thanks Dan if ever able!
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Sat Sep 25, 2010 10:30 am |
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zophah
Joined: Sat May 22, 2010 6:22 pm Posts: 1760 Location: On the bridge of the Vikiera
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You mean like the Strategems in Evony? they allow you to 'fake' being higher or lower in many regards.
_________________ I have suggested 7 Races, 5 Organizations, 3 locations, 3 materials, and 20 planets. View my profile interests for a full list.
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Sat Sep 25, 2010 2:31 pm |
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