#Sensor Array rework

82 messages · Page 1 of 1 (latest)

woeful spoke
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The sensor array is a very one dimensional part. You place it down, assign crew, and it immediately becomes irrelevant in terms of management. All you need is a reactor, a crew quarters, and the sensor array... Grants additional radar range, which is all it does.

The nice thing about the Sensor Array is you can place it down and forget about it.
The problem with the Sensor Array is that the benefit it provides is really only useful in career, and even then its pretty mediocre at best, which is extending your radar/fog of war range, to be specific, visual and signature range. For visual range, it doubles it, and for signature range it increases it by ~33%.

My issue from this stems from: if its early enough that you cant take fights, then why are you spending crew and resources on this thing (its 10k which could be spent on weapons), if you're around mid game, then, again, you could be spending more crew on weapons. 6 crew is an entire HE or EMP missile launcher, and if you're late game, then it wont really make a difference and is extremely sedentary when compared to the rest of your ship.

From what I know, its pointless in PVP (which is fine since manip beams are also pointless there but are incredibly useful in career).

The point I am making is: its a very forgettable part that doesn't really add much. It's something you very much slap down to get a minimal benefit and then forget about, or something to waste crew on.

I use this thing a lot, but its because I have nothing to spend crew on when I'm memeing and mostly goof around, and I don't take career very seriously anymore.

The most I can see this being used for is playing evasively or for ships that are harvesting and can't take fights, but even then its a bit situational as why would you not stick by the harvesting ship and help it?

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Another argument I can see if taking a peek at what a ship is before engaging/playing defensively, but if you're struggling with ships at the tier then I'd suggest a rebuild and not the sensor array.

There is an argument to be made about taking fights more aggressively in career but unless you have a mod that increases the amount of pirates then I find it situational as you can just patrol around the system regularly without the sensor array. I play decently aggressively in career and I don't really think it makes being aggressive easier, as I can just put my ship to go around the system and tab back in when it spots something. I will not speak for everyone here as they may play differently.

I actually am against massive changes or something that changes how you place the part, as that would ruin a lot of built-ins. What could happen is having it stack, making it cheaper, or something to make it somewhat more interactive or make it a part that can actually have impact instead of a situational benefit, but I am not here to actually propose a change directly. I'm just kind of with the idea that it needs one.

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In its current state, I find it niche and pretty forgettable as well as highly unnecessary

urban fossil
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it's extremely helpful for scouting to get an idea of what you're fighting to minimize losses, and is damn near necessary for efficient mining of asteroid fields and belts

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it's also aesthetically helpful to counterbalance CRs

woeful spoke
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I was actually gonna say a very acceptable change would be to just make it the same weight as control rooms as its somewhat heavier

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the number is oddly specific at 11.54

urban fossil
woeful spoke
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HE barely get any range right? i think the benefit is marginal

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let me check

spice path
urban fossil
spice path
woeful spoke
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default range is 400 and it goes to 450
eh i suppose thats an increase

urban fossil
woeful spoke
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I was gonna mention how it improved EMP range but i forgot

urban fossil
woeful spoke
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12.5%

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yea

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that also depends where you put the missiles though

urban fossil
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rail range (8+ accels) has +50%, while EMPs have like +75%

woeful spoke
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it does increase asteroid belt efficiency i will say its dencetly good at that
asteroid fields feel a bit odd since you can go around the field but if its in a gas cloud i can totally understand that

woeful spoke
spice path
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Id say the sensor is very strong in career. Miners get bigger coverage to detect valueables or enemies and combat ships get earlier detections for enemies. That info is well worth a single weapon slot.

woeful spoke
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Combat ships are a bit niche unless you're playing defensively as usually taking fights is what you want to do as of right now, and avoiding them isn't doing too many favors unless you're injured.

The mining part is actually very fair though the point of a combat ship staying beside it still stands in terms of enemies.

Thank you for the feedback about it. It's changed my opinion about even though I am a mostly career player ATM. My only proposed change now is to lower the mass to be the same as a control room (i'm not sure why its 11.54 or what it has to do with a circle shaped turret, please excuse my incompetency/explain). I'll probably keep this thread open or close it depending on how I feel. Thank you again

spice path
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Even combat ships benefit a lot from it as knowing what youre up against and choosing a strategy accordingly before the fight even starts is valueable. Its like a built in scout except its more crew efficient and easier to micro.

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Not to mention sensors are a must have for railgun ships

spice path
narrow folio
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tbh i think the sensor itself may be ok as it stands, but more interaction with vision range would be good

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i know walt doesn't like straight upgrades or sidegrades but in general other types of sensor part would be nice

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perhaps sensor poles that extend vision range in only one direction?

narrow folio
woeful spoke
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thats why i suggested against a total rework, more just an improvement to make it more interesting and not you palce and forget about it

narrow folio
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i think its better to trend towards adding new parts that do new things rather than making old parts do new things

bold raven
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I generally agree with the author and think that the size of the radar and the number of crew are unreasonably high. In fact, it works in the background and does not need a permanent crew, because it does not take any action in case of radar operation. The situation is similar with the hyperdrive tank. The crew is not needed there either, nor is the sheer size. For these parts, a 2x2 size and no crew would be quite logical

narrow folio
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could always have different sensor sizes as parallels to the control rooms (for the sake of shipbuilding)

narrow folio
bold raven
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I'm not talking about abandoning the beacon, I'm talking about the unnecessary crew for radar and beacon.

narrow folio
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sensor, maybe

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beacon, i think it needing 6 crew makes some sense

bold raven
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The crew is needed for what? What does it do?

narrow folio
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its not really meant for combat ships anyways, but for stations and fleet leaders and stuff

narrow folio
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hyperjumping is probably fairly difficult to get right (otherwise you could probably casually jump to any coordinates); fucking up a hyperjump could cause a lot of problems

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especially if you consider walt's half-joking responses to questions about hyperium in #ask-walt - this shit teleports you out of existence if you don't handle it carefully

narrow folio
quartz geyser
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Sensor's crew requirement is reasonable IMO, and it's not like you need to man beacon all the time

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Having 4 crew+power for extended vision, which helps your entire fleet in the area, is powerful

narrow folio
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the 6 crew total is fairly high but it makes sense for something like the hj beacon, imo
also, it costs like 40k entirely by itself - if you're using it in career, you should be lategame enough to not have to worry about the money and fame costs of 6 crew

narrow folio
narrow folio
bold raven
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Well, let's try to reason. The factory is engaged in production and since the resources for it are carried by a crew, it needs at least one operator to control it - there is none. Radar detects distant objects and notifies them. Does it need a crew to do that? No, but it does, and in considerable numbers. A beacon is essentially the same as radar, but always in active mode. Does it require a crew? No, and there are plenty of them. As for size, 2x2 is more than enough for all crewless units.

narrow folio
# bold raven Well, let's try to reason. The factory is engaged in production and since the re...

and let's reason alternatively:
The factory carries out an automated process that never needs to vary, it needs no operators (IRL most factory equipment doesn't have operators anyways - the humans are mostly involved when it comes to transporting the goods and checking for quality, which is what the crew picking up the output are doing - and that's primitive planetbound tech)
The sensor can detect signs of far-off objects which can then be displayed - and crew must be there to see what is being displayed and figure out exactly what it means, relay that information to the command room, eliminate false positives, prevent desync between the sensor readings and the ship's recorded map of the system
The hyperjump beacon must perfectly calculate the exact signals to send for a not-fully-understood technology to then be able to pick up those signals and respond by plotting a hyperjump. Any mistake could cause the ship jumping to end up somewhere else, inside another ship, inside the sun, in interstellar space, or outside existence. They require 6 diamonds, so they probably contain a very fine focusing array similar to an ion core, and fucking that up could also kill somebody. The beacon must also interface with the ship's sensors and command rooms (a system map is visible in its sprite) and this is pretty clearly intensive as it's a full -12 command points. according to its ingame desc hyperium is capable of 'bending spacetime' so that presents yet another Really Bad Result of fucking up a hyperjump - bending a region of spacetime that has somebody in it and probably immediately killing em

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maybe a hyperjump beacon could have less crew

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but i wouldn't take any risks when its historically been shown that hyperjumping to the wrong location can destroy a solar system

modest moat
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If we are doing a total rework it would be nice to see them better in PvP as in elim (no fog) they are useless and in dom (with fog) they are still awful

worthy gyro
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mining laser, manupulator beam, resoruce storages very good for pvp \👍

worthy gyro
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just make it buff adjacent weapon range but falling off w/ speed increase

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station fix and usage fix

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simple as

round harbor
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I don’t think I’ve ever used the sensor

woeful spoke
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i only use it because i dont feel like rebuilding my ship and i have crew to waste

analog magnet
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I have sensor for almost every career ship, starting from mid game

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They are currently more of a place and forget thing, just place one and forget about them
I hope they will get more interactions later, like maybe interact with stealth mechanism

bold raven
analog magnet
woeful spoke
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Clearly we need a module to create a small gas nebula cloud. This wont reveal your position at all! Clueless

woeful spoke
# worthy gyro just make it buff adjacent weapon range but falling off w/ speed increase

This makes it good for stations and standing still. Still overwhelmingly forgettable otherwise as speed in this game is the best form of defense. Sacrificing movement for range is pretty awful imo unless its a pretty decently high number like 50-100%. Good for anti-station cheese but other than that its a nothing stat in my opinion.

It'd also buff rails which I dont think need anything since you could stand still and railfan someone from a greater distance and they'd just be fucked unless they're fast enough.

analog magnet
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And the other player wastes all his ammo into it

woeful spoke
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This smells like a csgo tactic

analog magnet
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AI ships certainly won't be able to aim into such a cloud

analog magnet
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One can just have a small sensor ship to reveal the station, and another stationary rail out of station sensor range to snipe the station

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The small sensor ship can simply hide behind the megaroids

woeful spoke
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Yea it still wouldn't actually because you could just counter sensor and unless the station has a railgun too then its fucked

analog magnet
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The station can't attack the rail ship because rail range x2 (1200m) is larger than sensor range(800m)

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The rail ship can see the station because the small ship exists, and with the megaroids the station can't really attack the small ship

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IIRC walt has said about making sensors stack but with diminishing returns

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So it becomes a meaningful choice of how many you put on the ship, and which of the ships should have them, instead of just place one and forget

woeful spoke