Stealth - revamp (make heat mechanic great again)

Since we had the Crime and Punishment update mentioned Criminals got super excited and had a lot of cool suggestions to making Crime more interesting and making it pay the bills, namely stalking/hunting/planing, dodgy places, npc interactions, dynamic black markets.....oooh the list was juicy and dissapointingly ignored as
it turned out C&P was a way to stop Players bullying Players.

So let us start with Theft, and remaining hidden - Stealth.

There are two factors to ED
  1. Ship Thermal Signature - Length of time for a successful scan,
  2. Conspicious
    • ship silhouette (small ships draw less attention for a scan)
    • local faction rep (friendly ships draw less attention)
    • local security (low security draws less attention)

As with many things in ED, we got some good ideas tucked away in a black box.
It's only when the player is informed in an interesting way to do things get entertaining.

Stealth mechanics lead to a nail-biting (they are going to see me) panic and in most stealth games we have
  • Patrol search cones
  • Security zoning in on your last hiding spot
  • Wall hugging/melting into the shadows

Heat = Radius
Currently, the ship heat mechanic affects the scan time. Scan time is normal if your heat production is over 20%, less than 20% increased the length of time for a scan.

Ship Visibility in ED should work as they sold it originally
  • [silent running] turns off the Active Electromagnetic Emissions from your ship. (light, heat, active sensor sweeps, comms, shields).
  • [going cold] Passive Heat production - Radiating out from your ship.

So the idea that having a hot or cold ship, doesn't matter as long as you are not in silent running, as you are actively emitting EM signals.

To go "stealth" you MUST hit silent running leaving your ships visibility by its heat.
The better your sensors the "better" the control of EM emissions.

Ship heat is measured as a radius from your ship and is visible on your sensor display as a circle.
The more heat, the larger the circle around your ship.
The cooler your ship, the smaller the circle.

Another vessel or the vessel scanning cone, that "breach" your heat circle, can detect you.
The player needs to be informed:
  • Which ship has a target lock?
  • Orientation of the ship is scan
  • Tiered scanning progress-time
    • EM - ship name, pilot name and active ship modules.
    • Hull - hot ship wanted status is detected
    • Inactive ship modules are detected - this includes hidden bounty from elsewhere, illegal cargo and passengers
    This gives the patrol search area and threading the needle gameplay.

    but we have one more trick.

    Ship heat is measured as a radius from your ship and is visible on your sensor display as a circle.
    And the same goes for ALL ships and surfaces.
    if your ships Heat output (circle) is small enough to not stick out from a neighbouring heat-sources heat circle, say a station or being close to another vessel.
    You ship is masked by the other vessels heat signature.

    So you could glide cold until you slipped into the stations' heat signature, and then you could warm up and get moving, ask for docking etc.

    And that's not getting into Faking another ship EM signature (at a cost) of a hardpoint (emitter) and internal module (computer and power source).
    EM signatures can be bought (black market) and may be required of missions.
    Shielded Cargo racks and
    passengers cabins
    which only work with EM signature in place as they require power and pump out interfering and emissive EM signature (at a cost of power and heat management).
 
I will also say that the night vision in the game shouldn't even be able to see silent running ships because its using the ship's radar not infared.

I always figured our ships/srv night vision was based off of the tech used in old military starlight scopes in that it gathers and magnifies the light reflected off of stuff. In that sense it wouldn't matter what a ships emissions output is since the night vision is going to see anything that reflects starlight. Since I use it to see ships easier in combat I can understand how it can seem like a unfair advantage to ships trying to silent run and avoid detection.
 
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I always figured our ships/srv night vision was based off of the tech used in old military starlight scopes in that it gathers and magnifies the light reflected off of stuff. In that sense it wouldn't matter what a ships emissions output is since the night vision is going to see anything that reflects starlight. Since I use it to see ships easier in combat I can understand how it can seem like a unfair advantage to ships trying to silent run and avoid detection.
Yeah, if it was using infared it would see it no problem, but its very clearly using the ship's radar and augmenting the canopy display with it and is not using infared. Frontier decided not to give us an answer about this for whatever reason. So right now stealth mechanics are suffering from it when they shouldnt be. Although radar locking is still avoidable with stealth.
 
Yeah, if it was using infared it would see it no problem, but its very clearly using the ship's radar and augmenting the canopy display with it and is not using infared. Frontier decided not to give us an answer about this for whatever reason. So right now stealth mechanics are suffering from it when they shouldnt be. Although radar locking is still avoidable with stealth.

If it's passive night vision like starlight scopes as the coloring/shading seems to imply its gathering and magnifying light in the visible spectrum and not infared. As far as the canopy display it seems to overlay its display in it and sweep like radar which does seem to be odd I admit. Further clarification from fd on what's going on here would help though and for pvp I can totally understand why it would make silent runners aggravated.

If it was using active infared detection then ships would disappear if they popped a heatsink. If its using light in the visible spectrum like the starlight scope tech then it makes sense that it can see ships no matter what since silent running/heat sig are not things that affect how much starlight a ship reflects.
 
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+1 but in summary, work on other play styles now that exploring and mining got updates and combat has been over-cooked.

Smuggling/Spying = stealth = emissions of various types, cargo re-chipping, pirate outposts where illegal goods are OK (not just black markets but "secret" pirate "only" markets), bribing local officials, bribing system security (will require more NPC interaction)...

Science missions = more scanner types, more specific targeting of mats (and get rid of RNGesus turning random rocks into Yttrium or whatever), etc.

Passengers = passenger comfort UI/sensor disc displays - no slinging folks around the cabin willy-nilly, passengers with interesting cargo you also need room to haul, etc.

PvE = many more environmental hazards for pilots to navigate like solar flares with some in-game consequences, fuel quality and not being able to sit idle and scoop, gravity a bit more meaningful (esp. landing huge ships on high-G worlds- while difficult now some should not be able to do it and def. not take off).

Piracy = NPCs that don't start shooting after 3 seconds but will negotiate via text chat (requires NPC expansion)

Etc.

So, basically yeah.
 
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