This, or something like it, has probably been suggested before but here goes..
I understand the "game" reasons for having scanners that only operate while you're facing the target. For "active" scanners like warrant and cargo scanners I think this is ideal from a game perspective, despite it making little sense from a realism point of view (yes, yes, I know, we're talking about "science fiction" here - but the best science fiction always has a logical explanation and an internal consistency which seems to be lacking in this case, or at least I haven't yet heard a good reason in this case).
So, I am not suggesting any changes to "active" scanners but how about the introduction of "passive" scanners which can scan any/all targets in range. So, how to classify scanners as active/passive, well the way I see it there is the most "game" reason for calling something an "active" scan if the thing you're scanning doesn't want to be scanned and can move about to prevent it. Anything else, is just going to sit there passively and accept it.
The one exception I would make here is that the basic ship identity (ID) information ought to be obtainable automatically/passively. Lets assume there is some sort of in-game regulation stating that ships must identify themselves to anyone in range, they are actually broadcasting this information, thus it's obtained passively. This creates an interesting situation where buying a "fake ID" might become an option allowing you to fool a passive scan but not an active one, for example. Silent running would presumably stop broadcasting the ID as well.
Once you have the ship ID I presume that their faction and local wanted status are obtained by querying the local database obtained from the nav beacon upon arrival. To be honest, I am not certain what the in-game lore is surrounding faster than light communications etc. It seems that the local authority have faster than light communications, so perhaps we can get this information using FTL-C directly from the controlling station in real-time.
So, I would classify scanners in the following ways (let me know if I've missed any)..
Active scanners
Passive scanners
These changes could be made in a future update (to all ships) or if desired it could require the fitting of a "multi" or "omni-directional" scanner module to a utility mount, for example.
Once active all passive scanners would be able to scan any and all targets in range at the same time.
The goal here is to make the slightly onerous tasks (selecting and scanning ships, planets, etc) less so without impacting the "game" elements of scanning ships that may not want to be scanned. Basically, more fun with less hassle.
Thoughts?
I understand the "game" reasons for having scanners that only operate while you're facing the target. For "active" scanners like warrant and cargo scanners I think this is ideal from a game perspective, despite it making little sense from a realism point of view (yes, yes, I know, we're talking about "science fiction" here - but the best science fiction always has a logical explanation and an internal consistency which seems to be lacking in this case, or at least I haven't yet heard a good reason in this case).
So, I am not suggesting any changes to "active" scanners but how about the introduction of "passive" scanners which can scan any/all targets in range. So, how to classify scanners as active/passive, well the way I see it there is the most "game" reason for calling something an "active" scan if the thing you're scanning doesn't want to be scanned and can move about to prevent it. Anything else, is just going to sit there passively and accept it.
The one exception I would make here is that the basic ship identity (ID) information ought to be obtainable automatically/passively. Lets assume there is some sort of in-game regulation stating that ships must identify themselves to anyone in range, they are actually broadcasting this information, thus it's obtained passively. This creates an interesting situation where buying a "fake ID" might become an option allowing you to fool a passive scan but not an active one, for example. Silent running would presumably stop broadcasting the ID as well.
Once you have the ship ID I presume that their faction and local wanted status are obtained by querying the local database obtained from the nav beacon upon arrival. To be honest, I am not certain what the in-game lore is surrounding faster than light communications etc. It seems that the local authority have faster than light communications, so perhaps we can get this information using FTL-C directly from the controlling station in real-time.
So, I would classify scanners in the following ways (let me know if I've missed any)..
Active scanners
- Kill Warrant Scan
- Cargo Scan
Passive scanners
- Ship ID (and thus faction and local wanted status)
- Frame Shift Wake Scan
- Detailed Surface Scan
These changes could be made in a future update (to all ships) or if desired it could require the fitting of a "multi" or "omni-directional" scanner module to a utility mount, for example.
Once active all passive scanners would be able to scan any and all targets in range at the same time.
The goal here is to make the slightly onerous tasks (selecting and scanning ships, planets, etc) less so without impacting the "game" elements of scanning ships that may not want to be scanned. Basically, more fun with less hassle.
Thoughts?