Edit: Sandro, feel free to nit pick my logic. 
There was another "better sensors give better gimbal / turret lock-on" thread yesterday (They don't.) However, it got me thinking about the various sensor grades. Today, range is the only real advantage to having the A, B and C sensor classes. When I saw a second thread on silent running I thought the two might go together nicely.
Silent running or SR (in its present state) will not allow another player to lock onto you as long as SR is engaged. The AI has no such restriction and smugglers trying to get past security can be scanned. Obviously, if SR worked on NPC's the same way as players, smuggling would become a breeze and impossible to stop or detect. The smuggler would be a ghost, never seen.
By giving sensors a minimum distance to detect SR ships, you keep the danger of smuggling and give sensors a purpose again. Better classes of sensors increase the minimum detection range which has obvious advantages. This would only be a few hundred meters (See chart below) and get slightly longer range with better grades of sensors.
This does several things. It keeps SR as a viable defense against gimbals / turrets / scans unless the enemy closes to very close range. It will also mean the more agile player can avoid a lock / scan by flying skill. AI would use the same game mechanic so security at stations can be outflown as well. Better sensors mean more power consumption so the player has to take this into account as well.
I should note that the chance of a lock-on at 0 degrees of heat should be 0. It is very difficult to maintain 0 degrees, even if spamming heat sinks so this shouldn't make a huge impact and gives a player a way to break weapons lock or a security scan temporarily. Once temps rise over 0 they can lock back on, but it might be enough to get clear. The AI NPC or security should respond to a sighting of a ship in SR or when heat sinks appear out of nowhere.
I think this would make SR useful again without making it a cloak of invulnerability while maintaining the core elements of game play for both PC and NPC.
I made up an example chart using an Asp Explorer sensors. Tried to embed the picture, but can't for some reason. Here's the link. Comments welcome.
http://imgur.com/25DA4d9
There was another "better sensors give better gimbal / turret lock-on" thread yesterday (They don't.) However, it got me thinking about the various sensor grades. Today, range is the only real advantage to having the A, B and C sensor classes. When I saw a second thread on silent running I thought the two might go together nicely.
Silent running or SR (in its present state) will not allow another player to lock onto you as long as SR is engaged. The AI has no such restriction and smugglers trying to get past security can be scanned. Obviously, if SR worked on NPC's the same way as players, smuggling would become a breeze and impossible to stop or detect. The smuggler would be a ghost, never seen.
By giving sensors a minimum distance to detect SR ships, you keep the danger of smuggling and give sensors a purpose again. Better classes of sensors increase the minimum detection range which has obvious advantages. This would only be a few hundred meters (See chart below) and get slightly longer range with better grades of sensors.
This does several things. It keeps SR as a viable defense against gimbals / turrets / scans unless the enemy closes to very close range. It will also mean the more agile player can avoid a lock / scan by flying skill. AI would use the same game mechanic so security at stations can be outflown as well. Better sensors mean more power consumption so the player has to take this into account as well.
I should note that the chance of a lock-on at 0 degrees of heat should be 0. It is very difficult to maintain 0 degrees, even if spamming heat sinks so this shouldn't make a huge impact and gives a player a way to break weapons lock or a security scan temporarily. Once temps rise over 0 they can lock back on, but it might be enough to get clear. The AI NPC or security should respond to a sighting of a ship in SR or when heat sinks appear out of nowhere.
I think this would make SR useful again without making it a cloak of invulnerability while maintaining the core elements of game play for both PC and NPC.
I made up an example chart using an Asp Explorer sensors. Tried to embed the picture, but can't for some reason. Here's the link. Comments welcome.
http://imgur.com/25DA4d9
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