Silent Running update.

Night vision really is light amplification, so unless you can go invisible it would be gamey and work, but trigger voices in my head.

What is needed is for night vision to be nerfed and stealth reimagined so that sensor grade, engineering etc make ships less visible on radar as well as physically.

But saying that, when linking things to sensors was last suggested some people 'moved along the spectrum' and that was that. Not to mention people will cry it will make gankers even more gankery.
 
Night vision really is light amplification, so unless you can go invisible it would be gamey and work, but trigger voices in my head.

That doesn't seem to be the case in the game's implementation as it has hard range cut-offs for different objects/vessels that don't always correspond to render distance.

Anyway, what is the positive side of such suggestion? Cause the negative one is obvious

Every situational negative is someone else's positive.

Regardless, even when my CMDR wasn't the beneficiary of low visibility scenarios, having to use my eyes and the environment, rather than just being able to flick NV on and have everything revealed for me, was a positive gameplay experience.

Source: https://youtu.be/WiHk9hMpLIA?t=125
 
It actually will

Anyway, what is the positive side of such suggestion? Cause the negative one is obvious
There is loads of positives, mainly from making ship design and sensors actually important and not D grade lightweight (or A in special circumstances).

Gimbals could be made more accurate based on top end sensor grades , or that chaff is less effective when you have an A grade / specific engineering.

Sadly its remained simplistic and inconsistent for far too long thanks to the 'ganker' hysteria. Interesting change? Gankas! Gankas ewverwhere!
 
There is loads of positives, mainly from making ship design and sensors actually important and not D grade lightweight (or A in special circumstances).

Gimbals could be made more accurate based on top end sensor grades , or that chaff is less effective when you have an A grade / specific engineering.

Sadly its remained simplistic and inconsistent for far too long thanks to the 'ganker' hysteria. Interesting change? Gankas! Gankas ewverwhere!
Okay, I will put it another way. What build and what purpose will you be using that feature for? Because I can only see one purpose for that - some stealth gank build with flechettes for instance. This will make the toxic gameplay even more toxic and will additionally force commanders to PGs or solo mode. Something that should be made exactly contrariwise, this is a multiplayer game after all.
Additionally, does anyone use anything but A rated sensors with long range mod on combat ships?
 
Okay, I will put it another way. What build and what purpose will you be using that feature for? Because I can only see one purpose for that - some stealth gank build with flechettes for instance. This will make the toxic gameplay even more toxic and will additionally force commanders to PGs or solo mode. Something that should be made exactly contrariwise, this is a multiplayer game after all.
It comes down to how well thought out it all is, with sensors / radar emissions gameplay being well rounded- while people scream 'ganker enabling' it should also work for everyone and that people can also use it to defend / evade attackers.

For example, radar having a SC low power mode where you can send out less active pulses (and your signature is lowered), or having armour types that offer lower SC signatures at the expense of real space strength. Larger sensors allow to cut through chaff (since large ships use gimbals more), giving experimental s like TLB a balance.

You could also make clean drives have a lower SC signature.

All of these you'll scream 'ganker enabling' but work both ways. Its how you use them- but it also opens up depth to SC, flying in general as well as outfitting.

And in my prior post, linking sensors to weapons (at the top end) would help large ships, because attackers will bet on them using gimbals. Its just if you cheap out where lower grades get confused more easily (but use less power / are lighter). In the end it empowers you rather than takes things away- but in any case, if you fly a tin foil ship you'll die regardless.

Additionally, does anyone use anything but A rated sensors with long range mod on combat ships?
No, because sensors are an area of builds that mean very little. A grade is useful for PvP to keep instances more stable.
 
Okay, I will put it another way. What build and what purpose will you be using that feature for? Because I can only see one purpose for that - some stealth gank build with flechettes for instance.
Flechettes can be countered with range and PDTs due to their low projectile speed, and somewhat mitigated with MRPs and Engineering mods that increase the Integrity of key subsystems (Powerplant, FSD, etc.).

Stealth builds are hard-countered by a single turreted Small Pulse Laser with Emissive Munitions... at which point they can be locked onto and rendered effectively harmless with several volleys of Seekers or Packhounds due to their lack of Shields.

I'd actually argue that a stealth build would be a better choice in PvP against a Meta-de-Lance than for day-to-day ganking as there isn't a need for stealth when targets generally don't fight back and explode in under 15 seconds.

Additionally, does anyone use anything but A rated sensors with long range mod on combat ships?
Yes.

I use A-rated | Long Range Sensors on builds that have the spare mass and power capacity (such as my Clipper) while I use D-rated | Long Range Sensors on builds that are constrained in those areas (such as my Plasma Charger Courier and Plasma Slug Rail Eagle).

Larger sensors allow to cut through chaff (since large ships use gimbals more), giving experimental s like TLB a balance.
A change like that would be a massive buff for ships like the Clipper that can't effectively use fixed weapons, and I'm totally for such a buff. However, it wouldn't really affect Target Lock Breaker as it outright deselects whatever target is selected; while a nuisance, it can be dealt with using the "Target Hostile" keybind to re-select the target. I'd like to see that changed so that TLB only reset missile lock status and prevent missile locks for a set duration, or something to that effect. That would ensure TLB can't stack with Dispersal Field and mess with larger ships like they can currently.
 
A change like that would be a massive buff for ships like the Clipper that can't effectively use fixed weapons, and I'm totally for such a buff. However, it wouldn't really affect Target Lock Breaker as it outright deselects whatever target is selected; while a nuisance, it can be dealt with using the "Target Hostile" keybind to re-select the target. I'd like to see that changed so that TLB only reset missile lock status and prevent missile locks for a set duration, or something to that effect. That would ensure TLB can't stack with Dispersal Field and mess with larger ships like they can currently.
What I mean is, that at high engineering grades / experimentals things like TLB are useless (as in, they don't break lock).

So a weak sensor package without some hardening via engineering would be spanked into confusion easily, while tough top end stuff shrugs it off.

In the end its in the detail though, and would require a top to toe reworking.
 
That doesn't seem to be the case in the game's implementation as it has hard range cut-offs for different objects/vessels that don't always correspond to render distance.
Yeah, the "night vision" seems to be more like augmented reality using the ship's active sensors.
 
Just a little update on the night vision, if you look closely when approaching a planet, you'll notice a wave creating the NV, this is typically a sonar kind of technology, and it makes the range it has obvious.
The ship is just pulsing and waiting feedback to create the object & ground shapes.

The silent running as it is described keeps any wave (from heat to sound) INSIDE the ship, this is why it's heating. So it should keep the sent wave inside too and shouldn't provide data about your ship's shape on the visual HUD.

Well that's my pov, maybe i'm mistaking.
 
Just a little update on the night vision, if you look closely when approaching a planet, you'll notice a wave creating the NV, this is typically a sonar kind of technology, and it makes the range it has obvious.
The ship is just pulsing and waiting feedback to create the object & ground shapes.

The silent running as it is described keeps any wave (from heat to sound) INSIDE the ship, this is why it's heating. So it should keep the sent wave inside too and shouldn't provide data about your ship's shape on the visual HUD.

Well that's my pov, maybe i'm mistaking.
Running "Night Vision" should undermine silent running - Night Vision really should have been called something like "Active Sensors" and it should increase your signature (e.g. make you easier to lock onto from farther away).

I'd absolutely prefer a system where silent running and low emissions modifications cut down on your visual signature and radar ping.
 
"The ship's shield generator distributes the ship's residual heat photon decay signature though a series of inverse polarized manifolds and feeds the resulting beta radiation into the multiplexer of the shield weave."

Honestly, do we really have problems coming up with technobabble, in THE video game that gave us telepresence and holo-me?

Just stop rendering ships in NV, how hard can it be?
 
Cloaking technology is easy in Elite Dangerous, Frontier just refuses to enact it.

Shields are already monopolar, so a shield pointed at the hull instead of at the universe would cloak the ship. This would work by preventing any electromagnetic emissions from the ship from getting past the inward pointing Shield. You would not be able to fire weapons, use sensors or thrusters while you were using it, so you would want to be flight assist off.

The downside would be that you would need to have either Shields or cloaking active but not both and would need a separate installation for each.
 
There are two kind of complains in ED:
1. silent running does not hide the ship
2. no neon paint job for the ship in the game
 
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