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Post New Visibility System
I'm implementing a slightly different visibility system atm which will make the visibility, cloaking, and seers all better, I hope. I just put the description as public in the wiki here: http://wiki.starsonata.com/index.php/Visibility2

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Fri Aug 28, 2009 4:00 pm
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Post Re: New Visibility System
Just read it over, and i dont really see what the difference is between what it is right now and what it will be. Partially because noone really knows how the current system works...perhaps put in an explanation of how the current system works as a comparison?

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Fri Aug 28, 2009 5:16 pm
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Post Re: New Visibility System
The major difference is that this new system will allow for stealth ships which are little effected by bright suns, so that stealthy characters can still fight effectively in high-vis gals, if I'm interpreting it correctly...

It also looks like it will break low vis pvp --
For example, say you have one vis and a shade's cloak (94% cloaking)
someone using an inverto can see you at 1vis * 0.06 cloaking * 2000 vision = 120 pixels away.
A Speed Demon, with the radar bonus from Recon Focus, could see at twice that distance, and any radar aug will just mess it up further
So really, if you have any base vis at all you'll be painfully visible to players, let alone AI.
Seers/Snipers will have to be completely stealthy to accomplish anything.

So . . .my thoughts are that if this is done, something (probably item visibility and radar power, possibly radar aug stats as well) will require some additional changes.

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Fri Aug 28, 2009 7:13 pm
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Post Re: New Visibility System
Right now I'd just settle for Visibility actually reducing when your cloak activates. (as in the number changing instead of it being implied) I've suggested it a few times. If you have 100 visibility and activate an 88% cloak, your visibility meter moves from 100 to 12. Sounds like a good idea to me..

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Fri Aug 28, 2009 10:52 pm
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Post Re: New Visibility System
Going to be in C2

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Fri Aug 28, 2009 11:14 pm
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Post Re: New Visibility System
Like seers needed less vis...

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Fri Aug 28, 2009 11:16 pm
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Post Re: New Visibility System
I think the 2k visibility stat of an inverto isn't gonna mean 2000 times the vision, as that would be quite odd. radars would need to be rebalanced with a more percentage appropriate number.


Fri Aug 28, 2009 11:49 pm
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Post Re: New Visibility System
snipers get +60% cloak stats, how will it work with 95% cloaking gear


Sat Aug 29, 2009 1:12 am
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Post Re: New Visibility System
They'll become dark stars and make other people stealthy too! Stealth by influence!

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Sat Aug 29, 2009 2:07 am
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Post Re: New Visibility System
Minaskosai wrote:
The major difference is that this new system will allow for stealth ships which are little effected by bright suns, so that stealthy characters can still fight effectively in high-vis gals, if I'm interpreting it correctly...

It also looks like it will break low vis pvp --
For example, say you have one vis and a shade's cloak (94% cloaking)
someone using an inverto can see you at 1vis * 0.06 cloaking * 2000 vision = 120 pixels away.
A Speed Demon, with the radar bonus from Recon Focus, could see at twice that distance, and any radar aug will just mess it up further
So really, if you have any base vis at all you'll be painfully visible to players, let alone AI.
Seers/Snipers will have to be completely stealthy to accomplish anything.

So . . .my thoughts are that if this is done, something (probably item visibility and radar power, possibly radar aug stats as well) will require some additional changes.


I thought that too..

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Sat Aug 29, 2009 2:12 am
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Post Re: New Visibility System
The current system has everything multiplied with everything else, which generally gives us only two situations: a ship is extremely easy to see or a ship is impossible to see. The problem with all the multiplications of the current system is that you get big positive factors for bright suns and powerful radars, and big negative factors for cloaks and especially stealth augs and it's like a razor sharp mountaintop where you fall off to either side but there's nearly no middle ground. I'm aiming at having a much more gradual gradient from "easy to see" and "impossible to see".

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Sat Aug 29, 2009 2:29 pm
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Post Re: New Visibility System
JeffL can you make ContentColider answer us in Overloaders topic*? Thx!
*-http://www.starsonata.com/forum/viewtopic.php?f=9&t=34163

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Sat Aug 29, 2009 10:34 pm
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Post Re: New Visibility System
Hey while we're talking about visibility! Could I mention something about a critical component of it?

This game spectral classes are all wrong! Blue suns are not dark :( They are actually some of the brightest stars in the universe. They burn way way hotter than our sun and that attributes to its increased luminosity and higher magnitude.

Has anyone heard of the hertzsprung-russel diagram?

Image

Its kinda like this right now. Yellow flames are way hotter than blue flames!!! And that just isn't right :(

More on Spectral classes!

http://hyperphysics.phy-astr.gsu.edu/Hb ... taspe.html


Sun Aug 30, 2009 9:52 pm
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Post Re: New Visibility System
bhthx wrote:
Hey while we're talking about visibility! Could I mention something about a critical component of it?

This game spectral classes are all wrong! Blue suns are not dark :( They are actually some of the brightest stars in the universe. They burn way way hotter than our sun and that attributes to its increased luminosity and higher magnitude.

Has anyone heard of the hertzsprung-russel diagram?

Image

Its kinda like this right now. Yellow flames are way hotter than blue flames!!! And that just isn't right :(

More on Spectral classes!

http://hyperphysics.phy-astr.gsu.edu/Hb ... taspe.html


Any logic goes out the window as soon as you notice the space rats, just let it be.

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Sun Aug 30, 2009 10:12 pm
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Post Re: New Visibility System
Gtfo with that crap. The second you base this game on any sort of realism is the second you just failed completely.

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Sun Aug 30, 2009 10:15 pm
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