Ship Detection Mechanics

Polaris Sector is a sci-fi 4X game that offers exciting exploration, detailed resource management, unique research mechanics and intense tactical combat.
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solops
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Ship Detection Mechanics

Post by solops » Thu Sep 29, 2016 6:53 pm

Do the ship detection stations that are built on planets "stack" in their effectiveness? How do they work in detection uncloaked and cloaked ships?

Ufnv
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Re: Ship Detection Mechanics

Post by Ufnv » Fri Sep 30, 2016 12:05 pm

solops wrote:Do the ship detection stations that are built on planets "stack" in their effectiveness? How do they work in detection uncloaked and cloaked ships?
Yes, they stack.

For uncloacked ships, you can better know the fleet composition at the adjusted stars and exact composition in your system.

For cloacked ships, you increase the probability of discovering them with each station.

bjgrt
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Re: Ship Detection Mechanics

Post by bjgrt » Fri Sep 30, 2016 5:51 pm

Ufnv wrote:you increase the probability of discovering them with each station
What is the math behind it? Do stations from different planets of the same system participate in one formula? Do stations from adjacent systems participate in one formula?

Ufnv
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Re: Ship Detection Mechanics

Post by Ufnv » Fri Sep 30, 2016 9:02 pm

bjgrt wrote:
Ufnv wrote:you increase the probability of discovering them with each station
What is the math behind it? Do stations from different planets of the same system participate in one formula? Do stations from adjacent systems participate in one formula?
Check is performed once in 3 days (the smallest time tick).

Station from different planets as well as sensing equipment of ships sums up and gives the "DetectionValue".

The minimum value for each planet is 0.1, then each station adds its value (0.35 if I am not mistaken).

Each fleet adds 0.025 plus its passive spying power.

Then the formula is this:

DetectionValue*=0.01f;

float DetectionProb = DetectionValue + (1.0f - DetectionValue)*powf(1.0f - Sh->Type->StealthEffect, 6);

// check if detected
float ThisRound = 1.0f + rand() % 1000;

if (DetectionProb*1000.0f > ThisRound)
{
// detected!
SetBit(DetectedThisTurn, i);
}

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