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Beitragvon Reddit SC [RSS Bot] am So 14. Jan 2018, 08:40

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Quantum Travel and Scanning
Post at: So 14. Jan 2018, 08:36
By /u/PanDariusKairos

This is a rough outline of how I think quantum travel and long range scanning should work.

~ Scanning ~

Rather than dividing scanners into ranges (short, long, etc.) i think they should be divided by Classes (Civilian, Military, Stealth, Industrial, Competition) and by specific traits that will define how they are used based on capabilities and limitations.

As an example, rather than simply giving a particular range (for example, saying "this scanner can scan out to 20K km"), you could say, "this scanner can detect small objects out to 10K km, medium objects out to 20K km, large objects out to 30K km, massive objects out to 75K km, and stellar objects out to 5M km" or something like that.

Taking it a step further, scanners would have different capabilities to detect different signatures at different ranges. Maybe one scanner ius better at finding EM and another is better at finding IR. Some may be better at seeing through ambient background radiation.

And then there are factors such as, do you already have a lock on an object (as it moves away from you, for example). What about teacking devices broadcasting a signal?

Scanners might (approximately) look something like this:

Military: Better (than other classes) at picking signals out from the background. Good at tracking multiple targets simultaneously. Faster locks, and can maintain those locks at longer ranges (for example, if some jumps away, a military scanner would have a better chance at keeping a lock on them even after they jumped).

Competition: More accurate and detailed data about the target, like direction they're facing, speed, what their systems or weapons are doing (for example, getting an exact read on weapon or engine heat, or even remaining ammo). Competition scanners are like high powered microscopes that work great on one target at a time.

Industrial: More durability. Resistance to EWAR and similar effects (solar flares or other environmental dangers). FLIR style on some models (Orion, for example, would benefit from a FLIR style display in asteroid fields). Can track many, many more objects, but not particularly fast or stealthy objects (meaning: great at seeing thousands of asyeroids, derelict ship hulls, floating cargo crates, and escape pods, but terrible at tracking fast fighters or stealthy fighters).

Stealth: Good at masking the scanner's own signal by piggy backing other signals or being passive. Pretty much only good at passive scanning, but usually energy efficient as well.

~ Quantum Travel ~

Beacon Mode: The Nav Computer locks on to an existing Nav Beacon currently broadcasting it's location and the ship warps to a safe distance from this beacon. This mode has the shortest spool up time (since Nav Data is being provided by the Beacon), bit is also easiest to pursue - any ship already scanning you (you are an active radar ping for them) automatically knows where you went, and if you are still within their maximum scan range, no interruption in their targeting you (in other words, they see you jump away and you're still on their radar when you stop). The beacon also provides safety corridor communications, so all ships jumping to it only jump when there's a clear path (if one or more jumping ships would cross paths, one of them is delayed by fractions of a second so they don't collide, or the path itself is moved by a few meters, or something similar - it's a traffic coordination safety system).

Jump Plot: This Jump follows a Nav Point or set of Nav Points set by the pilot or helmsman of a ship in the Star Map. Spool up times are longer than Beacon Jumps because the ship's Nav Computer must spend more time calculating the jump. It is more difficult to follow a ship jumping this way, but several factors can maake it easier, such as: good sensors that remain locked on the ship even after it's jumped or hacking the fleeing ship's Nav Computer before the jump and stealing it's jump data, or attaching a tracking device to the ship.

Hot Jump: Hot jumping doesn't use any positional data, rather it uses a preset (by pilot) distance to jump in whatever direction the ship is pointing when the drive engages. Spool up time is determined by jump distance, the longer the distance the longer the spool up time. Generally, this kind of jump can be hard to track, but certain things can help, such as judging the distance jumped by accurately guaging the spool up time and then focusing scanners in that radius, or hacking the ships Nav Computer before the jump to obtain the exact distance and heading when the jump occurred.

Collisions: Whenever a collision would occur, the quantum drive shuts down and the ship exits quantum travel well before, a nd out of range, of any collision. The ship takes no physical damage, however the energy in the quantum drive that would have been spent on quantum travel enacts a cooldown period in which the quantum drive cannot begin spooling. The length of the cooldown is determined by how much remaining distance thete was in the jump when the ship dropped out of quantum travel. For example, dropping out after 25% of the jump distance will produce a much longer cooldown than dropping out after 90% of the jump distance. The closer a ship is to it's destination when it is forced out of quantum travel, the shorter the cooldown before the quantum drive can be used again.

submitted by /u/PanDariusKairos
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