Full Thrust Java test list -- August 2005
Re: Game 796
Oerjan Ariander wrote:
>Noam wrote:
>
>
>
>>That's because the apparent range is still the range to the target.
>>A stealth-2 ship at 16 MU should _not_ show up in targeting as being
>>at 24 MU.
>>
>>
>
>WHY shouldn't it show up in targetting as being at 24mu?
>
>The only reason the targetting window shows the range AT ALL is so the
>player can determine which ships are in range of his weapons (and in what
>range band). When you're targetting weapons you're not interested in the
>actual range; what you need to know is the *appearent* (ie.,
>Stealth-modified) range. And that should be pretty trivial for to code -
>"if Ship X has level-1 Stealth, then AppearentRange(X) = ActualRange*1.2", etc.
>
>Jon's "Fog of war" argument doesn't apply. If the target is Stealthed, your
>gunnery officers and sensor crews will very quickly notice that they can't
>lock on to it the way they can with non-Stealthed targets...
>
>
Let me clarify.
In the player's game file, he may or may not know that the target has
stealth modifiers, due to Fog of War sensor rules. The Server's file
will know, but players do not have access to it.
Therefore, the client UI code cannot correctly and consistly make the
range adjustment for stealth.
Jon
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