I believe game could benefit from more sensors.
All those are meant to output yolol values, not UI elements.
It's debatable how much automation should be possible, and how much should be left for players invention.
So I'll just list all of them and leave it open for discussion and devs decision.
All those are meant to output yolol values, not UI elements.
It's debatable how much automation should be possible, and how much should be left for players invention.
So I'll just list all of them and leave it open for discussion and devs decision.
- Safe zone detector. Outputs 1 when in safe zone. Use: mostly noob protection. Also useful to avoid cluttering UI with extra elements.
- Gravity detector. Outputs angle difference between sensor and gravity. Two/three fields: pitch and roll and maybe magnitude. Outside moon gravity it could point at eos.
- Accelerometer. Shows acceleration 4 fields: x,y,z, magnitude. Kind of redundant if we get speedometer.
- Rangefinder. Already in game. Would be nice to have check frequency inversely proportional to length. I.e. at 1km 10 times per second, under 100m 100Hz, 5km 2Hz. Or scale power use by range.
- Proximity sensor. Outputs distance to closest object within cone. Range*angle*frequency/power use=constant
- Material detector. Single ray that outputs 4 fields: core and shell names and volumes. Or case of aiming at ship/station components type (i.e. plate), material, volume, mass (?)
- Speedometer. 4 fields, showing direction x,y,z (relatively to the sensor, not normalised) and magnitude.
- Gyroscope. Shows orientation relatively to universal orientation. Yaw, pitch, roll.
- GPS. Shows universal position. I'm personally against it, but I'll leave it there.
- IFF. Single ray. Point at ship with transponder to know the owner and ships name.
- Laser sensor. Outputs pitch/yaw between the sensors front and object painted with laser designator. Same as the one on torpedoes,but for ships. Can be set to read only one laser frequency. Also an "laser decoy" that acts as part painted by laser. Useful for drone-ships seeing each other, ship-ship colision avoidance, automatic docking, ect.
- Ship detector. Radar/sonar/heat/radiation. There's plenty of threads about these, so I'll just mention it.
- Receiver. In game. Would be nice if they could receive some variables too. I.e. name, signal strength, frequency, var1, var2, var3. Could be enough to remotely control some drones.
- Seat track-IR. Outputs pitch and yaw of seated endo head.
- Radiation/corrosion detector. For those dangerous places in the belt. Should output magnitude, not only 0/1
- Damage detector. Either switch to 1 when ship takes damage (reset manually/with code) or counts missed voxels since last reset. Could be for the entire ship, or only within certain distance.
- Structural integrity. Outputs warp class of the weakest object. Could be localised or whole ship.
- Mass indicator: displays mass of the whole ship.
- Endo detector. Outputs 1 when there is endo within set distance. Use: alternative to lifeline, automatic doors, security.
- Celestial body detector. Works as receiver, but treats Eos and moons as transmitters. Very long range (unlimited for Eos, tens of thousands km for moons). To make it funnier, they should have unique, unknown to players signal strength.
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