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Unread 18 Mar 2009, 21:39   #12
MrLobster
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Re: New scanning system

In your suggestion Mz, you said

"Cloak Scan: a unit scan which shows cloaked ships. It retains the uncertainty the current unit scan has."

By uncertainty you mean a 10% (or whatever the value is) deviance on values?

I believe that with only 2 scans you can get the exact qty of units, it was done before (however I am unsure how this was done, or if this is still do able).

I'm in favour of using randomness to get through, like it was in the "good" old days. But if you have it so the higher the scan type the bigger the gap. Some how utilising the Scan ID that is used in XP formula.

e.g.
10 amps v 20 amps

Dev scan = 80% chance of scanning
Unit scan = 50% chance of scanning
Adv Unit = 10% chance of scanning

15 amps v 20 amps

Dev scan = 95% chance of scanning
Unit scan = 70% chance of scanning
Adv Unit = 50% chance of scanning

20 amps v 20 amps

Dev scan = 100% chance of scanning
Unit scan = 100% chance of scanning
Adv Unit = 100% chance of scanning

Not sure how the formula would work, but I feel that not everything in PA has to be KISS, you have to have some depth to the game.
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