Difference between revisions of "Visibility"

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Visibility is a measure of how well others can see your ship. Higher visibility means you are more clearly seen from a farther distance away. Contrastly, with lower visibility, others will have to get quite close in order to see you. Items with a visibility stat raise your visibility by the indicated amount. Thrusting raises your visibility by the amount listed on the engine, and shooting raises visibility by 10,000 for a few seconds.
 
Visibility is a measure of how well others can see your ship. Higher visibility means you are more clearly seen from a farther distance away. Contrastly, with lower visibility, others will have to get quite close in order to see you. Items with a visibility stat raise your visibility by the indicated amount. Thrusting raises your visibility by the amount listed on the engine, and shooting raises visibility by 10,000 for a few seconds.
  
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Per Jeff's initial vis post:
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4. Add a new tag called "reflectivity". This represents how much sunlight and radar will be reflected by a ship or item. This will mostly be used on ship hulls. Some items can also use it, like solar panels.
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5. The visibility that comes from sunlight on a ship is equal to (sun visibility * ship reflectivity * 500)/(distance + 500). In 3d, brightness is proprtional to 1/distance^2, but if you consider a sun to be in 2d and only emit light in a plain, then brightness will be 1/distance. The *500/+500 will mean at zero distance, the visibiltity is full, at 500, it's 1/2, at 1000, it's 1/3, at 1500, it's 1/4, etc. This will provide a nice dropoff.
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6. Total base visibilty = emmissive visibility + reflected visibility
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Cloaking
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1. Radar still has detection and vision.
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2. Vision instead of being a range will be an optical modifier.
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3. You can see something visibly if the distance is less than totalbase visibilty * vision * cloak reduction.
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4. Detection is still a range that your radar will detect at. You can detect a ship if the range is less than or equal to detection * ship reflectivity * cloaking factor.
 
[[Category: Gameplay]]
 
[[Category: Gameplay]]

Revision as of 17:13, 8 October 2009

Visibility is a measure of how well others can see your ship. Higher visibility means you are more clearly seen from a farther distance away. Contrastly, with lower visibility, others will have to get quite close in order to see you. Items with a visibility stat raise your visibility by the indicated amount. Thrusting raises your visibility by the amount listed on the engine, and shooting raises visibility by 10,000 for a few seconds.

Per Jeff's initial vis post: 4. Add a new tag called "reflectivity". This represents how much sunlight and radar will be reflected by a ship or item. This will mostly be used on ship hulls. Some items can also use it, like solar panels. 5. The visibility that comes from sunlight on a ship is equal to (sun visibility * ship reflectivity * 500)/(distance + 500). In 3d, brightness is proprtional to 1/distance^2, but if you consider a sun to be in 2d and only emit light in a plain, then brightness will be 1/distance. The *500/+500 will mean at zero distance, the visibiltity is full, at 500, it's 1/2, at 1000, it's 1/3, at 1500, it's 1/4, etc. This will provide a nice dropoff. 6. Total base visibilty = emmissive visibility + reflected visibility

Cloaking

1. Radar still has detection and vision. 2. Vision instead of being a range will be an optical modifier. 3. You can see something visibly if the distance is less than totalbase visibilty * vision * cloak reduction. 4. Detection is still a range that your radar will detect at. You can detect a ship if the range is less than or equal to detection * ship reflectivity * cloaking factor.