Enemy Ship Scan
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[edit] Overview
When you look at a full scan of an enemies ship, you have a lot of wrong information. Knowing which is good and which is wrong will help any captain.
- If a ship has no personnel on board or has 100% system control damage then you will be able to get an accurate scan of the contents of the ship. (Host 213j)
You should always use the newest Client version (at the moment Client 66) to see all the features which are mentioned here!
[edit] Correct Information
- Ship Name
- Ship ID #
- Ship speed setting
- Nav Mode
- Intercept Target
- "Captain, the vessel is on an intercept approach!" (Host 213.51)
- Escort Target
- Waypoint
- Intercept Target
- Tow Target
- Transfer Target (but not what is being transferred)
- Ship Shield
- Ship Armor
- Ship Damage
- Ship Engines
- Ship Data Tab: Engines, Shield Generator, Generators
- HYP active/inactive
- You can determine if the ship is recovering or recharging minefields (through the use of command code also). (Host 213j)
- The status of minefield droppers are scannable, but not how much ordnance is being used. (Host 213.51)
- Ship Sensor Profile is now displayed correctly for all ships. (Host 213.56)
- Ship Sensor Setting
- Status of World Crusher Missile (enabled/disabled) (Host 213.51)
- Minesweeper
- Scans of other player’s ships will show accurate scanner setting and minesweeper status since this can be determined from their sensor profile. (Host 213.45)
- Gravitonic Accelerator Device (Host 213.51)
- Status of Mind Crusher Device (Host 213.51)
- Status of Nanovirus bomb Device (Host 213.51)
- The intercept and escort targets "Captain, the vessel is on an intercept approach!" (Host 213.51)
[edit] Notes
- When you see a ship with 0 crew, they really have no crew. (You can now board the ship.)
- When you see a ship with 0 fuel, they really have no fuel.
[edit] Potentially Correct Information
[edit] Weapon Loadout
When you get into combat with a ship, you will retain its weapon loadout so that you can view it in the client. This will be kept until you do not have a "detection" level scan of the ship. If you have only a "contact" level or no scan at all of the ship then you will have to gain this information again. This will also give you a slight edge when entering combat with one of these targets by knowing how to maneuver properly to use your weapon ranges efficiently. In a future client update, a feature where the weapon loadout is stored in the client will be available and may be inaccurate as outfit pod / wreckage pod part changes can change the data until you enter into combat with them again. (Host 213j)
[edit] False information
With Client 66.8 or later all false information appear as "???".
False information are:
- Ship Log (The bar just below the ship name)
- Ship Crew
- Ship Guest (you see the correct data when you try to board the ship)
- Ship Fuel
- Ship cargo (Duranium, Tritanium, Molybdenum, Supplies, Food, Med Units), MC
- Ship Ord and Repair
- Ship Combat mode appears to be set to "Aggressive"
- Ship Weapons (exceptions above)
- Ship Device all appear to be ON (exceptions above)
- Skill / Exp / H
- Kill Target
- Capture Target
- Cargo Bays X / X (you will not see the pods, or it's content)
- Fighters Bays X / X (you will not see the actual fighters wings)
- Fleet settings
- Damage repair settings
- Auto-intercept range
- Attack settings (exception above)
- Standoff range
- Attack vector
- Weapon settings (Sand casters firing targets, super weapons enabled; exception above)
- Friendly and command codes
[edit] Exotic Tech
- Any ET the enemy has active.
[edit] Special
- Newly built ships of other players that you aren't allied or sharing data with will not be visible their first turn unless you manage to get into combat with them.
[edit] Evil Empire
The Evil Empire with their Darksense gets some additional sensors data from an enemy ship scan and is shared with other players that the EE player is sharing contact data with:
- Ship Crew
- Ship Guest
- Ship Fuel
- Ship MC
- Ship Weapon
- Skill / Exp / H
- Ship Shield
- Megacredits
- Fuel
- Ordnance
- Supplies
- Repair
- Duranium
- Tritanium
- Molybdenum
- Food
- Med units
- Hull plans
- Sees correct coordinates when a holo jammer or dampening field is active
The following is seen by the EE:
[edit] Rebels
- Rebels can see if an enemy ship has mounted a Super Weapon.
[edit] Privateer
- Privateers can see the cargo of enemy ships. (Host 213t)
It does not seem to include docked pods.
[edit] Extra Information by clicking on ?
If you hit the little box with a '?' on the command(hammer-anvil) bar.
You get this window where you can see what the ship was attempting to do last turn., orders-wise.
[edit] Screen Shots
Enemy ship Scan
<== The star map has been edited out.
Ship Overview of the owner of the ship
[edit] See also
[edit] Research
- Are Hull plans visible on enemy ships ? - No. Only visible if the other player has "allow commands" switched on towards you. Sheltem 15:51, 13 October 2009 (CEST)
not completely correct, probably more research needed. Host Version 4.0 Build 213.50 allows one to see ship plans carried by 'allied' vessels, regardless of whether 'allow commands' is enabled.
In one game I have everything but 'allow commands' and may see what ship plans my allies are carrying. (running 2 races, privs and EE - so probably not 'darksense' related issue)
and a completely decrewed vessel allows others a scan of what ship plans the vessel has aboard it - attack off is the only ally switch enabled in that game. - Esquire 3/2010
