The Encyclopedia is where we stuff all the miscellaneous information until we collect enough for a special category.
Short Range Scanners (SRS) Short Range Scanners are used to peer into Ships and Bases. In some cases you may be able to determine what action a Starship was undertaking the previous turn. This may be useful to enforce mining agreements or treaties. There are three different types of scans, we will discuss those below in more details, but first some general information you will want to know. The more SRS you have activated on your Ship or Base, the more powerful your scanning capabilities. A more powerful scan will be more accurate provides better resolution. Each Ship or Base which is properly equipped can conduct one Short Range Scan per turn. Each time you use your Short Range Scanner fuel is used. The amount of fuel used depends on the type of scan you are conducting. The amount used listed below is for each SRS you have activated. Example: You have a Starship with 10 SRS activated and conduct a Basic Active Scan, you will use 20 units of fuel. The larger your target, the more difficult it will be to get an accurate scan. Another technique to improve Scanner accuracy is to activate Class Three Duo-Bio Brains. You can improve your accuracy up to 10%. For each SRS you have activated you'll need one Class Three Duo-Bio Brain to gain a 1% increase in accuracy. Example: You have 10 SRS activated and you want to increase accuracy by 5%, you will need to activate 50 Class Three Duo-Bio Brains. Any Class Three Duo-Bio Brains allocated over 10 per SRS will have no additional effect.
This type of scan is considered NON-Hostile and will provide you with the basic information about the health of the ship/base you are scanning. It is very hard for a Ship or Base being scanned using this method to detect a scan as it is passive (although on rare occasions it is detected.) Jammers will reduce the accuracy of this type of scan. Basic Active Scan - Fuel Use = 2 Tons per SRS This type of scan may be considered hostile. It will provide you some general information about the contents of your scan target. It is less detectable than the more powerful type listed below but more likely than not you target will know they have been scanned. Jammers are moderately effective against this type of scan. Using a Basic Active Scan to scan a Starship you may be able to determine what action the Starship was undertaking last turn. Intensive Active Scan - Fuel Use = 3 Tons per SRS This type of scan usually precedes combat, therefore this type of scan is normally considered a hostile act. It is used when you want to peer into your opponents ship or base. If your target has working Short Range Scanners it is pretty hard to miss this type of scan. If your target has Jammers running this will disrupt your scans and reduce your accuracy. Using a Intensive Active Scan to scan a Starship you can probably determine what action the Starship was undertaking last turn. Jammers Jammers are a piece of equipment used to disrupt scanning activities. The are pretty simple to operate, just activate them as you do any other piece of engineering equipment. Each Jammer will use one unit of fuel each turn. Jammers run very early in the turn cycle so they will get first use of your fuel. Each Jammer will provide you will 100 units of Jamming Power. Jamming Power is displayed on your Ship or Base Status page. As an example if you want to produce 500 units of Jamming Power each turn you will need 5 Jammers, these Jammers will use 5 units of fuel each turn. It takes approximately two jammers to reduce the effectiveness of each SRS. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||