Tracking chips for bounty hunters

Ravenous666

Posts: 38

Posted:
Posted: -
SO much to go through in the forums to find this, so this post will be brief.

A tracking module for bounty hunters to track a player/ship that could be attached to a targets ship. It would only be pingable from certain distances. Maybe like mini transponders.
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  • BattlePanda

    Posts: 135

    Posted:
    Posted:
    Not a bad idea but how would you get it on the ship?

    If you're that close to their ship then just wait until they come back, taser and bag em.
    Maybe as a missile type weapon that could attach itself to the hull before they escape
    and they then have the option of having loose you, stop the ship and eva to disable the tracker
    or trying to just plain outrun the range on the tracker. The ping would have to have a pretty long
    cooldown for balance and I imagine they would work very much like the BH droids from star wars galaxies.

    Probably simple enough for CIG to do.
  • Donaghue

    Posts: 1788

    Posted:
    Edited: by Donaghue
    Posted:
    Edited:
    [hide]

    SO much to go through in the forums to find this, so this post will be brief.

    A tracking module for bounty hunters to track a player/ship that could be attached to a targets ship. It would only be pingable from certain distances. Maybe like mini transponders.

    It would have to be something large enough for a player to reasonably find if they were looking for it. A chip (hope I'm not reading too much into your post) implies something very very small; a device that is self-powered and able to transmit it's position from any kind of space-relevant distance would have to be large enough to make sense - anything from, say, the size of a loaf of bread up to a backpack (still needs to be portable if it can be attached by hand to a ship's hull).
    [hide]

    Not a bad idea but how would you get it on the ship?

    If you're that close to their ship then just wait until they come back, taser and bag em.

    The person you're tracking isn't necessarily the bounty. They might be leading you to them.
    [hide]

    Maybe as a missile type weapon that could attach itself to the hull before they escape
    and they then have the option of having loose you, stop the ship and eva to disable the tracker
    or trying to just plain outrun the range on the tracker.

    I like this one, too. It sounds like it would function similarly to the hacking missile that has been occasionally mentioned. The hacking missile might even have it covered.
  • Ravenous666

    Posts: 38

    Posted:
    Posted:
    Well, just by the first two replies, it shows the possibilities of this idea are endless. To elaborate a little bit, imagine you as the bounty hunter need to find your target, you get some info at station X, find out that guy over there at the booth in the bar knows a group of people your target runs with. You find out what and where HIS ship is, attach a tracker somewhere on the hull. He leaves and depending on the size and or quality of your tracker and equipment, you will get a signal from a certain distance, maybe 10,000 meters, maybe a whole system (the further it is away, the longer the report/ping of tracker info).

    Now, your target for some reason or other just happens in this scenario (to save time here) to go straight to where your bounty is, you proceed to get your bounty, transport, maybe pirate the pirates, turn your bounty in, get your money.

    Another scenario, you are NOT a bounty hunter, but you freelance or are employed by a bounty hunter or Org of bounty hunting and you run your business as intelligence gathering (insert the Drake Herald), and you track your target to that pirate asteroid, relay your info to Org X, get paid and move on.

    Ideas for trackers -

    Just like weapons, they could attach and fly off your backpack and zip to attach in either one or multiples (somewhat small and limited in range).

    weapon modules that would be a bit bigger and need to be fired from a ship hardpoint and capable of being more powerful in transmitting but your target COULD also be made aware by it's signal too. Using a Herald would allow you to see them from a further distance too.
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  • grafton

    Posts: 23789

    Posted:
    Some cargo crates have some form of tracking device built in, which might be usable to track a ship, per CR says yes to cargo bombs and maybe to trackers:

    Terra "Titan" Opticon: If you have to space your cargo hold in the PU to avoid being boarded, will you be able to leave some kind of booby trap, like an explosive device or tracker hidden in the cargo?
    Or maybe even an ink bomb like they use at the bank (That would be pretty funny). Something to make the pirates think twice? That's a good question. I think there will be no reason why you wouldn't be able to have something on your cargo that could be an explosive device. Part of your cargo could be a bomb that you could remotely detonate. Or you could even have a tracker hidden in the cargo.
    I think I mentioned on a previous 10 for the Chairman that we were working on the cargo system. One of the concepts was higher tier cargo containers could have sort of low-jack identification on it, whereas most of the basic ones don't. If you have one of those, if you gain one of those illicitly, it's much harder for you to sell one of those.
    So I think we're definitely thinking of things to do that, and then of course there would be the counters for the pirates, because it's always fun to have this back and forth as far as that goes.

    from: http://www.scqa.info/transcript/?episode=10FTC-015

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  • Ravenous666

    Posts: 38

    Posted:
    Posted:
    Sounds like we could just hijack that idea and use it for bounties.
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  • grafton

    Posts: 23789

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    Sounds like we could just hijack that idea and use it for bounties.

    Also a possibility. Here's a few things CIG have said on Tracking bounties:

    Audience Question: Can you track your enemies as you would your friends through an in-game list?
    You can have a list of antagonists, and then the game will match-make you so you can fight them
    You can track enemies through the contact list to a limited extent, but you can’t track enemies in out of fiction methods
    But, like, as a Bounty Hunter, you’ll be able to pay for information on players (such as their location) – though such information is not omniscient
    Furthermore, space is huge, which means that tracking and finding one particular player in a star system will be a challenge
    This whole system will be tweaked to perfection so that griefing will be difficult to accomplish

    from: https://relay.sc/transcript/pu-townhall-panel-3-getting-social-transcript
    And

    KORE ASKS: WHEN PLAYING AS A BOUNTY HUNTER, WILL WE HAVE ACCESS TO OUR TARGET’S KNOWN ASSOCIATES? IF SO, WILL WE HAVE AUTO-ACCESS TO THAT BASED ON THE CONTRACT THAT WE ACCEPTED, OR WILL WE HAVE TO BUY IT?
    If you’re playing a bounty hunter, you’ll be taking a mission from somewhere, and typically with the package you’ll get some details, perhaps some known associates, so you’d have all these pieces of information, some on you persons of interest list etc, and you’d have to go and track down your bounty using those. Maybe you track down one of those associates, and he gives away a bounty’s location. As you go about your job of tracking this person down, you will potentially gain more information about him, sometimes even a new bounty or associate that you’ll have to move on to. The system is really fluid, and is build for the fidelity of this world. Even in our early prototyping, the conversation system is looking really cool. I think SC as a space sim is doing it a dis-service, where a First person world makes more sense given all the fidelity. Nothing has done this to our level of fidelity before, transitioning smoothly from certain types of gameplay to others, all simulated in the back-end by the universe simulator, all reactive to actions of you and other players. It’ll really feel alive, it’s up to you to choose what you want to do in this universe, there really isn’t a win-condition or an end-game as you’d normally think in a typical MMO, with a level cap and end-game content. We just have a big huge sandbox you can play in, you might have different definitions of success in the universe, with both non-combat oriented roles as much as combat oriented roles. I can see it all coming together, not as quickly as I’d love, as I really want to play it as much as you guys. That’s really what’s happening this year, is getting all these pieces together to form a cohesive structure onto which to build SQ42 and the PU.

    from: http://www.scqa.info/transcript/?episode=10FTC-056
    And

    11:10 – Storm Raven asks: Death mechanic means that our characters will constantly be changing names when their heir takes over the account. How will we be able to track a player for bounty hunting if their name is constantly changing?
    Well, I think once they’re dead then bounty is irrelevant anymore so the other thing is that if you go back and look at the death of the spaceman post which is one of the early ones, the idea is that you don’t die right aways so it’s not like one death and you suddenly have to pass off to your next Heir, we’re kinda going with the idea that it’s the future so they can probably bring you back to life from situations from today’s world that you would be definitely dead. But you can only do it so many times, so after a certain point your body is just going to give out. So you can almost think of it as an old school sort of game life or something and after you know whatever it will be, Three of them two of them four of them eight of them or whatever. There’s only so many bionic arm replacements so many times they can heal you up, you know luke skywalker, empire strikes back, and in that particular case then yes you’ll go on to pass it down to your heir but that wont necessary be happening all the time, second of all, a bounty will die with the person that dies so whoever killed that person and they had a bounty on their head. you collect the bounty. So it doesn’t pass down to heirs basically if I have a bounty on a character, it’s for that character. so if you capture them, kill them then you’d get the bounty and in some ways you start fresh as an heir and maybe there’s a small amount of reputation that carries over so you know you’re the son of the notorious crime boss of something then you know perhaps people look on you as slightly different as he would. but mostly the sins of the heir stay with the parents. For those of you who are worried if someone will kill themselves to avoid the bounty being claimed on them, I will say that since we only have a limited amount of lives and dying is kind of a pain. It would be a pretty extraordinary step to basically kill yourself rather than have a bounty claimed on you. Mainly because like I said you only have a few number of lives you’ll die, pass on, you’ll lose like whatever ship you were in at the point and the point with the equipment on it maybe you wont lose the hull that’ll pass onto your inheritance and you never know if there’s death taxes in certain areas of the universe. and all those kind of things, so we’ll definitely make it in a way that people can’t game the system, well I have a bounty on me so I’ll kill myself so my next of kin will take over. So you know you will be incentivized to try and keep your character living as long as possible in the world and that’s kind of one of the challenges on game design. We’ll try to make it like real life.

    from: http://www.scqa.info/transcript/?episode=10FTC-067
    And

    Contextual labels only appear to a user who’s in the right context to see them or needs the information at the moment based on the context. For example, to normal folks, bounties only appear if they currently own the bounty contract, but to a licensed bounty hunter with the appropriate app, all bounties are visible.

    from: https://robertsspaceindustries.com/comm-link/transmission/14466-Design-MobiGlas
    And
    https://forums.robertsspaceindustries.com/discussion/comment/2172058/#Comment_2172058

    cheers!
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  • Ravenous666

    Posts: 38

    Posted:
    Posted:
    Thanks for that Seaton, but most of that isn't what I was curious about, I was curious about tracking chips and transponders that I could possibly attach to someones ship if I was in a profession that needed to track a player and / or a ship.
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  • grafton

    Posts: 23789

    Posted:
    Posted:
    Unfortunately, the first citation I posted is all CIG have ever said about that. So, it's likely to be possible, but we have no further information.

    cheers!
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  • Full-Frontal-Yeti

    Posts: 10524

    Posted:
    Edited: by Full-Frontal-Yeti
    Posted:
    Edited:
    This is a topic I have spent some good time considering.

    The biggest difficulty I find in these mechanics is maintain a certain amount of realism gets basically impossible.

    If we are emitting a signal to be tracked, anyone can hear it even if they can not understand it.
    This means any ship with a tracking device on it really ought to be able to notice that they are emitting a signal they can not account for.

    It may be a tiny device that can be physically well hidden and hard to find.
    But then a cell phone can be that, yet it is never lost track of, at least by anything that can detect the signal it emits.

    This means really,based on available common tech of today.
    Anyone ought to be able to easily determine if their ship is emitting any unknown signals and quickly locate the source of them.

    So if we are real about it for the tracked player it kind of makes giving tracking devices to players relatively pointless against anyone but the most unaware noobs or completely careless players.

    Personally i find mechanics that simplistically allow vets to take advantage of noobs, just for being noobs. Not good play systems that will not really encourage noobs to play the game long term. If we want people to put up with a hazing we got to offer frat house levels of incentives, like be best buddies with tomorrows senators.

    Other wise if other games are just as fun, but don't insist on some ankle grab hazing of, thank you sir may I have another. Then why is anyone ankle grabbing, unless they are just into that sort of thing.

    So i guess we either find that tracking devices are not a major play element, Or we maybe have to implement this feature in a video game fake way where only that tracking play can magically detect the tracking device emissions that no one else can.

    This is seen today in nature where we're just starting to discover that some animals have some ability to detect the various RF tracking devices we use on other animals.
    They are over time learning when their sense this is means a meal may be found by following that RF they can sense.

    that's right some of the animals we've been trying to save by tracking them. We may now be attaching diner bells to them instead.
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  • Ravenous666

    Posts: 38

    Posted:
    Posted:
    I think you have it thought out rather well Yeti, I think I'm going to agree with you on this even though it was my post. I still like the idea I made, but your points are taken, thanks.
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  • Full-Frontal-Yeti

    Posts: 10524

    Posted:
    Edited: by Full-Frontal-Yeti
    Posted:
    Edited:
    I am actually into the idea too.
    I just make sure to point out whenever i see the thread come around. That i believe the odds are good that for such a mechanic to be in play we probably have to ready some suspension of disbelief for how the mechanics would need to play out. For us to make good game play systems of it.

    Unlikely we can go down a more reality simulation route for this and achieve good player interactive play designs.
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  • HexKoda

    Posts: 1865

    Posted:
    Posted:
    How about this: The beacon isn't actually a transmitter but a virus. So you hit a target with a dataspike and if you're successful, you can upload a program to the target's computer. What the program does is piggyback a tracking ID on the target's reg tags. So any time that ship gets its tag scanned, it leaves a trace only you can find. The tracer would bypass false tags.

    The pilot and/or comm officer of a ship would have to be really on the ball to catch these transmissions, and even if they did they might have to land somewhere for a specialist to clean their ship.

    If you knew for example that your target was in a Hornet, you'd know what his range was, at least roughly, so you could hit refueling stations, comm arrays, see if you could find a trace. That would give you a route, maybe you could guess where he was heading, etc., etc. Licensed bounty hunters might have the ability to query local law enforcement, see if any security sweeps had picked up the trace.
  • grafton

    Posts: 23789

    Posted:
    Posted:
    [hide]

    How about this: The beacon isn't actually a transmitter but a virus. So you hit a target with a dataspike and if you're successful, you can upload a program to the target's computer. What the program does is piggyback a tracking ID on the target's reg tags. So any time that ship gets its tag scanned, it leaves a trace only you can find. The tracer would bypass false tags.

    The pilot and/or comm officer of a ship would have to be really on the ball to catch these transmissions, and even if they did they might have to land somewhere for a specialist to clean their ship.

    If you knew for example that your target was in a Hornet, you'd know what his range was, at least roughly, so you could hit refueling stations, comm arrays, see if you could find a trace. That would give you a route, maybe you could guess where he was heading, etc., etc. Licensed bounty hunters might have the ability to query local law enforcement, see if any security sweeps had picked up the trace.

    Ooohhhh! I LIKE this idea! +1 Your target could "clean" their transponder to remove the virus, if they figure out they've been tagged or if they're just generally cautious and do that occasionally. And the scanning mechanic could be as simple as getting a different color tag from a ship you've infected that hasn't been "cleaned" since you installed the virus.

    Just my .02 cred
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  • HexKoda

    Posts: 1865

    Posted:
    Posted:
    [hide]

    [hide]

    How about this: The beacon isn't actually a transmitter but a virus. So you hit a target with a dataspike and if you're successful, you can upload a program to the target's computer. What the program does is piggyback a tracking ID on the target's reg tags. So any time that ship gets its tag scanned, it leaves a trace only you can find. The tracer would bypass false tags.

    The pilot and/or comm officer of a ship would have to be really on the ball to catch these transmissions, and even if they did they might have to land somewhere for a specialist to clean their ship.

    If you knew for example that your target was in a Hornet, you'd know what his range was, at least roughly, so you could hit refueling stations, comm arrays, see if you could find a trace. That would give you a route, maybe you could guess where he was heading, etc., etc. Licensed bounty hunters might have the ability to query local law enforcement, see if any security sweeps had picked up the trace.

    Ooohhhh! I LIKE this idea! +1 Your target could "clean" their transponder to remove the virus, if they figure out they've been tagged or if they're just generally cautious and do that occasionally. And the scanning mechanic could be as simple as getting a different color tag from a ship you've infected that hasn't been "cleaned" since you installed the virus.

    Just my .02 cred
    Yes you could just be really paranoid and have your ship swept constantly - but you'd have to pay to get that done, which could really make a dent if you were doing it very often. As to colors, my impression was that the "tag" isn't a visual thing, it's an ID code. I know for example that the current plan is for it to be unlawful to not be broadcasting such an ID code in UEE space. Which being the case, the only two ways to hide are a) remain completely undetected, or b) use false tags.

    The tracer virus would actually send out its own tag, in addition to the ones the ship was broadcasting, whether false or not. So for example Pirate Roberts swaps his tags and is now, as far as anyone checking his tag knows, Mrs. Bunbury. But if he's been hit with a tracer, there would be an additional, hidden tag - Target03, let's say.

    If Mrs. Bunbury flew through an area of space covered by Comm. Relay 89, let's say, it would automatically log both the Bunbury tag and the Target03 tag. So the hunter, checking that array, would know Pirate Roberts had passed through, would know the ID associated with Roberts' false tag, and might also get a projected path of travel.
  • Ravenous666

    Posts: 38

    Posted:
    Posted:
    Well, it could still be a transponder that emits signals within certain bandwidths and if you don't have the gear or the skills, you might not even know it was attached to your ship. Example(s) - we civilians can't have police band 2 way radios or higher frequency two way military comms. Also, how many people actually have the tools to tell whether their cell is actually being monitored?
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  • grafton

    Posts: 23789

    Posted:
    Posted:
    [hide]

    [hide]

    [hide]

    How about this: The beacon isn't actually a transmitter but a virus. So you hit a target with a dataspike and if you're successful, you can upload a program to the target's computer. What the program does is piggyback a tracking ID on the target's reg tags. So any time that ship gets its tag scanned, it leaves a trace only you can find. The tracer would bypass false tags.

    The pilot and/or comm officer of a ship would have to be really on the ball to catch these transmissions, and even if they did they might have to land somewhere for a specialist to clean their ship.

    If you knew for example that your target was in a Hornet, you'd know what his range was, at least roughly, so you could hit refueling stations, comm arrays, see if you could find a trace. That would give you a route, maybe you could guess where he was heading, etc., etc. Licensed bounty hunters might have the ability to query local law enforcement, see if any security sweeps had picked up the trace.

    Ooohhhh! I LIKE this idea! +1 Your target could "clean" their transponder to remove the virus, if they figure out they've been tagged or if they're just generally cautious and do that occasionally. And the scanning mechanic could be as simple as getting a different color tag from a ship you've infected that hasn't been "cleaned" since you installed the virus.

    Just my .02 cred
    Yes you could just be really paranoid and have your ship swept constantly - but you'd have to pay to get that done, which could really make a dent if you were doing it very often. As to colors, my impression was that the "tag" isn't a visual thing, it's an ID code. I know for example that the current plan is for it to be unlawful to not be broadcasting such an ID code in UEE space. Which being the case, the only two ways to hide are a) remain completely undetected, or b) use false tags.

    The tracer virus would actually send out its own tag, in addition to the ones the ship was broadcasting, whether false or not. So for example Pirate Roberts swaps his tags and is now, as far as anyone checking his tag knows, Mrs. Bunbury. But if he's been hit with a tracer, there would be an additional, hidden tag - Target03, let's say.

    If Mrs. Bunbury flew through an area of space covered by Comm. Relay 89, let's say, it would automatically log both the Bunbury tag and the Target03 tag. So the hunter, checking that array, would know Pirate Roberts had passed through, would know the ID associated with Roberts' false tag, and might also get a projected path of travel.
    This makes sense, especially for the indirect tracking via logged codes. My suggestion of the color change for scanning was more for when you directly scan a ship. Your ship's computer automatically registers *your* virus and notifies you that the ship is one you've tagged by altering its color in your HUD. You would then need to close with that ship and scan it more carefully to determine which precisely ship it is, at which point you could read the tracking code, but of course you also risk alerting the target to your presence. That would be in keeping with CIG's proposed ideas on scanning for ship ID:
    https://forums.robertsspaceindustries.com/discussion/comment/165897/#Comment_165897

    cheers!
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  • Full-Frontal-Yeti

    Posts: 10524

    Posted:
    Edited: by Full-Frontal-Yeti
    Posted:
    Edited:
    [hide]


    Yes you could just be really paranoid and have your ship swept constantly - but you'd have to pay to get that done, which could really make a dent if you were doing it very often. As to colors, my impression was that the "tag" isn't a visual thing, it's an ID code. I know for example that the current plan is for it to be unlawful to not be broadcasting such an ID code in UEE space. Which being the case, the only two ways to hide are a) remain completely undetected, or b) use false tags.

    The tracer virus would actually send out its own tag, in addition to the ones the ship was broadcasting, whether false or not. So for example Pirate Roberts swaps his tags and is now, as far as anyone checking his tag knows, Mrs. Bunbury. But if he's been hit with a tracer, there would be an additional, hidden tag - Target03, let's say.

    If Mrs. Bunbury flew through an area of space covered by Comm. Relay 89, let's say, it would automatically log both the Bunbury tag and the Target03 tag. So the hunter, checking that array, would know Pirate Roberts had passed through, would know the ID associated with Roberts' false tag, and might also get a projected path of travel.

    My main design direction questions on this would relate to CIG's POV on how this sort of thing would is seen as being hacker/anti-hacker skill set game play.
    And if it was for sure part of that play segment, do CIG also see bounty hunters as being demanded to have those hacking skills as part of the primary BH skill set?

    To say: how much is hacking/anti-hacking to be it's own primary role to fill vs. how much is hacking/anti-hacking seen as a common secondary skill set everyone does a little bit of, but few get particularly specialized in?
    +
    how do CIG see tracking relative to being a BH?

    Is it a sort daily common tool of use or is it intended for more specialized BH work?

    So
    if hacking = secondary skill set
    +
    BH tracking = "daily bread"
    =
    hack for ship track is good to go

    or
    if hacking = primary skill set
    +
    BH tracking = specialized circumstance need
    =
    hacking as tracking is a specialized need and drives player interactive for skill needs hiring situations


    but
    if hacking = primary skill set
    +
    BH tracking = "daily bread"
    =
    hacking as tracking may not be the way to go.
    [hide]

    Well, it could still be a transponder that emits signals within certain bandwidths and if you don't have the gear or the skills, you might not even know it was attached to your ship. Example(s) - we civilians can't have police band 2 way radios or higher frequency two way military comms. Also, how many people actually have the tools to tell whether their cell is actually being monitored?

    This is kind of where i had been going in my mind's eye.
    the difficulty i run into is when being more realistic this tech is not beyond easy to obtain at all.
    It is just not legal to obtain.
    In which the difficulty is,

    it is basically criminals that a BH is after, so obviously if the tech is to be had. Seems very reasonable the thugs are generally going to want to be in possession of such devices, as what would be of particular importance to their lifestyles. And the whole, is a crime, aspect just carries no real weight with players already decided to be thugs.

    This is where i do wind up guessing that IF (big if) tracking, is seen as batman style shoot the tracking dart on the ship from range kind of thing. We might just have to not follow through on too much reality to make that a viable play.

    However i have also considered that if the play action is a tracking device has to be placed by hand. Like we need an opportunity to get up close and personal with the ship for like 8-15 seconds or so.
    I find that a challenge demand along such lines seems to make ti more ok, in my mind's eye's, that we might make tracking devices something that only the BH can personally detect to track. And the tracked ship would need to be making visual inspections to try and find the device.

    It's not being real to signal emissions, but it is placing a real challenge in front of the tracker before they are allowed to be tracking anyone.
    This creates the play dynamics that the larger and larger a ship is the easier and easier it is to hide a tracker on it/in it.
    While a smaller ship like a 300 would be a lot easier for the tracked player to spot it.
    Additionally this creates the situation that hiding a tracker in cargo to be loaded is include in the situations that may arise.
    Or planting a mole with a tracker on them,and so on.

    basiaclly the notion that IF we insist on a good challenge for getting the tracking device in place first.
    It seems more ok to not make the emissions an easy give away.
    Compared to the BH being able to surreptitiously, at range, tag a ship but also not be a detectable emissions device.
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  • Warlord-616X

    Posts: 26

    Posted:
    Edited: by Warlord-616X
    Posted:
    Edited:
    forget bounties, this is way more applicable for recon and intelligence gathering on any scale. This kind of thing would lead to a lot of stalking, griefing, and cap hunting you wouldnt see otherwise. heck if this really did come out i feel id be forced to start an org that did nothing but this instead of exploration and sold the results to rival factions. Perhaps this isnt the best idea...
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  • Ravenous666

    Posts: 38

    Posted:
    Posted:
    Well, not everyone will feel the way you do Warlord about this, especially if it's specialized. Not everyone will want to do exploration as their main thing, others might hate Mining even if it's profitable.
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  • grafton

    Posts: 23789

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    forget bounties, this is way more applicable for recon and intelligence gathering on any scale. This kind of thing would lead to a lot of stalking, griefing, and cap hunting you wouldnt see otherwise. heck if this really did come out i feel id be forced to start an org that did nothing but this instead of exploration and sold the results to rival factions. Perhaps this isnt the best idea...

    easy solution - make the tech illegal for those not registered with the BH guild to use and get the BHG after them when they use it.

    Just my .02 cred
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  • frontlineVII

    Posts: 1375

    Posted:
    Posted:
    I think tracking ships could happen in several ways

    Short distance
    1) EM tracker rounds: Only last a short while, but they are used to increase the EM signiture of a ship. This can also help with Wake tracking QDing ships.

    Medium distance
    2) Tracking missile items: Attach to the ships hull, and give off a dedicated frequency when active. Can be removed by hand if found.
    3) placement trackers: Placed in a crate, or on the haul of a ship.

    Long distance:
    4) Place in a sub component slot that is linked to the info pipe.
    5) install a virus
    "Through immersion all things are necessary"
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