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Stealth and detection

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8 years ago
Sep 14, 2016, 2:29:14 PM

It doesn't seem to me those aspects are present at all into the game, while they are almost the main focus of current military technology.

Basically it revolves about the ability to detect and act on opposing fleets versus ways of keeping a low profile.


This stealth race would feature modules with opposite rôles : hiding vs detecting, and would be factored by the fleet size (smaller  = easier to hide, bigger = more easy to detect something) For detection, both system and friendly fleet are factored. 

Depending on the outcome of "detection tests" an array of result are to be expected.


Full detection : business as usual

Tactical stealth : improve own weapon efficiency, degrade oppenent's at longer ranges

Strategic stealth : fleet position is known but cannot be attacked (the likeliness to evade attacks is reduced by time spent in same system. Opponent fleet has a chance to skip through blockade.

Perfect stealth : fleet movement is unknown until it takes an offensive action. 




Updated 8 years ago.
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8 years ago
Sep 15, 2016, 2:04:43 PM

So no opinion at all on that aspect ? I think stealthy info gathering and abush are neat possibility.

(sorry for the bumb)

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8 years ago
Sep 15, 2016, 2:36:01 PM

I think it would be interesting for there to be a stealth mechanic revolving around containing a ships heat for a limited amount of time to accomplish stealth (Mass Effect style.) I could see it working like this; a ship with stealth technology would normally not be cloaked, but could be activated for a limited amount of turns until the ship is forces to uncloak, with the amount of turns being determined by the size of the ship and how advanced the stealth technology is.

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8 years ago
Sep 18, 2016, 2:01:20 AM

Well, how about a submarine equivalent? We've got capital ships and aircraft, why not fast stealth ships with their own class?

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8 years ago
Sep 21, 2016, 2:34:47 AM

I came up with an idea for a piracy focused faction which uses stealth and ship boarding to take on enemies. I'll post how it works here in a bit.

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8 years ago
Sep 21, 2016, 11:06:55 AM

I like the stealth / detection idea but it needs to be properly balanced.
Fleets popping out of nowhere and killing you planets before you can respond and then disappearing would be a huge problem. 

As I understand that is when the detection mechanics kicks in to prevent that overkill.


This would be specially nice for pirate attack within your empire (so your military power will be put to use without a war).

And also privaters / unmarked forces that you control that could be use to attack empires you are not at war with.

For that I would put it a mechanic that would allow you to narrow down who the attacker was (based on technology used in the ships and analyze of salvage).

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8 years ago
Sep 21, 2016, 2:01:07 PM

About the submarine equivalent, I don't think it's a good analogy. After all ships are basically subspace ships all considered. It's more a question of making ships low observable or not.


And I don't envision a fully anonymous attack element. (though it could be interesting) , more a initiative thing. The side with stealthier fleets can enjoy : not being attacked first, not being attacked at all or simply a bonus versus some weapons. The whole thing can be mitigated by fleet size (the smaller the less detectable) and modules (that both consume tech and module slot thus making a stealthy fleet consistently less powerful than an equivalent vanilla fleet).

The system is meant to add another axis in the spear vs shield faceoff but also to mitigate the control one has over "nodes". If smallish fleet can realisticaly avoid interception, at least in remote area, one can fight a "insurgency "style (at interstellar scale though) or sort, or simply peeking and moving more freely. 

Of course it can be delicate because we don't want to have the whole "mini ai fleet pestering us all aournd " syndrome. Though is smaller fleets can't easily blockade/annoy you it's mitigated somehow.


To summarize what could be the thing allowing a fleet to stay "stealthy"


+ : small fleet size

+ : stelath related modules

+ : some specific strategic resources ?

* : heroe skills


- : large fleet size

- detector modules

- system enhancement

- system size (the bigger busies systems are more scanned)

- time spent "under the radar" (detection is made each turn)




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8 years ago
Sep 21, 2016, 2:01:48 PM

About the submarine equivalent, I don't think it's a good analogy. After all ships are basically subspace ships all considered. It's more a question of making ships low observable or not.


And I don't envision a fully anonymous attack element. (though it could be interesting) , more a initiative thing. The side with stealthier fleets can enjoy : not being attacked first, not being attacked at all or simply a bonus versus some weapons. The whole thing can be mitigated by fleet size (the smaller the less detectable) and modules (that both consume tech and module slot thus making a stealthy fleet consistently less powerful than an equivalent vanilla fleet).

The system is meant to add another axis in the spear vs shield faceoff but also to mitigate the control one has over "nodes". If smallish fleet can realisticaly avoid interception, at least in remote area, one can fight a "insurgency "style (at interstellar scale though) or sort, or simply peeking and moving more freely. 

Of course it can be delicate because we don't want to have the whole "mini ai fleet pestering us all aournd " syndrome. Though is smaller fleets can't easily blockade/annoy you it's mitigated somehow.


To summarize what could be the thing allowing a fleet to stay "stealthy"


+ : small fleet size

+ : stelath related modules

+ : some specific strategic resources ?

* : heroe skills

+ : specific empire doctrines


- : large fleet size

- detector modules

- system enhancement

- system size (the bigger busies systems are more scanned)

- time spent "under the radar" (detection is made each turn)

- specific empire doctrines .




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8 years ago
Sep 26, 2016, 9:50:14 AM

I agree that stealth and detection provide a lot of opportunities for interesting gameplay. Tying it to modules as you suggest would also create an opportunity cost to being stealthy. But it would still need to be very carefully balanced.


"Hidden nationality" abilities would also be great. There is a chance this role may be filled through minor factions and the marketplace, though.



However, I think I'd prefer if they did not implement stealth mechanics until they also implement an espionage system, so the two feature can receive some interaction.

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8 years ago
Sep 26, 2016, 10:07:23 AM

I imagine Amplitude are planning to implement it at some point in a DLC, similar to the 'Shadwos' expansion in EL. Albeit hopefully a bit more fleshed out.

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8 years ago
Sep 27, 2016, 5:25:54 AM

I am going to be a bit of a pessimist on this one. While some degree of information control would be excellent, stealth itself, with actual hiding of units or the like, would be horrible IMO. While it's a common quote that "space is big", it should also be noted that space has two other properties that are particularly relevant to stealth gameplay. One is that space is cold, in fact compared to any organism, computer, or biosphere, it's ridiculously cold. The second is that, as a vacuum, in space the speed of light, and movement of radiation, is terrifically useful.


Since space is cold, true stealth in space is essentially impossible. As mentioned above, the Mass Effect method of internalizing heat is certainly doable, but would have to apply to more than heat. In order for the Normandy to receive signals, it would have to be physically susceptible to radio waves, or some other form of radiation, just radio is the most common. If the Normandy reflects radio waves, it is detectable as it causes a 'ping' of the hit off its body, and if it absorbs radio waves then the area in which the waves were absorbed could conceivably be detected as well. This would apply to any and ALL forms of radiation, whether natural to space or not. For the Normandy to 'see' outside itself, it would have to rely on something, the most likely suspects being lidar (light-wave based mapping where light-waves hit a target and reflect or are absorbed, similar to the radio wave example, and whose differences are noted by instruments on the ship), or again radio waves. Any radiation it sent out to see would also be detectable. As you can see, any kind of attempt to actually hide the Normandy would result in a deaf and dumb ship, as likely to blunder around into something as to make it to its destination.  

-- As a note, I wouldn't be opposed to heroes having such 'true stealth' abilities, with descriptions of liberal use of dust-based technology or similar, but as the dust would very likely have to be directly manipulated to generate these kinds of stealth, I'd feel it would make more sense relegated to heroes. Also, while I wouldn't be opposed on a mechanics standpoint, as it would fit the science-fantasy feel, I'd prefer a smart info war style of information manipulation, so I still wouldn't be too happy with this compromise.


This is where the second issue comes in, and where information control systems can start to edge in over what we would call or envision as stealth. In space your main sensor capabilities are restricted to a few conditions, the most restrictive I'd say is the speed of light (with the second most restrictive just being the sensitivity of your technology, which would affect detection in degrees). Since light waves, radio, even gamma radiation, or some kind of exotic radiation (invented or otherwise), are restricted to the speed of light, you can only see so far in space to an immediately useful degree. This sight restriction is affected by how large space really is. If something is a few light minutes away, let's go with three, you'll have to wait six minutes to detect them using active sensors (where you sent out radiation to find objects), and three minutes to detect them on passive sensors (which would have lower resolutions, and provide you with less useful information, and as a side-note are the only sensors a Normandy style system could attempt to use and remain undetected without handwaving science). Now, we know in the Endless universe that faster-than-light travel exists, but is restricted to strings for the early game when it comes to warping at least. I can't say I'm an expert on the tech tree, so I'll leave it for a knowledgable commentator to tell me if the lore has revealed that ships in-system can travel faster than light. Sensors would mostly be restricted to light-speed, without using faster-than-light probes on two-way trips at least, but I'll leave it up in the air whether the FTL translation of whatever sorts can be detected at those same rates (like if a ship coming off a string can be detected from anywhere in the system immediately, due to some kind of FTL burst eddy, or subspace radiation it gives off). 


Now regular light-speed sensors sound boring, even dangerous if the FTL travel can't be detected using any other means (since it could mean a ship you see now might be somewhere completely unpredictable given an FTL jump), but I would argue that they provide all the restriction needed for a lot of fun to be had. Given their limits, firing at a ship means firing where you have calculated it will be by the time your weapons can make it, which you have to base on your sensor measurements. At the same time, reliance on sensor data, and the 'slow' speed, comparatively, at which it arrives means that a lot of tactics can exist that are highly interesting, all based around controlling the information your enemies have available. In a 4x game, where information is provided to the player, but doesn't have to be done universally, at all times, in particular this kind of gameplay has a lot of potential above and beyond the simplicity of a cloaking device (here I'm thinking Forgotten stealth). Probes or missile equipments that make fleets appear to have more ships (as they exhibit the thermal signatures of full ships, and are physically behind actual ships), flying multiple ships so close together they appear to be one larger ship, equipping a ship with modules that make it appear to be a larger class, or have more/better weapons. These are just some of the most straightforward ways we as players could be given tools to manipulate the information others have on the battlefield in space. 


So I'd suggest using space, and science fiction/fantasy ideas to their maximum, and avoiding something as mundane as literal physical stealth, hiding, cloaking, etc. . . Give us tools to manipulate the information other players can see, what they perceive as fact or fiction, with a focus on being militarily deceptive. In fact, such a system would not have to be limited to space, but could be used to also make actions taken on planets, buildings that exist there, perhaps entire colonies (although not outposts, I'm thinking specific colonized planets in a system, rather than an entire system under-colonization), similarly throw out false information and either seem smaller/larger, populated by different peoples perhaps, or even to be something altogether different. While I do like the idea of using a limited stealth as Uriak mentioned could be used to generate insurgency possibilities, or limit engagements in certain ways, I'd prefer more thorough info control to exist, of which such a system could be a part. 


While this kind of information control system could exist without any form of true espionage, I do feel it would work to a greater effect with spying acting as a method to break through or detect problems in information, although limiting that kind of countermeasure to espionage would be as much of a mistake. I'd say probably there should be an assortment of technologies, or perhaps even hero abilities and other measures, which could be taken to clarify information, like advanced sensor arrays, sensor probes (in fact that in particular could co-exist with the disguise/falsifying probes technologies), and similar.

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8 years ago
Sep 27, 2016, 8:37:19 AM
samsonazs wrote:

I like the stealth / detection idea but it needs to be properly balanced.
Fleets popping out of nowhere and killing you planets before you can respond and then disappearing would be a huge problem. 


That was the entire gameplay style of a major Endless Legend faction, so I don't think it would be too far off base.


I like the heat containment idea, but it should probably be kept relatively simple. I think it might be interesting to have stealth modules that you can attach to ships that can let them avoid detection on the overworld map for a limited number of turns. They could be recharged either by docking at a friendly system or by spending Dust.

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8 years ago
Sep 27, 2016, 8:43:15 AM

Thanks for the insightful feedback.


There seem to be two sides to your post : the physical constraints of stealth mechanics and the general infowar gameplay. 


About the element of physical limits of stealth in space, they do exist and they certainly pave the way of the technological progress in a game such as ES. That's why any stealth mechanic should be gradual in nature, as in not vanishing magically out of existence but limiting the information. They certainly use nano black coating, negative light index surface matérial, scattered radiowaves across the spectrum etc and other more wonky stuff (local gravity wells ?) The point is there is a lot of stuff in space, and the aime is to be considered at best as inocuous stuff. And tha'ts why the result is not "is there something in there" but rather, "is there something ? How much of the thing ? Can I intercept the thing ? Can I shoot on the thing ? )

If you take IRL stealth design in arenautics, they are mainly focused on diminishing the RCS in high radiowave bands, but such airplanes can still be located in lower bands, thus giving the kind of degrated information we are talking about as in "there is plane, but I can't tell it's position more precisely than a few hundred meters across". 

Modules offer a vast array of possibilities. The balance can steam naturally from the opportunity cost (they take module slots !) and having to avoid some "anti stealthy" choices : humongous hulls/weapons/active scanning/advanced propulsion


The hyperlane element is interesting because it can be waved in many ways : you can consider as in Hyperion, that ftl travel itself emits telltale signs and you can't feint your passage through. That means a system with fleet keeping "watch" is very difficult to ingress. (though good luck when entering a system and looking for whatever is lurking already in there). Or you can rule that it isn't on itself immune from discreet approach : picking some kind of specific propulsion modules for instance that reduce the hyperspace signature. 


AS for the c limit and everything else : the game itself does not try to simulate this, as far as we can tell. Kinetic lose efficiency at distance because precomputation have their limits, even if of course fights are not to scale. That means the gameplay element prevails, though trying to be inspired by real life elements (lasers scatter, thus making "a beam" of contained plasma more relevant at larger distances) A turn is a considerable amount of time, that means that any sucessfull attempt at deceit has to defeat the whole spectrum of observation. That's why I consider that once defeated stealth is lost in a given system, because the enemy knows where to "watch".


I like your more general take on infowar though. You could certainly make more than hinding stuff, but scrambling numbers, creating "ghosts" etc. I'd be cautious of feature creep though, as in local sabotage in systems for instance could exist but be considered as more abstract "actions" (hiring spies/mercenaries/nogooders")  to provide useful/harming effects. It's a continuation of infowar in space in style of gameplay but should still be a separate topic. 

Using heroes as a way to offer this deceitful approach is a good start, indeed, they won't add to the tech trees, and still need a specialized investment. We could try to do a quick list of what info can be altered


Hiding a fleet

Making a fleet smaller

Making a fleet larger

Ghost fleet

Hiding a fleet nationality (or faking one ? difficult to do in sound gameplay term I'm afraid)

Hiding trading vessels.


Hiding some system installation or even system presence (for some outposts ?)





Updated 8 years ago.
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8 years ago
Sep 27, 2016, 3:31:08 PM

We could also have:


Making weapon x seem like weapon y (probably mainly used to make stronger weapons look like weaker ones/fewer, since that would be a more natural extension of a teching system: kind of tough to pretend you have weapons tech from an era that's not even unlocked).


Possibly as part of faction vagueness, using a minor faction's ships could let you make a fleet seem like NPCs (probably better as a later inclusion, or related to mercenary mechanics)


Related to fleet size: generating an appearance of fleets with specialized probes and one or two ships, where the entire fleet minus a support vessel or two is made up out of whole cloth.


I also think we could combine concepts, taking the idea of keeping a fleet stealthed in such a way that it has more control over engagement, initiative, etc, with the way the hyperlanes will be treated. In so much as it would make sense for the default to be hyperlane travel is 'loud' and visible (even if not with specific fleet compositions), which could evolve to technology allowing it to be 'quiet', but possibly slower as a result, although I'd be fine with speed being equivalent since it would be a later technology, and have countermeasures.


I'd agree that kinds of sabotage, or even planetary infowar, be something more abstract. I do try to keep the fact that turns are like 1-5 years (damn you galactic scale) in mind, but it's tough sometimes to wrap that into the abstraction that is battles, which take place once a turn. In fact, battles are the most problematic part of the turn structure, simply because a real war waged on that kind of scale, with various FTL technologies, could conceivably be resolved in a year with overwhelming force and many battles constantly pushing inward on a weaker faction.


I'm going to run with one of your other points Uriak. I completely forgot to take targeting solutions and computers into account for why physical projectiles fall off over long range, and had for the last few days been considering claiming that lasers/DEW, be the longest range weapon, but they have the same problem. Missiles on the other hand can have their own targeting computers, and even receive more targeting data from their motherships, conceivably even at FTL speeds with the right technology (which would make a good targeting/aiming superiority technology). I'm going to stick with missiles as the longest range weapons now making concrete sense, even if the ranges for such would be quite extended.

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8 years ago
Sep 28, 2016, 9:56:01 AM

Yeah the reasonning behind missiles working at long range in ES1 was sound. Their efficiency being weakened at close range was not, and entirely gameplay dependant. 


We don't know yet how much info you can obtain on opponent fleets. Like can you see their ship designs in details ? If yes, then there could be deceit indeed. 


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8 years ago
Sep 29, 2016, 7:18:50 PM

That's true. I just assumed most information from ES1 would be in, but it's possible they'd be willing to give players less for a more vibrant deception background.

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