{"data":{"id":14926,"title":"Design Notes: Electronic Warfare","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/14926-Design-Notes-Electronic-Warfare","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14926","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14926","channel":"Engineering","category":"Development","series":"Design Post","images":[{"id":2811,"name":"Hud_self_signal_emissions_self.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/infxfms0f12lcr\/source\/Hud_self_signal_emissions_self.png","alt":"Debug Mode: Own Emissions Levels","size":917127,"mime_type":"image\/png","last_modified":"2014-12-19T09:40:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2811","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2811\/similar"},{"id":3949,"name":"F7c-R_hornet-Tracker_flight_visual.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/wwwxcs3sb9bp6r\/source\/F7c-R_hornet-Tracker_flight_visual.jpg","alt":"","size":215471,"mime_type":"image\/jpeg","last_modified":"2014-08-04T13:11:27+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3949","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3949\/similar"},{"id":3950,"name":"03.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qqmzhgb7ra29xr\/source\/03.jpg","alt":"The Vanguard Sentinel is the latest dedicated e-war ship in the arsenal","size":381752,"mime_type":"image\/jpeg","last_modified":"2020-05-14T17:11:35+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3950","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3950\/similar"},{"id":3953,"name":"F7c-R_hornet-Tracker_beauty_visual.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/lq5htn9bp96i3r\/source\/F7c-R_hornet-Tracker_beauty_visual.jpg","alt":"A showroom-fresh Hornet Tracker","size":197618,"mime_type":"image\/jpeg","last_modified":"2014-08-04T13:11:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3953","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3953\/similar"},{"id":3954,"name":"Herald-Pass07render01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rfr68t0xbcr84r\/source\/Herald-Pass07render01.jpg","alt":"The Drake Herald is an information runner, but includes a dedicated e-war suite","size":2384055,"mime_type":"image\/jpeg","last_modified":"2015-07-22T17:50:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3954","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3954\/similar"},{"id":3955,"name":"Herald-Pass06-Render10.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/lyj4z50s3xesur\/source\/Herald-Pass06-Render10.jpg","alt":"Herald internal design","size":1608285,"mime_type":"image\/jpeg","last_modified":"2015-07-22T17:49:37+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3955","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/3955\/similar"}],"images_count":8,"translations":{"en_EN":"On the Hunt\u2026\n\u201cThrusters to zero. Running lights down. Active scanners disabled. My Hornet Tracker hung amidst the asteroid field, looking to all the world like a lifeless derelict or another hunk of rock. In front of me, the lumbering Hull D came into view as I followed it with the only sensor I still had online, my Mark One Eyeball. I grinned as I fingered the switch that would bring the fighter back to life the moment my prey was in range. One good hit with a data spike missile and this could all be over\u2026\u201d\n\nGreetings Citizens,\nWhen Arena Commander 1.0 launched earlier this year, we introduced the technical design behind signatures; emissions such as infrared, heat, electromagnetic, etc. that can be detected by other players\u2019 scanners. As Arena Commander\u2019s gameplay becomes more complex, this game design will increasingly play a major part. Initially, these signatures were important for general targeting: how you identify other ships, how you lock missiles and the like. Now, as we develop out the electronic warfare for ships like the Hornet Tracker and the Vanguard Sentinel, we are expanding the signature system to enable more diverse gameplay. Please note that this is just part one of our electronic warfare design: a future post will deal with hacking and other aspects of the system!\n\nAll About Signatures\nEvery ship outputs a signature. Players can alter their ship\u2019s signature by adjusting its mounted components (Propulsion, External Hardpoints, and Internal Hardpoints) and the activities they are engaged in. The player will never be able to reach a zero emission signature while the ship is powered on, but, by carefully adjusting (and choosing) the components, they can reach increasing levels of stealth. In addition, selecting low emission components (each with its own appropriate tradeoff) and tuning them for maximum stealth, will allow players to play the part of the silent hunter rather than a heavily armored bruiser.\n\nIndeed, captains who spend the money pursuing a ship with the lowest possible signature will do so at the cost of installing the best weaponry or systems in other parts of the ship. A shield generator with a low electromagnetic signature, for instance, might trade overall shield strength in hopes that the ship mounting it won\u2019t be spotted in the first place.\n\nThe types of signatures that ships emit are:\n\nInfrared Signature \u2013 Powered components on a ship generate heat. Most of this heat is collected by the cooling system (depending on efficiency) and ejected from the craft via heat exchangers. This ejected heat, coupled with any uncooled heat from thrusters and other components, can be detected by infrared cameras. Players will be able to use standard heat seeking missiles and other infrared tracking devices to locate and track objects by their heat output.\n\nElectromagnetic Signature \u2013 Anything that is consuming power will generate an EM signature, though, in normal circumstances, the primary contributors will be the ship\u2019s energy weapons, shield generator and power plants. Power management will be critical adjusting a ship\u2019s EM signature. For example, captains may choose to lower their signature with less protective shields or be better shielded but highly visible. EM signature is specifically used by certain missile tracking systems and advanced EMF Detectors.\n\nCross-Section \u2013 A ship\u2019s cross-section can be detected by radar sweeps just like radar systems of the 20th century. This means that the larger the ship and the more obtuse the shape, the more readily it will be detected by standard sensors. But for pilots with larger ships, all is not lost as hull materials can be used to minimize visibility. Certain exterior modifications such as specialized armors can absorb and scatter radar signals, though they may result in a loss of overall armor protection or maneuverability.\n\nUnique Ship Signature \u2013 Your ship\u2019s unique signature is one of a kind identifier, similar to the Vehicle Information Number on a car. A ship\u2019s transponder broadcast these \u2018reg-tags\u2019 to other ships in the area letting them know by default the ship and pilot\u2019s registry information. However, certain unscrupulous players may wish to tamper with their transponder in order to display a false ID for a limited time. Of course, first, they\u2019ll have to find someone with the skills to do this\u2026\n\nLegality\nThe UEE mandates that all ships maintain a minimum signature of each type while in UEE space for public safety purposes. This is similar to the laws that say you have to drive with your headlights on at night so other drivers can see you. Anyone caught purposely masking their signature will invite suspicion from the local law enforcement. Though, if your signature is low enough, spotting you in the first place may not be that easy.\n\nRadar (Object-Detection) and Scanning\nScanning is the tracking or gathering of information based off of the three main signature outputs: Infrared, Electromagnetic, Cross-section. Every ship has a suite of default systems that give it basic operational functionality. Our radar systems uses IR, EM, or radio waves to determine the range, angle, and velocity of objects. Standard operating mode for radar systems is omnidirectional, though players with the right equipment can change the focus of their unit. Changing the focus increases the transmit power, but reduces the area in which targets can be located. It is worth noting that the surrounding environment will also play a role in the quality of the radar and scan readings. For example, solar radiation from the nearby star could wreak havoc on the player\u2019s results.\n\nOur goal is to introduce variance in performance between radar components and require choices from the player as to what type of information they value above others, as well as reduce the time of a scan and\/or the risk of being detected. For example, the player may elect to only scan a single signature type instead of the full spectrum.\n\nPlayers will be able to scan their surroundings either passively or actively.\n\nPassive \u2013 The player is letting information come to them vs actively searching for the information (in essence listening). This emits a much smaller signature.\n\nActive \u2013 The player\u2019s ship is actively looking for information around their ship. This emits a much higher signature.\n\nPassive Scanning\nIn passive scanning, the range and detection type is based off of the radar component that your ship has installed. Any potentially targetable object within your ship\u2019s radar zone will show up as different contact states (listed below). This feature will emit a signature when on, so it will be up to the player to choose if they want this to be running constantly or just during certain times. Multi-crew ships can assign this as a full-time task to a radar officer; allowing them to balance scanning systems with the ship\u2019s signature output.\n\nActive Scanning\nBy switching to active scanning, a player can acquire more specific information on a target such as their type of armor, shields, weapons, etc. or even attempt to reveal undetectable targets. This can be done with the focus set to either omni or fixed direction, with fixed direction requiring more skill to use but potentially producing a more detailed result. Active scanning will also increase a ship\u2019s signature since it requires additional power.\n\nContact States\nUndetectable \u2013 Target is out of radar range or the ship\u2019s signature is below a detectable threshold.\n\nUncertain Contact \u2013 A contact within radar range that may or may not exist. Could be a ghost contact, or a contact on the edge of the signature threshold.\n\nUnscanned Target \u2013 A contact that is above the signature threshold and within radar range, becomes a target. Its positional data is available, but no other data can be determined.\n\nScanned Target \u2013 Once a target is scanned, all of the information that can be attained with the currently installed scanner suite is made available.\n\nOffense-Based Electronic Warfare\nIn addition to passive and active scanning options, ships dedicated to electronic warfare will have an additional toy chest of offensive abilities available.\n\nWeapon Based Offense\nShip-to-ship disruption tactics focuses on creating and exploiting weaknesses in a target\u2019s defenses. The idea here is to give players full control over \u2018targeting\u2019 their electronic attacks, whether that\u2019s through specially designed guns or through more esoteric systems such as:\n\nEMP \u2013 Instant disruption of the enemy. The target\u2019s power pipe is overloaded which forces a restart of their ship\u2019s computer systems. The more severe the hit, the longer the ship will be down before it automatically reboots.\n\nData-Spike missiles \u2013 Almost like an electronic harpoon, a Data-Spike will allow a pilot to establish a direct link into their target\u2019s computer, providing a window to attempt the shutdown of critical systems like propulsion, weapons, shields and cooling. This should prove especially useful for pilots hoping to capture their prey intact through boarding operations. Beyond Data-Spike missiles, there will be additional special equipment to engage in Ship-to-Ship disruption, such as aggressive avionics modules and hacking arrays.\n\nDistortion \u2013 Disrupts a target\u2019s power flow to all components. A hit will temporarily reduce a power plant\u2019s maximum output. Although power plants will eventually flush the distortion, repeated hits in a short time can completely overload the system and halt power flow to components.\n\nSignal-Intercept \u2013 The most passive form of electronic warfare, Signal-Intercept covers the basics of interfering with a target\u2019s communications or scanner systems. This includes tracking target signatures, intercepting\/rerouting\/scrambling outbound communications or causing direct interference to radar and scanner systems.\n\nSpecial Equipment \u2013 Special equipment includes ship-mounted antenna systems and custom avionics modules to aid with storage, decryption and encryption of transmissions in a local space.\n\nDefense-Based Electronic Warfare\nTo stay safe from incoming hacking and electronic warfare attacks, pilots will need to outfit their ships and flight-suits with appropriate countermeasures. Electronic defenses require less specialized equipment than their offensive counterparts, and while this does favor defenders to an extent, they can still be met with multiple attacks and overwhelmed.\n\nWeapon-Based Defenses\nEM Flare \u2013 In general combat, EM flares are another tool at a pilot\u2019s disposal to help shake off EM-tracking missiles. Beyond this though, they can also be used to help mask the launch of a data-module from an Info-Runner ship like the Herald. They\u2019ll replace standard IR flares when loaded onto a ship while ships with multiple flare launchers would have the option to mix types.\n\nHeat Chaff \u2013 Serving as the counterpart to the EM flare, heat chaffs will launch to create a temporarily heated up field when launched. While it won\u2019t emit the same IR-signature as a IR flare, the real benefit would be found in the large area coverage, making them extremely useful against IR-tracking cluster munitions like the Rattler. They would replace standard chaff when installed, while ships with multiple launchers could utilize multiple types.\n\nData Chaff \u2013 Since every ship is not equipped with a full e-war suite, pilots can use data chaff to guard against attacks to their communications and scanners. When launched, the data chaff will make it much harder for the attacker to establish or maintain their lock against the defender\u2019s systems. Like other countermeasure types, these would replace standard chaffs, but can be mixed together on ships with multiple chaff launchers.\n\nDecoy Missile \u2013 A missile that, when fired, broadcasts appropriate signatures to assume the identity of a particular ship. However, the cross-section cannot be spoofed. By default, these missiles will inherit the signature of the ship firing them, but advanced operators can configure them to mimic a wide array of targets.\n\nScan Shielding\nScan shielding can come in various forms:\n\nHull modifications (additional or alternate armor sets).\n\nShields (i.e. standard craft shields with a secondary scan shielding aspect).\n\nScan Shield component (a device specifically for shielding an area of a craft against scanning).\n\nInternal modification (module) installed within a room aboard a multi-crew ship (or larger craft type), usually around a space containing a sub-component or cargo.\n\nLooking Forward\nWhen we began the process of building Arena Commander, the goal was to create the most fundamental parts that the rest of the game would be based around. That meant spending a lot of time building the physics system, multiplayer connectivity and all the basics that would let the first wave of players start dogfighting. With the foundation nearing completion, we\u2019re now free to start building much more elaborate systems on top of that previous work, including the robust electronic warfare and detection system outlined above. With the Hornet Tracker already seeing combat and the Vanguard and Herald coming in the not-too-distant future, it only makes sense that this be one of the next major systems we implement. In time, you\u2019ll see plenty of other systems come online including components, cross-system travel, hacking and overclocking that will bring Arena Commander closer to the final gameplay experience we intend for Star Citizen.","de_DE":"Auf der Jagd......\n\"Triebwerke auf Null. Lauflicht aus. Aktive Scanner deaktiviert. Mein Hornet Tracker hing mitten im Asteroidenfeld und sah die ganze Welt an wie ein lebloser Wrack oder ein anderes St\u00fcck Fels. Vor mir kam der schwerf\u00e4llige Rumpf D in Sicht, als ich ihm mit dem einzigen Sensor folgte, den ich noch online hatte, meinem Mark One Eyeball. Ich grinste, als ich den Schalter bet\u00e4tigte, der den K\u00e4mpfer wieder zum Leben erwecken sollte, sobald sich meine Beute in Reichweite befand. Ein guter Treffer mit einer Datenspitzenrakete und das k\u00f6nnte alles vorbei sein....\"\n\nGr\u00fc\u00dfe B\u00fcrger,\nAls Arena Commander 1.0 Anfang des Jahres auf den Markt kam, haben wir das technische Design hinter den Signaturen eingef\u00fchrt; Emissionen wie Infrarot, W\u00e4rme, elektromagnetisch usw., die von den Scannern anderer Spieler erkannt werden k\u00f6nnen. Da das Gameplay von Arena Commander immer komplexer wird, wird dieses Spieldesign zunehmend eine wichtige Rolle spielen. Urspr\u00fcnglich waren diese Signaturen wichtig f\u00fcr die allgemeine Zielerfassung: wie man andere Schiffe identifiziert, wie man Raketen und dergleichen sperrt. Jetzt, da wir die elektronische Kriegsf\u00fchrung f\u00fcr Schiffe wie die Hornet Tracker und den Vanguard Sentinel entwickeln, erweitern wir das Signatursystem, um ein vielf\u00e4ltigeres Gameplay zu erm\u00f6glichen. Bitte beachten Sie, dass dies nur ein Teil unseres elektronischen Kampfkunstdesigns ist: Ein zuk\u00fcnftiger Beitrag wird sich mit Hacking und anderen Aspekten des Systems befassen!\n\nAlles \u00fcber Signaturen\nJedes Schiff gibt eine Signatur aus. Spieler k\u00f6nnen die Signatur ihres Schiffes \u00e4ndern, indem sie die montierten Komponenten (Antrieb, externe Festpunkte und interne Festpunkte) und die Aktivit\u00e4ten, an denen sie teilnehmen, anpassen. Der Spieler wird nie in der Lage sein, eine Null-Emissionssignatur zu erreichen, w\u00e4hrend das Schiff eingeschaltet ist, aber durch sorgf\u00e4ltiges Einstellen (und Ausw\u00e4hlen) der Komponenten k\u00f6nnen sie ein zunehmendes Ma\u00df an Tarnung erreichen. Dar\u00fcber hinaus erm\u00f6glicht die Auswahl emissionsarmer Komponenten (jede mit ihrem eigenen geeigneten Kompromiss) und deren Abstimmung auf maximale Tarnung, dass die Spieler die Rolle des stillen J\u00e4gers und nicht eines schwer gepanzerten Schl\u00e4gers spielen k\u00f6nnen.\n\nTats\u00e4chlich werden Kapit\u00e4ne, die das Geld f\u00fcr die Verfolgung eines Schiffes mit der geringstm\u00f6glichen Unterschrift ausgeben, dies auf Kosten der Installation der besten Waffen oder Systeme in anderen Teilen des Schiffes tun. Ein Schildgenerator mit einer niedrigen elektromagnetischen Signatur k\u00f6nnte beispielsweise die gesamte Schildst\u00e4rke tauschen, in der Hoffnung, dass das Schiff, das ihn montiert, gar nicht erst entdeckt wird.\n\nDie Arten von Signaturen, die Schiffe abgeben, sind:\n\nInfrarot-Signatur - Angetriebene Komponenten auf einem Schiff erzeugen W\u00e4rme. Der gr\u00f6\u00dfte Teil dieser W\u00e4rme wird vom K\u00fchlsystem gesammelt (je nach Wirkungsgrad) und \u00fcber W\u00e4rmetauscher aus dem Fahrzeug abgef\u00fchrt. Diese abgegebene W\u00e4rme, gekoppelt mit der ungek\u00fchlten W\u00e4rme von Triebwerken und anderen Komponenten, kann von Infrarotkameras erfasst werden. Die Spieler werden in der Lage sein, Standard-W\u00e4rmesuchraketen und andere Infrarot-Tracking-Ger\u00e4te zu verwenden, um Objekte anhand ihrer W\u00e4rmeleistung zu lokalisieren und zu verfolgen.\n\nElektromagnetische Signatur - Alles, was Strom verbraucht, erzeugt eine EM-Signatur, obwohl unter normalen Umst\u00e4nden die Hauptbeitragenden die Energiewaffen des Schiffes, der Schildgenerator und die Kraftwerke sind. Das Energiemanagement wird entscheidend sein, um die EM-Signatur eines Schiffes anzupassen. Beispielsweise k\u00f6nnen Kapit\u00e4ne w\u00e4hlen, ob sie ihre Unterschrift mit weniger Schutzschilden senken oder besser abgeschirmt, aber gut sichtbar sein wollen. Die EM-Signatur wird speziell von bestimmten Raketenortungssystemen und fortschrittlichen EMF-Detektoren verwendet.\n\nQuerschnitt - Ein Schiffsquerschnitt kann wie bei Radarsystemen des 20. Jahrhunderts durch Radarsweeps erfasst werden. Das bedeutet, je gr\u00f6\u00dfer das Schiff und je stumpfer die Form ist, desto leichter wird es von Standardsensoren erkannt. Aber f\u00fcr Piloten mit gr\u00f6\u00dferen Schiffen geht nicht alles verloren, da Rumpfmaterialien verwendet werden k\u00f6nnen, um die Sicht zu minimieren. Bestimmte \u00e4u\u00dfere Modifikationen wie spezielle R\u00fcstungen k\u00f6nnen Radarsignale absorbieren und streuen, k\u00f6nnen aber zu einem Verlust des allgemeinen Panzerschutzes oder der Man\u00f6vrierf\u00e4higkeit f\u00fchren.\n\nEinzigartige Schiffssignatur - Die einzigartige Signatur Ihres Schiffes ist eine Art Identifikator, \u00e4hnlich der Fahrzeuginformationsnummer eines Autos. Ein Schiffstransponder sendet diese \"reg-tags\" an andere Schiffe in der Gegend und teilt ihnen standardm\u00e4\u00dfig die Schiffs- und Lotsenregisterinformationen mit. Bestimmte skrupellose Spieler k\u00f6nnen jedoch ihren Transponder manipulieren, um f\u00fcr eine begrenzte Zeit eine falsche ID anzuzeigen. Nat\u00fcrlich m\u00fcssen sie zuerst jemanden finden, der die F\u00e4higkeiten hat, dies zu tun.....\n\nRechtm\u00e4\u00dfigkeit\nDie UEE schreibt vor, dass alle Schiffe eine Mindestsignatur jedes Typs beibehalten m\u00fcssen, wenn sie sich im UEE-Raum f\u00fcr Zwecke der \u00f6ffentlichen Sicherheit befinden. Dies ist \u00e4hnlich wie die Gesetze, die besagen, dass Sie nachts mit eingeschalteten Scheinwerfern fahren m\u00fcssen, damit andere Fahrer Sie sehen k\u00f6nnen. Jeder, der absichtlich dabei erwischt wird, seine Unterschrift zu maskieren, wird den Verdacht der lokalen Strafverfolgungsbeh\u00f6rden wecken. Obwohl, wenn Ihre Signatur niedrig genug ist, ist es vielleicht nicht so einfach, Sie \u00fcberhaupt zu erkennen.\n\nRadar (Objekterkennung) und Scannen\nScannen ist das Verfolgen oder Sammeln von Informationen, die auf den drei wichtigsten Signaturausg\u00e4ngen basieren: Infrarot, elektromagnetisch, Querschnitt. Jedes Schiff verf\u00fcgt \u00fcber eine Reihe von Standardsystemen, die ihm eine grundlegende betriebliche Funktionalit\u00e4t verleihen. Unsere Radarsysteme verwenden IR-, EM- oder Funkwellen, um Reichweite, Winkel und Geschwindigkeit von Objekten zu bestimmen. Die Standardbetriebsart f\u00fcr Radarsysteme ist omnidirektional, obwohl Spieler mit der richtigen Ausr\u00fcstung den Fokus ihrer Einheit \u00e4ndern k\u00f6nnen. Eine \u00c4nderung des Fokus erh\u00f6ht die Sendeleistung, reduziert aber den Bereich, in dem sich Ziele befinden k\u00f6nnen. Es ist anzumerken, dass die Umgebung auch eine Rolle bei der Qualit\u00e4t der Radar- und Scanmessungen spielen wird. So k\u00f6nnte beispielsweise die Sonneneinstrahlung des nahen Sterns verheerende Auswirkungen auf die Ergebnisse des Spielers haben.\n\nUnser Ziel ist es, Leistungsunterschiede zwischen den Radarkomponenten einzuf\u00fchren und vom Spieler die Wahl zu verlangen, welche Art von Informationen er \u00fcber andere sch\u00e4tzt, sowie die Zeit eines Scans und\/oder das Risiko, entdeckt zu werden, zu reduzieren. So kann der Player beispielsweise w\u00e4hlen, ob er nur einen einzigen Signaturtyp anstelle des gesamten Spektrums scannen m\u00f6chte.\n\nDie Spieler k\u00f6nnen ihre Umgebung entweder passiv oder aktiv scannen.\n\nPassiv - Der Spieler l\u00e4sst Informationen zu sich kommen, w\u00e4hrend er aktiv nach den Informationen sucht (im Wesentlichen Zuh\u00f6ren). Diese sendet eine viel kleinere Signatur aus.\n\nAktiv - Das Schiff des Spielers sucht aktiv nach Informationen rund um sein Schiff. Dies erzeugt eine viel h\u00f6here Signatur.\n\nPassive Abtastung\nBei der passiven Abtastung basieren Reichweite und Erkennungsart auf der Radarkomponente, die Ihr Schiff installiert hat. Jedes potenziell zielf\u00e4hige Objekt innerhalb der Radarzone Ihres Schiffes wird als unterschiedlicher Kontaktzustand angezeigt (siehe unten). Diese Funktion sendet eine Signatur, wenn sie eingeschaltet ist, so dass es dem Spieler \u00fcberlassen bleibt, ob er m\u00f6chte, dass diese konstant oder nur zu bestimmten Zeiten l\u00e4uft. Mehrbesatzungsschiffe k\u00f6nnen dies als Vollzeitaufgabe einem Radaroffizier zuweisen, so dass sie Scansysteme mit der Signaturausgabe des Schiffes abgleichen k\u00f6nnen.\n\nAktives Scannen\nDurch den Wechsel zum aktiven Scannen kann ein Spieler spezifischere Informationen \u00fcber ein Ziel erhalten, wie z.B. seine Art von R\u00fcstung, Schilden, Waffen usw. oder sogar versuchen, nicht erkennbare Ziele aufzudecken. Dies kann mit dem Fokus auf Omni oder feste Richtung erfolgen, wobei die feste Richtung mehr Geschick erfordert, aber m\u00f6glicherweise zu einem detaillierteren Ergebnis f\u00fchrt. Das aktive Scannen erh\u00f6ht auch die Signatur eines Schiffes, da es zus\u00e4tzliche Energie ben\u00f6tigt.\n\nKontaktstaaten\nUnerkennlich - Das Ziel befindet sich au\u00dferhalb der Radarreichweite oder die Schiffssignatur liegt unterhalb eines erkennbaren Schwellenwerts. Unsicherer Kontakt - Ein Kontakt innerhalb des Radarbereichs, der m\u00f6glicherweise vorhanden ist oder nicht. Dies kann ein Geisterkontakt oder ein Kontakt am Rand der Signaturschwelle sein. Nicht gescanntes Ziel - Ein Kontakt, der \u00fcber der Signaturschwelle und innerhalb der Radarreichweite liegt, wird zum Ziel. Seine Positionsdaten sind verf\u00fcgbar, aber es k\u00f6nnen keine weiteren Daten ermittelt werden. Gescanntes Ziel - Sobald ein Ziel gescannt wurde, werden alle Informationen, die mit der aktuell installierten Scanner-Suite erreicht werden k\u00f6nnen, bereitgestellt. Offensivbasierte elektronische Kriegsf\u00fchrung\nZus\u00e4tzlich zu den passiven und aktiven Scan-Optionen werden Schiffe, die sich der elektronischen Kriegsf\u00fchrung widmen, \u00fcber eine zus\u00e4tzliche Spielzeugkiste mit offensiven F\u00e4higkeiten verf\u00fcgen.\n\nWaffenbasierte Offensive\nDie Taktik der Unterbrechung von Schiff zu Schiff konzentriert sich auf die Schaffung und Ausnutzung von Schw\u00e4chen in der Verteidigung eines Ziels. Die Idee hier ist, den Spielern die volle Kontrolle \u00fcber das \"Zielen\" ihrer elektronischen Angriffe zu geben, sei es durch speziell entwickelte Waffen oder durch esoterischere Systeme wie:\n\nEMP - Sofortige St\u00f6rung des Feindes. Die Stromleitung des Ziels ist \u00fcberlastet, was einen Neustart der Computersysteme des Schiffes erzwingt. Je schwerer der Treffer, desto l\u00e4nger bleibt das Schiff stehen, bevor es automatisch neu startet. Data-Spike-Raketen - Fast wie eine elektronische Harpune erm\u00f6glicht eine Data-Spike einem Piloten, eine direkte Verbindung zum Computer seines Ziels herzustellen, was ein Fenster bietet, um das Abschalten kritischer Systeme wie Antrieb, Waffen, Schilde und K\u00fchlung zu versuchen. Dies sollte sich besonders f\u00fcr Piloten als n\u00fctzlich erweisen, die hoffen, ihre Beute durch das Boarding intakt zu fangen. Neben den Data-Spike-Raketen wird es zus\u00e4tzliche Spezialausr\u00fcstung f\u00fcr die St\u00f6rung von Schiff zu Schiff geben, wie beispielsweise aggressive Avionikmodule und Hacker-Arrays. Verzerrung - Unterbricht den Energiefluss eines Ziels zu allen Komponenten. Ein Treffer reduziert vor\u00fcbergehend die maximale Leistung eines Kraftwerks. Obwohl Kraftwerke die Verzerrung letztendlich ausgleichen werden, k\u00f6nnen wiederholte Schl\u00e4ge in kurzer Zeit das System v\u00f6llig \u00fcberlasten und den Stromfluss zu den Komponenten stoppen. Signal-Intercept - Die passivste Form der elektronischen Kriegsf\u00fchrung, Signal-Intercept, deckt die Grundlagen der St\u00f6rung der Kommunikations- oder Scannersysteme eines Ziels ab. Dazu geh\u00f6ren die Verfolgung von Zielsignaturen, das Abfangen\/Umleiten\/Verschl\u00fcsseln ausgehender Kommunikationen oder das Verursachen direkter St\u00f6rungen von Radar- und Scannersystemen. Spezielle Ausr\u00fcstung - Die spezielle Ausr\u00fcstung umfasst schiffsmontierte Antennensysteme und kundenspezifische Avionikmodule, die bei der Speicherung, Entschl\u00fcsselung und Verschl\u00fcsselung von \u00dcbertragungen in einem lokalen Raum helfen. Verteidigungsbasierte elektronische Kriegsf\u00fchrung\nUm vor eingehenden Hackerangriffen und elektronischen Kriegsangriffen gesch\u00fctzt zu sein, m\u00fcssen die Piloten ihre Schiffe und Flugger\u00e4te mit geeigneten Gegenma\u00dfnahmen ausstatten. Elektronische Verteidigungsanlagen erfordern weniger spezialisierte Ausr\u00fcstung als ihre offensiven Gegenst\u00fccke, und w\u00e4hrend dies die Verteidiger in gewissem Ma\u00dfe beg\u00fcnstigt, k\u00f6nnen sie dennoch mit mehreren Angriffen konfrontiert und \u00fcberw\u00e4ltigt werden.\n\nWaffenbasierte Verteidigung\nEM Flare - Im allgemeinen Kampf sind EM-Flares ein weiteres Werkzeug, das dem Piloten zur Verf\u00fcgung steht, um EM-Tracking-Raketen abzusch\u00fctteln. Dar\u00fcber hinaus k\u00f6nnen sie aber auch dazu verwendet werden, den Start eines Datenmoduls von einem Info-Runner-Schiff wie dem Herald zu verbergen. Sie ersetzen Standard IR-Flares, wenn sie auf ein Schiff geladen werden, w\u00e4hrend Schiffe mit mehreren Flares-Launcher die Option haben, Typen zu mischen. Heat Chaff - Als Gegenst\u00fcck zur EM-Fackel starten die Heat Chaffs, um beim Start ein vor\u00fcbergehend erw\u00e4rmtes Feld zu erzeugen. Obwohl sie nicht die gleiche IR-Signatur wie eine IR-Fackel abgibt, liegt der eigentliche Vorteil in der gro\u00dffl\u00e4chigen Abdeckung, was sie \u00e4u\u00dferst n\u00fctzlich gegen IR-Tracking-Streumunition wie die Rattler macht. Sie w\u00fcrden die herk\u00f6mmliche Spreu ersetzen, wenn sie installiert w\u00fcrden, w\u00e4hrend Schiffe mit mehreren Tr\u00e4gerraketen mehrere Typen verwenden k\u00f6nnten. Data Chaff - Da jedes Schiff nicht mit einer vollst\u00e4ndigen E-War-Suite ausgestattet ist, k\u00f6nnen Piloten mit Data Chaff vor Angriffen auf ihre Kommunikation und Scanner sch\u00fctzen. Nach dem Start macht es die Datensprechung f\u00fcr den Angreifer viel schwieriger, seine Sperre gegen die Systeme des Verteidigers herzustellen oder aufrechtzuerhalten. Wie andere Gegenma\u00dfnahmen w\u00fcrden diese die herk\u00f6mmlichen H\u00e4cksler ersetzen, k\u00f6nnen aber auf Schiffen mit mehreren H\u00e4ckslerwerfern miteinander vermischt werden. Lockflugk\u00f6rper - Eine Rakete, die, wenn sie abgefeuert wird, geeignete Signaturen sendet, um die Identit\u00e4t eines bestimmten Schiffes anzunehmen. Der Querschnitt kann jedoch nicht verf\u00e4lscht werden. Standardm\u00e4\u00dfig erben diese Raketen die Signatur des Schiffes, das sie abfeuert, aber fortgeschrittene Bediener k\u00f6nnen sie so konfigurieren, dass sie eine Vielzahl von Zielen nachahmen. Scanschirmung\nDie Scan-Abschirmung kann in verschiedenen Formen angeboten werden:\n\nRumpfmodifikationen (zus\u00e4tzliche oder alternative R\u00fcstungss\u00e4tze). Schilde (d.h. handels\u00fcbliche Schilde mit einem sekund\u00e4ren Scan-Schildaspekt). Scan Shield Komponente (eine Vorrichtung, die speziell dazu bestimmt ist, einen Bereich eines Schiffes vor dem Scannen zu sch\u00fctzen). Interne Modifikation (Modul), die in einem Raum an Bord eines Mehrbesatzungsschiffes (oder eines gr\u00f6\u00dferen Schiffstyps) installiert ist, normalerweise um einen Raum herum, der eine Unterkomponente oder Ladung enth\u00e4lt. Vorausschauend\nAls wir mit dem Prozess des Aufbaus von Arena Commander begannen, war das Ziel, die grundlegendsten Teile zu schaffen, auf denen der Rest des Spiels basieren w\u00fcrde. Das bedeutete, viel Zeit mit dem Aufbau des Physiksystems, der Multiplayer-Konnektivit\u00e4t und allen Grundlagen zu verbringen, die die erste Welle von Spielern in den Luftkampf schicken w\u00fcrden. Nachdem das Fundament kurz vor der Fertigstellung steht, k\u00f6nnen wir nun mit dem Bau wesentlich aufw\u00e4ndigerer Systeme beginnen, die \u00fcber diese fr\u00fcheren Arbeiten hinausgehen, einschlie\u00dflich des oben beschriebenen robusten elektronischen Kriegsf\u00fchrungs- und Detektionssystems. Da der Hornet Tracker bereits im Einsatz ist und die Vanguard und Herald in nicht allzu ferner Zukunft kommen, ist es nur sinnvoll, dass dies eines der n\u00e4chsten gro\u00dfen Systeme ist, die wir implementieren. Mit der Zeit werden Sie sehen, dass viele andere Systeme online gehen, darunter Komponenten, system\u00fcbergreifende Reisen, Hacking und Overclocking, die Arena Commander dem letzten Gameplay-Erlebnis, das wir f\u00fcr Star Citizen planen, n\u00e4her bringen werden.","zh_CN":"On the Hunt\u2026\n\u201cThrusters to zero. Running lights down. Active scanners disabled. My Hornet Tracker hung amidst the asteroid field, looking to all the world like a lifeless derelict or another hunk of rock. In front of me, the lumbering Hull D came into view as I followed it with the only sensor I still had online, my Mark One Eyeball. I grinned as I fingered the switch that would bring the fighter back to life the moment my prey was in range. One good hit with a data spike missile and this could all be over\u2026\u201d\n\nGreetings Citizens,\nWhen Arena Commander 1.0 launched earlier this year, we introduced the technical design behind signatures; emissions such as infrared, heat, electromagnetic, etc. that can be detected by other players\u2019 scanners. As Arena Commander\u2019s gameplay becomes more complex, this game design will increasingly play a major part. Initially, these signatures were important for general targeting: how you identify other ships, how you lock missiles and the like. Now, as we develop out the electronic warfare for ships like the Hornet Tracker and the Vanguard Sentinel, we are expanding the signature system to enable more diverse gameplay. Please note that this is just part one of our electronic warfare design: a future post will deal with hacking and other aspects of the system!\n\nAll About Signatures\nEvery ship outputs a signature. Players can alter their ship\u2019s signature by adjusting its mounted components (Propulsion, External Hardpoints, and Internal Hardpoints) and the activities they are engaged in. The player will never be able to reach a zero emission signature while the ship is powered on, but, by carefully adjusting (and choosing) the components, they can reach increasing levels of stealth. In addition, selecting low emission components (each with its own appropriate tradeoff) and tuning them for maximum stealth, will allow players to play the part of the silent hunter rather than a heavily armored bruiser.\n\nIndeed, captains who spend the money pursuing a ship with the lowest possible signature will do so at the cost of installing the best weaponry or systems in other parts of the ship. A shield generator with a low electromagnetic signature, for instance, might trade overall shield strength in hopes that the ship mounting it won\u2019t be spotted in the first place.\n\nThe types of signatures that ships emit are:\n\nInfrared Signature \u2013 Powered components on a ship generate heat. Most of this heat is collected by the cooling system (depending on efficiency) and ejected from the craft via heat exchangers. This ejected heat, coupled with any uncooled heat from thrusters and other components, can be detected by infrared cameras. Players will be able to use standard heat seeking missiles and other infrared tracking devices to locate and track objects by their heat output.\n\nElectromagnetic Signature \u2013 Anything that is consuming power will generate an EM signature, though, in normal circumstances, the primary contributors will be the ship\u2019s energy weapons, shield generator and power plants. Power management will be critical adjusting a ship\u2019s EM signature. For example, captains may choose to lower their signature with less protective shields or be better shielded but highly visible. EM signature is specifically used by certain missile tracking systems and advanced EMF Detectors.\n\nCross-Section \u2013 A ship\u2019s cross-section can be detected by radar sweeps just like radar systems of the 20th century. This means that the larger the ship and the more obtuse the shape, the more readily it will be detected by standard sensors. But for pilots with larger ships, all is not lost as hull materials can be used to minimize visibility. Certain exterior modifications such as specialized armors can absorb and scatter radar signals, though they may result in a loss of overall armor protection or maneuverability.\n\nUnique Ship Signature \u2013 Your ship\u2019s unique signature is one of a kind identifier, similar to the Vehicle Information Number on a car. A ship\u2019s transponder broadcast these \u2018reg-tags\u2019 to other ships in the area letting them know by default the ship and pilot\u2019s registry information. However, certain unscrupulous players may wish to tamper with their transponder in order to display a false ID for a limited time. Of course, first, they\u2019ll have to find someone with the skills to do this\u2026\n\nLegality\nThe UEE mandates that all ships maintain a minimum signature of each type while in UEE space for public safety purposes. This is similar to the laws that say you have to drive with your headlights on at night so other drivers can see you. Anyone caught purposely masking their signature will invite suspicion from the local law enforcement. Though, if your signature is low enough, spotting you in the first place may not be that easy.\n\nRadar (Object-Detection) and Scanning\nScanning is the tracking or gathering of information based off of the three main signature outputs: Infrared, Electromagnetic, Cross-section. Every ship has a suite of default systems that give it basic operational functionality. Our radar systems uses IR, EM, or radio waves to determine the range, angle, and velocity of objects. Standard operating mode for radar systems is omnidirectional, though players with the right equipment can change the focus of their unit. Changing the focus increases the transmit power, but reduces the area in which targets can be located. It is worth noting that the surrounding environment will also play a role in the quality of the radar and scan readings. For example, solar radiation from the nearby star could wreak havoc on the player\u2019s results.\n\nOur goal is to introduce variance in performance between radar components and require choices from the player as to what type of information they value above others, as well as reduce the time of a scan and\/or the risk of being detected. For example, the player may elect to only scan a single signature type instead of the full spectrum.\n\nPlayers will be able to scan their surroundings either passively or actively.\n\nPassive \u2013 The player is letting information come to them vs actively searching for the information (in essence listening). This emits a much smaller signature.\n\nActive \u2013 The player\u2019s ship is actively looking for information around their ship. This emits a much higher signature.\n\nPassive Scanning\nIn passive scanning, the range and detection type is based off of the radar component that your ship has installed. Any potentially targetable object within your ship\u2019s radar zone will show up as different contact states (listed below). This feature will emit a signature when on, so it will be up to the player to choose if they want this to be running constantly or just during certain times. Multi-crew ships can assign this as a full-time task to a radar officer; allowing them to balance scanning systems with the ship\u2019s signature output.\n\nActive Scanning\nBy switching to active scanning, a player can acquire more specific information on a target such as their type of armor, shields, weapons, etc. or even attempt to reveal undetectable targets. This can be done with the focus set to either omni or fixed direction, with fixed direction requiring more skill to use but potentially producing a more detailed result. Active scanning will also increase a ship\u2019s signature since it requires additional power.\n\nContact States\nUndetectable \u2013 Target is out of radar range or the ship\u2019s signature is below a detectable threshold.\n\nUncertain Contact \u2013 A contact within radar range that may or may not exist. Could be a ghost contact, or a contact on the edge of the signature threshold.\n\nUnscanned Target \u2013 A contact that is above the signature threshold and within radar range, becomes a target. Its positional data is available, but no other data can be determined.\n\nScanned Target \u2013 Once a target is scanned, all of the information that can be attained with the currently installed scanner suite is made available.\n\nOffense-Based Electronic Warfare\nIn addition to passive and active scanning options, ships dedicated to electronic warfare will have an additional toy chest of offensive abilities available.\n\nWeapon Based Offense\nShip-to-ship disruption tactics focuses on creating and exploiting weaknesses in a target\u2019s defenses. The idea here is to give players full control over \u2018targeting\u2019 their electronic attacks, whether that\u2019s through specially designed guns or through more esoteric systems such as:\n\nEMP \u2013 Instant disruption of the enemy. The target\u2019s power pipe is overloaded which forces a restart of their ship\u2019s computer systems. The more severe the hit, the longer the ship will be down before it automatically reboots.\n\nData-Spike missiles \u2013 Almost like an electronic harpoon, a Data-Spike will allow a pilot to establish a direct link into their target\u2019s computer, providing a window to attempt the shutdown of critical systems like propulsion, weapons, shields and cooling. This should prove especially useful for pilots hoping to capture their prey intact through boarding operations. Beyond Data-Spike missiles, there will be additional special equipment to engage in Ship-to-Ship disruption, such as aggressive avionics modules and hacking arrays.\n\nDistortion \u2013 Disrupts a target\u2019s power flow to all components. A hit will temporarily reduce a power plant\u2019s maximum output. Although power plants will eventually flush the distortion, repeated hits in a short time can completely overload the system and halt power flow to components.\n\nSignal-Intercept \u2013 The most passive form of electronic warfare, Signal-Intercept covers the basics of interfering with a target\u2019s communications or scanner systems. This includes tracking target signatures, intercepting\/rerouting\/scrambling outbound communications or causing direct interference to radar and scanner systems.\n\nSpecial Equipment \u2013 Special equipment includes ship-mounted antenna systems and custom avionics modules to aid with storage, decryption and encryption of transmissions in a local space.\n\nDefense-Based Electronic Warfare\nTo stay safe from incoming hacking and electronic warfare attacks, pilots will need to outfit their ships and flight-suits with appropriate countermeasures. Electronic defenses require less specialized equipment than their offensive counterparts, and while this does favor defenders to an extent, they can still be met with multiple attacks and overwhelmed.\n\nWeapon-Based Defenses\nEM Flare \u2013 In general combat, EM flares are another tool at a pilot\u2019s disposal to help shake off EM-tracking missiles. Beyond this though, they can also be used to help mask the launch of a data-module from an Info-Runner ship like the Herald. They\u2019ll replace standard IR flares when loaded onto a ship while ships with multiple flare launchers would have the option to mix types.\n\nHeat Chaff \u2013 Serving as the counterpart to the EM flare, heat chaffs will launch to create a temporarily heated up field when launched. While it won\u2019t emit the same IR-signature as a IR flare, the real benefit would be found in the large area coverage, making them extremely useful against IR-tracking cluster munitions like the Rattler. They would replace standard chaff when installed, while ships with multiple launchers could utilize multiple types.\n\nData Chaff \u2013 Since every ship is not equipped with a full e-war suite, pilots can use data chaff to guard against attacks to their communications and scanners. When launched, the data chaff will make it much harder for the attacker to establish or maintain their lock against the defender\u2019s systems. Like other countermeasure types, these would replace standard chaffs, but can be mixed together on ships with multiple chaff launchers.\n\nDecoy Missile \u2013 A missile that, when fired, broadcasts appropriate signatures to assume the identity of a particular ship. However, the cross-section cannot be spoofed. By default, these missiles will inherit the signature of the ship firing them, but advanced operators can configure them to mimic a wide array of targets.\n\nScan Shielding\nScan shielding can come in various forms:\n\nHull modifications (additional or alternate armor sets).\n\nShields (i.e. standard craft shields with a secondary scan shielding aspect).\n\nScan Shield component (a device specifically for shielding an area of a craft against scanning).\n\nInternal modification (module) installed within a room aboard a multi-crew ship (or larger craft type), usually around a space containing a sub-component or cargo.\n\nLooking Forward\nWhen we began the process of building Arena Commander, the goal was to create the most fundamental parts that the rest of the game would be based around. That meant spending a lot of time building the physics system, multiplayer connectivity and all the basics that would let the first wave of players start dogfighting. With the foundation nearing completion, we\u2019re now free to start building much more elaborate systems on top of that previous work, including the robust electronic warfare and detection system outlined above. With the Hornet Tracker already seeing combat and the Vanguard and Herald coming in the not-too-distant future, it only makes sense that this be one of the next major systems we implement. In time, you\u2019ll see plenty of other systems come online including components, cross-system travel, hacking and overclocking that will bring Arena Commander closer to the final gameplay experience we intend for Star Citizen."},"links_count":0,"comment_count":255,"created_at":"2015-08-29T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-09 05:41:09","valid_relations":["images","links"],"prev_id":14925,"next_id":14927}}