Ship Codes Missions And Scanners
Codes Missions and Scanners: This is where the ships friendly code and special command codes are stored.
If you set the ship ' s friendly code to that of the universal friendly code of an enemy you will be
able to pass through enemy minefields safely.. Ships that are set on auto
intercept will not a ship that has its own race ' s universal friendly code. Command codes are used to activate and send
commands to deep space objects that can understand them. Jump gates are activated
using command codes. Some very unique and rare deep space objects will respond to
special command codes.
The auto intercept enemy ships command switch orders a ship to intercept
the first enemy object that it detects that enters its auto intercept range. The
range can be set from 0 to 100 LY using the above slider bar. The ship will
follow the enemy ship until the either the ship disappears from the ships scanners
or is destroyed. After it has finished the intercept mission it will return to
what it was doing before, such as following a fleet leader ship or traveling a
course of way points.
You have a choice of different types of scanners to use. The more scanners you use the more likely you are of being detected.
The scanners you can turn off and on are your active scanners, which emit an
active subspace scanning beam that other ships can detect. If you turn off all
your scanners you will still be able to detect enemy ships and object using your
passive detectors, which are always on and do not emit any signals that enemies
can detect.
Running lights light up a ship with outside lighting, flashing light
beacons and subspace beacons. It also turns on a subspace transponder that
broadcasts your ships name and ID to everyone in the area. You clearly show up on even
the weakest of enemy scanners. It is very common for large powerful ships to use
the running lights to attract attention and put on a massive show of force,
while a second attack force takes action elsewhere.