SCANSHIP

Keywords: SCANSHIP, SCANS

Category: Space

=== USER MANUAL === Usage: scanship scanship <ship> Description: Pull a full specification sheet on a ship. From the cockpit, scanship with no argument scans your own hull. Name a ship in the same starsystem to intel its class, stats, weapons, special modules, and current crew. Scanship also works from outside a ship -- standing in a docking pad, you can name a parked ship to pull its sheet without boarding. If the name does not match a ship, the engine transparently falls through to scanplanet, so you can use scanship <target> as a general-purpose scanner. Readout: Class .............. Model / class (e.g. Scout, Carrier, Space Station, Land Vehicle model name). Name ............... Ship's display name. Ship Owner ......... Owner string. <NONE> if unowned. Ship Pilot ......... Primary pilot (may be a staff-assigned character). Ship Copilot ....... Listed copilot, if any. Max Hull ........... Effective max hull (base + module bonus). Armor Plate ........ Flat armor rating. Max Shields ........ Effective max shield. Max Energy ......... Effective max energy capacity. Max Speed .......... Sublight cap. Manuever ........... Turning rating (tick count for turns). Hyperspeed .......... Hyperdrive speed (0 = no hyperdrive). Primary / Weap ..... Primary weapon short name + damage (only shown if a weapon is installed). Missiles ........... Secondary damage (only shown if > 0). Special Module ..... One line per installed capability module (see below). Special-Module Lines: Any of these appear when the corresponding capability is installed on the target: Cloaking Device ..... shipcloak (with (activated) tag when currently cloaked). Regenerative Hull ... Auto-repairs hull over time. Disruption Web ...... Can fire disruptionweb. Advanced Sensor Array` Can see through cloaks (radar reveal). Irradiation Projector` Area-effect weapon. Cloaking Field ...... Mass-cloak projector that hides friendlies around you. Exotic Power ........ Boosts energy capacity and recharge. Crew Manifest: The bottom of the sheet lists every visible character (player or NPC) currently inside the target ship, 4 names per row. Invisible characters are filtered out. This is intelligence: you can tell if a ship is crewed before engaging or boarding. Forms: scanship ............ In cockpit, scans your own ship. scanship <name> ..... In cockpit, scans a visible ship in the system; falls through to scanplanet if not a ship. scanship <name> ..... Outside a ship, scans a ship in the current room; falls through to scanplanet if not a ship here. Requirements: Target name ........ Required if you're not in a cockpit: "Which ship do you wish to scan?" Target visible ..... Same-system visibility required when scanning from cockpit; same-room visibility when scanning from outside. Echo: Your own room: <n> checks various gauges and displays on the control panel. The target's cockpit (if the target can see you and is not yourself): You are being scanned by <ship>. -- so scanning an unsuspecting enemy puts them on alert. Notes: - The readout uses effective stats (base + installed module bonuses), not raw base values -- what you see is what the ship actually has in combat. - Scan fall-through means you don't have to remember whether a name is a ship or a planet. Just scanship mars and the scanner sorts it out. - If the target can see you, they get a cockpit notice. Scans are not silent against observant enemies. - No energy cost. Strategic Notes: - Pre-engage intel: scan a target to see their weapon damage, armor, modules, and crew count before firing. - Identifying faction capital ships: the class line gives you the model (Arbiter, Battlecruiser, Carrier, etc.) at a glance. - Checking for ambushers: a cloaked enemy with the Cloaking Device module will show (activated) on your scan if you can even pull the sheet. Related Helpfiles: SCANPLANET, RADAR, PING, TARGET, SHIPSTAT, SHIPCLOAK, DISRUPTIONWEB === END MANUAL ===