SCANSHIP
Keywords: SCANSHIP, SCANS
=== 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 ===