Difference between revisions of "UFO Detection"

From UFOpaedia
Jump to navigation Jump to search
(Added notes about detecting grounded craft and bases)
(Added note about hyperwave decoders and finding bases)
Line 10: Line 10:
 
(cue notes from someone who knows more about how this is done then Bomb Bloke does)<br>
 
(cue notes from someone who knows more about how this is done then Bomb Bloke does)<br>
 
<br>
 
<br>
Your craft can also detect UFOs via onboard scanners. If an alien vessel moves out of range of your land-based detection systems, you may be able to resume tracking by sending one of your ships to where you believe the UFO to be (based on its speed and direction). Note that ground based radar are poor at detecting landed craft (and dont seem to spot bases at all), where craft can usually find these quite quickly if in the relative small radar area it has.
+
Your craft can also detect UFOs via onboard scanners. If an alien vessel moves out of range of your land-based detection systems, you may be able to resume tracking by sending one of your ships to where you believe the UFO to be (based on its speed and direction). Note that ground based radar are poor at detecting landed craft (and dont seem to spot bases at all), where craft can usually find these quite quickly if in the relative small radar area it has. Hyperwave Decoders dont detect bases directly either, but because they are so good at spotting any craft in a large area, and their mission profile, it makes it quickly evident if and where any alien bases are located.
  
 
Detections are rolled every 30 minutes, on the half hour, so if you are advancing the game an hour or day at a time you may find it jumps forward to exactly a half hour interval as it spots a new UFO. In most cases you will continue to be be see that UFO until it is outside any of your radar ranges at a half hour checkpoint. In a few cases it dissappeared off radar at times other than the half hour, it is postulated this might be when an alien craft decides to end its mission and leave the atmosphere, but there may be something else at play.
 
Detections are rolled every 30 minutes, on the half hour, so if you are advancing the game an hour or day at a time you may find it jumps forward to exactly a half hour interval as it spots a new UFO. In most cases you will continue to be be see that UFO until it is outside any of your radar ranges at a half hour checkpoint. In a few cases it dissappeared off radar at times other than the half hour, it is postulated this might be when an alien craft decides to end its mission and leave the atmosphere, but there may be something else at play.
  
 
Finally, the UFO activity graphs act as a sort of MUFON, allowing you to see activity that your radars cannot.  The graphs are updated every 30 minutes, on the half hour.  You could even check the graphs every so often and build zero radars if you wanted, and if you see a blip, send aircraft.  This worldwide coverage can be easily used this way for the first few months.  After that, UFO activity becomes too intense and the graphs lose their resolution, but by that time you should aim to have decoders already built, or on the way.
 
Finally, the UFO activity graphs act as a sort of MUFON, allowing you to see activity that your radars cannot.  The graphs are updated every 30 minutes, on the half hour.  You could even check the graphs every so often and build zero radars if you wanted, and if you see a blip, send aircraft.  This worldwide coverage can be easily used this way for the first few months.  After that, UFO activity becomes too intense and the graphs lose their resolution, but by that time you should aim to have decoders already built, or on the way.

Revision as of 01:33, 27 February 2007

Alien craft regulary enter and leave the Earth's atmosphere. Spotting them and shooting them down is an important goal.

Detection Facilities


The above can be built in your base for the purpose of detecting UFOs nearby.

(cue notes from someone who knows more about how this is done then Bomb Bloke does)

Your craft can also detect UFOs via onboard scanners. If an alien vessel moves out of range of your land-based detection systems, you may be able to resume tracking by sending one of your ships to where you believe the UFO to be (based on its speed and direction). Note that ground based radar are poor at detecting landed craft (and dont seem to spot bases at all), where craft can usually find these quite quickly if in the relative small radar area it has. Hyperwave Decoders dont detect bases directly either, but because they are so good at spotting any craft in a large area, and their mission profile, it makes it quickly evident if and where any alien bases are located.

Detections are rolled every 30 minutes, on the half hour, so if you are advancing the game an hour or day at a time you may find it jumps forward to exactly a half hour interval as it spots a new UFO. In most cases you will continue to be be see that UFO until it is outside any of your radar ranges at a half hour checkpoint. In a few cases it dissappeared off radar at times other than the half hour, it is postulated this might be when an alien craft decides to end its mission and leave the atmosphere, but there may be something else at play.

Finally, the UFO activity graphs act as a sort of MUFON, allowing you to see activity that your radars cannot. The graphs are updated every 30 minutes, on the half hour. You could even check the graphs every so often and build zero radars if you wanted, and if you see a blip, send aircraft. This worldwide coverage can be easily used this way for the first few months. After that, UFO activity becomes too intense and the graphs lose their resolution, but by that time you should aim to have decoders already built, or on the way.