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c0rn1
Seraphin Technologies KrautbreaK
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Posted - 2009.06.20 01:24:00 -
[1]
Edited by: c0rn1 on 20/06/2009 01:27:23 Edited by: c0rn1 on 20/06/2009 01:26:41 Dear Ladies and Gentlemen,
I was thinking about the cloaking device used on so many ships which basically weren't supposed to have that ability at their disposal. My suggestion is the following:
Make the cloak drain energy in relation to its size if used on ships which aren't supposed to cloak that easily. I do not wont to propose a change on ships which are actually build to cloak like stealth bomber, Covert ops or such. It should be put in place for ships which are not supposed to sit for hours in a corner without doing anything. Technical background would be that the usable cloaking device for such ships are drawing energy from the core to sustain the cloaking effect.
The following formula should define the energy drained of a ship.
V = volume of the cloaked ship tc = type of cloaking device used (constant) E = energy drained per second of cloak
tc (Prototype Cloaking Device) = 1 tc (Improved Cloaking Device) = 0.8 tc (Best usable cloaking device = 0.5
E = (V^1/2) / 1.5 * tc
V^1/2 = Radiant(V)
Examples:
Avatar Titan: Volume: 155,000,000 m¦ Capacitor: 112,500
Prototype: 8300 Energy / s drain = 15 - 50s Cloak depending on skills / fitting Improved: 6640 Energy / s drain = 20 - 120s Cloak depending on skills / fitting Best: 4150 Energy / s drain = 30 - 240s Cloak depending on skills / fitting
Raven Battleship: Volume: 486,000 m¦ Capacitor: 5,312
Prototype: 464 Energy / s drain = 10 - 20s Cloak depending on skills / fitting Improved: 371 Energy / s drain = 15 - 180s Cloak depending on skills / fitting Best: 232 Energy / s drain = 20 - 240s Cloak depending on skills / fitting
Iteron Mark V: Volume: 275,000 m¦ Capacitor: 750
Prototype: 350 Energy / s drain = 2 - 3s Cloak depending on skills / fitting Improved: 280 Energy / s drain = 3 - 5s Cloak depending on skills / fitting Best: 175 Energy / s drain = 5 - 10s Cloak depending on skills / fitting
These are just examples out of the top of my head. Sure this formula would need some tuning but what I'd like to suggest is the formula and thought behind it: "The bigger the ship the more energy you'll need to keep the cloak alive!"
And yes, I support the fact that industrial cloak would become completely useless because for that we got the blockade runner.
Please discuss in a mature matter since I think this is a good idea to overcome all the "missuse" of cloaking device especially for macroers or the i-win buttons for titans and such. No more, I decloak, warpin, doomsday, warp away, cloak, cap recharge. Because IF you can hold your cloak with all cap recharge setup, you won't be able to DD or jump out anymore. This would make things even more interesting
cheers
c0rn1
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Cordele
Gemini Technologies
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Posted - 2009.06.20 01:42:00 -
[2]
Edited by: Cordele on 20/06/2009 01:46:22 This is probably my favourite suggestion for changes to cloaks. I had the same idea but never worked out the details.
It makes sense that hiding a ship should require energy, and volume, signature radius and mass could all be appropriate metrics for cap use.
I disagree slightly on the timescales you give; I think it should probably still be possible to maintain a cloak, but doing so should require you to set up specifically for it and make the ship more or less useless for anything else. |
Marcus Gideon
Gallente The NightClub
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Posted - 2009.06.20 03:12:00 -
[3]
1) Cloaks used on anything not designed for them, already handicaps them to the point of riding the short bus.
2) A cloaked ship can't attack you. And even when they decloak, you have around 30sec to run away.
3) A cloaked face in Local can't hurt you. Only your fear and paranoia keep you from going about business as usual.
4) As I have said each time this kind of idea surfaces... if I have to "pay" for the ability to cloak by way of fuel or Cap, then I'd better damned well be able to attack during that time. Turning it from an "offline everything in order to stay undetectable" into a typical active ECM module should have all the same benefits of a Jammer.
So... I have to pay for Cloak. That's fine. I'll load up on Cap Rechargers, CCC, Cap Boosters, and whatever else I need to. Then I'll load up on missiles and Proj turrets. And then I'll have some fun until it runs out of juice. |
AtheistOfDoom
Amarr The Athiest Syndicate Advocated Destruction
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Posted - 2009.06.20 04:25:00 -
[4]
Quote: A Suggestion on how to fix the Cloaking Device.
It's not broken. And then, he killed the dog... |
c0rn1
Seraphin Technologies KrautbreaK
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Posted - 2009.06.20 10:05:00 -
[5]
Originally by: Marcus Gideon 1) Cloaks used on anything not designed for them, already handicaps them to the point of riding the short bus.
Well, how does it handicap a titan e.g.? it can cloak and warp, or recharge it's core after a DD undetected to jump out or bridge.
Originally by: Marcus Gideon 2) A cloaked ship can't attack you. And even when they decloak, you have around 30sec to run away.
If they remove the 30s timer and the sensor resolution drawback after you decloak in exchange would be ok with me. Opens up new tactical options :)
Originally by: Marcus Gideon 3) A cloaked face in Local can't hurt you. Only your fear and paranoia keep you from going about business as usual.
No, but for scouting purposes you can still use the ships which were designed to be cloaked indefinitely.
Originally by: Marcus Gideon 4) As I have said each time this kind of idea surfaces... if I have to "pay" for the ability to cloak by way of fuel or Cap, then I'd better damned well be able to attack during that time. Turning it from an "offline everything in order to stay undetectable" into a typical active ECM module should have all the same benefits of a Jammer.
Why would you? a ship which was designed to do it can't do it as well, but as I said, I don't have an issue with removing the 30s timer and the sensor resolution nerf due to the cloak.
cheers
c0rn1
x x x x x x x x x x x x x x
Life's a waste of time ... |
Valandril
Caldari Ex-Mortis
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Posted - 2009.06.20 10:26:00 -
[6]
Edited by: Valandril on 20/06/2009 10:27:04
Originally by: AtheistOfDoom
Quote: A Suggestion on how to fix the Cloaking Device.
It's not broken.
If only cloaking allowed would be on covops, then we wouldn't have proto/imp cloaks in the first place. Signature graphics that may only contain your character name, corporation logo, corporation or personal slogan or other text that is directly related to your in-game persona, or content directly related to Eve Online. All content must be in good taste.Applebabe |
Ausser
Cybertech Industrials Agency
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Posted - 2009.06.20 10:45:00 -
[7]
cloak --> no cap --> no trap
You need cap ready after cloaking for a nice trap.
I dont like the idea to nerf traps, it steers too much towards hello kitty.
Why do we need this allround cloak-nerf at all? Concrete, who is the target group?
It's not a fix for titans. It's also not a fix for bots. What does it fix? |
Kadesh Priestess
Scalding Chill
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Posted - 2009.06.20 10:50:00 -
[8]
Brilliant idea, can't imagine anything better atm.
It's main aim is to eliminate invulnerable macro ravens in 0.0 space, as far as i understand. And... cloak traps? Why wouldn't you just use force recons/SBs? They should be awesome at this business. |
Ausser
Cybertech Industrials Agency
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Posted - 2009.06.20 11:07:00 -
[9]
Originally by: Kadesh Priestess It's main aim is to eliminate invulnerable macro ravens in 0.0 space, as far as i understand.
It does not work on macros/bots. They will adapt and use the log off cloak instead sinve pve does not activate the log off timer.
Originally by: Kadesh Priestess And... cloak traps? Why wouldn't you just use force recons/SBs? They should be awesome at this business.
If you have the recons/SBs at the place, then they are not affected.
If you have them somewhere else to hot drop them, then the bo (it cannot cov ops cloak) cannot bridge them - or it has to stay uncloaked all the time.
You also cannot cloak caps or bs fleets waiting for hotdrop or bridge.
It primary affects small gangs/fleets. A large one will just prolly hang arround and is invulnerable to attacks just by numbers. But it can be better estimated by a scout now.
Local intel is still present. No cloaks + local intel = hello kitty.
I cannot figure out what this change would fix.
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c0rn1
Seraphin Technologies KrautbreaK
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Posted - 2009.06.20 15:38:00 -
[10]
Originally by: Ausser
It does not work on macros/bots. They will adapt and use the log off cloak instead sinve pve does not activate the log off timer.
If you have the recons/SBs at the place, then they are not affected.
If you have them somewhere else to hot drop them, then the bo (it cannot cov ops cloak) cannot bridge them - or it has to stay uncloaked all the time.
You also cannot cloak caps or bs fleets waiting for hotdrop or bridge.
It primary affects small gangs/fleets. A large one will just prolly hang arround and is invulnerable to attacks just by numbers. But it can be better estimated by a scout now.
Local intel is still present. No cloaks + local intel = hello kitty.
I cannot figure out what this change would fix.
I fully support the fact that the BO gets the Cov Ops cloaking device. Needless to say that this is what this ship is all about in the first place. Giving this ship a static cloak doesn't really make sense and I cannot follow CCPs thoughts anyways why they choose this as viable option for the BO at all.
cheers
c0rn1 |
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