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Danton Marcellus
Nebula Rasa Holdings
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Posted - 2008.03.09 20:55:00 -
[1]
Edited by: Danton Marcellus on 09/03/2008 21:00:40
As mentioned by a dev in the tournament interviews they didn't necessarily want intended covert ops ship like the frigates and recons nerfed as to how long they could cloak but here's something for the others.
Have cloaking cost more and more cap the longer you stay cloaked, normal for the first hour, double for the next and from there on out till it caps out and can be scanned perfectly well.
And make de-cloaking re-cloaking to cirvumvent the timer takes much longer than the present manouver as to encourage scanning for cloaking lurkers.
Should/would/could have, HAVE you chav!
Also Known As |
Joe Smiles
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Posted - 2008.03.11 12:57:00 -
[2]
Hmmm... your idea is good... but concider a different method.
Make a cloak mod require a fuel ( instead of cap )... it can be a pre-existing fuel like ozone.
Have the module behave like a missile launcher ( cloaking module must be loaded with a fuel and consumes it over time when activated )...
This solves the AFK cloaker issue...( as they must reload the cloak mod periodically to stay cloaked -let's say 15 minutes max. )... and it also puts a cap on the maximum length of time they can stay cloaked based on cargo capacity. Not possible to cloak a Raven for more than an hour or something...
Your idea still applies... the cloak cannot be run forever... and it will then be possible to scan out a cloakable ship. ( for those ships which dev's intended stay cloaked forever they recieve a bonus to cloak fuel requirements or module activation length )
The timer issue becomes moot as well...
Another concideration is cloaking fuel usage based on sig radius / ship mass... Cloaking a Titan has to use more fuel! ( This makes cloaking larger ships more risky )
-my 2 isk.
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Abrazzar
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Posted - 2008.03.11 13:35:00 -
[3]
A while ago someone came up with the idea of making cloaked ships scannable but active cloaks reduce the the signature radius by a certain percentage, depending on the cloak.
Covops cloaks will simply get a 100% reduction in ship signature radius when active, protocloaks 'only' 80-90%. So while they are not detectable on the directional scanner they can still be scanned down, given enough time.
Of course this would mean that the black ops ships need to be able to fit a covops cloak or a black ops cloak or something to make them fill their role. -------- Ideas for: Mining Clouds
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Alexander Knott
Ars ex Discordia GoonSwarm
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Posted - 2008.03.11 15:53:00 -
[4]
You could give blackops ships and stealth bombers a role bonus to fuel consumption. I'd suggest Heavy Water for the fuel. I'd probably look at removing the scan resolution penalty and differentiate cloaks based on their fuel consumption and cloaked movement rate (instead of scan res penalty and movement rate).
----- "I like to loot, especially going to the can of the battleship, sometimes there is a surprise inside, sometimes there is only carp..." |
Sopha Serpentia
Core Dynamics
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Posted - 2008.03.11 16:11:00 -
[5]
No, no and no.
The only problem with cloaks is guys like you, who seem to get all offended when they see a nuet or red in "thier" space they can't insta gank. Want an easy kill, set up a gate camp like everyone else. Cloaks are fine.
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Ellaine TashMurkon
CBC Interstellar The Unseen Company
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Posted - 2008.03.11 16:31:00 -
[6]
Cloaking in a safespot is uncounterable, and nothing but staying docked - should be. Even covops and recons should have a shadow of chance of being scanned, covops cloak technology is very advanced, but should not hold absolute power.
Scanning cloaked ships should require time and/or luck and/or combined efford of many probers, but should be possible. Just reduce chance of being scanned (-95%, -98%, -99.8%).
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Thera Romana
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Posted - 2008.03.11 16:37:00 -
[7]
You can't have your cake and eat it too.
Blackops is already flawed by the fact that you know they are there from local, screwing with thier cloaks would even futher that. The fuel used is already out of scale requiring the other ships in your group to carry fuel as well cutting into ammo, in order to make multiple jumps.
If cloaks are going to cost fuel, you would then need a black ops(so it can jump with you) transport ship, just to bring fuel and ammo along with you.
Black ops is great in concept but still needs work in execution.
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