
Bhattran
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Posted - 2010.09.20 16:54:00 -
[1]
Originally by: mchief117 First this is not a nerf cloaking thread, far from it , currently cloaking is tricky, on one hand it makes you invincible. On the other the ships that use it best are paper thin and 1 module can destroy any cloaked ship. That said read below
Currently cloaking is a its either on or off attribute, you see me or you donÆt, and once you see me I cant cloak so generally ôpopö. To this end I suggest a modification to both cloaking itself and the module.
Cloaking becomes a strength check vs yes or no. Every cloaking device can produce X amount of field units per second with a ship requiring a certain amount of field strength to completely cloak. A ship is considered ôphasingö if its trying to cloak but not fully cloaked, a phasing ship is still lockable and can be shot at but doing so only deal 10% of normal damage as well as reduces the fields strength by X.
This will open up the market for faction cloaking devices and multiple Meta levels each
The second change comes in the form that cloaking devices are know script-able and you can have more than one fitted and active at a time
-Slave script û forces the cloak to pull data from a none scripted cloaking device in essence becoming a passive module that increases the field strength the other cloak produces every second.
-Gate script û causes a gate to partially misfire when you use a gate causing you to land between 50-100K away from the gate rather than in the gates 15K catch zone
-Overdrive script û requires at least 1 scripted and 1 none scripted cloak both of the convert ops class to be installed, this script causes the ship to enter the cloaked state as soon as possible after gate/portal jump. In essence players land in system using there own cloak vs jump cloak. the module this script is loaded into is considered passive like the slave script
This will have both pros and cons Pros -Any cov-op ship is no longer guarantied dead if he jumps and some on on the other side has a auto targeter -cloak users can be even more sneaky -cloak users can attempt to cloak even when target locked , and by installing more cloaks with the slave script they can win
Cons -cloaking becomes more effective
Incorrect.
Not supported.
You should just request a new module that phases ships to do what you essentially want and leave cloaks alone, they work as intended. The idea of fitting multiple cloaks makes no sense to me, there are few ships with a slot for a dedicated cloaking device the others are all weakened by the presence, adding a 2nd compounds the issue for a 'cloak' that might not even be complete. A phase shifter that has less requirements than a cloak and might even be a mid slot fit or low is a better option for your 'semi-cloak' state that can be decloaked via weapons fire, etc might actually fill a 'need' where a cloak won't.
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