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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Lo Jac
 Protagonists Of Doom
 
 1
 
 
       | Posted - 2012.11.15 13:52:00 -
          [1] - Quote 
 Wondering (and this may have already been discussed before) if there will come a time when we'll have a module that will allow fleet cloaking?
 
 Of course the fleet would have to be within a certain range and the regular cloak restrictions would apply. If one member of fleet does an action that would normally break cloak the entire fleet has cloak broken. The module itself would be like a command module and require some major Cloaking and Leadership skills to fit/use. It would only work on a Covert Ops.
 
 Just an idea...
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        |  Mara Pahrdi
 The Order of Anoyia
 
 37
 
 
       | Posted - 2012.11.15 14:34:00 -
          [2] - Quote 
 Well, such a module would require really large amounts of energy and cap. So a Cov Ops is not a likely ship. Rather capitals up. And maybe Black OPs could get a bonus to fit them.
 
 How cloaky this thing would be could also depend on fleet size. And it certainly should be scannable, like a weak radar sig for instance, detectable with decent skills by a dedicated Cov Ops scout. So you'd have a counter to such a powerful mechanic.
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        |  Xindi Kraid
 The Night Wardens
 Viro Mors Non Est
 
 42
 
 
       | Posted - 2012.11.15 15:06:00 -
          [3] - Quote 
 From the new modules suggestion thread in F&I
 
 Xindi Kraid wrote:Cloaking Field generator.A high Slot module with fairly high CPU cost. Only able to be fitted to Black Ops ships but gives those ships a bit more utility. When activated this module cloaks other ships in the vicinity (though they require the apropriate module fitted to make use of it. Requires the skill Cloaking Field Generation; the prerequisite of this skill is Cloaking V (or maybe just IV) and each level in this skill increases the radius of the cloaking field. Can be kept active during warp
 
 
 Remote Cloak Receiver. Fittable to any ship and functions just like a regular cloaking device when active, but can only be activated when inside a cloaking field generated by someone in your fleet (I am actually thinking it should require the Cloaking Field Gen ship to be set as the Squad Booster) ; it requires Cloaking IV (or maybe V) to use. The trade-off is massively decreased penalties compared to regular cloaking devices. It is able to remain active during warp as long as the ship warped with the accompanying Cloaking Field Generator
 
 
 Essentially Black Ops will allow regular ships to warp while cloaked; the downside is the black Ops itself still can't warped cloaked and you have to form up before hand for it to work, so you can;t stay invisible the entire time from gate to gate due the distance the gates drop each person from each other and the need for all the ships to be aligned before warp. If used properly, it can let you get the drop on somebody, but using it well requires some skill and attention by everyone involved.
 
 Another possibility is having a T2 version of the Remote Cloak Receiver allow normal ships to use covert jump portals (or maybe have that as a separate module or rig)
 
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        |  Lady Spank
 Genos Occidere
 HYDRA RELOADED
 
 2908
 
 
       | Posted - 2012.11.15 15:07:00 -
          [4] - Quote 
 There are penalties to fitting a cloak for a very good reason, allowing an entire fleet to cloak via a cheap evasive frigate doesn't sound broken at all
 (a¦á_a¦â) ~ (my spaceblog) http://getoutnastyface.blogspot.co.uk/~ (a¦á_a¦â)
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        |  Temuken Radzu
 Bendebeukers
 Green Rhino
 
 23
 
 
       | Posted - 2012.11.15 16:51:00 -
          [5] - Quote 
 Some time ago i suggested something familiar https://forums.eveonline.com/default.aspx?g=posts&t=106537
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        |  Xindi Kraid
 The Night Wardens
 Viro Mors Non Est
 
 43
 
 
       | Posted - 2012.11.15 19:35:00 -
          [6] - Quote 
 
 Lady Spank wrote:There are penalties to fitting a cloak for a very good reason, allowing an entire fleet to cloak via a cheap evasive frigate doesn't sound broken at all That's why I suggested the requirement of a Black Ops. very expensive, very specialized ships, which fits perfectly for something with this sort of utility.
 
 Also since you have to maintain range, skill plays into it as well.
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        |  Daniel Plain
 Science and Trade Institute
 Caldari State
 
 424
 
 
       | Posted - 2012.11.16 15:53:00 -
          [7] - Quote 
 the only way this module would not be stupidly overpowered is if it made it impossible for the ship running it to cloak. think starcraft arbiter. and even then, i would restrict it to capitals so that you have to actually risk some assets if you want to field such a big advantage.
 
 "I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF | 
      
      
        |  Savnire Jacitu
 The Void Has Eyes
 
 25
 
 
       | Posted - 2012.11.16 16:38:00 -
          [8] - Quote 
 I all I can think of is motherships from Starcraft II. Fun mod for bait tanks. Lone ship that is actually surounded by 40 other ships.
 <corrupt>
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        |  Ginger Barbarella
 State War Academy
 Caldari State
 
 242
 
 
       | Posted - 2012.11.16 16:52:00 -
          [9] - Quote 
 
 Lo Jac wrote:Wondering (and this may have already been discussed before) if there will come a time when we'll have a module that will allow fleet cloaking?
 Of course the fleet would have to be within a certain range and the regular cloak restrictions would apply. If one member of fleet does an action that would normally break cloak the entire fleet has cloak broken. The module itself would be like a command module and require some major Cloaking and Leadership skills to fit/use. It would only work on a Covert Ops.
 
 Just an idea...
 
 I've heard lots of bad ideas on these Forums, but this takes the cake.
 
 You win Eve. =)
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