
Toshiro Khan
|
Posted - 2005.06.11 00:32:00 -
[1]
Originally by: Histracko
1) Option for auto activation after a jump - This would overide the gate cloak and just activate the module as soon as the ship is through. This may seem a little unfair to some so an alternative idea would be to allow activation of this module while still in the gate cloak.
I agree, on this point.
Originally by: Histracko
2)Passive targeting and scanning - Allow for passive targeters and scanners to be used while in cloak. Obviously scramblers and weapons are out of the question and when the cloak is deactivaed the lock would be lost, but come on, what good is it to just be able to tell a group what kind of ships are on the other side of the gate, any decent PvP'er will tell you that its not worth much.
Again agree.
Originally by: Histracko
3)Use of AB - Come on guys, does this really matter. So instead of going 400m/sec and you not being able to see me i will be able to go 800m/sec and you still won't be able to see me.
Disagree, the reason being is that, i imagine that while cloacked a covert ops ships uses a secondary engine rigged for silent running and trail dispersion.. an AB would magnify the train thus allowing other ships to see the trail.. so that well kinda kills your ability to move unseen.
Originally by: Histracko
4)Probe launching - Probes should be cloaked when launched while cloaked, plain and simple. what the good is that when someone is at a safe spot and they see a probe launched they just move to another safe spot, not really that useful.
Disagree, the reason being is that its the ship thats cloak, not the probes.. once a probe has left the confines of the cloak it can be seen. Maybe a cloaked probe could in call, but not the ability to tranfere your cloaking field from your ship to cover all the probes you launch.
Originally by: Histracko
5)2k decloaking - not really a big issue with me, but hey while i'm at it why not address all the things that irk me, even the little ones. i can understand the 2k decloaking for ships and NPC rats, but for cans and such, basically the way i see it covert-ops ships should be able to collect loot. and why not, if someone is killed then the loot should goto the killer, if they take the battlefield the loot will be theirs, if not then cans will be picked up my surviving members of the dead person so the 2k decloak for ships wuld come into effect. in fact the range for decloak on ships should be increased to 10k maybe. and even if secure cans or anchored cans still decloak someone thats fine. i'd just like to be able to open a dropped can and get the loot, nothing more.
hard one, i kinda agree but also disagree.. there is nothing more annoying the being decloaked by a can dropped, by what ever means but thats the risk of being a covert scout. But i disagree in as much as covert ops ships are for one job and thats scouting. Their not ment for solo hunting, so why can't a corp mate or gang mate pick up the loot for you, while you move on to the next job?
Other then the first two point, the rest isn't flaws or warrented changes in how a covert ops ship should behave, they are excetional at what they do, and don't really changing. The phrase if its not broken, don't fix it really applies to these ships.
|