Cloaking, an Anthology
Ever since I first downloaded Starmade, I have long desired a revamped cloaking method. So, initially, I was planning on submitting my own ideas for the system, however, most every idea I have thought of has already been submitted into the forums. So instead I decided to compile all other threads, and break them down into a few general ideas.
"Adaptive Cloaking":
http://starmadedock.net/threads/adaptive-cloaking.21660/
By: Magrim
"Completely Rework Scanning/ Jamming/Cloaking":
http://starmadedock.net/threads/completely-rework-scanning-jamming-cloaking.21672/
By: Blaza612
"A Way to Relate Jamming, Cloaking, and Scanning with Modules": http://starmadedock.net/threads/a-way-to-relate-jamming-cloaking-and-scanning-with-modules.21208/
By: Jaaskinal
"Cloaking/Jamming power idea":
http://starmadedock.net/threads/cloaking-jamming-power-idea.19980/
By: Kookster
"Cloaking, Should be Changed"
http://starmadedock.net/threads/cloaking-should-be-changed.19966/
By: leion247
"Cloaking and Radar Jamming Rework-With Computers and Modules:
http://starmadedock.net/threads/cloaking-and-radar-jamming-rework-with-computer-and-modules.19973/
By: Battle
Main Ideas
Power:
Each and every one of these threads involve lowering the power requirements of the cloak, because frankly, its absurd. The ways this can balanced out are plentiful, reduce top speed, make the ship more vulnerable to attack, add a Predator style shimmer effect, etc. But the overall idea is that the cloak should be detectable, or have a few major drawbacks, in exchange for requiring less power.
My Personal Favorite System:
My personal favorite idea, is as follows: First, reduce the power cost of the cloak significantly. Cloaked ships should have a shimmer effect When in motion. This would make cloaked capital ships problematic at best. If a cloaked ship is detected, and fired upon, the cloak is disabled and ALL systems are down for X amount of seconds, making smaller stealth ships safer to use.
Math, Math Everywhere:
Some of the more well thought out threads delve deep into the complex mathematics of the cloaking system. With ships mass, power gen., power cap, weapon systems, thrust, and how many times it could kill you, all factoring into the efficiency of the cloak. Although these are good ideas, they would likely be far more difficult to implement.
Direct Hit Captain!:
Several of the systems I have encountered deal more with the drawbacks of having the cloak active. Some are as simple as in my idea, disabling the ships shields and dropping cloak if hit, while other ideas are much more sever. Turning you into a giant thanksgiving turkey and making you die 50,000 times over if you're hit while cloaked. Others involve adding new blocks for detecting the cloak, or having a scanner do the job. Example: a stealth ship has 1000 cloak modules cannot be detected by a ship with 900 scanner modules, but can be detected by one with 1100 scanner modules.
Ideas? Additions? Praises to my glory? Feel free to comment
Ever since I first downloaded Starmade, I have long desired a revamped cloaking method. So, initially, I was planning on submitting my own ideas for the system, however, most every idea I have thought of has already been submitted into the forums. So instead I decided to compile all other threads, and break them down into a few general ideas.
"Adaptive Cloaking":
http://starmadedock.net/threads/adaptive-cloaking.21660/
By: Magrim
"Completely Rework Scanning/ Jamming/Cloaking":
http://starmadedock.net/threads/completely-rework-scanning-jamming-cloaking.21672/
By: Blaza612
"A Way to Relate Jamming, Cloaking, and Scanning with Modules": http://starmadedock.net/threads/a-way-to-relate-jamming-cloaking-and-scanning-with-modules.21208/
By: Jaaskinal
"Cloaking/Jamming power idea":
http://starmadedock.net/threads/cloaking-jamming-power-idea.19980/
By: Kookster
"Cloaking, Should be Changed"
http://starmadedock.net/threads/cloaking-should-be-changed.19966/
By: leion247
"Cloaking and Radar Jamming Rework-With Computers and Modules:
http://starmadedock.net/threads/cloaking-and-radar-jamming-rework-with-computer-and-modules.19973/
By: Battle
Main Ideas
Power:
Each and every one of these threads involve lowering the power requirements of the cloak, because frankly, its absurd. The ways this can balanced out are plentiful, reduce top speed, make the ship more vulnerable to attack, add a Predator style shimmer effect, etc. But the overall idea is that the cloak should be detectable, or have a few major drawbacks, in exchange for requiring less power.
My Personal Favorite System:
My personal favorite idea, is as follows: First, reduce the power cost of the cloak significantly. Cloaked ships should have a shimmer effect When in motion. This would make cloaked capital ships problematic at best. If a cloaked ship is detected, and fired upon, the cloak is disabled and ALL systems are down for X amount of seconds, making smaller stealth ships safer to use.
Math, Math Everywhere:
Some of the more well thought out threads delve deep into the complex mathematics of the cloaking system. With ships mass, power gen., power cap, weapon systems, thrust, and how many times it could kill you, all factoring into the efficiency of the cloak. Although these are good ideas, they would likely be far more difficult to implement.
Direct Hit Captain!:
Several of the systems I have encountered deal more with the drawbacks of having the cloak active. Some are as simple as in my idea, disabling the ships shields and dropping cloak if hit, while other ideas are much more sever. Turning you into a giant thanksgiving turkey and making you die 50,000 times over if you're hit while cloaked. Others involve adding new blocks for detecting the cloak, or having a scanner do the job. Example: a stealth ship has 1000 cloak modules cannot be detected by a ship with 900 scanner modules, but can be detected by one with 1100 scanner modules.
Ideas? Additions? Praises to my glory? Feel free to comment
Last edited: