What about:
invisible hull idea has many variations, few of them (could be combined):
For me the best combination would be invisible hull hiding every block behind it, every hull would have the same power drain levels increased by the number of hidden blocks (exponentially to prevent cloaked capital ships), with different levels of invisibility and ability to turn on/off the cloak.
And to explain better - invisible hull would only hide certain side of the blocks, not the whole block, so i.e. if we want to hide core, we have to surround it from 6 sides with cloaking hull (maybe even wedges+tetras to create round object)
And jamming?
Of course paired with the scanning system and both could have values calculated like pulse/power gen - the dimension size of the system would the most important factor in the equation.
Jamming efficiency would be calculated by dividing the system value over the mass of the ship and scanning efficiency would be based on the set (customizable) distance the system would work.
I vision customization of the scanning system with i.e. 3 sets of range profiles, where we can decide range borders of each profile (i.e. 0-500; 500-1000; 1000-2000) and percentage of scanning "strength" which goes for each range.
This way we could customize the sensors, so they would do the job necessary for us.
- cloaking by invisible hull
- jamming by jamming system (similar as mentioned above)
invisible hull idea has many variations, few of them (could be combined):
- makes every block in the line behind it invisible (different orientations for this hull)
- makes some of the block behind it invisible - i.e. 10 blocks behind are hidden, to hide next ones players would need to use next layer of the hull blocks
- making all the blocks behind invisible but energy usage depends on the number of hidden blocks (linear or exponential growth)
- invisibility level could be adjust, to sacrifice some invisibility to have power efficient ship
- adding some overall cloaking value to the ship, which when surpasses some value make ship partially/completely invisible
For me the best combination would be invisible hull hiding every block behind it, every hull would have the same power drain levels increased by the number of hidden blocks (exponentially to prevent cloaked capital ships), with different levels of invisibility and ability to turn on/off the cloak.
And to explain better - invisible hull would only hide certain side of the blocks, not the whole block, so i.e. if we want to hide core, we have to surround it from 6 sides with cloaking hull (maybe even wedges+tetras to create round object)
And jamming?
Of course paired with the scanning system and both could have values calculated like pulse/power gen - the dimension size of the system would the most important factor in the equation.
Jamming efficiency would be calculated by dividing the system value over the mass of the ship and scanning efficiency would be based on the set (customizable) distance the system would work.
I vision customization of the scanning system with i.e. 3 sets of range profiles, where we can decide range borders of each profile (i.e. 0-500; 500-1000; 1000-2000) and percentage of scanning "strength" which goes for each range.
This way we could customize the sensors, so they would do the job necessary for us.