This is going to be a long one. I'll try to pace, split, and color code this as well as I can.
Hello everybody. I'd like to offer up my take on how the Jamming, Cloaking, and Radar systems should work. I think that the 3, especially Jamming and Radar, should intertwine more. I think the current Cloaking system is flawed, preventing many good looking builds. I'm going to go over how I think all of these should work in Starmade. Good luck, this'll be a lot.
Jamming System
Jamming would now use modules instead of a single computer. Jamming modules strength would vary depending on the percentage of the ship it takes up, much like current defensive effects or jump drives. The higher your jamming strength, the more powerful a radar array is needed to see you. Jamming modules would not be capped at 100%, however. The reason for this will be explained in Radar.
Radar System
Radar would also undergo some large changes. Default radar range, for astronauts and for ships without any radar arrays, is only 1K. So, with this, only entities within 1,000m will show up on your HUD and in your navigation window. However, ships will be able to build radar arrays to increase the range of their radar, and more importantly, uncover radar jammed ships. Radar arrays are built as antennas. The longer in a single dimension an array is, it gets slight percentage bonuses. Radar arrays not built on the longest axis (ie on a ship with the longest axis being x, arrays long on the y and z dimensions) get bonuses, to make it fair compared to the spinal radar arrays people would frequently have. Turrets would share radar power with the mothership. Radar is on by default, and must be manually disabled with the computer to shut down and stop draining power.
Radar and Jamming compete like this- whoever has the higher percentage of Radar or Jamming modules win. However, it isn't a complete win unless it's by a land slide. When the Radar array has 50% less power than the jammer, the ship diamond becomes visible. However, faction data, shield data, ship name, and pilot, are still invisible. Because of this, turrets will not open fire unless instructed to via the pilot targeting option. At 40% less power, the ship name becomes visible. At 25%, the pilot's name becomes visible. At 10%, the shield data become visible. At 0%, faction data finally becomes visible, allowing AI controlled turrets to finally automatically open fire.
Cloaking
Cloaking is entirely re-done. Instead of a cloaking computer doing all the work, there is a "stealth hull" and the cloaking computer to control it. Stealth hull, in unactivated mode, is similar to black crystal armor, but darker. When activated, it becomes invisible, and blocks behind it are as well. The blocks behind it aren't invisible from the inside of the ship, of course, just outside it. This would work utilizing a certain rendering bug that used to happen with open plex-doors, where it would work as if you were inside a block in build mode. The e/s cost of cloaking would be determined by how many stealth hull were active. For an effective cloaking, you'd need a full coat of the hull around your ship.
Well, that's about it for now. There's some other stuff I'd like to add, but I've been typing for a while now. I'll add it tomorrow.
Hello everybody. I'd like to offer up my take on how the Jamming, Cloaking, and Radar systems should work. I think that the 3, especially Jamming and Radar, should intertwine more. I think the current Cloaking system is flawed, preventing many good looking builds. I'm going to go over how I think all of these should work in Starmade. Good luck, this'll be a lot.
Jamming System
Jamming would now use modules instead of a single computer. Jamming modules strength would vary depending on the percentage of the ship it takes up, much like current defensive effects or jump drives. The higher your jamming strength, the more powerful a radar array is needed to see you. Jamming modules would not be capped at 100%, however. The reason for this will be explained in Radar.
Radar System
Radar would also undergo some large changes. Default radar range, for astronauts and for ships without any radar arrays, is only 1K. So, with this, only entities within 1,000m will show up on your HUD and in your navigation window. However, ships will be able to build radar arrays to increase the range of their radar, and more importantly, uncover radar jammed ships. Radar arrays are built as antennas. The longer in a single dimension an array is, it gets slight percentage bonuses. Radar arrays not built on the longest axis (ie on a ship with the longest axis being x, arrays long on the y and z dimensions) get bonuses, to make it fair compared to the spinal radar arrays people would frequently have. Turrets would share radar power with the mothership. Radar is on by default, and must be manually disabled with the computer to shut down and stop draining power.
Radar and Jamming compete like this- whoever has the higher percentage of Radar or Jamming modules win. However, it isn't a complete win unless it's by a land slide. When the Radar array has 50% less power than the jammer, the ship diamond becomes visible. However, faction data, shield data, ship name, and pilot, are still invisible. Because of this, turrets will not open fire unless instructed to via the pilot targeting option. At 40% less power, the ship name becomes visible. At 25%, the pilot's name becomes visible. At 10%, the shield data become visible. At 0%, faction data finally becomes visible, allowing AI controlled turrets to finally automatically open fire.
Cloaking
Cloaking is entirely re-done. Instead of a cloaking computer doing all the work, there is a "stealth hull" and the cloaking computer to control it. Stealth hull, in unactivated mode, is similar to black crystal armor, but darker. When activated, it becomes invisible, and blocks behind it are as well. The blocks behind it aren't invisible from the inside of the ship, of course, just outside it. This would work utilizing a certain rendering bug that used to happen with open plex-doors, where it would work as if you were inside a block in build mode. The e/s cost of cloaking would be determined by how many stealth hull were active. For an effective cloaking, you'd need a full coat of the hull around your ship.
Well, that's about it for now. There's some other stuff I'd like to add, but I've been typing for a while now. I'll add it tomorrow.
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