TL;DR
Adaptive cloaking is a module based cloaking mechanic that uses the surface area to volume ratio of a cube equal to the volume of your stealth ship, to determine the amount of modules your ship requires.
I chose a cube instead of calculating the exact surface area of your ship because first off, it would be quite difficult to calculate and second, if it was used, players would likely attempt to reduce the surface area of their ship as much as possible. Stealth cubes anyone?
The recommended amount of modules require a recommended amount of e/sec to cloak your ship. Both are variables however and can be configured to suit your needs.
To much e/sec will make it difficult to use your other systems while cloaked, due to power spikes disrupting the cloaking field. But it will give you more resistance to being scanned.You can put so much power into your cloak that it will be unstable to the point of being impossible to keep up.
Scanners will always passively scan. This passive scan will make your cloak work harder and because of that, they will start to draw from the capacitors. Since all excess e/sec is already going to your cloak and now it is also drawing from your reserves, you will have a limited amount of time before you run out of energy and your cloak drops.
A player activated burst scan is much harder on your cloak.
I may have forgot some stuff or need to clarify so, if you got questions I'll try to answer.
Adaptive cloaking is a module based cloaking mechanic that uses the surface area to volume ratio of a cube equal to the volume of your stealth ship, to determine the amount of modules your ship requires.
I chose a cube instead of calculating the exact surface area of your ship because first off, it would be quite difficult to calculate and second, if it was used, players would likely attempt to reduce the surface area of their ship as much as possible. Stealth cubes anyone?
The recommended amount of modules require a recommended amount of e/sec to cloak your ship. Both are variables however and can be configured to suit your needs.
- >recommended amount of modules = faster cloak but more mass. The inverse is true for <recommended amount.
- >recommended e/sec = better scan resistance but worse power spike buffering. The inverse is true for <recommended e/sec.
To much e/sec will make it difficult to use your other systems while cloaked, due to power spikes disrupting the cloaking field. But it will give you more resistance to being scanned.You can put so much power into your cloak that it will be unstable to the point of being impossible to keep up.
Scanners will always passively scan. This passive scan will make your cloak work harder and because of that, they will start to draw from the capacitors. Since all excess e/sec is already going to your cloak and now it is also drawing from your reserves, you will have a limited amount of time before you run out of energy and your cloak drops.
A player activated burst scan is much harder on your cloak.
I'm really sorry for the wall of text. Bear with me if you can, there is a lot to cover.
With the direction Starmade is going; npc recruiting, quarters and duty stations, how do you guys think our cramped little stealth ships are going to fair? I think, not very good. A change will need to be made to the cloaking mechanic in order to keep up with the times, or stealth ships might become more or less impractical.
A few minor changes to the game will be required for this new mechanic to be intuitive and fun. The changes should all make sense after I'm done...hopefully.
The reason I went with armor that acts like modules is because i feel a stealth ship should be recognized as a stealth ship but, i didn't want to force my opinion on anyone else. So since they act like modules, you will be able to put them anywhere on your ship and hide the fact that you can cloak. I also think it will add a new dynamic to Starmade with the fact that yes, they do give some armor protection but you also want to protect them because it will affect you structure hp. I think this will give you a similar feeling of flying in a cardboard box, like we have now. Besides, who doesn't want another hull type to play around with?
These armor/modules are unique in more than one regard. First, you wont be required to have a set amount of them in order to achieve 100% cloak. Second you wont have to pump a set amount of energy into them either. There is however an "optimal" configuration depending on certain ship parameters but again, it's not written in stone. You can place more than or less than the recommended number of modules on your ship to achieve different benefits. The same goes for power. In the end you will have complete control over how your cloak performs in various situations.
Before we get into the new stealth mechanic, I want you to keep in mind that having a stealth ship in the current game has some major drawbacks like, the difficulty of building a reactor group efficient enough to run the cloak, most of your ship is made of these power reactors, if it has an interior it is usually a small one, little to no defense, mediocre offense and if scanned, your cloak immediately fails. Understand that the reason for all the negatives is because a stealth ship can pretty much go anywhere it wants undetected, which by itself is a huge advantage. So if we are going to change stealth, it will need similar drawbacks to stay balanced.
First, I would like to do away with the mass based mechanic. It makes perfect sense for a jump drive calculation but, not so much for a cloaking field. I know, I know, this is a game, it doesn't have to make sense. But, how about we use the surface area to volume ratio? The reason is the fact that the ratio of any object decreases as the object size increases and we are going to use this fact to combat stealth titans. Now, instead of using the actual surface area of your ship, (which would promote stealth cubes and spheres) we take the volume of your ship and calculate the surface area of a cube of equal volume. This way everyone starts out on equal footing with the freedom to build their ship how they see fit.
Next, instead of using the ratio to directly calculate the energy requirements, we use it to calculate the number of hybrid modules needed for complete cloak. The reason is the algorithm can be adjusted to exclude ships beyond a certain volume by requiring more than 100% of the ship to be made of these modules, which of course is impossible.
This is what I had in mind. The modules will require a certain amount of power to operate normally. The design of your ship determines the amount of energy the modules receive. The way it works is the modules will only use excess regen not being used by other systems. It will become apparent why when i cover the benefits and drawbacks of pumping more or less energy into your cloak. The only way I could see to make the power vary without making a slider or something is to make it a design choice.
Lets say for instance your ship needs 100 modules and each one needs 100 e/sec to cloak your ship fully. 10,000 isn't a lot is it? Here is where it gets interesting, you build a reactor capable of producing 100,000 power. Your other ship systems use 50% of that power to operate, the other 50,000 power goes to the cloak. Yes, all of it. Since you designed your ship to put more power into your cloak, you should be rewarded, right? Yes, you will have a stronger cloak because of it. This will be an important aspect when we discuss the change to scanners.
At this point I feel like we should talk about the buffs and debuffs you get from deviating from the optimal setup.
Lets go through some combos:
Using the example from earlier, you have a ship that is recommended to have 100 modules but, you only add 50. This time you build your ship to give your cloak exactly 10,000 e/sec, the same amount you would need if you put 100 modules on it. Even though you have fewer than the recommended modules, you are giving it enough power for a full cloak. The modules are working harder at a higher frequency which is why they are more prone to power fluctuations but also give you a stronger cloak. I know, it's just a bunch of RP mumbo jumbo but, it sounds cool.
Lets say you double the modules but halve the power. You will still cloak because each module operates more efficiently at low power because of some magical techno babble reasons. Allowing you to cloak faster and manage power fluctuations better.
The only way you wont be able to fully cloak is if you don't put enough modules on your ship and don't give it enough e/sec. Using the same example but this time you only give it 50 modules and 5,000 e/sec. The ship will cloak but will only be 50% transparent.
Scanners will have to be fixed up to combat all the op cloaked ships running around. I mentioned giving scanners a passive scan, one that is always running. When a cloaked ship enters a sector in range of a scanner running it's passive scan, the cloaking field will start to destabilize. The modules will 'fight' the scanner and attempt to maintain the cloak, drawing more power to do so. The modules are already using 100% of the excess regen so they will have to pull the extra power from the capacitors. If allowed to go on for long enough, the capacitors will be depleted and the cloak will drop. Now you are basically dead in the water and due to the scanner dropping your cloak, the enemy knows where you are. For a moment you wont have the power to move let alone fight back or even recharge your shields.No matter how weak a scanner or how resistant a cloak, the scanner will eventually force the cloak to drop.
If a player is in the scanner, actively performing high-powered burst scans, the cloak will destabilize and drop at a much faster rate. If the scanner is powerful enough it could drop a cloak in a single burst or its passive scan may be sufficient to drop a powerful cloak quickly enough.
Well that is my idea for a change to the cloaking mechanic, if you read all of it, I owe you a cookie. I intentionally left out numbers and algorithms, one: because i suck at math and two: It would be damned difficult to balance this without tons of play-testing.
With the direction Starmade is going; npc recruiting, quarters and duty stations, how do you guys think our cramped little stealth ships are going to fair? I think, not very good. A change will need to be made to the cloaking mechanic in order to keep up with the times, or stealth ships might become more or less impractical.
A few minor changes to the game will be required for this new mechanic to be intuitive and fun. The changes should all make sense after I'm done...hopefully.
- Throttle control. Which I assume will be coming with the thrust update.
- A hud for displaying more info about your energy situation such as, amount of energy stored in capacitors, the energy being used by each ship system and how much excess energy your setup is generating. All in real time.
- An intuitive indicator on screen that tells you at a glance, how your cloak is holding up.
- Slight change to scanners: An always on, low-power passive scan along with the same player activated high-power burst scan that we have now. Bonus : If a cloaked ship is detected, output high signal because, reasons.
The reason I went with armor that acts like modules is because i feel a stealth ship should be recognized as a stealth ship but, i didn't want to force my opinion on anyone else. So since they act like modules, you will be able to put them anywhere on your ship and hide the fact that you can cloak. I also think it will add a new dynamic to Starmade with the fact that yes, they do give some armor protection but you also want to protect them because it will affect you structure hp. I think this will give you a similar feeling of flying in a cardboard box, like we have now. Besides, who doesn't want another hull type to play around with?
These armor/modules are unique in more than one regard. First, you wont be required to have a set amount of them in order to achieve 100% cloak. Second you wont have to pump a set amount of energy into them either. There is however an "optimal" configuration depending on certain ship parameters but again, it's not written in stone. You can place more than or less than the recommended number of modules on your ship to achieve different benefits. The same goes for power. In the end you will have complete control over how your cloak performs in various situations.
Before we get into the new stealth mechanic, I want you to keep in mind that having a stealth ship in the current game has some major drawbacks like, the difficulty of building a reactor group efficient enough to run the cloak, most of your ship is made of these power reactors, if it has an interior it is usually a small one, little to no defense, mediocre offense and if scanned, your cloak immediately fails. Understand that the reason for all the negatives is because a stealth ship can pretty much go anywhere it wants undetected, which by itself is a huge advantage. So if we are going to change stealth, it will need similar drawbacks to stay balanced.
First, I would like to do away with the mass based mechanic. It makes perfect sense for a jump drive calculation but, not so much for a cloaking field. I know, I know, this is a game, it doesn't have to make sense. But, how about we use the surface area to volume ratio? The reason is the fact that the ratio of any object decreases as the object size increases and we are going to use this fact to combat stealth titans. Now, instead of using the actual surface area of your ship, (which would promote stealth cubes and spheres) we take the volume of your ship and calculate the surface area of a cube of equal volume. This way everyone starts out on equal footing with the freedom to build their ship how they see fit.
Next, instead of using the ratio to directly calculate the energy requirements, we use it to calculate the number of hybrid modules needed for complete cloak. The reason is the algorithm can be adjusted to exclude ships beyond a certain volume by requiring more than 100% of the ship to be made of these modules, which of course is impossible.
This is what I had in mind. The modules will require a certain amount of power to operate normally. The design of your ship determines the amount of energy the modules receive. The way it works is the modules will only use excess regen not being used by other systems. It will become apparent why when i cover the benefits and drawbacks of pumping more or less energy into your cloak. The only way I could see to make the power vary without making a slider or something is to make it a design choice.
Lets say for instance your ship needs 100 modules and each one needs 100 e/sec to cloak your ship fully. 10,000 isn't a lot is it? Here is where it gets interesting, you build a reactor capable of producing 100,000 power. Your other ship systems use 50% of that power to operate, the other 50,000 power goes to the cloak. Yes, all of it. Since you designed your ship to put more power into your cloak, you should be rewarded, right? Yes, you will have a stronger cloak because of it. This will be an important aspect when we discuss the change to scanners.
At this point I feel like we should talk about the buffs and debuffs you get from deviating from the optimal setup.
- The hybrid modules affect the mass of your ship and the speed at which your cloak is established
- Power affects power spike buffering and scan resistance
Lets go through some combos:
- More modules and less power
- Cloak faster, better power spike buffering
- More massive, worse scan resistance
- Less modules and more power
- Less massive, better scan resistance
- Cloak slower, worse power spike buffering
- More modules and more power
- Cloak faster, better scan resistance
- More massive, Worse power spike buffering
- Less modules and less power
- Less massive, better power spike buffering
- Cloak slower, worse scan resistance, don't achieve full cloak
Using the example from earlier, you have a ship that is recommended to have 100 modules but, you only add 50. This time you build your ship to give your cloak exactly 10,000 e/sec, the same amount you would need if you put 100 modules on it. Even though you have fewer than the recommended modules, you are giving it enough power for a full cloak. The modules are working harder at a higher frequency which is why they are more prone to power fluctuations but also give you a stronger cloak. I know, it's just a bunch of RP mumbo jumbo but, it sounds cool.
Lets say you double the modules but halve the power. You will still cloak because each module operates more efficiently at low power because of some magical techno babble reasons. Allowing you to cloak faster and manage power fluctuations better.
The only way you wont be able to fully cloak is if you don't put enough modules on your ship and don't give it enough e/sec. Using the same example but this time you only give it 50 modules and 5,000 e/sec. The ship will cloak but will only be 50% transparent.
Scanners will have to be fixed up to combat all the op cloaked ships running around. I mentioned giving scanners a passive scan, one that is always running. When a cloaked ship enters a sector in range of a scanner running it's passive scan, the cloaking field will start to destabilize. The modules will 'fight' the scanner and attempt to maintain the cloak, drawing more power to do so. The modules are already using 100% of the excess regen so they will have to pull the extra power from the capacitors. If allowed to go on for long enough, the capacitors will be depleted and the cloak will drop. Now you are basically dead in the water and due to the scanner dropping your cloak, the enemy knows where you are. For a moment you wont have the power to move let alone fight back or even recharge your shields.No matter how weak a scanner or how resistant a cloak, the scanner will eventually force the cloak to drop.
If a player is in the scanner, actively performing high-powered burst scans, the cloak will destabilize and drop at a much faster rate. If the scanner is powerful enough it could drop a cloak in a single burst or its passive scan may be sufficient to drop a powerful cloak quickly enough.
Well that is my idea for a change to the cloaking mechanic, if you read all of it, I owe you a cookie. I intentionally left out numbers and algorithms, one: because i suck at math and two: It would be damned difficult to balance this without tons of play-testing.
I may have forgot some stuff or need to clarify so, if you got questions I'll try to answer.
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