I read a recent cloaking suggestion thread, then did a search and skimmed over a couple more, then felt inspired to write my own. Here it is...
Cloaking is free. It has no energy per second cost. But, all power generation is disabled when cloaked, so you have to rely on power storage.
When you are cloaked and someone nearby uses a scanner. It reduces your stored power by 50% of the total (because you are consuming power to maintain the cloak)
The cloaking system will have cloaking modules that you fill your ship with. A minimum of 10% of a ships block count will need to be cloak modules for the cloak system to be functional. The number of cloaking modules to total ship size ratio, will have 2 effects that improve as your ratio goes above 10%...
1. more modules will make your thrusters consume less energy while cloaked.
2. more modules will reduce the power loss when your ship gets scanned.
Having a very high amount of modules, lets say 50% of your ship, would allow it to survive many scans and travel quite a distance before needing to "surface". But, it would severely reduce your combat capabilities. Having a small amount of modules, such as 10%, would allow you to lie in wait and ambush passing ships. But you couldn't travel very far while cloaked.
Firing your weapons will uncloak your ship. When uncloaking, there will be a 10 second cooldown before you can re-cloak.
Also, the reason the cloak module benefits begin at 10% (and don't function under that percentage) is because I consider the 10% minimum investment to be a penalty to purposefully weaken cloak-able ships in order to make non-cloaking ships slightly stronger.
I'm aware that titans could cloak under this system... but, I feel like they would have to sacrifice enough combat capabilities that it might be okay. Not to mention that any small ship could easily uncloak them.
Radar jammers will be removed and their functionality added to the cloak device.
Cloaking is free. It has no energy per second cost. But, all power generation is disabled when cloaked, so you have to rely on power storage.
When you are cloaked and someone nearby uses a scanner. It reduces your stored power by 50% of the total (because you are consuming power to maintain the cloak)
The cloaking system will have cloaking modules that you fill your ship with. A minimum of 10% of a ships block count will need to be cloak modules for the cloak system to be functional. The number of cloaking modules to total ship size ratio, will have 2 effects that improve as your ratio goes above 10%...
1. more modules will make your thrusters consume less energy while cloaked.
2. more modules will reduce the power loss when your ship gets scanned.
Having a very high amount of modules, lets say 50% of your ship, would allow it to survive many scans and travel quite a distance before needing to "surface". But, it would severely reduce your combat capabilities. Having a small amount of modules, such as 10%, would allow you to lie in wait and ambush passing ships. But you couldn't travel very far while cloaked.
Firing your weapons will uncloak your ship. When uncloaking, there will be a 10 second cooldown before you can re-cloak.
Also, the reason the cloak module benefits begin at 10% (and don't function under that percentage) is because I consider the 10% minimum investment to be a penalty to purposefully weaken cloak-able ships in order to make non-cloaking ships slightly stronger.
I'm aware that titans could cloak under this system... but, I feel like they would have to sacrifice enough combat capabilities that it might be okay. Not to mention that any small ship could easily uncloak them.
Radar jammers will be removed and their functionality added to the cloak device.
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