I know that this has been gone over before. But while replying to another post... I came up with my own take on the possible changes to cloak/jam/scan that I feel could benefit the game. With my suggestion, each system ties into the others, and (at least on paper) feels like a more balanced, and engaging way to do these systems.
Note: This is a long post so I broke it up into sections with Spoilers.
Note: This is a long post so I broke it up into sections with Spoilers.
First Cloaking:
I suggest that cloaking be changed to work more like shields currently do. You have a computer to "activate" the cloaking, You have cloaking "Recharge" blocks, and you have cloaking "Capacity" blocks.
The idea being that the faster you want to charge up your capacity the more rechargers you need, which would always pull power, like shield rechargers. The cloak capacitors would then hold X amount of cloak energy. When full, you're simply losing the excess cloak energy. Mass would still determine how much cloaking energy you use per second.
This way, small ships could cloak easily and if designed right indefinitely. Large ships on the other hand would require capacity rather then high recharge rates. The capacity blocks could work similar to power cap's in that they get more efficient the more that are together (until a cap). Doing that would allow large ships with enough capacitors to cloak for short/medium periods of time.
Now, We have to have a counter to all these battleships like that Klingon bird of pray over there, who can uncloak and unleash hell upon your ship.
Cloaking Balances:
1. When scanned your uncloaked and will receive a cool down.
2. While cloaked your shields capacity is dropped down to a low percentage (for example 15%) This means that if you uncloak your battleship you are at a combat disadvantage. Alpha strikers would be ok but tanking damage wouldn't work.
I suggest that cloaking be changed to work more like shields currently do. You have a computer to "activate" the cloaking, You have cloaking "Recharge" blocks, and you have cloaking "Capacity" blocks.
The idea being that the faster you want to charge up your capacity the more rechargers you need, which would always pull power, like shield rechargers. The cloak capacitors would then hold X amount of cloak energy. When full, you're simply losing the excess cloak energy. Mass would still determine how much cloaking energy you use per second.
This way, small ships could cloak easily and if designed right indefinitely. Large ships on the other hand would require capacity rather then high recharge rates. The capacity blocks could work similar to power cap's in that they get more efficient the more that are together (until a cap). Doing that would allow large ships with enough capacitors to cloak for short/medium periods of time.
Now, We have to have a counter to all these battleships like that Klingon bird of pray over there, who can uncloak and unleash hell upon your ship.
Cloaking Balances:
1. When scanned your uncloaked and will receive a cool down.
2. While cloaked your shields capacity is dropped down to a low percentage (for example 15%) This means that if you uncloak your battleship you are at a combat disadvantage. Alpha strikers would be ok but tanking damage wouldn't work.
Jamming
With jamming, I would recommend that you just have a jamming computer and modules. The more modules you have, the more "Powerful" your jamming is. The more modules you have, the more power they will draw when the system is on. The more powerful the Jamming system, the more powerful the Scanning System will have to be (Described latter).
Jamming would, when active prevent lock on missiles, and swarm missile lock on, in the sector your currently in. It would also reduce BobbyAI Accuracy. Why the entire sector? Because, if you understand how jamming works (IRL) its just making a louder broadcast that drowns out what ever someone else is sending. AND 1 sector is likely easier to implement then a spherical range.
With jamming, I would recommend that you just have a jamming computer and modules. The more modules you have, the more "Powerful" your jamming is. The more modules you have, the more power they will draw when the system is on. The more powerful the Jamming system, the more powerful the Scanning System will have to be (Described latter).
Jamming would, when active prevent lock on missiles, and swarm missile lock on, in the sector your currently in. It would also reduce BobbyAI Accuracy. Why the entire sector? Because, if you understand how jamming works (IRL) its just making a louder broadcast that drowns out what ever someone else is sending. AND 1 sector is likely easier to implement then a spherical range.
As for the Scanning:
It would work the same way as the Jamming system when in "Passive" mode. So the more modules you have, the stronger it is. Its "Passive" mode extends to the entire sector. Passive mode will "Break through" jamming IF the scanner is more powerful then the jamming.
Example: Player A's Jammer uses 100 Power per second and is active. While Player B's Scanner uses 120 power while in "Passive". Player A's Jammer while on will have zero effect to lock on's and AI targeting.
Example2: Player A's Jammer uses 500 Power per second and is active. While Player B's Scanner uses 120 power while in "Passive" mode. Player A has now reduced the accuracy of all other ships BobbyAI, and has made lockon missiles/swarmers useless by anything but his own ship.
Scanning would also have an "Active" mode which would be the same as its current form. You "Actavate" it and BAM, you get map info, and bring down the cloak of nearby ships.
One other possibility is that an activated scanner would "Drain" X amout from a ships cloak energy, while disrupting regen. This would mean that a 1 module 1 computer scanner couldn't drop the cloak of a battleship. You would need a dedicated scanner system to decloak large ships.
It would work the same way as the Jamming system when in "Passive" mode. So the more modules you have, the stronger it is. Its "Passive" mode extends to the entire sector. Passive mode will "Break through" jamming IF the scanner is more powerful then the jamming.
Example: Player A's Jammer uses 100 Power per second and is active. While Player B's Scanner uses 120 power while in "Passive". Player A's Jammer while on will have zero effect to lock on's and AI targeting.
Example2: Player A's Jammer uses 500 Power per second and is active. While Player B's Scanner uses 120 power while in "Passive" mode. Player A has now reduced the accuracy of all other ships BobbyAI, and has made lockon missiles/swarmers useless by anything but his own ship.
Scanning would also have an "Active" mode which would be the same as its current form. You "Actavate" it and BAM, you get map info, and bring down the cloak of nearby ships.
One other possibility is that an activated scanner would "Drain" X amout from a ships cloak energy, while disrupting regen. This would mean that a 1 module 1 computer scanner couldn't drop the cloak of a battleship. You would need a dedicated scanner system to decloak large ships.
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