Cloaking device

    DrTarDIS

    Eldrich Timelord
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    Sure, I think first thing is letting logic do these systems (and other passives) via direct on/off switch turn computers into "spotlights" from their face to show "on". Blue signal activate, period. Red signal, inactivate, period.


    have jammer "scramble" your radar sig, shifting it around like an epileptic pinball instead of hiding it. Always on passive system with power-draw(like rechargers, mass enhancers) and distance of sig movements based on module x/y/z axis while frequency is based on mass %. Is defeated/reduced by the shape/size of scanner blocks passively.

    -a long thin line will displace farther in that direction, a fat blob will move around more in a smaller area. a thicker line, or connected blobs, will do the best/mix of both.

    Cloaker is toggleable. hides sig and render untill x-distance, based on mass % ratio. Side effect of "active cloak" all power generation is "dampened" by % mass. Is defeated by active scanners by direct magnitude check
    -a 1%mass ratio cloaker dampens e/sec generation by a small %, and only reduces "sensor/visible" range by a small amount.
    -a (full or over)% mass ratio completely removes power generation. Hope your batteries can support your sheilds upkeep and thruster requirements. People can't see you till they bump into your "max dimension+5" "bubble" though.

    Available meta: multiple cloakers"on" only uses the "biggest" one, turn off the bigger one and use the smaller to "run quiet" with the option to "run silent."

    Scanners: Passive mode "defeats" radar jamming, also allows youto see Hud Info. All entities have a "broadcast range and/or signature" based on their e/sec. Active mode scanners is a "TOGGLE" that directly defeats cloak and jam, but only as a direct result of energy competition. Dear lord make this logic toggle like a LIGHT not a flip-flop. This means:
    -an (arbitray size) cloaking station/ship, spending 5 million e/sec (which just happens to be max/over) vs a small "scout" station/ship with a 100k e/sec active scanner is still( {5,000,000 - 100,000} / 5,000,000) * 100% = 98% * 100% = 98% effective of reducing it's visible range by 100%, while being at 0% power generation.
    -an (arbitrary size) cloaking station/ship, spending 2.5 million e/sec (at say 50% effectiveness) vs a small scout of 100k e/sec active scanner is ( {2,500,000 - 100,000} / 2,500,000 ) = 96% effective at reducing it's visible range by 50%, while being at 50% power generation
    -an (arbitrary size) cloaking station/ship, spending 100k e/sec (at say 100% effectiveness) vs a large scout of 1 million e/sec active scanner is ( {100,000 - 2,500,000} / 100,000 ) * 100%= -2 400% effective at reducing it's signature by 100%, while being at 0% power generation(battery shield maintenance) overage could fix this ratio without causing negative power. The station can see them 24 times as far as normal (system limit, minimap updates for really long distance)
    -vs "unsheilded"/cloaked ships active detection range is huge. Maybe put a "softcap" on range. at 1-2 systems. Network traffic important here, but a good place to streamline it anyways.

    Of course this would tie-in with a more "connected" HUD & map(both full and mini). Allowing you to "see" groupings of ships /stations in real-time from fog of war (or not). Stack "enemy fleets" by their faction, your own faction's by fleet or owner depending on how far you zoom in. Maybe drop to total ally and not ally in sector by the system level, same switch to total in each system at galaxy level. Same galaxy friendly/not friendly at inter-galactic zoom.

    Having powerful allied sensors is a must for relaying "cloaked ship here" info, but only having a power scanner of you own will defeat the actual no-render effect for you in that ship. if they cloak and jam, you could be in for a widely osculating relayed nav marker to try shooting at once you get inside their cloaking bubble, or they could be relying completely on "running silent" and you get a hard lock as soon as you track them down with allied huge scanner help for "general location".


    Short of an integrated total rework combining both skill and raw power in construction of the interlinked systems, I don't see changing it to be viable.