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Most of you will agree with me when I say that stealth mechanics are broken. My main concerns are design limitations such as in size or shape, and in the penalization of hull. Two reasons why stealth ships without hull should be undesired:
Here is how we solve this: We turn jamming and cloaking into effect systems, as has been suggested many times before.
Sensor Jammer
Rename the Radar Jammer to Sensor Jammer.
Let's keep this mass-based. Like every other effect system so far the jammer gains efficiency by meeting a certain ratio between the number of effect vs. the number of ship blocks. Jamming is only successful if a 100% efficiency is maintained.
I imagine that (imaginary) sensors would detect ships by various means, one of them being their mass signatures, meaning a heavier ship would be easier to detect. In that context not only the mass-based mechanics make sense, but also the new name. Radar is such an antiquity.
Cloaker
The cloaker's functionality is more complex. You probably have noticed how the game is displaying an estimate of the current power consumption below the power bar. This gave me the following idea: A ship can maintain its cloak if its power consumption lies below a threshold determined by the number of cloaking modules.
This is consistent with common mechanics in science fiction, where ships usually have to decloak for operations like firing and have an easier time hiding when remaining still. Also, a successful hit will likely make a ship decloak.
Impacts on gameplay
Obviously, since the power-heavy cloaking is not mass based anymore, people could not only start building actually good looking stealth ships, but real stealthy ones. Instead of being forced to build a ship the size of a corvette, even stealth shuttles would be a possible outcome.
Most other things wouldn't change much, since power stability was and will remain an issue. However, my system punishes spikes in power consumption, requiring more sophisticated piloting skills.
I don't know how big of an issue permacloak disintegrator mines are, but I'm guessing very small. My point being that, taking my system without modifications, large structures would be ridiculously easy to cloak, at least. However, they would still be detectable, unless equipped with a jammer which in turn punishes big.
Also, since nobody likes permacloak dreadnoughts, a logarithmic (or similar) scale for cloaker efficiency could be considered.
- Hull is the main decoration component on ships.
- It makes not much sense technically. Since the cloaker hides ships visually, it most likely would also have to somehow counteract, for instance, radiation generated by active components. Thus, a ship with hull would in fact be harder to detect and take less power, respectively.
Here is how we solve this: We turn jamming and cloaking into effect systems, as has been suggested many times before.
Sensor Jammer
Rename the Radar Jammer to Sensor Jammer.
Let's keep this mass-based. Like every other effect system so far the jammer gains efficiency by meeting a certain ratio between the number of effect vs. the number of ship blocks. Jamming is only successful if a 100% efficiency is maintained.
I imagine that (imaginary) sensors would detect ships by various means, one of them being their mass signatures, meaning a heavier ship would be easier to detect. In that context not only the mass-based mechanics make sense, but also the new name. Radar is such an antiquity.
Cloaker
The cloaker's functionality is more complex. You probably have noticed how the game is displaying an estimate of the current power consumption below the power bar. This gave me the following idea: A ship can maintain its cloak if its power consumption lies below a threshold determined by the number of cloaking modules.
This is consistent with common mechanics in science fiction, where ships usually have to decloak for operations like firing and have an easier time hiding when remaining still. Also, a successful hit will likely make a ship decloak.
Impacts on gameplay
Obviously, since the power-heavy cloaking is not mass based anymore, people could not only start building actually good looking stealth ships, but real stealthy ones. Instead of being forced to build a ship the size of a corvette, even stealth shuttles would be a possible outcome.
Most other things wouldn't change much, since power stability was and will remain an issue. However, my system punishes spikes in power consumption, requiring more sophisticated piloting skills.
I don't know how big of an issue permacloak disintegrator mines are, but I'm guessing very small. My point being that, taking my system without modifications, large structures would be ridiculously easy to cloak, at least. However, they would still be detectable, unless equipped with a jammer which in turn punishes big.
Also, since nobody likes permacloak dreadnoughts, a logarithmic (or similar) scale for cloaker efficiency could be considered.