New stealth mechanics: the Cloaker is a controller called a Phase Computer, and has systems. The system:
Phase Coil Block: all blocks in the group must be adjacent to exactly 2 other Phase Coil blocks. This creates a 2 or 3 dimensional loop (henceforth called a coil).
Stealth (now called phase) is still dropped when you fire a weapon, and still has a cooldown, but is not dropped when you get hit.
The equation (I helped you out here devs):
Power required per second (E)
Mass (m)
Total energy generated by the ship (s)
Total number of phase coils needed (g)
Total number of phase blocks in complete loops (p)
E=(s)(m/p)((g - (m/15))^2 + 1)
Breakdown:
E ---- as stated, energy per second when active
s ---- this means no matter what, any ship can support phase systems
(m/p) ---- this is a ratio of mass to phase blocks. The more phase blocks total, the more efficient it is. This also makes it bulky and not suitable for unspecialized ships, ususally replacing either shields or weapons.
((g - (m/15))^2 + 1) ---- this determines the number of phase coils (not blocks) needed. For instance, a 1500 mass ship would need 100 phase coil groups, give or take. The exponent makes it inefficient to have too many or too little, with a little leniency. The plus 1 keeps it from being zero and making the system free to use.
If needed, I can provide an example, or more explanation.
Devs, if you read this, please give at least a little feedback, I would appreciate it.
Phase Coil Block: all blocks in the group must be adjacent to exactly 2 other Phase Coil blocks. This creates a 2 or 3 dimensional loop (henceforth called a coil).
Stealth (now called phase) is still dropped when you fire a weapon, and still has a cooldown, but is not dropped when you get hit.
The equation (I helped you out here devs):
Power required per second (E)
Mass (m)
Total energy generated by the ship (s)
Total number of phase coils needed (g)
Total number of phase blocks in complete loops (p)
E=(s)(m/p)((g - (m/15))^2 + 1)
Breakdown:
E ---- as stated, energy per second when active
s ---- this means no matter what, any ship can support phase systems
(m/p) ---- this is a ratio of mass to phase blocks. The more phase blocks total, the more efficient it is. This also makes it bulky and not suitable for unspecialized ships, ususally replacing either shields or weapons.
((g - (m/15))^2 + 1) ---- this determines the number of phase coils (not blocks) needed. For instance, a 1500 mass ship would need 100 phase coil groups, give or take. The exponent makes it inefficient to have too many or too little, with a little leniency. The plus 1 keeps it from being zero and making the system free to use.
If needed, I can provide an example, or more explanation.
Devs, if you read this, please give at least a little feedback, I would appreciate it.
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