05-04-2012, 02:57 AM
Disclaimer:
Cloaking devices are the most sticky and disgusting devices in "fair" play. The closest game i know. (that people are actually playing) close to this mod is a game called evochron mercenary.
One. You buy a cloaking generator that works hell or high water for 180 seconds. There are no cap-ships in evochron.
Two. Star trek online.. You cannot cloak while in a fight. Unless you have a special battle cloak that shuts your shields down. Bonus to damage when you de cloak for surprise attack effect.
Three. Neverwinter Nights. (the most abused cloak called Hide, in, plain.sight or HIPS. I personally put a cool down timer on my servers HIPS usage because for melee fighters to compete fairly.. they would have to make sure of mage powers.. damage shields.. area of effects. A mage could be screwed if his spell doesn't finish when the target HIPS.. Infact if a wizard cast an area of effext spell like hellball.. the ball will rubber band back to the caster.. and then much rage would ensue.
There are other examples however with the current system in place and the fact that cloaks are beginning to saturate the mod as is. its apparent how the system leaves out the.. natural abilities of ....well Nomads.
Subject: Nomad Cloaks.
In rp
watch this or play single player.
instances for the cloak to exist appears in Liberty and Rhineland technology. The rhiendland cloaks looks nomad..with purple arching energy.. the osirus cloak looks more unique and more -human-.
Other servers.
other servers as early as 2006 offered cloaking fighters, specific ships, and nomad vessels that could cloak, but the community has shrunk and specialized over time. Comparing how 88flak or crossfire has done their cloaks doesn't speak to Discos balance aspect as.. quite frankly those other mods reach and run differently and are designed for different players.
The vast majority cloak and shut down the shields as the only balancing point. no fuel used.. again however.. fighters. im unaware of any capships in these mods that cloak.
The past
Long long time ago.. freelancer modding treated clocking devices and cloak modding as cheat modding. WITHOUT the glory of flhook however.. they were right. People could do.. alot of.. serious and terrible crap that made multiplay a serious pain int he butt.
Since FLhook anti cloak, anti cheat, anti jerk is a reality. Though when i was a simple server policeman. all i did was ban anyone who cheat modded. and i wore the button out every weekend some NOOB HAD TO THINK HE WAS SO DAMN SMART TO AMKE HIS STARFLIER CLOAK AND POOP ENEMY RHEINLAND BATTLESHIPS.
But I digress.
We have cloaks... for humans. .... and I am always asked. (not exsagerating) as to when we will get in on this ..thing..
So i have crafted this perposal against the grain of my previous server administration headaches. Im a good Mommy nom. I want my nom kids to have all the best in which to continue to do our job as Scary evil blue aliens.
The Nomad cloak:
Model A: Tied to the ID. Cloak on: shuts down shields and gun energy. Unlimited duration. Disruptable?
-makes offensive use difficult
-makes defensive use likely
Model B: Tied to the ID. Cloak on: Shuts down shields. Duration Depends on Gun energy. Disruptable?
-offensive use likely
-defensive use likely
Model C: Tied to a generator, uses special nomad components, Burns a fuel? Similar to the human cloak.
-offensive use highly likely
-defensive use highly likely
-Adding a nomad "gas station".
Model D: Tied to id,Cloak On: Cuts shields, Unlimited duration. Cloak off: Stalls Cruise, begins 180+ timer cool down before reactivation.
Disruptable?
100% shields needed to start?
-Surprise attack tool forces a commit to a fight.
-Defensively weak if engaged.
In how I've seen the cloak used in common encounters of an unlawful nature is that they can help you get the hell out when you need to.
This however... isn't so much a concern for the nomad RP, because their minds are separate from their ships. (at this point) being blown up is often a factor in our assaults or when being attacked. Therefore to bring the nomads into a terrorizing force. We need a cloak that can facilitate a strike and give those being attacked (if their fast and organised) a way to fight us off.
This is why I like Model D.
If there is going to be additional countermeasures to cloaks like disruption from CD or.. somehow being able to cooldown or keep the cloak off if the shields are below 50% (ie Engaged) this can keep us from running from a fight if the above is satisfied IE if we OURSELVES are surprised attacked.. we cant just cloak.
I would like the devs to review this seriously as a Dev did ask me to perpose it. I was going to regaurdless.. however.. well. when you have faction members, fans?, community, AND a few devs wondering. well. why not bring it up?
Cloaking devices are the most sticky and disgusting devices in "fair" play. The closest game i know. (that people are actually playing) close to this mod is a game called evochron mercenary.
One. You buy a cloaking generator that works hell or high water for 180 seconds. There are no cap-ships in evochron.
Two. Star trek online.. You cannot cloak while in a fight. Unless you have a special battle cloak that shuts your shields down. Bonus to damage when you de cloak for surprise attack effect.
Three. Neverwinter Nights. (the most abused cloak called Hide, in, plain.sight or HIPS. I personally put a cool down timer on my servers HIPS usage because for melee fighters to compete fairly.. they would have to make sure of mage powers.. damage shields.. area of effects. A mage could be screwed if his spell doesn't finish when the target HIPS.. Infact if a wizard cast an area of effext spell like hellball.. the ball will rubber band back to the caster.. and then much rage would ensue.
There are other examples however with the current system in place and the fact that cloaks are beginning to saturate the mod as is. its apparent how the system leaves out the.. natural abilities of ....well Nomads.
Subject: Nomad Cloaks.
In rp
watch this or play single player.
instances for the cloak to exist appears in Liberty and Rhineland technology. The rhiendland cloaks looks nomad..with purple arching energy.. the osirus cloak looks more unique and more -human-.
Other servers.
other servers as early as 2006 offered cloaking fighters, specific ships, and nomad vessels that could cloak, but the community has shrunk and specialized over time. Comparing how 88flak or crossfire has done their cloaks doesn't speak to Discos balance aspect as.. quite frankly those other mods reach and run differently and are designed for different players.
The vast majority cloak and shut down the shields as the only balancing point. no fuel used.. again however.. fighters. im unaware of any capships in these mods that cloak.
The past
Long long time ago.. freelancer modding treated clocking devices and cloak modding as cheat modding. WITHOUT the glory of flhook however.. they were right. People could do.. alot of.. serious and terrible crap that made multiplay a serious pain int he butt.
Since FLhook anti cloak, anti cheat, anti jerk is a reality. Though when i was a simple server policeman. all i did was ban anyone who cheat modded. and i wore the button out every weekend some NOOB HAD TO THINK HE WAS SO DAMN SMART TO AMKE HIS STARFLIER CLOAK AND POOP ENEMY RHEINLAND BATTLESHIPS.
But I digress.
We have cloaks... for humans. .... and I am always asked. (not exsagerating) as to when we will get in on this ..thing..
So i have crafted this perposal against the grain of my previous server administration headaches. Im a good Mommy nom. I want my nom kids to have all the best in which to continue to do our job as Scary evil blue aliens.
The Nomad cloak:
Model A: Tied to the ID. Cloak on: shuts down shields and gun energy. Unlimited duration. Disruptable?
-makes offensive use difficult
-makes defensive use likely
Model B: Tied to the ID. Cloak on: Shuts down shields. Duration Depends on Gun energy. Disruptable?
-offensive use likely
-defensive use likely
Model C: Tied to a generator, uses special nomad components, Burns a fuel? Similar to the human cloak.
-offensive use highly likely
-defensive use highly likely
-Adding a nomad "gas station".
Model D: Tied to id,Cloak On: Cuts shields, Unlimited duration. Cloak off: Stalls Cruise, begins 180+ timer cool down before reactivation.
Disruptable?
100% shields needed to start?
-Surprise attack tool forces a commit to a fight.
-Defensively weak if engaged.
In how I've seen the cloak used in common encounters of an unlawful nature is that they can help you get the hell out when you need to.
This however... isn't so much a concern for the nomad RP, because their minds are separate from their ships. (at this point) being blown up is often a factor in our assaults or when being attacked. Therefore to bring the nomads into a terrorizing force. We need a cloak that can facilitate a strike and give those being attacked (if their fast and organised) a way to fight us off.
This is why I like Model D.
If there is going to be additional countermeasures to cloaks like disruption from CD or.. somehow being able to cooldown or keep the cloak off if the shields are below 50% (ie Engaged) this can keep us from running from a fight if the above is satisfied IE if we OURSELVES are surprised attacked.. we cant just cloak.
I would like the devs to review this seriously as a Dev did ask me to perpose it. I was going to regaurdless.. however.. well. when you have faction members, fans?, community, AND a few devs wondering. well. why not bring it up?