Ursus, cloaks are supposed to make you immortal to that extent and they are supposed to escape (mostly combat) interaction.
So basically they work as they should.
Also, cloaks have drawbacks, too; as they take away your ability to CM, you will be a great magnet for missiles, even though it's just a minor nerf.
Cloaks also aren't no-fail equipment - there is a chance you will loose the cloak on death, as far as I know. Perhaps it is a good idea to increase the chance to get your cloak blown off.
Not to mention especially snubs can't cloak for a long time, meaning you got the chance to still have them on scanners and pursue (-get their pvpdeath upon docking, or make it a group effort and intercept [with LF's for instance]).
As said before, cloaks drain your shield when you charge them, so the 10, 30, or 60 seconds that it's charging (while also eating 1/4 of your fuel), you're a sitting duck. In that time, you can easily be insta-killed, be it Mortar, SNAC, or duel novas. Cloaks aren't as OP as you make them out to be.
' Wrote:A cloak far from makes you immortal - in fact it drops your shields while you cloak, so it's quite the opposite.
And yet its not possible to chew through the hull and all of the bots before the cloak activates. Hence the immortal part. If it took 3 minutes and you had to stand perfectly still then maybe the lack of shields would be relevant, but as of now its not a significant flaw.
Let me go ahead and finish your ocnversation: Oh a cruiser can kill a transport in less time than that. Except the cloaking ship can just silently engage the cloak while the cruiser pilot is typing "cut your engines," and be fully cloaked before the cruiser pilot has done the minimal RP, and that is for the 70-second version. Anything less than a cruiser, including a squad of bombers, has no chance to kill a fully-stocked heavy transport in the available time window. I'm not sure a gunboat could kill a fully-armored bomber in the available time window either, since I've seen the same thing happen with silent cloaking bombers too. So yeah, cloaking is no-fail immortal.
The equivalent to it would be a cruise engine that could not be interrupted with a CD--you could just up and leave while the other guy is trying to fulfill his Role in the game, never losing any engagement if you didnt want to. Its a mulltiplayer game, there are going to be encounters, with wins and losses, there should not be a get-away card that works 100% of the time, and that is what cloaking provides.
No. You are mixing things up - cloaks for transports takes 70 seconds to activate, cloaks for fighers/bombers takes 10 seconds. So your scenario does not match the actual mechanics in the game.
A fighter cloaks fast-ish, but having 2-3 GB's on your back checws through hull and bots quite fast. Also you only have 10-20 seconds fully cloaked, enough time for pursuers to spread out and be within scanner range when the fighter/bomber uncloaks. An escape-scenario for a large cloak is just laughable, unless it takes you more than 70 seconds to type "Disengage your cloak!".
You need about 7 players to spread out and catch the cloaked snub. That is going north/east/south/west, leaving one in the same place and two more to go above and below the plane. Such cordination to pull this off require either pre-trained scenario or having great communication on voice-chat.
Also, if you can't outrun GBs in snub already, cloak will not help much...
Alright the GB's were a poor example, but I reckon you get the idea...
And yes, you need quite a few coordinated players or players/characters with knowledge of chokepoints - as an unlawful there are only so many places one can go. While all this is happening, the pirate is running for his life and being very paranoid, and the trade lanes are clear for traders. I fail to see the problem, save for bounty hunters and the like having a harder time making credits.