Well, while i don't like this change due to some reasons already stated above, i want to ask one thing about cloaks. Is it possible to make cloaked ships see each other for same IDs? Or by same cloak type (Nomad/Hybrid one)? Like making that ships selectable and/or semi-transparent instead of being completely transparent. Is it possible?
As cloaked ship is still may be somehow detectable by client (it still lags when something cloaked (or not cloaked) comes to radar radius on very old PCs).
With the sound update stated in the OP you can hear nearby cloaked players, which would include allied cloaked players too. As far as I know, technical limitations do not allow us to let cloaked players have any kind of vision towards each other simply because of how the cloaks work. Though I'd be happy to be proven wrong on that matter, incase Alley is going to cast more magic.
(01-13-2015, 08:34 PM)Zed26 Wrote: Unrelated, but as a concession for people who genuinely use cloaks for RP (such as TheUnforgiven's Argo, which I've had fun experiences with), why not add the Spec Ops ID as one of the "fuel" types for cloaks, which is how nomad cloaks work (hence unlimited fuel), at least until an update. Because SRP equipment and performance is closely monitored, there's more accountability and (hopefully) responsibility, but the SRP player has fewer factors to worry about.
the admins can do that themselves, it's just adding one value in the cloak.ini file (and they know how to edit it, don't worry about that). Devs aren't needed for that.
As much as I'd love an infinite cloak, and I appreciate the suggestion, there's just no inrp reason for having that on my pelican. If I was told I could come up with RP around it...maybe, but would probably be a stretch. But my Spec Ops ID doesn't even save me from the BS scanner nerf, so for all of those under the impression my ID saves me of that, it doesn't. I didn't ask for it, because again, no inrp reason I'd get no power drain from having a BS scanner on a Pelican just because of my ID. I accepted that, and was mainly after the rules of the ID for its freedom. I'm not asking for special treatment, only for things to remain as they have been thus far.
People already have their own ways of figuring out who's cloaking and who isn't. Inrp sometimes all you can do is have your suspicions while looking at the chat list, and watching inrp for suspicious 'transmissions', like a local chat from a ship that doesn't exist on scanner. Even last week I was by the Shikoku gate in Kepler, saw a ship in Shikoku, and waited. Finally I noticed on the chatlist he was in Kepler, yet I saw no ship. I was impressed actually, as this guy already found a good way to deal with the likes of me, or other cloakers, being...another cloak.
And I'm not sure whoever said RP while cloaked doesn't count, I missed that, for the last year and half...It became particularly useful when I was trying to recruit pirates to work with me. That's harder than it seems, recruiting pirates is like taming Lions. If they don't know me, they usually try to attack first. Most times I'd find them cloaked and talk to them first about business, convince them not to attack me, then reveal myself.
Again I hate being a negative Nancy on cloak changes but I still feel people playing the last few years have well adapted to the system we've had and have been making it work. Yes it has its pitfalls, and fruits. When it comes to this though I think changing how they operate just opens new problems in place of the old ones. Why not deal with the devil you know?
Sound for traditional cloaks...bad
Sound for Nomad/Wilde cloaks...not so bad, but could still use a specialized scanner to make it really make sense. And I'd only support that if most nomad/wilde players agreed. If not, I'd totally understand that pain!
Sound for traditional cloaks being bad is rather a problematic statement. Because to be honest? Large cloaks are as good as infinite cloaks given just how long they can hold up.
I agree though that on snub fighters that might just make cloaks for them redundant, they already have a short flight time cloaked of ~30-40 seconds as is.
Should be -2k ping range for med cloaks and 4k for large cloaks, and that should cut it.
Oh and as for the Kepler dude, more likely that he just used the jumphole. I do it myself sometimes.
As for nomad cloaks - give them some unique sound. Something lighterish like Shizune suggested would be awesome IMO.
(01-13-2015, 11:11 PM)Pancakes Wrote: Sound for traditional cloaks being bad is rather a problematic statement. Because to be honest? Large cloaks are as good as infinite cloaks given just how long they can hold up.
I agree though that on snub fighters that might just make cloaks for them redundant, they already have a short flight time cloaked of ~30-40 seconds as is.
Should be -2k ping range for med cloaks and 4k for large cloaks, and that should cut it.
Oh and as for the Kepler dude, more likely that he just used the jumphole. I do it myself sometimes.
As for nomad cloaks - give them some unique sound. Something lighterish like Shizune suggested would be awesome IMO.
True large cloaks get long cloak times but they can't just sit in space infinitely, they will eventually have to withdraw and refuel, giving others the opportunity to act then, or making the cloakers work with others by forming a supply line. So maybe large ones, but I don't want to be a hypocrite, since I pretty much only use medium cloaks. Infinite cloaks that aren't SRP'd are indeed possible to abuse with little oversight, so some countermeasure for those seems reasonable. I'd rather it effect none of the fuel burning cloaks, than just 1 or 2. Honestly I never thought cloaks would have or ever did make a 'noise'. Plain and simply it makes no sense guys and there are plenty of glitches that need fixing, the cloak system is not killing anyone or sending players flying the server. It's what has kept me here.
Light cloaks? Yeah its already easy to guess which way an escaping snub will go, you just gotta hold out til they run out of fuel and can find them again. Now it'll be even easier. I just don't see why its really necessary.
Also, if there's a Shikoku Kepler JH, I've been unaware of it this entire time. Anyways I've said more than enough to get my points across. Add this effect to a 250 million dollar scanner (with a nerf like the BS scanner) and I'll have no complaints, I'll adapt, and re learn when to hold em and when to fold em. Free cloak detection to all? 8k, 4k, 2k, doesn't matter, I guess my characters this pertains to will be retiring.
(01-13-2015, 11:11 PM)Pancakes Wrote: Sound for traditional cloaks being bad is rather a problematic statement. Because to be honest? Large cloaks are as good as infinite cloaks given just how long they can hold up.
I agree though that on snub fighters that might just make cloaks for them redundant, they already have a short flight time cloaked of ~30-40 seconds as is.
Should be -2k ping range for med cloaks and 4k for large cloaks, and that should cut it.
Oh and as for the Kepler dude, more likely that he just used the jumphole. I do it myself sometimes.
As for nomad cloaks - give them some unique sound. Something lighterish like Shizune suggested would be awesome IMO.
True large cloaks get long cloak times but they can't just sit in space infinitely, they will eventually have to withdraw and refuel, giving others the opportunity to act then, or making the cloakers work with others by forming a supply line. So maybe large ones, but I don't want to be a hypocrite, since I pretty much only use medium cloaks. Infinite cloaks that aren't SRP'd are indeed possible to abuse with little oversight, so some countermeasure for those seems reasonable. I'd rather it effect none of the fuel burning cloaks, than just 1 or 2. Honestly I never thought cloaks would have or ever did make a 'noise'. Plain and simply it makes no sense guys and there are plenty of glitches that need fixing, the cloak system is not killing anyone or sending players flying the server. It's what has kept me here.
Light cloaks? Yeah its already easy to guess which way an escaping snub will go, you just gotta hold out til they run out of fuel and can find them again. Now it'll be even easier. I just don't see why its really necessary.
Also, if there's a Shikoku Kepler JH, I've been unaware of it this entire time. Anyways I've said more than enough to get my points across. Add this effect to a 250 million dollar scanner (with a nerf like the BS scanner) and I'll have no complaints, I'll adapt, and re learn when to hold em and when to fold em. Free cloak detection to all? 8k, 4k, 2k, doesn't matter, I guess my characters this pertains to will be retiring.
It's not a detection, mind you. If there would be a scanner it should be actually possible of detecting the cloaked player, not just inform you of his general presence. Having the cloaked sound one for medium cloaks at 2k would be already a too little range for you to run away, it might just give you that grace period needed to not get insta killed after a decloak. Or make your ability to just skulk around someone a little bit limited - but it would certainly not take away the element of surprise all together.
As for the large cloak - it burns 1 MOX per second of operation. That means that a ship with 3600 cargo hold could stay cloaked for nearly 1 hour (you can reduce lets say 10 minutes because of MOX' decay). That's long enough to be considered infinite, if you ask me. Because to be frank? Anything above the 5-6 minutes is more than just enough to travel through anywhere undetected. Also mind that you don't have to have cloak up and working all the time, you should have mixture of usage and non-usage, depending on the need.
(01-17-2015, 12:02 AM)Toris James Gray Wrote: No one would use 3000ker with Cloak to be honest, perhaps for ultimate trolling and with... CAU8 maybe?
Heh.
You just described the setup of the ship I'm using to catch smugglers and would-be-pirate transports. It has CAU6, but still pretty much the same.
Now, that they have a chance to "hear" me, it's just going to be more interesting.