(03-17-2017, 09:04 PM)Durandal Wrote: Just need to make cloak disruptors more readily available/use a slot that doesn't punish you as much for mounting one.
I agree, but I think that the CM slot, which is in use already, is suitable. A cloak takes the same one after all.
A cloak is inherently more useful than a cloak disruptor. That's the issue here. One is useful 100% of the time, and the other is only useful under certain circumstances. I dropped a more detailed post about it in the other thread in the dev forum.
I don't really see a good solution to stop the butt cloaking, unless you make them totally useless again, up to a point on when nobody want to use it. But that's not what i would like to see. We could at least reduce the amount of cloaks.
The biggest mistake that was done in regard to cloaks, was to make them commonly available. Every noob can build/use them nowadays. It's kinda ridiculous to see corporations hauling/processing tons of nomad materials for their cloaks, as if these were commonly available like water and totally not hazardous. Cloaks should be classified as dangerous nomad technology and not as somekind of basic hardware you can buy in every shop. They are being used way too often.
I would:
- Limit the use of cloaks via technerfs. 100% compatibility for Order, Core, house intel factions, Outcasts, Nomads, Wild, SRP ships. 75% or 50% for military factions.
- Make the purchase of cloaks more difficult and limit their construction to those factions, who have the necessary knowledge and RP background: Order, Core, house intel factions, Outcasts, Nomads, Wild.
Why? It will reduce the amount of cloaks and will also generate RP between those who can build cloaks and those who can't. Maybe it will even make intel factions more attractive (so my theory).
(03-17-2017, 09:15 PM)SkyNet Wrote: I don't really see a good solution to stop the butt cloaking, unless you make them totally useless again, up to a point on when nobody want to use it. But that's not what i would like to see. We could at least reduce the amount of cloaks.
The biggest mistake that was done in regard to cloaks, was to make them commonly available. Every noob can build/use them nowadays. It's kinda ridiculous to see corporations hauling/processing tons of nomad materials for their cloaks, as if these were commonly available like water and totally not hazardous. Cloaks should be classified as dangerous nomad technology and not as somekind of basic hardware you can buy in every shop. They are being used way too often.
I would:
- Limit the use of cloaks via technerfs. 100% compatibility for Order, Core, house intel factions, Outcasts, Nomads, Wild, SRP ships. 75% or 50% for military factions.
- Make the purchase of cloaks more difficult and limit their construction to those factions, who have the necessary knowledge and RP background: Order, Core, house intel factions, Outcasts, Nomads, Wild.
Why? It will reduce the amount of cloaks and will also generate RP between those who can build cloaks and those who can't. Maybe it will even make intel faction more attractive (so my theory).
It will piss off people who rely on cloaks, and tech nerfs a pure punishment on battleships. The result is you see people less logging.
(03-17-2017, 09:04 PM)Durandal Wrote: Just need to make cloak disruptors more readily available/use a slot that doesn't punish you as much for mounting one.
I agree, but I think that the CM slot, which is in use already, is suitable. A cloak takes the same one after all.
A cloak is inherently more useful than a cloak disruptor. That's the issue here. One is useful 100% of the time, and the other is only useful under certain circumstances. I dropped a more detailed post about it in the other thread in the dev forum.
Most lawful factions have no use for cloaks though. The unlawfuls need them to get into position. It's pretty well balanced, actually. No need to change that at all.
(03-17-2017, 09:04 PM)Durandal Wrote: Just need to make cloak disruptors more readily available/use a slot that doesn't punish you as much for mounting one.
I agree, but I think that the CM slot, which is in use already, is suitable. A cloak takes the same one after all.
A cloak is inherently more useful than a cloak disruptor.
uhh i dont know about all that Durandal, my Osiris has a Cloak DIsruptor and i have succesfully stopped "Butt Cloaking" Since the day i got it. and its been months.
To everyone else, get a disruptor and honestly dont QQ anymore.
(03-17-2017, 11:46 PM)hubjump Wrote: how about drop core but have its activate time take seconds not minutes
like 5,or 10
that way,its a re-positioning and retreat tool
no harm done
WHoleheartedly agreed
This Galaxy is vast; its wonders and beauty are almost unfathomable. But the galaxy also hides dark secrets, some of which have lain dormant since the beginning of time itself. There is a danger in secrets, both in seeking and in knowing. Some things are meant to be hidden from view. Some mysteries defy understanding, and sometimes even the things we think we know are untrue. Some secrets should remain untouched.
I would say that getting buttcloak killed is basically being assassinated, and I would rather it stay the way it is. You have to pay attention and listen for the sounds of a cloaked ship in order to not get sneak attacked and insta-killed. Although really, it depends if people are abusing this mechanic to get cheap, easy kills.
I think stealth and surprise attacks can make GREAT sense if done correctly in roleplay. However, there's a fine line between carefully setting up a sneaky, well-planned assassination...and randomly cloaking and murdering people.
Then again, I haven't played in like 4 months. What am I talking about?
B)