(09-15-2023, 03:30 PM)Toaster Wrote: Getting automatically uncloaked by proximity means you can't just sit there in cloak and go AFK for an hour but have to actually keep an eye on things and maybe even move once in a while to maintain minimum distance. It gives others an actual chance to find you without having to splurge on a cloak disruptor, wasting a perfectly good countermeasure slot in the process.
Who cloaks and goes AFK? Cloaks are for hiding or getting past hostile un noticed…
Even if for some reason a AFK cloaked was to exist, who cares? They’re AFK, they can’t do anything…
To eavesdrop/spy.
But then they’re AFK so no harm done?
The AFKing was an exaggeration. But even if they did literally go AFK, DSAce would still be recording everything that happens around them.
(09-15-2023, 03:30 PM)Toaster Wrote: Getting automatically uncloaked by proximity means you can't just sit there in cloak and go AFK for an hour but have to actually keep an eye on things and maybe even move once in a while to maintain minimum distance. It gives others an actual chance to find you without having to splurge on a cloak disruptor, wasting a perfectly good countermeasure slot in the process.
Who cloaks and goes AFK? Cloaks are for hiding or getting past hostile un noticed…
Even if for some reason a AFK cloaked was to exist, who cares? They’re AFK, they can’t do anything…
To eavesdrop/spy.
But then they’re AFK so no harm done?
The AFKing was an exaggeration. But even if they did literally go AFK, DSAce would still be recording everything that happens around them.
Dcace…
So, if per chance an AFK player has the chance to put themselves in just the right spot and by chance see information on, what? Even then, info which can’t be INRP used. It just makes no sense?
So, surly just have no energy for 30+ seconds after un cloaking- issue fixed?
(09-15-2023, 03:44 PM)Toaster Wrote: The AFKing was an exaggeration. But even if they did literally go AFK, DSAce would still be recording everything that happens around them.
No one stops people from recording their screen while being AFK which adds footage to the DSAce logs as well.
I have some really serious question about it.
First of all,if the cloak discover range is at like 4500 meter for battle ships,and as we all know the longest range weapon heavy motar is at 5000m range,it would be really useless for battleships,attacking from behind or any good position at that long range would not give u any advantage since IT IS WAY TOO FAR,even if u use heavy motar it takes 5sec for the shot to reach the target,it give too much respond time and not mentioning cloak is often used for some close range combat because it's can tacticaly shorten the range to your target,if u can't, why not just carrying a normal fit? And the cloak also takes the contermeasure solt,what's the point of using it? Fooling the npcs?
Secondly,since u are changing the cloak,how about the cloak disruptors? These detection range make the disruptor looks like a clown,u can see someone coming by looking at the player list and listening to the cloak sound effect,if they want to do anything to u they will have to reveal themselves sooner or later,why u need a cloak disruptor since it is already hard to build.
The last point,u have mention human technology, what about nomad cloaks? I agree with it if nomads have some advantage, but how would u do the balance?
The detection range is a good point to change the clock, but by now the number and mechanic are not yet wisely consider. Here's some of my rough idea:your cloak have a short charge up time and reduced cloak time, but take the same amount of battery every time u charge, the absolute detection range should be greatly reduced(these need tests),but when u get close enough to someone(should avoid the player u team up with), your cloak time runs out faster, force u to make quick decide to attack or run or just simply fly by to make an investigate(if u need a explain for it, it takes more energy to mask the ship undiscovered when u getting close so the energy u charge runs faster), the charge up should be interruptable by some means not only the cruise disruptor, since not every ship could mount it but every ship with contermeasure solt could mount a cloak by sacrificing cargo space.
While it may seem like a good idea to end cloak disruptors and cloaks altogether, this would likely create more problems than it solves. Instead, developers should focus on fixing any bugs with the equipment and improving overall gameplay balance. By doing so, players will have a reason to continue using and potentially buying cloak disruptors while still ensuring that gameplay remains fair and enjoyable.
Player feedback is a crucial element in keeping players engaged with any game. It is true that teams cannot cater to every player’s needs, but ignoring their opinions altogether is not a wise move. Taking player feedback into consideration could help increase players’ interest in the game. This leads to better engagement, higher retention rates, and a stronger community overall. Therefore, teams should be open and receptive to feedback, which allows them to improve the game and create a better experience for all players.
When it comes to equipment changes, it's important to have a poll so that the team can gather feedback from players before making any decisions. While the story should not be in the hands of players, equipment changes can significantly impact how people play the game.
Therefore, it's crucial to involve the community in these types of decisions to ensure that everyone's voice is heard. Ultimately, equipment changes can greatly affect a player's experience, so it's essential to take player feedback into account.
I don't know, seems like a meh change. Not that a lot of people care as I still don't see cloaks used much.
While the possibilities of new gameplay options (ambush piracy ?) seem nice, something feels off with losing the tactical advantage of cloaks in combat. Would have to agree that dropping powercore on uncloak would have probably been a more obvious solution with less effort involved from all sides.
Cloak disruptors will need a buff with this implemented though.
Or maybe they should get turned into something else - position scanners ? Something like a /sweep <name> command that drops approximate coordinates of a targeted name (maybe with alerting the sweeped target back, depending on the level of the scanner). Basically a form of sonar.
(09-15-2023, 09:00 PM)LuckyOne Wrote: I don't know, seems like a meh change. Not that a lot of people care as I still don't see cloaks used much.
While the possibilities of new gameplay options (ambush piracy ?) seem nice, something feels off with losing the tactical advantage of cloaks in combat. Would have to agree that dropping powercore on uncloak would have probably been a more obvious solution with less effort involved from all sides.
Cloak disruptors will need a buff with this implemented though.
Or maybe they should get turned into something else - position scanners ? Something like a /sweep <name> command that drops approximate coordinates of a targeted name (maybe with alerting the sweeped target back, depending on the level of the scanner). Basically a form of sonar.
I think it's a nice change of pace, but I think the idea of becoming visible when you're near other people is bad. I mean, what's the point of having a cloak if I can't sneak up on them. I mean, we already have cloak disruptors that do the same thing.
I think it would be better to have no power after cloaking like you already have after cruising.
That would also stop the problem and the cloaks would still have their purpose.