in their great generosity, devs gave cloaks to discovery.
Thing is, unless you have a dev in your faction, they tend to forget a bunch of stuff about it.
Like nomads that don't have access to any sell point of any cloak compatible fuel.
It'd be nice to fix that, because the faction that originally had cloaks in the game can't have any and it's a bit stupid in itself.
Snoz i hope to god your not really in klamath falls. I can walk there.
Nomads are harvested to make the damn things. ... ontop of alot more changes id like to make in exschange for an "ideal nomad cloak"
-less hull
-regen hull
-less shield or no shields
-guns that fire in bursts / stronger but not... rat tat tat tat.
-little more maneuverability in exchange for less hull/shield
-remove cm's/mines/cd's/missles on fighters
(well have a cloak wouldn't need these)
-FIX THE DAMN NAMMU - base speed boost ala irra.
-other caps are fine.
-make nomad tech its own.
-give wild tech its own tech.
-maybe a jump drive / carrier mod for marduk
As you can see... i plan to make us more alien.. and lend the human technologies like missles flaks and mines as additional advantages over our intended cloak and surprise attack strategy.
Just make the cloaks purchasable at Nomad stations for the cost in materials to have built it.
Edit: Alley just informed me that it's not just about cloaks, it's the fuel to run them. In that regard I'd suggest that since Nomads originated the technology, duplicate the code for cloaks but make them designated Nomad Cloaks. As for fuel, make it no fuel but allow a certain time length based on cargo capacity.
As a side note, having MOX available in more places besides lawful only Bretonia and Rheinland really sucks. (and for unlawful/semi-lawful there is Kreuz but it's the ONLY place in the game to get MOX without being Bret/Rhein lawful friendly.)