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Have they ever concidered stealth but only making it effect the HUD/Antenna's detecting ships or the range a Turret sees a ship and starts shooting?
With the full on cloaked ship only having a limited speed, it still allows the attacker to get a wall of guns/gravity cannon within range and attack with no warning and little chance to defend. Or a drone limpet mine packed full of warheads remotely piloted towards your base.
Or people scattering cloaked mines near astriods.
Secondly. Stealth as in RAM coating or similar is hardly a universal solution. It can always be overwhelmed by sheer signal strength, which increases as you approach the emitter, hence it is impossible to stay completely invisible.
Low cloaked max speed.
You could only cloak a small ship and it only works on the grid the cloak is attached to
Any damage taken by a cloaked ship cancels the cloak.
Uncloaking makes it broad cast a signal letting nearby people know its there.
Cloaking a ship locks its weapons, grinders, drills, etc for a length of time after they uncloak to stop uncloaking and taking out a large ship/stations defences.
Cloaked thrusters and recently uncloaked don't damage other ships stopping cloaked thruster weapons. The more functional blocks, grinders, thrusters, weapons, the longer the delay.
This way the only way to have a surprise cloak attack would be to make a drone/ship and hide it in or near the intended target, where you know its not going to be instantly fired on and hope that the target cant destroy it before its cooldown ends and it's able to do some damage.
A cloaked mine can't detonate while cloaked or from being damaged and gets the same delay as the weapons.
This way a stealth mine would have to stick to a ships hull and reveal its self thus giving the pilot a chance to disarm it or remove it before it explodes.
Doing this could hopefully allow for full cloaking being balanced. Removing the OP stealth surprise attack, Hidden gravity cannons and removes stealth the battering ram.
Possiby other blocks that if powered increase or decrease detection range.
As for cloak, till someone produces a working cloak I don't think it will be in game. Even then it would be to easy to abuse. If it limited your engine power people would just get up to speed well outside the weapon range after lining up then cloak or use a gravity drive. most of the people who play this game fall into three catagories. People who are trained engineers, those who in their hart are engineers and greifers. All three groups are good at spotting design weaknesses and engineering something to take advantage of them. So most public servers will quickly install a script to disable them like they do with other functionality that causes issues.
The only way I can see cloaks being half way balance would be to for you to have to be stationary/docked to something, all systems effectily powered off and still be detectable at say max weapon range plus 10%. That way the person being attacked still has chance to bring defences on line. This will be even more important with Oxygen, since a single damaged armour block can depressurise a hull section quickly killing the crew.
There was a mod on the workshop that claimed to be a fully working cloak. No idea if it would work on mutiplayer or not.
Effectively an anti-antennae. It would hide anything in range of its coverage from antennas nearby. The only way to detect it would be through visual acquisition or the drop of the ECM.
ECCM is counter-ECM, BTW.