Space Engineers

Space Engineers

[Partly working] Cloaking Device Mk2
Leto  [developer] Jun 21, 2016 @ 6:52am
Needed Opinions: Anti Cloaking Ideas
Just a few ideas, you can bring your own but also plesae tell me what you would like to see. I can't guarantee that I will develop it - currently, they are only ideas.

Cloaking Detector: Shows the location (Beacon/GPS like)
- Power will increase quadratic to range (~ 500m should be very cheap).

- Quadratic power requirment should support the use distributed detection of e.g. drones or mines


Impuls Generator (uncloak ships)
Loads like an battery/jump drive. Can be released per action/button. Each Impuls will uncloak all ship in range for a specific time, depending on the distance, mass and impulse strength.
- distance check should make sure, you need to get as near as possible (which allows e.g. uncloaking missiles) but also supports self defense against cloaked fighter

- emp like effect which gets bigger and uncloaks you when it hits you (would allow to run away)

An idea for both:
- Maybe stronger but they need a direct (unblocked) view to the cloaked ship (So you have to add a few to the outside of your ship - so they can get destroyed)
Last edited by Leto; Jun 21, 2016 @ 6:55am
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Showing 1-15 of 23 comments
Snøfler Jun 21, 2016 @ 7:01am 
I like both ideas. The first one should be locked to a relatively low range so a small ship can't just fly around and target systems at very close range.

The other one could then be for larger or multiple ships. Will it still disable the cloaking device if it gets turned off before the EMP hits?
Leto  [developer] Jun 21, 2016 @ 7:07am 
I think it shouldn't matter if it get's shut down afterwards - because it has already send the impulse.
(But hmm.. if the block get's destroyed i can't check for cloaked ships... there are modding restriction )
So actually no, if it get's shut down, the effect will collapse and end.
Leto  [developer] Jun 21, 2016 @ 7:09am 
Also, the ideas could work together: First one could activate the second one if a ship comes in a certain range.
An ideal combination for uncloak mines.
Snøfler Jun 21, 2016 @ 7:12am 
I meant would the EMP still impact a disabled cloaking device, so you in theory could uncloak for a minute untill the EMP has passed and then cloak again.
Leto  [developer] Jun 21, 2016 @ 7:21am 
Ah, that's what you mean. Hm, good question.
It would need some skill to uncloak in the right moment and afterwards cloak again. You are vulnerable in every case, but with skill a few seconds less - so i prefer, it won't affect disabled cloaking devices. (but then, someone could build two... hm, if disabled by the impuls generator, it still has to drain power to prevent using another one)
taminaminam Jun 21, 2016 @ 8:23am 
- maybe the emp could damage (enabled) cloaking devices so you have to repair it
- a radar to enable turrets to focus BUT NOT disable cloak, so maybe only the ship with the radar can shoot at you
Last edited by taminaminam; Jun 21, 2016 @ 8:25am
taminaminam Jun 21, 2016 @ 8:30am 
could you also make different sizes like a 3x3 buttom piece thing because of simmetry (I don't know how it's spelled xD) and so on
taminaminam Jun 21, 2016 @ 8:33am 
and a UNCLOAK command for server admins to recover lost ships
posthy Jun 21, 2016 @ 9:21am 
How about this: the detector works constatntly in a range (user sets with slider on console) with increasing energy requirement by range of course. The ships in range become uncloaked but not fully, they appear like prjoection holograms, so they will be still a bit blurry targets And no damage to claoking device, if the ships runs away, gets out of the detector range, it gets cloaked again.
Leto  [developer] Jun 21, 2016 @ 12:49pm 
posthy that's not possible
posthy Jun 22, 2016 @ 4:34am 
I was afraid you'll say that. Sad.
Erockstar Jun 23, 2016 @ 6:31pm 
I don't know if anyones said this but in star trek the cloaked ships could be detected by tracking their tril thtu space aka radiation/exhaust/heat theres allways something left in their wake and where it ends thats where the ship useally is hidden, granted the cardassians fixed that prob on their ships alone by adding vent ports to hold in the heat and exhaust but they had overheat and overload probs then if the ports jammed, kinda the same concept as the normandy from Mass Effect.
Copycat80 Jun 24, 2016 @ 10:31am 
can ship decloak (for a secod or so) when it takes damage?
Last edited by Copycat80; Jun 24, 2016 @ 10:31am
Leto  [developer] Jun 24, 2016 @ 10:35am 
Theoretic yes Copycat80. But I don't think it's so great: Then the enemy just needs one shoot and their autoturrets are shooting at you - and you won't get cloaked again.
mahtrok Jun 25, 2016 @ 3:14pm 
Awesome mod, directly favorited :)

Thinking about Elite Dangerous currently and the heat production there, that increases the signature of a ship...
Would it be possible to decrease the cloaking effectiveness in relation to the overall power output of the whole grid? So if you are cloaked and manouvering on high speeds or charging a bunch of jumpdrives at a time, your cloaking becomes less effective, so this would in case force the cloaked pilot to watch his power output and maybe shut down non essential systems to stay cloaked.

I know there allready is a direct relation, if you haven't got enough power to run thrusters, maybe shield gens and the cloaking device at a time, they will shut down once overloaded, but it would be nice, if even below overload state ~90% the cloaking would automatically be less effective -> larger signature.

Not exactly an anti-cloak idea but just came into my mind.

Not sad if you don't even think about it, love the mod as it is allready.
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