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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?
(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.
An ideal combination for uncloak mines.
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)
- a radar to enable turrets to focus BUT NOT disable cloak, so maybe only the ship with the radar can shoot at you
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.