Space Engineers

Space Engineers

(Deprecated, see description) Cloaking Device
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Leto  [开发者] 2014 年 10 月 10 日 上午 8:32
Poll: wanted functions
a) should thruster glow and other effects be visible?
b) should firing interrupt cloaking?
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Gnortle'Glomp 2014 年 10 月 10 日 上午 10:08 
Yes to both
XEN0KID 2014 年 10 月 10 日 上午 11:22 
i agree with Grand, effects should be kept and firing should interupt the cloaking field :)
Bone White 2014 年 10 月 10 日 下午 12:25 
Emissions are notoriously the bane of cloaking devices. They should remain, or even stop the cloak working too.

Alternatively, how about any thruster over 10% will break the cloak?
最后由 Bone White 编辑于; 2014 年 10 月 10 日 下午 12:25
Leto  [开发者] 2014 年 10 月 10 日 下午 12:54 
What do you mean with "over 10%"? Speed? hm... not a bad idea.
But i would use the velocity of the ship (it is easier... and works even with thruster-mods):

What about a limitation by power?
Required power increases dramatically with:
- armor blocks
- high velocity
- firing
- hide thruster effects

So if you have enough reactors, batteries and capicators your ship can stay cloaked while firing.

Every hard armor block needs 1.50 MW, if you have a 100 MW Reactor(large), you can build 66 hard armor blocks. (to protect every side of a reactor, you would need 86 armor blocks)
Hide thruster glow would need 5 MW per thruster.
Every m/s would increase required power by 4%. On maximum speed it would need 400+% more power.

And: Firing would increase required power by 400% too.

Edit: But power consumption is currently not possible.
最后由 Leto 编辑于; 2014 年 10 月 10 日 下午 12:56
XEN0KID 2014 年 10 月 10 日 下午 1:13 
nah man, keep the effects. cloaking tech does have some limit, but im thinking of a speed limit if your implimenting a thruster output cap. it would stop people using the "FTL" feature, as they call it. using grav gens and artificial masses to create a high-power FTL drive; the only way to move a huge ship in the base game. its a good system to install into ships too, does take up a rather large ammount of space though.
alkrak44 2014 年 10 月 10 日 下午 1:37 
i like the that thrust is still seen and firing should interupt cloak but i doo like the idea of more power can let u fire them while cloaked but i think it should be perpotional too your firepower maybe 2 MW per gun 5 MW per missile
Leto  [开发者] 2014 年 10 月 10 日 下午 1:43 
alkrak, when firing needs 400% more power, try to build a ship which stays cloaked while firing.
It is possible, but then you have to reduce the armor to a minimum. Then you have a cloaked ship, which is very vulnerable. One or two shots and your reactors will fall out - then you have a low-armored ship which can't cloak.


Why i suggest this way: (Star Trek) birds of prey can stay cloaked, but firing needs so much power, that they have to uncloak before firing. If my idea is not popular, i will make two mods.
最后由 Leto 编辑于; 2014 年 10 月 10 日 下午 1:45
XEN0KID 2014 年 10 月 10 日 下午 2:21 
thats a good idea
Officer SkidMark 2014 年 10 月 10 日 下午 7:40 
it should have like a ghosted apperance where its no completely invisable but gets easier to tell where it is like some cloaking devices
Luna 2014 年 10 月 11 日 上午 9:37 
please hide the amor blocks and make the velosity affect the clocking device energy comsumption so that if you dont have the energy the clocking device will fail and make fireing interupt the clocking device great mod hope it turns out well
最后由 Luna 编辑于; 2014 年 10 月 11 日 上午 9:41
Geekio 2014 年 10 月 11 日 上午 9:43 
No to A and yes to B. Since the armour blocks are still visible, there isn't much point in making thrusters visible as well, since one can already see the ship. However, if/when you make armour invisible, you should try to add some kind of effect to show the ship's location, or maybe try to make it only around 80% transparent.
Mikey Koontz 2014 年 10 月 11 日 上午 10:06 
Thruster glow, etc. should be hidden, but activating weaons should decloak a ship, and force it to remain uncloaked for a period of time (5-15 seconds?)
最后由 Mikey Koontz 编辑于; 2014 年 10 月 11 日 上午 10:06
Mikey Koontz 2014 年 10 月 11 日 上午 10:12 
引用自 Leto
What do you mean with "over 10%"? Speed? hm... not a bad idea.
But i would use the velocity of the ship (it is easier... and works even with thruster-mods):

What about a limitation by power?
Required power increases dramatically with:
- armor blocks
- high velocity
- firing
- hide thruster effects

So if you have enough reactors, batteries and capicators your ship can stay cloaked while firing.

Every hard armor block needs 1.50 MW, if you have a 100 MW Reactor(large), you can build 66 hard armor blocks. (to protect every side of a reactor, you would need 86 armor blocks)
Hide thruster glow would need 5 MW per thruster.
Every m/s would increase required power by 4%. On maximum speed it would need 400+% more power.

And: Firing would increase required power by 400% too.

Edit: But power consumption is currently not possible.

That's an immense amount of power for a small Large Ship just to cloak armor blocks. I don't think cloaking armor blocks should cost more power, but requiring more power to fire (or deactivating the cloak to fire) is an idea I like.

Costing more power to go faster is a cool idea as well.

Hiding thrusters for 5MW EACH is, again, a lot of power. My retrofited Military Escort has 14 thrusters, and operates on two small reactors (and four batteries), making cloaking thruster effects massively out of my reach unless I use modded reactors (which I haven't even looked into, so I'm not even sure if it would be possible then).
Leto  [开发者] 2014 年 10 月 11 日 上午 10:26 
引用自 M1k3y Koontz

That's an immense amount of power for a small Large Ship just to cloak armor blocks. I don't think cloaking armor blocks should cost more power, but requiring more power to fire (or deactivating the cloak to fire) is an idea I like.

Costing more power to go faster is a cool idea as well.

Hiding thrusters for 5MW EACH is, again, a lot of power. My retrofited Military Escort has 14 thrusters, and operates on two small reactors (and four batteries), making cloaking thruster effects massively out of my reach unless I use modded reactors (which I haven't even looked into, so I'm not even sure if it would be possible then).

Well, the power consumption should be high. Maybe you are right - it is too much.
But this are just constants, easily changeable - we will see when the power-consumption-for-mods-update ist out :)
Spacewolf88 2014 年 10 月 12 日 上午 1:47 
for a seperate mod, something that scans the preimiter for clocked ships.
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