Astro Galaxy - a realistic space exploration game

Feedback Terminal => Suggestions => Topic started by: Palpatine on September 30, 2015, 09:03:19 AM



Title: Cloaking Devices
Post by: Palpatine on September 30, 2015, 09:03:19 AM
What about a module that turns the ship invisible for a certain amount of time at the cost of extra fuel cells? Maybe a 'cloaked' ship will get a  combat bonus as well ... thoughts?


Title: Re: Cloaking Devices
Post by: Raptor on September 30, 2015, 09:28:07 AM
Those with nothing to hide have no need for such a device.


Title: Re: Cloaking Devices
Post by: Palpatine on September 30, 2015, 09:32:46 AM
Those with nothing to hide have no need for such a device.

Just because you don't need it doesn't mean it shouldn't be implemented.


Title: Re: Cloaking Devices
Post by: Raptor on September 30, 2015, 10:10:26 AM
True. Nonetheless, there are several feature requests that benefit more captains, and they've been on hold for 2 years or so. :(

Perhaps you can use a Sith Mind Trick on SirEmi?


Title: Re: Cloaking Devices
Post by: dkuhnkc on September 30, 2015, 11:16:55 AM
What about a module that turns the ship invisible for a certain amount of time at the cost of extra fuel cells? Maybe a 'cloaked' ship will get a  combat bonus as well ... thoughts?

Not needed.
No one, not even you, can see your ships at earth.
No one, not even you, can see your ships at the system entry safe zone.
No one, not even you, can see your ships in deep space.

I am in favor of the opposite: Making it possible to see other ships in the system entry safe spot. (they can still be safe from attack.)
Making it possible to see and attack other ships in interstellar space. (blind jump upon loss)


Title: Re: Cloaking Devices
Post by: NoBrain on September 30, 2015, 11:28:45 AM
Quote
I am in favor of the opposite: Making it possible to see other ships in the system entry safe spot. (they can still be safe from attack.)

This make hunting other player possible.  :fishing1:

Quote
Making it possible to see and attack other ships in interstellar space. (blind jump upon loss)

This would spice the game up for all


Title: Re: Cloaking Devices
Post by: Raptor on September 30, 2015, 12:39:11 PM
What my esteemed fellow Senators said  :)


Title: Re: Cloaking Devices
Post by: sargas on September 30, 2015, 12:58:56 PM
What about a module that turns the ship invisible for a certain amount of time at the cost of extra fuel cells? Maybe a 'cloaked' ship will get a  combat bonus as well ... thoughts?

Not needed.
No one, not even you, can see your ships at earth.
No one, not even you, can see your ships at the system entry safe zone.
No one, not even you, can see your ships in deep space.  not quite true. Although it is rare I have seen other ships in deep space. When you are in deep space, just click on orbit or surface and you will see the immediate area you are located in along with whatever else ships are there.

I am in favor of the opposite: Making it possible to see other ships in the system entry safe spot (and at Earth). (they can still be safe from attack.)
Making it possible to see and attack other ships in interstellar space. (blind jump upon loss) I haven't tried it yet but I do believe it will work.


You are all invited to send a ship 5 LY NE of Sol. JABBERWOCK will be waiting. NO COMBAT, just observation. Maybe we can set a timer and then leave.


Title: Re: Cloaking Devices
Post by: NoBrain on September 30, 2015, 01:09:37 PM
What about a module that turns the ship invisible for a certain amount of time at the cost of extra fuel cells? Maybe a 'cloaked' ship will get a  combat bonus as well ... thoughts?

Not needed.
No one, not even you, can see your ships at earth.
No one, not even you, can see your ships at the system entry safe zone.
No one, not even you, can see your ships in deep space.  not quite true. Although it is rare I have seen other ships in deep space. When you are in deep space, just click on orbit or surface and you will see the immediate area you are located in along with whatever else ships are there.

I am in favor of the opposite: Making it possible to see other ships in the system entry safe spot (and at Earth). (they can still be safe from attack.)
Making it possible to see and attack other ships in interstellar space. (blind jump upon loss) I haven't tried it yet but I do believe it will work.


You are all invited to send a ship 5 LY NE of Sol. JABBERWOCK will be waiting. NO COMBAT, just observation. Maybe we can set a timer and then leave.

I'm at 5 LY NE from SOL, can't see you..


Title: Re: Cloaking Devices
Post by: dkuhnkc on September 30, 2015, 01:11:05 PM
What about a module that turns the ship invisible for a certain amount of time at the cost of extra fuel cells? Maybe a 'cloaked' ship will get a  combat bonus as well ... thoughts?

Not needed.
No one, not even you, can see your ships at earth.
No one, not even you, can see your ships at the system entry safe zone.
No one, not even you, can see your ships in deep space.  not quite true. Although it is rare I have seen other ships in deep space. When you are in deep space, just click on orbit or surface and you will see the immediate area you are located in along with whatever else ships are there.

I am in favor of the opposite: Making it possible to see other ships in the system entry safe spot (and at Earth). (they can still be safe from attack.)
Making it possible to see and attack other ships in interstellar space. (blind jump upon loss) I haven't tried it yet but I do believe it will work.


You are all invited to send a ship 5 LY NE of Sol. JABBERWOCK will be waiting. NO COMBAT, just observation. Maybe we can set a timer and then leave.

I just sent my ship mercury's wings 5 LY NE of Sol, it is there now. It can't see jabberwock in system, orbit or surface view.
You can transfer mats between ships you own in interstellar space, (and in the safe zones) but I don't know of any way to see, and thus attack another ship.

edit: nor can I see nobrains ship, even though we are in the same corporation.


Title: Re: Cloaking Devices
Post by: sargas on September 30, 2015, 01:48:26 PM
yes, that must have been fixed. I remember seeing one of Dadds ships in deep space during one of the lulls in the war.

My bad, I'll let y'all return to your regular programming.

sigh, I had some really good beer to share (and Oregon smoke  :19:)


Title: Re: Cloaking Devices
Post by: dkuhnkc on September 30, 2015, 02:39:01 PM
yes, that must have been fixed. I remember seeing one of Dadds ships in deep space during one of the lulls in the war.

My bad, I'll let y'all return to your regular programming.

sigh, I had some really good beer to share (and Oregon smoke  :19:)

maybe he can un-fix it? :)

After all, we can see SOS & COM mission ships, I don't see why we can't see other players ships. 


Title: Re: Cloaking Devices
Post by: Raptor on September 30, 2015, 04:02:22 PM
You can only see your own ships in Deep Space. I know this for a fact, as about 6 weeks ago, a corp mate and I set the center of sector 0,42 as our rendez-vous point when I picked him up from a blind jump or two too many ;)

I had to bring a corp ship in my shifter's hangar bay to transfer to him on that location to allow him to dock into it, transferring it back to me for re-docking. Only through this Matryoshka doll construction were we able to complete the operation successfully.


Title: Re: Cloaking Devices
Post by: Palpatine on September 30, 2015, 06:24:35 PM
What about a module that turns the ship invisible for a certain amount of time at the cost of extra fuel cells? Maybe a 'cloaked' ship will get a  combat bonus as well ... thoughts?

I am in favor of the opposite: Making it possible to see other ships in the system entry safe spot. (they can still be safe from attack.)
Making it possible to see and attack other ships in interstellar space. (blind jump upon loss)

Well Raptor this suggestions seems to benefit just some captains as well.   :14:


Title: Re: Cloaking Devices
Post by: Raptor on October 01, 2015, 01:19:34 AM
I'd wager you'd get a lot more hands in the hair for that proposal ;)

A Sith should like it in fact.


Title: Re: Cloaking Devices
Post by: Antilak on December 15, 2015, 01:26:07 PM
If you're going to have a cloaking device then give us a cloaking detector or breaker. It's all in the way the system works whether it makes sense or not. I don't support a system wherein EVERY player is using it or only players who're rich. I'm much more in favor of something tactical in nature which is constrained. A player won't just cloak or try to detect everywhere.