Make cloaking with energy recharge?

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posted on September 23rd, 2009, 6:04 am
Is there a way to make cloaking only with energy recharge? I think it might be doable with the new cloaking command but i'm not sure how...
posted on September 23rd, 2009, 8:00 am
I'd love that for the idiot scouts who seem to fly into every nebula they come across.  And the moment you recloak them, and let them explore?  Right back into the nebula.  In fact, I'd love for them to recharge their energy while cloaked, and when on 'explore' duty, automatically recloak so that I don't have to divert my attention to keeping my scout from dying stupidly during very early game.
posted on September 23rd, 2009, 9:01 am
currently there is no way to achieve that properly, at least not through a simple command in the new cloaking device. i'll put that on the ideas list though.
posted on September 23rd, 2009, 1:24 pm
When is the Phase Cloak coming back? I was wondering if there be an improved verision.

Improvements (in favor of balance):
- Cannot Phase through stations and ships
- There is specific nebula that if phase cloaked within will cause the phase field to fluxuate making you partially uncloaked and vulnerable to weapons fire
- The Phase Cloak can only be used once every 60 seconds.
- You cannot remain phasecloaked indefinitely (there is a gradual drain), once out of energy you be forced to decloak
- Shields do not reactivate until 3 seconds after decloak
- Weapons cannot be fired until 3 seconds after decloak
- No special weapons can be used while phase cloaked
posted on September 23rd, 2009, 1:29 pm
1337_64M3R wrote:Improvements (in favor of balance):
- Cannot Phase through stations and ships

Balance is good, though that one kinda defeats the point of Phase Cloak... A Phase Cloaked ship that has to move around something?
posted on September 23rd, 2009, 1:30 pm
Last edited by DOCa Cola on September 23rd, 2009, 1:38 pm, edited 1 time in total.
- You cannot remain phasecloaked indefinitely (there is a gradual drain), once out of energy you be forced to decloak

isn't that already possible? you can set "energyDrainRate" with both the phasecloakdevice and cloakingdeviceimp

- Shields do not reactivate until 3 seconds after decloak

with decloakShieldDelay you can set the time it requires for the shields to come back up (cloakingdeviceimp only)
posted on September 25th, 2009, 2:00 pm
The phase cloak would be really nice to be reintroduced. I just love that feature for it's magical appearance. IMO the best solution i to give it to a ship that is limited to e.g. 3 vessels.
posted on September 25th, 2009, 2:08 pm
Can there be a Phaseclkimp code? :woot:

We can have these as its features:
- There is specific nebula that if phase cloaked within will cause the phase field to fluxuate making you partially uncloaked and vulnerable to weapons fire
- The Phase Cloak can only be used once every 60 seconds.
- You cannot remain phasecloaked indefinitely (there is a gradual drain), once out of energy you be forced to decloak
- Shields do not reactivate until 3 seconds after decloak
- Weapons cannot be fired until 3 seconds after decloak
- No special weapons can be used while phase cloaked

Also put in some additional code that defines things such as speed reduction (because of the cloak being a power hog), also maybe a code that defines any weapons the ship would be vulnerable when cloaked. And maybe there can be multiple affects that you can choose via code.

For example:
cloakeffect = 0 (means that it uses the stock effect)
cloakeffect = 1 - 5 (chooses any customized cloak effects programmed)
cloakeffect = 6 (the ship just fades into transperency without an effect)
cloakeffect = 7 (cycles through effects 0 - 5)
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