Starpoint Gemini 2

Starpoint Gemini 2

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MrAsterB 20 Nov, 2015 @ 7:13am
Hurry! My cloak is on a clock!
Hi again! This time i'd be thinking about cloaking. Right now the whole mechanics is heavily underused. It needs some love, so lets give it some!

Lets add skills or other ways to affect enemy ships while i'm cloaked. The whole idea of invisibility is fun when you can either ignore enemies and be on your way or if you can sneak at their back and punch them hard some place where it hurts more. The part about ignoring done well, so lets add some punching!

Extra hard crits from invis. Systems disable. Whole ship disable. Cloaked boarding, silent massacre of the whole team. Cloaked bomb planting.. The list goes on.

If those are too hard to implement you can just add some effects to the game that would make those things happen. Like a new heavy weapon that hits super hard if shot from invis. Or the officer that makes all shots from invis crits and cloaked crits will do +200% dmg or something along those lines.

I can actually even see a full scale DLC with 5-6 cloak related story missions plus several new ships and tons of new, cloak-centered equipment.

But if we talk about ideas for Warlords.. Thats where it shines. Covert ops deep in the enemy territory on lone cloaked ship to disable that pesky heavy weapons producing factory, so in the big fight enemy ships would not use them? Yup.
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Showing 1-10 of 10 comments
Geek 20 Nov, 2015 @ 8:31am 
Cloaking in SPG2 is not sneaking in your typical RPG.
There is no player skill involved, so there should not be any extra effect added to it.

What about ships which do not have a cloaking device ?

Besides, the game is already too easy.
Last edited by Geek; 20 Nov, 2015 @ 8:35am
MrAsterB 20 Nov, 2015 @ 8:49am 
@ Geek, It is too easy. But i'm making a lot more other suggestions to make the whole game harder also. Besides - cloaking device isn't something you just slap onto any ship and it makes it even tougher - its just an alternative to raw power. So its not about making it easier, its about giving us a choice.

And "sneaking" comparison is quite silly :) There isn't any skill involved in sneaking in most typical rpgs. Its not about skill, its about your dedication to sneaking. If you dismissed raw power and took a ship that is fragile but agile and cloaked, if you spent money upgrading cloaking and skills for it (as i mentioned at start, something like that needed. Passive or active ones, maybe officers that give you cloaking bonuses or special items. Something to choose from). Then you should be rewarded by extra effects. Which are quite logical too. Being invisible make it easy to target vital systems or sneak a group of troopers on a ship. Etc.

Basic idea is that i'm not offering minor tweaks, i'm offering full rework of cloaking mechanics.
Geek 20 Nov, 2015 @ 8:58am 
Originally posted by MrAsterB:
And "sneaking" comparison is quite silly :) There isn't any skill involved in sneaking in most typical rpgs. Its not about skill, its about your dedication to sneaking.
Nonsense. Sneaking always comes with a detection mechanic or another.

Basic idea is that i'm not offering minor tweaks, i'm offering full rework of cloaking mechanics.
No you do not. You are just asking for god mode.
There are no skills, no drawbacks, no counters in your proposal.
MrAsterB 20 Nov, 2015 @ 9:14am 
@ Geek, Its not a fully developed proposal, its a bunch of ideas. Of course i have my vision of drawbacks, counters and other things to expand on the whole concept. But i don't see the point in working on them right now. If devs like the idea as a whole - i'll share those. If not - oh well.

And the way you see things - i don't really feel any need to argue with you about anything. So have a good day.
Geek 20 Nov, 2015 @ 9:18am 
Originally posted by MrAsterB:
Of course i have my vision of drawbacks, counters and other things to expand on the whole concept. But i don't see the point in working on them right now. If devs like the idea as a whole - i'll share those.
The idea is not "whole" at all without those things.
Syrris 20 Nov, 2015 @ 9:44am 
Cloaking is essentially a "don't bother me while I'm travelling" thing in SPG2, and that's unlikely to change, especially with the game pretty much at the end of its content lifecycle. A bigger role for cloaking in Warlords is always possible, although given the games' focus I don't see it as likely that it'll be taken to the "Hitman: Gemini" level that you're suggesting.
Last edited by Syrris; 20 Nov, 2015 @ 9:44am
Ichthyic 23 Nov, 2015 @ 11:55am 
ummmm...

There are already things you can do to enemies while cloaked, like:

-toss mines
-attack with your wing
-use any offensive power you have that is not a missile or a gun (like the rift from the engineer).

cloak also lets you do easy hit and run tactics; you barely have to move before you can cloak again after an attack many times.

I rather thought the mechanic for offensive advantage to cloak was already there.

Ichthyic 23 Nov, 2015 @ 11:58am 
...but if you want to add even more offensive powers you can use while cloaked, I would balance that by making it so at least your shield is down while cloaked.
MrAsterB 23 Nov, 2015 @ 12:19pm 
@ Ichthyic, there are some offensive advantages here and there to cloaking, but i was talking more about expanding on those.

Offensive powers that are currently in a game are all buff-like or debuff-like. Except for rift. Thats what i was talking about when i said "lets add skills" - i meant that we need more variety of those powers and for everyone, not only for 1 class.

Attacking with your wing from stealth is there and works but feels kinda broken.. All that i was talking about implied a fail-state. Extra crits and you go out of stealth. System disable attempt and it can fail and your systems will end up being disabled. Etc. I never had a downside to attacking with my wings from stealth.

And mines yeah. I never used them when i wrote that post, but yeah you can do that ) All that i'm saying is that i feel its not enough and more can be done.

And about shields - good idea. Agree on that one. Cloaking should be powerful, but flimsy and risky. As i see it at least.
Ichthyic 26 Nov, 2015 @ 6:12am 
probably could be modded so that shields drop when cloak turns on. I haven't looked at those scripts, but it seems probable that would work.

there are lots of skills and abilities that work to try and disable systems, including the crit damage system itself, so again, something like increased crit on stealth, or increased chance at system damage should not be hard to mod.

start clawing your way through the skill files and scripts and it should become obvious fairlly quickly whether or not you can do something like that.

LGM put up a modding tutorial for the basic stuff, and there is a decent modding forum on their website. the files are very easy to read, and mostly straightforward to edit with something like notepad ++.

I agree you could add more depth to stealth combat without breaking stuff. I think a really easy one to mod might be that your fist shot while in stealth is always a critical hit. this of course would apply to enemies as well... like all those raiders that drop out of cloak to waylay you on your way. all of their first shots would be crits... that could get nasty.
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