Space Engineers

Space Engineers

(Deprecated, see description) Cloaking Device
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Leto  [developer] 10 Oct, 2014 @ 8:32am
Poll: wanted functions
a) should thruster glow and other effects be visible?
b) should firing interrupt cloaking?
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Showing 1-15 of 108 comments
Gnortle'Glomp 10 Oct, 2014 @ 10:08am 
Yes to both
XEN0KID 10 Oct, 2014 @ 11:22am 
i agree with Grand, effects should be kept and firing should interupt the cloaking field :)
Bone White 10 Oct, 2014 @ 12:25pm 
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?
Last edited by Bone White; 10 Oct, 2014 @ 12:25pm
Leto  [developer] 10 Oct, 2014 @ 12:54pm 
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.
Last edited by Leto; 10 Oct, 2014 @ 12:56pm
XEN0KID 10 Oct, 2014 @ 1:13pm 
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 10 Oct, 2014 @ 1:37pm 
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  [developer] 10 Oct, 2014 @ 1:43pm 
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.
Last edited by Leto; 10 Oct, 2014 @ 1:45pm
XEN0KID 10 Oct, 2014 @ 2:21pm 
thats a good idea
Officer SkidMark 10 Oct, 2014 @ 7:40pm 
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 11 Oct, 2014 @ 9:37am 
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
Last edited by Luna; 11 Oct, 2014 @ 9:41am
Geekio 11 Oct, 2014 @ 9:43am 
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 11 Oct, 2014 @ 10:06am 
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?)
Last edited by Mikey Koontz; 11 Oct, 2014 @ 10:06am
Mikey Koontz 11 Oct, 2014 @ 10:12am 
Originally posted by 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  [developer] 11 Oct, 2014 @ 10:26am 
Originally posted by 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 12 Oct, 2014 @ 1:47am 
for a seperate mod, something that scans the preimiter for clocked ships.
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