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Alternatively, how about any thruster over 10% will break the cloak?
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.
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.
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 :)