Space Engineers

Space Engineers

(Deprecated, see description) Cloaking Device
Leto  [developer] 15 Oct, 2014 @ 12:18pm
anti cloaking device
Well, we need something like a "anti cloaking device".
But, if this is easy handable every ship would get one and a cloaking device would be useless. Currently, it is not possible, what i suggest, but i want to collect ideas:

So, whats about this idea:

An anti cloaking devices scans for enemy ships every few seconds. In this moment, it needs a lots of power (as example 1GW for one second - and then a few seconds nearly no energy consumption). The Ships will need something like capacitators. (there is a mod)

And it will uncloak an cloaked ship for a few seconds (effects or something like that are harder).

And i would add something like a "cloaked level". To detect an cloaked ship, your "detector level" has to be over the "cloaking device level".
But! A higher cloaked level means higher power consumption.

And then there's range... what range should the detector have? Configureable but max 2 Kilometers? And higher range should decrease the detector level. (there would be a higher change, to detect near enemies then enemies far away)

What do you mean?
Last edited by Leto; 15 Oct, 2014 @ 1:02pm
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Showing 1-15 of 33 comments
Shaddap 15 Oct, 2014 @ 3:01pm 
What about an overall scanner mod? Something like a block that can detect various features of the environment?

It would have to be expensive to craft and have a heavy energy requirement, but it should also have a bunch of different capabilities like Thermal Imaging, Ambient Gas Detecting, and configurable range and filters.

The Thermal Imaging could aid players in detecting other players and ships, but the cloaking device should be able to mask heat as well if supplied with enough power.

Ambient Gas Detection could be a more demanding method of scanning that highlights various gasses in space, and obviously the absence of these gasses would suggest that a cloaked ship is in that area.

But that's just what I think.

Elizabeth 15 Oct, 2014 @ 3:07pm 
a Cloak Jammer basicly it would De-cloak the surrounding cloaking blocks within a field but would require IMMENSE power to deactivate an entire ship (for example a cloaked ship 3872 blocks big would require maybe 1 GW of power but just an idea you could bump that down but still seems clol
Leto  [developer] 15 Oct, 2014 @ 3:09pm 
@Adanas: Well, it is hard to implement something like a gas and heatmap. So i would prefer other solutions.

@Magical Box of Kittens: Well, thats an good idea - block jammer which requieres power for every uncloaked block.
Grey Warrior 15 Oct, 2014 @ 4:11pm 
Something akin to radar might be an idea. Either have something that sends out a pulse that briefly lights up the ship or pops up a little tag for a second. Or have it so you need to build a triangular system of antenas that can send out the pulse and need to triangulate before they light up a ship briefly.
Nioreux 15 Oct, 2014 @ 5:39pm 
hmmm
Elizabeth 15 Oct, 2014 @ 6:44pm 
all though cloaking is cool it isnt very POWER expensive it should be more expensive on power though because it would be less OP and more balanced you know what i mean?
Shaddap 15 Oct, 2014 @ 6:46pm 
@Leto

Wuuffles pretty much perfectly described my idea, but it does still sound complicated to implement.

What about a jamming device that works kind of like an EMP?
Sort of like a weapon that temporarily shuts down all nearby reactors/cloaking devices including your own, and has a high energy cost?

EDIT:

Further idea. EMP missile. Detonates after a few seconds of flight and reveals all cloaked blocks caught in blast
Last edited by Shaddap; 15 Oct, 2014 @ 6:50pm
Nioreux 15 Oct, 2014 @ 6:47pm 
i like the sound of that muhahahahah
lol
BioMech 15 Oct, 2014 @ 7:29pm 
I'd say there's no need to decloak detected ships, just enable the cloaking device being like an antenna for x seconds per positive detection scan (in red, like enemy antenna). Probably easier both on GPU and on programming than a cloak/decloak christmas lights effect, besides the popping up of a red signal on hud is much more perceptible than a decloaked ship without antennas or beacons on, so it would be risky to do, but rewarding if done right (or if you're lucky).
Leto  [developer] 16 Oct, 2014 @ 12:43am 
What about power draining?

Drains power from (one) other ships in range.
BioMech 16 Oct, 2014 @ 7:16am 
It would pose a problem if you approached your own station with cloak on to surprise invaders for example.
Cain 16 Oct, 2014 @ 12:20pm 
make it something that must be activly pinged liked sonar and has a distance based on the ammount of power supplied to it (i.e. more power the wider area you can ping. that way in order to see the cloaked ship someone must be pinging the scanner constantly and be realtivly near them. that mixed with your current planned balancing of the cloak itself (firing decloaks and thruster use cannot be cloaked) should be a decent counter system that isnt to OP for either side. and there is no need for a cloak jammer as if a ship wants to attack they have to decloak anyway
Last edited by Cain; 16 Oct, 2014 @ 12:21pm
BioMech 16 Oct, 2014 @ 12:38pm 
@Ronin: You mean like an active sonar... interesting idea. If the "ping" would place a marker (just the red box, no need for labels) in space where that "ping" detected the intruder, until the next ping (not associated with the ship's actual position), players would have to calculate vectors themselves, instead of just following an always on radar signal on the HUD. Would need balancing (pings/s x range = power consumption).
Cain 16 Oct, 2014 @ 1:34pm 
Originally posted by BioMech:
@Ronin: You mean like an active sonar... interesting idea. If the "ping" would place a marker (just the red box, no need for labels) in space where that "ping" detected the intruder, until the next ping (not associated with the ship's actual position), players would have to calculate vectors themselves, instead of just following an always on radar signal on the HUD. Would need balancing (pings/s x range = power consumption).

exactly like that, it would require player skill to acuratly keep track of a cloaked player, that way its not just a "turn it on and stop all cloaking" machine, it takes constant use
BioMech 16 Oct, 2014 @ 2:39pm 
That would be quite interesting.
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