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DarkSpace - Beta
Palestar

[FAQ
Forum Index » » Developer Feedback » » Changes to Cloak
 Author Changes to Cloak
Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3697
From: San Francisco Bay Area
Posted: 2008-05-24 03:20   
Cloaking times have been edited again, hopefully they are better this time around.

There will be a 1.5 second additional cloak timer implemented per beacon you have attatched, upto the 3 beacon limit after we test these new timers.

Otherwise K'Luth should have much faster cloak and decloak times in the May 24th evening build.

Sig does affect your initial cloak time. While you might have a 2 second cloak time in your scout when you are at 1 sig, it may take 3 or 4 seconds when your sig is at 5 due to eccm. (Beacon sig increases do not count towards your sig for this affect, hence the later addition of 1.5 seconds for beacons)
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Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2008-05-24 03:55   
so if im reading this right.

in the early days ECCM would have the power to completely kill a cloak.

right now a the ECCM will make sure a Kluth does not dissappear from sight right away when he cloaks.
giving the enemy time to attack it. however once cloaked you wont be able to find em again until the decloak again.

sorry if it doesnt make much sence didnt have coffee yet....

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- Axi

|Kakashi|
Fleet Admiral

Joined: April 04, 2007
Posts: 448
Posted: 2008-05-24 05:36   
lolwut
Wheres a univeral translater when you need one.
Im doomed.
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2008-05-24 06:26   
Quote:

On 2008-05-24 05:36, Aerrow™ wrote:
lolwut
Wheres a univeral translater when you need one.
Im doomed.





Scout has 1 signature. It will cloak in 2 second
Scout has 5 signature (from ECCM or whatnot). It will cloak in 3-4 seconds.

Scout has 1 signature + 1 beacon. It will cloak in (1 + 1.5 = 2.5) seconds
Scout has 5 signature from ECCM + 1 beacon. It will cloak in (3 + 1.5 = 4.5) seconds

Beacon adds Signature, but a beacons added Signature is not used for cloaking calcuations (except adding an extra 1.5 seconds)
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Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2008-05-24 08:54   
Changes are brilliant I think. Gives alot more incentive to use EW devices like ECCM (for Humans) and ECM (for Kluth).




-Ent
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Bitopherous
1st Lieutenant

Joined: June 07, 2004
Posts: 264
From: Bottom of the pile
Posted: 2008-05-24 13:29   
So with beacons attached, Kluth will still be able to cloak and lose the beacon? And their is a beacon limit that can be attached to a ship at any given time? Given enough ECM, beacons can be negated completely now, right?
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What's supposed to go here again?

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Ham&Swiss
Grand Admiral

Joined: October 12, 2004
Posts: 418
From: 10$ to whoever finds me
Posted: 2008-05-25 20:36   
I like this new cloak stuff. The cloak times in 483 are just plain annoying, as you can still see/shoot me 4-5 secs after i'm cloaked....oye and owww
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If violence doesn't work, Your not using enough!

Shigernafy
Admiral

Joined: May 29, 2001
Posts: 5726
From: The Land of Taxation without Representation
Posted: 2008-05-25 21:27   
There's a limit of 3 beacons for any given ship, yes.

ECM can increase the signature of beacons, but it won't affect the 1.5 second timer for cloaking. That is calculated independent of the sig-increasing effect (which doesn't count for cloaking).

Don't know if beacons go away upon cloaking...
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Faustus
Marshal
Palestar


Joined: May 29, 2001
Posts: 2748
From: Austin, Texas
Posted: 2008-05-25 23:57   
Beacons do not go away on cloaking...

It just takes longer to cloak when you've been beaconed...
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  Goto the website of Faustus
Enterprise
Chief Marshal
Raven Warriors

Joined: May 19, 2002
Posts: 2576
From: Hawthorne, Nevada
Posted: 2008-05-26 00:42   
Preliminary testing with Destroyers, Cruisers and Dreadnoughts has given me a good idea of how it works as it is.

Decloak timer is perfect in my opinion, its instantaneous or as close to it as possible, is the most overwhelmingly welcome change I have yet seen in .484. I love it.

I found the recloak timer to be too short however, Smartin can tell you how I used a Claw to decimate a Torp Cruiser simply because I could uncloak, fire at his rear, and recloak before he could even get a shot off, albeit I was running close to zero energy for most of the battle.

Cloak energy drain seems to be too much for smaller ships, but its just right for anything above Destroyers. I still do believe that the recloak should be lengthened a bit, but maybe its so short to encourage human ships to use mass ECCM, as even though most Kluth ships carry at least one EW slot to use as ECM they simply don't have the energy to run it and cloak at any decent speed.





-Ent
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Tael
2nd Rear Admiral
Palestar


Joined: July 03, 2002
Posts: 3697
From: San Francisco Bay Area
Posted: 2008-05-26 04:37   
a couple of the changes made to encompass the beacons affected the recloak rate, we will be readjusting those numbers... The idea is, at sig 1, it should take a scout 2 seconds to cloak, a dread 6 seconds...

We will be tweaking the numbers over the next couple of weeks.
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Mr Black
Grand Admiral
Palestar


Joined: September 20, 2003
Posts: 486
From: Gaifenland
Posted: 2008-05-26 12:44   
As a part of the cloak changes, ECM and ECCM devices now have a 9 second cool-down timer added to them. This is to be a counter to the ECM 'pinging' effect from constantly toggling those gadgets on and off and causing cloak to re-adjust.

We want to try keeping that effect in as a game play mechanic, and it also gives K'Luth a reason to use ECM themselves...
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Hellza - Dark Master
Fleet Admiral
Praetorian Wolves


Joined: June 06, 2004
Posts: 498
Posted: 2008-05-28 01:36   
with the new cloak, is it still the same attacking wise?
we have to uncloak to be ordered to attack?
or we can attack whilst cloak (but we loose our cloaking)
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I am watching you in the dark shadows




Axianda The Royal
Fleet Admiral
Terra Squadron

Joined: November 20, 2001
Posts: 4273
From: Axianda
Posted: 2008-05-28 04:34   
every time a kluth attacked me it had to uncloak to do so.
so its pretty safe to assume that is still the case
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- Axi

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