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Forum Index » » English (General) » » Cloak fail related to hull damage [Suggestion]
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 Author Cloak fail related to hull damage [Suggestion]
Dwarden
Admiral
CHIMERA

Joined: June 07, 2001
Posts: 1072
From: Czech Republic
Posted: 2009-11-29 11:53   
i will become hated for this
but i would like to address one thing which cause quite lot of confusion to non kluth players.

atm Kluth player can use cloak as magic vanish no matter on amount of hull damage taken
as result serious hull condition means nothing much to worry to Kluth
theirs cloak will engage and cover the extremely crippled (even 99% dmg) ship
the only rare exception is when damage was done to cloak subsystem
and that's nearly instantly repaired by theirs auto-regen repair.

The proposal is simple yet fair:

When damage to Hull exceeds 67% then fail formula kicks in
in way the more damage done to hull the bigger % chance to cloak to fail.

Check on the fail happens only when damage to hull is done
if hull is repaired in anyway no chance of cloak loss will happen
if damage is taken and calc says the cloak will not fail it will not fail until more damage is taken

math goes this way
at 67% hull dmg the chance is 1%
with each 1% of hull dmg more the chance of cloak to fail increases by 3%
at 99% hull dmg the chance is 97% (and obviously at 100% the fail is 100%)

example:

the Kluth ship is damaged from 94% and the cloak is still working
yet new damage is received from incoming fire and hull dmg increases to 95%
as now the chance is 85% the odds turned against the Kluth and cloak failed
Kluth is wise knowing it's jumpdrive refills faster than any human player ship so
jumps away from the combat to heal wounds by auto-regen to be soon back in battle.

Oh btw. the purpose of the post is stir up some usable discussion on the matter no flame please.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2009-11-29 12:07   
Quote:

On 2009-11-29 11:53, Dwarden wrote:
the Kluth ship is damaged from 94% and the cloak is still working
yet new damage is received from incoming fire and hull dmg increases to 95%
as now the chance is 85% the odds turned against the Kluth and cloak failed
Kluth is wise knowing it's jumpdrive refills faster than any human player ship so
jumps away from the combat to heal wounds by auto-regen to be soon back in battle.



Dictor, 'nuff said.
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$yTHe {C?}
Grand Admiral
Sundered Weimeriners


Joined: September 29, 2002
Posts: 1292
From: Arlington, VA
Posted: 2009-11-29 12:21   
Use dictors, plus even if they cloak you can still see the fire. PLUS you can hear Kluth ships moving, which is interesting given that you shouldn't be able to hear any sound in space that isn't vibrating off of your own hull but whatever.
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Fatal Rocko Willis
Fleet Admiral
Fatal Squadron


Joined: March 01, 2003
Posts: 1336
From: Kentucky
Posted: 2009-11-29 12:22   
dictor kills the fun... It has is place... but as a defensive weapon system.. to prevent people form getting to you.. say at a gate/station/planet..

But as far as a cloak having a chance to not be able to compensate for hull damage to a ship?

This idea makes alot of sense.. alot of COMMON sense... I am surprised nobody, including myself, has brought it up till now...

I think it is a good idea...
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-Daedalus-
Grand Admiral

Joined: September 26, 2006
Posts: 549
Posted: 2009-11-29 12:22   
Suggestion Rejected/Denied

You will now be target #1 for all kluth for even suggesting this.
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The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2009-11-29 12:42   
Quote:

On 2009-11-29 12:22, --Daedalus-- wrote:
Suggestion Rejected/Denied

You will now be target #1 for all kluth for even suggesting this.



....Right.
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Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-11-29 12:45   
Quote:

On 2009-11-29 12:22, Rocko Willis wrote:
dictor kills the fun... It has is place... but as a defensive weapon system.. to prevent people form getting to you.. say at a gate/station/planet..



Totally disagree.

Quote:

But as far as a cloak having a chance to not be able to compensate for hull damage to a ship?

This idea makes alot of sense.. alot of COMMON sense... I am surprised nobody, including myself, has brought it up till now...

I think it is a good idea...




Umm. That WAS the way it was after the .483 cloak change. It was changed for a reason.

Also, this seems to overlook the way that EMP and system damage works on ships now.

Seems it would take a specific code now to cause some extended extra damage to cloak subsystem,
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Fattierob
Vice Admiral

Joined: April 25, 2003
Posts: 4059
Posted: 2009-11-29 13:32   
Maybe if cloaking and decloaking took longer the more your hull is damaged?
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CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2009-11-29 15:33   
a kluth cloaking in mid battle is really no big deal. its easy to track them.. expecialy dreads.

you will learn ways around the cloak.. then the only issu will be.. not knowing the kluth were there in the first place... but thats how they were ment to be.

trust me u will learn how to fight em better.. but your idea does make a lot of sence technicly.....

altho i believe that when a kluth is heavily damaged is one of the key moments they are supposed to cloak.
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MrSparkle
Marshal

Joined: August 13, 2001
Posts: 1912
From: mrsparkle
Posted: 2009-11-29 16:37   
Quote:

On 2009-11-29 12:22, Rocko Willis wrote:
dictor kills the fun... It has is place... but as a defensive weapon system.. to prevent people form getting to you.. say at a gate/station/planet..

But as far as a cloak having a chance to not be able to compensate for hull damage to a ship?

This idea makes alot of sense.. alot of COMMON sense... I am surprised nobody, including myself, has brought it up till now...

I think it is a good idea...




You really think it's a good idea? A dictored kluth that gets damaged might be a sitting duck, and it would make people abandon the faction.
_________________


Azreal
Chief Marshal

Joined: March 14, 2004
Posts: 2816
From: United State of Texas, Houston
Posted: 2009-11-29 16:38   
maybe add beacons to at least one ship in each hull class. And ffs shouldnt a command ship have the technology of a freakin beacon?

And I still say that beacons should always be visible, and you can target the beacon and fire. The ship stays cloaked. The beacon has hit points. Get a few good whacks in, then the beacons die, beacon them again.

Balance on Kluth is good. Leave them alone. Tweak the gadgets and the ships of the other factions.

Its nothing personal, I understand the goal, but I don't think the prescription is to "nerf" cloak. It should be to add some extra ability to counter it that doesn't require a point and click nerf.

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Sens [R33]
Admiral

Joined: September 27, 2008
Posts: 1020
From: Edge of th...
Posted: 2009-11-29 17:04   
this should be in beta.
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Leonide
Grand Admiral
Templar Knights


Joined: October 01, 2005
Posts: 1553
From: Newport News, Virginia
Posted: 2009-11-29 18:16   
Quote:

On 2009-11-29 12:22, --Daedalus-- wrote:
Suggestion Rejected/Denied

You will now be target #1 for all kluth for even suggesting this.




you actually have the power to suggest anything? your big head needs deflated young one.
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  Email Leonide
Rebellion
Marshal
Faster than Light


Joined: June 20, 2009
Posts: 730
From: sol
Posted: 2009-11-29 18:41   
Quote:

On 2009-11-29 12:22, --Daedalus-- wrote:
Suggestion Rejected/Denied

You will now be target #1 for all kluth for even suggesting this.


figures anything that interfears with your cloke is automaticly denied


FIGURES...
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\"I stopped fighting my inner demons we're on the same side now\"

Fatal Rocko Willis
Fleet Admiral
Fatal Squadron


Joined: March 01, 2003
Posts: 1336
From: Kentucky
Posted: 2009-11-29 18:54   
[quote]
On 2009-11-29 16:37, MrSparkle wrote:
Quote:

You really think it's a good idea? A dictored kluth that gets damaged might be a sitting duck, and it would make people abandon the faction.




I am sorry.. Let me be more specific. I personally dislike Interdictor ships. The ONLY reason I could think of that would be close, imo, to what a Interdictor should be used for is to protect Key Assets from being point jumped. A good example would be a planets Interdictor Field, or maybe a Dictor Ship guarding a fleet rally point from point jumps from the enemy or like we did today in R33 ...

Keeping the enemy from Point jumping into our formation or jumping through our formation to the Jumpgate behind us...

I do not like them being used to trap someone from escaping from a fight. If they want to E-jump away then thats fine by me. To a degree that is a Victory to me. If I cannot kill them, I will be happy with driving them away.

Now for the second part. I looked at his proposal from a purely technical standpoint. I understood what he was saying. It made sense to me.

Let's take a severly damaged KLuth ship. It's on fire, venting drive plasma, hull breaches all over the place. Now it makes sense that though the cloak device works fine there is a chance that it does not cover the damaged ship.

This can be, imo, put into place by one of two ways with the same % chance as described in the original post.

A) If the fail check happens then simply the cloak fails to turn on. The fail check would run until it passes and allows the user to turn on the cloak.

B) The ship does cloak but the ship can be seen partially, enough to be targeted by radar. The ship would continuely go through the fail check and once it passes the fail check it would no longer be seen on radar.

Never did I put the Interdictor and the "Failed Cloak" issue in the same idea. I will say that a Interdictor, no matter the source, should effect a cloak in anyway.

[ This Message was edited by: Rocko Willis on 2009-11-29 18:56 ]
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