X2_Cloaking Devices

Star Fleet Universe Discussion Board: Star Fleet Battles: SFB Proposals Board: The "X" Files: OLD X2 FOLDER: X2_Cloaking Devices
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By Mike Raper (Raperm) on Monday, April 07, 2003 - 07:30 pm: Edit

A new table seems fair, I guess. I'm just brainstorming, but the idea to me was that you sacrifice speed to get better stealth bonuses. You can be virtually undetectable, but you have to really plan your movement carefully to get where you want to be. A nice advantage, that again favors the more skillful player and doesn't just put a super-cloak in the hands of an idiot...something I'm sure we all agree is preferable.

By michael john campbell (Michaelcampbell) on Monday, April 07, 2003 - 09:10 pm: Edit


Quote:

MJC, I gave some thought to your ed/cloak power return idea and I think the gain versus loss in playbility just didn't do it for me.



Thanks...and it was meant to be weak.


Now where am I?
Ohhh, yeah.


NEW CLOAK ADVANTAGE
The cloaking divice in the X2 period became much more advanced and was able to make a ship far more obsquired from weapons fires.
There was a slight disadvantage to the system in that enemy ships could find the cloaked vessel by following it's ionised partical trail...the faster a ship went the grater it's ionised partical ouput and the easier it was the track down.

When playing with an X2 cloaked vessel the highly advanced cloak provides a bonus to the G13.37 table as listed by the table below. Simply find the current speed of the vessel, and apply the listed bonus to the G13.37 table.

Speed Range Bonus
0 +5
1 +4
2-4 +3
5-9 +2
10-16+1
17+ +0


Note that a vessel that has performed a Het whilst stationary, a warp or an Impulse Tac in the last 8 impulses will be considered to have a speed of 1.

Note also that this makes slow speed cloaked vessels very nearly invinicible.


In truth a table as :-
Speed Range Bonus
0-4 +3
5-9 +2
10-16 +1
17+ +0

Is far less able to ruin games.

By John Trauger (Vorlonagent) on Monday, April 07, 2003 - 09:31 pm: Edit

MJC, suggest gearing the table to a ship's practical speed--I think it's prectical speed.

IIRC, Practical Speed is speed + EM energy (while EMing) + HET energy (on the impulse of HET).

That does mean that a HET adds 5 to the speed instead of one, but a HET is also a pretty violent maneuver so it should.

I agree with your second table far more than the first.

Y'know, there's no reason not to go to negative numbers, say at 25+ a -1. Only a X2 could *go* speed 25+ under cloak...

By Geoff Conn (Talonz) on Monday, April 07, 2003 - 10:07 pm: Edit

Can it?

If so I would rather see greater retain/reaquire penalties than anything else, because I *want* to go faster under cloak.

By michael john campbell (Michaelcampbell) on Tuesday, April 08, 2003 - 05:14 am: Edit


Quote:

Y'know, there's no reason not to go to negative numbers, say at 25+ a -1. Only a X2 could *go* speed 25+ under cloak...



Actually there is...


If this is the only improvement to thge cloak (and it is ) then an X1 ship could using mid turn speed changes and BTTY into the cloak, travel atn speed 25+ and not gain the negative modifier and thus be (Orions too) better than the X2 vessel, which because this is such an expensive change ( beleive me a +3 bonus on the G13.37 is huge ) would mean that the thing that makes this cloak better is the thing that makes it worse.

A big zone of +0 works but a negative value on the table is a bad idea.

By Andrew Harding (Warlock) on Monday, May 19, 2003 - 05:32 am: Edit

Something just struck me, having just gone over the Y-era cloaks for another reason.

What if the X2 cloak worked as a masking, veiling and cloaking device simultaneously, using the best modifiers from each?

eg.
Impulse 1: X2 cloak activated, first impulse of fade complete. Masking device no effect, X1 cloak gives +2 range modifier for cloaking (G13.37) at -3.
Impulse 2: second impulse of fade complete. Masking device no effect, veiling +3 range for cloak (G13.37) at -2.
Impulse 3: third impulse of fade complete. Masking device complete so enemies must roll for lock-on. Veiling is at +5 range so cloak (G13.37) is unmodifed.
Impulse 4: fourth impulse of fade complete, No new benefits.
Impulse 5: X1 cloak completes, granting 2 ECM.

An X2 ship might also be able to save power by using just the mask or veil, rather than a fully fledged cloak.

By Andrew Harding (Warlock) on Monday, May 19, 2003 - 05:39 am: Edit

PFs can move 31 under cloak now. So can many cloakable ships for at least part of the turn; the SKA, SPF and FHF and most X1 Rom/Orion ships can do it for a whole turn from batteries. The SKX, SEX and K5X can move 31 continuously under cloak on just generated power.

By michael john campbell (Michaelcampbell) on Monday, May 19, 2003 - 07:04 am: Edit


Quote:

What if the X2 cloak worked as a masking, veiling and cloaking device simultaneously, using the best modifiers from each?



Steve Cole already told me that an X ship that tries to mask or veil explodes.

By John Trauger (Vorlonagent) on Monday, May 19, 2003 - 01:38 pm: Edit

Not to mention the ever-popular positron flywheel. :)

Now there's a set of rules I'm sure SVC wishes he never wrote.

By Steven E. Ehrbar (See) on Tuesday, May 20, 2003 - 03:51 am: Edit

Only a X2 could *go* speed 25+ under cloak...

For at least 37 years before the first X2 ship arrives, there have been ships that can usefully move at speed 31 under cloak.

An SPF (in service Y168) can simultaneously move 31, pay housekeeping (shields, active fire control, life support), and finish arming its torp from power. It can then cloak on (mostly mauler) batteries.

Assuming it doesn't have to use more than a few points of battery power that turn, it can start reloading the torp, go speed 31, and cloak off mauler batteries the next turn, too.

By Tos Crawford (Tos) on Tuesday, May 20, 2003 - 09:10 am: Edit

I'm sure there are Orions who have no problem keeping their speed up under cloak too.

By michael john campbell (Michaelcampbell) on Tuesday, May 20, 2003 - 09:15 pm: Edit

Since the cloak cost doubles aswell, that's not a as true as one would think, all you're really doing is paying for arming of weapons and movement once and the droping that sum total again into movement, which does not always reach granting speed 31.

By michael john campbell (Michaelcampbell) on Monday, July 21, 2003 - 09:46 pm: Edit

How do people feel about attaching a timer to the X2 T-bombs such that they could be set to go off at some point in time.

Say the impulse after the T-bomb activates.

This way you could use your T-bombs to hurt ships that choose to stay at speed 0 or are moving at such a low speed that the T-bomb isn't likely to detect them ( like speed 1 ).

By Robert Eddy (Tar_Zhay) on Tuesday, February 24, 2004 - 08:56 pm: Edit

Improvement of the cloak how about adding multiple activations and deactivations per turn.
1X would be 2 activations and deactivations for no extra cost. (16 impluse delay)
2X would be 4 activations and deactivations for no extra cost. (8 impluse delay)
Plus a decrese in mine sensitivity, say doubble to -10. so we can fly through a mine feild at speed 11 with a roll of 1 for a mine to go off... :}

Even better a half time cloak where you pay for 16 impluses of cloak.

By John Trauger (Vorlonagent) on Tuesday, February 24, 2004 - 09:58 pm: Edit

X1's capabilities have already been set.

the notion of a 1/2 cost 1/2 time cloak has been mentioned before and was discarded by most people as making the cloak too easy to use.

Borrowing from the General Systems thread,

It might be nice to give the cloak a capacitor capable of holding some or all of the cloak's energy cost.

Thoughts?

By R. Brodie Nyboer (Radiocyborg) on Tuesday, February 22, 2005 - 04:23 am: Edit

Or the cloak could deactivate after 16 or so impulses if one allocated less than the full amount of power.

By Robert Russell Lender-Lundak (Rusman) on Saturday, March 05, 2005 - 02:20 am: Edit

tsk tsk tsk....

Tar_Zhay,
Your far too evil. You know that right? I'm just glad your thinking of ditching the ROmmies altogether.
YAY !!!!
No more running like hell from Plasmas!!! :)


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