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Cloak bug - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Rules & Requests (https://discoverygc.com/forums/forumdisplay.php?fid=6) +--- Forum: Rules (https://discoverygc.com/forums/forumdisplay.php?fid=25) +--- Thread: Cloak bug (/showthread.php?tid=82704) |
Cloak bug - Blackvertigo1 - 07-01-2012 ' Wrote:So you don't reckon there would be a workaround, or is this a hardcoded definite limitation to cloaks that will always be there no matter what? Could you bring to my attention, maybe in quotation as of what Knjaz thinks of? Then I'll try formulating an answer as to regards of Knjaz's thoughts and your first sentence in this quote. Cloak bug - Mímir - 07-01-2012 Quote:Like, drastically increasing maximum cloak duration on different shiptypes, and drastically increasing charging time. In the light of the convo following what Knjaz said, increase the charging delay. I.e. allowing for sufficient time cloaked on all ship types to set up ambushes, rather than using cloaks as a single-use escape mechanism. Cloak bug - Blackvertigo1 - 07-01-2012 ' Wrote:In the light of the convo following what Knjaz said, increase the charging delay. ' Wrote:This is a HARDCODED problem. Cloak bug - Mímir - 07-01-2012 As an example, a small cloak on my pirate bomber allows for me to run cloaked for ~30 seconds. In effect I use that when the lawful gankforce show, and I know I will be blasted to dust. Being a traditional lane-hugging pirate, I don't get a heads-up on new forces arriving at the scene, because they pop out of the lane right next to me. Utilizing the scanning "bug", my escape will be nigh impossible or I would have to be very very lucky. The same goes with military engagements, where the cloak can be used for hit-and-run guerilla tactics, picking out a solitary target and running when reinforcements arrive. If fuel consumption was tweaked differently, I could instead use my cloak to hide and set up ambushes in places where the traders least expect it. I wouldn't be able to count on running like I have been so far using cloaks, but an "ambush cloak" would give me the option of picking the battle (as I can stay cloaked and avoid ships with escorts etc.). Cloak bug - Blackvertigo1 - 07-01-2012 Fine! If no one wants my help alright. All I can say is that I know what Freelancer cloaks can and cannot do. Also, for the record. Cloaking IS one of my technologies(refer to my signature). So your talking to the most cloak-knowledgeable person here. Cloak bug - Mímir - 07-01-2012 Ok...? Cloak bug - Knjaz - 07-01-2012 ' Wrote:Fine! If no one wants my help alright. Well, first of all - I've just pointed out possible solution, not pushing it in any way. Secondly, you're saying that it's impossible to reduce fuel consumption rate below 1/second? Because, as you already confirmed, it's possible to increase cloak "charging" time, by introducing a delay between issued command and actual charging sequence. And all you need for that to work, is to allow ships to stay in cloaked duration for longer period of time, which is achievable by fuel consumption and cloak activation mechanism tweaks. Is it needed, at this point, and how it will affect gameplay? That's a separate question. Cloak bug - Blackvertigo1 - 07-01-2012 ' Wrote:Well, first of all - I've just pointed out possible solution, not pushing it in any way. You are twisting my words! I said: Cloak timing cannot be changed without source code. - Manipulation of cloak in/cloak out effects or whatever. /Cloak on and cloak can have time constraints without source code. - Lengthening or shortening time delay between the two. Cloak bug - Knjaz - 07-01-2012 ' Wrote:You are twisting my words! Ok, just to make sure - under "charging" I meant the whole sequence from the moment you press "Cloak" button till the moment your ship completely vanishes. Yes, I do understand that might require to remove "Cloak" option from controls or disable it somehow, and force players to use command. So I see no contradiction in what we've been saying here. It's the results that matter, after all, not the exact way it's being called/done. Cloak bug - Blackvertigo1 - 07-01-2012 ' Wrote:Ok, just to make sure - under "charging" I meant the whole sequence from the moment you press "Cloak" button till the moment your ship completely vanishes. If the cloak (equipment) shows up as it's unit. Clicking it as if it was a weapon on/off, would turn the cloak off (if clicked while it's green, so it turns white) or cloak on(if clicked while it's white, so it turns green). Example(this is shown in the bottom-right HUD segment; can be any inventory number): Cloak off 1 Cloak-Unit-Here equals Cloak Off. Cloak on 1 Cloak-Unit-Here then toggle(click) inventory item results shown as one line below 1 Cloak-Unit-Here equals Cloak On. If the cloak (equipment) only visible in inventory(infocard), and /cloak on and /cloak off would do so(if /cloak is functional). Example(will by default shown in prompt-green text): NOTE: The following is according to IF this is the PROPER syntax of the macro. Cloak-Unit-Here Device Mounted Cloak on Type /cloak on equals Cloak On. Cloak off While cloaked, type /cloak off equals Cloak Off. |