![]() |
|
Dev Notice: Cloaks now have sound - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: News and Announcements (https://discoverygc.com/forums/forumdisplay.php?fid=13) +--- Thread: Dev Notice: Cloaks now have sound (/showthread.php?tid=124658) |
RE: Dev Notice: Cloaks now have sound - Eugen - 01-13-2015 nice addition might be helpfull. ^^ RE: Dev Notice: Cloaks now have sound - Krmloo - 01-13-2015 Well, while i don't like this change due to some reasons already stated above, i want to ask one thing about cloaks. Is it possible to make cloaked ships see each other for same IDs? Or by same cloak type (Nomad/Hybrid one)? Like making that ships selectable and/or semi-transparent instead of being completely transparent. Is it possible? As cloaked ship is still may be somehow detectable by client (it still lags when something cloaked (or not cloaked) comes to radar radius on very old PCs). RE: Dev Notice: Cloaks now have sound - Moberg - 01-13-2015 With the sound update stated in the OP you can hear nearby cloaked players, which would include allied cloaked players too. As far as I know, technical limitations do not allow us to let cloaked players have any kind of vision towards each other simply because of how the cloaks work. Though I'd be happy to be proven wrong on that matter, incase Alley is going to cast more magic. RE: Dev Notice: Cloaks now have sound - Sciamach - 01-13-2015 Alley confirmed for Wizard RE: Dev Notice: Cloaks now have sound - Pancakes - 01-13-2015 (01-13-2015, 09:10 PM)TheUnforgiven Wrote:(01-13-2015, 08:38 PM)Alley Wrote:(01-13-2015, 08:34 PM)Zed26 Wrote: Unrelated, but as a concession for people who genuinely use cloaks for RP (such as TheUnforgiven's Argo, which I've had fun experiences with), why not add the Spec Ops ID as one of the "fuel" types for cloaks, which is how nomad cloaks work (hence unlimited fuel), at least until an update. Because SRP equipment and performance is closely monitored, there's more accountability and (hopefully) responsibility, but the SRP player has fewer factors to worry about. Sound for traditional cloaks being bad is rather a problematic statement. Because to be honest? Large cloaks are as good as infinite cloaks given just how long they can hold up. I agree though that on snub fighters that might just make cloaks for them redundant, they already have a short flight time cloaked of ~30-40 seconds as is. Should be -2k ping range for med cloaks and 4k for large cloaks, and that should cut it. Oh and as for the Kepler dude, more likely that he just used the jumphole. I do it myself sometimes. As for nomad cloaks - give them some unique sound. Something lighterish like Shizune suggested would be awesome IMO. RE: Dev Notice: Cloaks now have sound - Thyrzul - 01-13-2015 So, how about enabling the sound effect only if the appropriate scanner is mounted on your ship? RE: Dev Notice: Cloaks now have sound - Binski - 01-13-2015 (01-13-2015, 11:11 PM)Pancakes Wrote: Sound for traditional cloaks being bad is rather a problematic statement. Because to be honest? Large cloaks are as good as infinite cloaks given just how long they can hold up.True large cloaks get long cloak times but they can't just sit in space infinitely, they will eventually have to withdraw and refuel, giving others the opportunity to act then, or making the cloakers work with others by forming a supply line. So maybe large ones, but I don't want to be a hypocrite, since I pretty much only use medium cloaks. Infinite cloaks that aren't SRP'd are indeed possible to abuse with little oversight, so some countermeasure for those seems reasonable. I'd rather it effect none of the fuel burning cloaks, than just 1 or 2. Honestly I never thought cloaks would have or ever did make a 'noise'. Plain and simply it makes no sense guys and there are plenty of glitches that need fixing, the cloak system is not killing anyone or sending players flying the server. It's what has kept me here. Light cloaks? Yeah its already easy to guess which way an escaping snub will go, you just gotta hold out til they run out of fuel and can find them again. Now it'll be even easier. I just don't see why its really necessary. Also, if there's a Shikoku Kepler JH, I've been unaware of it this entire time. Anyways I've said more than enough to get my points across. Add this effect to a 250 million dollar scanner (with a nerf like the BS scanner) and I'll have no complaints, I'll adapt, and re learn when to hold em and when to fold em. Free cloak detection to all? 8k, 4k, 2k, doesn't matter, I guess my characters this pertains to will be retiring. RE: Dev Notice: Cloaks now have sound - Pancakes - 01-16-2015 (01-13-2015, 11:52 PM)TheUnforgiven Wrote:(01-13-2015, 11:11 PM)Pancakes Wrote: Sound for traditional cloaks being bad is rather a problematic statement. Because to be honest? Large cloaks are as good as infinite cloaks given just how long they can hold up.True large cloaks get long cloak times but they can't just sit in space infinitely, they will eventually have to withdraw and refuel, giving others the opportunity to act then, or making the cloakers work with others by forming a supply line. So maybe large ones, but I don't want to be a hypocrite, since I pretty much only use medium cloaks. Infinite cloaks that aren't SRP'd are indeed possible to abuse with little oversight, so some countermeasure for those seems reasonable. I'd rather it effect none of the fuel burning cloaks, than just 1 or 2. Honestly I never thought cloaks would have or ever did make a 'noise'. Plain and simply it makes no sense guys and there are plenty of glitches that need fixing, the cloak system is not killing anyone or sending players flying the server. It's what has kept me here. It's not a detection, mind you. If there would be a scanner it should be actually possible of detecting the cloaked player, not just inform you of his general presence. Having the cloaked sound one for medium cloaks at 2k would be already a too little range for you to run away, it might just give you that grace period needed to not get insta killed after a decloak. Or make your ability to just skulk around someone a little bit limited - but it would certainly not take away the element of surprise all together. As for the large cloak - it burns 1 MOX per second of operation. That means that a ship with 3600 cargo hold could stay cloaked for nearly 1 hour (you can reduce lets say 10 minutes because of MOX' decay). That's long enough to be considered infinite, if you ask me. Because to be frank? Anything above the 5-6 minutes is more than just enough to travel through anywhere undetected. Also mind that you don't have to have cloak up and working all the time, you should have mixture of usage and non-usage, depending on the need. RE: Dev Notice: Cloaks now have sound - Fluffyball - 01-17-2015 No one would use 3000ker with Cloak to be honest, perhaps for ultimate trolling and with... CAU8 maybe? RE: Dev Notice: Cloaks now have sound - Nerva - 01-17-2015 (01-17-2015, 12:02 AM)Toris James Gray Wrote: No one would use 3000ker with Cloak to be honest, perhaps for ultimate trolling and with... CAU8 maybe? Heh. You just described the setup of the ship I'm using to catch smugglers and would-be-pirate transports. It has CAU6, but still pretty much the same. Now, that they have a chance to "hear" me, it's just going to be more interesting. |