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Cloak sounds OP?

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Poll: Is the new cloak 'sound' currently OP in nature?
You do not have permission to vote in this poll.
Yes
12.77%
6 12.77%
No
87.23%
41 87.23%
Total 47 vote(s) 100%
* You voted for this item. [Show Results]

Pages (2): « Previous 1 2
Cloak sounds OP?
Offline An'shur
01-23-2015, 07:17 PM,
#11
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It is not OP, I would just fix that "cloak vs CD" nonsense.

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Offline Jack_Henderson
01-23-2015, 07:20 PM,
#12
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Joined: Nov 2010

It is needed.
It is a really good call to have some "warning" to all the players that do not even realize that there is something.
It also creates roleplay, because you should be in a TS-group or read the /g chatter once a cloaked sound is heard by someone.

It would be interesting to add scanners into this.

Like... a special scanner can detect cloaks at longer range. Some at shorter.
It would be one way of making scanners more different and useful for different things.

I'd still LOVE the feature like the Alien (movie) Movement Detector, where you would get faster "beeps", the closer you get.

The paranoia when you hear: "Beep..... beep.... beep...beep..beep..beep...beep-beep-beep" would be totally awesone, as you could start "hunting" cloaked ships that way (ofc without a way of actually catching them). I'd love this. Would feel like the pinging in anti-submarine warfare. Big Grin

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Offline Binski
01-23-2015, 09:27 PM,
#13
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(01-23-2015, 06:42 PM)Tal Wrote: But when you idle at Manhattan, you won't get jumped and instakilled by a Marduk gank squad

Its all for that? The power drain would fix that better, and is way more explainable inrp.

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Offline t0l
01-23-2015, 09:30 PM,
#14
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(01-23-2015, 09:27 PM)TheUnforgiven Wrote:
(01-23-2015, 06:42 PM)Tal Wrote: But when you idle at Manhattan, you won't get jumped and instakilled by a Marduk gank squad

Its all for that? The power drain would fix that better, and is way more explainable inrp.

Power drain for a cloaked ship (which is what i assume is what you're referring to) regulates the device to solely an escape tool. Right now, you can still surprise attack someone, it's just you need to act faster and smarter.

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Offline Fluffyball
01-23-2015, 09:37 PM,
#15
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(01-23-2015, 07:20 PM)Jack_Henderson Wrote: It is needed.
It is a really good call to have some "warning" to all the players that do not even realize that there is something.
It also creates roleplay, because you should be in a TS-group or read the /g chatter once a cloaked sound is heard by someone.

It would be interesting to add scanners into this.

Like... a special scanner can detect cloaks at longer range. Some at shorter.
It would be one way of making scanners more different and useful for different things.

I'd still LOVE the feature like the Alien (movie) Movement Detector, where you would get faster "beeps", the closer you get.

The paranoia when you hear: "Beep..... beep.... beep...beep..beep..beep...beep-beep-beep" would be totally awesone, as you could start "hunting" cloaked ships that way (ofc without a way of actually catching them). I'd love this. Would feel like the pinging in anti-submarine warfare. Big Grin

Someone else pointed out beeping is annoying as hell and may drive players nuts, if there is like 3 different cloakers.

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Offline Zed26
01-23-2015, 10:21 PM,
#16
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(01-23-2015, 09:37 PM)Toris James Gray Wrote: Someone else pointed out beeping is annoying as hell and may drive players nuts, if there is like 3 different cloakers.

Alley pointed out that the pings from multiple players will just stack at the same time with little discernible difference.
Quote:This is based on an amount of fuel ticks (five right now) so even if there's multiple cloaked ships, all that will happen is that the sounds will stack at the same time but you won't hear any difference (or little).
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Offline Binski
01-24-2015, 01:30 AM,
#17
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(01-23-2015, 09:30 PM)Tal Wrote:
(01-23-2015, 09:27 PM)TheUnforgiven Wrote:
(01-23-2015, 06:42 PM)Tal Wrote: But when you idle at Manhattan, you won't get jumped and instakilled by a Marduk gank squad

Its all for that? The power drain would fix that better, and is way more explainable inrp.

Power drain for a cloaked ship (which is what i assume is what you're referring to) regulates the device to solely an escape tool. Right now, you can still surprise attack someone, it's just you need to act faster and smarter.

Both measures are supposed to curb that kind of surprise attack though, so which one guarantees it? Tracking while cloaked makes it harder to escape with as well. There are 2 cloaks you can even think about escaping with. It seems worse to me to protect the ability to RP cloaked and attack with intent to destroy by surprise, than be able to stop a ship by surprise (CD) and attack only after open contact is made. Right now the only way to not push the rules so much with cloak ambushes is maybe if you're already engaged, cloak, and attack again within a short time frame. Isn't that also something people want curbed?

As for acting faster and smarter...that sounds like my arguments against a lot of nerfs. Sure, players always have the option of changing their actions to compensate for stuff like this. Now there is no debate about RP'ing before an attack while cloaked. Sounds harder on the trader/non-cloaker if you ask me. Therefore it sounds like you mean I should get faster and harder, I guess I can go that route.

[Image: G38aJ6J.jpg]
The Further Exploits of Captain Antares (August 2015) │ (alt) JonasHudson
*Argo | Special Operative ID (Approved Request)* | Argo Compilation Video
################ *Proposed OF Challenge System* ################
############### The Book of Piracy (Piracy Tutorial) ###############
############### Binski Alamo (Youtube Channel) ###############
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