Ten-Sidhe
Osmon Surveillance Caldari State
414
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Posted - 2012.07.10 20:25:00 -
[1] - Quote
The scout suit refers to active camo in the description. So, the EvE universe has cloaking and active camo. Perhaps there could be two module types to pick from.
just listing EvE cloak penalties for reference lv1: movement -90%, 30sec to fire, -50%scan resolution lv2: movement -75%, 20sec to fire, -40%scan resolution covert ops: movement -0%, 10sec to fire, -0%scan resolution Decloak if in 2km of object, can't warp, fire, reload weapons, use modules, interact with anything The cloaking skill is 6x skill that lowers targeting delay 10%, covert ops skill has huge cpu, ships ment to use it reduce its cpu by 96-100%. some of the weaker, for size, ships remove the targeting delay.
So, to translate this to Dust, lv1: movement -90%, -40% accuracy, -50%scan resolution, weapon must be reloaded after decloaking* lv2: movement -75%, -25% accuracy*, -40%scan resolution, weapon must be reloaded after decloaking* covert ops: movement -0%, -10% accuracy*, -0%scan resolution, weapon must be reloaded after decloaking* *The scan resolution affects target lock time in eve and and would add to time delay before firing. decloak if in X metres of dropsuite(even friendly), hackable object, vehicle, or nanohive/droplink.
Cloaking allows running, but drains shield and stamina. The run speed is greatly reduced by the active cloak, and doesn't drain while stationary. So, the the lighter suits with faster speed and faster shield recharge would cover more ground. A shield tank would allow faster movement while cloaked, but need to stop to recharge shield before decloaking. Can only activate cloak with full shields, and out of vision of all non-cloaked enemies. The lv 1 and 2 cloaks would take a light weapon slot, and the covert ops would take equipment slots.
So, the cloak would be a utility item that hurts combat ability greatly, unless on expensive specialist suits. still useful for scouting, sneaking behind enemy for hacking, limited ambush/camping due to penalties, or logistics hiding from enemy. Most campers would not use it, but some would. main camping/ ambush would probably involve placing remote explosives and cloaking nearby till someone gets in range. Covert ops capable suits could still fight, but have less tank then similar non-stealth suits.
Have optical camo be another module/skill for scouts and covert ops capable suits. The blur/transparency should reduce with both speed and distance. Take up a light weapon slot, since it could be used in combat and would allow option to specialist fit of having cloak and optical camo(at high opportunity cost to potential tank/gank). maybe have a equipment slot version available at lv4.
One of the dropships is meant to be anti-stealth, active scanners listed in market will probably counter stealth, scouts could have as standard short range decloak(maybe cloaks only work like optical camo when seen by scout?), and anti stealth modules/equipment could be added.
for skills I say, electronics lv5 and dropsuit operation lv5 needed for cloaking and optical camo skills, covert needs level 4 or 5 cloaking to use. A skill that reduces detection by sensors requiring dropsuit and electronics lv5 would also be nice(sensor evasion skill?).
Another module option for stealth types would be an iff jammer(requiring sensor evasion skill), in the middle of a group of enemies taking away the iff could make enemies shoot each other or be very hesitant to fire. should probably be light weapon slot, to prevent combining with stealth to easily and make it require trading some firepower gaining extra protection.
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