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Tidaen
Nova Corps Marines
21
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Posted - 2013.02.25 06:34:00 -
[1] - Quote
I know its been talked about to death but I'll throw this idea out there for debate and refinement.
Cloaking Module - Equipment Slot - Requires Full Shields to Activate - Activation takes shields to zero - Cycle time lasts for 30 seconds - Penalty of 50% to shield recharge delay - Coming within 5 meters of opponent deactivates cloak - Hacking or using a console deactivates cloak
This module is designed to take advantage of the natural advantages of the scout while still being able to be used by the logistics and assault classes. Heavy suits cannot use this due to the lack of equipment slots. The cloak is designed to be used for stealthily avoiding conflicts or sneaking up to assassinate singular targets. Upon decloaking you will have no shields and a increased time for them to recharge meaning that cloak users have a significant handicap in direct combat. Trying to overcome this handicap through armor tanking will mean submitting to the natural loss in mobility inherent to armor plates.
The Scout Type-II suit becomes the logical fit for a cloak based build because of its higher armor and extra equipment slot that is offset by slightly lower speed and lack of sidearm. |
Tidaen
Nova Corps Marines
21
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Posted - 2013.02.25 13:41:00 -
[2] - Quote
Vyzion Eyri wrote: snip..
This should give rise to another role for logistics; scanning. Skills going into upgrading your scanners will become a great benefit; and thus it brings another dimension of battle into play: the invisible war.
Definitely like the idea of a scanner module to defeat cloaks, perhaps it could work partly based on chance where the closer you get to an active scanner the higher the chance that you will be discovered. Give those logi's something other than extenders and damage mods to put in those high slots.
Jathniel wrote:If the cloak will kill your shields, then I don't think your cloak should fail if someone gets too close. I think cloak failure should only occur on timer, OR by heavy movement like running and weapons fire.
See, I like the idea of being able to run while cloaked but I feel like there needs to be some element of danger that runs the risk of decloaking early. Perhaps an active scanner module would be the suitable hard counter instead. Perhaps instead of a radius, it could be modified into 'if you physically bump into an opponent'. I really like your ideas about different variants, it would make things interesting. Can you imagine if people started setting up heavies to sit in cloaking fields along road ways and corridors? the forum rage would be epic. I like it. |
Tidaen
Nova Corps Marines
22
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Posted - 2013.03.01 04:58:00 -
[3] - Quote
Jathniel wrote:Yeah, the tears would be wonderful. lol, but I see what you mean about adding an element of danger to it. How about instant shield failure if you are shot WHILE your cloak is active? Players storming around objectives can fire some rounds into spaces around them, to make sure it's clear. This rewards them for being thorough, and prevents people from behaving wrecklessly with the cloak.
That's a hell of an idea, I like it. Do you envision the cloak as being a module that can only be used by scouts? or rather that assault and logistics face some sort of stiff penalty for using it that the scout class doesn't. I suppose it doesn't really matter either way as long as the end result is that assault/logistics cannot utilize the cloak to its full potential as the scout can. |
Tidaen
Nova Corps Marines
25
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Posted - 2013.03.01 22:17:00 -
[4] - Quote
The Robot Devil wrote:A minimum to two kinds of cloaks are needed. One is the standard cloak- the merc is totally undetectable but can only move at 25% speed, a 30s cool down before recloaking and weapons don't work for 15s. Of course the attributes would be changed by skill level. The second cloak would be at a high skill level with secondary skills needed. The merc would move at 90% speed, 15s cool down and weapons wouldn't work for 5s. Also the more advanced cloak would have a CPU/PG so high that only covert suits (with cloaking CPU/PG reduction built in) could fit them. The cloak would turn off within 5m of anything except the ground. Any type of damage would de-cloak the suit- self induced, falling or stray damage from enemies- and the Marc cannot recloak if another player can see them directly. The standard should be entry level and usable by any suit.
The aspect to this that I really don't like is the speed decrease. I agree that using a cloak means some sort of handicap is required but I play as a scout because I have a need for SPEED! This was the intent behind the shield drain upon decloaking, you get to make your one surprise sneak attack but you had better finish your opponent quick because without shields a scout isn't going to get a second chance. If a speed decrease really is necessary then I would hope it takes the form of the 'blur-a-flauge' effect similar to predator. As you move faster, the effect becomes more noticeable thereby increasing your chance of discovery. Standing still would make you completely invisible.
I still hope for a 'perfect' type of cloak though without speed restrictions. Here's an idea, the longer you keep your cloak active it eats away at your shields until they deplete and you are forced to decloak. The cloak cannot be reactivated until you recharge to a certain level, for example 2/3 full. This threshold could be improved by better cloaks and skills. |
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