Django Quik wrote:Thanks for all the feedback guys.
As far as my idea goes, the reason I've posited it as such is because I think this is the most likely way it will be done, as it requires no extra things be added to the game to facilitate it. Active module slots sounds cool but it would mean every suit would need redesigning in terms of slots, CPU and PG. Cloaks being equipment fits with everything else currently in the game and makes the mechanics fit in well with not being able to shoot/use equipment whilst cloaked. I see no reason why equipment can't relate in some way to our suits' stats.
Unfortunately I'm starting to lean this way too, as I started looking at the range of active modules I had, I was thinking at how long this was going to take to implement (shotty also pointed that out too), so going with the "this is whats going to happen, so lets work with it" approach means that CCP won't have to spend another year on it, I'd like a good scout running before the ps4 transfer
That being the case, like you mentioned what if all the cloaking mod did was make your unit invisible, which would have the same invisibility as anybody else who would use it. And as you mentioned if your precision is higher than their signature they are visibly highlighted bright red on the ground as they are outlined by tacnet.
The cloak should also last as long as its maintained, the difference between scout and non scout though is that when non scouts cloak, they are entirely immobile, when scouts cloak they are allowed to walk at a slow pace.
The gal Scout has the low slots to be the best dampened scout and thus the best cloaking unit under this model, also the gal scout would be the best for non scout cloak detection due to its radius catching all those medium wannabes who aren't moving. So you got your gal scout cloaking shot gunner who can ruin medium frames day and a good support unit for being able to counter non scout cloaked units, which would be a role that pc players would find valuable.
It would also mean that the cal scout would be the best anti scout for spotting cloaked scouts, due to what should be a precision bonus and high slots, but more is still definitely needed for this scout though.
The Min scout should be designed around explosives particularly grenades, we can still slap on the knife bonus for nostalgia purposes, but the advantage of explosives is that you can get kills from non direct means which should serve the min once its speed picks up. Something like carries more grenades and tosses two grenades at a time, thus making it a very 1 vs many group smashing and effective AVer. Another innate trait could be explosion upon death.
The Amarr Scout is more of a mystery, because the amarr ways do not mesh well with the scout, so perhaps give this one an extra equipment slot over the other scouts and have it be the scout logi hybrid.
Let me know if this is acceptable and then we can come up with equipment ideas that would favor the scout more (I have a few already), we could then start working on slot layouts.