Cloaking issues
-
… think this is the ‘best’ place for the cloak stuff.
So we have the cloaking feature in use 4 a while
there are 2 things which were noticed:— weapons are online during the cloaking / uncloaking procedure
(which will give an opponent, who s not moving a zero chance)— cruis disruptors (possibly also missiles + torps) seem 2 stay “locked”
at a target which cloaked (this is not verified) -
Could make super fast mines that do little damage and name them “Cloak Detectors” ;D
-
would be good if someone would code a thing for Admins to see player cloaks, and/or be able to cloak and uncloak them.
Yea - or the possibility of zones, which render the cloak useless.
BUT most we ‘need’ a cloak plugin 4 the plugin version.
;D -
… or ‘cloaks’ which only jam the scanner (like interference)
and keep the ship visible
or maybe different types of cloaks and scanners
with a certain chance 2 detect a cloaked ship
(similar 2 the shield modifiers). -
would it be possible to make a new type of scanner like a motion sensor ? instead of changing the cloaks
or possibly a weapon that can detect movement of cloaked ships for a short period of time i.e like a mine that is launched and the munition dectects movement cloaked or otherwise within a certain radius. -
ye basically make the missile like a mine lol it will lock on to the nearest target including cloaked ships
I think another way of solving this would be to edit the packet data the flsends out? just make it so if your cloaked, you dont recieve any data relating to mines or missiles (problem tho would be you wouldnt actually see these if they were shot so it wouldnt feel… right? not sure.