A Salrilian ship can't fire while cloaked... or can it?
#1
Posted 03 June 2001 - 04:04 AM
#2
Posted 04 June 2001 - 08:58 PM
When a cloaking device is activated, it "cloaks" and Alters BaseType to an invisible object (preserve ammo). Now, also, you could have an activation create "ghost" signatures in the area to keep CPU ships from firing accurately (the main reason I theorized this). Then, all weapons cause object with a cloakin BaseFlag signature to expire, and cause the expire action to revert to the "real" object. However, it seems that weapons would not cause the ship to become visible (cause them to immediately cloak to prevent odd decloaking).
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#4
Posted 05 June 2001 - 08:26 AM
Hmmm, actually, all you would have to do is add an age (20sec?) as the expire action causes it to decloak already... in terms of energy, have the "ghost" image use up, say, 2 per activation (every 1) meaning that a full 20sec would take up 8000 energy (that's enough to cripple most capships)
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#7
Posted 10 June 2001 - 07:55 PM
I think the order might be what did it...
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#8
Posted 10 June 2001 - 10:53 PM
I may have overlooked something, but I imagine by assigning one of a ship's primary devices to be the cloak trigger, you could then place a weapon in the special device slot.
#10
Posted 11 June 2001 - 10:37 AM
Alter Special along with the cloak for a new weapon.
Then, you'd need to reconfigure all of the weapons to have a Flag-specific Alter Special to revert it, but the results would be rather interesting.
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#11
Posted 11 June 2001 - 03:51 PM
Quote
It's "playsound fighter launch" and "create object 1 fighter".
I think the order might be what did it...
Is that in the plug, or normally? I was thinking that part of the one in the plug's action could be to activate special, if the special was the cloak.
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#12
Posted 11 June 2001 - 06:59 PM
Anyway, now that we have this useful piece of information, let's figure out the best ways to exploit it
Omnicloak - cloaks all friendlies w/in a certain radius. Then Specials can fire indiscriminately.
An interesting point here, as well. I had always assumed that using the cloak when cloaked decloaked you because it was firing the weapon. However, it seems that this is not the reason. Therefore, a Cloak action done on a cloaked ship automatically decloaks it, something else we can exploit.
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#13
Posted 11 June 2001 - 10:07 PM
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*snip*
An interesting point here, as well. I had always assumed that using the cloak when cloaked decloaked you because it was firing the weapon. However, it seems that this is not the reason. Therefore, a Cloak action done on a cloaked ship automatically decloaks it, something else we can exploit.
I'm afraid he "toggling" of the cloak state only works for the player's ship; computer controlled ships only decloak when they fire.
#14
Posted 12 June 2001 - 09:06 AM
However, if a weapon with the collide action Cloak (nonreflexive) hit a player ship, then would it decloak as normal or decloak and then instantly recloak it? It would be interesting to see a neutral omnicloak.
(Can you tell I like omnicloaks?)
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#15
Posted 12 June 2001 - 10:25 AM
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I'm afraid he "toggling" of the cloak state only works for the player's ship; computer controlled ships only decloak when they fire.
Rats!
I was thinking of CCM (Cloak CounterMeasures system) that decloaks all hostile ships within a certain radius for a certain amount of time. Shame that planet's building lists aren't infinitely long, otherwise we could make TONS of 'specialist' ships!
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#16
Posted 12 June 2001 - 11:36 AM
Planet A
Build Types:
1 Light Ships - instantly SelectAuxes to Emplacement A
2 Frigates - instantly SelectAuxes to Emplacement B
3 Capships - instantly SelectAuxes to Emplacement C
4 Specialized - instantly SelectAuxes to Emplacement D
5 Capturers - instantly SelectAuxes to Emplacement E
Emplacement A
Build Types:
100 Fighter
125 Interceptor
150 Bomber
200 Cruiser
225 Schooner
6 Back - instantly SelectAuxes to Planet A
Emplacement B
Build Types:
250 HVCruiser
300 Gunship
350 Defense Drone
400 Escort
425 Corvette
6 Back - instantly SelectAuxes to Planet A
And so on.
Of course, I don't know what reverbrations implementing such an action would have in Ares, so I'm not asking it to be implemented...yet...
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#17
Posted 12 June 2001 - 01:33 PM
Quote
*snip*
However, if a weapon with the collide action Cloak (nonreflexive) hit a player ship, then would it decloak as normal or decloak and then instantly recloak it? It would be interesting to see a neutral omnicloak.
In the case of applying the cloak action to the player ship, it shouldn't matter how it is applied. It should behave the same whether it's by the activation of a device, or by the collision with another object.
The limitations with the cloak action are due to the fact that the action takes no argument, and the game logic determines what the ship "means" when it tries to cloak.
#18
Posted 12 June 2001 - 01:39 PM
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An action I'd like to see is a "SelectAux" that causes the auxiliary (Control) object to be automatically selected. Then, building a ship called "Capships" could SelectAux to an invisible (CannotBeDest) invisible object in the area that allowed you to select CapShips to build. Essentially,
*snip*
Very clever/scary scheme. There's a fairly small limit on the number of bases that can build though -- I fear you'd run into it very quickly.
#19
Posted 12 June 2001 - 08:06 PM
However, there's no reason (using 8 as the max builders) that you couldn't have:
1 Small
2 Medium
3 Large
700 Cargo Ship
800 Transport
860 AsltTrans
As that's 4/player
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#21
Posted 13 June 2001 - 09:06 AM
Anyway, 12 seems to be a pretty good number - still 5 classes and a ship by that.
Now I'm getting annoyed that there isn't a SelectAux.
Can't we already SetTarget? I can't remember, and I'm in school so I can't check.
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