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Fleet Cloak

Author
Lo Jac
Polaris Cynon
#1 - 2012-11-15 13:52:23 UTC
Wondering (and this may have already been discussed before) if there will come a time when we'll have a module that will allow fleet cloaking?

Of course the fleet would have to be within a certain range and the regular cloak restrictions would apply. If one member of fleet does an action that would normally break cloak the entire fleet has cloak broken. The module itself would be like a command module and require some major Cloaking and Leadership skills to fit/use. It would only work on a Covert Ops.

Just an idea...
Mara Pahrdi
The Order of Anoyia
#2 - 2012-11-15 14:34:37 UTC  |  Edited by: Mara Pahrdi
Well, such a module would require really large amounts of energy and cap. So a Cov Ops is not a likely ship. Rather capitals up. And maybe Black OPs could get a bonus to fit them.

How cloaky this thing would be could also depend on fleet size. And it certainly should be scannable, like a weak radar sig for instance, detectable with decent skills by a dedicated Cov Ops scout. So you'd have a counter to such a powerful mechanic.

Remove standings and insurance.

Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#3 - 2012-11-15 15:06:41 UTC
From the new modules suggestion thread in F&I
Xindi Kraid wrote:
Cloaking Field generator.
A high Slot module with fairly high CPU cost. Only able to be fitted to Black Ops ships but gives those ships a bit more utility. When activated this module cloaks other ships in the vicinity (though they require the apropriate module fitted to make use of it. Requires the skill Cloaking Field Generation; the prerequisite of this skill is Cloaking V (or maybe just IV) and each level in this skill increases the radius of the cloaking field. Can be kept active during warp


Remote Cloak Receiver. Fittable to any ship and functions just like a regular cloaking device when active, but can only be activated when inside a cloaking field generated by someone in your fleet (I am actually thinking it should require the Cloaking Field Gen ship to be set as the Squad Booster) ; it requires Cloaking IV (or maybe V) to use. The trade-off is massively decreased penalties compared to regular cloaking devices. It is able to remain active during warp as long as the ship warped with the accompanying Cloaking Field Generator


Essentially Black Ops will allow regular ships to warp while cloaked; the downside is the black Ops itself still can't warped cloaked and you have to form up before hand for it to work, so you can;t stay invisible the entire time from gate to gate due the distance the gates drop each person from each other and the need for all the ships to be aligned before warp. If used properly, it can let you get the drop on somebody, but using it well requires some skill and attention by everyone involved.

Another possibility is having a T2 version of the Remote Cloak Receiver allow normal ships to use covert jump portals (or maybe have that as a separate module or rig)

Lady Spank
Get Out Nasty Face
#4 - 2012-11-15 15:07:45 UTC
There are penalties to fitting a cloak for a very good reason, allowing an entire fleet to cloak via a cheap evasive frigate doesn't sound broken at all

(ಠ_ృ) ~ It Takes a Million Years to Become Diamonds So Lets Just Burn Like Coal Until the Sky's Black ~ (ಠ_ృ)

Temuken Radzu
Aliastra
Gallente Federation
#5 - 2012-11-15 16:51:50 UTC
Some time ago i suggested something familiar https://forums.eveonline.com/default.aspx?g=posts&t=106537
Xindi Kraid
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#6 - 2012-11-15 19:35:30 UTC
Lady Spank wrote:
There are penalties to fitting a cloak for a very good reason, allowing an entire fleet to cloak via a cheap evasive frigate doesn't sound broken at all

That's why I suggested the requirement of a Black Ops. very expensive, very specialized ships, which fits perfectly for something with this sort of utility.

Also since you have to maintain range, skill plays into it as well.
Daniel Plain
Doomheim
#7 - 2012-11-16 15:53:48 UTC
the only way this module would not be stupidly overpowered is if it made it impossible for the ship running it to cloak. think starcraft arbiter. and even then, i would restrict it to capitals so that you have to actually risk some assets if you want to field such a big advantage.

I should buy an Ishtar.

Savnire Jacitu
Abysmal Gentlemen
#8 - 2012-11-16 16:38:44 UTC
I all I can think of is motherships from Starcraft II. Fun mod for bait tanks. Lone ship that is actually surounded by 40 other ships.

Ginger Barbarella
#9 - 2012-11-16 16:52:47 UTC
Lo Jac wrote:
Wondering (and this may have already been discussed before) if there will come a time when we'll have a module that will allow fleet cloaking?

Of course the fleet would have to be within a certain range and the regular cloak restrictions would apply. If one member of fleet does an action that would normally break cloak the entire fleet has cloak broken. The module itself would be like a command module and require some major Cloaking and Leadership skills to fit/use. It would only work on a Covert Ops.

Just an idea...


I've heard lots of bad ideas on these Forums, but this takes the cake.

You win Eve. =)

"Blow it all on Quafe and strippers." --- Sorlac