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Chameleon Cloak

First post
Author
Liet Ormand
Sons of Bacchus
#21 - 2014-12-11 22:07:10 UTC
Foxicity wrote:
Pretty overpowered. Needs a counter.


How about this?

Make the chameleon module take a ridiculous amount of power, such that it IS possible for a frigate to pretend to be a titan, but only if it maxes its slots out with aux power generators and power rigs. Pretty much a comedy rig *except* for when it's in a fleet... want your corp fleet to look like more trouble than it really is? Have a couple guys rig up decoy ships like this to make it look like you have an extra dreadnought or two. Having to max out power just to run the module means that same ship won't have a ton of weapons or shields.

This module would also provide more variations in scanning... allow higher skill levels in properly equipped E-war birds to "burn through" the chameleon cloak and see what's really there.

You could also limit it to imitating a single ship type via script programming.
Nikk Narrel
Moonlit Bonsai
#22 - 2014-12-11 22:23:24 UTC
Here's a possible version:

Have the Tech 1 version simply blot out the telltales about the ship on the overview, and other forms of sensing.
Instead of a false ship type, have it read as UNKNOWN instead.
Visual identification possible, if you know how to ID hulls by shape and markings alone.

For the Tech 2 version, require a complete set of rigs in addition to the module, demonstrating that the fitting is compromised in exchange for such an elaborate deception.
The module will require a BPC or BPO in order to function, and the blueprint must be the same size class as the actual ship in order to function.

Module activations are possible, but anything that passes through the projected false ship image will cause it to go offline for 5 seconds in order to recalibrate and restore it's presence.
Any other ship actively target locked on the vessel during this interruption time will retain the correct specs after the cloak otherwise resumes function.
NEONOVUS
Mindstar Technology
Goonswarm Federation
#23 - 2014-12-11 23:50:29 UTC
Foxicity wrote:
Pretty overpowered. Needs a counter. For example, ship scanner shows actual ship, or close proximity (cloak distance, what, 2000m?) decloaks the ship. Even if the module ran your cap to 0 and held it there, it would still be overpowered. Maybe a 90% nerf to scan res and lock range. Cool original idea though. Would like to see realistic details hashed out.

How is it op to present a different ship skin?
I mean its a lot lighter than battle nerus or reverse fitting a ship (troll naga/talos ftw!)
Foxicity
The Scope
Gallente Federation
#24 - 2014-12-12 00:06:01 UTC
NEONOVUS wrote:

How is it op to present a different ship skin?
I mean its a lot lighter than battle nerus or reverse fitting a ship (troll naga/talos ftw!)


Whole fleet of miners gets hot dropped in lowsec. Oops it's a fleet of Ishtars.

Any Ishtar that can pretend it's not an Ishtar to get fights is literally satan.
Jayne Fillon
#25 - 2014-12-12 12:24:47 UTC
This would be much better if it affected dscan as well.

I think a really funny way of implementing this would be to have it show up on the overview as the "cloaked ship" but have the ship model itself still be the correct one in space and in the lock bracket. It would be like confusing the ships sensors, and really fun.

Can't shoot blues if you don't have any. Long Live NPSI.

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#26 - 2014-12-12 12:44:40 UTC
Here's a though, we already have the target spectrum breaker but this is rarely used as far as I know since the BPC's are very cheap and common. This module works by scrambling the enemy ships scanners with reflections etc so it wouldn't be a stretch to apply a script to this module to give the impression of another ships return signal instead of scrambling the response instead.

Only thing would be that the TSB is a BS only module so would need variants for other ship classes (or the capability to produce them from the existing BPC's)
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#27 - 2014-12-12 12:45:02 UTC
Here's a though, we already have the target spectrum breaker but this is rarely used as far as I know since the BPC's are very cheap and common. This module works by scrambling the enemy ships scanners with reflections etc so it wouldn't be a stretch to apply a script to this module to give the impression of another ships return signal instead of scrambling the response instead.

Only thing would be that the TSB is a BS only module so would need variants for other ship classes (or the capability to produce them from the existing BPC's)
Signal11th
#28 - 2014-12-12 16:33:36 UTC
Redd Dredd wrote:
Suicide empire gankers got you down? Tired of losing your ore to ore thieves? I present to you the "Chameleon Cloak". This cloak while fitted and activated would act just like a regular cloak, but instead of making you invisible, it will make you look like a different ship. So, as the ore thief steals what he thinks is an ore can sitting by an innocent Retriever, the Deimos pilot disengages the cloak and the fight is on. OR, if you train up for the Chameleon Cloak II, then as you jump through the gate with those 3 battleship BPOs in your hold in what appears to be your trusty Sigil, and the gank squad scans you and locks you down, you disengage the cloak to reveal the Harbinger you are really flying and carnage ensues.

I'd suggest that the Chameleon cloak can only make you look like the same class of ship. You can't cloak a frig to look like a titan, (although this would be quite hilarious) I'd say go ship class size. Frigs and destroyers can look like any other frig or destroyer, Cruisers and BCs likewise and so on. (I suppose you could cloak your Nyx to look like an Erebus.) This will add a twist to PVP as well as give suicide gankers reason to pause. Is it a Hulk, or is it a trap?

I would also suggest that the cloak is a scripted module (high or mid slot?) that allows you to pick the ship you wish to chameleon to when the cloak is engaged. The cloak should have penalties similar to current cloaks. Activating any module disengages the cloke, as well as possibly being scanned, or proximity?

And there you have it.



+1 just for the hilarity that would ensue.

God Said "Come Forth and receive eternal life!" I came fifth and won a toaster!

Shivanthar
#29 - 2014-12-12 16:38:22 UTC
Redd Dredd wrote:
Suicide empire gankers got you down? Tired of losing your ore to ore thieves? I present to you the "Chameleon Cloak". This cloak while fitted and activated would act just like a regular cloak, but instead of making you invisible, it will make you look like a different ship. So, as the ore thief steals what he thinks is an ore can sitting by an innocent Retriever, the Deimos pilot disengages the cloak and the fight is on. OR, if you train up for the Chameleon Cloak II, then as you jump through the gate with those 3 battleship BPOs in your hold in what appears to be your trusty Sigil, and the gank squad scans you and locks you down, you disengage the cloak to reveal the Harbinger you are really flying and carnage ensues.

I'd suggest that the Chameleon cloak can only make you look like the same class of ship. You can't cloak a frig to look like a titan, (although this would be quite hilarious) I'd say go ship class size. Frigs and destroyers can look like any other frig or destroyer, Cruisers and BCs likewise and so on. (I suppose you could cloak your Nyx to look like an Erebus.) This will add a twist to PVP as well as give suicide gankers reason to pause. Is it a Hulk, or is it a trap?

I would also suggest that the cloak is a scripted module (high or mid slot?) that allows you to pick the ship you wish to chameleon to when the cloak is engaged. The cloak should have penalties similar to current cloaks. Activating any module disengages the cloke, as well as possibly being scanned, or proximity?

And there you have it.


Dam'n you!!! :)))))
I was preparing t3 industrial post for a long time, and following are one of the modes I imagined (written like 1 week ago):

"- Mimesis: This mode can be enabled while something is targeted by pilot. Ship will gain cloak effect immediately followed by forced decloaking, making ship look as same as targeted ship, stripped.
- Matches cargo capacity with target ship's unbonused non-special cargo bay capacity.
- Mimesis on concord ships triggers concord response.
- Mimesis on civilian ships or police ships triggers police response.
- Scales target graphic to battleship size (if you mimic a shuttle, shuttle will be look like as big as battleship in terms of scale ^.^)"

lol

_Half _the lies they tell about me **aren't **true.

Jurico Elemenohpe
Flipsid3 Tactics
#30 - 2014-12-12 16:48:13 UTC  |  Edited by: Jurico Elemenohpe
Jacid wrote:
Its been suggested before but I liked it then and Ill like it now.

I think it should allow "cloaking" up or down one class size. For example a maller could look like a harby or a Retribution but not a abaddon. I think you should be decloaked only when someone engages you or if they get within 2500m of you. It would allow a harby to bait a bunch of destroyers while using a miner 1 on nearby rocks.

Scan probes could show the correct ship when scanned to 100% as well as modules like ship scanners and cargo scanners.
If someone fired weapons on the cloaked ship it should also decloak it.

All in all it sounds like a fun addition to eve CCP should add it to the top of their list.
Harby? Harpy? Also, that and the Retribution are frigates. If Cruiser->Frigate, then Cruiser->Battleship. The first sentence is Cruiser->Destroyer/Battlecruiser.
If it's based on the ship size (same thing that's used to determine rig size), yes please. Iteron V mining in lowsec (it has more cargo, you can afk better!), is actually an Ishtar.

I agree to this, but it should have a problem. Like having a 1 minute cycle time and not being able to use its original ship (beyond what it has) while active. So your mods and stuff can go inactive(not offline), if you have, say, 8 turret hard slots on your rokh but you're cloaked as an Orca, you've only got access to 0, because there are no turret hard points, and you could only use 4 smartbombs. This only applies until the mod is deactivated, but it has a minute long cycle time, so you might end up dead.
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