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Player Features and Ideas Discussion

 
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Seawolf in space

Author
Nikk Narrel
Moonlit Bonsai
#81 - 2012-02-03 17:39:47 UTC
Nova Fox wrote:
So now we must look at intended role verses possible unintended roles.

Intended role is to be a convoy ambusher and ambusher in general.

Unintended role is everything else so how do we go about turning this list down into a more 'managable' list of unintended roles and generating a list of impossible roles.

First one I can think of is not to make it a mining vessel. Easy solution, 0 guns 0 drones and we just elimiated mining as a possible role.
The next on the list is a cargo transporter this could be limited by the amount of cargo space but ultra senstivie cargo may use this as a means of transport for example a perfect Titan BPO.
This list can go on but needs to be fully explored when we start to engineer what it should do and and it must not do.

Ok, lets say the vessel needs to be configured to prevent unbalanced misuse. I cannot argue with that.

It does not NEED to actually be a capital ship. That was the best convenient analogy for complexity of construction tied with greater than usual skill requirements over a typical cruiser.
That being said, it could be cap ship sized as well, if that makes more sense.

It reminds me by comparison, of being more like a refined cruiser sized stealth bomber, just more specialized and restricted. That being said, I am trying to keep it from being a convenient choice, and avoid this numeration impact you described.

The special stealth generator can be what is responsible for it's horrible handling and speed, causing it's inertial mass to affect it in a nearly exponential manner as a side effect of protecting it from discovery so completely. This would align neatly with cloaks impact on non cloaking ships, in that it slows them down.

I am drawing from the naval sub analogy, in part, for ideas as to how it can be flawed for balance. The cloak having a limited time of operation feels a lot like the limited time use of batteries on the pre-nuclear subs.
Honnete Du Decimer
#82 - 2012-02-03 17:58:45 UTC
Nikk Narrel wrote:
Haulers, Exhumers, Barges... that is the likely range of targets.


Am no trolling and again. No.

Far enough gank ships. Many more than need. They are break game. Too much power one ship.

PMS [:p]

Mary Annabelle
Moonlit Bonsai
#83 - 2012-02-03 22:06:27 UTC
Honnete Du Decimer wrote:
Nikk Narrel wrote:
Haulers, Exhumers, Barges... that is the likely range of targets.


Am no trolling and again. No.

Far enough gank ships. Many more than need. They are break game. Too much power one ship.

You are trying to make your own gameplay easier.

I bet you make threads about how dangerous things are already.

Tell ya what, new rule. If this ship gets made, and you think you are threatened by it, just say in local,"Don't shoot, it's me".
Everyone will leave you alone.
Nova Fox
Novafox Shipyards
#84 - 2012-02-04 03:31:42 UTC  |  Edited by: Nova Fox
Well if you cant to make the construction a bit more contoreded the tech 2 option is always there as well as tech 3 but we already have a tech 3 cruisers. However at that point you have to allow jump capabilities there is absolutely no reason why a ship between the size of a frigate and battleship cannot jump its one of those mordern military conviences.

However I see it being entirely possible to state a ship is TOO small to have such ability such as my corvette idea which is incapable of any methoods of intersystem travel other than being packaged in a hull of another ship.

Anyways back to the stealth generator.

We currenlty dont have a pernament cloak in eve and this ship would be the first of such mechanics.
The suggestion that it be tied into the shields is a semi good idea.

Semi good because eve has more than one methood of tanking the other being armor.

This is where the stealth system comes in. Stealth system could possibly be scripted to work on the primary tanking level of the ship and if you make it deactiate the cooldown timer starts which prevents rapid reactivation. Breaking the tank would cause the ship to lose the stealth.

Matter of factly this module can be so specific that if it was a said capitol ship this could be a 'stealth engine' which alters the mode of the ship from lets say recon travel fit to a gank mode.

Now currenlty we have no real way to fight cloaked ships there are however other ways.

The best idea I can think of is that the module would disrupt the covert ops cloak and swap into 'stealth' mode. While in stealth mode the ships sensors are pertty high and allows for pertty fast locks allowing to hot the 'insert name' launchers. onto a target.

While in stealth mode the ships signature radius is extremly low that even frigates may have a hard time locking it. To help balance tihngs along however would be that every amount of percent taken off from the layer of tank scripted that much more of the signature grows until oh lets say 50% of sealthing effectivness at breaking point.

While can treat this like a seige mode as well we can force the ship to be directional launching like bombs if we got the aoe option, low agility, low speed and cannot warp off.

Ultimately this allows the ship to get the first strike in and if lucky escape however it gives the ambushed if they survive the ability to strike back regardless of what ship class they are.

Now onto the numeration problem.

AOE is a well known factor for numeration Stealthbombers elegantly sovle this by having bombs within range destroy each other. I think the weapon needs to have similar constrains to prevent overdeployment.

Ultimately you get a perfect ambushing ship that can do the job black ops ships cant which is to go out and kill things.

We need to set the timer on the seige mode to be appropiate that a real sneak attack can be escaped from but a trap will not be as easily escapable. I think an appropitate cooldown of popping into stealth mode and back out would be 2 minutes.afterwhich you can recloak up and be about your merry way. and if caught the haggle of frigates and destroyers can easily start witteling away at the ship lowering its stealth ability to then let battleships finish her off either way she will die like most capitol caught alone like she should and she will never be a fleet centric ship.

Covert ops flag ship maybe but not the heart of any serious turf conquering fleets.

What do you think about the above methoods?

I purpose to name the laucnhers 'Reactor' Launchers as its the only exploding thing I know of that hasnt be used yet for missiles.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Akatenshi Xi
Imperial Academy
Amarr Empire
#85 - 2012-02-04 09:49:20 UTC
This is definitely an interesting concept of a perma cloak.

I have another idea however. How about cloakable mines? And a specialty mine layer like a covert hauler. Different sizes with different damage amounts and types. Also this can fit into the perma cloak idea. A cloaky mine layer that doesn't de-cloak.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#86 - 2012-02-04 09:53:31 UTC
Akatenshi Xi wrote:
This is definitely an interesting concept of a perma cloak.

I have another idea however. How about cloakable mines? And a specialty mine layer like a covert hauler. Different sizes with different damage amounts and types. Also this can fit into the perma cloak idea. A cloaky mine layer that doesn't de-cloak.

Do you want a repeat of that one scenario in Startrek? If you do not know what I am referring to, I will tell you:

The Enterprise flies into a field of cloaked Romulan mines. A malfunctioning one attaches the the ship's hull. In an attempt to disarm it, one of the magnetic legs to attach to the ship shoots through the leg of the person trying to disarm it.

This is my signature. There are many like it, but this one is mine.

Nikk Narrel
Moonlit Bonsai
#87 - 2012-02-04 15:27:34 UTC
Nova Fox wrote:
Anyways back to the stealth generator.

We currenlty dont have a pernament cloak in eve and this ship would be the first of such mechanics.
The suggestion that it be tied into the shields is a semi good idea.

Semi good because eve has more than one methood of tanking the other being armor.

This is where the stealth system comes in. Stealth system could possibly be scripted to work on the primary tanking level of the ship and if you make it deactiate the cooldown timer starts which prevents rapid reactivation. Breaking the tank would cause the ship to lose the stealth.

Matter of factly this module can be so specific that if it was a said capitol ship this could be a 'stealth engine' which alters the mode of the ship from lets say recon travel fit to a gank mode.

Now currenlty we have no real way to fight cloaked ships there are however other ways.

The best idea I can think of is that the module would disrupt the covert ops cloak and swap into 'stealth' mode. While in stealth mode the ships sensors are pertty high and allows for pertty fast locks allowing to hot the 'insert name' launchers. onto a target.

While in stealth mode the ships signature radius is extremly low that even frigates may have a hard time locking it. To help balance tihngs along however would be that every amount of percent taken off from the layer of tank scripted that much more of the signature grows until oh lets say 50% of sealthing effectivness at breaking point.

While can treat this like a seige mode as well we can force the ship to be directional launching like bombs if we got the aoe option, low agility, low speed and cannot warp off.

Ultimately this allows the ship to get the first strike in and if lucky escape however it gives the ambushed if they survive the ability to strike back regardless of what ship class they are.


To clarify, this would make the sub visible on grid with the target? (Even if they could not lock the target, I get the impression they see it in order to try)

Making the sub go into a siege mode to use the launchers could make sense, especially if the projectiles became visible on grid to make the point of origin obvious to an alert observer. The sub, even if not visible, could be stuck in position trying to leave siege mode so it could run away.

For comparison and clarification, this was what I had come up with so far, and the reasoning I had used:
My previous latest incarnation of the shields had the sub working off of a skill based timer, of maximum 25 minutes duration. The purpose of this, was to make the ship hunt while using these shields as well.
Outside of these shields, the sub could either not warp while using standard cloaks available on normal ships, or be completely exposed in order to warp, but regain the handling and acceleration of a regular cruiser sized vessel.

The reasoning was that the sub would still be hidden, and able to find targets, but needed to balance time hunting with time to engage and retreat.
A wasted hunting effort was one where even if you did find your target, if you did not have the time remaining to attack and escape, you would be taking extra risks. (These extra risks could easily expose the sub, and with the cooldown active, the sub would need to flee quickly.)
While on cooldown, it would also make sense the subs handling and speed would still be slow, making the sub an easy target if they still were near to the opponents. It would also be likely the sub would be unable to warp, the ships power being forced into regenerating the stealth shields.

I am trying to make the sub especially vulnerable after the shields expire, thinking this will make it more balanced.

Nova Fox wrote:
Now onto the numeration problem.

AOE is a well known factor for numeration Stealthbombers elegantly sovle this by having bombs within range destroy each other. I think the weapon needs to have similar constrains to prevent overdeployment.

Ultimately you get a perfect ambushing ship that can do the job black ops ships cant which is to go out and kill things.


Rather than reinvent the wheel, I had proposed using 4 of these launchers. If they don't do this already, tweak them to use special bombs that max out at 4 deployed, must be same damage type. The 5th bomb will be destroyed by the damage inflicted by the previous 4, in theory making a second sub pointless.
These bombs, being area specific, eliminate the sub needing to be able to lock targets.

Another possible option, would be to cause the sub to become targetable briefly, exposed by the launchers a few brief moments. I would use this as a last resort to balancing, however.

Nova Fox wrote:
We need to set the timer on the seige mode to be appropiate that a real sneak attack can be escaped from but a trap will not be as easily escapable. I think an appropitate cooldown of popping into stealth mode and back out would be 2 minutes.afterwhich you can recloak up and be about your merry way. and if caught the haggle of frigates and destroyers can easily start witteling away at the ship lowering its stealth ability to then let battleships finish her off either way she will die like most capitol caught alone like she should and she will never be a fleet centric ship.

Covert ops flag ship maybe but not the heart of any serious turf conquering fleets.

What do you think about the above methoods?

I purpose to name the laucnhers 'Reactor' Launchers as its the only exploding thing I know of that hasnt be used yet for missiles.

Akatenshi Xi
Imperial Academy
Amarr Empire
#88 - 2012-02-04 16:08:01 UTC
Amaroq Dricaldari wrote:
Akatenshi Xi wrote:
I said some stuff....


Amaroq said some stuff...


Well I wouldn't take it that far on the Star Trek reference, and yes I do know what you are talking about, having seen the episode you are referring to.

My idea is simply the following:

Anchorable mines in space. Cloakable and of course regular without a cloak. Cloakable mines would naturally be more expensive(but not outrageous). Cheap to build due to the mechanics of it being small and just being a bomb with a proximity sensor on it. I would imagine it could be worked out by standings not to blow up blues. Only neutrals and negatives. Anything else in a technologically advanced society would be able to recognize its friendlies anyway with a simple computer with FoF recognition. Where and why? Put them around gates, on stations, common safe spot areas, blockade asteroid and ice belts, hell put mines in a warp bubble. Put them around the sun and near customs offices. The possibilities are simply endless for an enthusiastic mine layer.

These would be available only in low sec, null sec, wormhole space. Cloakable mines would be available to anchor only in null sec, as in low sec concord and the ruling races of said space in said low sec still have some control.

I believe that this in tandem with deployable weapons(without the need of a pos) around gates, stations, pocos, and other places would increase conflict in space and make more war. This would create more industry and it would also create more **** going on in the game.
Mary Annabelle
Moonlit Bonsai
#89 - 2012-02-04 16:43:48 UTC
Akatenshi Xi wrote:
Anchorable mines in space. Cloakable and of course regular without a cloak. Cloakable mines would naturally be more expensive(but not outrageous). Cheap to build due to the mechanics of it being small and just being a bomb with a proximity sensor on it. I would imagine it could be worked out by standings not to blow up blues. Only neutrals and negatives. Anything else in a technologically advanced society would be able to recognize its friendlies anyway with a simple computer with FoF recognition. Where and why? Put them around gates, on stations, common safe spot areas, blockade asteroid and ice belts, hell put mines in a warp bubble. Put them around the sun and near customs offices. The possibilities are simply endless for an enthusiastic mine layer.

These would be available only in low sec, null sec, wormhole space. Cloakable mines would be available to anchor only in null sec, as in low sec concord and the ruling races of said space in said low sec still have some control.

I believe that this in tandem with deployable weapons(without the need of a pos) around gates, stations, pocos, and other places would increase conflict in space and make more war. This would create more industry and it would also create more **** going on in the game.

You might find my asteroid mining idea interesting:
https://forums.eveonline.com/default.aspx?g=posts&t=63967&find=unread

It basically lets you put a smartbomb like mine into an asteroid, and the device detonates at a certain amount of asteroid remaining when being mined.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#90 - 2012-02-04 21:43:02 UTC
Mary Annabelle wrote:
Akatenshi Xi wrote:
Anchorable mines in space. Cloakable and of course regular without a cloak. Cloakable mines would naturally be more expensive(but not outrageous). Cheap to build due to the mechanics of it being small and just being a bomb with a proximity sensor on it. I would imagine it could be worked out by standings not to blow up blues. Only neutrals and negatives. Anything else in a technologically advanced society would be able to recognize its friendlies anyway with a simple computer with FoF recognition. Where and why? Put them around gates, on stations, common safe spot areas, blockade asteroid and ice belts, hell put mines in a warp bubble. Put them around the sun and near customs offices. The possibilities are simply endless for an enthusiastic mine layer.

These would be available only in low sec, null sec, wormhole space. Cloakable mines would be available to anchor only in null sec, as in low sec concord and the ruling races of said space in said low sec still have some control.

I believe that this in tandem with deployable weapons(without the need of a pos) around gates, stations, pocos, and other places would increase conflict in space and make more war. This would create more industry and it would also create more **** going on in the game.

You might find my asteroid mining idea interesting:
https://forums.eveonline.com/default.aspx?g=posts&t=63967&find=unread

It basically lets you put a smartbomb like mine into an asteroid, and the device detonates at a certain amount of asteroid remaining when being mined.

Let's not make it a Booby Trap, but instead a bomb that blows the asteroid into tiny pieces of compressed minerals that can be scooped right up. The compressed minerals would be a result from all of the heat and pressure from the explosion, but the asteroid would absorb all of the blast preventing it from potentially harming players.

TL:DR
The explosive inside the asteroid is powerful enough to blow it up, but the rock around it dampens the blast and prevents it from doing damage.

Scientific Recap:
The heat and pressure from the shockwave essentially refine and compress the ore instantaniously. You will still have to uncompress it at the facility, though.

This is my signature. There are many like it, but this one is mine.

Nikk Narrel
Moonlit Bonsai
#91 - 2012-02-05 14:53:58 UTC
Amaroq Dricaldari wrote:
The explosive inside the asteroid is powerful enough to blow it up, but the rock around it dampens the blast and prevents it from doing damage.

Scientific Recap:
The heat and pressure from the shockwave essentially refine and compress the ore instantaniously. You will still have to uncompress it at the facility, though.


If this is a suggestion for a secondary weapons platform, using the sub as a mine layer in addition to or instead of it's launcher array, then that is interesting, and belongs in this thread.

Otherwise, Mary's thread was about mining ideas, and might fit better there.

That being said, I am curious to get other's opinions on this.

WHAT IF... the sub used a passive weapon system, in that it could launch a cloud of mines at an area.
It would work something like this: The sub spots a target mining or doing something similar.
The sub takes a swarmpack, (named for this tactic), and fires it at a target point.

The swarmpack then flies to the area, missile style, and bursts apart into an expanding cloud of mines. The mines expand into a cloud 15 km in every direction around the center point. (15km radius, 30km diameter) Mines would not be active until the cloud finished expanding, or else the mines would cross detonate upon release.
(A second cloud would mutually destroy all mines in overlap areas, as they would cross detonate, creating a cleared area where the clouds overlapped each other)

Now, a careful pilot could navigate through these, and avoid hitting too many so it would survive.

Area of strategy, possible that clouds could be placed next to each other to saturate larger areas, keeping in mind overlapping areas are cleared, so solid clouds are not really possible of great size.

Gates could find these also a navigational hazard.

The sub, like the SB with bombs, would be able to only carry a limited amount of these. They would also only persist a limited amount of time, DT would eliminate them, assuming an even shorter duration did not do so.
(5 minutes plus 5 minutes per skill level. Minimum skill level 2, so effective time is 15 to 30 minutes)
Mary Annabelle
Moonlit Bonsai
#92 - 2012-02-05 19:13:24 UTC
Nikk Narrel wrote:
WHAT IF... the sub used a passive weapon system, in that it could launch a cloud of mines at an area.
It would work something like this: The sub spots a target mining or doing something similar.
The sub takes a swarmpack, (named for this tactic), and fires it at a target point.

The swarmpack then flies to the area, missile style, and bursts apart into an expanding cloud of mines. The mines expand into a cloud 15 km in every direction around the center point. (15km radius, 30km diameter) Mines would not be active until the cloud finished expanding, or else the mines would cross detonate upon release.
(A second cloud would mutually destroy all mines in overlap areas, as they would cross detonate, creating a cleared area where the clouds overlapped each other)

Now, a careful pilot could navigate through these, and avoid hitting too many so it would survive.

Area of strategy, possible that clouds could be placed next to each other to saturate larger areas, keeping in mind overlapping areas are cleared, so solid clouds are not really possible of great size.

Gates could find these also a navigational hazard.

The sub, like the SB with bombs, would be able to only carry a limited amount of these. They would also only persist a limited amount of time, DT would eliminate them, assuming an even shorter duration did not do so.
(5 minutes plus 5 minutes per skill level. Minimum skill level 2, so effective time is 15 to 30 minutes)

Make the sub only able to use this mine weapon, and it just became more balanced I think.

You take away someone's ability to anticipate your attack in any cloaked vessel, but at least this gives me back some control about dealing with it, and not just being ganked.

A bot just orbiting around would be the most vulnerable to this, as it would plow through them blindly, and blow itself to pieces. It would be the terror of botting players in that way...
Nikk Narrel
Moonlit Bonsai
#93 - 2012-02-06 00:40:45 UTC
Mary Annabelle wrote:
Make the sub only able to use this mine weapon, and it just became more balanced I think.

You take away someone's ability to anticipate your attack in any cloaked vessel, but at least this gives me back some control about dealing with it, and not just being ganked.

A bot just orbiting around would be the most vulnerable to this, as it would plow through them blindly, and blow itself to pieces. It would be the terror of botting players in that way...


Not sure we have enough bots to affect in low or null sec, but I see your point.

The 'passive' weapon, as some might call it, can be avoided completely by an alert pilot just waiting out the timer by stopping their ship.
Nova Fox
Novafox Shipyards
#94 - 2012-02-06 20:19:49 UTC
I have an interation to add onto the reactor launchers, make the area irradiated preventing any new bombs from being launched into the area. This would change things up greatly.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Nikk Narrel
Moonlit Bonsai
#95 - 2012-02-06 22:39:38 UTC
Nova Fox wrote:
I have an interation to add onto the reactor launchers, make the area irradiated preventing any new bombs from being launched into the area. This would change things up greatly.

A self limiting weapon appeals to people concerned with being attacked. Especially if they feel a cloaking ship grants more advantage than they feel comfortable with.

I am interested in hearing you describe a sample encounter, to show off how this would play out.

I would also be curious about your opinion for the mine launcher I recently suggested, I am thinking you might appreciate it's concept.
Mary Annabelle
Moonlit Bonsai
#96 - 2012-02-07 18:10:27 UTC
Nikk Narrel wrote:
Mary Annabelle wrote:
Make the sub only able to use this mine weapon, and it just became more balanced I think.

You take away someone's ability to anticipate your attack in any cloaked vessel, but at least this gives me back some control about dealing with it, and not just being ganked.

A bot just orbiting around would be the most vulnerable to this, as it would plow through them blindly, and blow itself to pieces. It would be the terror of botting players in that way...


Not sure we have enough bots to affect in low or null sec, but I see your point.

The 'passive' weapon, as some might call it, can be avoided completely by an alert pilot just waiting out the timer by stopping their ship.

Bot slayer! I can imagine suspected bots being ratted out to subs... Oooo yeah...
Akatenshi Xi
Imperial Academy
Amarr Empire
#97 - 2012-02-07 19:26:25 UTC
Well the think about cloaks is, for all intents and purposes, it is a clear advantage. Just like having 25 people sitting on the gate to kill one or two people.

But the only difference is, we don't nerf gankers do we? No. No one complains and bitches about how great it is. We don't take away bubbles, interdictors, warp disrupts and scrams, or webs. Do we? No.

A lot of cloaky players do so in smaller groups most of the time, 10 people or less. While gate camps I have seen are usually twice that or three times that.

So what do you want to do here? Make it so smaller organized groups who want to fly cloaky basically have no options? Give us paper planes that tickle you and maybe make you slightly intimidated because you don't know when or where we will pop up.

If you don't want cloaky ships to barely have any dps, any tank, etc., then lets get rid of bubbles and warp disrupts for starters? Just because you can cloak up and sneak up on people doesn't mean you have a definite advantage when you are flying a bicycle throwing rocks at a SWAT Team truck does it?

I think there should be a few cloaky ships that can duke it out with the rest of eve.

As for smartbombing or blowing up asteroids. CCP is not going to do that simply because they like people having to sit in a mining barge/exhumer for hours to get their ore. Why would they make it faster for you?
Nikk Narrel
Moonlit Bonsai
#98 - 2012-02-07 22:39:09 UTC
Akatenshi Xi wrote:
I think there should be a few cloaky ships that can duke it out with the rest of eve.

As for smartbombing or blowing up asteroids. CCP is not going to do that simply because they like people having to sit in a mining barge/exhumer for hours to get their ore. Why would they make it faster for you?

I agree that cloaky ships should have something that can fight back.

If you ever read the threads about AFK cloaking fears, they aren't worried about cloaked ships attacking them. Same reason the average guy is not terribly worried about a chihuahua attacking him.
They are worried about the cloaky guy doing a hot drop. That's it. At no point does the DPS of a cloaked vessel cause anyone great concern, mostly because they are less powerful in that category than their peers.

Now, as to the mine idea, read it again. There is no such thing as AFK mining, as the craft will auto-stop it's lasers when the hold is full. And if they see the ship suddenly surrounded by a cluster of mines, they can move out of the way once they get oriented on the path of least damage.

Now, a bot would either charge through them blindly, or ignore them. Both are bad reactions.

I see where the anti-bot idea came from, in hindsight, although I did not design the swarmpack mine with this in mind.
Amaroq Dricaldari
Ministry of War
Amarr Empire
#99 - 2012-02-07 23:15:04 UTC
You know, it might be a cool idea if you could give it the ability to eject its Warp Core in Null Sec.

By ejecting its Warp Core, it wouldn't be able to Warp, but the core would lose power and explode, doing alot of damage to everything within a certain radius (think of it as a really powerful one-use smartbomb that does every damage type). The reason it would explode is because when you turn off a ship's Warp Reactor, it explodes due to critical existence failure. The Warp Reactor is also what creates 'fake' Air Friction.

This is my signature. There are many like it, but this one is mine.

Amaroq Dricaldari
Ministry of War
Amarr Empire
#100 - 2012-02-12 08:00:41 UTC
I have some new ideas:

Cloak-Radar-Thingy
Can be fitted to: Space-Submarine-Thingy

Radius: 10 - 30km
Damage: None
Abilities: Sends out a special Subspace frequency wave that deflects off of cloaked ships (when a ship cloaks, it only shows up on subspace sensors, a technology that was recently recovered from an ancient Terran vessel). When it hits a cloaked ship or mine or whatever, it sends the information back to the ship that emitted the wave. Once the signal returns, the ship detects the cloaked object and has X amount of time to tag it. Once the ship decloaks, the tag will automatically start locking onto the cloaked ship.

In addition, when you tag a cloaked ship with this item, you will see it on the overview and be able to approach or orbit it or whatever else you feel like.

Now I know that you would all have some problems with this, but I think it is better than decloaking everything within a certain radius. It wouldn't decloak things, and it would only allow the ship using the module to pick up the cloaked objects.



Also, I think you should make this ship a Tech II Destroyer and not a Tech II Cruiser. We need more Tech II Destroyer variants.

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