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Old September 30th, 2002, 09:02 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

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Originally posted by Suicide Junkie:
Unfortunately, you don't "USE" a cloaking device, so it won't be destroyed. (You press the cloak button, not the use button)
Secondly, components get destroyed immediately, so you would lose your cloaking ability when you tried to activate it.
Not really, if a ship is cloaked with stealth armor, and the armor is damaged by a warp point or storm(not combat obviously), the ship stays cloaked until it uncloaks itself -- then can't cloak again.

A stealh armored ship can't cloak when out of supplies, but will stay cloaked if cloaked when it runs out. Again, it can break, but cant make.

Yeah, these are kinda a bugs, but that's really the way MM set up the cloaking of ships. I just wanna exploit it better.
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Old September 30th, 2002, 09:33 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

[neo]Woah[/neo]

One thing you need to check is:
- Is the ship really still cloaked?
1) Can a ship without sensors see the ship?
2) Can a ship without sensors see the ship after saving and reloading and/or ending your turn?

Your ship may still be acting as if it is cloaked, but not have any actual ability to hide.

If the ship really is still cloaked, how would you encourage a player to use the component as soon as possible?
One good solution is to add a maintenance penalty to the component. Say 5% of the cost of the ship each turn. (Once you use the component, you won't have to pay the penalty resources any more)
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Old September 30th, 2002, 10:33 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

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Originally posted by Suicide Junkie:
[neo]Woah[/neo]

Your ship may still be acting as if it is cloaked, but not have any actual ability to hide.

I dunno, it just still had the dotted line around it
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Old September 30th, 2002, 10:42 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

That might work in turn based but it definetly doesn't in simultaneous turn games. When your stealth armor is destroyed you most definetly are uncloaked on the next turn. No dotted line or anything.
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Old September 30th, 2002, 11:37 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

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Originally posted by geoschmo:
That might work in turn based but it definetly doesn't in simultaneous turn games. When your stealth armor is destroyed you most definetly are uncloaked on the next turn. No dotted line or anything.
Oh foo ... ok, how 'bout this. A use one super sensor, to detect cloaked ships. I dunno how useful that would be, but I'm reaching here.
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Old September 30th, 2002, 11:55 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

no dice there, either. the sensors ability does not need to be 'used' to be effective, its 'always on'

you could have an item with a sensor ability, that also had some other ability that was destroyed on use. I dont know if you can make the sensor ability take supplies, so you could make a huge supply sucking sensor that would generate replacement supplies (so the ship could move again) when it was used (and therefore destroyed). but thats a bit sketchy.
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Old October 1st, 2002, 01:23 AM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

I did not know that I was not supose to be able to do that! I (at this time) not gotten to that level yet in this game with the patch yet, is it something MM did in the patch??
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