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  #1  
Old September 30th, 2002, 05:00 PM

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Default Re: Warp openers/closers that can only be repaired at a space yard.

First off, the idea with supply generation actually makes sense because warp manips manipulate objects of great energy, making sense for them to be able to get some of the energy for the ship.

Talking about Cloaking - how about implementing that - highest leveled cloaks CAN still be caught by the best sensors, yet you can outfit your ship with super-cloak which is though use-once only with the Emergency Propulsion thingy that could make your ship absolutely invisible.
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  #2  
Old September 30th, 2002, 05:41 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

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.
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Old September 30th, 2002, 05:45 PM
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Default Re: Warp openers/closers that can only be repaired at a space yard.

Using my idea you also don't get the supplies when you "use" the stellar manip tech. You only get the supplies if you "use" that part of the comp. It's an either or thing, but whichever one you use, you have to repair the comp at a space yard.

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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.

Quote:
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.

Quote:
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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