We continue to work on some larger projects for you, but in the meantime we have some fixes.
Cloak
- Now does not cost energy when you are not cloaked.
- Costs 400/energy a second while cloaked, until you hit maximum cloak.
- Now only decloaks when the ship actually fires, not just when it has a firing solution.
Ultralight Armor
- Was in a bit weak of a place because of volumetric.
- Now has half its former mass.
Additionally, there are bug fixes to problems that players can never see that should increase perfomance a bit.
We will be doing more major releases later this week, but in the meantime, we are trying to keep the game balanced.
As a referesher on cloak mechanics:
Cloaking Energy
A ship must generate enough 'cloaking energy' to equal its mass, in order to be cloaked.
Each cloaking device cloak's 60T of ship, every second (so a 60T ship will cloak in exactly one second).
The maximum 'cloaking energy' a ship can have is equal to twice its mass, and it will begin costing 6.6 energy per mass, until it hits twice its mass in 'cloaking energy'.
While a ship moves, it loses 40% of its Mass in cloak energy, every second.
If the ship ever fires or touches an enemy ship, it will go down to 0 cloak energy.
Ships that are cloaked can only be hit by locked on missiles, and area of effect attacks. They cannot be fired at by the enemy.
In Short
A giant ship will decloak after 2.5 seconds of moving, when fully cloaked.
A ship can move while cloaked without losing power at 150 Mass per cloaking device. This will cost 400 e/s per cloaking device (while cloaked). More allows it to to cloak from visible while moving, less devices means you must stop to recloak after recovering for a bit.
You can tell how far a ship is in the cloaking process by how much of its health-bar is transparent.
[ 2016-05-17 02:43:59 CET ] [ Original post ]