Science Reseach results

There are 50 replies in this Thread. The last Post () by privateer.

  • Science Reseach... under this name the BloodGuard did run a project to test the influence of cloaking devices on the server.


    Main object was to find out how it does work... what side-effects does it have... how does the community react on it... in which areas of gameplay it could be useful... and if it is a worth addition to Crossfire


    the results are promising and demoralizing aswell:
    the current cloak is working more or less good... well lets say it is working... the player is invisible but it is not possible to customize it for lets say different cloaking times on battleships or fighters (the code that i have doesnt support it yet)
    it is also a little bit disturbing to see a de-cloak effect everytime you switch chars or login to the server
    another part i dont really like is that you are 100% invisible.... not even a "shadow" is there and i dont really like that


    the current side effects are that there seem to be 2 ways to config cloaks
    1. way... you will be invisible to all including npcs but death zones dont take damage which means you can fly into atmospheres and even into sun coronas
    2. way does prevent this... you get killed if you fly into a sun... but npcs can see you


    basically its a choice between those two


    the community didnt react much on the cloak... well they want to have it... but besides that and the fact that the testing time was limited the there was no other positive or negative response


    I dont like how the cloaking is working atm coz its more like a cheat... and no real tactical use
    currently its like this:
    you time into the console /cloak then you wait 5secs and your ship does cloak until a set cloaking time runs out or you type /uncloak
    and the worst is that you can do that as often you want without a limit which is pretty bad coz ppl will use it to stay cloaked most of the time and avoid taxing or being killed
    so to sum up this is totally against any kind of roleplay


    and now the idea that i have in mind about cloaking:
    to be able to cloak you need to buy some kind of lets call it "cloak-fuel" for now
    you cant cloak without having fuel and why you cloak the "fuel" is used by the cloaking device
    the fuel depends on the size of the cargo-bay ... meaning that big ships will be able to cloak more often than small fighters
    it also would be good that once you cloaked and uncloaked again you have to wait a special time before you can cloak again (how long is something that needs to be tested during gameplay)
    atm it is not possible to jump between systems when you are cloaked... and that is good this way... no invasions of systems
    to sum up the basic task is to make the cloak more flexible and create a tactical cloaking device instead of the current "abusive" cloaking device


    basically i would say this is a feature that add something to RP since pirates could sneak to their targets... police can hunt pirates and traders have a chance to escape
    but in all these 3 cases teamplay gets more important since once somebody escaped via cloak its going to be harder to find that guy again (would be good to have a friend sitting at the next gate to wait for the target)




    if this feature will ever be reality doesnt depend on my since my knowledge about the meaning of the code is limited

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  • Good to think about this before bringing it into the game...


    OK, 1. of all i agree with your reservations.


    In all cases if it is only the coice between 1. and 2. - it need to be 2. because death zones have to be active otherwise targets will escape much to easy and never be found...


    I like the cloaking fuel idea very much too - evrytime be cloaked could harm the roleplay to much - well i would point out, that not only the cargo hold but the mass in addition should be counted for the fuel loss. So BS or trains can cloak a longer time - but need much more of this fuel - and will make lesser profit than - because they have to take much more from it with them. Other way to control the usage could be the price of this fuel.


    And of course, shooting while cloaked shouldn´t be possible in any way - so you could use it only in a defensive way and hornet, wasp or mosquito or a new rocket (the class 5 from coalition which is made for it(didn´t remember the name yet)) should interrupt the cloaking process - like going to cruise - or be in cruise speed. What about not seeing the cloaked ship, but have it on your scanners?


    Yes i´ve read that codeing is needed than to bring this in. ImO don´t bring it in - when the RP is harmed to much from it - in the moment let it be until someone is able to change it. What about asking the Modder who did it?


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  • I didnt like the fact that Cloaking might be added to the game, i thought it would be impossible to tax anyone, however, the amount of changes you can make to make it practical is really encouraging.


    Would it be possible to have a Cloak Jammer ? or have the CDs disrupt the Cloak countdown the same way as with Cruise???

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  • hm ... or maybe ... if we add another "energy meter" int he game ?
    like now you have it for: energy, hull and shield


    and the new one would be for Cloack ...
    but you need to "rechareg" it somehow .. and that somehow would be with the help of the "cloack-fuel" .. once you have no more fuel ... you dont have the ability to cloack ...
    limiting the time could get a bit tricky .. cuz , in my opinion, who is going to count that ? the only logical way for me is the console (the FLshell or hook .. something) .. this way you could stopwach the time .. and add a new console command for that aswell ...


    like: when you activate the console (lets say /cloack ) then your fuel would start to be used fromt he device) ..

  • There is an even easier solution to the "use of fuel" idea but from another angle....


    Make the cloaking "device" actually a level 10 gun, or an energy using device from panel one of the onboard equip screens. Maybe even a fulltime burning shield replacement.


    Make the "gun" or "shield" an "auto-fire" once activated and you will see your energy bar start falling like a rock. Actually, you could even make it force-out the use of guns while in cloak.


    The timing of the cloak has to be energy based anyway and I would think you can pre-fix the burn time to make the use of it worth the cost and loss of a gun and/or shield.


    Once the energy runs out, guess what? No cloak, and no guns either until the bar restores to functional levels.


    The advantage here is:


    (1) you have to lose a gun or some other "important" object;


    (2) it would be used less in sneak combat since you are a gun short as well as no power to use guns or in a limited way depending on power restrictions placed on guns.


    (3) Primary use would be more for traders and others getting past bad rep NPC systems safely.


    It's just an idea, not sure if it is even feasible.


    I would say if the addition of a cloak costs more headaches for OP and disrupts the dynamics of the game, then I vote for no cloak.

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  • If i can share my idea of the cloak device:


    1) about the two points that OP listed above i think point 2 is the better choice to do


    2) the way i see it cloack should be a device that is to buy and mount and when activated it will start draw energy untill the ship runs out of energy. In this order of thoughtscapital ships and big trader ships which use better power generators will be able to cloack longer. In the same time would be good if anti-cloack wepon is created as example could be a EMP mine wide explosion range which would be able to draw shields and ship power after that so as result, cloacked ship will show up.


    3) if special fuel will be needed to cloack then i suggest to be sold evrywhere, not like coalition torpedos which are used rare cause they are not easy to find near the battlefield.

  • I like the idea with the "cloak fuel", imo the "cloak fuel" should be pretty expensive.
    I just didnt understand if the cloaking device will have to be bought at the dealer (like every other piece of equipment) or you can just tipe /cloak...
    It would be good if it must be bought and that it also costs a good deal of money.
    Anyway i like the idea and it could be developed into a great RP addition.

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  • I am dead set against the whole project, I have never will not ever support cloaking in a game.

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  • Sound good but i have my concernings about the device itself...i think it should only be used as and escape/evade item...but it will be impossible to avoid player to use it as attacking...


    And what about case that you are using the device and a player choose you in his radar list...the selection will show where you actually are...?


    Its great addition anyway, but hard to balance and polish...

  • Quote

    Originally posted by pcforce
    2) the way i see it cloack should be a device that is to buy and mount and when activated it will start draw energy untill the ship runs out of energy. In this order of thoughtscapital ships and big trader ships which use better power generators will be able to cloack longer. In the same time would be good if anti-cloack wepon is created as example could be a EMP mine wide explosion range which would be able to draw shields and ship power after that so as result, cloacked ship will show up.


    problem with energy usage is that we would need a class 1, 2, 3, 4 etc... cloaking device for each class of ship. Otherwise if your a defenseless little starlflier or a merchant in a rhino, you would never have the power for such a device, but these people need them the most.
    Also, size of ship should not matter because smaller ships require a smaller mass to be cloaked thus less power.


    I think less of limiting the ability of the cloak, but more on cost to run would be good deterrant, but saying that, how could a guy in a rhino afford to buy the fuel !


    would like to see this as an option for all to buy rather than just another Uber-weapon for the richest.


    btw, whether i choose option 1 or 2 depends on whether the ship could be damaged while in cloak.


    its more realistic to not be able to fly through planet, but If you cant be shot and killed by player in cloak then does it matter whether you can fly through a planet or not?, have a think, only low level players really need the cloak against NPC, because NPC can be swat like flies to most ppl of high grade ship. to many factors to make decision on that yet.


    In reality, theres too thin a line between whether the device is made unusable by limiting its usage to protect RP and fairness, and making it useful and destroying RP.
    For the time being, unless its clear that this can be implemented in a fair way, without messing everything up, im against having this in the game.

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  • I agree with E.D. and PCForce. If the cloak could be made to draw ship's energy, it would make more sense, and have a wider RP value. If the cargo hold is needed to hold cloak fuel, it would mostly have value as an offensive tool, to do sneak attacks. With a 5-second delay, defensive use would be limited. A trader would not likely use the cloak defensively, since he would want to protect valuable cargo, and the cloak fuel would consume valuable cargo space (trains, of course, don't have so much limitation in this regard).


    Firing while cloaked would only be possible for a few seconds at best, if the cloak was drawing energy from main power, and a fighter would have to accept the possibility that he may have no power to guns, either, in short order. The time delay to re-cloak would also be essential to balance this type of use.
    If fuel is going to remain the power source for the cloak, I see no reason why its availability should not also be limited to planetary bases or the largest space stations, like some types of mines and ammo. And considering the potential advantages of a cloak, I would place its sales price right up there with the less-useful holoprojector... :evil:

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  • i agree with u OP and suggestion number 2. i also think that the Cloak fuel (if it is implimeted) should on be sold at 1-2 bases around the galaxy and it should be put in places hard to get. for example a new base in Tomsk or someplace like a station in Sol that is at the edge of the map somewhere. if that isnt possible, then how about putting it in some areas with higher traffic? this could encourage RP i think then just sneaking around with this stuff. i also assumed this fuel would be perishable?


    i for 1 would like to see this ingame, it could make some changes to RP and would add another new thing to CF.

  • Hummm, I'm not convince that a cloaking device is a must for CF. I remembre the time that OP said " NO WAY ! " but times are changing... ;)


    I find it to strong if you give every ship access to this device.


    My suggestion is to create a few new types of ships ( 3 or 4 ), that have the capacity to load a cloaking device.


    But this ship will not be a super ship, just average to compensate the ability to cloak.
    Let say 1 explorer/spy ship, 1 transporter/smuggler ship
    1 heavy/torpedo ship...

  • some ppl should read again what was said
    ive not said a single word about that someone has to count the time or that ppl are able to fly through planets


    also i need to mention that option 2 has not been test yet by me so i cant tell you if weapons are working with option 2


    in option 1 they didnt work and that is good this way



    i also didnt say that i want this to be an evasive feature... i want it to be the opposite coz there already enough ppl running away on the server
    It is planned as a tactical cloak for attacks... not more... not less


    and of course the SP should get the right to deactivate other ppls cloak to avoid an abusive behaviour and to do their SP job


    additionally to this haegar mentioned via mail that it would be good to integrate some kind of "kill-switch" that does deactivate the cloak serverwide if this kind of feature does lead to disadvantages


    the idea to use energy is not good in my eyes coz if you dont have a weapon after you uncloak then how should you be able to attack others... and if you cant attack others why would you need a cloak then?
    not to mention that i want it to be an exclusive and expensive features for ppl which dont need to care for money and not an "I can use it anytime I want" feature
    ppl should think twice if they use it... are the costs worth the profit?



    and if you fear that ppl could simply try to hide inside a suns corona then i need to say that this is bullshit... ppl can try to hide there if they want (with option 1) but when they think they are save there and that their cloaking device is going to be deactivated after some time (im not planning to set the cloaking time to more than 1min... very likely even less) ... well then they will have a serious problem trying to get out of the sun in max 10 seconds


    not to mention that the old cloaking cheats (we had such a case lately) are not possible anymore coz ppl will be force to use the cloaking only in the way the server is telling it

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  • Thanks for clearing those misconceptions up OP.


    option 1 then as per OPs update.


    can it be restricted to People who have an agressive RP licence? I.e. for Merc, Police, and Pirates, not traders.


    this way it encourages the use for Attack rather than evasion as the main evader types are freelancers or traders.


    Another way to keep it as Attack feature is to fine player for activating cloak if they have been shot, like with the F1. Maybe that is possible?

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  • in first seconds after uncloackign while energy is restoring missiles/torps can be used cause they use nearly none energy to fire a misle/torp

  • if there is going to be a cloaking device there should also be an anti-claoking weapon/device. Like a CruiseDisruptor but then a CloakDisruptor. Some could think a CloakDisruptor would make de CloakDevice superfluous, but if you make the turn rate about 6.00 / 7.00 you have the shoot in the direction of the ship which you dont always know.


    The "cloak fuel" and the cloakdevice itself should indeed be very expenisve.


    To use energy instead of "cloak fuel" is not a good idea because if you reload (f1) your bar is full again.

    S[SIZE=6]ilver[/SIZE]

  • Silver


    i never wear bats and bots in my fighters. We have an agreement here not to use this in any case when fighting human opponents (trains are allowed to reload but never F1) - so it will not be a problem bec. its not allowed to use it or F1 to avoid roleplay.


    Its called a dishonorable act - you know that now.


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  • i have not mentioned F1'ing during a fight. I'll give an example:


    A trader is flying in a system where also a pirate is active.
    The trader is using his cloak but the energy runs low. He has not "seen" the pirate "face to face" yet so he reloads to stay longer in cloak incase the pirate shows up.


    It is indeed dishonorable but that will not prevent players from doing it this way.


    So i agree with the "cloakfuel" way.

    S[SIZE=6]ilver[/SIZE]