Forums » Suggestions
Stealth drive for trading vessels
Make stealth drives for trading vessels such as behemoth and atlas. Instead of hearing an audible "beep" when they enter a sector they wont be heard and reduces the following distance to 500m to know where you jumped. This can be equipped on a turret slot other than a weapon slot so it won't have too much power, not that moths have any power at all. Please let me know what you think and make any suggestions.
-1 If I understand... your suggesting some kind of limited cloaking that's makes your ship undetectable past 500m which also cuts the following distance in half? I assume you are referring to you're pursuer not getting a beep from their radar proximity alarm.
-1
What the fuck is keeping traders from using mines? They are very effective for keeping rats off your back, when used correctly. Learn to use them and practice more, and you'll not see the need for ridiculous cloaking ideas anymore.
I fly moths in grayspace all the time. Even though I have a target painted on my back because I'm in a certain hated guild, I rarely lose my moths. That is because of the power of mines, my dearie.
What the fuck is keeping traders from using mines? They are very effective for keeping rats off your back, when used correctly. Learn to use them and practice more, and you'll not see the need for ridiculous cloaking ideas anymore.
I fly moths in grayspace all the time. Even though I have a target painted on my back because I'm in a certain hated guild, I rarely lose my moths. That is because of the power of mines, my dearie.
-1 I'm all for diversity in player options. Maybe I'm a pacifist and don't want to engage in violence? But for somthing like this, you'd need a pretty big sacrifice, so what are you willing to give up?
I'm all for more occlusion at greater distances, particularly for ships that are not in motion, ie. powered down.
Pro tip: Set VO to load all resources on startup. It makes the game load slower, but you enter the sector faster and don't arrive to have the joylessjoker sitting there smacking his lips like he just bought the prize pig.
I'm all for more occlusion at greater distances, particularly for ships that are not in motion, ie. powered down.
Pro tip: Set VO to load all resources on startup. It makes the game load slower, but you enter the sector faster and don't arrive to have the joylessjoker sitting there smacking his lips like he just bought the prize pig.
-1.
If you read the OP's suggestion carefully, he's not suggesting anything that reduces the ship's visibility by sight or on radar. Rather, he is suggesting an addon that reduces the range at which the proximity alert sounds and the range at which the destination sector of a warp signature is visible.
I think both of these are interesting ideas, but would probably be better suited to separate addons. There are also some corner cases you may want to consider, such as that the proximity alert range is user-adjustable and that everything gets already masked in an ion storm.
I like the idea of somehow being able to bypass another player's proximity alert; this strikes me as presenting a considerable advantage of surprise in a fight. However, I don't think this would necessarily benefit traders as much as it would those that want to spring a surprise attack on the unwary. I'll also note that the game is already pretty well balanced between pirates and traders, which is why I think your suggestion is getting -1'ed a lot.
All in all, though, an interesting suggestion. Next time, I would keep the word "traders" out of the thread title; it makes your suggestion seem as though it's going to be biased. I would also separate these effects into two different addons so that players have to give up two ports if they want both. Perhaps even give each addon a high enough grid power requirement such that a normal ship could not equip both, unless it was using a Type-M cell.
I think both of these are interesting ideas, but would probably be better suited to separate addons. There are also some corner cases you may want to consider, such as that the proximity alert range is user-adjustable and that everything gets already masked in an ion storm.
I like the idea of somehow being able to bypass another player's proximity alert; this strikes me as presenting a considerable advantage of surprise in a fight. However, I don't think this would necessarily benefit traders as much as it would those that want to spring a surprise attack on the unwary. I'll also note that the game is already pretty well balanced between pirates and traders, which is why I think your suggestion is getting -1'ed a lot.
All in all, though, an interesting suggestion. Next time, I would keep the word "traders" out of the thread title; it makes your suggestion seem as though it's going to be biased. I would also separate these effects into two different addons so that players have to give up two ports if they want both. Perhaps even give each addon a high enough grid power requirement such that a normal ship could not equip both, unless it was using a Type-M cell.
The problem with trying to suppress proximity alarms is that it would be trivial to make a plugin that reimplements them. You cannot remove that without either suppressing radar visibility, or at least having it break the ability for lua to see and target ships using the addon (which would break plenty of legitimate plugins and generally just be a stupid idea).
Also, I don't really find the prox alert that valuable. It's fine for when I'm doing something else online as a signal I need to get back into my VO client, but for situational awareness I rely on targetless or the sector list. I'm guessing this fellow may not yet know the wonderful world of plugins that make VO playable.
The op does nothing to address the text message I get telling me that a player has entered or left the sector.
So affecting the proximity alert along is not sufficient to provide any real benefit in any scenario I can imagine with the exception of the other player being afk.
I don't necessarily object to having some way to reduce the ability of an enemy to pursue or to misdirect them for the sake of having a variety of options to choose from. It does need to come with a trade off though. It's hard enough to keep up with a ship that has multiple jumps through empty sectors at the best of times at the 1000 m range. It really only takes that one lucky jump that allows >1000 m separation upon entry.
The op does nothing to address the text message I get telling me that a player has entered or left the sector.
So affecting the proximity alert along is not sufficient to provide any real benefit in any scenario I can imagine with the exception of the other player being afk.
I don't necessarily object to having some way to reduce the ability of an enemy to pursue or to misdirect them for the sake of having a variety of options to choose from. It does need to come with a trade off though. It's hard enough to keep up with a ship that has multiple jumps through empty sectors at the best of times at the 1000 m range. It really only takes that one lucky jump that allows >1000 m separation upon entry.
Big Trade-offs like:
1. It doesn't work the first ten seconds after a jump
2. It doesn't work if you activate turbo
3. It doesn't work if your speed exceeds 30 m/s
4. It doesn't work if any chat is sent on any channel.
The jump should still be traceable if the jump happens within 1000 meters. Only feature is that radar doesn't detect unless within 500m.
1. It doesn't work the first ten seconds after a jump
2. It doesn't work if you activate turbo
3. It doesn't work if your speed exceeds 30 m/s
4. It doesn't work if any chat is sent on any channel.
The jump should still be traceable if the jump happens within 1000 meters. Only feature is that radar doesn't detect unless within 500m.