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Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 6:35 am
by CleverBot
Since there are mini additions to modules sprint and enhanced sensor, I'm going to try to persuade that the module cloak should have a mini addition, too.
Cloak isn't very efficient in assassinating ships, in my opinion. However, the mechanism of it works well. Energy is the problem and since it's a 2D game when you see the enemy, the enemy also sees you. Unless, if one uses enhanced sensor. However, sensor+cloak cannot beat most ships that have the module shield in a 1vs1. Therefore, cloakers should somehow hide, without being detected, to execute a sneak-attack or an assassination. Pretty much, cloakers are decent at running away and hiding for a short time, but not good for hiding for a long time to fight defensive or offensive.
To do this, cloakers should be able to stand completely still without their energy going down. Like sprint, it doesn't use energy if you stand completely still (code similarities); however, I think cloakers should regen energy at half of the normal rate (or none) when cloaked completely still. Thus, cloakers can execute defensive maneuvers better and backstab the new enemy reinforcements better. Cloakers should be able to camp easier in bitfighter, since they cannot move through objects.
Also, in strengthening the module cloak, we persuade more usages of the module enhanced sensor to counter cloakers.
P.S. (off-topic) I copied this idea from spies in tf2 and I like it. However, you need a particular watch to do it. Also, spies in tf2 can disguise themselves to look like the enemy's allies, but we don't need that in bitfighter...or do we?
Edit:
The user must remain still for the duration of the regen.
If the user changes their mind and does not want to regen (while standing still), they could break free with whatever energy they had prior to the regen. (to move to another location while cloaked)
NOTE: You keep the energy regenerated if you shoot or uncloak yourself.
List:
*Cloakers can regenerate energy at half the rate of the default (normal) energy regenerate, if and only if the ship is completely still (in the obvious condition of the ship being cloaked).
*If the cloaked ship shoots or uncloaks itself, it keeps the energy that was regenerated.
*However, if the cloaked ship moves after it regenerated some energy, it loses the energy that was previously regenerated/restored. (The user must not move at all for the duration of the regeneration or else the user loses the energy that was regenerated.)
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 7:28 am
by sky_lark
I like it! Cloak is really difficult to be effective unless you go directly for your objective with no waiting. That's not always possible due to enemy traffic.
However, let's make it even more interesting -- while regenerating, the user must remain still for the duration of the regen. This way, the module isn't cheapened as there's pros and cons to opting for regen. In addition, the strategy of using cloak remains prominent as it's important to find a regen location close to your objective but not in the line of fire.
If the user changes their mind and does not want the regen, maybe they could break free with whatever energy they had prior to the regen?
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 7:38 am
by CleverBot
sky_lark wrote:I like it! Cloak is really difficult to be effective unless you go directly for your objective with no waiting. That's not always possible due to enemy traffic.
However, let's make it even more interesting -- while regenerating, the user must remain still for the duration of the regen. This way, the module isn't cheapened as there's pros and cons to opting for regen. In addition, the strategy of using cloak remains prominent as it's important to find a regen location close to your objective but not in the line of fire.
I meant that the user must remain still for the duration of the regen; thus, I agree to that idea.
sky_lark wrote:If the user changes their mind and does not want the regen, maybe they could break free with whatever energy they had prior to the regen?
Not entirely sure what is best for that situation. I was thinking that they keep the energy that was regenerated, but this might make cloakers travel too well. So, ships should break free with whatever energy they had prior to the regen to make the module cloak not too strong overall. This forces cloakers to plan their travel plans intelligently and wait for enemies to pass them to uncloak-then-cloak-travel. (I agree)
NOTE: You keep the energy regenerated if you shoot or uncloak yourself.
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 12:20 pm
by watusimoto
I read the explanation twice, and still don't get it. Is this a way to do an indefinite cloaking maneuver? If so, I'm opposed.
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 12:59 pm
by raptor
I'm afraid I don't understand what is wanted...
Could someone please give a concise list of module changes they are thinking?
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 1:45 pm
by Skybax
If he's borrowing it from TF2, then I might be able to explain it.
I think he's saying that if you stop moving while cloaked, your energy will stop depleting, so you could essentially stay cloaked indefinitely as long as you don't move.
Personally, I like it, because as it is now, cloak is really only used for kamikaze-style or assassin missions. As soon as you grab the flag, cloak is useless. And if you're trying to assassinate someone who's moving, you either have to catch them going the other way, or just be lucky enough to have someone fly past you while you happen to be cloaked.
Giving cloakers the ability to camp would be epic.
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 4:05 pm
by CleverBot
Skybax wrote:If he's borrowing it from TF2, then I might be able to explain it...I think he's saying that if you stop moving while cloaked, your energy will stop depleting, so you could essentially stay cloaked indefinitely as long as you don't move...Giving cloakers the ability to camp would be epic.
Skybax's basically understands the idea because he played tf2. The key phrases are
standing completely still or
not moving at all.
Pretty much the purpose of this feature is for cloakers to camp to be able to execute sneak attacks better. Either defensive or offensive, it helps.
When someone uses sprint, but don't move, no energy is consumed and the energy regeneration is normal. I want the same for cloak; however, since the ship is invisible, the energy regeneration should be halved. Thus, the ship can camp.
From skylark's post I got the idea that if the ship decides to move after it was standing still, it loses the energy that it regenerated. Therefore; it can't travel indefinitely, while cloaked. However, if the ship shoots or uncloaks itself, it keeps the energy that was regenerated. Thus, makes the cloaker have enough energy to 1vs1 the enemy if it has to.
The only way the cloakers can travel indefinitely is if the cloaker becomes uncloaked during certain periods of its journey/travel-path.
List:*Cloakers can regenerate energy at half the rate of the default (normal) energy regenerate, if and only if the ship is completely still (in the obvious condition of the ship being cloaked).
*If the cloaked ship shoots or uncloaks itself, it keeps the energy that was regenerated.
*However, if the cloaked ship moves after it regenerated some energy, it loses the energy that was previously regenerated/restored. (The user
must not move at all for the duration of the regeneration or else the user loses the energy that was regenerated.)
P.S. Sorry for my first post of not giving a clear explanation.
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 5:27 pm
by Skybax
The added things such as energy regen and losing the energy regen, I do not like. The only reason you regain energy with boost while not moving is because, well, you're not using boost. You might have it activated, but it's not doing anything.
Cloaking, however, is doing something, even if you're not moving. So I don't think it should regenerate energy at all.
I think it should just be that if you're not moving, the amount of energy that cloak uses should be reduced so that it matches the amount that you'd normally gain, thereby canceling each other out.
Basically your energy bar would stand still, you'd stand still, and you'd be cloaked.
The added complications just make it seem weird and confusing, even if explained. New people wouldn't get it.
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 5:46 pm
by CleverBot
Okay, let's do what skybax said.

Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 5:49 pm
by Skybax
CleverBot wrote:Okay, let's do what skybax said.

Good man.
Re: Buff Module Cloak! to balance the game better

Posted:
Sat Apr 07, 2012 7:10 pm
by BlackBird
I like this idea. It would add a lot more cloakers and sensor ships in the game.
Re: Buff Module Cloak! to balance the game better

Posted:
Sun Apr 08, 2012 7:02 am
by raptor
I think any change that allows cloak to persist indefinitely makes the game horribly unbalanced (think Nexus as one example.) I'm not opposed to other tweaks that make it more advantageous, though.
Re: Buff Module Cloak! to balance the game better

Posted:
Sun Apr 08, 2012 8:23 am
by CleverBot
raptor wrote:I think any change that allows cloak to persist indefinitely makes the game horribly unbalanced (think Nexus as one example.) I'm not opposed to other tweaks that make it more advantageous, though.
Yeah, raptor has a point, in nexus there'll be too much camping and hide-go-seek.
I'm going to post a different thread on a different tweak on cloak.
Re: Buff Module Cloak! to balance the game better

Posted:
Sun Apr 08, 2012 9:44 am
by Skybax
It would be horrible in Nexus, true.
It would be epic in other gametypes though lol
Re: Buff Module Cloak! to balance the game better

Posted:
Sun Apr 08, 2012 10:42 am
by bobdaduck
I'm pretty sure the only buff cloak needs is for it to cost /slightly/ less energy.
Re: Buff Module Cloak! to balance the game better

Posted:
Sun Apr 08, 2012 2:34 pm
by BlackBird
Or you could just buff sensor a tad bit along with cloak.
Re: Buff Module Cloak! to balance the game better

Posted:
Tue Apr 10, 2012 7:24 am
by Heyub
Perhaps in this standstill regenerate energy mode, once you hit maximum energy your cloak is disabled for a time. This would prevent someone from hiding indefinitely while still being useful, the player could hide near his target and once he is at full energy he can activate his shield and start blasting away. The time would have to be discussed I would say 30 seconds or death, though that may be too short for the bigger nexus levels.