Will we ever get cloaking devices?
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GalCiv2 Forums
As a Star Trek fan, I can't help but ask this question, and raise a discussion of the various aspects of cloaking in a space strategy game. No doubt, it would be a cool feature, but some questions come to mind.
1. How would it work?
2. How would it affect gameplay?
How would it work? I would think that cloaking should be a technology that allows a cloaking component of your ship. Cloaking would render you invisible to ordinary sensors, but special cloaking sensors could detect cloaks from a close proximity. For instance, if a ship has a sensor range of 12 parsecs, the cloaking sensors would only see cloaked ships within 2-3 parsecs. Cloaked ships would have some sort of first strike advantage, maybe 10-15%. Necessarily, the cloaking component would be costly and space consuming. The idea would be that cloaking and firepower/defenses are a tradeoff. You can have one, but at the expense of the other. A cloak would also only work if the ship's HP are above, say, 60%. This would have the effect of damaging the cloak when a cloaked ship is involved in defending itself. The GalCiv2 model doesn't allow for draws, so a cloaked ship, when attacking or defending, will either survive or die. Presuming it survives, it might lose the cloaking ability while it's HPs are under the 60% limit.
How would it affect gameplay? Well, it adds a whole other level of complexity. Obviously, Brad will have a sizeable task to design AI algorithms to both take advantage of cloaking and fight cloaked enemies. The close range necessary to detect cloaks will make it necessary for fleets to break up and scout larger areas. While the computer might be able to handle this efficiently, it might be tedious for human players to coordinate 10 ships in an effective search pattern. Most likely this is about adjusting the detection range so as to make it hard to find a cloaked ship, but not so hard that it becomes tedious. Another issue is cloaked fleets. If regular fleets have to break up to find cloaked ships, then cloaked fleets should have limits to how large they can be, so as not to be cloaked and overpowering. A cloaked ship might have a higher logistics number than a regular ship of the same size. Also, cloaked ships should be able to travel with regular fleets. This would allow some fleets to look weak, but really be stronger. However, a battle would reveal that there are cloaked ships.
Overall, cloaking should provide a combat advantages beyond the obvious scouting advantages. However, I believe it should be costly enough not to be undertaken lightly or commonly.
What are your thoughts?
1. How would it work?
2. How would it affect gameplay?
How would it work? I would think that cloaking should be a technology that allows a cloaking component of your ship. Cloaking would render you invisible to ordinary sensors, but special cloaking sensors could detect cloaks from a close proximity. For instance, if a ship has a sensor range of 12 parsecs, the cloaking sensors would only see cloaked ships within 2-3 parsecs. Cloaked ships would have some sort of first strike advantage, maybe 10-15%. Necessarily, the cloaking component would be costly and space consuming. The idea would be that cloaking and firepower/defenses are a tradeoff. You can have one, but at the expense of the other. A cloak would also only work if the ship's HP are above, say, 60%. This would have the effect of damaging the cloak when a cloaked ship is involved in defending itself. The GalCiv2 model doesn't allow for draws, so a cloaked ship, when attacking or defending, will either survive or die. Presuming it survives, it might lose the cloaking ability while it's HPs are under the 60% limit.
How would it affect gameplay? Well, it adds a whole other level of complexity. Obviously, Brad will have a sizeable task to design AI algorithms to both take advantage of cloaking and fight cloaked enemies. The close range necessary to detect cloaks will make it necessary for fleets to break up and scout larger areas. While the computer might be able to handle this efficiently, it might be tedious for human players to coordinate 10 ships in an effective search pattern. Most likely this is about adjusting the detection range so as to make it hard to find a cloaked ship, but not so hard that it becomes tedious. Another issue is cloaked fleets. If regular fleets have to break up to find cloaked ships, then cloaked fleets should have limits to how large they can be, so as not to be cloaked and overpowering. A cloaked ship might have a higher logistics number than a regular ship of the same size. Also, cloaked ships should be able to travel with regular fleets. This would allow some fleets to look weak, but really be stronger. However, a battle would reveal that there are cloaked ships.
Overall, cloaking should provide a combat advantages beyond the obvious scouting advantages. However, I believe it should be costly enough not to be undertaken lightly or commonly.
What are your thoughts?


