Request for a stealth mechanic

Now that we have visibility within territory I thought it would be good to add a stealth mechanic. Something like a stealthed ship can only be detected by sensors with a % check derived from level of stealth vs. level of sensor. this could make sensors more important and viable as well provide a new avenue to explore without generating bad will ala open borders. 

 

I was thinking the stealth module would be per ship until late game when you could build a stealthed fleet module. This way you can't stealth one ship and hide your whole fleet. Also you could play some trojan horse type scenarios with an uncloaked scout and 5 cloaked warships :)

17,267 views 3 replies
Reply #1 Top

Astarogh, I like your idea but I suspect a fair number of replies you get are going to be "Being a Privateer is kind of like stealth, you can go and kill every Drengin ship in existance and no-one know it was you." Let's face it, killing/undermining enemies without being uncovered as The Killer is basically The Reason for having stealth in any game. You don't have stealth in Sims games, after all, do you?

In other words, the stealth mechanic is already there. It's just called Privateer with a skull and cross icon on your Privateer ship/ships.

 

Reply #2 Top

I would like to point out this mechanic is already included, although unsused. Its called Cloaking and you can create  components and or modules by using CanCloak and CanDetectCloak like any other stat.

See here for a bit more information.

 

 

Reply #3 Top

Hmm interesting that the mechanic is already in the bones to a certain degree. 

 

While I agree with the privateer for the sneak attacks, it was mostly how to offset the massive reduction of fog of war due to culture. I actually like that I can see what is in my zone of control, makes sense to me that a giant stellar empire would have at least rudimentary knowledge of what is happening in their back yard at all times.  but was bummed that with that feature on sensors become near useless.