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From artifact pull or loot from npc

Adds permanent + 5 cloaking ship
This way we can have more cloak and passive ships can really hide from the battle tab. If they engage in pvp their cloak is basically useless because they stay in the news for 2 days.

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Thu Dec 15, 2011 8:38 pm
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Seriously though, I like the idea of a "passive" cloak boost for ships but I'd rather see it as a NPC drop rather than watering down the artifact pull. Unless the Dark Pyramid got changed, but at the rate those get pulled, maybe +2 perma cloak?

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Thu Dec 15, 2011 8:48 pm
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+1 to this and +1 to replacing dark pyramids with it

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Thu Dec 15, 2011 8:51 pm
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There are lab items that require dark pyramids. Actually 2 plans. Removing the dark pyramid should adjust those plans.

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Thu Dec 15, 2011 8:56 pm
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+1

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Thu Dec 15, 2011 8:56 pm
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with only passive cloak and no passive scan, eventually no one will be able to find anyone on BT (well, for ppl who eventually end up in the rank 2000 range lol~ cause rank 1200+s will be able to pull enough by the time they grow that size to be perma cloaked)
This is very far away, but will defintely happen eventually~

And because passive scan will mess with the 100% safe cloaking of planet, we know that passive scans will be no-no

Therefore, a linear increase of perma cloak indefintely is probably a bad idea.
if it was really rare(some rare NPC drop only) then it's almost worthless
if it's not rare, the eventual "can't find anyone" will happen.... eventually.

On the other hand, a non-linear growth might be a good alternative.
For example, the first +5 cloak only require 1 of those artifact, but the 2nd will require 2, 3rd requires 3 and so on.
It would be easy to gain you first 100 or so cloak, but as the amount goes up it becomes increasingly hard.
Ofc, this growth rate is a bit extreme because it would be hard to even get 500 out of it that way, ideally speaking, the amount of cloak growth should be something like this:
For a fairly big but not extremely hard effort, you can hide from all the ship that doesn't have a scan buff on. (while you are unbuffed ofc), something like requiring 2000 of the artifact
But it would be extremely hard, if not impossible, to hide from ships that currently have Continuum Beacon on, something along the line of requiring a total of 50k of the artifact.
And it would be pretty much flat out impossible to hide from ship that have both Continuum Beacon and Stryll Seeker on. (again, while you are unbuffed). It won't be technically impossible but would require like a total of 50 million or more of the specific artifact.


So I'm not against passive cloak(or idea of that sort) itself. But I see a linear growth(or rather exponential growth as your AP shipment get bigger etc) as a problem. It need to be diminishing growth.

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Thu Dec 15, 2011 9:57 pm
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Fair enough, so it can't be an ap pull otherwise it would be too common specially for players with high ap per hour. Then maybe we can do a repeatable mission that will only do certain number of repeats so it will not over take scanning.

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Thu Dec 15, 2011 10:09 pm
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Or its could be a high lvl base drop :) stimulating killing of harder bases


Thu Dec 15, 2011 10:12 pm
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Remric wrote:
Fair enough, so it can't be an ap pull otherwise it would be too common specially for players with high ap per hour. Then maybe we can do a repeatable mission that will only do certain number of repeats so it will not over take scanning.


it's not really a "repeatable" if it limits # of repeats lol
Perhaps a mission chain like this:
a 10 round 1000 completion mission that uses like 50 energy 20 EM per round that gives one of those artifact per competion and 100 exp per round
then a 10 round 500 completion mission that uses 200 energy 500 EM per round that gives one of those artifact per competion and 350 exp per round
then a 10 round 300 completion mission that uses 500 energy 100 CTP that gives one of those artifact and 800 exp
then a 50 round 200 completion mission that uses 300 energy and 100 CTP that gives one of those artifact per completion and 450 exp per round
then a 100 round 150 completion etc etc. basically require more energy/CTP per artifact gained and return smaller and smaller exp per energy.
And eventually....
a 100 round 10 competition that cost 1000 energy and 1000 CTP per round that gives one of those artifacts per completion and 600 exp per round~
a repeatable mission of 1000 rounds that cost 1000 energy and 2000 CTP per round that gives one of those artifacts per completion and 500 exp per round~
As soon as you finish the last non-repeatable, the ship should be able to hide with max cloak devices(but no buffs) from a maxed scan ship with ONLY the 3 standard AP scan artifact active. So it is to be used if you wanna hide from ships that also have seeker on~ at a very expensive price lol.

the exact amount of cloak given per artifact can be between 2-5. Not really sure what would be approrpiate thou.

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Thu Dec 15, 2011 10:30 pm
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Uy23e wrote:
with only passive cloak and no passive scan, eventually no one will be able to find anyone on BT (well, for ppl who eventually end up in the rank 2000 range lol~ cause rank 1200+s will be able to pull enough by the time they grow that size to be perma cloaked)
This is very far away, but will defintely happen eventually~

And because passive scan will mess with the 100% safe cloaking of planet, we know that passive scans will be no-no

Therefore, a linear increase of perma cloak indefintely is probably a bad idea.
if it was really rare(some rare NPC drop only) then it's almost worthless
if it's not rare, the eventual "can't find anyone" will happen.... eventually.

On the other hand, a non-linear growth might be a good alternative.
For example, the first +5 cloak only require 1 of those artifact, but the 2nd will require 2, 3rd requires 3 and so on.
It would be easy to gain you first 100 or so cloak, but as the amount goes up it becomes increasingly hard.
Ofc, this growth rate is a bit extreme because it would be hard to even get 500 out of it that way, ideally speaking, the amount of cloak growth should be something like this:
For a fairly big but not extremely hard effort, you can hide from all the ship that doesn't have a scan buff on. (while you are unbuffed ofc), something like requiring 2000 of the artifact
But it would be extremely hard, if not impossible, to hide from ships that currently have Continuum Beacon on, something along the line of requiring a total of 50k of the artifact.
And it would be pretty much flat out impossible to hide from ship that have both Continuum Beacon and Stryll Seeker on. (again, while you are unbuffed). It won't be technically impossible but would require like a total of 50 million or more of the specific artifact.


So I'm not against passive cloak(or idea of that sort) itself. But I see a linear growth(or rather exponential growth as your AP shipment get bigger etc) as a problem. It need to be diminishing growth.


Excellent points. That's why I said a small increment for each use of a modified dark pyramid, but perhaps +2pts would still be a little much. Maybe +1pt or even +0.5pt per use and code in a hard cap for "passive" cloak of say... 2k (much the same as caps on planet passives). As it is, you can research up to 2764 cloak, plus drops, mission stuff, etc probably brings max up to between 4k and 5k (not sure what all is out there). Also modifying the CT recipes to use this instead of Dark Pyramids would still provide an outlet for excess Refractive Panels (for want of a better name). Both recipes are for planet structures so they will always be in demand. It would also give the artifact a use for just about everyone. Let's face it, 50 cloak from a Dark Pyramid is pretty pointless after about rank 100...

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Thu Dec 15, 2011 10:34 pm
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Would this be a nice compromise?

Glass Planet

1000 Natural Cloak
300 Natural Defense

Any ship guarding this planet gains the planet's cloak statistic in addition to its own.


Thu Dec 15, 2011 11:11 pm
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so if a ship have defence value of A, the planet with a cloak of B(passive can be raised above orginal)
Legion bonus is to be say 110%

When guarding ship cloak becomes A+B
and the planet effective cloak is (B+(A+B))*(1+110%)?

That probably could work~
and glass planet can come from barrens or deserts.

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Fri Dec 16, 2011 12:17 am
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Actually that would cause an infinite loop...

Planet has passive cloak of 1000. Ship guarding has cloak of 1000. Ship gets cloak bonus of 1000 from planet. Planet now gets 2000 cloak from ship for total of 3000. Ship now gets 3000 from planet. Planet gets 4000 from ship for total of 5000. Ship gets.... etc.. etc.. The game gets broke before the legion bonus even comes into play.... :shock:

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
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Fri Dec 16, 2011 12:27 am
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It doesn't if the bonus to ship is fetched from the "planet" column. The two are not sumed up for total calculation until they reach the "total" column.
Therefore the planet cloak value is static

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Fri Dec 16, 2011 12:29 am
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Uy23e wrote:
It doesn't if the bonus to ship is fetched from the "planet" column. The two are not sumed up for total calculation until they reach the "total" column.
Therefore the planet cloak value is static


Someone missed the joke...

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
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Fri Dec 16, 2011 12:36 am
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Darth, you're obviously making this more complicated than it has to be.

Planet has 1,000 cloak.
Add that to the ships cloak

The code would essentially be "Take value from column B, tack it on."


Fri Dec 16, 2011 1:00 am
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Ferros wrote:
Darth, you're obviously making this more complicated than it has to be.

Planet has 1,000 cloak.
Add that to the ships cloak

The code would essentially be "Take value from column B, tack it on."

Having the cloak ocomming from the planet is way far from what was abeing suggested I think you are way off topic when the suggestion was for an artifacf to add cloak to a ship.

Creating new planetary rules + a new planet type just to give cloak to ship is too complicated. Let's keep it simple.

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Fri Dec 16, 2011 1:06 am
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Ferros wrote:
Darth, you're obviously making this more complicated than it has to be.

Planet has 1,000 cloak.
Add that to the ships cloak

The code would essentially be "Take value from column B, tack it on."


Someone else missed it too...


I don't think a "Glass" planet or whatever is the way to go. Naturally found they would be limited. Meaning not everyone could get one. From a mission you would have be limited in how many you would be able to have. And you'd only be able to guard one at a time. Unless you make it Invincible (which btw is a crappy idea) your limited number could get stolen leaving you with 0. Meaning the little guys have one more thing to gripe about when the big guys take them away. In the end, either way accomplishes nothing toward getting your ship a long term "passive" cloak, which is the intent of the original idea.

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
[20:43] DarthFlagitious: is it spearmint or peppermint?


Fri Dec 16, 2011 1:11 am
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just reviving this suggestion It got derailed a bit but hopefully we can put it back on the road. .

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Fri Dec 23, 2011 3:03 am
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Aren't you forgetting dark smugglers chassis? which stops you showing up on BT


Fri Dec 23, 2011 3:08 am
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