One thing that's been bugging me for a while is the way cloaking mesh works.
The subsystem's design and description imply that it's basically a sci-fi version of contemporary radiation-absorbent materials. Those don't require power - they're fragile and require constant maintenance, but are a passive stealth mechanism. Despite this, the game treats them more like a cloaking device, requiring explicit activation and constant upkeep.
With the scale of RS' star systems, there is room for multiple types of stealth. We could have passive stealth, provided by the cloaking mesh, and we could have active stealth, provided by a new cloaking device.
[x] Stealthed and cloaked ships will not be detected by Tactical Detection Nodes when entering a system.
[x] Stealth Coating
[x] When operational, prevents region vision against the fleet. Since all units in the mod currently have a sight range of 1500 units, this effectively sets the fleet's seeable range to 1500 units.
[x] Expensive, with high labor and maintenance costs, but is always on.
[x] Destroying even a single hex of Stealth Coating disables the subsystem.
[x] Weapons hitting the Stealth Coating will deal damage twice - once to the Stealth Coating, and once to the rest of the ship.
[x] The fleet is still allowed to fire weapons or be fired upon while in stealth.
[x] Low HP, with no damage resistance.
[x] Must encompass the entire ship.
[x] Cloaking Device
[x] When activated, the fleet can only be seen from a distance of 100 units or less.
[x] Maintenance costs drop with subsystem size. (Translation: More cloaking hexes mean cheaper cloaking.)
[x] Moderately cheaper than the Stealth Coating, but requires internal space.
One thing that's been bugging me for a while is the way cloaking mesh works.
The subsystem's design and description imply that it's basically a sci-fi version of contemporary radiation-absorbent materials. Those don't require power - they're fragile and require constant maintenance, but are a passive stealth mechanism. Despite this, the game treats them more like a cloaking device, requiring explicit activation and constant upkeep.
With the scale of RS' star systems, there is room for multiple types of stealth. We could have passive stealth, provided by the cloaking mesh, and we could have active stealth, provided by a new cloaking device.