Cloaking Device - why has this not yet been added? It brings tactics AND FUN!

The post by Coca_fr regarding colour changing paints is interesting and insightful. I would suggest a more low-tech approach is required.

Myself, I have an image in my head of a deployable Chameleon Camouflage Netting, a makeshift hangar if you will, that hides grounded ships from aerial patrols and being able to change purchased ship skins to match planetary terrain -- but sadly skins are paid for with real money, so are a no no for beneficial game effects.

I am not sure how you can add cloaking devices in the right sci-fi context -- unless it was as man-portable Astronaut systems built into a spacesuit.
 
Sorry, It is weak story work, as it implies that humans are incapable of things on their own.
Well, let's consider your theory of "humans is a center of the universe and are able to invent absolutely everything".
Then what role are you willing to give for an alien race? Trade? Mission? ...nah, rather the role of "cannon fodder". Boring.

The purpose of my proposal is to expand the gameplay, add something, that's what so many players want - Diversity.
Personally, I was annoyed playing with the "one-line story" (the Vanishing of Ethan Carter, Firewatch, and so on), the game where you "kind of have a freedom of action", but the story ALWAYS are one, and the option of finish this also are one. These games are beautiful and interesting, but only once.
Why people do spend a hundreds of hours in World of tanks, Minecraft, Diablo3, GTA5 and so on?
Because of competition, opportunity to build own "Empire", way from peasant to the God, living world simulation, and where lazy sees only a grind, we see achievement, we enjoy the process. The games, where just "to be", is nice.
I like the idea of gathering resources, I like Engineers, like "non-linear branch" of the script.
But place all the elements of the game in one "easy access store" - just not interesting.
Always need a "beacon" - a goal, to which intend. After first "beacon", there will be more and more "beacons".
And if it seems that some "beacons" is unreachable, that's fine - do not try to achieve, enjoy the process. It is the essence of the gameplay without the "end content".
 
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Well, let's consider your theory of "humans is a center of the universe and are able to invent absolutely everything".
Then what role are you willing to give for an alien race? Trade? Mission? ...nah, rather the role of "cannon fodder". Boring.

Your reply is a false dichotomy, not to mention imputing a position that I never alluded to, but I'll argue it anyway.

The Thargoids already have powers that humans cannot comprehend. So far, they are the only nonhuman sentience in existence.

Now, if you want to go the Star Trek route and make the aliens into hyper pronounced aspects oh human psychology, Klingons equal aggression, Ferrengi equal greed, etc, then you can easily churn out "humans in masks". Giving them powers that are beyond human capabilities is a clichè in science fiction, but that is done as an example of the writing style of man v environment where the aliens exist as nothing more than a challenge to be overcome. The cloaking technology simply becomes their magic.

On the other hand, and the reason that I say you are using a false dichotomy, science is supposed to work for everyone. If you don't want the ability in the game, fine, but don't make it something that can only be accomplished by asking the gods.

Good story writing is about people; the path this game follows right now, and which you seem to be advocating, subordinates the players to Everything. They are like the minions that follow the heroes around in Star Wars, waiting to catch the first blaster shot to let the main characters know the bad guy is there. You know, the ones that, if they get mentioned at all in the credits, have names like Killed Soldier #2.
 
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If you don't want the ability in the game, fine, but don't make it something that can only be accomplished by asking the gods.

WOW! Of course, I love a comprehensive discussion, where opponents are trying to defend their point of view, but what you say, is a perverse distortion of interlocutor words and a total disregard of the basic meaning.
Gonna try and make the idea more concise:
1) I like the idea of visual invisibility, no matter if it's in form of a "special form of housing" or "generator of refraction of the visible spectrum rays" (in any case, creatures with non-human eyes can detect the ship)

2) I am against of geting easy access to new technologies, even as simple as "invisibility".

3) I suggest to get the technology is not by prayer to the "all-powerful gods-aliens", but the medical dissection and comprehensive research of the creatures who had gone on a non-human way of development.

4) I believe, it will be very boring if all the ships in the game (regardless of belonging) will use the same technology. When you capture an alien ship, and suddenly find out that the cockpit is identical to the "general human standards" - would be extremely sad.
 
I have just been reading the original Elite 1984 Flight training manual. It states regarding the Galactic Navy Asp Mk II:

Integument [outer layer] has chameleon properties enabling the ship to assume effective camouflage in any type of environment. Intended for reconnaissance and the transport of high-ranking military personnel it makes an idea pirate vessel...

So stealth technology does exist -- according to old lore -- as a concept.
 
I have just been reading the original Elite 1984 Flight training manual. It states regarding the Galactic Navy Asp Mk II:

"Integument [outer layer] has chameleon properties enabling the ship to assume effective camouflage in any type of environment. Intended for reconnaissance and the transport of high-ranking military personnel it makes an idea pirate vessel..."

So stealth technology does exist -- according to old lore -- as a concept.

Yeah, but all their environments were black. It wasn't that hard :D
 
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