Cold Stealth
[I don't know if more copies of this thread exist but that's not the point. I am very passionate of this topic and therefore I am creating this thread. I would like this to return in some form and I believe others would as well.]
Brumster had a really cool tested out idea behind stealth. While it was a very frustrating and impractical form of stealth, it still had intriguing uses. I want it back... And I think much of the stealth-loving community also wants it back.
Side-Note: Silent Running works perfectly as intended and as I would envision... I do not wish this function to ever change and is completely unrelated to Cold Stealth or the true "Cold Running" that Brumster Misinterprets as Silent Running... (Srry Brumster, but this is part is true, as silent running closes vents which builds up heat and could never contribute to being cold).
The idea behind Brumster's amazing tests could be found here: https://forums.frontier.co.uk/showthread.php?t=24248
It has no way of allowing players to truly maneuver or attack AND be stealthed simultaneously so this doesn't break the game. Ever. You cant even have shields online because it takes up too much power usage. The use that it would have is for making a very gutsy feign death or "lie in wait" pouncing approach. Even then, it takes a lot of effort to power down and wait to ice up as well as power up, toggle hardpoints, begin accelerating, or even making an escape with FSD. Also it creates a utilization of FAoff, as of right now there seems to be silly to ever turn it off for anything. I want this intriguing form of stealth back. In some manner.
On a suggestive approach, the devs have made significant changes to heat-related incidents in the past. I think it's very hard to maintain below 10% heat build up based on power management. Likewise it is very hard to build up heat without seriously trying to. My suggestion is to make sensors only pick up heat-related objects above 10%. This only makes sense because the ice graphic begins when you hit 10% heat level and declining. Now I've managed as low as 5% in an ASP with only life support. It seems power usage correlates to heat percentage. This means I can have any combination of modules online equal to 5% power usage. That's not a lot, but I can power on what I can so that I can slightly power up faster when I need to... Which is maybe a half-second faster. Maybe someone can suggest better but this is a starting look at the least.
[I don't know if more copies of this thread exist but that's not the point. I am very passionate of this topic and therefore I am creating this thread. I would like this to return in some form and I believe others would as well.]
Brumster had a really cool tested out idea behind stealth. While it was a very frustrating and impractical form of stealth, it still had intriguing uses. I want it back... And I think much of the stealth-loving community also wants it back.
Side-Note: Silent Running works perfectly as intended and as I would envision... I do not wish this function to ever change and is completely unrelated to Cold Stealth or the true "Cold Running" that Brumster Misinterprets as Silent Running... (Srry Brumster, but this is part is true, as silent running closes vents which builds up heat and could never contribute to being cold).
The idea behind Brumster's amazing tests could be found here: https://forums.frontier.co.uk/showthread.php?t=24248
It has no way of allowing players to truly maneuver or attack AND be stealthed simultaneously so this doesn't break the game. Ever. You cant even have shields online because it takes up too much power usage. The use that it would have is for making a very gutsy feign death or "lie in wait" pouncing approach. Even then, it takes a lot of effort to power down and wait to ice up as well as power up, toggle hardpoints, begin accelerating, or even making an escape with FSD. Also it creates a utilization of FAoff, as of right now there seems to be silly to ever turn it off for anything. I want this intriguing form of stealth back. In some manner.
On a suggestive approach, the devs have made significant changes to heat-related incidents in the past. I think it's very hard to maintain below 10% heat build up based on power management. Likewise it is very hard to build up heat without seriously trying to. My suggestion is to make sensors only pick up heat-related objects above 10%. This only makes sense because the ice graphic begins when you hit 10% heat level and declining. Now I've managed as low as 5% in an ASP with only life support. It seems power usage correlates to heat percentage. This means I can have any combination of modules online equal to 5% power usage. That's not a lot, but I can power on what I can so that I can slightly power up faster when I need to... Which is maybe a half-second faster. Maybe someone can suggest better but this is a starting look at the least.
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