Topic: Cloaking suggestion

One of the things we do for cloaks isn't to remove the mini from the map - we replace it with a dummy counter that doesn't show facing.

A level 1 cloak means the dummy counter is within 1 hex of the cloaked ship's actual position. 

A level 2 cloak means the dummy counter is within 2 hexes

A level 3 cloak means the dummy counter is within 3 hexes.

A level 0 cloak doesn't remove the ship - but everyone shoots at it as if it were a detected cloaked vessel. 

Area effect weapons effecting the hex of a cloaked ship roll twice, and take the worse roll to see if they effect it.

Re: Cloaking suggestion

Ken_Burnside wrote:

One of the things we do for cloaks isn't to remove the mini from the map - we replace it with a dummy counter that doesn't show facing.

A level 1 cloak means the dummy counter is within 1 hex of the cloaked ship's actual position. 

A level 2 cloak means the dummy counter is within 2 hexes

A level 3 cloak means the dummy counter is within 3 hexes.

A level 0 cloak doesn't remove the ship - but everyone shoots at it as if it were a detected cloaked vessel. 

Area effect weapons effecting the hex of a cloaked ship roll twice, and take the worse roll to see if they effect it.


That's a pretty nifty idea.

Re: Cloaking suggestion

go0gleplex wrote:
Ken_Burnside wrote:

One of the things we do for cloaks isn't to remove the mini from the map - we replace it with a dummy counter that doesn't show facing.

A level 1 cloak means the dummy counter is within 1 hex of the cloaked ship's actual position. 

A level 2 cloak means the dummy counter is within 2 hexes

A level 3 cloak means the dummy counter is within 3 hexes.

A level 0 cloak doesn't remove the ship - but everyone shoots at it as if it were a detected cloaked vessel. 

Area effect weapons effecting the hex of a cloaked ship roll twice, and take the worse roll to see if they effect it.


That's a pretty nifty idea.

It helps (a bit) with the trust issues with cloaks, and lets people try to maneuver against them.  We find "roll twice, take the worst" avoids most of the headaches of "AoEs always work against cloaks" and "Cloaks Are Invuuuuuuulnerable!"

Re: Cloaking suggestion

I had thought about a similar mechanic for the 'default' cloak in Admiralty.

Then I decided against it.

Can't remember why, 'cause I still think it's a good idea.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Cloaking suggestion

I think it was not wanting to get bogged down in the levels and point costing issues. wink

Re: Cloaking suggestion

Yeah, I have to remember that when things got "rejected" or otherwise set aside during AE development that it wasn't necessarily because *I* didn't like it...

It's funny -- sometimes I delude myself into thinking Starmada is still MY game... big_smile

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Cloaking suggestion

cricket wrote:

Yeah, I have to remember that when things got "rejected" or otherwise set aside during AE development that it wasn't necessarily because *I* didn't like it...

It's funny -- sometimes I delude myself into thinking Starmada is still MY game... big_smile

Well...it IS your game...some folks just had more pointed arguements.  lol

I also remember there was the issue of the 'free movement' effect, though that could be eliminated by placing the counter after orders are plotted.

Re: Cloaking suggestion

I remember the discussion, but I honestly couldn't tell you why we didn't go that route..

Design by committee, perhaps?
-Bren

Re: Cloaking suggestion

go0gleplex wrote:
cricket wrote:

Yeah, I have to remember that when things got "rejected" or otherwise set aside during AE development that it wasn't necessarily because *I* didn't like it...

It's funny -- sometimes I delude myself into thinking Starmada is still MY game... big_smile

Well...it IS your game...some folks just had more pointed arguments.  lol

and very Long ones.