Cloak

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[edit] Overview

[edit] Effects

[edit] When?

[edit] Pre-Movement

1.08.08 Cloak On / Off
1.09 Blockades are determined.
See Host Order for complete listing.

[edit] Full Cloak

Using the device on ships with a stealth rating of 50 lowers their sensor image to 0 and makes them fully cloaked. Be aware that some actions can increase the sensor image above 0 and remove the full cloak (see the section below).

  • A fully cloaked ship cannot be seen at all by enemy sensors.
  • A fully cloaked ship cannot be intercepted if it has been scanned before, using the old data as intercept target.
  • A fully cloaked ship can decide, if it wants to fight. By setting the correct attack settings.

[edit] In Space Combat

Cloaking ships with a hull stealth rating of 60 or less do gain an advantage in Space Combat, they get a chance to fire first - they don't have to be fully cloaked (0 sensor image).

  • This is done by giving them a surge of power from the ships' Power Bank on tick 25.
  • It only works if there is a ship in range when the surge of power happens.
  • Super Weapons don't get this benefit.

[edit] Recommended settings to remain (fully) cloaked

  • Make sure your ship has a sensor profile of 0.
  • Ships need enough fuel to cloak (cloak consume extra fuel).
  • Be careful if you share ship data with others players, as a sharing-chain can expose all your ships to many players.

[edit] Ship Transfer

[edit] Ship Overview Combat Settings

[edit] Client 65 & client 66

Image:Ship Overview Cloak.jpg

  • By setting the Combat switch in Ship Command - Overview to Defense, fully cloaked ships will not initiate a combat and will not join a combat initiated by other objects.
  • By setting the Combat switch in Ship Command - Overview to Attack!, fully cloaked ships will initiate a combat and will join a combat initiated by other objects.
  • The other settings in Ship Command - Attack , except Aggressive have no influence if the ship will initiate combat or not.
Scanners OFF
Scanners OFF

[edit] Scanners

Minesweeper OFF
Minesweeper OFF
  • In the Ship Command - Mission screen turn OFF all your scanners.
  • Make sure you scanner are on passive scanner.

[edit] Ship Command - Mines

  • In the Ship Command - Mines screen turn off Sweep Enemy Mines (unless you are the Birdmen, as they can sweep without increasing the ship's sensor profile)

[edit] Ship Command - Devices

Be careful some ship devices will increase your sensor profile. Most will show their effect in the Ship Command - Overview screen, when you look at the Sensor Profile, if it is above 0, you are not cloaked. Some ship devices will not show their increase! (in the ship overview screen).

[edit] How to counter cloaked ships

  • Using the Tachyon Emitter ship device.
  • 25% control system damage will prevent a cloaking device from lowering the sensor profile by 50.
  • You can board fully cloaked ships, if you have a full (current or old) contact with the ship (just having the ID # will not work - This is largely a limitation of the client in that you can't set an object you don't have a full scan of as a valid transfer target).

[edit] Minefields

[edit] Notes

  • Alien Hulls make extra noise, +100 Sensor Profile increasing your chance to be scanned by enemy. So you can't fully Cloak with alien hulls, the game client may show 0 Sensor Profile, but you have at least 100. Only when 'Alien Hulls Have Problems With Combat, Scanning and Repair' in Hconfig is set to 'Yes'. If set to 'No' you can fully cloak! Sheltem 18:14, 3 May 2009 (CEST)
  • IIRC the Birdmen don't get the +100 extra sensor noise. So alien cloaker maybe fully cloaked if owned by Birdmen. JoSch 23:35, 24 April 2008 (CEST)
  • You currently don’t need a scan to perform a boarding attempt / transfer to a fully cloaked ship, an old scan is enough. ((Host 213.30))
  • There is no special abilities like in vga planets 3 called "Cloaked Intercept Attack"

[edit] Ships


The Birdman Republic Swift Class Scout Full cloak
White Falcon Class Cruiser Full cloak
Bright Heart Class Destroyer Full cloak
Fearless Wing Class Cruiser Full cloak
Deth Specula Class Frigate Full cloak
Resolute Class Battlecruiser Full cloak, resistant to Tachyon Emitters
Red Wind Class Carrier Full cloak
Avalor Station Full cloak
Darkwing Class Battleship Full cloak, resistant to Tachyon Emitters
Darkwing G Full cloak, resistant to Tachyon Emitters
The Evil Empire Slayer Full cloak
The Lizard Kingdom Saurian Class Cruiser Partial cloak only
Lizard Class Cruiser Full cloak
The People's Army Dirk Light Submarine Full cloak
Revolution Light Carrier Partial cloak only
Drusus Improved Submarine Partial cloak only
Sacrifice Improved Partial cloak only
Claymore Advanced Submarine Full cloak
The Privateer Bands Dwarfstar Class Transport Full cloak
Red Wind Class Carrier Full cloak
Skyfire Skuller Partial cloak only
Meteor Class Blockade Runner Partial cloak only
The Reunited Coalition of Systems Maelstorm Class Light Cruiser Full cloak
X 240 Comb Class Escort Partial cloak only
X 1260 Royal Class Heavy Cruiser Partial cloak only
The Scavenger Tribes Half-Flint Class Privateer Full cloak
Flint Class Merchantman Partial cloak only
Atoll Class Star Post Full cloak
Inamorata Class Strike Ship Full cloak
Minow Class Scout Partial cloak only
Apotheosis Class Assault Carrier Full cloak
The Stormer Kingdom Cold Pain Class Cruiser Full cloak
Thorn Class Destroyer Full cloak
Deth Specula Class Frigate Full cloak
The University Alliance Watchman Class Scout Full cloak

[edit] Changes

[edit] What is new in Host.exe Version 4.000.213t

  • New: Newly launched ships will start with 2 fuel + hull cloak cost.

[edit] What is new in Host.exe Version 4.000.213o

  • Fixed: Fuel Robber, Money Tap, Hull Plan Napper, and Cargo Grappler will work on an enemy ship that you have a scan of. Simply having the cloaking device enabled and voided won't protect you any more. More informative log messages provided.

[edit] What is new in Host.exe Version 4.000.213n

  • Fixed: Cloaked units get their power boost on VCR combat tick 0 now (was 25) since this bonus was negated in the new combat code.
  • Changed: If a ship is without crew then it will only gain a sensor profile reduction from a planet's atmosphere or Robot Q Tanker. (Cloak will not work with 0 crew.)
  • Changed: Cloakers will acquire their targets earlier in the start of VCR combat.

[edit] What is new in Host.exe Version 4.000.213j

  • Changed: Base blockades cannot be broken by cloaked ships.

[edit] What is new in Host.exe Version 4.000.213g

  • Changed: When a ship is fully cloaked with defensive mode enabled and is unseen by the initiator then the Guard Base setting is ignored and will not pull the ship or base into space combat.

[edit] What is new in Host.exe Version 4.000.213

  • Fixed: A combat initiator could find a pod docked to a ship and use that as an object to start a fight with, even though the ship it was docked to had attack off or was fully cloaked. Undocked pods can be targets now with Target Harmless Pods enabled (client 64) or Target Soft (client -63) for ships and wings as the initiator.
  • Changed: If a ship is fully cloaked, but the combat initiator has detected them somehow, they can enter combat with them.

[edit] What is new in Host.exe Version 4.000.212f

  • Fixed: Changes made to attempt to make it so that EE cannot see docked pods/wings on ships that they don't have a scan of (e.g. cloaked carrier with its wings). More testing required.

[edit] What is new in Host.exe Version 4.000.211

  • Changed: Tachyon Emitter changing sensor profile moved to take effect after Q Tanker cloaking.

[edit] See Also

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