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Cloaking device

Posted: Mon Mar 02, 2009 4:06 am
by Zbond-Zbond
It would be useful to have a CLOAK ACTIVE indicator included in HUD
(e.g. opposite the FUEL SCOOP indicator javascript:emoticon(':?:') where there seems to be a blank space)

Posted: Mon Mar 02, 2009 4:00 pm
by CptnEcho
Agreed. How do you intend to implement the idea?

Re: Cloaking device

Posted: Mon Mar 02, 2009 6:09 pm
by Screet
Zbond-Zbond wrote:
It would be useful to have a CLOAK ACTIVE indicator included in HUD
(e.g. opposite the FUEL SCOOP indicator javascript:emoticon(':?:') where there seems to be a blank space)
Flying the Caduceus, I can tell that there already is one! Most ships have it...if the ship has a little bit of the model visible in forward view, you can see the cloak in action ;)

However, not all models are built that way, thus a HUD indicator is a good idea. Probably the status indicator (green/yellow/red) could include it?

Screet

Re: Cloaking device

Posted: Mon Mar 02, 2009 8:48 pm
by JensAyton
Screet wrote:
Probably the status indicator (green/yellow/red) could include it?
Blue alert?

Re: Cloaking device

Posted: Mon Mar 02, 2009 10:13 pm
by _ds_
Ahruman wrote:
Screet wrote:
Probably the status indicator (green/yellow/red) could include it?
Blue alert?
Altering the grey border around the indicator is straight-forward enough; or the blue component could be set to 1 when cloaked. Also trivial, but: :idea: :arrow: :idea:

Re: Cloaking device

Posted: Mon Mar 02, 2009 11:20 pm
by Disembodied
Ahruman wrote:
Are you sure, sir? It does mean changing the bulb ...

Re: Cloaking device

Posted: Tue Mar 03, 2009 1:05 pm
by Screet
Disembodied wrote:
Ahruman wrote:
Are you sure, sir? It does mean changing the bulb ...
Could trumbles be trained to do that for us?

Screet

Re: Cloaking device

Posted: Wed Mar 04, 2009 3:17 am
by KZ9999
Screet wrote:
Disembodied wrote:
Ahruman wrote:
Are you sure, sir? It does mean changing the bulb ...
Could trumbles be trained to do that for us?
I don't see why not. Trev, my trumble, has been trained to a bunch of stuff over the cycles. Right now I'm training him not to eat the missiles. The problem is that hesi likes the spicy taste of explosive. <sigh.>

Back on track, having a HUD item for the cloak would make sense. Dull green for inactive, bright red if using it without the naval power unit, and bright green if you have all the gear. The colours are in keeping with the standard HUD. As for the icon, I don't know about the :?: for the symbol but I'm sure one of our fine artist could come up with something.

Posted: Wed Mar 04, 2009 9:38 am
by tomsk
The cloak is a major piece of hardware and can, as mentioned elsewhere, unbalance the game play.

How about when the cloak is activated, certain equipment is partially disabled?
For example the scanner, could black out or work intermittently (say, updates only once per second). This kind of makes sense as the cloak prevents other ships (and missiles) from scanning, so affecting your own scanner from functioning @100% would be a valid side effect, since all the scanners use similar technology.
The same effect could be applied to the main display (since ships don't really have windows)

Re: Cloaking device

Posted: Wed Mar 04, 2009 9:41 am
by ClymAngus
Disembodied wrote:
Ahruman wrote:
Are you sure, sir? It does mean changing the bulb ...
There's always some excuse isn't there?

Re: Cloaking device

Posted: Wed Mar 04, 2009 9:53 pm
by JensAyton
ClymAngus wrote:
Disembodied wrote:
Ahruman wrote:
Are you sure, sir? It does mean changing the bulb ...
There's always some excuse isn't there?
Why, yes, minister.

Wait, this isn’t an outworld thread? The devil you say!

Posted: Thu Mar 05, 2009 2:25 am
by another_commander
I think _ds_ had the smartest idea, which just happened to be the most easily implementable, too.

So, for 1.73: The key cloak_indicator_on_status_light has been added to the hud.plist. Its default value is <false/> and this is what Oolite will be using anyway if it cannot find this key in hud.plist. If this key is set to <true/>, then whenever the player switches cloak on, the status indicator's colour will change its blue color component to 1.0, making the cloak turning on immediately visible. This does not mean that the status light turns fully blue, it means it just gets a blueish shade. The actual red, green or yellow status are still recognizable. The key is set to true like this:

Code: Select all

<key>cloak_indicator_on_status_light</key>
<true/>
Of course, if this key is set to false or does not exist, things will be just as we know them today.

Posted: Thu Mar 05, 2009 1:20 pm
by Ark
Great job A_C but why the default value must be false
Let us hope that in the future someone from the forum is not going to create another piece of equipment that enables that possibility, something with the name “cloak device indicator“ or something in the form of an oxp.

Posted: Thu Mar 05, 2009 1:51 pm
by Eric Walch
Ark wrote:
Let us hope that in the future someone from the forum is not going to create another piece of equipment that enables that possibility, something with the name “cloak device indicator“ or something in the form of an oxp.
Don't worry, the way A_C programmed it, it will be not possible. It is HUD only.

Posted: Thu Mar 05, 2009 7:10 pm
by Ark
Eric Walch wrote:
Ark wrote:
Let us hope that in the future someone from the forum is not going to create another piece of equipment that enables that possibility, something with the name “cloak device indicator“ or something in the form of an oxp.
Don't worry, the way A_C programmed it, it will be not possible. It is HUD only.
:lol: :lol: :lol: