Two points about cloaking:
1. It's great that you guys want to make a new type of cloaking device for FS; but please keep in mind that there are TC's out there, will you?
Balancing should be the concern of the actual mod teams, so I'd prefer if all those disadvantages etc. could be disabled - remember, mod-friendliness is one of FS's best features.
2.Are there already any ideas about how the AI should handle cloaking?
If not, I'd have one (keep in mind that I don't know much about the code, so I don't know if this is possible):
If the player cloaks (completely) missiles should fly straight forward, having lost their target. Chasing AI ships' primary and DF fire should continue, but with an decreasing hit propability which reincreases if the shots actually hit the cloaked ship. The idea is, that the chasing ships' pilot interpolates from the location and direction the ship was flying in (before the cloak was completed) where it could be now, hits giving him new information about the cloaked ship's whereabouts. Of course the AI should stop firing when this hit propability gets too low.
The AI itself should cloak if it's taken a certain amount of damage or hits in a second or so, or, if it's cloaking device doesn't have activation limits (or only small ones), if it doesn't have the possibility for a good shot (this would have to be further defined).
On the contrary it should uncloak when it gets the possibility for a good shot and it has some sort of fire-ready weapon.
Also needed, I think, would be some supplementary wingmen orders:
"cloak" and "decloak" obviously, but also "prepare for attack" and "prepare for attack on my target" to tell the wingmen to keep cloaked, but move into position for attacking and try to get a lock-on.
That's it, thanks.
