I really like the concept and such features, hence my recommendation is not to remove cloak detection. Apart from the little bug that you're fixing. However, you may play a bit with the formula (aggregated scan strength of the fleet v. cloak strength of a ship) if you feel that it is not yet properly balanced. You may also consider to add a randomization element to the ToHit penalty.Iceman wrote: ↑Sat Oct 15, 2022 7:07 am [...]They're not exactly worthless. Like you mentioned, this test was made with a (numerically) inferior fleet. And the Fed ships are *really* tough. That partly explains the low casualty count on the Fed side. One other issue that also contributed to the outcome was that when your ships were fired upon they had zero shields, as opposed to 50% that they get on decloak - they should have decloaked before being targeted... thanks for the catch!This bug makes cloaked fleets worthless in combat and forces me to just run my fleets uncloaked so they can have full shields at the start of the engagement.
So, should I remove all this detection thing No firing back (with a penalty) on the 1st round of combat
Or just fix the moment the shields are set to 50% on decloak
What do you guys think?
Obviously, we want cloak not to be OP, but also not UP.
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And not sure if I missed that aspect, but do the shields recharge at their normal recharge rate during the battle after decloaking or will they be back at 100% (minus potential hit points that they received in turn 1) in turn 2? That could be something to play with too.