this makes sense, because as the player is locked in a specific perspective, you don't get the whole "we're floating in space at hundreds/thousands of miles per hour" intense feeling that comes with one's idea of a fight between ships in open space. in the case of a space battle, if your enemy is cloaked you have no idea where or when they'll pop back into existence, if at all, since maybe they jumped away, are flying behind you now, or whatever other possibility.Justin wrote:Yes, currently weapons stop charging when enemies are cloaked by design. If we don't, cloaking significantly helps AI opponents when players cloak because they will wait for the player to decloak and fire all weapons at once. It made using cloaking a terrifying prospect.
Of course all this is subject to refinement during testing, but I figured I'd clarify what's in the video.
it is essentially simulating that, in a 'real life' [i know, i know.. hypothetical] situation you would need to target your enemy again, gathering your bearings to fight all over again.
it would be interesting if another layer of strategy was added to this, ie: do you charge your weapons at cost of energy your ship could use otherwise to repair shields, heal crew more quickly, etc., or do you have them ready to blast away once your target has been 'recalibrated', if and when they reappear.