SHIPCLOAK

Keywords: SHIPCLOAK, SHIPC

Category: Space

=== USER MANUAL === Usage: shipcloak Description: Toggle the ship's cloaking device from the cockpit. Cloaked ships are invisible to radar and ping unless the scanner has a detector module and is close enough. The command itself is silent and takes 4 seconds to cycle. Activating: Cloaking costs 500 energy on engage. After the 4-second cycle: The ship cloaks and disappears. (cockpit) <ship> shimmers briefly then disappears. (starsystem) Deactivating: Running the command again while cloaked drops the cloak after the same 4-second cycle: The ship becomes visible. (cockpit) Space shimmers as <ship> slowly appears. (starsystem) No energy cost to decloak. Auto-Decloak: The cloak drops automatically when: - Ship energy falls below 200 (emergency power cut). - ping is fired from your own ship (your pulse reveals you). - The ship is destroyed or extracted. Note that taking a hit does not auto-decloak you, but setting a target will -- you cannot engage combat while cloaked (see below). Detection While Cloaked: You are visible to any ship that has a SHIP_DETECTOR capability module and is within 1,000 units. Detector ships also "spotlight" friendlies within 1000 units -- their allies can see you too. ping at close range (1500 units) sees cloaked ships, but the pinger's identity leaks to everyone. Requirements: Cockpit ............ Must be in the pilot chair. Launched ........... Not docked. Real space ......... Not in hyperspace. Cloaker module ..... Ship must have SHIP_CLOAKER capability: "This ship is not equiped with a cloaking device." No active target ... Cannot cloak while engaged: "Not while the ship is enganged with an enemy!" Clear with target none first. Not busy ........... Another cloak/baydoor cycle must not be in flight: "Ship is currently busy." Mid-Cycle Abort: If you happen to acquire a target during the 4-second cloaking cycle, the cloak aborts: Ship engaged with enemy, cloaking aborted. No energy is refunded -- the 500-energy charge still lands. Mass Cloak: Some ships carry a SHIP_MASSCLOAK module (Cloaking Field Projector). Friendly ships of the same owner/clan within 1,000 units of an uncloaked projector are auto-cloaked as long as they stay in range. The projector itself is not cloaked by this effect. This is passive -- no command, no toggle. Move into range of an allied mass-cloak ship and you're hidden. Notes: - shipstat displays a (cloaked) tag next to your coordinate readout when you are cloaked, so you can always verify state at a glance. - radar marks cloaked ships visible to you with a * prefix in dim yellow. - The 4-second cycle is interrupt-proof except by combat engagement -- you can move, fire weapons at no target, etc. during the cycle. Strategic Notes: - Cloak is primarily for repositioning and stealth ingress, not combat. Once you commit to a target the cloak drops. - Watch your energy -- dropping below 200 kills cloak instantly. Install Auxiliary Capacitor modules on a dedicated scout. - radar from a cloaked ship works normally; you are silent but still sighted. Good for long recon passes. - Carrying a mass-cloak friend fundamentally changes your approach: fleet stealth instead of solo stealth. Related Helpfiles: PING, RADAR, SCANSHIP, TARGET, SHIPSTAT, DISRUPTIONWEB, BAYDOORS === END MANUAL ===