Engine -20 stealth
Weapons -20 stealth
Stealth Generator +85 stealth
Passive Scanner -0 stealth
Please remember that stealth is just one component of ship design and combat. It is not the heart of FO.
I would argue that only a few, obvious factors should effect a ship's stealth rating, possibly limited to:
- • Stealth Technology
• Ship's size or weight
• Weather the ship is firing
I don't think stealth generators should be turned on and off. (I certainly don't think engines and weapons should be turned on and off)
For a Star Trek, turn-on-turn-off type stealth to be effective would require continual attention from the player, i believe, which is not good.
Ships with stealth tech, always gain the benefit from it. However when firing, the benefit is lessened. This would also make sense if early stealth techs are described as a "non-reflective, non-radiating coating" or some such.
In combat the important option IMHO, is to be able to take ships in and out of "Silent Mode" in which the ship does nothing to jeopardize it's cover.
As expected i would argue that there should be a limited number of modes
, or iinstructions
for ships in combat. These modes and instructions should be significant, and should IMHO be able to fit in a single contextual menu (possibly radial), with only one or 2 levels. Remember, we have 3-5 seconds to command an entire fleet. Obviously you won't change your orders for every ship every turn. But it should be possible to know what's going on at a glance, which becomes increasingly difficult as additional modes and more complex instructions are added.
I'd also like to see inhabited colonies also add to the range of sight of the fleet of their empire. Possibly that range could be increased as defenses or infrastructure increases.