Exported: #2126
Original description:
I regard it as being a bug, but perhaps it was intended so?
The problem is that Bob, while piloting a small cloaked and jammed ship, can instantly re-cloak and rejamm it, after Jane reveals him to be cloaking with a scanner in her system. The cooldown for Jane's scanner will endure for seconds and seconds, while fast-fingered Bob can trigger the cloak and jammer just right away, avoiding any contact even with multiple Jane's friends, looking for him to invite to the beer party.
Since the heat seekers(with invitation cards attached to them) do no more search for cloaked+jammed entities, Bob will stay cloaked forever, thus avoiding invitation to the party.
I strongly believe that after being uncloaked, stealth ships should have a cooldown, for, lets say, 5 seconds or more.
Was seen using EE config.
Also affects default config.
To reproduce
- Build a ship, that can jam and cloak for more than a few seconds.
- Build another ship, that can provide a scanner with sufficient power to work.
- Have one player (or a 2nd client connected to the same singleplayer server) activate either jammer or cloaker (or both)
- Have another player (or a 2nd client connected to the same singleplayer server) activate the scanner.
- See, that both cloaker and jammer are deactivated by the scan, but can instantly be reactivated, while the scanner is recharging.