Exported: [[ http://bugs.star-made.org/issues/2126 | #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.