Stealth mechanics?
Posted: Tue Mar 15, 2022 8:25 am
Does anyone have a good understanding of the stealth mechanics and whether or not or to what extent it's useful?
I'm guessing it might not be that helpful against the AI except to make your civilian ships, scouts, and monitoring stations less obvious targets?
Looking at the information on the components section of the Galactopedia, it seems like:
-Stealth Rating reduces the range at which a ship can be detected (presumably vs the power & range of the enemy scanner)
-Countermeasures is essentially an incoming damage reduction bonus
-Empire Masking Power reduces the chance/range your ships will be identified as yours (so enemies you are at war with will ignore them? or so you can raid without losing reputation?)
-Role Masking Power reduces the chance/range at which your ship's role will be identified, instead appearing as a generic civilian ship
-Jamming reduces the effect of enemy scanners (on just that ship? not the whole fleet?) (therefore amplifying the other stealth effects?) (affects all scanning or just trace scanning?)
-nebula clouds greatly reduce scan range (for ships inside and for ships outside looking in)
-smaller ships are harder to detect or identify (is this "hull size" or max total component "size" capacity or actual component "size" total?)
It seems like none of these stack, except countermeasures. And countermeasures only stacks one from each source - so e.g. two "countermeasures systems" on one ship won't stack, but one "countermeasures system" and one "multi-spectrum jammer" will stack their countermeasures effects.
So your ideal stealth ship should be as small as possible, and be able to fit one each of:
-stealth armour (armour slot)
-countermeasures system (scanner slot)
-trace jammer (scanner slot)
-fleet countermeasures system (scanner slot) - not sure about stacking on these, but I assume you only benefit from one per fleet?
Which means you want something as small as possible, but with at least two scanner slots (preferably more - since scanners and targeting computers would be useful as well), and with at least one armour module - but probably preferably at least three (so you can also include shields and armour). Anything larger, you get diminishing returns - since the size diminishes the stealth, and you can't stack multiple copies of components to mitigate it.
So the best choices look like:
-escorts (smallest combat ships and get a stacking countermeasures bonus - especially heavy escort - downside is only one scanner slot and only two armour slots)
-frigates (similar to escort, but slightly larger and with extra armour slots on some variants)
-monitoring stations
-small or medium troop transports or exploration ships (multiple scanner + armour slots)
-cruisers (larger and no countermeasures bonus except on fleet command cruiser, but they get tonnes of sensors + armor slots)
You'd think exploration ships would be a good choice, but they only get 2-3 scanner slots, and they need two of those for survey scanners, and preferably the third for a regular scanner.
But even after all that, I'm not very clear how useful they can be. How stealthy is a maxed out stealth ship? All it says is "stealth rating: 200, empire masking: 20" but there's no way of knowing what that means in practice. There's potentially a lot of fun to be had here - especially when pirates are expanded on - but i don't know at the moment.
Can you use long range weapons/carriers to stealthily attack the enemy with impunity from outside of scanner range? Or are even the longest weapon ranges still short enough that you'll be detected at that range? Can the enemy fire at an undetected ship? Will the AI return fire on an unidentified ship?
I'm guessing it might not be that helpful against the AI except to make your civilian ships, scouts, and monitoring stations less obvious targets?
Looking at the information on the components section of the Galactopedia, it seems like:
-Stealth Rating reduces the range at which a ship can be detected (presumably vs the power & range of the enemy scanner)
-Countermeasures is essentially an incoming damage reduction bonus
-Empire Masking Power reduces the chance/range your ships will be identified as yours (so enemies you are at war with will ignore them? or so you can raid without losing reputation?)
-Role Masking Power reduces the chance/range at which your ship's role will be identified, instead appearing as a generic civilian ship
-Jamming reduces the effect of enemy scanners (on just that ship? not the whole fleet?) (therefore amplifying the other stealth effects?) (affects all scanning or just trace scanning?)
-nebula clouds greatly reduce scan range (for ships inside and for ships outside looking in)
-smaller ships are harder to detect or identify (is this "hull size" or max total component "size" capacity or actual component "size" total?)
It seems like none of these stack, except countermeasures. And countermeasures only stacks one from each source - so e.g. two "countermeasures systems" on one ship won't stack, but one "countermeasures system" and one "multi-spectrum jammer" will stack their countermeasures effects.
So your ideal stealth ship should be as small as possible, and be able to fit one each of:
-stealth armour (armour slot)
-countermeasures system (scanner slot)
-trace jammer (scanner slot)
-fleet countermeasures system (scanner slot) - not sure about stacking on these, but I assume you only benefit from one per fleet?
Which means you want something as small as possible, but with at least two scanner slots (preferably more - since scanners and targeting computers would be useful as well), and with at least one armour module - but probably preferably at least three (so you can also include shields and armour). Anything larger, you get diminishing returns - since the size diminishes the stealth, and you can't stack multiple copies of components to mitigate it.
So the best choices look like:
-escorts (smallest combat ships and get a stacking countermeasures bonus - especially heavy escort - downside is only one scanner slot and only two armour slots)
-frigates (similar to escort, but slightly larger and with extra armour slots on some variants)
-monitoring stations
-small or medium troop transports or exploration ships (multiple scanner + armour slots)
-cruisers (larger and no countermeasures bonus except on fleet command cruiser, but they get tonnes of sensors + armor slots)
You'd think exploration ships would be a good choice, but they only get 2-3 scanner slots, and they need two of those for survey scanners, and preferably the third for a regular scanner.
But even after all that, I'm not very clear how useful they can be. How stealthy is a maxed out stealth ship? All it says is "stealth rating: 200, empire masking: 20" but there's no way of knowing what that means in practice. There's potentially a lot of fun to be had here - especially when pirates are expanded on - but i don't know at the moment.
Can you use long range weapons/carriers to stealthily attack the enemy with impunity from outside of scanner range? Or are even the longest weapon ranges still short enough that you'll be detected at that range? Can the enemy fire at an undetected ship? Will the AI return fire on an unidentified ship?