Changelog

Public Changelog

Cloaking Device Chokepoint Counterplay

Cloak charges give pilots a risky way through fortified chokepoints without deleting defender assets.

Aaron — Game Dev, TW 3002 AI featurebetacombatnavigation

What changed

Cloaking Device

  • StarDock now sells Cloak charges for 40,000 credits each.
  • Activate a charge from the sector view to gain up to 3 warps or 10 minutes of cloak, whichever expires first.
  • Charges are ship-limited by class: Scouts carry 3, Merchants carry 2, and Interceptors carry 1.

Chokepoint Counterplay

  • While cloaked, your ship can pass through hostile mines, Q-cannons, and fighter patrols without triggering the normal entry-defense sequence.
  • Sector defenses get a detection roll when you enter; if they detect you, the cloak breaks immediately and the standard defense sequence resumes.
  • Detection chance scales with the density of deployed defenses in the sector.

Limitations

  • Cloak breaks on exposed actions: combat, trading, using StarDock services, deploying fighters or mines, and planet management all cancel the cloak before the action resolves.
  • Cloak is transit-only; it does not destroy, suppress, or damage defender assets.
  • You cannot activate another charge while already cloaked.

What this means for play

  • Fortified chokepoints are no longer guaranteed death for solo pilots, but they remain risky because detection is probabilistic.
  • Scouts gain the most from cloaking due to higher capacity and synergy with their exploration role.
  • Defenders still retain full ownership of their mines, fighters, and Q-cannons; cloaked trespassers are just harder to catch.