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.
