My idea for stealth system: When a ship is cloaked, its reactors are paused, so reactors stop generating energy into its internal capacitors.
This puts an interesting design constraint to stealth ships, as the player has to consider how long they want the ship to operate when cloaked, and designing a cloaked ship is vastly different from designing a normal ship.
Faster movement vs longer cloak duration? There will be interesting tradeoffs.
If stealth is designed this way, the stealth module themselves could use only a tiny amount of energy, or simply no energy at all. I suggest it should use a tiny but nonzero amount of energy, so it's not completely immune to emp, and cloaked wreckages will eventually decloak.
However, I think current capacitors may be too weak for these cloaks to run properly, we need better capacitors.
One idea is to add a chemical battery. Chemical batteries have an additional chemical energy storage. When its normal energy is not full, it recharges the storage, like a normal reactor, but it consumes energy from its chemical energy storage. When there is surplus energy, it recharges its energy storage from reactors.
This could be easy to implement, just have its energy recharge task default priority 1, and it will behave mostly fine. There is still risk of having chemical batteries recharging each other, but this can be solved by crew assignments.
Another idea is https://discord.com/channels/314103695568666625/1237789479251480636. The main problem with this is extreme coding difficulty to implement.
For mods: Some mods have replacement for reactors, like SirCampalot's hyperium powered things. There should be a modding interface, so modders can tell their components to also be affected by cloaking.
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