The way sins cloak is coded yes the ships have to be invulnerable for them not to be targeted while cloaked. If anyone can code a better solution please feel free to do so, because this is the best we can do right now thanks to sins hardcoding. I have repeatedly said over, and over that the cloak is not going to be perfect. I guess some just like to watch me repeat myself every other reply :/
The current cloak is barely functional. It is timed, and it doesnt last very long. It has a bit of a cooldown time too. Last i know of it we are having an issue adapting it to more than 1 ship. Darkshimmer is working on this so i am not sure of the status right now. The code itself is beyond my comprehension. Its all greek to me. I am a modeler not a code monkey.
What matters is it does what we want it to do, and that is it makes the ship sorta dissapear (still working on the effect). You can move, and jump while cloaked. You cant shoot, and You cant be targeted while cloaked. This is more than we could have asked for a few months ago when the mod almost shut down because we couldnt make a cloak at all.
In order for it not to break the game we gave it a short time limit as to how long it can stay cloaked. I prefer using antimatter but Shimmer is the balancing guy and he has a plan. I am not sure how many ships will have cloak in 0.03. It depends on how well it is working. We may only have a couple ships using it as a test. Again its up to Shimmer.
BTW 0.03 will use Manshooters Volumetric Explosions mod. We have our own plans for how stuff blows up, but thats one of the last things we will work on after all the ships, structures, research, etc. etc. is in the mod.