These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

I used to be an afk-cloaker like you, but then I took an afk-cloaker to the Vindicator.

Author
Nikk Narrel
Moonlit Bonsai
#21 - 2013-02-06 20:32:41 UTC
Sol Weinstein wrote:
Here's the deal:

If you enter a system with gates and/or stations, then you show up on local. Period. It is in the lore. If you are unhappy with this mechanic, then you have the Choice™ to go to systems that do not follow these rules. Those are called wormholes. I'm guessing that if you spend a day inside one, you'd be praying for local to display pilots. If I am incorrect in that, I'll see you in a wormhole! Or not... (see what I did there?)

I will now take this space below me to point out some of the Facts of EVE that have existed for almost 10 years:

1. Do not fly what you cannot afford to lose.
2. Stay aligned. Always.
3. Don't fly ships made of paper and sticks. Use a tank.
3a. PVE ships will probably stand no chance against PVP. Vice versa is also true. Recognize.
4. Risk vs Reward (RVR)
5. Choice™
6. Don't fly solo.
7. Use intel. If none is available (because you are in enemy lands) that is part of the RVR trade off.

Thank you.

This is the status quo.

While many aspects of it are "Happy-Happy-Joy-Joy", there are a few apparent compromises that were made along the way.

We have a growing contingent of pilots who have become so used to Local handing them intel, that they cannot see how AFK Cloaking™ is a valid counter for it's use.
"The sandbox" is a lovely slogan, until it points it's merciless barrel towards them.

Then it needs to be fixed, as clearly economic warfare in the form of a stalemate between opposing forces can't possibly be acceptable, right? They can't make ISK like that, darn it!

So they come here, and complain, about not winning. Completely ignoring the game never promised them anything except a chance to play. If they want to oppose the guy and see who can wait the longest, that is still a form of PvP.

If they don't like it, the balanced change requires mutual sacrifices.

If they don't like that, High sec space is on the map, start flying.
Sol Weinstein
Lunatic Warfare Federation
#22 - 2013-02-06 20:35:01 UTC
Jeran Dawnseer wrote:


1. Continue to make PvE more like PvP. When people need to fit their PvE ships like PvP ships to succeed, they are safer should they actually need to perform in an unexpected PvP encounter.

2. Limit the abilities of the covert ops cloak.

3. Place a reverse-delay on cloaked ships in local: specifically ships using an active covert ops cloak (normal cloaking devices are not an issue because ships need to decloak to warp, thus always appearing on direction scan before landing on a site). After a few minutes post-cloaking, the cloaked pilot should enter into a delayed mode where they only appear in local by typing. The effect should be retained after decloak for one minute, or until the player activates an active module. I honestly have absolutely no idea how feasible this portion is, I am only looking at this from a gameplay perspective.*

4. In counter to suggestion #3, ant anti-cloak mechanic of some sort should be added.


* - There are those who prefer to be visible in local


1. Always expect PVP in this game. Always. There is in fact very little true safety in this game. When you warp into low security systems the game issues a warning. The same goes for when jumping into 0.0. You get a warning. You may have turned it off. That was your Choice™. The warning is still there even if you told the game client to disable it.

1. Always expect PVP in this game.

1. Always expect PVP in this game.

2. There are built in limitations to the covert ops cloak built into the game. Your statement acts as if none exist.

3. Pilots appearing in local is controlled by gates and stations. Those people inside the gates and station are just doing their job. Why should they risk being fired because someone is using a cloak? This isn't the FBI wire tapping a criminal's house where they can only listen in for the first 2 minutes or unless something criminal is being discussed. Are you in a system with a station or a gate? Yes? Then you appear in local. There are systems that don't have stations or gates that were provided to you. I suggest you choose to use them.

4. There are many ways to deactivate a cloak (anti-cloak mechanics). Use them.

* - Exactly. Many pilots like to be in local. Those who don't use the systems provided to them. Follow their lead.

Jeran Dawnseer wrote:


As it stands, the mechanics don't favor players wanting to perform hostile covert operations, nor do they favor players interested in ratting in dangerous areas. They do allow players to interdict the resource generation of enemy groups, but at very limited investment, risk, and effort. What I want to see are sufficient options for counter-maneuvers, for all parties, to make meaningful interactions possible instead of the current boring standstills.


Players are given the tools to generate their own style of gameplay. I suggest you do the same. You have made it painfully obvious that you dislike people who are cloaked up. Go to those systems where it doesn't matter (as much). They are called wormholes and security systems ranging from 0.1 to 1.0.

Thank you.
Random Majere
Rogue Fleet
#23 - 2013-02-06 20:41:53 UTC
Nikk Narrel wrote:
Random Majere wrote:
Nikk Narrel wrote:
By not displaying cloaked vessels, cloaked pilots can no longer use local to hunt with, and local won't broadcast their presence.


I have a question for you Nikk. You seem to know a lot about how to hunt as a cloacky ship. Do cloacky hunters REALLY need local to hunt prey?

Need Local?

Only when the prey you are hunting is using it against you.
It simply does not balance to have one side able to detect and thereby respond to the other's presence with no effort.

If they choose to avoid you by docking up, or hiding in a shielded POS, local tells you whether they are still online, and that means they are in the system somewhere.
If you know any details on the target, you probably have an idea whether they are ratting or mining. D-scan the probable belts as well as the beacon items.

The biggest benefit it gives, is that a hunter knows the target is still there, somewhere.
Without local, you have uncertainty. Did they log off, or move to another system? A logical compromise to this doubt would be to stop looking after a period of time, and move on.

Local removes that doubt. You can't be fooled when it tells you for certain they have not left, but are trying to wait you out.


I to want to see local disapear. However, even with the small tweaks you are suggesting, simply removing local will give an awsome advantage to the hunter. Even the most paranoid of PVErs (who constently use dscan) would eventually get caught (unless he is within dscan range of the g8 where the hunter came through and lucky enough to have hit the dscan button when the hostile ship made the transition between g8 cloack and covert cloack).

I wonder if you are truly seeking balance with your above posts, or just trying to Over Power cloacky hunters...in a very machiavellian way. Smile
Sol Weinstein
Lunatic Warfare Federation
#24 - 2013-02-06 20:50:52 UTC  |  Edited by: Sol Weinstein
Random Majere wrote:

I to want to see local disapear.


Wormholes. Solved.

Thank you.

P.S. Using "machiavellian" and then abbreviating gate into "g8" in the same post is a bit of a fail, in my opinion.
Nikk Narrel
Moonlit Bonsai
#25 - 2013-02-06 21:00:15 UTC
Random Majere wrote:
I wonder if you are truly seeking balance with your above posts, or just trying to Over Power cloacky hunters...in a very machiavellian way. Smile

I had to LOL at this.

No, I can tell you quite honestly I play on both sides of this fence. I want to see PvE as well as cloaking demonstrate effort in exchange for reward.

I want to see the group who makes the most effort beat the group who falls short of that level of effort.

In order for this to happen, the effort must exist.
By denying miners and ratters the opportunity to make a better effort than their peers, they dumb down the game.
I can't mine and watch sensors more closely than my counterpart in a different alliance.
We are force fed intel on a level we can't improve on, so even if I am willing to work harder, I am not given a chance to.

Cloaked vessels? Big disappointment.
My first interest 7 years ago had been the manticore... a little frigate that could dare to threaten the big ships. Epic stuff, and since it was expensive and very skill intensive to do it right, I figured it must be worth it.
I mean, you don't train that hard, or spend that much ISK, and just end up with a fancy shuttle, right?

Oops.
Cloaked vessels were like a puzzle piece that did not actually fit completely in the game.

Sure, they can't locate you, but the moment you enter and exit a system they know. Your not the hidden terror, striking boldly at opponents from the shadows...
You're inconveniently interrupting their ratting and mining, and they wait for you to leave. Shut the door on your way out please.

So yeah, gameplay on both sides kinda blows, and the fix for both is to dump the DayCare monitor that Local has become.
The stalemate exists for that reason.
Nikk Narrel
Moonlit Bonsai
#26 - 2013-02-06 21:08:31 UTC
Sol Weinstein wrote:
Random Majere wrote:

I to want to see local disapear.


Wormholes. Solved.

Thank you.

P.S. Using "machiavellian" and then abbreviating gate into "g8" in the same post is a bit of a fail, in my opinion.

Sol, I gotta hand it to you, you are only a few steps off on this one.

I myself will fly immediately into the nearest wormhole, singing something from my son's TV programs most likely.

But, only on the following conditions:

Stable entry and exit points. Seriously, if I want to visit some place it helps that I can get back in, and the entry is there.

Outposts. Seriously, I want to throw my feet up on the couch, eat cheesey poofs, and flip through local market listings.

Oh, yeah, I want the Market too. My supply of exotic dancers must be maintained so I can properly represent. And they want me to buy the weirdest stuff to keep them happy.
(FYI: Happy exotic dancers = happy Nikk... Twisted )

And med clones. Seriously, the outpost should have this without asking, but it helps to specify these things.
Sol Weinstein
Lunatic Warfare Federation
#27 - 2013-02-07 17:04:18 UTC
Nikk Narrel wrote:
Sol Weinstein wrote:
Random Majere wrote:

I to want to see local disapear.


Wormholes. Solved.

Thank you.

P.S. Using "machiavellian" and then abbreviating gate into "g8" in the same post is a bit of a fail, in my opinion.

Sol, I gotta hand it to you, you are only a few steps off on this one.

I myself will fly immediately into the nearest wormhole, singing something from my son's TV programs most likely.

But, only on the following conditions:

Stable entry and exit points. Seriously, if I want to visit some place it helps that I can get back in, and the entry is there.

Outposts. Seriously, I want to throw my feet up on the couch, eat cheesey poofs, and flip through local market listings.

Oh, yeah, I want the Market too. My supply of exotic dancers must be maintained so I can properly represent. And they want me to buy the weirdest stuff to keep them happy.
(FYI: Happy exotic dancers = happy Nikk... Twisted )

And med clones. Seriously, the outpost should have this without asking, but it helps to specify these things.


I'm not saying it is a perfect solution. And I also believe that there should be some updates done to wormholes. But, for now, this is the solution to the "i want local to go away" type of players.

What I would have given for this when I first started the game.

Thank you.
Creedeth
New Eden Trailer Park
#28 - 2013-02-07 19:35:51 UTC
The problem is:
The cloaker can remain a threat in local without any risks involved, uncloaking only on its own advice.
Never in risk.

The locals must keep on their toes because it is impossible to say if a cloaker is next to you in a belt, ready to drop a cyno for a black-ops fleet. or completely Afk at a safespot while at work.


Its a balancing issue, the effect versus the investment.
There are no other ingame functions where the playingfield is so highly unbalanced.

So I suggest the following solution to cloaking, which is viable and does not change normal gameplay. It only prevents the Afk cloaking issue and nothing else.

Make Cloaking devices cause a small generation of heat, low enough to allow 30 minutes of cloaking, 1 hour with good skills and 2 hours with a covert ops cloaking device.

Now the cloaker can still go and be safe, however after enough cloaking items onboard start taking damage.
After a while, the cloaking device and other highslot items may break, unless you decloak and allow the Heatstatus to dissapate.

This means for a few minutes of cooldown, you can still harass people, BUT you cant leave the computer online while going to sleep or work, to harass people with no risk.

Sensible, simple and in line with game mechanics, if you go over the time. Use repair paste to fix the damage just like after overheating.
Mag's
Azn Empire
#29 - 2013-02-07 19:56:05 UTC  |  Edited by: Mag's
Creedeth wrote:
The problem is:
The cloaker can remain a threat in local without any risks involved, uncloaking only on its own advice.
Never in risk.

The locals must keep on their toes because it is impossible to say if a cloaker is next to you in a belt, ready to drop a cyno for a black-ops fleet. or completely Afk at a safespot while at work.


Its a balancing issue, the effect versus the investment.
There are no other ingame functions where the playingfield is so highly unbalanced.

So I suggest the following solution to cloaking, which is viable and does not change normal gameplay. It only prevents the Afk cloaking issue and nothing else.

Make Cloaking devices cause a small generation of heat, low enough to allow 30 minutes of cloaking, 1 hour with good skills and 2 hours with a covert ops cloaking device.

Now the cloaker can still go and be safe, however after enough cloaking items onboard start taking damage.
After a while, the cloaking device and other highslot items may break, unless you decloak and allow the Heatstatus to dissapate.

This means for a few minutes of cooldown, you can still harass people, BUT you cant leave the computer online while going to sleep or work, to harass people with no risk.

Sensible, simple and in line with game mechanics, if you go over the time. Use repair paste to fix the damage just like after overheating.

And yet you completely ignore the mechanic being used to interact, whilst AFK. How strange.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Nikk Narrel
Moonlit Bonsai
#30 - 2013-02-07 19:58:26 UTC
Creedeth wrote:
The problem is:
The cloaker can remain a threat in local without any risks involved, uncloaking only on its own advice.
Never in risk.

The locals must keep on their toes because it is impossible to say if a cloaker is next to you in a belt, ready to drop a cyno for a black-ops fleet. or completely Afk at a safespot while at work.

The problem is balanced.

The locals also experience no risk, as they are able to get safe as a result of local warning them well in advance of the cloaked vessel being able to intercept them.

As you described, the cloaker can drop the cloak, and cyno in additional forces.
The locals can also do this, with additional variations such as having them log in at a POS or outpost.

The resulting stalemate effect is called PvP. In this competitive contest, the two sides see who is willing to wait the longest.
Neither side is capable of mining or ratting without risking the other attacking.

So one side remains cloaked, while the other is cloaked / behind POS shields / docked at outpost.

Now, if you want to place an equal heat buildup on these aspects, the POS and outpost, that is different.
Creedeth
New Eden Trailer Park
#31 - 2013-02-07 20:22:18 UTC
Nikk Narrel wrote:
Creedeth wrote:
The problem is:
The cloaker can remain a threat in local without any risks involved, uncloaking only on its own advice.
Never in risk.

The locals must keep on their toes because it is impossible to say if a cloaker is next to you in a belt, ready to drop a cyno for a black-ops fleet. or completely Afk at a safespot while at work.

The problem is balanced.

The locals also experience no risk, as they are able to get safe as a result of local warning them well in advance of the cloaked vessel being able to intercept them.

As you described, the cloaker can drop the cloak, and cyno in additional forces.
The locals can also do this, with additional variations such as having them log in at a POS or outpost.

The resulting stalemate effect is called PvP. In this competitive contest, the two sides see who is willing to wait the longest.
Neither side is capable of mining or ratting without risking the other attacking.

So one side remains cloaked, while the other is cloaked / behind POS shields / docked at outpost.

Now, if you want to place an equal heat buildup on these aspects, the POS and outpost, that is different.

Somewhere you fail in this, because you can see who is docked, you can see who is undocking, you can scan who is at a POS or anywhere else in the universe.
You cannot determin if a cloaker is afk or searching for prey.

Thats the big difference, and it is something that has no counter.
The only counter is to setup a group that is ready to deploy into combat instantly, but this causes a forced activity to defend against the passive threat caused.

Do you notice the difference between passive and active here? The cloaker is always on the safe, passive side, while the defender is always in the unsafe, active side.

Thats why its unbalanced.
Xygatrix
Koukaku Kidoutai.
#32 - 2013-02-07 20:34:09 UTC
Try posting this again with a less awful title.
Nikk Narrel
Moonlit Bonsai
#33 - 2013-02-07 20:35:35 UTC
Creedeth wrote:
Nikk Narrel wrote:
The problem is balanced.

The locals also experience no risk, as they are able to get safe as a result of local warning them well in advance of the cloaked vessel being able to intercept them.

As you described, the cloaker can drop the cloak, and cyno in additional forces.
The locals can also do this, with additional variations such as having them log in at a POS or outpost.

The resulting stalemate effect is called PvP. In this competitive contest, the two sides see who is willing to wait the longest.
Neither side is capable of mining or ratting without risking the other attacking.

So one side remains cloaked, while the other is cloaked / behind POS shields / docked at outpost.

Now, if you want to place an equal heat buildup on these aspects, the POS and outpost, that is different.

Somewhere you fail in this, because you can see who is docked, you can see who is undocking, you can scan who is at a POS or anywhere else in the universe.
You cannot determin if a cloaker is afk or searching for prey.

Thats the big difference, and it is something that has no counter.
The only counter is to setup a group that is ready to deploy into combat instantly, but this causes a forced activity to defend against the passive threat caused.

Do you notice the difference between passive and active here? The cloaker is always on the safe, passive side, while the defender is always in the unsafe, active side.

Thats why its unbalanced.

This may be an attempt at humor, I can't be sure, but I'll answer anyway.

The defender has no obligation to use a cloaking vessel. Assuming they have sovereignty over the system, they are free to install a cyno jammer as well.
This limits the type of cyno possible to hot drop with, as everyone should already know.

The defender is able to use the biggest baddest ship in their fleet, and leisurely cruise the system.
They can bait the cyno, or simply overpower the potential threat it represents.

Mine in heavily tanked ships. Try to bait them out. Heck, it's like being a performer, and you have an audience to play for, don't waste this chance!

Stick a small fleet in the system, prove it's yours by showing how you got it!

So many options, all more than the defender can match, simply because you have the resources locally present.

And you say the defender is OP because they can hide from you?
And that perhaps summoning a fleet is too much effort, while claiming that is exactly the threat you must counter?

You DO realize, I hope, that PvP is competitive, as in who has more big bad spaceships, right?
Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#34 - 2013-02-07 20:45:14 UTC
PvE'ers are criticizing my ideas as too favorable for cloakers and cloakers are criticizing my ideas as too favorable for PvE'ers - I'll take this to mean that my ideas are pretty good - if in need of refinement.

Personal responses:

F3ARL3SSx - I included your idea in my original posts. I probably won't respond to any more suggestions that have already been made (or linked to) in the original posts, I'll try to document the discussion in the first post as it goes along so that we keep our ideas organized.

Hakan - Thank you. On the idea of optional local; I like the idea but it really needs it's limits, and whether or not (and how) this should be implemented depends on whether or not the standard state remains as it is or becomes delayed. The main problem I see with it is using the mechanic to give alliances more control with less effort over their sov space. I'll have to consider this idea a little more before being able to make a full response.

General responses:

1. It's possible to place two quotes into a single post by choosing "quote", copying the text from the page that comes up, and pasting that into your final post. Alternatively, there is a "quote" option when making a reply. I just suggest using these so as to limit the number of double-posts, they accelerate the rate at which these threads become hard to manage.

2. I don't really want to respond to straw-man fallacies. Beyond making it longer, mis-quoting and attacking the incorrect quotation does not add to the discussion. I also will try to save time by not repeating myself. For instance, I already addressed why I am suggesting these changes and how I justify suggesting these changes, therefore, while the feedback is valuable, I won't make any more specific responses to posts that suggest, without explanation, that I accept game mechanics as they are.

3. Capital cloaks. There is a serious problem with cloak scanners if they can easily detect capitals, because it breaks capital cloaking altogether. Capitals cloak primarily as a defensive technique, and even if using it offensively, are plenty balanced because they must decloak in order to initiate their painfully slow align and warp. Once in warp they warp slowly - there are more than enough ways to gain intel on the presence of a capital ship already. So, if a cloak scanner is added, make capitals immune to cloak scans.

4. Shutting down local entirely or turning it into delayed mode entirely is a big, big thing. Whether or not this breaks canon or fixes any problems we have is besides the point for the purpose of this thread. The issue here is that a change of this magnitude effects every k-space activity in the entire game, and that's a much larger and much different discussion than what I intended to bring up here.

5. If you agree with me that there are issues here, I think the issues should be solved as simply as possible. My goals are to re-work the current system in such a way as to make afk cloaking less "invincible" but just as viable, and to limit the passive defensive options for players running high-risk, high-reward PvE in null. I think solutions like adding heat to cloaks add absolutely no work for PvE players, nor do they effectively increase the ability to defend oneself from hostile cloaked players. This is a pretty one-sided nerf to cloaks that adds a minor annoyance instead of positively effecting gameplay. Besides, we have to remember that ANY change will effect our friends as much as our enemies.

6. A corp mate suggested removing the idea of a "beacon" on the cloak scan, so that while a cloak-scanning ship would need to be stationary and decloaked, it couldn't be warped to instantly. Thoughts?

Xygatrix wrote:
Try posting this again with a less awful title.


Do you not see what I did there?
Nikk Narrel
Moonlit Bonsai
#35 - 2013-02-07 20:55:12 UTC
If you want to see a thread on sensors, I offer this. It goes over in detail how a few refinements to existing game elements can produce something that many have found to be what they want to see.
https://forums.eveonline.com/default.aspx?g=posts&t=112964&find=unread
Unsuccessful At Everything
The Troll Bridge
#36 - 2013-02-07 20:57:32 UTC
I think we are all forgetting some facts:

1) Modules cannot be used while cloaked, whether it be propulsion, weapons, etc. There is no danger from a cloaked ship. When it uncloaks on the other hand...different story.

2) The term AFK stands for AWAY FROM KEYBOARD. While the true definition of this eludes many people, I tend to believe that it means that PEOPLE ARE AWAY FROM THEIR KEYBOARDS, or in other words UNABLE TO EXECUTE COMMANDS RELATED TO GAMEPLAY.

Now if we combine these into what some may call AFK CLOAKING, we have a double useless ship that cannot use modules and has no one at the keyboard to make commands. This type of activity does not effect any 'actual' player at all.

Now for more facts. The ONLY 'people' truly effected by AFK CLOAKING are bots that rely on local to tell them when to POS up or logoff. If you are botting, you are bad and should feel bad, and we have no pity for you because your bots dont work because of the lone red/neut in your system who hasnt said a single word in 3 weeks.

Now if someone were to be cloaked, and happens to uncloak and lights a cyno causing your precious mining op to be OMGWTFBBQD...then that person was not AFK, and in fact had to UNCLOAK to use modules..hence that person is/was not an AFK CLOAKER.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Creedeth
New Eden Trailer Park
#37 - 2013-02-07 20:59:18 UTC
Nikk Narrel wrote:
...
This may be an attempt at humor, I can't be sure, but I'll answer anyway.

The defender has no obligation to use a cloaking vessel. Assuming they have sovereignty over the system, they are free to install a cyno jammer as well.
This limits the type of cyno possible to hot drop with, as everyone should already know.

The defender is able to use the biggest baddest ship in their fleet, and leisurely cruise the system.
They can bait the cyno, or simply overpower the potential threat it represents.

Mine in heavily tanked ships. Try to bait them out. Heck, it's like being a performer, and you have an audience to play for, don't waste this chance!

Stick a small fleet in the system, prove it's yours by showing how you got it!

So many options, all more than the defender can match, simply because you have the resources locally present.

And you say the defender is OP because they can hide from you?
And that perhaps summoning a fleet is too much effort, while claiming that is exactly the threat you must counter?

You DO realize, I hope, that PvP is competitive, as in who has more big bad spaceships, right?


I did not mean that defenders are forced to use cloaked vessels. Even a cyno-jammer, black-ops drops are possible.

I do not claim that the COMBAT situation is unbalanced, where defenders try to battle attackers, in different situations.

The unbalanced issue is that a pilot, or one million pilots for that matter, can enter your system. Cloak up. and there is no counter. They can remain there for 23 hours a day, and you are 100% unable to do anything to prevent them from remaining.

That is the unbalanced issue, there is no counter against cloaks.
Soon as the cloak is off, I have no problem with the tactic as such where someone tries to get a kill before assistance can arrive.

The only think that disrupting enemies should not be so easy and free of danger.
With the heat issue, all the person has to do is warp around for a couple of minutes to cool down the heat.
Then he can remain cloaked for a good while longer, but not a full downtime-dowtime afk disruption.

So, a cloaker is free to disrupt enemies, engage or not, the only requirement really is that the pilot in question does not remain inactive for to long as the cloaking device will burn out.

It would also give defenders a slight glimps of what ship the enemy has, bomber, cov-ops, black-ops recon, t3.
Currently this information is completely hidden due to how cloaking works.
Jeran Dawnseer
Federal Navy Academy
Gallente Federation
#38 - 2013-02-07 21:10:55 UTC
Unsuccessful At Everything wrote:
Musings on the term "AFK Cloak"


We understand the literal interpretation of the term. Over a long period of time on the forums, the term "AFK Cloaker" has become a convention that describes a player who is both AFK and cloaked most of the time, but unpredictably at-keyboard and very much not-cloaked. I don't think anyone is dumb enough to think that there is a literal threat from someone who is both cloaked and away from keyboard, just as there is absolutely no danger from falling off a cliff, only from landing.
Nikk Narrel
Moonlit Bonsai
#39 - 2013-02-07 21:13:43 UTC
Creedeth wrote:
The unbalanced issue is that a pilot, or one million pilots for that matter, can enter your system. Cloak up. and there is no counter. They can remain there for 23 hours a day, and you are 100% unable to do anything to prevent them from remaining.

That is the unbalanced issue, there is no counter against cloaks.

Wow.

Yes, I edited down your post to just the key point, I think you will agree.

I must say, your expectation that an enemy pilot should require some test to remain in your space, is surprising.

First of all, it is not your space. If you have sov, it is because you met the game requirements to be listed as the sov holders.
Beyond that, it is expected that it will be taken from you, by force, the moment someone brings in a group capable of overpowering whoever is defending.

If you lack the means to bar them from entering, it is not completely your space.

Might makes right, in this game. If you lack force of arms to enforce your will, you should be in high security space.

Local chat, in that it requires no effort and provides absolute intel, forces the bar down on all sides.
You benefit from it, as it warns you when others enter your systems.
You benefit from it, when you hunt ships across multiple systems. It keeps you from being uncertain which system they are in, and they cannot fool you into believing they left.
Do not doubt for a moment, this uncertainty element is central to any roam or hunting effort. Without absolute intel, you must guess where to look, and hope your sensors made a sweep at the right moment.
Ships can hide from you, without absolute intel.

Because of this absolute intel, any change that diminishes cloaking effectively trivializes it. You know they are present, so if they can be found you know.
30 minutes to overheat? 2 hours? They can't stick around, so you win, stalemate over.

If they find a work around, your idea was meaningless.
If they don't find one, you have unbalanced the game.
Annihilatus
State War Academy
Caldari State
#40 - 2013-02-07 21:25:10 UTC
i read the whole thing, just as an fyi

as a covert ops pilot, i find all of your suggestions redonculous, other than the one about removing a cloaked ship from local chat after a certain amount of time, because how do they know im there if i am cloaked?

the whole point of a cloak is to be un-detectablee.

as of right now, only local gives people a means to know you are there, and honestly its bullshit

and as to the ratters not feeling like they can rat in null because they dont want to lose their ship, then dont leave highsec, thats just stupid.

your post was well thought out and written, but you only had one valid point, and i stated it above, the rest, anything that is a means of finding a cloaked ship other than the current mechanic of bumping it from 2km, is garbage, and goes against what cloaking is.

if oyu dont like the fact that you cant safely rat anywhere but highsec, then go play some ****** mmo where they dont like pvp because people whine aobut getting their asses burned. ( not directed at you, but at every player who thinks thye should be able to be "safe" anywhere thats not docked in an npc station