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What are the main reasons AFK cloaking exists and is disliked.

Author
Nikk Narrel
Moonlit Bonsai
#61 - 2013-04-11 14:13:53 UTC
DataRunner Attor wrote:
Sounds like null sec mate....Where the next system is a unlimited threat as that could be the staging system of a much bigger alliance ready to destroy you. But let me guess, you want to beable to shut down gates as well to keep people out to reduce that unlimited threat possibility?

From what I have seen of all complaints aimed at making changes to cloaked ships alone...

They all indicate a philosophy of wanting consensual PvP only.

If they are not in a ship looking for PvP, they want to be able to avoid it, and reliably with little effort too.
Since local caters to this perfectly, they want it kept, and made more effective too.

Me, I point to high sec.
Do a duel, or get a war dec between corps, that is about as consensual as EVE was ever intended to be.
LHA Tarawa
Pator Tech School
Minmatar Republic
#62 - 2013-04-11 18:19:02 UTC
Alyssa Haginen wrote:

2. Its bad for your hardcore bear. He can no longer feel safe like he lives in some sort of new eden nullsec suburbia.


Remove local, I'll never undock.

For the same reason I don't undock now when I've been war dec'ed, if local were removed, I'd simply never undock.

For the same reason I'm back in high sec, because I'd never undock when a cloaky was in system in null.



Honestly answer this:

How much activity is there in a null system when there is a single AFK cloaky hanging around?

Get rid of local, and that would be the activity level of null ALL THE TIME!




Bottom line is, most players are risk averse. Even if they PvP, they want to be sure they have a significant advantage before they will undock. Get rid of local, kill the game, just as AFK cloaky kills null activity levels and accounts for why so many industrialists live in high sec.


With AFK cloaking, you're never going to get null industrial activity anything close to high sec levels.

Without local, you lower activity in null to that of a null system with an AFK cloaky (i.e. NONE)



There is simply no game mechanic that will convert risk averse players into non-risk averse players.
Nikk Narrel
Moonlit Bonsai
#63 - 2013-04-11 18:25:11 UTC
LHA Tarawa wrote:
Remove local, I'll never undock.

For the same reason I don't undock now when I've been war dec'ed, if local were removed, I'd simply never undock.

For the same reason I'm back in high sec, because I'd never undock when a cloaky was in system in null.

You should go live in wormhole space.

Not because it is safer, or anything like that... no.
But you seem to be really worried about risk, and at least in WH space that would make more sense. Folks would agree with you.
Docking, on the other hand, kinda challenging, no outposts.

And they are all watching you inside the POS shields, flying in slow circles around the tower... like a giant goldfish in it's bowl being watched by a cloaked and hungry cat....

Twisted
LHA Tarawa
Pator Tech School
Minmatar Republic
#64 - 2013-04-11 18:28:20 UTC
Nikk Narrel wrote:
From what I have seen of all complaints aimed at making changes to cloaked ships alone...

They all indicate a philosophy of wanting consensual PvP only.

If they are not in a ship looking for PvP, they want to be able to avoid it, and reliably with little effort too.
Since local caters to this perfectly, they want it kept, and made more effective too.

Me, I point to high sec.
Do a duel, or get a war dec between corps, that is about as consensual as EVE was ever intended to be.



The game mechanics already give us the option of consensual PvP only. It is called, not pressing the undock unless you want to PvP.

An AFK cloaky doen't force null residents to accept non-consensual PvP. It simply causes them to not undock, or to warp to the POS and log out.



Then, because they get sick and tired of only being able to play for a small fraction of time when an AFK cloaky is not about, they move back to high sec where they don't have to deal with the stupidest game mechanic in all of EVE.

Remove local, and ALL low and null activity levels would drop to the level they are now when there is an afk clokay in system.


Then, the same people that are pro-AFK-cloak and pro-remove-local, whine that everyone is in high sec.... if only we'd nerf high sec to force people to low/null.

Hint, YOU CAN'T force me to low/null any more than you can force me to undock when I lived in null and there was an AFK cloaky in system, or any more than you can force me to undock during a war dec..

ANY attempt to force me to be an easier target will simply result in me doing less of the activity that would make me an easy target. Remove my ability to play without being an easy target, you simply cause me to stop playing.




You can't make me play, so you can't make me play in a non-risk averse way.

You can't make me undock, so you can't make me undock when I'm not relatively sure it is pretty safe to do so.


Random Majere
Rogue Fleet
#65 - 2013-04-11 19:07:00 UTC
Remove local,
Allow cloacking only in WHs

Problem solved (everyone wins!) Cool
Nikk Narrel
Moonlit Bonsai
#66 - 2013-04-11 19:30:44 UTC
Random Majere wrote:
Remove local,
Allow cloacking only in WHs

Problem solved (everyone wins!) Cool

I don't know if you are being serious, but that would be an overall improvement.

As a miner, I find local forces me to play a certain way, or suffer the consequences.
You either use it to avoid conflict, or it tells hunters you are present to be found. If the system has no POS or outpost, you can be found and killed.

It's more like playing battleship, not an advanced spaceship game. You know exactly how many targets there are, you just need to keep plugging away.
Dracvlad
Taishi Combine
Astral Alliance
#67 - 2013-04-11 21:08:34 UTC
LHA Tarawa wrote:
Nikk Narrel wrote:
From what I have seen of all complaints aimed at making changes to cloaked ships alone...

They all indicate a philosophy of wanting consensual PvP only.

If they are not in a ship looking for PvP, they want to be able to avoid it, and reliably with little effort too.
Since local caters to this perfectly, they want it kept, and made more effective too.

Me, I point to high sec.
Do a duel, or get a war dec between corps, that is about as consensual as EVE was ever intended to be.



The game mechanics already give us the option of consensual PvP only. It is called, not pressing the undock unless you want to PvP.

An AFK cloaky doen't force null residents to accept non-consensual PvP. It simply causes them to not undock, or to warp to the POS and log out.



Then, because they get sick and tired of only being able to play for a small fraction of time when an AFK cloaky is not about, they move back to high sec where they don't have to deal with the stupidest game mechanic in all of EVE.

Remove local, and ALL low and null activity levels would drop to the level they are now when there is an afk clokay in system.


Then, the same people that are pro-AFK-cloak and pro-remove-local, whine that everyone is in high sec.... if only we'd nerf high sec to force people to low/null.

Hint, YOU CAN'T force me to low/null any more than you can force me to undock when I lived in null and there was an AFK cloaky in system, or any more than you can force me to undock during a war dec..

ANY attempt to force me to be an easier target will simply result in me doing less of the activity that would make me an easy target. Remove my ability to play without being an easy target, you simply cause me to stop playing.




You can't make me play, so you can't make me play in a non-risk averse way.

You can't make me undock, so you can't make me undock when I'm not relatively sure it is pretty safe to do so.




I think you nailed it!!!!

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Jacid
Corvix.
#68 - 2013-04-11 21:40:29 UTC
I'm a pro remove local from null sec.. however i could agree to a local as an optional pos structure, similar to a jump bridge. It would make each jump into null sec something different. Maybe make it based off sov index. The miners could still keep their local if they wanted it and were willing to pay for it. People who didn't want local could hunt in the systems without it.. or disable to local generators if they were so inclined. Its win win in my book.
Mike Voidstar
Voidstar Free Flight Foundation
#69 - 2013-04-12 00:33:38 UTC
DataRunner Attor wrote:

it not paint huffing sarcasm. The unscannable fits still exist in the game, you can try to scan them down, but by the time you warp to them, they are off the grid. According that that def, these are 100% safe ships, and provide a unlimited threat to me, and in turn, I should still be able to catch them and destroy them by myself. Any ship inside a pos, provides a unlimited threat to me, I should beable to find ships inside posses, and kill them, which in turn pos shields shouldn't block me. Any pilot inside a station provides a unlimited threat to me, I'm not sure what he will undock with, thus, I should be allowed to eject you from your station and destroy you. A miner provides unlimited threat to me, I don't know if he a bait ship, fitted to buffer tank just long enough to cyno a counter fleet in......Don't you see your own fail logic here? Based on how you put it, any ship that is safe, be it inside a pos, a super safe spot, and is fitted just not to be found, and fitted to counter, all place a unlimited threat to me......

Sounds like null sec mate....Where the next system is a unlimited threat as that could be the staging system of a much bigger alliance ready to destroy you. But let me guess, you want to beable to shut down gates as well to keep people out to reduce that unlimited threat possibility?


You have missed the point of the danger. If I see 50 people in station, then I know that 50 people in subcapitol ships might undock and hunt me. If I find one cloaked ship in system, it might suddenly spawn 50 titans, or do nothing, or anything in between without warning, counter, or way to manage the the risk to match the potential rewards. If you take the cloaked cyno ships out of the picture, you can make an intellegent decision on the risk you take in undocking. With them, a single cloaked ship must logically be treated as exactly enough force to wipe you and your whole fleet off the map. Even your nearly unprobable ship that is gone when you get there MUST REMAIN ACTIVE to maintain that level of safety.

You also miss the point of the 100% safety factor cloaks grant to ships with that capability. It's not just that I can't hunt them on my own... I can't hunt them with 1000 of my buddies. They are completely immune to any effort I might bring to bear as an individual or alliance to catch them and nullify the infinite threat they represent.

I will grant that if you can lock down or at least maintain intel on every single system within jump range of a given system then the afk cloaker threat is managed back down to one ship, one pilot---and not even an especially dangerous ship. Seems alot of effort to mitigate one player in a ship that likely isn't even over 100K ISK with all the trimmings.

The rest of your ravings are just that... ravings and straw men. Fleets in neighboring systems can be looked for, POS can be found and looked at, stationed pilots are in single ships at a known spots. Anything other than a cloaked ship can be known and countered with sufficient effort.

Thus the problem with AFK cloaking isn't the AFK, or the Cloak. Its the infinite threat potential combined with the low cost and zero effort of maintaining that threat indefinitely.
Elvis Preslie
NRDS Securities
#70 - 2013-04-12 00:42:41 UTC  |  Edited by: Elvis Preslie
the only idea i have about this, spawned by the thread owner, is to make NULL security NOT show poeple in local EXCEPT to the people that are BLUE to the alliance owning sovereignty. This would be great and deserved - because you own sovereignty, you should have a SLIGHT advantage, only a slight, over adversaries to aide you in keeping the system! It seems we can no longer keep people from docking in our sovereignty, from the problems we're having, so why not balance it by adding this.

Not alowing anyone to show up in local to people that arent' blue to sov owner, unless the person talks in local, this is a balanced idea.

Also, for cloaked ships, KEEP THEM BUT they should be able to be scanned with probes BUT NOT allowed to warp to them but so close, making you have to use tactics to uncloak them and truely find them. Because of stealth bombers, the range would have to be 16km. People that KNOW they will come in 16km and are TRUELY Good at this game, they will be able to compute with math a trajectory to find the person. YOu could even use a fleet and pass drones back and forth. The possibilites are endless but NO cloaked ship should be simply handed to you by probes, allowed to warp straight in on them.

If they are afk, they wont move from that 16km distance; if not, they dont deserve to be uncloaked and you should have a harder time finding them, as they will most likely move around either increasing your chances of finding them OR decreasing them, if they know how to fly.

your tactics to find a cloaked ship,once you warped in 16km from it, could include YOU warping in with a cloaked ship or an entire cloaked fleet of sbs moving around trying to uncloak you.

You could try to make the target move in a direction toward one of your cloaked ships by putting drones out ALL AROUND. Use your imagination; what is a game to you if it doesnt challenge you........a waste of time.

THis is the ONLY true win win for EVERYONE. You can find afk cloakers and those who arent afk can't be found easily. People that own sov have more control since anyone can dock in your station, whether you like them or not.
DataRunner Attor
Doomheim
#71 - 2013-04-12 00:58:03 UTC
Mike Voidstar wrote:
snip to save room



Lets pick apart this. If one person is in a station, for I know, he will leave said station in a cyno fitted ship, he then can activate cyno, and /spawn/ many more ships ontop of you. Just cause they don't have a Cloak don't mean they don't have a Cyno, just cause they have a cloak don't mean they DO have a cyno. If you don't like cynos, then erect a Cynosural System Jammer. You now have taken cyno out of the equation. "But now my JFs can cyno in." Oh well, it all about choices my friend, your choices will change how the hostiles will siege your system.

Fleets in neighboring systems can be looked for, yes they can, they can also have Cyno ships station with them that will open up a cyno that can hot drop a much bigger fleet ontop of you, infact it happens all the time, it to get the other fleet comfortable with your attacking forces, and engage, you then open up a cyno to dump a large number of reinforcements ontop of you, I also see it happen all the time as well.

Also another thing you fail to take into note, is this, the inability to be found, does not equal 100% safety, things can happen, you can be found, you can make a simple error. The fleet you bridge in could be counter dropped.

Nullbears like you fail to take in the big picture of not just how cloak works, but also the shear amount of counters for them. I will name a few for you.

counter one: stay grouped up with like minded individual. If they can tolerate mining, then most likely they can also tolerate fitting a simple ship fitted to kill cloakers and guard you, as long as you share part of the profits.
counter two: Bait, and carry a cyno, if they attack and cyno in, you can in turn cyno in your own response feet.
counter three: Make yourself an unappetizing target. A fleet isn't going to hot drop in for a target that is worthless, and a cloaker won't even bother attacking if he think he will lose his ship.
counter four: fit all your indy systems with Cynosural System Jammer. That right away remove the effectivness of a cloaking hot dropper.

my god, look at all those counters that already exist...and you want more?

Quote:
Thus the problem with AFK cloaking isn't the AFK, or the Cloak. Its the infinite threat potential combined with the low cost and zero effort of maintaining that threat indefinitely.


All ships in the unknown provide a infinite threat potential, as until you engage into combat, and scan(normally a combination of the two) you don't know how a ship is fitted, an you don't know what kind of backup is supporting him.

The true problem falls here, and I shall quote.

Quote:

Cloaking and local is balanced, in fact, it the most balanced feature in this game.
People however don't like this balance as not only creates a stagnate of game play, but it at times interfere with their narrow minded way of playing.
So people wish to change this idea of cloak, and local, but the problem we run into with people is that people only wish to balance it in a way that most favor's them.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Trii Seo
Goonswarm Federation
#72 - 2013-04-12 01:38:39 UTC  |  Edited by: Trii Seo
Well the removal of local is a silly idea, and the argument "but wspace is just like null but has no local and it's good" is dumb aon its own.

Over time, local being used as an intel tool has become a 'flavor' of nullsec. It's not just the tool of a carebear - jump traffic is very dependant on the words "local blue". Many fights wouldn't happen if not for local. Scout jumps into a system, sees another gang in local, alerts his own gang - boom, fight, likely what both sides were looking for to begin with.

If local was to be removed, it'd have to be replaced with an actual, viable intel-gathering tool - other than dscan. Ideally one just like local - providing standings and total number but not ship types or location. Yes, that means "AFK" cloakers (truly AFK people are pretty harmless. Being AFK and all.) will remain but it's a small price to pay for having more fights.

Possibly this tool would be maintained by an alliance holding the region, as a benefit from sov, or a ship module someone in the fleet carries. Possibly there would be no local/intel in certain areas, increasing the risk of bearing it up in them (and offering a reward adequate to the risk.).

Seeing all the ideas on how to make the life of a cloaky even more difficult, I feel compelled to ask: what in return. Since he has to put a fair bit of effort (in addition to the effort of finding targets, assembling the fleet, actually catching anything.) into killing a carebear that can avoid being ganked just by looking into the local, how would you balance that?

You know, I heard of a certain place free of the stealth menace. It doesn't have hotdropping arazus/rapiers and those dangerous roaming gangs. An island of safety among the lawless space. It's called "hisec".

Edit:

Mike Voidstar wrote:

I will grant that if you can lock down or at least maintain intel on every single system within jump range of a given system then the afk cloaker threat is managed back down to one ship, one pilot---and not even an especially dangerous ship. Seems alot of effort to mitigate one player in a ship that likely isn't even over 100K ISK with all the trimmings.


A covert ops will set you back 20-30 mil and that's the baseline you want here. A bomber works well (50 mil) and pretty much THE tool for drop shenanigans is a force recon. 150-200 mil of something that will die to a decent combat ship. And you're likely to be going straight into the guns of a Vindicator or Mach in it, immobilizing yourself for thirty seconds.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Ruze
Next Stage Initiative
#73 - 2013-04-12 03:15:10 UTC
LHA Tarawa wrote:
Alyssa Haginen wrote:

2. Its bad for your hardcore bear. He can no longer feel safe like he lives in some sort of new eden nullsec suburbia.


Remove local, I'll never undock.

For the same reason I don't undock now when I've been war dec'ed, if local were removed, I'd simply never undock.

For the same reason I'm back in high sec, because I'd never undock when a cloaky was in system in null.



Honestly answer this:

How much activity is there in a null system when there is a single AFK cloaky hanging around?

Get rid of local, and that would be the activity level of null ALL THE TIME!




Bottom line is, most players are risk averse. Even if they PvP, they want to be sure they have a significant advantage before they will undock. Get rid of local, kill the game, just as AFK cloaky kills null activity levels and accounts for why so many industrialists live in high sec.


With AFK cloaking, you're never going to get null industrial activity anything close to high sec levels.

Without local, you lower activity in null to that of a null system with an AFK cloaky (i.e. NONE)



There is simply no game mechanic that will convert risk averse players into non-risk averse players.


You make good points here, though. The key points are that even players in nulsec, specifically the rank and file masses that populate most alliances, are risk averse and will do anything they can to keep from being attacked when they aren't prepared.

I still feel that local control, though, should be in the hands of the local owner of the substructure. Take it away from DED, and give it to the corporation that runs the system. If they want local, so be it. If they don't, so be it. And make it something that can be interrupted by an attacking playerbase.

I feel wholeheartedly that 99% of all corporations in nulsec would have a local substation in their system within a day of this change.

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Dracvlad
Taishi Combine
Astral Alliance
#74 - 2013-04-12 07:00:40 UTC
People say that removing local will remove AFK cloaky campers, this is demonstratively false, and this will explain why:

First of all lets look at the Eve Map Options


  • Average Pilots in Space Last 30 minutes
  • Cynosural Fields
  • Escape pods destroyed in last 24 hours
  • Escape Pods destroyed in last hour
  • Jumps in the last hour
  • Number of pilots currently docked and active
  • Pirate and Police ships destroyed in the last 24 hours
  • Ships destroyed in the last 24 hours
  • Ships destroyed in the last hour
  • Station Count


Without local the defenders will then do a quick head count, so they can actually work back how many are blues and how many are not, if everyone is awake of course and able to respond to a simple request of whether they are in system or not, which is not alway possible in most 0.0 alliances I have been in but who knowns some may up their game. So with a little bit of work the defenders can work out that they have someone in system and therefore the cloaky AFK camper will still be able to lock down a system by his very presence.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#75 - 2013-04-12 07:37:04 UTC  |  Edited by: Dracvlad
What will a defender do without local:

First hour or so will be spent trying to work out if the numbers reported on the map are blue or not, some alliances might become competent at this, but it might take anything from a couple of minutes to a couple of hours, and it is likely in that period that they will be safed up, not playing by the way.

If the defenders are numerous they will have scouts on gates, if very numerous will have scouts on key gates and will have people checking jumps around the region/constellation. Result, people spending less time playing and more flicking through maps.

Defender scouts have to be on the ball at gates, they have a short time to get the ship type and name of cloaked ships coming through and may miss some due to RL.

Ratters will have to get aligned as soon as possible and use ships that can work aligned, damn back to missile boats, yawn...

The Defender while checking his scouts on gates, checking maps and clicking D-scan every second will also be trying to PvE. To say this is impossible for a single person is an understatement, It’s pretty tough for a team of 5.

If you are in the Australian TZ you are screwed, because there are less people playing.

You need to have people spread around the system to D-scan to catch people logging in on D-scan.

What is the result of this, well it’s is too much effort to assess risk, so what will happen, well LHA Tarawa nailed it in his posts.

NB Even though people mine in groups the vast majority of players PvE solo, though doing CA's in small fleets is fun, people will not be able to just go and play, they will have to organise simple ratting, so at the end of all this it becomes too much effort and I predict that the majority of people will just head back to HS. Null Sec will have islands in which certain alliances will try to control their space, however as this will only be as a function of their ability to hold against others there will be a fight for resources, again many people will just head back to HS. Over time however when all the PvP players have got bored blue balling each other and either left the game or got into FW people would trickle back, but it would be few and far between.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#76 - 2013-04-12 07:41:15 UTC
How easy is it for a PvP pilot to locate an active ratter after Local is removed

First of all lets look at the Eve Map Options

- Average Pilots in Space Last 30 minutes
- Cynosural Fields
- Escape pods destroyed in last 24 hours
- Escape Pods destroyed in last hour
- Jumps in the last hour
- Number of pilots currently docked and active
- Pirate and Police ships destroyed in the last 24 hours
- Ships destroyed in the last 24 hours
- Ships destroyed in the last hour
- Station Count

And additional sauce is that Dotlan obviously takes the Pirate and Police Ships destroyed in the last 24 hours and calculates back the actual difference between the number reported in previous hours so producing the number killed in the last hour and puts it on a graph, that is what I use. Using these tools even a blithering idiot can locate space that is being used for ratting.

So form this we can point out the following:

- Do show as being in system
- Do show as active as they destroy ships

Result, even though space is big and empty, they can be pinned down with a minimum of effort and the required resources easily directed to kill them, there is no hiding for ratters in Eve.

In terms of miners, they will have a benefit as long as they do not kill rats or others decide to kill rats in that system.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Dracvlad
Taishi Combine
Astral Alliance
#77 - 2013-04-12 10:07:43 UTC  |  Edited by: Dracvlad
The only change I would propose is to make it so that if there has been no activity on that toon for 4 hours which should cover any reasonable AFK reason, the toon logs and that applies to stations too. There is no other change required, I did see some AFK cloakers using a bot, but hopefully CCP will pick up on that and ban them. No changes are required to cloaking.

In terms of the impossibility of catching people with local, if I was CCP I would look at the issue where you are reported in local around 2 seconds before you actually arrive and can do anything, is it possible to remove that. Then see how it develops.

Another thing CCP should do is open up a completely new region which is the same as 0.0 but without local and the intel detailed above and see how that develops, because people who think they can use WH space as an example are missing the most important thing that defines 0.0, force projection via cyno's.

Removed some attack guff

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Trii Seo
Goonswarm Federation
#78 - 2013-04-12 12:40:18 UTC
The biggest difference between w-space and 0.0 isn't actually cynos - it's system control. Stargates are static entities that cannot be destroyed, rerouted or otherwise interfered with, unless someone bubbles them to hell and force any intruder to slowboat while they warp out. W-spacers have a trick up their sleeve when it comes to system control - rolling statics as well as having a smaller pool of systems to work with to begin with (ergo, it's easier for them to monitor a single system without local).

Now it is worth pointing out that dotlan/ingame map stats are delayed, since they're both based on API pulls. They refresh every 30 minutes. I can already see people getting a count from the map (and hope it's the up to date pull), then requesting everyone from the alliance in the system to x up. People AFK in station too. It'll work really well in coalition staging points :)

Yes, people in EVE will always be risk-averse to some degree. Even in PvP engagements are born out of one side being confident that they can take their enemy out. Things then boil down to tactics, individual skills (as in actual skill and knowledge of mechanics) and sometimes a bit of luck.

Industry in nullsec is nonexistant not because of cloakies - it's mostly due to lack of slots and much needed lowends in null. I'd actually support making some sort of "local beacon" thing like Ruze suggests. Possibly local central station in some major sov system and cheap to replace local network beacons spreading away from it. The lower the sov indices of a system, the easier a beacon is to destroy - creating gaps in intel for gatecamps to settle in. It'd be a nice start on the path of making sov more meaningful.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Mike Voidstar
Voidstar Free Flight Foundation
#79 - 2013-04-12 12:53:51 UTC
DataRunner Attor wrote:



Lets pick apart this. If one person is in a station, for I know, he will leave said station in a cyno fitted ship, he then can activate cyno, and /spawn/ many more ships ontop of you. Just cause they don't have a Cloak don't mean they don't have a Cyno, just cause they have a cloak don't mean they DO have a cyno. If you don't like cynos, then erect a Cynosural System Jammer. You now have taken cyno out of the equation. "But now my JFs can cyno in." Oh well, it all about choices my friend, your choices will change how the hostiles will siege your system.

Fleets in neighboring systems can be looked for, yes they can, they can also have Cyno ships station with them that will open up a cyno that can hot drop a much bigger fleet ontop of you, infact it happens all the time, it to get the other fleet comfortable with your attacking forces, and engage, you then open up a cyno to dump a large number of reinforcements ontop of you, I also see it happen all the time as well.

Also another thing you fail to take into note, is this, the inability to be found, does not equal 100% safety, things can happen, you can be found, you can make a simple error. The fleet you bridge in could be counter dropped.


So my option is to play russian roulette and hope the guy loading all six chambers accidently miss one? Covops ships are only vunerable when they choose to be. That is 100% safety because all initiative is in the hands of the cloaker--- he simply does not leave himself vunerable when there is anyone around to exploit that.

It honestly does not matter if they have a cyno or not, because there is no way for you to know that. Logically any cloaked ship must be considered to be infinitely dangerous because there is no way to know and the potential exists in game.

It's nothing like ships in station or in POS... not only are you in their space, and thus initiative is yours, not theirs, but they are also in known locations that can be engaged and destroyed

DataRunner Attor wrote:
Nullbears like you fail to take in the big picture of not just how cloak works, but also the shear amount of counters for them. I will name a few for you.

counter one: stay grouped up with like minded individual. If they can tolerate mining, then most likely they can also tolerate fitting a simple ship fitted to kill cloakers and guard you, as long as you share part of the profits.
counter two: Bait, and carry a cyno, if they attack and cyno in, you can in turn cyno in your own response feet.
counter three: Make yourself an unappetizing target. A fleet isn't going to hot drop in for a target that is worthless, and a cloaker won't even bother attacking if he think he will lose his ship.
counter four: fit all your indy systems with Cynosural System Jammer. That right away remove the effectivness of a cloaking hot dropper.

my god, look at all those counters that already exist...and you want more?


I'm not a Nullbear. I don't go out there anymore because it's not worth the hassle. I don't like playing space pinata for mouth breathing baby eaters. When mission fits can be competitive to PvP fits, I may return. However, to your counters:

1) Cloaked Cyno logically is treated as sufficient force to destroy myself and my whole fleet. No matter how much I bring, Cloaked Cyno must be treated as more, and because it has 100% safety and initiative in engaging it should be considered suicide to perform operations with one in system unless all systems in jump range are monitored for enemy fleets. If the Cyno ship was vunerable to hunting, this would be a manageable risk, but the combination of cloak & cyno is not.

2) Bait only works on active players. If I am in a large alliance with a capital ship combat wing on tap, this is reasonable except for the lack of effort required for enemies to maintain that threat indefinitely.

3) This is stupid. I am expected to rely on the mercy and generosity of my enemies simply because I am a worthless target? Not only are there a disproportionate amount of players that kill you just to hear you scream about it, but flying such a worthless ship would be less fun in MY gameplay. Don't blame victims for the crimes of those who assault them... I don't want effortless ISK, just the ability to match my efforts to the risk involved.

4) As already discussed, If I can depley a Cynojammer, then I likely also have the Alliance sized combat fleet on tap. I already stated I have no problem dealing with AFK cloakers in systems with cynojammers.

The thread was about why the AFK cloakers are so hated. IMO it's because of the disproportionate risk they project while being 100% safe doing it. In areas where they can't do that, they are not a problem. If I happen to be in one of the big alliances, they are no problem. If I have the resources to maintain constant vigilance on every system in jump range, they are no problem. For anyone else, they are a real problem that scales from 0 to infinity with no counters.


DataRunner Attor wrote:
All ships in the unknown provide a infinite threat potential, as until you engage into combat, and scan(normally a combination of the two) you don't know how a ship is fitted, an you don't know what kind of backup is supporting him.


If you can find where it is and engage it the threat becomes manageable. He may hotdrop you, but you can manage that by going out in a cloaked scout yourself. If he can be engaged you can make the judgement on if you have sufficient forces on hand to do the job. If he does not have 100% of the initiative, then you have options other than hoping he decides not to kill you.

I'm not afraid of risk, I just want the ability to make semi-informed decisions about that risk.

Quote:
A covert ops will set you back 20-30 mil and that's the baseline you want here


My bad, I meant 100 million, not thousand.
Trii Seo
Goonswarm Federation
#80 - 2013-04-12 13:10:14 UTC
Mike Voidstar wrote:

1) Cloaked Cyno logically is treated as sufficient force to destroy myself and my whole fleet. No matter how much I bring, Cloaked Cyno must be treated as more, and because it has 100% safety and initiative in engaging it should be considered suicide to perform operations with one in system unless all systems in jump range are monitored for enemy fleets. If the Cyno ship was vunerable to hunting, this would be a manageable risk, but the combination of cloak & cyno is not.

2) Bait only works on active players. If I am in a large alliance with a capital ship combat wing on tap, this is reasonable except for the lack of effort required for enemies to maintain that threat indefinitely.

3) This is stupid. I am expected to rely on the mercy and generosity of my enemies simply because I am a worthless target? Not only are there a disproportionate amount of players that kill you just to hear you scream about it, but flying such a worthless ship would be less fun in MY gameplay. Don't blame victims for the crimes of those who assault them... I don't want effortless ISK, just the ability to match my efforts to the risk involved.

4) As already discussed, If I can depley a Cynojammer, then I likely also have the Alliance sized combat fleet on tap. I already stated I have no problem dealing with AFK cloakers in systems with cynojammers.


1. Cloaked Cyno must decloak to cyno. He probably also decloaks on grid. Many times a hotdrop failed to even start because the cyno ship was destroyed. Sometimes it even falls mid-drop, stranding the fleet and breaking it apart. That can turn a hotdrop into a slaughter. Also keep in mind good nullsec alliances keep tabs on hostile titan pilots and tend to know when drop is happening.

2. And the other alliance sure is capable of maintaining an on-standby fleet + titan/bombergang + blops. Baits are surprisingly effective, I admit it myself. Of course they tend to fail in a spectacular manner if executed poorly.

3. Yes. If you can't afford the guns to deal with your enemy, make yourself unseen.

4. Cynojammers don't block covert cynos, you can still be dropped. Also, the cloaky could be a solo.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph