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Ability to decloak ships?

Author
Tachibane Kanade
The Scope
Gallente Federation
#1 - 2013-07-10 12:34:12 UTC  |  Edited by: Tachibane Kanade
Hello,

I am very new to this game, and I hope my suggestion wouldn't hurt alot of player feelings or anything. But its my own opinion as a new player. But I think the current cloaking design in EVE-Online is very flawned and unfair and I think it should be changed to make it more 'fair' and exciting for both sides.


Right now, as can be demonstrated by Mad Ani's stream... And after reading many topics about cloaking and ability to decloak in general. I think its generally accepted by all EVE Players that its almost impossible to decloak a ship if the cloaked player knows what he is doing. I think this is really stupid, why can't players chase out a cloaky ship in their system who is just idling or AFKing?


I suggest adding a ship-module that has the ability to scan down cloaky ships, and when successfully scanned down the ability to shutdown their cloaking device while being 'locked' down. The decloaked ship should go somewhere else to avoid getting blown up.
After warping off he should be able to cloak again, and the tracking should be started over again in order to decloak them.
My point is that players should be able to chase out cloaky intel ships with special anti-cloaking devices.

This would put cloaky ships on the edge, like it should when you are in enemy territory. And at the same time, it gives the players/alliances the ability to chase out their spies who are camping their systems.


I am really interested hearing your veteran, and other new player opinions regarding this matter?
Isn't the current cloaking not extremely flawned?
Regards

*EDIT1*

It seems that according to feedback posted below, the ability to decloak using ship-modules would be the same as forcing a player to undock. I don't really understand this, but whatever I came up with a different idea that might be more practical then.

Instead of a ship-module, Player owned stations should have the ability to buy a POS-Module to decloak systems in their respective system? Again, it should not be that easy and take time and to keep it fair the POS-Module should also be 'manned' in order for it to be active. This way, it doesn't affect high and lowsec systems as they are not player controlled stations (Or, if im wrong there, then make it so you can only place these POS-Modules in nullsec space, either way it should only be effective in nullsec space).

Again, my suggestion in general would be that finding a way to address this 'intel camping' in nullsec space while alliances are nearly helpless to do something about it should be addressed. I think its wrong, if you share this opinion or oppose it. I like to hear your thoughts on the matter how to improve this part of the game, without ofcourse damaging other aspects of the game that are outside this scope.
Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#2 - 2013-07-10 12:43:15 UTC
IBTF

You're gonna get flamed on this one. Do a search and see all the other threads about this topci.
Tachibane Kanade
The Scope
Gallente Federation
#3 - 2013-07-10 12:47:57 UTC
I don't particularly mind being flamed by internet warriors. But I rather like to read from those who don't like the idea as to why they dont like it. I am not claiming that I know much about the game, because I don't.

But I just don't understand why people are not able to do anything about cloaky ships in their system (as long as the pilot isnt stupid). Gathering intel should be possible, im not saying it should be easy to scan down cloaky ships or anything but the general idea that alliances/corps whatever are almost completely helpless removing cloaky ships from their system.

Argoist Zxim
Terraprobe Dynamics
#4 - 2013-07-10 12:48:58 UTC
As had been said before: If you want the ability to uncloak ships with a module, pvpers get one for forcing you to undock from station.

Because they amount to the same thing.
Mr Doctor
Therapy.
The Initiative.
#5 - 2013-07-10 12:52:56 UTC
Cloaking is fine. Its not OP at all, nor is it next to impossible to kill a cloaky.
Tachibane Kanade
The Scope
Gallente Federation
#6 - 2013-07-10 13:03:19 UTC  |  Edited by: Tachibane Kanade
Mr Doctor wrote:
Cloaking is fine. Its not OP at all, nor is it next to impossible to kill a cloaky.


Could you explain? I have read topics how to decloak ships. But in thos every topics they said its very hard to succesfully do this and you generally only have a chance to do this when a ship is entering a system.

Once you miss that chance and the ship is cloaked, it then becomes nearly impossible to catch one because 'something' needs to be within 2500 meters of the cloaked ship in order to decloak it. And technically, a cloaked intel ship could just be 650 KM off-grid and AFK all day long with incredible little chance of ever getting decloaked am I wrong?



If there is a module to decloak a ship, for example scanning it down could take up to 5 minutes to complete (just entering random number for sake of argument) that should already be enough for people to try and drive out a intel ship from their system.
Currently, they can't do much about it, which is stupid...


Maybe the idea of a ship-module is wrong then, maybe it should be a additional option on a POS? Then this shouldnt affect low-sec / highsec but only nullsec where the stations are owned by players, not NPC Corps.

Again, I am sorry if my idea's should stupid, I am also completely fine with not changing the current mechanics. I just personally find it weird how it currently works.
suid0
Pandemic Horde Inc.
Pandemic Horde
#7 - 2013-07-10 13:26:16 UTC  |  Edited by: suid0
Tachibane Kanade wrote:
Mr Doctor wrote:
Cloaking is fine. Its not OP at all, nor is it next to impossible to kill a cloaky.


Could you explain? I have read topics how to decloak ships. But in thos every topics they said its very hard to succesfully do this and you generally only have a chance to do this when a ship is entering a system.

Once you miss that chance and the ship is cloaked, it then becomes nearly impossible to catch one because 'something' needs to be within 2500 meters of the cloaked ship in order to decloak it. And technically, a cloaked intel ship could just be 650 KM off-grid and AFK all day long with incredible little chance of ever getting decloaked am I wrong?



If there is a module to decloak a ship, for example scanning it down could take up to 5 minutes to complete (just entering random number for sake of argument) that should already be enough for people to try and drive out a intel ship from their system.
Currently, they can't do much about it, which is stupid...


Maybe the idea of a ship-module is wrong then, maybe it should be a additional option on a POS? Then this shouldnt affect low-sec / highsec but only nullsec where the stations are owned by players, not NPC Corps.

Again, I am sorry if my idea's should stupid, I am also completely fine with not changing the current mechanics. I just personally find it weird how it currently works.


The reason these ideas are bad is because they allow you to find and decloak cloaked ships, which technically you shouldn't even know are there. You only know because the local chat tells you. Now you are wanting a risk free way to decloak and find any ship in system, without really putting anything on the line for this largly overpowered ability.

If this were to happen I think you were on the right track to begin with, it should be a ship module not POS. Because it'd just be dumped on a tower where a player doesn't have to defend it and abused to clean systems of cloakies. Instead... Make it a hi-slot module that can only be fitted to a super/titan, has a 5 minute timer like triage/siege mods and renders the ship immobile while active. Then you can hunt your decloaked ships.

tl;dr; cloaking is fine

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Tachibane Kanade
The Scope
Gallente Federation
#8 - 2013-07-10 13:34:42 UTC  |  Edited by: Tachibane Kanade
Actually, I can't really find a solid counter response to:

"The reason these ideas are bad is because they allow you to find and decloak cloaked ships, which technically you shouldn't even know are there. You only know because the local chat tells you"


Haha, your absolutely right, it makes sense when you say it though. May sound stupid but I completely missed the point that people generally know there is a cloaky in the system because you see him in the chat, but not the overview. And I agree that based on what you see in chat window, you shouldn't be able to 'know' about a cloaky in your system and only then start scanning your system.

So, I guess I have no other option to withdraw my suggestion, thanks for pointing it out :)
Arya Regnar
Darwins Right Hand
#9 - 2013-07-10 13:36:24 UTC
Stop trying to make nullsec safe carebear.
Go to highsec if it bothers you.

EvE-Mail me if you need anything.

Tachibane Kanade
The Scope
Gallente Federation
#10 - 2013-07-10 13:42:47 UTC
Arya Regnar wrote:
Stop trying to make nullsec safe carebear.
Go to highsec if it bothers you.


Did you actually read the thread or you simply misunderstand? Which one is it because you absolutely not making sense.
Current mechanics allow for carebearing in nullsec while cloaked, while my whole suggestion is to find a way to change that and give corps/alliances some tools to get rid of these cloaky ships in their space.

Just leave the thread if you can't contribute properly, there is no need for you in this thread.
Also, I am flying in highsec space as I am still new to the game. My suggestion came to mind after repeatedly watching Mad Ani's stream and the inability for alliances to be able to do anything against it.
suid0
Pandemic Horde Inc.
Pandemic Horde
#11 - 2013-07-10 13:47:19 UTC
Tachibane Kanade wrote:
Actually, I can't really find a solid counter response to:

"The reason these ideas are bad is because they allow you to find and decloak cloaked ships, which technically you shouldn't even know are there. You only know because the local chat tells you"


Haha, your absolutely right, it makes sense when you say it though. I guess its fine then to carebear in a enemy system 24/7 cloaked and be 99.99% safe. It still doesn't sit well with me, but yeah, the only reason currently you know they are there is because of chat, which is equally bad.


hmmmmmmmmmmmm -__- sadface


Your best counter to an afk cloaky is to change systems (harder if you are a renter with limited systems to pick from)

If the cloaky follows (or another one shows up), they're not afk and might be hunting you.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Tachibane Kanade
The Scope
Gallente Federation
#12 - 2013-07-10 14:00:23 UTC  |  Edited by: Tachibane Kanade
suid0 wrote:
Tachibane Kanade wrote:
Actually, I can't really find a solid counter response to:

"The reason these ideas are bad is because they allow you to find and decloak cloaked ships, which technically you shouldn't even know are there. You only know because the local chat tells you"


Haha, your absolutely right, it makes sense when you say it though. I guess its fine then to carebear in a enemy system 24/7 cloaked and be 99.99% safe. It still doesn't sit well with me, but yeah, the only reason currently you know they are there is because of chat, which is equally bad.


hmmmmmmmmmmmm -__- sadface


Your best counter to an afk cloaky is to change systems (harder if you are a renter with limited systems to pick from)

If the cloaky follows (or another one shows up), they're not afk and might be hunting you.


Yes, but my reason for coming up with the idea in the first place is actually towards one specific type of players.
Those "intel" players who camp certain systems only to track down enemy movement. Like for example exactly what Mad Ani is doing for his stream.

He just sits in the system, nothing you do will bait him, because he ain't there to fight. He just watches the staging system.
This ability to just sit there and a alliance who owns that space is not able to anything against it is the only thing that I find a bit weird. Or maybe I just want to see Mad Ani's ship get tackled on the stream... haha I don't know :-)

However you have convinced me earlier, It's true that you only know about a cloaky in your system because you see it on local. That by itself is equally stupid. And above all, if all the big alliances in nullsec are ok with the current mechanics, it shouldnt have to be changed anyway. I just found it a bit strange.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#13 - 2013-07-10 14:04:26 UTC
Tachibane Kanade wrote:
Actually, I can't really find a solid counter response to:

"The reason these ideas are bad is because they allow you to find and decloak cloaked ships, which technically you shouldn't even know are there. You only know because the local chat tells you"


Haha, your absolutely right, it makes sense when you say it though. I guess its fine then to carebear in a enemy system 24/7 cloaked and be 99.99% safe. It still doesn't sit well with me, but yeah, the only reason currently you know they are there is because of chat, which is equally bad.


hmmmmmmmmmmmm -__- sadface

There is lore explanation to local chat: you know they are there because they came through stargate (which keeps track of all ships passing through). But that part of lore does not explain why ships that cyno in system or come from wormhole are also shown in local. Fix that and then you can add as many cloaky hunting modules as you want.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Sergeant Acht Scultz
School of Applied Knowledge
Caldari State
#14 - 2013-07-10 14:10:13 UTC  |  Edited by: Sergeant Acht Scultz
Tachibane Kanade wrote:
Hello



Hi there.

Could you care to explain why cloak is a problem?
Your first explanation or at least your point is not quite clear, specially based on streams so you said. Blink

To solve whatever problem, if there's one in the first place, you need to identify said mechanic problem first then figure if there are counters.
If there is no counter then yes it's OP, if there are counters to it then it's not a problem except for lazy players not willing to understand this is not a scripted game but a player made content one, thus those lazy players should start applying tactics or being creative/imaginative instead of moaning because something is not handed to them.

At this day and after hundreds of pages dozens of threads about this over the years no one yet has identified a single true problem that can't be solved with in game tools, thus cloak is not a problem.

removed inappropriate ASCII art signature - CCP Eterne

Tachibane Kanade
The Scope
Gallente Federation
#15 - 2013-07-10 14:16:25 UTC  |  Edited by: Tachibane Kanade
Sergeant Acht Scultz wrote:
Tachibane Kanade wrote:
Hello



Hi there.

Could you care to explain why cloak is a problem?
Your first explanation or at least your point is not quite clear, specially based on streams so you said. Blink

To solve whatever problem, if there's one in the first place, you need to identify said mechanic problem first then figure if there are counters.
If there is no counter then yes it's OP, if there are counters to it then it's not a problem except for lazy players not willing to understand this is not a scripted game but a player made content one, thus those lazy players should start applying tactics or being creative/imaginative instead of moaning because something is not handed to them.

At this day and after hundreds of pages dozens of threads about this over the years no one yet has identified a single true problem that can't be solved with in game tools, thus cloak is not a problem.


Hello,

The reason started after watching Mad Ani's stream. He is streaming the Fountain war (I am greatful to him for that). But, at the same time I started thinking about the whole cloaking mechanics because basically the alliance in that system is totally unable to do anything to try and flush him out of their system. They need to be in 2500 meter range to get him out of the system, but because the space is quite vast. He could just sit 600KM from the gate and idle there and the chance of any object coming close enough to him is nihil.

He can just spy all day long in that system without the slightest care of being discovered because people can't do anything against that. Because there are no modules or tools available to flush him out properly if he doesn't want to leave. And that is what I find 'strange' game mechanics, even for cloaky ships.
Mag's
Azn Empire
#16 - 2013-07-10 14:17:34 UTC  |  Edited by: Mag's
I see you took the time to search the forum and gather information before posting. But I digress.

What exactly is wrong with people idling or going AFK, whilst cloaked?

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

Tachibane Kanade
The Scope
Gallente Federation
#17 - 2013-07-10 14:21:22 UTC
Mag's wrote:
I see you took the time to search the forum and gather information before posting. But I digress.

What exactly is wrong with people idling or going AFK, whilst cloaked?


Honestly, there is nothing wrong being AFK or idling in a system. I just believe that there should also be mechanics in place for players to flush out cloaky ships in their system. I mean with all that advanced technology available in EVE there is nothing practical a alliance or corp can do to effectively flush a player out of a system.

Don't you find it strange? Well apparently most of you don't and I am completely fine with that. It just strikes me as weird :)
Mag's
Azn Empire
#18 - 2013-07-10 14:25:24 UTC
Why should you be able to flush them out and how can this be done without making null safer than it already is?

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

Sura Sadiva
Entropic Tactical Crew
#19 - 2013-07-10 14:30:17 UTC
Tachibane Kanade wrote:

This ability to just sit there and a alliance who owns that space is not able to anything against it is the only thing that I find a bit weird.


As well as in this scenario the "spy" can't do anything to hide his presence in the system, everyone get this information for free reading the local. This is why is balanced.
At least the "spy" had to fit a ship, pass gates and fly in hostile territory. People in local get free intelligence doing nothing and risking nothing.

Then it becomes a fight for intelligence have to be countered with intelligence tools: providing fake informations, doing the same to them and so on. There're plenty of "intelligence" tools used in EVE, and none of this has a counter based on activating a module or shooting. It's just a different game layer.

Also, alliances don't have to be able to totally clear the systems they claim against any external/neutral/hostile presence (as already is for a good 99%), this could be bad for the general gameplay.
Tachibane Kanade
The Scope
Gallente Federation
#20 - 2013-07-10 14:35:13 UTC  |  Edited by: Tachibane Kanade
Your right, as a person earlier pointed out... the whole chat system was something I missed first aswell. And that is also stupid. So your right, the way its now its balanced. My initial reasoning was a bit flawned.

And I am not going to suggest to remove local etc haha, so I guess its fine the way it is now. But, I do still believe that "not able to flush out a cloaky player in your system" is still a bit weird that you can't really do that. It feels to me that you should be able too :)
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