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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Ed Bever
University of Caille
Gallente Federation
#2221 - 2015-05-28 09:19:21 UTC  |  Edited by: Ed Bever
What if cloaking where to disable d-scan, overview, local and grid? that only probes would remain availeble as a source of gathering intel? (Since probes expire)
Nikk Narrel
Moonlit Bonsai
#2222 - 2015-05-28 14:03:33 UTC
Mike Voidstar wrote:
A cloaked ship without a cyno is just a single ship. You can account for a single ship in your plans to rat, mine or whatever other PvE activity you choose. I agree that your choice may be that it's simply not worth the risk, which is no fun for anyone, but you can at the least make a decent tactical decision and need not scrap a whole op with several people hinging on the determination of if a guy is atk or about to drop half an alliance on your head.

Separate cloaks and cynos and you solve the largest part of the problem, assuming everything else stays as is.

Partially agree

I would qualify it with this:
Covert cloaks should not allow direct hot dropping options.
Either have a spool up, 60 seconds, or not allowed on grid with hostile due to field stability issues.
As the trade off for this, they should be freely allowed on cloaked ships, to the point where I would suggest they be even considered a part of the cloaking system of covert ships.
(No second slot, the cloaking device includes the covert cyno.)

And instead of depriving the cloaked ship, of non-covert type, access to the cyno, simply have a synergy penalty where either the cyno induces a 60 second spool up, OR allows the cloaked ship to be directly hunted.
Nikk Narrel
Moonlit Bonsai
#2223 - 2015-05-28 14:05:41 UTC
Ed Bever wrote:
What if cloaking where to disable d-scan, overview, local and grid? that only probes would remain availeble as a source of gathering intel? (Since probes expire)

MAYBE for normal cloaks.

Covops cloaks should have little to no direct PvP applications, so would be balanced for full intel capability in exchange.

(The bomber is now the spy plane, effectively)
Arkanciel
Poulets en batterie
#2224 - 2015-05-31 00:01:23 UTC
SHIPS CLOACK SHOULD CONSUME FUEL.


SO ....FUEL EMPTY.... DECLOACK
Electra Magnetic
The Scope
Gallente Federation
#2225 - 2015-06-01 22:36:17 UTC
The solution is really simple: When ships are cloaked they should have 0 capacitor recharge. couple that with a cycle timer and an activation cost and your job is done.
Teckos Pech
Hogyoku
Goonswarm Federation
#2226 - 2015-06-02 05:54:45 UTC
Arkanciel wrote:
SHIPS CLOACK SHOULD CONSUME FUEL.


SO ....FUEL EMPTY.... DECLOACK


And

Electra Magnetic wrote:
The solution is really simple: When ships are cloaked they should have 0 capacitor recharge. couple that with a cycle timer and an activation cost and your job is done.


The littany of bad ideas goes on and on.

As for fuel, no. Covert ops ships, generally speaking, have smallish cargo holds forcing people to take fuel not only nerfs the ships when cloaked, but also when uncloaked since it limits things like ammo, nanite paste, liquid ozone, and so forth.

It is a bad lazy idea.

As for cap, again these ships are not noted for their robust nature and now with this dopey suggestion when a ship decloaks for combat it is now gimped because it has lower cap levels limiting modules that can be activated.

Another bad lazy idea.

Two horrible ideas that have been proposed since the dawn of cloaks by the whiners who want have their cake and eat it too.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2227 - 2015-06-02 20:13:29 UTC
Teckos Pech wrote:
Arkanciel wrote:
SHIPS CLOACK SHOULD CONSUME FUEL.


SO ....FUEL EMPTY.... DECLOACK


And

Electra Magnetic wrote:
The solution is really simple: When ships are cloaked they should have 0 capacitor recharge. couple that with a cycle timer and an activation cost and your job is done.


The littany of bad ideas goes on and on.

As for fuel, no. Covert ops ships, generally speaking, have smallish cargo holds forcing people to take fuel not only nerfs the ships when cloaked, but also when uncloaked since it limits things like ammo, nanite paste, liquid ozone, and so forth.

It is a bad lazy idea.

As for cap, again these ships are not noted for their robust nature and now with this dopey suggestion when a ship decloaks for combat it is now gimped because it has lower cap levels limiting modules that can be activated.

Another bad lazy idea.

Two horrible ideas that have been proposed since the dawn of cloaks by the whiners who want have their cake and eat it too.



It's not that people want something unreasonable.

Cloaks turn a newbie ship into an invunerable, unknowable demon. They force PvE pilots to play Russian Roulette, or just not use the space at all. It might be balanced if activating a cloak started a minigame where every 5 seconds you failed to hit dscan increased a random chance your ship spontaneously explodes- the chance never drops to zero, and you don't get to know how high it is until after your pod is taking damage.

That is what a cloaked ship in system represents to a PvE pilot. It's not content. It's not fun. It's not a contest. There is no skill in 'preparing' for it. You just get to either not play in that system, or wait to explode with no other action you can do except mitigating the chances of it happening. You can drive the odds low, but you don't get to know where they stand in the first place.

It's not about flying in total safety. It's about being able to make intelligent and meaningful choices. The only choice a cloaked ship leaves you is fly under enemy guns in a defenseless ship, or don't. Intelligent people don't.
Nikk Narrel
Moonlit Bonsai
#2228 - 2015-06-02 20:33:05 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
...

Two horrible ideas that have been proposed since the dawn of cloaks by the whiners who want have their cake and eat it too.



It's not that people want something unreasonable.

Cloaks turn a newbie ship into an invunerable, unknowable demon. They force PvE pilots to play Russian Roulette, or just not use the space at all. It might be balanced if activating a cloak started a minigame where every 5 seconds you failed to hit dscan increased a random chance your ship spontaneously explodes- the chance never drops to zero, and you don't get to know how high it is until after your pod is taking damage.

That is what a cloaked ship in system represents to a PvE pilot. It's not content. It's not fun. It's not a contest. There is no skill in 'preparing' for it. You just get to either not play in that system, or wait to explode with no other action you can do except mitigating the chances of it happening. You can drive the odds low, but you don't get to know where they stand in the first place.

It's not about flying in total safety. It's about being able to make intelligent and meaningful choices. The only choice a cloaked ship leaves you is fly under enemy guns in a defenseless ship, or don't. Intelligent people don't.

Nerfing cloaks won't solve this issue.
All a cloak nerf would accomplish, is giving PvE a free pass against the closest thing to PvP risk, which has any meaningful direct impact on it.

Blob reinforcing the outpost or taking out that POS? The PvE pilot leaves for greener pastures.

A roam shows up? The PvE pilot knew about it from several systems away, and most roam pilots know perfectly well they won't encounter anything but careless or consensual opponents.
A roam has about as much of a surprise factor, as a high school marching band playing Sousa music while going down main street with parade floats.

Lack of enjoyable resolution, both for the cloaked pilot and the PvE player.
This is the issue. Not making it impractical for cloaks to show up, but making it practical for both sides to stay on the field, and play together by shooting each other's internet spaceships.

Convince both sides that they have a fighting chance at winning, and they will treat it just like a game they want to play against each other.
Hakaari Inkuran
State War Academy
Caldari State
#2229 - 2015-06-02 21:15:16 UTC
Obligatory "just remove local".

Null is too safe anyway.
Teckos Pech
Hogyoku
Goonswarm Federation
#2230 - 2015-06-02 22:05:00 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:


It's not that people want something unreasonable.




Yes they do. Nerfing even an active cloaking ships is just simple Bravo Sierra and the last two suggestions did precisely that.

Quote:
Cloaks turn a newbie ship into an invunerable, unknowable demon. They force PvE pilots to play Russian Roulette, or just not use the space at all. It might be balanced if activating a cloak started a minigame where every 5 seconds you failed to hit dscan increased a random chance your ship spontaneously explodes- the chance never drops to zero, and you don't get to know how high it is until after your pod is taking damage.


Oh, baloney. Here is what you do....

1. Form a standing fleet.
2. Get on comms.
3. If possible rat in ships with more of a PvP fit if possible.
4. If you do get tackled/attacked, speak up on comms so people can come help.
5. [Added via edit] Have some PvP ships close by so you can swap out and help those who are tackled.

Will this ensure you aren't going to have a problem? No.

Other things you can do, look at the person's kill board and gather information. What type of ship do they usually do their hunting in? Do the kill mails show other pilots who probably came in via a cyno (covert or otherwise)? When is this pilot typically active?

Again, it will not ensure complete safety, but so what?

Quote:
That is what a cloaked ship in system represents to a PvE pilot. It's not content. It's not fun. It's not a contest. There is no skill in 'preparing' for it. You just get to either not play in that system, or wait to explode with no other action you can do except mitigating the chances of it happening. You can drive the odds low, but you don't get to know where they stand in the first place.


No, AFK cloaking is not fun. But it is not fun because of local. This has been gone over again and again. Hopefully local will go when the OA is introduced or shortly thereafter and it will solve the AFK cloaking problem.

Quote:
It's not about flying in total safety. It's about being able to make intelligent and meaningful choices. The only choice a cloaked ship leaves you is fly under enemy guns in a defenseless ship, or don't. Intelligent people don't.


It is about flying with enhanced safety and reducing risk and doing so in a lazy way.

And yeah, I've ratted in a system with an AFK cloaker. A dude from VeGA when we were back in Cloud Ring...thing is he is German so when he was active I was not logged in, when I was, he was almost surely sound asleep....but still logged in while I was ratting happily away. So, your last sentence should be, "Lazy people don't."

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2231 - 2015-06-03 04:33:03 UTC
Quote:
Oh, baloney. Here is what you do....

1. Form a standing fleet.
2. Get on comms.
3. If possible rat in ships with more of a PvP fit if possible.
4. If you do get tackled/attacked, speak up on comms so people can come help.
5. [Added via edit] Have some PvP ships close by so you can swap out and help those who are tackled


Ignoring that all the above does absolutely nothing to allieviate the threat implied by that cloaked ship....

You don't find all all that to be excessive to deal with the presence of one ship? The active, continuous vigilance of not just the PvE pilot, but a fleet of PvP ships just waiting around in the hopes the cloaked will attack (he won't under those circumstances). Why should be be so safe he can sit there projecting his threat without fear of reprisal indefinitely despite an active fleet wishing to violence him?

Non consensual PvP should apply to everyone. If you can shoot defenseless miners, shuttles, and pods, ambush ratters engaged with a whole fleets of npcs,why in the heck should the cloaked be immune to all of that?

No one person should be able to passively tie up multiple players active play time. Cloaks need to be huntable. Stealth is fine, but there needs to be a reasonable counter for active players to deal with passive threats.
Nikk Narrel
Moonlit Bonsai
#2232 - 2015-06-03 13:17:19 UTC
Mike Voidstar wrote:
...

Non consensual PvP should apply to everyone. If you can shoot defenseless miners, shuttles, and pods, ambush ratters engaged with a whole fleets of npcs,why in the heck should the cloaked be immune to all of that?

...

With the exception of those players using acknowledged AFK protections.
Such protections clearly precluding direct access to ISK generating capability while active in their respective forms.

1. Logged off (clearly imperfect, as demonstrated by timers holding the ship online till they expire)

2. Sitting in a POS (effectively perfect, as the game will dump you out during the next down time, making it your choice if you should log into one on the day it's reinforcement timer expires)

3. Sitting in an outpost (It may change ownership, if player built, but they can't get rid of you without your cooperation)
(Docking permission, on the other hand, may involve not having an active timer, station depending, as well as standings)

4. Cloaked. (You must gamble on other players not getting in close enough proximity to decloak you, often requiring being off grid to likely travel areas in a system. Often the only practical option in hostile space, if timers become involved, or a need to obfuscate intel regarding whether you are online and active)

Diminishing the ability of a normal cloak to actively impact others play is just fine, but the ability to be AFK is the logical intent of this mechanic.
COVERT CLOAKS are the notable and clearly defined exception, to the expectation of being used strictly for AFK support. It is possible some degree of compromise could be needed here, but a nerf to direct combat capability is obviously preferred to making the stealth aspect less useful.
(These should be more challenging to use in direct PvP, I believe)
Anthar Thebess
#2233 - 2015-06-03 13:41:10 UTC
Omg just create a system upgrade that allow you to do few times a day decloaking pulse in a system.
Make it upkeep to cost around 30-40bil / month paid upfront.

Nice isk sink, and people have ability to decloak others.

Skyfighter90 Sunji
Science and Trade Institute
Caldari State
#2234 - 2015-06-03 17:56:53 UTC
So with the release of FozieSov we had a cloaky camper set up shop in our main system that we stage out of. He's logged on for about 15hrs a day. His killboardz show he's a hotdropper. Every few hours or so he logges off and on but cloaks at a safe before we can combat him down.

Now with the new sov mechanics because our indices are falling its placing our system security at risk. Eve to me is about risk vs reward. If we choose to use the system we risk our PVE ships so what does the camper risk? If they are actually at their computer, he sits on another character going about his business and every so often scopes the system looking for a target until he finds a fight he knows he'll win. Their is no risk for him except at the point when he chooses to decloaked. There is no way to force their hand.

Local is not the issue in this. If people don't want local go live in wormholes. Their needs to be a balance in being able to control the terms of engagement. Right now it's all on the person cloaked to decide when to fight or even put themself at any risk.

My suggestions are:

- Cloaks us fuel eg. Strong or isotopes But covert ops ships get a fuel bay
- cloaks cause cynos to have a cool down timer meaning a miner or ratter would have time to get a fleet together to help
- cloaks recieve heat damage when in use. The longer you use it the longer it takes to cool down. Use it too long and it burns out. This means cloaky campers have to be somewhat active and gives a window when they can me caught.

Para Novalight
Aliastra
Gallente Federation
#2235 - 2015-06-03 18:43:57 UTC
I do exploration as my primary activity, and covert ops is essential to my survival. I got popped at a gate with a bubble that was surrounded by jetcans. I realize I'm at fault here for not doing a better job scouting, but generally I warp to a bubble and decide if I can go through, or if I need to find an alternate route. Unfortunately, with the use of jetcan spam this is very difficult to do in some cases.

While there is a limit to the number of cans you can jettison over a given period of time, my concern is that this seemingly unintended counter to cloak can be used to completely negate this skill without any sacrifice by the players who choose to use it. To me, this presents a balance issue. Not only can anyone in the game counter the cloak, but there is no apparent ceiling to how many can be placed.

Just about everything in this game requires skill training, yet I know of no skill designed to counter cloak aside from trying to burn towards the area of the cloaky ship and try and uncover them with your own ship. Rather than allowing anyone who wishes to create a decloak minefield, why not put a skill in place designed to counter it?

My issue isn't that people can decloak me, as I realize there needs to be an element of risk in the game, even when being stealth. However, in the spirit of skill path decisions, it would make sense that if I had to sacrifice to be able to cloak, then my opponent should also have to sacrifice to counter my cloak. Instead, they are given a free counter through the use of jetcans and other objects, such as probes. Jetcans (and probably probes) should not decloak a ship. A new skill should be introduced designed to assist in decloaking stealth ships. This way, people are forced to make a skill path decision to obtain this, rather than having a free, spammable tool at their disposal. This would be much more balanced, while also removing unnecessary objects from space that cause strain on the servers.

TLDR: My suggestion, remove jetcan decloaking and put a skill in place designed to specifically do so. This will force players into making a skill path decision, which will improve game balance mechanics.

Thanks for reading.

Para
Nikk Narrel
Moonlit Bonsai
#2236 - 2015-06-03 18:56:18 UTC
Skyfighter90 Sunji wrote:
Charming back-story...

Now with the new sov mechanics because our indices are falling its placing our system security at risk. Eve to me is about risk vs reward. If we choose to use the system we risk our PVE ships so what does the camper risk? If they are actually at their computer, he sits on another character going about his business and every so often scopes the system looking for a target until he finds a fight he knows he'll win. Their is no risk for him except at the point when he chooses to decloaked. There is no way to force their hand.

Local is not the issue in this. If people don't want local go live in wormholes. Their needs to be a balance in being able to control the terms of engagement. Right now it's all on the person cloaked to decide when to fight or even put themself at any risk.


BUT, let's just rewrite a few lines, to point out how balance exists.
It exists to the point where resolution is off the table, it would seem.


Eve to me is about risk vs reward. If we choose to hunt in the system we risk our Cloaked ships, so what does the PvE player risk? If they are actually even online, they sit on another character going about his business and every so often scopes the system looking for a risk free opportunity until he finds every hostile has left. Their is no risk for him except at the point when he chooses to undock. There is no way to force their hand.

Local tells us when to stay under cover. If people don't want local, or several other major game aspects, they might want to go live in wormholes...

Then this part drops. The conclusion being reached that consensual interaction is perfectly fine as the only option of risk that sov PvE players need.
Their needs to be a balance in being able to control the terms of engagement. Right now it's all on the person cloaked to decide when to fight or even put themself at any risk.

Roll
Sure, let's not even mention how the cloaked menace has zero chance to catch a prepared and alert PvE player, and how they are quite clearly choosing when to fight, or even put themselves at risk.

It seems obvious they choose to NEVER fight, and while I understand the reasoning they use, I am disappointed in the solution I hear all too often.
Rather than make the encounter between cloaked and PvE ships desirable by both sides, just make the cloaked players unable to remain, so the PvE player can go back to PvP free grinding.

Examples, which at no point expose the PvE hulls to any risk:
Skyfighter90 Sunji wrote:
My suggestions are:

- Cloaks us fuel eg. Strong or isotopes But covert ops ships get a fuel bay
- cloaks cause cynos to have a cool down timer meaning a miner or ratter would have time to get a fleet together to help
- cloaks recieve heat damage when in use. The longer you use it the longer it takes to cool down. Use it too long and it burns out. This means cloaky campers have to be somewhat active and gives a window when they can me caught.

MechaJeb Kerman
MechaJeb Kerman's Thrasher Fund
Novus Ordo.
#2237 - 2015-06-03 18:59:20 UTC
Para Novalight wrote:
I do exploration as my primary activity, and covert ops is essential to my survival. I got popped at a gate with a bubble that was surrounded by jetcans. I realize I'm at fault here for not doing a better job scouting, but generally I warp to a bubble and decide if I can go through, or if I need to find an alternate route. Unfortunately, with the use of jetcan spam this is very difficult to do in some cases.


Hah, I was under the impression that dirty gates were illegal, but after some reading, it turns out that it's a valid mechanic. Who knew.

I'll crudely Photoshop an image of Helen Thomas onto a picture of your choosing for 30m. PM me.

SFM Hobb3s
Perkone
Caldari State
#2238 - 2015-06-03 19:28:14 UTC
I think cloaking is just fine.

But here's an idea: the mobile Cyno disruptor deployable. Give it an extra function: the ability to offline and retrieve/reuse it so long as you do so before its standard timer expires.
Para Novalight
Aliastra
Gallente Federation
#2239 - 2015-06-03 19:58:39 UTC
Has anyone suggested forcing a decloak after a certain period of inactivity? If no mouse or keyboard input is sent in x minutes, force decloak? I'm not reading 100 pages to see if this has been suggested, but this seems like a pretty simple solution.

I've never spent a lot of time AFK in a system and wasn't really aware that this was such a big issue. I always log off.

I'm more concerned about a balanced approach for decloaking people so we can stop the litter around the gates, but apparently this topic has been exhausted.
Teckos Pech
Hogyoku
Goonswarm Federation
#2240 - 2015-06-03 20:13:18 UTC
Mike Voidstar wrote:
Quote:
Oh, baloney. Here is what you do....

1. Form a standing fleet.
2. Get on comms.
3. If possible rat in ships with more of a PvP fit if possible.
4. If you do get tackled/attacked, speak up on comms so people can come help.
5. [Added via edit] Have some PvP ships close by so you can swap out and help those who are tackled


Ignoring that all the above does absolutely nothing to allieviate the threat implied by that cloaked ship....


Actually you are wrong. If the guy is in a cloaked ship and has no back up, the above will go a long ways towards negating the threat of the cloaked ship. If the guy does not have enough back up, then that too can go a long ways towards negating the effect of the cloaked ship.

Of course, you can't know this, but then that implies you dislike uncertainty (as opposed to risk, which can be managed, uncertainty is much harder for many people to deal with psychologically, see for example the Ellsberg paradox). Don't take this as an insult, the vast majority of people are this way. When presented with say a choice between a known risk and uncertainty...even when there is no reason to think the uncertain choice is worse, people will gravitate towards picking the known risk (and often when making such choices in sequence they make assumptions that should lead them to sometimes selecting the uncertain choice...which is the gist of the Ellsberg paradox).

However, from a game perspective I find the notion of uncertainty what makes the game interesting. If we removed all uncertainty we'd only have risk...and as I noted risk can be managed. And once risk is managed the game would become rather boring rather quickly.

Quote:
You don't find all all that to be excessive to deal with the presence of one ship? The active, continuous vigilance of not just the PvE pilot, but a fleet of PvP ships just waiting around in the hopes the cloaked will attack (he won't under those circumstances). Why should be be so safe he can sit there projecting his threat without fear of reprisal indefinitely despite an active fleet wishing to violence him?


Now you are talking out of both sides of your mouth. Here you are going on about 1 ship, but then you'll breathlessly tell us he might have a cyno and friends, even a fleet and OMG nothing can stop them!!!1!!!Eleven. And again, you are mis-stating what I wrote. I did not say that there has to be a PvP fleet on standby, but that there is a standing fleet that all ratters are in, even across different systems. When something Bad™ happens people in the standing fleet switch to PvP ships and ride to the rescue if they can.

Second, if he wont attack in the scenario you outlined he cannot project any threat. So even in your distorted scenario of what I wrote you are talking out of both sides of your mouth. Pick one side and try to be consistent.

Quote:
Non consensual PvP should apply to everyone. If you can shoot defenseless miners, shuttles, and pods, ambush ratters engaged with a whole fleets of npcs,why in the heck should the cloaked be immune to all of that?


First, if you are a defenseless miner that is by choice and it is also a bad choice. You can fit a tank, and you can carry a flight of drones. And if you fly a skiff or procuror then you can fit quite a bit of tank...probably enough for help to arrive even from a system or two away.

Second, while cloaked the cloaked ship presents no threat...only when decloaked does he present a threat and at which time he can also be engaged. If it is a recon or covert ops ship going after our skiff above, he might be in trouble too given the tank and drones.

Quote:
No one person should be able to passively tie up multiple players active play time. Cloaks need to be huntable. Stealth is fine, but there needs to be a reasonable counter for active players to deal with passive threats.


And that is the way things are going with the OA, but at the same time something needs to be done to make Local vulnerable as well. I'm hoping they'll remove local and let people get intel also via the OA and which will be vulnerable to attack/subversion.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online