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Cloak problem solved

Author
Maestra Bakayoro
Doomheim
#1 - 2013-04-08 12:38:57 UTC
And it's so easy.

Every module, well almost, has some kind of anti-module. Ecm has ECCM, TC's have TD's, etc etc.
Give cloaks a warpcore-kind of point system.

Example:


Cloak (depending on the Tech level): +2 points. (So like +1 point for prototype, +2 points for improved, +3 points for Cov Ops, etc)
Cloak Stabilisor (low slot): +1 point per Cloak Stab.

Anti-Cloak-Mod (Midslot of course, it's a tackle thingy) : -1 point per T1 module., Aoe like, like a smartbomb. No stupid ranges, maybe like 5 km for a T1, 7.5 km for a T2. This should naturally have a agression timer, there's always a drawback in eve.


This way cov ops ships are still cov ops, as long as they don't go 7.5km near a target. Black Ops is still black ops. And even cloaks are still good, becayse a single Anti-Cloak won't uncloak stuff like a Transport ship, which would have like +2 Cloak-Stabs in it's ship bonus. But it would catch those who exploit the mwd-cloak trick.


Keep in mind, this is a template for you guys to think of, give -constructive- feedback on, and improve and maybe even make this a reality to improve the gameplay and immersion of eve online, a game where everything, no matter what you do, is NOT safe.
Azrael Dinn
Imperial Mechanics
#2 - 2013-04-08 12:42:12 UTC
This:

https://forums.eveonline.com/default.aspx?g=posts&t=216699&find=unread

Plus I'll support anything that allows me to find cloaks even if means removing local or giving me penaties.

After centuries of debating and justifying... Break Cloaks tm

Maestra Bakayoro
Doomheim
#3 - 2013-04-08 12:49:00 UTC
It's not anti afk cloak, it's anti active cloak..

But thank you for your support.
Mag's
Azn Empire
#4 - 2013-04-08 12:57:11 UTC
Why is this needed and what problem are you trying to solve?

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

DataRunner Attor
Doomheim
#5 - 2013-04-08 13:24:19 UTC
The thing is, that cloak already has a counter, it called local. What gets people hating on these topics so much, is cause A, people don't fully search, and actually look at why anti-cloak threads as shot down. Is cause cloak is actually a counter to something else, that something else is called local. If you give the ability to hunt cloaks without removing the thing that it was design to counter, cloak will then become heavily underpowered, and that means null sec will become even safer!

“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.”

Nikk Narrel
Moonlit Bonsai
#6 - 2013-04-08 13:46:48 UTC
DataRunner Attor wrote:
The thing is, that cloak already has a counter, it called local. What gets people hating on these topics so much, is cause A, people don't fully search, and actually look at why anti-cloak threads as shot down. Is cause cloak is actually a counter to something else, that something else is called local. If you give the ability to hunt cloaks without removing the thing that it was design to counter, cloak will then become heavily underpowered, and that means null sec will become even safer!

This is correct.

Since local intel is not being addressed here, and the cloaking dynamic is the only functional counter to it's use, you empower local's intel when you diminish cloaking.

They need to both be addressed, or any change not matched will result in balance shifting.
Yusef Yeasef Yosef
Doomheim
#7 - 2013-04-08 13:48:56 UTC
There is no problem with the cloak, there is only a problem with the free intel wiget called "local."
Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2013-04-08 13:50:59 UTC
This feature already exists. Every ship has it fitted already, though it's range is only 2.5km, and it doesn't have a silly cloak strength system.
TheGunslinger42
All Web Investigations
#9 - 2013-04-08 13:53:25 UTC
Anti-cloak modules destroy wormhole space, destroy valid cov ops operations in k-space, are incredibly unbalanced (cloaks are already perfectly balanced), etc
whoyoulookingat
School of Applied Knowledge
Caldari State
#10 - 2013-04-08 13:58:31 UTC  |  Edited by: whoyoulookingat
If memory serves me, take a look through the item db (there used to be a few sites that you could browse all Mods / Ships / implants, etc. that CCP have designed).

There is a mid slot mod tucked away in there called an "Anti-Cloak Pulse" or something like that. The mod never went live but it's floating around in the database somewhere Cool

15km Range and would cause all Cloaked ships in it's range to de-cloak when activated.


I
Teckos Pech
Hogyoku
Goonswarm Federation
#11 - 2013-04-08 14:04:04 UTC  |  Edited by: Teckos Pech
Maestra Bakayoro wrote:
And it's so easy.

Every module, well almost, has some kind of anti-module. Ecm has ECCM, TC's have TD's, etc etc.
Give cloaks a warpcore-kind of point system.

Example:


Cloak (depending on the Tech level): +2 points. (So like +1 point for prototype, +2 points for improved, +3 points for Cov Ops, etc)
Cloak Stabilisor (low slot): +1 point per Cloak Stab.

Anti-Cloak-Mod (Midslot of course, it's a tackle thingy) : -1 point per T1 module., Aoe like, like a smartbomb. No stupid ranges, maybe like 5 km for a T1, 7.5 km for a T2. This should naturally have a agression timer, there's always a drawback in eve.


This way cov ops ships are still cov ops, as long as they don't go 7.5km near a target. Black Ops is still black ops. And even cloaks are still good, becayse a single Anti-Cloak won't uncloak stuff like a Transport ship, which would have like +2 Cloak-Stabs in it's ship bonus. But it would catch those who exploit the mwd-cloak trick.


Keep in mind, this is a template for you guys to think of, give -constructive- feedback on, and improve and maybe even make this a reality to improve the gameplay and immersion of eve online, a game where everything, no matter what you do, is NOT safe.


Cloaks already come with major penalties unlike ECM, TCs, TDs, etc. What is the drawback of putting an ECM on and ECM ship like the blackbird? Nothing, in fact that greatly enhances the ship. What benefits other than hiding does a cloak give? Nothing. What draw backs are there:

Depending on the cloak, seriously gimped movement.
Can't use guns, missiles, or any module at all.
Locking delay upon decloaking (in general).
RE-cloaking delay in case you are decloaked.

So no. No need to further nerf a module that is fine. It is not an "I win butan" because of the four items above. No fleet anywhere has ever won an engagement by all cloaking at the same time.

Oh, and low sec pirate alt detected. P

"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

Alvatore DiMarco
Capricious Endeavours Ltd
#12 - 2013-04-08 14:05:10 UTC
whoyoulookingat wrote:
If memory serves me, take a look through the item db (there used to be a few sites that you could browse all Mods / Ships / implants, etc. that CCP have designed).

There is a mid slot mod tucked away in there called an "Anti-Cloak Pulse" or something like that. The mod never went live but it's floating around in the database somewhere Cool

15km Range and would cause all Cloaked ships in it's range to de-cloak when activated.


I


It exists on CONCORD and dev ships, which I'm fairly sure was its intended purpose when designed.
Nikk Narrel
Moonlit Bonsai
#13 - 2013-04-08 14:06:12 UTC
whoyoulookingat wrote:
If memory serves me, take a look through the item db (there used to be a few sites that you could browse all Mods / Ships / implants, etc. that CCP have designed).

There is a mid slot mod tucked away in there called an "Anti-Cloak Pulse" or something like that. The mod never went live but it's floating around in the database somewhere Cool

15km Range and would cause all Cloaked ships in it's range to de-cloak when activated.I

Which means it was probably tested, internally or possibly for a brief time on the open test server.

It's absence beyond that aspect speaks volumes on how the tests went.
TheGunslinger42
All Web Investigations
#14 - 2013-04-08 14:56:56 UTC
Also, if you make it an area of effect module you effectively make it impossible to ever escape a gatecamp

good job, numbnuts
whoyoulookingat
School of Applied Knowledge
Caldari State
#15 - 2013-04-08 15:34:42 UTC
Nikk Narrel wrote:
Which means it was probably tested, internally or possibly for a brief time on the open test server.

It's absence beyond that aspect speaks volumes on how the tests went.


Never saw it live on the test server but as you said, probably tested internally & they made the wise decision to never release it.

Can you imagine the screams & tears if that ever went live LolLol