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AFK Cloaker solution

Author
El Geo
Warcrows
#41 - 2012-04-30 12:39:48 UTC
Francisco Bizzaro wrote:
There's some good advice in post #4 of this thread for how to live with a cloaker in local. As long as you are actively flying and keeping aligned to a safe, you're in pretty good shape to avoid most of the trouble he can bring. For the case of the domi mentioned above, this is trivial. Problems do arise when you are multi-boxing 4 domis, in which case you may not get them all away in time. vOv. Whose fault is that?

Think of the poor cloaker. Whenever he shows up in a system, everyone scurries to the stations. They have 100% immunity there, and can wait him out for as long as they want. They might even go AFK! It's no wonder that the cloaker goes AFK himself.

So with the nerf to AFK cloaking, I propose a compensating buff. Ships that can fit a cov-ops cloak should also be able to fit a module which bumps ships out of station. This should save both parties a lot of boring waiting time and do away with AFK problems.


lol, i agree +1

i dont think theres anything wrong with afk cloaking, or cloaking in general, i just like the whole 'sub hunting' idea, and i wouldnt say make it easy either (insert long explanation of how i'd like to see it implemented like a destroyer/interdictor module that works like directional scan and sonar etc etc) yes yes i know, balance and buff, i still like blops in 0.5 or even 0.6 aswell as some form of local rework myself

i do lol at the folks who only want to make sov space more safe than it is, i expect they are the same people who say daft things like "learn to pvp and go to nullsec" but run and hide or only fight if they have
nahjustwarpin
SUPER DUPER SPACE TRUCKS
#42 - 2012-04-30 13:20:15 UTC
maybe make ships appear on dscan (as the actual ship or as 'cloaked ship' signature).

then you can set your dscan at say 60000 km and just spam it and warp out when needed.

you can't scan it, but you know that he is active or not
Nikk Narrel
Moonlit Bonsai
#43 - 2012-04-30 14:42:46 UTC
Preybird MKII, your research on this topic is horribly biased, and incomplete.

Cloaking has already been broken for some time. It is balanced, however.

Sound like a contradiction? Then you also assume balance implies functionality, which it does not.

Cloaking is broken by local reporting it, in an absolutely reliable manner. This is broken.

It is however, balanced by:

You absolutely cannot locate a cloaked vessel, unless they let you, or make a mistake. This is also broken.

Since both sides are countering each other, it is in balance.

Sadly, this leaves cloaking as a meta gaming tool. Many people enjoy this play, so to them there is no problem at all.

Please avoid suggesting solutions that leave the game imbalanced.
Buzzy Warstl
Quantum Flux Foundry
#44 - 2012-04-30 17:08:02 UTC
Kusum Fawn wrote:
I think that thats true, outside of sov space.

but in sov space there should be some controls that allow you to force people that are not actively fighting you out of your space, a triggerable pos module that uncloaks people after a time limit. a probe that can only be used in your own sov space, a ship that connects to the ihub, whatever the mechanic is, something ought to be there to secure sov space.

while, at the same time not breaking the cloaking mechanic for people who are active.


In sov space you can plant Cyno Disrupters so hotdrops are no longer an issue, which leaves the cloaker themselves who are an easily balanced threat.

What's the problem again?

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Simi Kusoni
HelloKittyFanclub
#45 - 2012-04-30 17:08:40 UTC
Buzzy Warstl wrote:
In sov space you can plant Cyno Disrupters so hotdrops are no longer an issue, which leaves the cloaker themselves who are an easily balanced threat.

What's the problem again?

Black ops hot drops work in cyno jammed systems.

Just sayin'

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Ganthrithor
School of Applied Knowledge
Caldari State
#46 - 2012-04-30 17:39:42 UTC
Kusum Fawn wrote:
in sov space there should be some controls that allow you to force people that are not actively fighting you out of your space


There is such a control: it's called flying decent ships decently and denying your opponents kills. If they can't gank anything, they will leave.
Buzzy Warstl
Quantum Flux Foundry
#47 - 2012-04-30 18:40:14 UTC
Simi Kusoni wrote:
Buzzy Warstl wrote:
In sov space you can plant Cyno Disrupters so hotdrops are no longer an issue, which leaves the cloaker themselves who are an easily balanced threat.

What's the problem again?

Black ops hot drops work in cyno jammed systems.

Just sayin'

Which is a deliberately placed feature.

I wonder what CCP was thinking when they put that in?

Possibly the same thing they were thinking when they decided that allowing people to be shot at in even 1.0 systems was a good idea.

i.e. no place can be allowed to be perfectly safe, and if you think you have someplace that is there should be a way for someone to come along and prove you wrong.

System cloakers aren't making anyone less safe, they are just *reminding* them that they aren't completely safe.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Nikk Narrel
Moonlit Bonsai
#48 - 2012-04-30 19:35:33 UTC
I am made to wonder, however, is it really balanced to have cloaked ships able to do more than use their own resources?

By that, I mean cyno hot droppers are totally blowing the curve for the cloaking pilots who wanted kills more directly. (IE: they made a nice SB, are ready to stalk out a system to hunt, but cannot get anyone to come out because of cyno fears)

Not many people point at the armaments on cloaked ships, and comment how they consider them dangerous beyond reason. Not anymore, at least, assuming that they used to.

Me, I want to hunt cloaked. I am not interested in cyno dropping anyone, but the chances of prey taking the risk I am not a cyno cloaker are not good.

While it amuses me to know I can strangle a system by just being in local, it gets dull.

I have a better chance of getting on a killmail with my logi.
Kute Hoor
Coronal Mass Ejection
#49 - 2012-04-30 23:26:11 UTC

Personally, I think the OP is a great idea.

F the be-grudgers!!!
Simi Kusoni
HelloKittyFanclub
#50 - 2012-05-01 02:32:12 UTC
Nikk Narrel wrote:
I am made to wonder, however, is it really balanced to have cloaked ships able to do more than use their own resources?

By that, I mean cyno hot droppers are totally blowing the curve for the cloaking pilots who wanted kills more directly. (IE: they made a nice SB, are ready to stalk out a system to hunt, but cannot get anyone to come out because of cyno fears)

Not many people point at the armaments on cloaked ships, and comment how they consider them dangerous beyond reason. Not anymore, at least, assuming that they used to.

Me, I want to hunt cloaked. I am not interested in cyno dropping anyone, but the chances of prey taking the risk I am not a cyno cloaker are not good.

While it amuses me to know I can strangle a system by just being in local, it gets dull.

I have a better chance of getting on a killmail with my logi.

I think the problem is that one of the most common ships used for anoms in null is carriers, and the only way you're going to kill it is:

a) Titan bridge a gang in.

b) Drop supers / Dreads.

c) Sit a massive roaming gang next door and hope the guy isn't watching intel.

Cynos are kind of a necessity, again because they're one of the only mechanics that allow us to devalue local chat intel.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Kusum Fawn
Perkone
Caldari State
#51 - 2012-05-01 07:52:32 UTC
Buncha replies-

Simi Kusoni - "Why"
Because I want sovereignty to mean something. make it important to get miners and mining groups, move industry out to null. Start by layering levels of control you can have on a system, give real borders to space. Borders that you can cross over and maraud rather then plant alts and hope for kills. I want Sov to be really useful upgrades for the sov owners. (and by certain extensions of game play ability, everyone else that is invading)

I want Local to be a sov upgrade. I want anti cloaking pulses that are an ihub upgrade or something useable in sov but not in other spaces. useable on cycles like towers (but not as short a cycle as a tower) I want ... it doesn't really matter the other things, this isnt the discussion for them.

I don't believe that you should be 100% safe in enemy territory for as long as you want to be, afk in space. Cloaked ships are the submarines of the past (and present) or the rebels/terrorists of urban warfare. we are always looking for ways to find them. it is hard work, and it often involves a lot of ordinance but something can usually be done. Why are so many people defending AFK activities?

Buzzy Warstl -
Buzzy warstl wrote:
Possibly the same thing they were thinking when they decided that allowing people to be shot at in even 1.0 systems was a good idea.
i.e. no place can be allowed to be perfectly safe, and if you think you have someplace that is there should be a way for someone to come along and prove you wrong.
System cloakers
aren't making anyone less safe, they are just *reminding* them that they aren't completely safe.

just sayin, cloaked ships are safe until they uncloak and then its usually on their terms.

" if you think you have someplace that is there should be a way for someone to come along and prove you wrong"
so uh something to decloak people who are afk, but not break cloak mechanics for people that are active?

Ganthrithor - "Be a better pilot and you got no troubles"
its saying basically , mining has no place in nullsec. we all know how well hulks stand up to getting shot at. all you really need is an off rat faction bomb type. or a recon gang eventually for when they finally ignore you and go back to what they were doing.

But i see a problem with "hope they get bored and leave" as the bulk of your answer.

Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.

Francisco Bizzaro
#52 - 2012-05-01 08:18:00 UTC
Kusum Fawn wrote:
Why are so many people defending AFK activities?

Giving that dead horse one extra kick: Nobody is defending "AFK activities". Because, by definition, they don't exist.

Quote:
Ganthrithor - "Be a better pilot and you got no troubles"
its saying basically , mining has no place in nullsec. we all know how well hulks stand up to getting shot at. all you really need is an off rat faction bomb type. or a recon gang eventually for when they finally ignore you and go back to what they were doing.

This is where it gets frustrating. There is good advice for flying a ship safely in the presence of hostiles in this very thread. But people refuse to read it or apply it, which is the only reason AFK cloaking is a "problem" which gets brought up over and over again.

Yeah, it's still somewhat risky. Yeah, flying safely might cut into your optimal profit margins. But you are flying in null because you wanted to be a tough guy and reap the tough guy rewards. To do that, you need to take the time to learn the game. Do that, and you'll be fine, no change of rules needed.
Simi Kusoni
HelloKittyFanclub
#53 - 2012-05-01 08:31:25 UTC
Kusum Fawn wrote:
Buncha replies-

Simi Kusoni - "Why"
Because I want sovereignty to mean something. make it important to get miners and mining groups, move industry out to null. Start by layering levels of control you can have on a system, give real borders to space. Borders that you can cross over and maraud rather then plant alts and hope for kills. I want Sov to be really useful upgrades for the sov owners. (and by certain extensions of game play ability, everyone else that is invading)

I want Local to be a sov upgrade. I want anti cloaking pulses that are an ihub upgrade or something useable in sov but not in other spaces. useable on cycles like towers (but not as short a cycle as a tower) I want ... it doesn't really matter the other things, this isnt the discussion for them.

I don't believe that you should be 100% safe in enemy territory for as long as you want to be, afk in space. Cloaked ships are the submarines of the past (and present) or the rebels/terrorists of urban warfare. we are always looking for ways to find them. it is hard work, and it often involves a lot of ordinance but something can usually be done. Why are so many people defending AFK activities?

Sov is already important, you can upgrade your systems so you can farm anoms/complexes without having to scout your way around gate camps and no one can dock in your stations, meaning your systems are usually mostly empty but for blues.

We are defending AFK cloaking because what you want is 100% safe sov space, with no cloaks, perfect local intel and an opportunity to dock up and hide whenever there is a threat.

AFK cloaking is the perfect strategy, but currently it is the only viable one. Sometimes you can catch inattentive idiots that wait long enough for you to get a bubbler in and then warp straight to station, or that don't even notice a new local, but it is pretty rare.

Kusum Fawn wrote:
just sayin, cloaked ships are safe until they uncloak and then its usually on their terms.

Yes but they're also not doing anything when cloaked. Want to fight them on your terms? Some of us use this weird tactic called "baiting", and yes, baiting can take some time. But then AFK cloaking takes ******* days, so you can hardly complain.

Kusum Fawn wrote:
its saying basically , mining has no place in nullsec. we all know how well hulks stand up to getting shot at. all you really need is an off rat faction bomb type. or a recon gang eventually for when they finally ignore you and go back to what they were doing.

But i see a problem with "hope they get bored and leave" as the bulk of your answer.

You could always... you know... tank your hulk...

Hell, stick a point and a cyno on it, or surround it with cloaked recons/bombers of your own. People will go away and stop AFK cloaking in your systems if they come to learn that every ship they see while they are in there is a bait ship.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Tchulen
Trumpets and Bookmarks
#54 - 2012-05-01 12:13:50 UTC
This subject has been much discussed. There are some truths surrounding this well talked about situation:

1) AFK cloakers can't hurt anyone.

2) Local has no bearing on AFK cloakers, only on those who chose to be scared of them.

3) Removal of local will help cloakers to gank people and will do nothing about AFK cloakers except make the aforementioned scared folks garner a false sense of security leading to forum whining about how removal of local was unfair.

4) A cloaky cyno ship isn't overpowered. It's a valid tactic for black ops fleets which are, in themselves, valid and not over powered.

A person who is NOT AFK but is cloaked in the system is a valid player and therefore not an issue. A person who IS AFK and is cloaked in the system isn't a problem because they're AFK. The issue is that you don't know which it is but you know there is a cloaky in system because there is someone in local that you can't find in d-scan. Stop whining about it. Try going and living in a WH where you have no idea how many cloakies are in system and where people regularly mine thinking that they've got it all covered when BAM, a force recon appears and toasts them.

All these people harping on (and I do mean harping on, it's always the same ones in the plethora of threads that reiterate the same old tired and completely meaningless arguments) about AFK cloaking and cloaking being overpowered are just whining because they're too unimaginative to foster alternative methods of mutual defence other than whining on the forums in order to try to "fix" a system that isn't broken.

Those who complain because one AFK cloaker can lock down a null sec sovereign system are looking for the solution in the wrong place. Stop looking at CCP to fix what your corp/alliance is too lazy or incompetent to fix itself.

There are those of us that live perfectly happily with the cloaking situation as it is because we use these simple approaches - "It's dangerous. Take all practical precautions. Have contingencies. Make allies. Don't fly anything you can't afford to lose."
James Amril-Kesh
Viziam
Amarr Empire
#55 - 2012-05-01 12:19:50 UTC
I think there should be this probe that your ship jettisons that can't move, but stays in position for two hours and projects a field around it that decloaks any ship for 2000 meters around. Additionally you could give it 27,500 m^3 of cargo space and be able to rename it, because why the hell not?

Enjoying the rain today? ;)

Tchulen
Trumpets and Bookmarks
#56 - 2012-05-01 12:57:38 UTC
James Amril-Kesh wrote:
I think there should be this probe that your ship jettisons that can't move, but stays in position for two hours and projects a field around it that decloaks any ship for 2000 meters around. Additionally you could give it 27,500 m^3 of cargo space and be able to rename it, because why the hell not?



This is an awesome idea!

I recon this should solve all the problems with cloaking. I wonder how much time it would take for CCP to develo........ Oh, I see.

Lol
Buzzy Warstl
Quantum Flux Foundry
#57 - 2012-05-01 13:36:54 UTC
Kusum Fawn wrote:

" if you think you have someplace that is there should be a way for someone to come along and prove you wrong"
so uh something to decloak people who are afk, but not break cloak mechanics for people that are active?

It's the only alternative to docking in a station in nullsec, it carries less reward, so it should carry similar risk.

Make it impossible to prevent people from docking in nullsec stations and cloaking can be nerfed.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Aphoxema G
Khushakor Clan
#58 - 2012-05-01 14:10:21 UTC
This is usually an issue of paranoia, "Oh God! There's someone in my room!".

A better, safer solution would be just to have idle people stop receiving updates in local participants and have them marked idle in the local (but not any other) chat list if they're in space.
Alice Katsuko
Perkone
Caldari State
#59 - 2012-05-02 01:27:39 UTC
I am not going to respond point by point. Some things I have already dealt with adequately. Others I am not going to deal with because they come down to disagreements over core game design principles. Arguing over those is a waste of time, because neither of us will change our minds. That is a downside of discussing things over the internet.

I will say, once again, that I consider cloaking when used actively to be a very good mechanic. There is nothing wrong with a stealth bomber hunting people in a system, or a cloaked cynabal ganking stupid haulers on a gate, or a black ops gang waiting for a covert cyno. The reason is simple: all of these involve player activity. AFK cloaking, however, allows a player to have virtually the same impact through pure inactivity.

A cloaked player poses the same level of subjective threat regardless of whether or not he is AFK. The objective threat he poses is irrelevant, because this is EVE, and only the subjective threat really matters as far as player behavior is concerned, much as in real life. This is why the argument that an AFK player clearly poses no threat is absurd: there is no way to tell whether or not a cloaked player is AFK, and every good EVE player will automatically assume that he is not AFK.

The most-often proposed counter to AFK cloaking: that players team up and guard fragile targets, is unworkable in practice. Bringing escorts is a great counter for active cloaked players. They can be baited, and they can be deterred. But deterring or baiting a mostly-AFK player who merely checks in once a week to gank some miner is impossible. And no EVE player is going to sit idly by for hours on end guarding a mining operation, even if he is paid extravagantly, in the hope of getting one kill. This is a game, and watching mining lasers cycle for several hours a day, each day of the week, is bloody boring.

Removing local is not going to transform nullsec into a magical wonderland of targets to gank. I go fairly regularly through wormhole space; it is all to often a lonely wasteland of abandoned towers and POSed up players. Some players enjoy that environment; and some do not. But the subjective risk of being ganked does not go away due to lack of infomation, which is perhaps why not many players live in wormholes.

Aligning out only works for active ships that enter system. Any competent cloaked ganker will get within point range before uncloaking. EVE PvE is sufficiently mind-numbiing that most players aren't going to be able to hit the warp button the very second a bomber or recon decloaks.

Anyways. Any good counter for AFK cloaking will have to allow players to determine whether or not a cloaked player is AFK, without nerfing cloaking in general. This is why I'm not convinced that adding a timer to cloaks will work very well in and of itself. It is liable to overly penalize active players, or else to be ineffective.
Alice Katsuko
Perkone
Caldari State
#60 - 2012-05-02 01:27:57 UTC  |  Edited by: Alice Katsuko
A proposed solution:

Create a new T2 destroyer class. Call it a "Seeker," or some fancier name. CCP has said that they want to create new destroyers, and a destroyer-type hull seems like a natural choice for something meant to counter frigate- and cruiser-sized ships -- it will be able to eat solo bombers, but will need support to deal with recons and especially with black ops. It should be able to eat stealth bombers.

Create a new probe launcher and probe type, which can only be fitted onto this new destroyer hull; call it a "Seeker Probe." Exclusivity will prevent ratting ships from using them, and maybe even create a mini-profession out of finding cloaked ships that sit in one spot for too long.

A Seeker Probe will be able to find only cloaked ships. it will not show uncloaked ships. It may be analogous to early SONAR, which submarines could counter by surfacing. Like all probes, they will show up on a properly set up D-Scan, so an active player will be able to spot efforts to find him and take the necessary precautions. The upside of showing only cloaked ships is that the prober will have to deal with fewer results; the downside will be that he will need to manage a second set of probes to scan down cloaky ships that decide to uncloak, or else work in conjunction with another prober. I am not sure whether the names of cloaked ships should show up on the Seeker Probe's scan results; I think that they should not: if there are friendly cloaked ships in system, they should coordinate with the Seeker pilot, or else risk being nuked by him by accident.
Alternatively, have the probe return ship names but not types. Or have it only show ship mass.

A Seeker probe most likely should have a higher scan time than standard probes. Minimum scan time after skills should probably be ten seconds or more. A good prober uses dscan quite a bit, and that tool will be unavailable to him, so the scan time cannot be too long; on the other hand, a Seeker ship should not be an instant win button against cloaked ships. As well, it will probably be a bad idea to allow players to simply have an alt spamming "scan" on top of their anomaly or belt every ten seconds. It comes down to how effective we want this ship to be against active players.

I suspect that the proposed signature radius penalty for prolonged cloaking may come in handy at this point. Give cloaked ships a hidden signature radius penalty multiplier. The multiplier is linked to a timer, which counts the amount of time a player has been cloaked. Warping and being uncloaked reduces the timer, perhaps at double-speed for being uncloaked, and at quad-speed for warping or something similar. The purpose is that a player who actively moves around looking for targets is not only not penalized, but is rewarded. The multiplier will start at 1 (no effect) and will increase once the cloak timer hits a certain point -- maybe twenty or thirty minutes. Once again, the purpose is to avoid penalizing active players, while hitting full-on AFK players. This way, a ship which is AFK for a long period of time will be easy to scan down and kill; a ship which is active won't be so easy. A big concern will be for Black Ops ships, which cannot warp cloaked, and which may need to receive a reduction in cloak timer accrual. I am not sure making "cloak boosters" available is a good idea: bombers have few enough slots as it is, and must-have utility modules in general are a bad idea.

Anyways. Once a Seeker gets a 100% scan result, it cannot just warp to the cloaked ship. Instead, it has to launch a Subspace BOmb, or something similar. Because it would be analogous to a depth charge. Make it specific to the Seeker hull. The purpose is to give an active player more time to get out, or alternatively to nuke the Seeker ship. I am not sure whether or not this charge should be an AoE or not. I like the idea of a Seeker decloaking a bomber wing by getting a bead on its safe spot. Better yet, of a Seeker decloaking a friendly bomber wing due to miscommunication. But the cycle time on the launcher would have to be sufficiently long to prevent a player from parking a cloaked alt in a belt and targeting him; although I suspect that anyone with two throwaway alts to burn on finding cloakies can just as easily put them into Falcons and set up a proper trap.

Once our S-Bomb explodes, the cloaked ship's cloak turns off for a set period of time, and can be probed down. Maybe a 4 or 5 minute timer. That ship also gains a 15-minute aggro timer. The purpose is twofold: (1) An active player caught in the blast can start bouncing safe spots to avoid being probed down. (2) It prevents use of easy macros that would log off the account or reactivate the cloak.

Concerns I haven't been able to properly deal with:

This mechanic will hit conventional cloakies particularly hard. A Cynabal cannot warp while cloaked, for example, so once a Seeker backed up by a few conventionals enters system, the Cynabal won't be able to hold in one position for long. On the other hand, a Seeker is going to be fairly fragile.

It also still seems too easy for someone to park a Seeker ship in a system and spam the scan button to detect cloaky activity. I really do not want a mechanic that makes it too easy to tell where a cloaked ship is. Maybe implement a time penalty for repeated use without moving the probes?