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Counter cloaking, please read before nuking.

Author
Jessie42
Eighty Joule Brewery
Goonswarm Federation
#41 - 2012-05-02 14:28:12 UTC
Guys, this invisible and AFK person MIGHT hurt me.
Jessie42
Eighty Joule Brewery
Goonswarm Federation
#42 - 2012-05-02 14:28:29 UTC
Oh wait, if they're afk they literally can't do anything.
Colonel Xaven
Perkone
Caldari State
#43 - 2012-05-02 14:32:30 UTC
Jackal Datapaw wrote:
So I was thinking, from the problems such as AFK cloakers



Here is stopped reading ... Guess why?

Either you want counter cloaking (which doesn't make sense) or you want to counter being AFK, in which case I would ask for the reason.

It's like you call for a counter to being docked. Right?

www.facebook.com/RazorAlliance

Nikk Narrel
Moonlit Bonsai
#44 - 2012-05-02 14:37:58 UTC
Colonel Xaven wrote:
Jackal Datapaw wrote:
So I was thinking, from the problems such as AFK cloakers



Here is stopped reading ... Guess why?

Either you want counter cloaking (which doesn't make sense) or you want to counter being AFK, in which case I would ask for the reason.

It's like you call for a counter to being docked. Right?

We need to stop those AFK dockers...

Yep.
Carton Mantory
Vindicate and Deliverance
#45 - 2012-05-02 15:26:31 UTC
El Geo wrote:
Gevlin wrote:
At one of the CCP / CSM meeting the idea of a new decloaking ship was discussed, The cloaking and decloacking game was to be like finding submarines.
I though this idea would have been cool. I know there is a lot of people willing to spend days just to find a cloaker, whether afk or not.


this ^^

honestly cloaking etc isnt broken but i just really think having a new destroyer or destroyer module that enhances the directional scanner for attempting to find cloakies would be a bit of fun every now and then, all cloak and dagger still see, still think the covert destroyer is my personal favourate so that it can be used with blops gangs (obviously cant dscan for cloakies while cloaked, so maybe a highslot module that needs to be activated to send a pulse out....)


The only issue I have with cloakers is they get to sit and watch with no recourse. No risk to them at all. AFK is only a term you can describe cause there is no idea if they are watching or not.

If you could send out pings once in a while while mining I think that helps keep the cloaker doing something. Personally if you want prevent tot have a warp in from a cloaker, having a mod on you ship to keep the cloaker away with a dectector would be great. I believe EVE should be interactive in all aspect. This mod maybe should be decloak within 10km radius as a active mod.

That would make cloakers in you system not as scary but does not change why they are there. Since they are recon anyway since them being a deterrent is not the issue.
Nikk Narrel
Moonlit Bonsai
#46 - 2012-05-02 15:32:09 UTC
Carton Mantory wrote:
The only issue I have with cloakers is they get to sit and watch with no recourse. No risk to them at all. AFK is only a term you can describe cause there is no idea if they are watching or not.

This is balanced.

Don't forget, there is no reward for them either.

They don't get ISK for sitting there.
People who react to seeing them in local, are not there to be hunted.

Frankly, it is thoughtless of people to discriminate like that. Maybe we should just not show up in local, if people don't want to see us there....
Colonel Xaven
Perkone
Caldari State
#47 - 2012-05-02 15:34:20 UTC
Carton Mantory wrote:
This mod maybe should be decloak within 10km radius as a active mod.


So your newly created "mod" would make CovOps frigates redundant (jumped, cloaked, got decloaked, got instatpopped). I hope you see the consequences...

www.facebook.com/RazorAlliance

Carton Mantory
Vindicate and Deliverance
#48 - 2012-05-02 16:12:11 UTC
Well a cloaker should not get 100% safety.

Transport ships are a great example. Why should you be able to haul goods around with 100% safety. They warp faster cloaked. They rarely get popped unless they system lets it happen.

My solution could be that if you jump into a bubble the bubble itself should decloak you on jump in or warp.

I just think it should be move active between players. I think maybe 10% of population are worried about cloakers. I want the real aspect of cloakers addressed. The scout the other side should be death if there is a bubble. Those guys camping on that side of the gate are actively sitting there hours. Why should a cloaky bomber be able to evade by cloak?

I think it would be great that all sides would be effected by a decloak mod. The result is net zero.

I think PVP is quite boring now. small gangs need more active action.
Nikk Narrel
Moonlit Bonsai
#49 - 2012-05-02 16:24:35 UTC
Carton Mantory wrote:
Well a cloaker should not get 100% safety.

Transport ships are a great example. Why should you be able to haul goods around with 100% safety. They warp faster cloaked. They rarely get popped unless they system lets it happen.

My solution could be that if you jump into a bubble the bubble itself should decloak you on jump in or warp.

I just think it should be move active between players. I think maybe 10% of population are worried about cloakers. I want the real aspect of cloakers addressed. The scout the other side should be death if there is a bubble. Those guys camping on that side of the gate are actively sitting there hours. Why should a cloaky bomber be able to evade by cloak?

I think it would be great that all sides would be effected by a decloak mod. The result is net zero.

I think PVP is quite boring now. small gangs need more active action.

100% safety???
You are either misinformed, or assuming far too much.

I am sure, from a non cloaking perspective, it looks easy, and foolproof.

But you need to rethink your assumptions on this. Cloaking gives no more benefit at a gate than any good travel fit does.
And if you challenge a camp without a travel fit, you either planned poorly, or are foolish.
If someone gets in range, your cloak is useless, and for an experienced gate camper, this is not that hard to do.
It won't stop you from being pointed, that's a different module.

And try to remember, these ships have weaker average combat ability than their non cloaking variety.

If you go through a gate relying on a cloak, you are truly betting everything on that cloak. Your ship is very unlikely to offer any options for a second chance if the cloak fails.
Carton Mantory
Vindicate and Deliverance
#50 - 2012-05-02 16:38:23 UTC
Nikk Narrel wrote:
Carton Mantory wrote:
Well a cloaker should not get 100% safety.

Transport ships are a great example. Why should you be able to haul goods around with 100% safety. They warp faster cloaked. They rarely get popped unless they system lets it happen.

My solution could be that if you jump into a bubble the bubble itself should decloak you on jump in or warp.

I just think it should be move active between players. I think maybe 10% of population are worried about cloakers. I want the real aspect of cloakers addressed. The scout the other side should be death if there is a bubble. Those guys camping on that side of the gate are actively sitting there hours. Why should a cloaky bomber be able to evade by cloak?

I think it would be great that all sides would be effected by a decloak mod. The result is net zero.

I think PVP is quite boring now. small gangs need more active action.

100% safety???
You are either misinformed, or assuming far too much.

I am sure, from a non cloaking perspective, it looks easy, and foolproof.

But you need to rethink your assumptions on this. Cloaking gives no more benefit at a gate than any good travel fit does.
And if you challenge a camp without a travel fit, you either planned poorly, or are foolish.
If someone gets in range, your cloak is useless, and for an experienced gate camper, this is not that hard to do.
It won't stop you from being pointed, that's a different module.

And try to remember, these ships have weaker average combat ability than their non cloaking variety.

If you go through a gate relying on a cloak, you are truly betting everything on that cloak. Your ship is very unlikely to offer any options for a second chance if the cloak fails.


The point is that you should be able to approach a cloaked ship hit a mod to see if you decloak him with a 10km radius cause you well know 2.5km is not that big. The mod would be only activated with a considerable cool down. Remember we want more action in camping. Each ship should have pupose and the continues with this. Just now cloak is an active occupation and not to sit around and call targets.
Kusum Fawn
Perkone
Caldari State
#51 - 2012-05-02 17:42:10 UTC
Carton Mantory wrote:

The point is that you should be able to approach a cloaked ship hit a mod to see if you decloak him with a 10km radius cause you well know 2.5km is not that big. The mod would be only activated with a considerable cool down. Remember we want more action in camping. Each ship should have pupose and the continues with this. Just now cloak is an active occupation and not to sit around and call targets.



CCP was working on an idea like this, im not sure if they are still interested in it but for whatever reason they scrapped it,

from 2007 datadump

http://eve-online.itemdrop.net/eve_db/items/module/anti_cloaking_pulse/cloak_destabilization_pulse_i/

there are several versions of this with varying ranges.

I believe that something like this would be OP and not good for the game

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.

Nikk Narrel
Moonlit Bonsai
#52 - 2012-05-02 18:09:57 UTC
Kusum Fawn wrote:
Carton Mantory wrote:

The point is that you should be able to approach a cloaked ship hit a mod to see if you decloak him with a 10km radius cause you well know 2.5km is not that big. The mod would be only activated with a considerable cool down. Remember we want more action in camping. Each ship should have pupose and the continues with this. Just now cloak is an active occupation and not to sit around and call targets.



CCP was working on an idea like this, im not sure if they are still interested in it but for whatever reason they scrapped it,

from 2007 datadump

http://eve-online.itemdrop.net/eve_db/items/module/anti_cloaking_pulse/cloak_destabilization_pulse_i/

there are several versions of this with varying ranges.

I believe that something like this would be OP and not good for the game

Understand this, if you unbalance part of the game, you ruin that part of it.

It would trivialize cloaks, and that is treating them as if they weren't already considered broken by many.

How? That one is too easy to answer. Have multiple ships equipping the mod, so while one is on cooldown, others are ready. Every ship known to have a cloak, or suspected, pop that mod. Soon it would become commonly known that cloaks were useless against camps.

There can be no way this effective to hunt cloaks so long as they are being tossed out in local for all to see.
Irisandra T'Lavel
#53 - 2012-05-02 19:15:53 UTC
Simi Kusoni wrote:
Then I'd like to see local removed and replaced with an Intel tool.


It's called wormhole space with private chat channels.
Nikk Narrel
Moonlit Bonsai
#54 - 2012-05-02 19:18:33 UTC
Irisandra T'Lavel wrote:
Simi Kusoni wrote:
Then I'd like to see local removed and replaced with an Intel tool.


It's called wormhole space with private chat channels.

I would live exclusively in WHs if they had stable gates.

I have trouble with the whole unpredictable nature of system connections, and no outposts to dock up in.

(I would live in the 'woods', but I want a log cabin, not a tent)
Irisandra T'Lavel
#55 - 2012-05-02 19:24:09 UTC
Nikk Narrel wrote:
I would live exclusively in WHs if they had stable gates.

I have trouble with the whole unpredictable nature of system connections, and no outposts to dock up in.

(I would live in the 'woods', but I want a log cabin, not a tent)


The ever changing connections is the draw for some people to w-space. I like the idea that every day I have the chance to see and kill/be killed by new faces. It keeps things fresh. I also love that moment of fear when I realize I have not checked dscan for at least a minute while salvaging, and expecting a stealth bomb to exploderize my ship at any second (even while watching dscan like a hawk).

I do not like the POS system, but there has been some very good talk about revamping them recently. I think two_step had a good post on it sometime last week.
El Geo
Warcrows
Sedition.
#56 - 2012-05-02 23:53:07 UTC  |  Edited by: El Geo
Colonel Xaven wrote:
Carton Mantory wrote:
This mod maybe should be decloak within 10km radius as a active mod.


So your newly created "mod" would make CovOps frigates redundant (jumped, cloaked, got decloaked, got instatpopped). I hope you see the consequences...


i dont quite think you get the concept

look, i have recon 5, ive used ships like a cloaking tempest, bombers, rapiers to get myself into nullsec get kills and get out with, i do go afk while cloaked, i do operate in w-space and i do fly solo.

no it wouldnt make cov ops redundent, im not talking about some uber type of pvp destroyer that gets bonus's to probing, and i already stated that in dscanning it would have to use some sort of active module so would have to be uncloaked. a covert destroyer would be an extremely niche ship to fly, with a very specific set of skills (and we all know how many players can fly hics but not dictors) the only point in it being covert is really so that it ould travel with a blops gang, meaning they wouldnt lack the same advantage the ship would give to nullbears

as for jumped, cloaked got decloaked, you obviously havent run into a decent camp ever, or dont leave highsec.... you dont need a module for decloaking people coming through a gate, just a bubble and a frigate

anyway im going into tldr mode so thats all you're getting from me on this post :P

PS i never mentioned a decloaking module, only a highslot active module that you could use to dscan cloaked ships (theres a big diference there)
Jackal Datapaw
Doomheim
#57 - 2012-05-03 01:43:43 UTC
So lets recap on whats going on so far.

Original idea: Using probes that specialize in hunting down just ships, these probes can be use to hunt down cloaked and no cloaked ships

Upside: You now can warp to the generalized location of the cloaker, however, seeing most of the time, you still always end up being dropped a number of distance away from said target, you really don't force him to uncloak, and you can't lock cloakers. Jeeze :\
Downside: the probe can only be used on a specialized probe llauncher. And specialized probe launchers tend to take up a lot of ship resources.

Another idea, that actually helps both cloakers an non-cloakers alike: Change local to do something like have a 30 second delay, and or, not show pictures and and not show number changes at all.

Upside, you can now fly into systems completely unseen, downside, carebears no longer know when to dock up when someone badass warps in.

Another suggestion: A object that can be eject from your ship, that can be used to decloaked all units that get to close.
Upside, it like a depth charge, for cloaks. Downside, stealth bombers =(

Suggestion: A mod that when used, shows all cloaked ships on your D-scanner.
Upside: You now know what direction to point your ship in. Downside: It takes a long arse time to active, it takes up a high slot, possible uses up a lot of ship resources. And what happens if he like 20 AUs away? You better get flying!
Jessie42
Eighty Joule Brewery
Goonswarm Federation
#58 - 2012-05-03 03:01:09 UTC
No.
Cardano Firesnake
Fire Bullet Inc
#59 - 2012-05-03 05:54:17 UTC  |  Edited by: Cardano Firesnake
Three things should change at the same time.

1- It should be possible to probe cloaked ships, to warp on them at 0 to declaock them.
Perharps the Covert Ops frigate should have a spacial ability to be able to decloak ships 30km around...

2- Your name should disapear in the local when you cloak.
It would give a chance to cloakers to catch a pilot that did not see him enter the local and re-cloak...


3- And cloaking should cost fuel.
It would avoid afk cloaking and make the cloak use much harder.

EDIT: That is true that someone AFK is not a danger.
But You have no way to know he is AFK, so you have to play as if this hostile were present.
So His presence just stuck the system.
Cloaking is not a game mechanic to be AFK all the day.
It is made to Scout an hostile system, and to Hunt ennemies in hostile system.
So it may not be use for another mean that is not far of an exploit.

I am really fed up to see hostiles in my SOV with not any chance to chase them. It is absolutely enraging to know that he is here and that I can't do anything about it. I should not know that an invisible ennemy is present. If I know he is there I must be abble to fight back.

So CCP with our help, have to find a way to allow the cloaking device to do its job correctly.

To me two meassures could be enough:

1- Your name should disapear in the local 10 seconds after you cloaked.
It would give a chance to cloakers to catch a pilot that did not see him enter the local and re-cloak...
If it is to much, perharps the cloaked ship could appear in the directional scan, so you could scan it and discover his presence without the possibility to find him directly. AFK miners, and reckless pilot would be catchable although.


2- Cloaking should cost fuel.
It would avoid afk cloaking and make the cloak use much harder.
Covert Ops, Recon Ship, and others warp-cloaky would have an additional special cargohold for this fuel large enough to cloak 8 hours non stop or 960 activations (1 unit for 30s). For the others the fuel would only be in their cargohold.


Probing cloaked ship is an option more difficult to do. How long it could take to probe a cloaky ship? If it is fast cloak will be useless, if it is long the cloaked ship will be too far to be decloaked when you will warp on him....

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

L0rdF1end
Tactical Grace.
Vanguard.
#60 - 2012-05-03 09:20:59 UTC
Just curious, I can't remember, How did Starfleet/Picard identify cloaked ships?