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[Proposal] New form of Delayed Local for Known Space.

Author
El Geo
Warcrows
Sedition.
#21 - 2012-05-09 13:17:42 UTC
Davon Mandra'thin wrote:
El Geo wrote:
Davon Mandra'thin wrote:
I've avoided suicide gank in highsec a few times with local info. Its already difficult enough to avoid suicide ganking, I would rather it didn't get more difficult.

So no.


lol, you cant avoid a suicide gank by looking at local


Yea, you can. And I have. Twice.
An insurgance of "I shouldn't be in highsec" reds is kind of a give away if your paying attention. Especially if a frig flew into you belt and cloaked up near you shortly before.


if they are red in local it means they have a gcc, meaning they have already ganked someone and cant do another until the gcc is over, becuase of concord
Drake Draconis
Brutor Tribe
Minmatar Republic
#22 - 2012-05-09 17:06:10 UTC
El Geo wrote:
Davon Mandra'thin wrote:
El Geo wrote:
Davon Mandra'thin wrote:
I've avoided suicide gank in highsec a few times with local info. Its already difficult enough to avoid suicide ganking, I would rather it didn't get more difficult.

So no.


lol, you cant avoid a suicide gank by looking at local


Yea, you can. And I have. Twice.
An insurgance of "I shouldn't be in highsec" reds is kind of a give away if your paying attention. Especially if a frig flew into you belt and cloaked up near you shortly before.


if they are red in local it means they have a gcc, meaning they have already ganked someone and cant do another until the gcc is over, becuase of concord


I think he's refering to the sec flags.....call it a hunch.

But yeah.....even the surge in population would be a bit of a tell-tale indicator.

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Davon Mandra'thin
Das Collective
#23 - 2012-05-09 21:26:43 UTC
Drake Draconis wrote:
But yeah.....even the surge in population would be a bit of a tell-tale indicator.


Thank you.
Drake Draconis
Brutor Tribe
Minmatar Republic
#24 - 2012-05-09 21:41:51 UTC
Davon Mandra'thin wrote:
Drake Draconis wrote:
But yeah.....even the surge in population would be a bit of a tell-tale indicator.


Thank you.


o7

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Tiger's Spirit
Templars of the Shadows
#25 - 2012-05-09 21:50:31 UTC
Bad idea such as saving cloaky fags.
Xorv
Questionable Acquisitions
#26 - 2012-05-11 00:15:21 UTC
Arduemont wrote:

Also, my concerns in my original post were never really accounted for. It is still already too easy to get people in their own space, this is just going to make it easier. I dont really understand why this has been proposed. Sure, its a nifty idea and would be fun for a while, but it doesn't really fix any problems. It just creates new ones.


I think there's a real disconnect between some of our experiences, because when I lived in Sov Null space, so long as I watched local and stayed in my own alliance's space there really was no risk of hostiles getting me. As brand new player living out there I didn't watch Local and Intel chanels and got killed, but the mistake wasn't repeated. I just don't think the occasional newbie, the really dumb, and the afk getting killed constitutes it being "easy to get people in their own space."

Even with my system suggested you're unlikely to get jumped unknowingly by anything larger than a cruiser while staying in your alliance controlled space, and that's with no one watching gates. The goal isn't to deny players any form of Intel, it's to make them have to actively pursue that Intel.
Drake Draconis
Brutor Tribe
Minmatar Republic
#27 - 2012-05-11 00:43:52 UTC
Xorv wrote:
Arduemont wrote:

Also, my concerns in my original post were never really accounted for. It is still already too easy to get people in their own space, this is just going to make it easier. I dont really understand why this has been proposed. Sure, its a nifty idea and would be fun for a while, but it doesn't really fix any problems. It just creates new ones.


I think there's a real disconnect between some of our experiences, because when I lived in Sov Null space, so long as I watched local and stayed in my own alliance's space there really was no risk of hostiles getting me. As brand new player living out there I didn't watch Local and Intel chanels and got killed, but the mistake wasn't repeated. I just don't think the occasional newbie, the really dumb, and the afk getting killed constitutes it being "easy to get people in their own space."

Even with my system suggested you're unlikely to get jumped unknowingly by anything larger than a cruiser while staying in your alliance controlled space, and that's with no one watching gates. The goal isn't to deny players any form of Intel, it's to make them have to actively pursue that Intel.



Add to that....you folks who are paranoid of this....talk to the WHS dwellers.... because they well tell you up front that its a 2 way street.

They have just as much risk as you do.

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Xorv
Questionable Acquisitions
#28 - 2012-05-13 06:58:26 UTC
Davon Mandra'thin wrote:
I've avoided suicide gank in highsec a few times with local info. Its already difficult enough to avoid suicide ganking, I would rather it didn't get more difficult.

So no.


I expected objections, but I really didn't expect a rejection of the proposal based on the argument that Local provides protection for suicide ganking. It's somewhat unrelated but I think all mining of any real value should occur outside of High Sec anyway. Perhaps keeping Grav sites, but those need to be scanned down, and as anyone who's spent time in WHs will tell you Probes show up on DScan.

More to the topic of the proposal your comments did get me thinking on some finer points not addressed in my OP. Particularly how those registered on Local would display on those just entering the system. The way it reads would imply that once on a systems Local you would show up instantly to those entering the system and I'm not sure if that would be the best option.

If it was based not on the system, but the individual pilots it would mean those entering a system would not only have a delay on their own ships showing in Local but also the ships of those already in the system. So if you're mining you won't show up on a newly arrived pilot's Local for a minute and half. Thus in some circumstances you'd be getting warning of their presence before they knew of yours, if they were in BCs and didn't scout you out first for example. Just Brainstorming here, thoughts? Would this allay your objections Davon?
JitaPriceChecker2
Doomheim
#29 - 2012-05-13 12:01:00 UTC
Xorv wrote:
Drake Draconis wrote:

Intruiging twist Xorv...not sure if it would fly well in High Sec (15min delay on pods) as it could hurt war decs in high sec for hunting targets but then again....why not just make it delayed local all together? (I'm not REALLY asking that..but I'm asking for more background on your line of thinking)


The goal is to make active Intel gathering more important, I don't think it would negatively impact Wardecs in Empire, either side in a wardec could benefit from this change either in pursuit or evasion, but both would now require player effort. Why not no Local Intel altogether? It's partly a bit of compromise, but it also falls into the secondary objective I had with this particular proposal which was to give a strategic advantage in using smaller classes of ships. CCP has already began looking into this with finding roles for Frigates, but I think they're missing the mark just be playing with fitting stats. This proposal gives a real strategic reason to use a gang of all Frigs and Destroyers, or a gang of Cruisers; these ships become the skirmishers, raiders, and scouts they should be, while BCs and up remain the ships with the real firepower and capacity to stay in a slugging match.



I couldn't put it in better way.

+1 for you sir
Tiger's Spirit
Templars of the Shadows
#30 - 2012-05-13 21:24:47 UTC
No.
And we want to show on local the GCC-ed pilots instantly.
Xorv
Questionable Acquisitions
#31 - 2012-05-14 07:08:53 UTC
Tiger's Spirit wrote:
No.
And we want to show on local the GCC-ed pilots instantly.


For the sake of clarity who exactly are you referring to when you say "we"?
Tiger's Spirit
Templars of the Shadows
#32 - 2012-05-14 07:37:34 UTC  |  Edited by: Tiger's Spirit
Xorv wrote:
Tiger's Spirit wrote:
No.
And we want to show on local the GCC-ed pilots instantly.


For the sake of clarity who exactly are you referring to when you say "we"?


Who dont want this crap idea and who want to show the GCC-ed pilot on local and who dont want to spamming his dscanner button (CCP would be realy enjoy this, when 20000 pilots refreshing his Dscanner during every two seconds), who dont want to safer traveling for enemy or neutral pilots at 0.0. You want more things to know ? The list is so long.
Xorv
Questionable Acquisitions
#33 - 2012-05-14 19:20:29 UTC
Tiger's Spirit wrote:
Xorv wrote:
Tiger's Spirit wrote:
No.
And we want to show on local the GCC-ed pilots instantly.


For the sake of clarity who exactly are you referring to when you say "we"?


[...]You want more things to know ? The list is so long.


I have no doubt the list of your objections is very long, but that wasn't what I asked. Often posters try to give the impression they speak for the entire EVE community or a very large part of it, but you've made it quite clear now you only speak for yourself and perhaps other AFK cloak whiners. I just wanted to know who this "we" was, now I do.

Oh... Since you like the effects of Local Intel, I think it's only fair that I tell you that throughout the day I'm going to keep this page open, I'll be away from my keyboard most of the time, but I could potentially come back any time and post. I hope this doesn't cause you too much discomfort or distress.
Drake Draconis
Brutor Tribe
Minmatar Republic
#34 - 2012-05-14 20:17:23 UTC
Xorv wrote:
Tiger's Spirit wrote:
Xorv wrote:
Tiger's Spirit wrote:
No.
And we want to show on local the GCC-ed pilots instantly.


For the sake of clarity who exactly are you referring to when you say "we"?


[...]You want more things to know ? The list is so long.


I have no doubt the list of your objections is very long, but that wasn't what I asked. Often posters try to give the impression they speak for the entire EVE community or a very large part of it, but you've made it quite clear now you only speak for yourself and perhaps other AFK cloak whiners. I just wanted to know who this "we" was, now I do.

Oh... Since you like the effects of Local Intel, I think it's only fair that I tell you that throughout the day I'm going to keep this page open, I'll be away from my keyboard most of the time, but I could potentially come back any time and post. I hope this doesn't cause you too much discomfort or distress.


Have a care Xorv....schizopherna (sp?) is not a joke. LolLolLol *Troll/Tease*

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Gizznitt Malikite
Agony Unleashed
Agony Empire
#35 - 2012-05-14 23:30:49 UTC  |  Edited by: Gizznitt Malikite
While I really want a change to local, I find your proposal unbalanced...


I believe there needs to be a balance between predator and prey: Your proposal overwhelmingly unbalanced towards predators:

a.) Anyone living in a system is immediately known to the new members to system, while the new member remains invisible for several minutes. With gate cloak, an inty has 60s of complete invlunerability to find their target... which is an ENORMOUS amount of time!!! While you can limit the information in nullsec, you cannot limit the information in lowsec. With the timers you provided, any scan frigate can come into system, launch probes, cloak up, scan down a target, bring in tackle and punt them onto the unsuspecting player. There is no warning outside of spamming d-scan. And frankly, spamming d-scan is tedious and unpleasant... and should not be pushed on more people.

b.) Your proposal boosts cloaks into "God Mode". Why would anyone EVER use an inty anymore. A stealth bomber can come into system, cloak up, and remain invisible to the prey until they decloak and tackle their opponent. I'm sorry,but get real..
--- While you can claim your proposed Predator/Prey balance is similar to WHS, WHS typically has much better rewards and much lower accessiblity than standard nullsec space. Those two factors are huge... and I think plays a big role in what's reasonable on the risk/reward paradigm.


IMO, you need two big changes to bring this into balance:

1.) Cloaked ships are NOT immune from your delayed local.

2.) Rather than WH default, the default should show a list of pilots in local, but with an "anonymous" identity under each identity until:
a.) Appear on your overview (i.e. on grid with you).
b.) Appear via your intel system.
---- for extra kicks and giggles, you should allow fleet member's to automatically share their intel list with everyone in fleet.

Edit: This was my idea what to do with local: Replace Local with an Intel Tool
Xorv
Questionable Acquisitions
#36 - 2012-05-15 01:49:26 UTC
Gizznitt Malikite wrote:
While I really want a change to local, I find your proposal unbalanced...
[...]



Thank you for your comments and criticisms Gizznitt,

Aside from a few key points you made, which I'll get to in a moment, I do not believe your statement that the system is overwhelmingly unbalanced towards predators. First the whole analogy of predators and prey I find sets up an image which is somewhat unhelpful. When you say predators and prey, we think of wolves and sheep, and well unprotected the sheep are in fact hopelessly vulnerable to the wolves. But my issue with that is why are we automatically attributing sheepish qualities to players and then in the name of "balance" some like yourself want CCP through mechanics to act as shepherds for these players. Fact of the matter is players don't have to be sheep or wolves, they could be mountain goats (PvEers that are alert and take measures against wolves themselves) They can be Sheep dogs (tamed wolves/predators) and protect the sheep in return for the bounties of their labor. In short if players choose to be sheep and forgo the protection of other players they should be vulnerable to predation, that is balance!

You have a point about people in the system being immediately visible to new people entering the system is problematic. I addressed that in an earlier post in this thread. It could be done based on individual pilots rather than the system, so those timers start individually for every pilot that enters the system, both in terms of being seen and seeing those already in the system. In other words all those timers in my original post would apply to everyone, not just those entering the system.

I don't follow why my proposal is ok for Null but not Low Sec, yes frigate scouts become a real factor, but that's my goal. I want active scouting to be a part of the game and I want more reasons to fly smaller ship classes. As to DScan, the woes of using DScan are way overblown IMO, but that said if you go to the link in the OP it will take you to a larger post I made in Features and Ideas that covers broader issues of Intel in EVE, including DScan. There I suggested an improved DScan with some automated capabilities. In any respect saying DScan shouldn't be pushed on people is as meaningful as me saying Local Intel shouldn't be pushed on people...anyway take a look at the link and see if that removes your DScan concerns

To say this system puts cloaks into "God Mode" is ridiculous. In fact although it would finally allow Cloaks to do what they're meant to do, it boosts stealth gameplay in such a way that ships with cloaks are not even required. Under this system roaming gangs of Frigates and Destroyers could remain off Local fairly easily and they don't need cloaks to do that. If you want to remain undetected for a prolonged time in a system under the enemies noses, or just have the extra edge in sneaking around and scouting that's when cloaks are useful. CovOps ships are going to be the best at evasion and ambush, as they should be. I don't see what the point in having CovOps would be if it were otherwise.

I didn't claim it was similar to WHs, because it isn't. There is always the new form of Local Intel in Low and High Sec, and in Null there are multiple ways in enabling the new form of Local Intel. Moreover the means of enabling Local Intel favors sovereignty holders, as the Local Intel is not available to everyone, only those that create it and those they choose to share it with. So WH space remains 100% Local Intel free, Null does not.

Gizznitt Malikite wrote:

IMO, you need two big changes to bring this into balance:

1.) Cloaked ships are NOT immune from your delayed local.

2.) Rather than WH default, the default should show a list of pilots in local, but with an "anonymous" identity under each identity until:
a.) Appear on your overview (i.e. on grid with you).
b.) Appear via your intel system.
---- for extra kicks and giggles, you should allow fleet member's to automatically share their intel list with everyone in fleet.


1. Cloaked ships aren't completely immune to the delayed local. If they remain visible to a pilot long enough to register on their Local Chat, they stay there until they either log out or leave the system regardless of being cloaked or not. I don't think they should be shown anymore than that. Local Intel as it is now has broken the core functionality of cloaks, why would I want to reintroduce anything like that?

2. This plays into the numbers game of "lets make sure we have a bigger blob than they do". Further more all these suggestions diminish the need for actual active player scouts which is one of the main things I'm trying to improve.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#37 - 2012-05-15 03:59:43 UTC  |  Edited by: Gizznitt Malikite
Xorv wrote:
I don't follow why my proposal is ok for Null but not Low Sec, yes frigate scouts become a real factor, but that's my goal.

Your intel system is problematic for Nullsec and lowsec: In null, the hunters typically wont have access to the intel, because they typically won't have good standings with those that they hunt!!! This manifests as a major nullsec problem because it becomes very difficult for roaming gangs to find targets, and big battles become majorly biased to those with intel. In lowsec, the residents typically have NO CONTROL over who has standings with the NPCs.

Xorv wrote:
1. Cloaked ships aren't completely immune to the delayed local. If they remain visible to a pilot long enough to register on their Local Chat, they stay there until they either log out or leave the system regardless of being cloaked or not. I don't think they should be shown anymore than that. Local Intel as it is now has broken the core functionality of cloaks, why would I want to reintroduce anything like that?


Your notion that cloak ships are not immune is flat out wrong!!! Any I-want-to-stay-hidden cloaker will just leave system and come back if they ever appear in local... hence they are effectively permantly hidden from local!!!! This is GOD MODE!!!! It is IMPOSSIBLE for any player to defend against a cloaky gang... They can't be scouted, nobody knows they're there, they have infinite time to safely find a target, they can insta-lock any target before it can react, and even if you create a tool to scan down cloakers, it won't do you any good becaue YOU DON'T KNOW THEY ARE THERE!!!!!!!!!!! THis is completely overpowered, and you have to be really, really naive to believe otherwise!!

Xorv wrote:
Predator vs Prey:

There are very different game play styles for PvE vs PvP. This divergence makes it practical to separate players into the hunters vs the hunted, the predator vs prey, etc, etc, etc... Talking about sheep with teeth, mountain goats, or whatever, won't change the fact that the typical player needs to switch ships and organize their response to an enemy attack, or else they will be slaughtered against most competent roaming gangs... I'm speaking from a position of experience... There are a few noteable exceptions to this rule (primarily incursions & sleepers), but typically that's because the locals are already organized into a combat fleet!!! Your comment about mountain goats "being alert" is exactly what's wrong with your idea!!! YOU CANT BE CONSTANTLY ALERT TO A THREAT YOU DON'T KNOW IS THERE!!!!!

Showing the number of people in system has a huge impact on this game... Have you ever been to nullsec??? It's sparsely populated.. you often travel 20 systems without a soul, and then enter someone's home system with 20+ pilots... Now, imagine you can't quickly determine if there is another pilot in system!!!! Do you know how much extra time will be wasted looking for targets? This is one of the MAJOR problems with your proposal. In order to facility clashes, it's important for people to find each other...

This is why I HIGHLY Recommend that every pilot in system appears on a local list, but as an anonymous pilot! Then you don't know if the anonymous face is friend or foe until someone goes and gets intel on them!!! Then you have a vaible role for scouts: they fly around and identify people as friend or foe. Then you have a role for cloakies: they stay anonymous in local, as nobody can get intel on them. Then you have the ability to find people to shoot... because you can tell there's people in system. Then being alert has meaning: because you can tell when there is a potential threat before you're in a dire situtation.

There is a huge amount of power in being an anonymous face. You only need to limit the ability to identify other players, not make it implausible!!!
Xorv
Questionable Acquisitions
#38 - 2012-05-15 04:57:34 UTC  |  Edited by: Xorv
Gizznitt Malikite wrote:

Your intel system is problematic for Nullsec and lowsec: In null, the hunters typically wont have access to the intel, because they typically won't have good standings with those that they hunt!!! This manifests as a major nullsec problem because it becomes very difficult for roaming gangs to find targets, and big battles become majorly biased to those with intel. In lowsec, the residents typically have NO CONTROL over who has standings with the NPCs.


Some of your points here don't make sense in regard to the actual proposal. There's timers based on ship class to show up on Local, so even in they are hunters in enemy territory with a Local Intel system in place they can still navigate it without showing up by using small ship classes. Big ships will show up very quickly... I'm usually accused of not giving enough to sov holders with my proposals, this is a first where I've been told I'm giving too much. In practice what this ought to mean is larger forces will likely deploy skirmishers (Primarily frigates and destroyers) ahead of the main fleet and CoVOps ahead of them. Skirmishing forces can take out an undefended Scanner Array if that's what's being used to create Local, ahead of the main force. If it's an Outpost that generates Local, well that's a large investment and likely a home system for a large group of players their Local advantage shouldn't be easy to remove there. Sorry but that part of your argument just doesn't make sense in context to this proposal.

You've misunderstood, how the proposal affects Low Sec I think. There everyone gets access to the new form of Local Intel, Standings as a requirement were only mentioned for NPC Null Sec.

Gizznitt Malikite wrote:

Your notion that cloak ships are not immune is flat out wrong!!! Any I-want-to-stay-hidden cloaker will just leave system and come back if they ever appear in local... hence they are effectively permantly hidden from local!!!! This is GOD MODE!!!! It is IMPOSSIBLE for any player to defend against a cloaky gang... They can't be scouted, nobody knows they're there, they have infinite time to safely find a target, they can insta-lock any target before it can react, and even if you create a tool to scan down cloakers, it won't do you any good becaue YOU DON'T KNOW THEY ARE THERE!!!!!!!!!!! THis is completely overpowered, and you have to be really, really naive to believe otherwise!!


These comments and your instance on describing Cloaked ships that don't show in Local as "God Mode" makes me very skeptical if we're remotely on the same page. Take a step away from EVE for a second and consider other similar games and how they handle stealth and detection. There's none that I've played that nullify the ability to be sneaky as much as EVE does with Local chat. Darkfall which has no invisibility of any kind is a night and day better than EVE for supporting the ability to use stealth to evade and ambush other players. CovOps ships are weak by comparison to their visible equivalents, and they can't remain hidden to actually make an attack on someone. Further, all your criticisms could be applied to gate camps on the jump in side equally well, do you support changing that?

All that said removing or radically changing the way Local Intel works is just the first necessary step, if you look again in the link to the larger post (see link in OP) encompassing broader issues, there is ideas for cloak hunting and detection. However, that can only happen after Local is changed. I'll also mention since many won't look at the link, that the detection idea lends itself to cat and mouse gameplay and is specifically intended to be largely useless on gates. If you're wondering why I didn't include it all in one proposal it's because it would be overwhelming and most would simply ignore it, plus some of the ideas just weren't ready to be posted in the Assembly.

I'd get to your comments on predators and prey, which as you might have guessed I disagree with, but it will have to wait as RL calls.

Anyway, I welcome suggestions and changes to the proposal and positively seek them in the long buried thread in Features and Ideas where this originally comes from. However, only if they're in keeping with the desire to empower stealth tactics (read not just cloaks), active scouting, and a much increased fog of war.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#39 - 2012-05-15 09:07:19 UTC
I've read this thread and your F&I's link multiple times, and I don't see what you're trying to point me to... I see some additonal suggestions there, a lot of which I disagree with!!

We both want local changed... but I don't think we are in the same book, let alone the same page.

Below is an elaboration of the inequalities I foresee in your implementation:

For the roaming nullsec gang (I FC a lot of these!):
I can send a frigate into local, and search for FIVE MINUTES before appearing in local. FIVE minutes is enough time for an interceptor to systematically warp to every celestial and anomaly in system until they find whom they are looking for. Most good skirmishers can locate a target within 30-60s upon entering system. With your setup, the locals have NO WARNING they are being hunted unless: a.) They spam dscan forever, or b.) The frigate lands on grid with them. This is further unbalanced with your covert cloakers, that will never show up on dscan, never show up in local, and noone knows they are there until they decloak on top of their target. Why would you ever use an inty to snag a target, when a SB can do the same thing and has no real drawbacks. You basically reduce inties to nullsec gate camping, and boost cloaks to very, very potent tools. More on cloaking later! My gripe here is: If I'm taking a small gang out to gank ratters, your system makes it very hard on the ratters, because they wont know I'm there until I'm locking them!!! (Note: nullsec ratting doesn't pay enough to support the losses this system will create!)

To balance this, the roaming gang is completely oblivious to how many are in a system. To find targets, they have to waste a lot of time scanning mostly-empty systems, or they have to use slow-to-update map statistics and 3rd party apps like dotlan, just to find systems worth scanning down. This is not a good balance, because once dotlan updates the NPC kills, a hornet gang can beeline to the system, avoiding local by traveling fast, gank a ratter, and easily GTFO before the locals can respond to their attack. The locals have little hope of chasing them because the hornets can power through systems without ever showing up in local!!! This is a really harsh change for the average joe nullbear, and is hugely unbalanced to the roamers.

Medium Sized Gangs (10-30 man gangs)
When I'm taking a medium sized gang out, your system makes it very hard to find an opponent because I can't assess a system by the number of pilots. To get a good fight, I need a systems with a reasonable number of pilots so they can form up a gang appropriate for us to engage (note: Pilots are typically docked where scouts cannot dscan them) . Additionally, it's much harder for a scout to assess a medium sized roaming gang because their numbers are problematically obfuscated by your new "local".

For Large Fleet battles:
The home field advantage (i.e. in a system with a station), means the locals will know how many enemies are in system, while the enemies are much more oblivious. Can attackers scan down a system? Yes... can they pragmatically get a good count of the locals? not at all!!! Especially when those locals are docked in a station. For exmaple, with your system, if I ever try to conquer VFK, I can't tell if the goons have a 200 man, or 2000 man gang in station, and this is VERY IMPORTANT for making the decision on committing my forces!! i.e. This is HUGELY unbalanced to the defenders.

Local is very simple and balanced in its current implementation, letting everyone know who is in system. This is not an entirely a bad thing, its just too much information for too little work. As you said, stealth does not exist in EvE (except with hotdrops). IMO, the information provided by local needs to be toned down, not completely fubared. Knowing how many is a very good thing, knowing who is in system is also important, but such knowledge should be ascertained by scouts.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#40 - 2012-05-15 09:25:21 UTC

Please read and respond to this:

I don't play other games so-much, so I'm oblivious to how cloaking works in other games. We seem to primarily disagree on what should be cloaked: I think cloaking should hide your identity, while you think cloaking should hide your pressence. Currently, local chat makes hiding either of these impossible.

You're trying to make cloaking hide your pressence, which I consider overpowered. The reason I consider this OP, is there is NO COUNTER to it. Mixing your "delayed local" with current game mechanics, by the time I become aware of your pressence, I typically have no time to react, leaving me SOL. This system is inherently unbalanced towards the cloaker, which essentially has infinite time to setup and prepare, while their target has NO TIME.

This is why I keep suggesting cloaking (and your new local in general), should not hide your pressence, but only hide your identity. This allows everyone to be on a much more equal footing, because then we both have the same amount of time to react to the pressence of each other. Hence, the intel system is starting off balanced to all parties. It is from this point, that we should create the game mechanics to identify each other. Be it ship scanners, system scanners, or what not... It's ok to give some advantages to ship types, infrastructure, teamwork, etc... as long as both the defenders and attackers have tools available such that neither side gains an overwhelming advantage.

I really don't understand how cloaking your presence is good for the game!??!?!?