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Hiding in Eve- Why We Cloak

Author
Spugg Galdon
Federal Navy Academy
Gallente Federation
#221 - 2012-06-26 11:39:07 UTC  |  Edited by: Spugg Galdon
I do like these ideas and if it can get refined and put into the game it would be fantastic but a little feedback......

A ship that can scan down cloaked ships is in the works. This means the death of the AFK cloaker and hiding capitals. Means Local could be put into delayed mode. So cloaking is how you hide from scanners but not "special" probers. No need for new modules that hide you from dirrectional scanners

(Space) Terrain that masks your position (obviously not from probes) is a good idea. Couple it with deployable "facilities" and you have a nice base of ops. I'm sure deadspace was supposed to greatly reduce your scanning signature so it was more difficult to be scanned whilst doing a sight. This seems to have changed at some point a few years ago though.

Tuning sensors to racial ship types is something I'm not too sure about. I'd rather you got more info from narrowing your scan. For example: a 360 degree scan would say "ships detected". 180 degree "x number of ships detected". 90 degree would give ship types. 45 degree racial ship types. 30 degree would give corp/alliance of ship type. 15 degree player names. 5 degree would give an approximate range to the nearest 100,000 km.

With those three things I just suggested (+ delayed local) you could implement this very quickly.
Lady Hanguko
Koho Exploitation Corporation
#222 - 2012-06-26 11:59:29 UTC
Dream boy..... All ccp ever gonna do is literate existing mechanics nerfing em one way or another, update skins, and add redundant features. Ether u like the game, or u dont.

PS there is my meat locker ?
Wu Jiaqiu
#223 - 2012-06-26 22:13:18 UTC
You're probably right. I mean, they won't even change local. Why would they implement this? I think the devs want this game to be hardcore...but not THIS hardcore.

Sad though. I would really like this feature :(
Hyacinthine
The Scope
Gallente Federation
#224 - 2012-06-27 01:41:55 UTC
Looks well designed, but that's a different game entirely, not EVE. I will say that you'd go far in pitching that to a publisher if you had more of an idea for a non-EVE game.

Just here to shoot down the very first change, delayed local. The current local mechanic favors the lone pilot when the obvious meta of delayed is considered. Sovereignty holders would create a new role within their alliances of dedicated scouts/police. Presently, when such a scout enters the system, the lone guy can make a run for it. In delayed mode, those dedicated scouts are going to have a fleet on top of you before you can move, unless you bring a cloaked scout of your own for each gate, station, and POS in the system.
Merovee
Gorthaur Legion
Imperium Mordor
#225 - 2012-06-29 05:19:51 UTC
I think that the easiest map improvement is to limit statistics to yesterday only. Remove the hourly statistics and only show what happen before the last downtime.

As for local, if you move into a system before down time, you don't show up after down time, unless to type in local or move out and move back in.

Empire, the next new world order.

Jackal Datapaw
Doomheim
#226 - 2012-06-30 05:45:48 UTC
Astroniomix
School of Applied Knowledge
Caldari State
#227 - 2012-06-30 05:56:35 UTC
I'm still on the fence about how I feel about your suggestions, but props for not making another whine thread about cloaking.
Frying Doom
#228 - 2012-07-04 03:04:03 UTC  |  Edited by: Frying Doom
I still think this is the way to go. Also it has so many likes now that the CSM should at least bring it up or better yet CCP should just implement it.

Actually its kind of sad that a thread with this many likes hasn't even gotten a comment from a DEV.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Laechyd Eldgorn
Avanto
Hole Control
#229 - 2012-07-04 08:15:10 UTC
My major complain here is that cloaking and sovereignity have very little to do with each other. OP gives me an impression that changing the way cloaking works would have some kind of effect on how 0.0 space is controlled. Which is not true. Issue with sov is more with instant fleet movements with titans and easy intel across the galaxy. You can even see how many npc's are killed, heh. Cloaking has very little to do with it.

Very few old good ideas reposted there again, nicely in same thread. I do agree that local should be put at least on delayed mode and scanning mechanics improved in general, however...

I'd like to remind that how ever cloaking is changed, if ever. You should be able to go afk without logging out of game. Or you should be able to stay hidden in hostile system. As much as this annoys the mighty 0.0 bears or whatsoever this is one playstyle forced by game mechanics. If player flies 30 jumps into hostile space he has same right than anyone docked in those systems to take a small afk cloaking break in safe place to chat or whatever, because there's no place for docking there.

Barbara Nichole
Royal Amarr Institute
Amarr Empire
#230 - 2012-07-04 08:38:15 UTC
gad zooks, is this a needless wall of .. blather. If you can't dazzle them with your brilliance, baffle them with your bs?

I'm sorry op but I'm taking away your dictionary and thesaurus..then limiting you to 15 words with which to get your "new feature suggestion" across in this post.

I have to vote NO on any change to cloaking.. especially when it seems the op is trying to hide his purpose or meaning.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

Vassal Zeren
University of Caille
Gallente Federation
#231 - 2012-07-04 16:35:24 UTC
Mors Sanctitatis wrote:
[continued]

Currently, there's no advantage to being a small group. With the above concepts there will now be a very good reason to bring only what you need, or even possibly less than you would optimally require. Currently, Eve's game design only rewards the biggest and most numerous. CCP needs to build in more game design that rewards a player who is smarter than the rest and attempts to be as asymmetric as possible and do more with less.

Once small groups or even solo players are able to exist and survive in 0.0 by keeping their existence hidden from other players I think we will see a large number of players migrating to 0.0 to give it a go. I think that the current perception by most players who aren't currently in 0.0 is "I can't survive without massive numbers, so why try?" I think that's a valid question. Once you're found, the enemy descends upon you with superior numbers and you're dead. The main problem here is the perfection and precision of location information and the ease with which it is required, and the fact that CCP rewards numbers superiority above all else in the game. The blob is the fault of CCP, pure and simple.

I'm looking forward to your comments. Let's try and keep them constructive and focused please. I know you can do it.


This might actually fix the blob! oh god, heart attack!

CCP do this now; this is your top priority! And uhh, give this guy lots of money.

A bad analogy is like a leaky screwdriver.

Vassal Zeren
University of Caille
Gallente Federation
#232 - 2012-07-04 16:46:03 UTC
Mors Sanctitatis wrote:
Xorv wrote:
I like the ideas and vision for EVE you present. Practically speaking though what would you suggest CCP do that doesn't take several years for them to deliver?


How to do it in a nutshell:

1. Put Local in Delayed Mode.

2. Tactical Location Information: Extensively modify the scanning system and build in passive/active modes, adding in rigs/modules to optimize for each. Additionally, factor in racial sensors, racial emissions (ship exhaust, emissions etc.) and various third and fourth order complexity to give evasion and detection a subtle and nuanced feel with an extreme amount of depth built into the game design.

3. Strategic Location Information: Similar to Tactical, build in the player produced/operated equipment that replaces the current "free" information streams and data sets. Strategic Location Information can be propagated through player groups via standings.

The mechanics for what I'm proposing should be viable with the existing code base. We already have variables like sig radius and sensor strength. We already have omni-directional and hyper-directional scanning capability. Now all we need to do is break the existing scanner mechanics into separate portions, add more detail to each and make it highly customizable and tunable by the players. Everything that I've thought of so far is based on existing game design/game mechanics.

More specifics:

I'll start with the most simple portion of the whole thing, the passive sensors.

All ships will have passive sensors. This will be the default sensor mode. All ships will have more/less effective base passive sensors depending on ship type and race. Some will have greater range, others faster refresh frequency (5 seconds vs. 10 as an example) while others provide more detail at greater range etc. Passive sensors will be upgradable with both rigs and modules, and all sensors will be able to be tuned to detect a particular racial type of ship at the expense of detecting other types of ships with less capability.

Ships will also be able to equip mods/rigs that will make them harder (or impossible) to detect with passive sensors and/or tuned to be particularly invisible to racial sensor types etc. Giving players the option to configure their ships for a specific threat at the cost of making them more vulnerable to others is good game design.

The larger/hotter the ship signature, the easier it will be detected: it will be detected at greater range and with more detail than other ships. No longer will a cloak be a 'one size fits all' solution, making a BS invisible just as easily as a frig.

Example: BS will be detectable from extreme range compared to a frig. As ships come closer to one another more info about the contact will be revealed depending on the power of the sensors and the type of target. Depending on the proximity of the contact with other ships and the size of those ships, multiple ships might appear as one large ship, or a large ship might mask the presence of smaller ships in its group. The closer you are, the more powerful your sensors and the less stealthy your target is, the more info you discern at a given range.

The concept with passive sensors is that they operate on the idea that they detect emissions by other ships: exhaust gas, heat, communications signals or what have you. The louder/brighter/smellier your ship is, the easier it will be to detect.

The automated nature of the passive scanner alleviates the issue of "always having to push the button" every 2 seconds. It's the equivalent of "watching local". It's imperfect information however is what gives attacking players a chance to locate other players and get within range before they can run. Which brings me to Active Sensors.

Active Sensors:

These can be separated into a further two groups: ship mounted and probes. Both systems will emit a "ping" which can be detected by targeted ships that are hit with this sensor ping. Targeted ships won't always be able to detect your pings if your active sensors are sufficiently advanced and you're operating far outside of the defending player's passive sensors. Active sensors are the equivalent of shining a flashlight into a dark room. You can see what the flashlight is pointed at, and your target can see the flashlight, but nobody else can see the light beam unless they're being painted by it.

Probes are comparable to an illumination round. You fire one up in the air and it lights up the entire battlefield, showing everyone where everyone else is all at once, friend and foe alike. This is a generalization and of course CCP should build in immense detail into this with respect to type of probe, race of probe, range, power, duration, pulse frequency, probe arrays and coverage, probe overlap and constructive interference of sensor volume etc.

[more later]


This is the first person who gives a detailed analysis of the problems with the local intel tool, but for importantly HOW to FIX it.
What here is unclear? impliment delayed local. check. passive and active scanning (aka defensive and offensive scanning respectfully)check. moduless to agment you whether you be miner or fighter. (instead of the attackers having a huge advantage) check. Different factors for how well you can scan (such as nebulas, number of ships, race of ship, type of ship etc.) This would revolutionize the intel war and give real meaning to the words "im going solo" (instead of "im going to die because i dont have 2000 friends to back me up") and you say this is a bad idea because he uses big words? you are the one that is being vauge, Barbara Nichole.

A bad analogy is like a leaky screwdriver.

Wolodymyr
Breaking Ambitions
#233 - 2012-07-04 22:16:12 UTC  |  Edited by: Wolodymyr
OK I really like the idea of space having terrain. Right now a solar system is nothing but bookmarks (planet warp ins, scannable sites, complexes, etc) and large collidable objects (stations, gates, asteroids, etc).

Imagine if you had gas clouds or larger asteroid fields that effected how your ship worked. (I am thinking like 8, 16, or 32 AU big).

With terrain features we could start getting rid of the "100% states" that eve has: being 100% safe when cloaked up, having 100% perfect intel about who's in local. Imagine if you had a simple rule like "If you are cloaked less than 5km off of an asteroid you don't show up in local" kind of like that one star wars movie where they hide by powering down in an asteroid field.

Now you could have people chilling out in a system waiting to hot drop ratters, BUT if they went AFK then there is a chance a random miner or belt rat would decloak them in the course of the day. Also hulks with mining drones would be the new cloak hunters, how cool would that be?

Mors Sanctitatis wrote:
Why We Cloak
So you don't get shot.

Mors Sanctitatis wrote:
Tactical Location Information: Extensively modify the scanning system and build in passive/active modes, adding in rigs/modules to optimize for each. Additionally, factor in racial sensors, racial emissions (ship exhaust, emissions etc.) and various third and fourth order complexity to give evasion and detection a subtle and nuanced feel with an extreme amount of depth built into the game design.
This idea (or something similar) has come up a lot recently.... still a good idea though.

I honestly think PoCo based sov is a good idea https://forums.eveonline.com/default.aspx?g=posts&m=1417544

Frying Doom
#234 - 2012-07-10 08:27:45 UTC
In idea with 174 likes should not be buried under pages of junk.

Features & Ideas, Where good threads come to die.

Any spelling, grammatical and punctuation errors are because frankly, I don't care!!

Kadeyoo
Viziam
Amarr Empire
#235 - 2012-07-10 13:00:06 UTC
The whole idea is great, but far too complex considering the vast amount of casual players.

Local is easy, overview is easy, d-scan is easy. The complexity in eve comes from options and strategy, something you do not have to commit to unless you want to.


To an extend we already have the whole concept though. Local just indicates the presence of a player. D-scan indicates direction, distance and ship type - but it does not necessarily tell you who it is. Probes are your active version, giving you a precise warpable location.

I hate to have to say this over and over again. All these ideas boil down to this: Your proposal indicates you should get into wormholes. The lack of local makes scanning probes the only way to get accurate (warpable signature) information, but it is active and can be seen on d-scan. It can be made easier by manual skill (narrowing down direction and distance with d-scan), with actual skills/rigs (scanning skills), actively be countered with sensor strength/signature radius, and detected with d-scan. Different local mechanics as well.

The whole concept exists already, and would - if you wanted it to be exactly like your way - just need some minor modification. As such it would not be too hard to polish it, but you should not think about a solution until you exactly identify and analyze the underlying problem.

You don't solve a problem until you figure out what *exactly* the problem is (and merely remembering that many people complain about local is not a justification, it's just an indication there might be an issue (either with gamemechanics, or with people's perspectives)
Mors Sanctitatis
Death of Virtue
#236 - 2012-07-11 03:18:59 UTC
Kadeyoo wrote:
The whole idea is great, but far too complex considering the vast amount of casual players.

Local is easy, overview is easy, d-scan is easy. The complexity in eve comes from options and strategy, something you do not have to commit to unless you want to.


To an extend we already have the whole concept though. Local just indicates the presence of a player. D-scan indicates direction, distance and ship type - but it does not necessarily tell you who it is. Probes are your active version, giving you a precise warpable location.

I hate to have to say this over and over again. All these ideas boil down to this: Your proposal indicates you should get into wormholes. The lack of local makes scanning probes the only way to get accurate (warpable signature) information, but it is active and can be seen on d-scan. It can be made easier by manual skill (narrowing down direction and distance with d-scan), with actual skills/rigs (scanning skills), actively be countered with sensor strength/signature radius, and detected with d-scan. Different local mechanics as well.

The whole concept exists already, and would - if you wanted it to be exactly like your way - just need some minor modification. As such it would not be too hard to polish it, but you should not think about a solution until you exactly identify and analyze the underlying problem.

You don't solve a problem until you figure out what *exactly* the problem is (and merely remembering that many people complain about local is not a justification, it's just an indication there might be an issue (either with gamemechanics, or with people's perspectives)


I don't fly in wspace for the simple reason that it's too tedious to travel between systems due to the need for a dedicated probing ship to find the wormholes in a timely manner. The concept of 'roaming' in wspace is ridiculous.
Wu Jiaqiu
#237 - 2012-07-18 15:59:21 UTC
I'm surprised a thread that got this much heat has no dev response. Perhaps sticky this to the compilation thread of things? It would really be a terrible thing to let this die.
BobFenner
Black Hole Runners
#238 - 2012-07-24 21:48:16 UTC
This thread needs a bump - and a DEV to say hi. :)

OP = Genius
My missus thinks of EvE as 'the other woman'. :)
Busta Rock
The DawnSoarers
#239 - 2012-07-25 00:12:40 UTC
I have an issue with the sensors, in that your descriptions are somewhat reversed.

Passive sensors should always have substantial range and sensitivity advantages over active sensors, which should have the advantages of precision and speed of targeting solution.

in particular, passive sensor sensitivity and accuracy should be tied directly to the size of the sensor platform (the ship), with larger vessels having much more powerful passive sensor suites than smaller ones (barring specialized sensor platforms). as such, passive suites are a strategic sensor - though one which can be used for on grid tactical use if the sensing vessel is large enough and the EW environment well controlled.

by contrast, active sensors are independent of ship size, instead relying upon radiated power and direct knowledge of signal characteristics to enhance precision over tactical ranges. as such, active sensors really shouldnt be useable against any off-grid target (indeed, a vessel's active sensor range should determine it's effective combat grid - and to a large degree it already does). being much more heavily filtered in the types of signal that they process, active sensors are also much more tolerant of EW (unless the opponent finds just the right signals to interfere with)

I touched upon this distinction in another thread regarding improving marauders, where I suggested that the reason why they are so easily jammed could be explained by near total dependence on passive suites far more sensitive than any other ship in eve (sensors capable of resolving interstellar jump navigation solutions without a cyno in the destination system).
Mors Sanctitatis
Death of Virtue
#240 - 2012-07-25 03:18:40 UTC
Busta Rock wrote:
I have an issue with the sensors, in that your descriptions are somewhat reversed.

Passive sensors should always have substantial range and sensitivity advantages over active sensors, which should have the advantages of precision and speed of targeting solution.

in particular, passive sensor sensitivity and accuracy should be tied directly to the size of the sensor platform (the ship), with larger vessels having much more powerful passive sensor suites than smaller ones (barring specialized sensor platforms). as such, passive suites are a strategic sensor - though one which can be used for on grid tactical use if the sensing vessel is large enough and the EW environment well controlled.

by contrast, active sensors are independent of ship size, instead relying upon radiated power and direct knowledge of signal characteristics to enhance precision over tactical ranges. as such, active sensors really shouldnt be useable against any off-grid target (indeed, a vessel's active sensor range should determine it's effective combat grid - and to a large degree it already does). being much more heavily filtered in the types of signal that they process, active sensors are also much more tolerant of EW (unless the opponent finds just the right signals to interfere with)

I touched upon this distinction in another thread regarding improving marauders, where I suggested that the reason why they are so easily jammed could be explained by near total dependence on passive suites far more sensitive than any other ship in eve (sensors capable of resolving interstellar jump navigation solutions without a cyno in the destination system).


You're getting caught up on one detail and missing the entire rest of the concept to fuss over semantics about sensor descriptions. Indeed, you're being pedantic.

I literally don't care what you call it. Reverse the descriptions, that's perfectly fine with me. I'm simply talking about gameplay, and real life design and function only goes so far, and then gameplay rules for the sake of the game.

So, stop thinking about "how it really is" and allow a little artistic license for the sake of the game and let's get on with it.