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A possible solution to AFK cloaking.

Author
Mag's
Azn Empire
#61 - 2012-07-25 20:37:44 UTC  |  Edited by: Mag's
xxxTRUSTxxx wrote:
Post.....
Hey, you seem to have missed my question to you.

Please answer me this. What game mechanic are they using to interact with you and attempt to create fear, through psychological warfare?

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

whaynethepain
#62 - 2012-07-25 21:01:23 UTC
"A possible solution to AFK cloaking."

How does Sonar work in space? It would provide a possible solution to AFK cloaking.

Getting a firing solution from there may be interesting.

Getting you on your feet.

So you've further to fall.

Nikk Narrel
Moonlit Bonsai
#63 - 2012-07-25 21:20:12 UTC
whaynethepain wrote:
"A possible solution to AFK cloaking."

How does Sonar work in space? It would provide a possible solution to AFK cloaking.

Getting a firing solution from there may be interesting.

Sonar is sound, which does not exist in space.

I know, the explosions in the movies, that's hollywood for ya.
Bercelak Cadwaladr
Perkone
Caldari State
#64 - 2012-07-26 09:52:43 UTC
I think the "Problem" with AFK cloakers is that they (at least in nullsec) actually do influence the economy/interfere with operations by stopping most activities and "blocking" the system they are in since it is not possible to tell if a cloaky is really AFK or just waiting for the right moment. This is a riskless (100% "carebear") manipulation of the economy/interference of operations, thus - in my opinion - worth giving a counter.

I'm thinking about a special kind of the combat scanner probe that may (or may not, i don't know how hard it is to pinpoint a ship with probes) hava a lower scan strengh and maximum range which is able to detect cloaked ships. And maybe in addition to that a special Smartbomb with the normal or a slightly increased range that deactivates the cloak as like it had been manually deactivated by the owner so the normal penalties apply.

This requires at least a high slot for the smartbomb (two in case the same ship is used for scanning) of the ship jumping on the cloaky limiting the capabilitys of the attacker.

Since i have never used combat scanner probes i don't know if it usually shows the ship type (but since the Dscan does i guess the probes do so too), but it is discussible if these probes are only able to detect cloaked ships but not to identify them (the probes are only picking up the typical signatures of a cloak but don't go through it).

This grants an active played cloaked ship the possibility to Dscan (in case this isn't possible with active cloak it for probes, thus giving the chance to relocate even before a 100% scan is done and on the other hand the possibility to detect cloaked ships. It is even possible for cloaked ships to set traps since the enemy doesn't know what ship hides beneath the cloak.

One thing to watch is that the portaljump cloak remains unaffected by this so the new smartbomb can't be misused for gatecamps (new contact in local -> fire the smartbomb). Like making the portal cloak "perfect" since it's powered by a giant structure.

Just some thoughts that came to my mind reading this thread and also having experienced some AFK cloakys.

This is apart from the "Local" discussion since it doesn't seem like CCP is going to change that, so another solution would be great.
Tchulen
Trumpets and Bookmarks
#65 - 2012-07-26 11:04:59 UTC
Bercelak Cadwaladr wrote:
I think the "Problem" with AFK cloakers is that they (at least in nullsec) actually do influence the economy/interfere with operations by stopping most activities and "blocking" the system they are in since it is not possible to tell if a cloaky is really AFK or just waiting for the right moment. This is a riskless (100% "carebear") manipulation of the economy/interference of operations, thus - in my opinion - worth giving a counter.


There are already several counters as has been explained ad infinitum in this and every other "nerf cloaks" threads. If they're influencing the economy it's because the owning alliance (in sov space) or your corp/alliance (if in npc) isn't competent enough to deal with it.There doesn't need to be more. If you would like me to explain the counters to you again please let me know. Cloaking is only 100% riskless whilst the ship is actually cloaked. Once the cloak drops the ship is vulnerable to attack and is nerfed by the very fact it has a cloak fitted. When AFK the cloaked ship isn't a danger. You're concerned about people who pretend to be AFK. If you're in nullsec and you have a cloaked ship in your system and you're too afraid to do anything that is completely your problem. Fix it yourself rather than demanding that the game be changed because you can't play it.

Bercelak Cadwaladr wrote:
I'm thinking about a special kind of the combat scanner probe that may (or may not, i don't know how hard it is to pinpoint a ship with probes) hava a lower scan strengh and maximum range which is able to detect cloaked ships. And maybe in addition to that a special Smartbomb with the normal or a slightly increased range that deactivates the cloak as like it had been manually deactivated by the owner so the normal penalties apply.

This requires at least a high slot for the smartbomb (two in case the same ship is used for scanning) of the ship jumping on the cloaky limiting the capabilitys of the attacker.


Again, this has been suggested over and over again. What would be the point in cloaks if you could scan them down like you can scan down a ship which doesn't have a cloak? It would render them useless. Your suggestion wouldn't be a good thing for cov ops cloaks. I'll admit that for other normal cloaks it could be interesting but for cov ops it would completely break them.

Ok, the only way I can see this even remotely working is if there was only one ship per race that could fit these modules and those ships would be about as much use in combat as a cov ops frigate and it didn't work on cov ops cloaks, just non cov ops cloaks.

Bercelak Cadwaladr wrote:
Since i have never used combat scanner probes i don't know if it usually shows the ship type (but since the Dscan does i guess the probes do so too), but it is discussible if these probes are only able to detect cloaked ships but not to identify them (the probes are only picking up the typical signatures of a cloak but don't go through it).
This grants an active played cloaked ship the possibility to Dscan (in case this isn't possible with active cloak it for probes, thus giving the chance to relocate even before a 100% scan is done and on the other hand the possibility to detect cloaked ships. It is even possible for cloaked ships to set traps since the enemy doesn't know what ship hides beneath the cloak.


Assuming all the other issues are ironed out this bit sounds sensible as long as it doesn't work on cov ops cloaks.


Bercelak Cadwaladr wrote:
One thing to watch is that the portaljump cloak remains unaffected by this so the new smartbomb can't be misused for gatecamps (new contact in local -> fire the smartbomb). Like making the portal cloak "perfect" since it's powered by a giant structure.


This shouldn't be a problem. I don't believe the portaljump cloak (is that what it's called?) is effected by anything.

Bercelak Cadwaladr wrote:
Just some thoughts that came to my mind reading this thread and also having experienced some AFK cloakys.
This is apart from the "Local" discussion since it doesn't seem like CCP is going to change that, so another solution would be great.


With respect, if you've experienced AFK cloakies and you just docked up (or got inside your POS shield) and just waited for them to leave you're something of a joke. I've lived in nullsec a few times and other than getting hot dropped by a sizable carrier fleet once we always either managed to bait whoever it was or just ignored them. You work with what you've got so if you have a cloaky in system you don't take out your shiny pirate faction battleship, you all take out your pvp fit drakes (or whatever you use that's cheap and can be used in pve or pvp) and rat together.

People keep talking about "solutions" to AFK cloaking. As has been explained many times the best solution is to change your perception, not to change the game. Cloaking is working as intended. If anything, the only thing that needs to be done is stop cov ops cloaked ships being able to fit normal cyno beacons. If you really must push for a probe launcher that allows people to completely negate the usefulness of a cloak in ALL situations you can at least leave out cov ops cloaks. Breaking cov ops/black ops fleets along with every other ship that fits a cloak just because you can't cope with someone being in your system but not doing anything seems downright selfish.
Mag's
Azn Empire
#66 - 2012-07-26 11:10:30 UTC
Bercelak Cadwaladr wrote:
I think the "Problem" with AFK cloakers is that they (at least in nullsec) actually do influence the economy/interfere with operations by stopping most activities and "blocking" the system they are in since it is not possible to tell if a cloaky is really AFK or just waiting for the right moment. This is a riskless (100% "carebear") manipulation of the economy/interference of operations, thus - in my opinion - worth giving a counter.
It's perfectly balanced against your 100% risk free, instant intel tool, called local.

If you wish to nerf cloaks, then local should also be nerfed at the same time in a package of changes. That would be a balanced approach.

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

Nikk Narrel
Moonlit Bonsai
#67 - 2012-07-26 13:16:24 UTC
Bercelak Cadwaladr wrote:
I think the "Problem" with AFK cloakers is that they (at least in nullsec) actually do influence the economy/interfere with operations by stopping most activities and "blocking" the system they are in since it is not possible to tell if a cloaky is really AFK or just waiting for the right moment. This is a riskless (100% "carebear") manipulation of the economy/interference of operations, thus - in my opinion - worth giving a counter.

Gonna just stop there, and point something out.

They don't have to be cloaked to have this effect.

Sure, cloaking is a convenient and often referred to means to avoid detection. But it's hardly the only option.

Put them in a fast inty. By the time anyone actually goes to the trouble of scanning them down, they are off grid to where they were detected initially.

Put them into almost any ship able to warp quickly, and give them a set of safe spots to cycle through.

If your supposed cloaker's goal is just disruption through fear of the unknown, knowing he is not actually AFK is a lot scarier than if you weren't sure. After all, the idea that they are actually active IS your worst case scenario.

To quote Shakespeare's words:

There are more things in heaven and earth, Horatio,
Than are dreamt of in your philosophy.
- Hamlet (1.5.166-7), Hamlet to Horatio
Bloodpetal
Tir Capital Management Group
#68 - 2012-07-26 15:57:25 UTC  |  Edited by: Bloodpetal
Dersen Lowery wrote:
Bloodpetal wrote:
The local intel thing has been something we've been bashing the door down on for a long time and CCP is still hesitant to move forward with it, so not sure what the hold ups are.


From a purely meta multiplayer-game-design point of view, you want people interacting with each other--otherwise it would be a single player game. There are two ways to do that: Not have a lot of places for people to be, and; have easy ways for players to connect. CCP decided that they were going to have the largest in-game universe EVAR, so that leaves option two, whence chat, and Local.



I think High Sec can have constant local chat.

Low Sec and Null sec can have a different pattern of behavior.

I totally agree with your reasoning for CCP hanging onto local as it is - but to some extent people who come in to play a spaceship game are KINDA gonna expect some sense of "lost in space".

One of my favorite feelings is jumping into a Wormhole because of lack of local, and other info. There is no reason you can't get a similar situation in low/null if implemented correctly.

I think in low sec bribing the "local channel" to not show you for 30 minutes or such in a system and it would be somewhat dynamic. It would scale poorly if you get 100 people (100m ISK worth it?)

Null sec SOV owners should be able to choose how their local intel works and goes well in theme with giving players more control over their environments.

Where I am.

Nikk Narrel
Moonlit Bonsai
#69 - 2012-07-26 16:54:28 UTC
Bloodpetal wrote:
Dersen Lowery wrote:
Bloodpetal wrote:
The local intel thing has been something we've been bashing the door down on for a long time and CCP is still hesitant to move forward with it, so not sure what the hold ups are.


From a purely meta multiplayer-game-design point of view, you want people interacting with each other--otherwise it would be a single player game. There are two ways to do that: Not have a lot of places for people to be, and; have easy ways for players to connect. CCP decided that they were going to have the largest in-game universe EVAR, so that leaves option two, whence chat, and Local.



I think High Sec can have constant local chat.

Low Sec and Null sec can have a different pattern of behavior.

I totally agree with your reasoning for CCP hanging onto local as it is - but to some extent people who come in to play a spaceship game are KINDA gonna expect some sense of "lost in space".

One of my favorite feelings is jumping into a Wormhole because of lack of local, and other info. There is no reason you can't get a similar situation in low/null if implemented correctly.

I think in low sec bribing the "local channel" to not show you for 30 minutes or such in a system and it would be somewhat dynamic. It would scale poorly if you get 100 people (100m ISK worth it?)

Null sec SOV owners should be able to choose how their local intel works and goes well in theme with giving players more control over their environments.

Local may be a crutch for intel in high sec, but it is a broken one.

Unless you recognize a pilot's name, or have it flagged for a war dec, local tells you nothing actually useful.
You can't tell who is a ganker, who is passing through, who is missioning or mining, who is docked at a station, or who is just plain AFK.

You are better off using your dscan, and just pinging your local area excluding stations and travel paths. At least then you know if someone is actually coming near you, not just in the same system.
whaynethepain
#70 - 2012-07-26 21:33:06 UTC
Yea, but everyone is off on one again.

"A possible solution to AFK cloaking."

As an experienced AFK cloaker, I would find it much more fun if there was a possible solution to AFK cloaking, in exactitude.

A firing solution would be too much.

Local already provides a proximity solution.

Pheromone canisters could be used, like the primitive tear gas cans of old, when a cloak has passed through in the last 10 mins, special modules can "smell" a cloaked ship is drifting by?

I would find it fun to sit cloaked 2500 m of a gate with hostiles flying about around me, trying to sniff me out, or making my way around a system with the hostiles knowing when I was on grid.

I think this could give rise to more interaction in the game

Getting you on your feet.

So you've further to fall.

Nikk Narrel
Moonlit Bonsai
#71 - 2012-07-26 21:55:09 UTC
whaynethepain wrote:
Yea, but everyone is off on one again.

"A possible solution to AFK cloaking."

As an experienced AFK cloaker, I would find it much more fun if there was a possible solution to AFK cloaking, in exactitude.

A firing solution would be too much.

Local already provides a proximity solution.

Pheromone canisters could be used, like the primitive tear gas cans of old, when a cloak has passed through in the last 10 mins, special modules can "smell" a cloaked ship is drifting by?

I would find it fun to sit cloaked 2500 m of a gate with hostiles flying about around me, trying to sniff me out, or making my way around a system with the hostiles knowing when I was on grid.

I think this could give rise to more interaction in the game

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.
Tchulen
Trumpets and Bookmarks
#72 - 2012-07-27 09:39:08 UTC
Nikk Narrel wrote:


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


Some people don't use cloaks for metagaming, though. I've never intentionally sat in a system or gone AFK in a system just to freak out the carebears in it. I use cloaks though. They're very handy when you're flying around nullsec solo and have to go to the bathroom for 2 minutes or whatever.

They're also really useful in WHs.

I do, however, agree that currently they're balanced but not necessarily in the right way. Some sort of delay to local and not showing up cloaked ships (or the complete removal of local from anywhere outside high sec) coupled with an active method of telling if someone was cloaked in the system would be a good change to have but changing one side without the other would unbalance things.
Godfrey Silvarna
Arctic Light Inc.
Arctic Light
#73 - 2012-07-27 10:58:58 UTC
Remove Local.

Having seen many wormhole systems in my time, I can tell that removing local is awesome.
Messoroz
AQUILA INC
#74 - 2012-07-27 11:08:16 UTC
Tchulen wrote:
Nikk Narrel wrote:


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


Some people don't use cloaks for metagaming, though. I've never intentionally sat in a system or gone AFK in a system just to freak out the carebears in it. I use cloaks though. They're very handy when you're flying around nullsec solo and have to go to the bathroom for 2 minutes or whatever.

They're also really useful in WHs.

I do, however, agree that currently they're balanced but not necessarily in the right way. Some sort of delay to local and not showing up cloaked ships (or the complete removal of local from anywhere outside high sec) coupled with an active method of telling if someone was cloaked in the system would be a good change to have but changing one side without the other would unbalance things.


So wormhole space becomes 100% safe as any cloakies will mean enemy and go hide in your pos time.
Tchulen
Trumpets and Bookmarks
#75 - 2012-07-27 12:58:54 UTC
Messoroz wrote:
Tchulen wrote:
Nikk Narrel wrote:


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


Some people don't use cloaks for metagaming, though. I've never intentionally sat in a system or gone AFK in a system just to freak out the carebears in it. I use cloaks though. They're very handy when you're flying around nullsec solo and have to go to the bathroom for 2 minutes or whatever.

They're also really useful in WHs.

I do, however, agree that currently they're balanced but not necessarily in the right way. Some sort of delay to local and not showing up cloaked ships (or the complete removal of local from anywhere outside high sec) coupled with an active method of telling if someone was cloaked in the system would be a good change to have but changing one side without the other would unbalance things.


So wormhole space becomes 100% safe as any cloakies will mean enemy and go hide in your pos time.


Yes, that is a very good point. It would basically bork WHs.

So, would removing or delaying local in low sec and nullsec suffice? Surely people in null and low will then just come onto the forums and complain that they can no longer tell that they're imminently going to be ganked? In the situation that you remove or delay local but make no method of telling whether there are cloakies in your system I and my 2 corp mates could take our pvp fit falcons and totally gank every solo carebear in nullsec without much difficulty. It would make cloaks overpowered.

This is why there hasn't been a good solution suggested where cloaks are concerned. There simply isn't one. Whatever you change screws someone up.

This is the reason why in every "nerf cloaks" or "remove local" thread there are those who argue against it. Either change would inevitably create bad feeling and destroy perfectly decent practices.

Personally I think CCP should remove local and not put in any method of finding cloaked ships because, well, they're cloaked. Lets see all those people whining about AFK cloakers discover that they were never actually complaining about AFK cloakers at all as they repeatedly lose their bearing ships. After all, that's how it is in wormholes and I have yet to see anyone (excepting idiots) complaining about that.
Lord Zim
Gallente Federation
#76 - 2012-07-27 13:21:39 UTC
Tchulen wrote:
Personally I think CCP should remove local and not put in any method of finding cloaked ships because, well, they're cloaked. Lets see all those people whining about AFK cloakers discover that they were never actually complaining about AFK cloakers at all as they repeatedly lose their bearing ships. After all, that's how it is in wormholes and I have yet to see anyone (excepting idiots) complaining about that.

As long as they removed L4s (or maybe even L3s) from hisec to balance it out wrt risk/effort to reward, then maybe doing that wouldn't completely depopulate null at the same time. Good luck getting that though, though.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Tchulen
Trumpets and Bookmarks
#77 - 2012-07-27 14:17:01 UTC
Lord Zim wrote:

As long as they removed L4s (or maybe even L3s) from hisec to balance it out wrt risk/effort to reward, then maybe doing that wouldn't completely depopulate null at the same time. Good luck getting that though, though.



I'm under no illusions here. What I want simply won't get through because it, like every other suggestion, doesn't address all the issues. I'd like it, I didn't say I think it's correct for the game as a whole.

I just see so many people with "nerf cloaks", "remove local", "add cloak probe launchers", "add cloak fuel" etc. None of them have addressed all the concerns as can be seen by the shear number of these threads that appear, get argued about and then subsequently disappear.

The main reason I find all these arguments so irritating is the cyclic nature of them. Really, people's fear of cloaked ships is bourne from a feeling of fear based on knowing they're there. What these people never seem to get is that they're in a better situation knowing their enemy is there than not knowing their enemy is there. So all those calling for removal of local to remove the "AFK cloaker" issue don't seem to get that if that's done they're going to get uber ganked. I know a lot of high sec bears who would jump in a force reacon and go gank the hell out of nullsec if this happened.

But then nerfing cloaks so people can find them doesn't work either because this would negate the point of a cloak.

So whichever way you look at it, whatever change you make, you'll be breaking something.

That is, unless that change isn't made ingame. If those whining about AFK cloakers grew some gonads instead of making themselves look like pansies on the forum the situation would be resolved.

As has been stated many many times: Cloaking is working as intended.
Cpt Arareb
Viziam
Amarr Empire
#78 - 2012-07-27 14:19:41 UTC
Remove Local Chat Intel!
Tchulen
Trumpets and Bookmarks
#79 - 2012-07-27 14:34:56 UTC
Cpt Arareb wrote:
Remove Local Chat Intel!


... and do what about the obvious issues that entails?
Nikk Narrel
Moonlit Bonsai
#80 - 2012-07-27 15:17:40 UTC
Tchulen wrote:
Cpt Arareb wrote:
Remove Local Chat Intel!


... and do what about the obvious issues that entails?

The best solution I can come up with, is to put local as delayed so only people saying anything would appear in it.
Only then is it valid as a type of intel, because the person made a choice to be noticed.

Make sensors based on the d-Scan relay the data onto the overview. Flag it as sensor returns if you need to recognize this as a seperate data set.

Now, split this data into two categories, passive and active.

Passive requires no effort, and only shows your ship's ability to listen to it's sensors. Passive will not locate anything cloaked, or otherwise concealing it's presence on some level. Passive is always running.

Active can be set to auto-cycle. It shows your ships ability to broadcast a signal and interpret returns on it's sensors. Entering warp or any activity that causes your grid to change will reset the toggle to the off position. Ships that are designed for scanning may be able to warp while active scanning as well.
Best analogy is using a flashlight in a dark place. It lets you see things, but some others might also detect your 'light' and know your location as well.
Skill based results would allow greater detection of distant or possibly cloaked objects.

Cloaked object detection would be based on your active detection skill as compared to their cloaking skill. Difference in skills determines how close a cloaked vessel can approach before you can detect them. Ship sensor strength and module fittings also have an effect on this.

Since cloaking detection requires active scanning, and active scanning can also be detected due to it's broadcasting nature, players who choose to use cloaking will have more success if they are clever about it.