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Hiding in Eve- Why We Cloak

Author
Bloodpetal
Tir Capital Management Group
#241 - 2012-07-25 04:44:25 UTC
These ideas are good, but they're not the first time they've been suggested or recommended and have been often repeated and sponsored by the EVE Community.

If CCP decides to listen today, then so be it.

Where I am.

Mors Sanctitatis
Death of Virtue
#242 - 2012-07-25 04:56:49 UTC
Bloodpetal wrote:
These ideas are good, but they're not the first time they've been suggested or recommended and have been often repeated and sponsored by the EVE Community.

If CCP decides to listen today, then so be it.



I've been playing Eve for a long while (8 years now), and thinking about its game design just as long. I know full well that everything has been discussed to death. The point is to bring a few concepts together in one integrated design so that they all work together cooperatively so that the end result is greater than any one single change.
Sorceror Majiir
Doomheim
#243 - 2012-08-01 12:08:33 UTC
Mors Sanctitatis wrote:


Players currently complain about the lack of ability to carve out a small niche of space to call their own without belonging to a major Alliance or Coalition. The reason this doesn't currently work is because players are too easily tracked down and precisely located. It's simply impossible to exist somewhere and not be found.


Players should be given new modules and rigs to build and customize sensor packages as they see fit in order to tailor them to their play styles. Defensive players (miners, mission runners etc.) will want powerful passive sensors to enable an "always on" long range omni-directional warning system that will alert them to incoming ships, regardless of type. Offensive players (PVPers, who else?) will want highly tuned directional sensors that will enable them to find prey at extreme range and identify targets with a high degree of detail as quickly as possible. Players should also be given modules/rigs to decrease their sensor signature to various types of sensors (stealth rigs, if you will) that will allow players to adapt to their prey.

...

Corporations and Alliances would get the ability to install massive sensor installations that would provide real time active and passive information from a system to regional level, with varying degrees of detail and accuracy. At no point would these static sensor nets deliver information as accurately or as quickly as ship sensors would.

[more to come]


I think Eve devs may be ahead of you. I saw a Scan Distortion device (2x) on a deadspace gate while missioning the other day. I thought it was something they had implemented, however, after maintenance the devices we're gone from new missions I was running. I now suspect Devs were testing this device. It was a collidable object and you could attack it like any mission bunker. I did attack but nothing dropped. Also within the mission deadspace the target container was both cloaked and shielded like a POS. The shield generator however could be located and destroyed.. once that happened the shield dropped and you could get to the container.

If Devs are introducing this scan disruptor device, that may be just what we need to slip into 0.0 and mission/sites etc.
Archdaimon
Merchants of the Golden Goose
#244 - 2012-08-07 02:58:10 UTC
I like the idea.

Wormholes have the best accoustics. It's known. - Sing it for me -

Mara Rinn
Cosmic Goo Convertor
#245 - 2012-08-07 10:03:44 UTC
Sukur
WhiteOps
#246 - 2012-08-07 10:51:54 UTC  |  Edited by: Sukur
I totally agree with OP.

Given a good balance it will save solo/almost solo PVP.

I hope CCP reads this.



I just remembered an old submarine game called Silent Hunter (serveral versions), It had a very nice, simple in mechanics but complex in use way to track distant ships by radar.

I would love something like that in eve.
IgnasS
Pator Tech School
Minmatar Republic
#247 - 2012-08-07 11:43:43 UTC  |  Edited by: IgnasS
I think this the best thread in EvE-O forums. OP you are genius Smile 11/10
If ever implemented it would make the game much more interesting for everyone I think. Moreover, bots would produce oceans of tears.

Some storyline events about CONCORD should come through. Changes after :
- CONCORD goes rogue. Becomes a business establishment;
- CONCORD doesn't give local intel for free anymore;
- By default all capsuleers are paying (fixed amount per each jump through gates) CONCORD in order not be shown in local, although it's possible to switch (through settings) to pay CONCORD in order to be visible in local (sellers, scammers etc..);
- Above mentioned fee is used provide relative safety when operating in hi-sec (same GCC mechanics as now).
- It is possible to buy intel from CONCORD (in their stations only) in order to find someone specific.
Richard Desturned
Royal Amarr Institute
Amarr Empire
#248 - 2012-08-08 02:47:36 UTC
I really hope that something like this is implemented.

However, no form of cloak should give you absolute undetectability - while I don't care for silly ideas like AoE decloakers or whatever, the presence of a cloaked ship in a system should remain detectable. I don't believe that one should be able to, say, remain absolutely undetectable while camping a beacon or jump bridge. Local is the only way to counter that - and you have to fly a character to that system to scout it before jumping to a beacon. Remotely scanning a system for hostile presence shouldn't require the mere press of a button, however.

If every ship is a submarine, a cloaked ship is a submarine that might require you to actively ping your sonar a bit, making your presence known, but you can find it if you're a skilled sonar operator.

Think "the Dallas finding Red October"

npc alts have no opinions worth consideration

Frying Doom
#249 - 2012-08-08 02:50:11 UTC
Richard Desturned wrote:
I really hope that something like this is implemented.

However, no form of cloak should give you absolute undetectability - while I don't care for silly ideas like AoE decloakers or whatever, the presence of a cloaked ship in a system should remain detectable. I don't believe that one should be able to, say, remain absolutely undetectable while camping a beacon or jump bridge. Local is the only way to counter that - and you have to fly a character to that system to scout it before jumping to a beacon. Remotely scanning a system for hostile presence shouldn't require the mere press of a button, however.

If every ship is a submarine, a cloaked ship is a submarine that might require you to actively ping your sonar a bit, making your presence known, but you can find it if you're a skilled sonar operator.

Think "the Dallas finding Red October"

I would like to see a ship dedicated to being able to tracking down cloaked ships, a T2 destroyer for example, so it has abilities to track down the "subs".

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

Richard Desturned
Royal Amarr Institute
Amarr Empire
#250 - 2012-08-08 03:14:04 UTC
Frying Doom wrote:
I would like to see a ship dedicated to being able to tracking down cloaked ships, a T2 destroyer for example, so it has abilities to track down the "subs".


Perhaps tracking down the ships would be a role for such a ship, but detecting its presence should be possible regardless of ship, but not something that is done with the push of a button.

Think about it this way - if I'm in a cloaked ship, I could make myself very difficult to detect but at the same time, I lose more awareness of my surroundings, until it's paralyzed and even its passive sensors and "camera drones" are deactivated, and loses its ability to decloak. To find me, a ship would have to do its "sonar ping" with a stronger amplitude or whatever. If he's at the point where he's picking up my "dead-cloaked" ship, he's pinging loud enough that a guy on the other side of the cluster can hear him. Naturally, the cloaked ship can't exactly rapidly go into "dead-cloak" mode or whatever because (insert silly lore reason here) and it's not exactly that good if you can just go into "dead-cloak" for a few moments and right back to the point where you can't decloak.

On the other end of that scale, you're at the point where you can quickly decloak, but you can easily be detected because your ship is "warmer" or something like that.

Think of it this way - a sub can "run silent" but an active sonar will detect it, but the other sub running the active sonar is also making its presence known.

npc alts have no opinions worth consideration

Frying Doom
#251 - 2012-08-08 04:41:33 UTC
Richard Desturned wrote:
Frying Doom wrote:
I would like to see a ship dedicated to being able to tracking down cloaked ships, a T2 destroyer for example, so it has abilities to track down the "subs".


Perhaps tracking down the ships would be a role for such a ship, but detecting its presence should be possible regardless of ship, but not something that is done with the push of a button.

Think about it this way - if I'm in a cloaked ship, I could make myself very difficult to detect but at the same time, I lose more awareness of my surroundings, until it's paralyzed and even its passive sensors and "camera drones" are deactivated, and loses its ability to decloak. To find me, a ship would have to do its "sonar ping" with a stronger amplitude or whatever. If he's at the point where he's picking up my "dead-cloaked" ship, he's pinging loud enough that a guy on the other side of the cluster can hear him. Naturally, the cloaked ship can't exactly rapidly go into "dead-cloak" mode or whatever because (insert silly lore reason here) and it's not exactly that good if you can just go into "dead-cloak" for a few moments and right back to the point where you can't decloak.

On the other end of that scale, you're at the point where you can quickly decloak, but you can easily be detected because your ship is "warmer" or something like that.

Think of it this way - a sub can "run silent" but an active sonar will detect it, but the other sub running the active sonar is also making its presence known.

maybe some kind of actual ship equipment (Hi slot) to ping so ships do not automatically gain the ability, like on this planet where subs are invisible to ships unless they have sonar or are currently being fire on but without the ability to locate them directly. For example module spews out an approx range and angle off ship but not a location so you can tell if the cloaked ship is moving rather than just afk.
This with a dedicated line of destroyers to actively hunt down cloaked ships.

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

Tarn Kugisa
Kugisa Dynamics
#252 - 2012-08-08 11:11:07 UTC
I want all these Ideas implemented
RIGHT NOW!

Seriously it all sounds like a lot of fun

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Motoko Kusanagui
Doomheim
#253 - 2012-08-08 13:48:29 UTC
Very good and nice ideas, I like some more than others but if those were the game mechanics it would be awesome, it goes pretty close to what I thought EVE was when started to play, just to be disappointed about the way it is.

If things were this way I would leave carebearing and become a recon pilot, scanning is what I most like of this game.

Thanks for those great ideas, it's sad you are leaving the game.
Ogogov
Arpy Corporation
#254 - 2012-08-08 14:52:38 UTC
Posting in 100,100% support of introducing terrain into spreadsheets in space.

I'd like to think that the ring mining experiment will be the first stage in introducing these kinds of effects into EVE, and that it will be a roaring success.

A dev post would also be much appreciated.
Saladin Boneslash
Ministry of War
Amarr Empire
#255 - 2012-08-08 17:49:30 UTC
Richard Desturned wrote:
However, no form of cloak should give you absolute undetectability - while I don't care for silly ideas like AoE decloakers or whatever, the presence of a cloaked ship in a system should remain detectable. I don't believe that one should be able to, say, remain absolutely undetectable while camping a beacon or jump bridge. Local is the only way to counter that - and you have to fly a character to that system to scout it before jumping to a beacon.

I'm a w-space dweller who flies around cloaked 90% of the time, and I love doing so. But I agree that cloaking can be overpowered. For balance, there ought to be SOME way for them to detect me, at least when I am on-grid. I would envision a module that is "aimed" similar to dscan, but detects cloaked ships. They are not decloaked, but their presence is detected. It would, by default, have a relatively small cone of detection, say 20 degrees or so, that could be improved with a skill. And the special cloaked-detector ship would get a bonus that might get it up to a high value, maybe even full 360 degree coverage.

With regard to the original post -- awesome ideas. I think that early in the thread someone mentioned that current mechanics discourage people from heading into null as a solo or small gang because they know that getting blobbed is inevitable. Whether or not that is actually true, it is exactly my perception, and the main reason I avoid null. I like small gang/solo. I hate big fleets. And my perception (perhaps I am wrong) is that nullsec pvp is 90% blob warfare.
Richard Desturned
Royal Amarr Institute
Amarr Empire
#256 - 2012-08-09 00:34:40 UTC
Saladin Boneslash wrote:
I'm a w-space dweller who flies around cloaked 90% of the time, and I love doing so. But I agree that cloaking can be overpowered. For balance, there ought to be SOME way for them to detect me, at least when I am on-grid. I would envision a module that is "aimed" similar to dscan, but detects cloaked ships. They are not decloaked, but their presence is detected. It would, by default, have a relatively small cone of detection, say 20 degrees or so, that could be improved with a skill. And the special cloaked-detector ship would get a bonus that might get it up to a high value, maybe even full 360 degree coverage.


The thing I dislike about cloaking is that a ship cloaked in a good safespot is virtually impossible to take out, whether it's a covops frigate or a titan. Sure, you might say that cloaks are somewhat balanced by their scan res penalty, but that's hardly an issue. Cloaks should not be a simple way of moving through hostile space with near impunity. And that's coming from somebody who rarely flies anything that cannot warp cloaked.

npc alts have no opinions worth consideration

Motoko Kusanagui
Doomheim
#257 - 2012-08-09 13:14:05 UTC
Cloaking also allows to take a break, and depending on what space you are or players present in the system it might be the only way to make a pause in the game, sometimes we need to take care of something in RL, kids, phone call or any other thing.

If some change is gonna be applied to cloaking this should also be considered.
Nikk Narrel
Moonlit Bonsai
#258 - 2012-08-09 13:31:43 UTC
Motoko Kusanagui wrote:
Cloaking also allows to take a break, and depending on what space you are or players present in the system it might be the only way to make a pause in the game, sometimes we need to take care of something in RL, kids, phone call or any other thing.

If some change is gonna be applied to cloaking this should also be considered.

You make a good point, but finding a way to do this without leaving it open to exploits sounds tricky.

You would effectively need to log out, even if you weren't completely out of the game on some level.
(Keeping fleet roles, etc, might be a double edged sword if you were performing a needed task)
Loius Woo
Sebiestor Tribe
Minmatar Republic
#259 - 2012-08-10 04:02:51 UTC  |  Edited by: Loius Woo
Motoko Kusanagui wrote:
Cloaking also allows to take a break, and depending on what space you are or players present in the system it might be the only way to make a pause in the game, sometimes we need to take care of something in RL, kids, phone call or any other thing.

If some change is gonna be applied to cloaking this should also be considered.


Thats pretty simple actually, make cloaks require some fuel, the burn rate of fuel is based on your ship's velocity up to some maximum along a logarithmic curve so that if you are sitting still, a full load of fuel (full as in the modules "ammo") would last say 5-6 hours, if warping all over the system, fuel would last 20-30 minutes. Then make the module be shut off to reload, and require something like 45 seconds to reload, that way a reasonably good scan prober has a chance to lock you down.

To the OP's ideas, I like them immensely.

I few ideas to add to them though:

1. Terrain. I would add a bunch more of it. Large gas clouds, debris fields, comets, etc. I fell the right number of "terrain" features other than planets should be above 40 in any given system (too many for a gang to blindly warp to all of them looking for people). All of them should be discoverable by using a system scanner. The system scanner can be activated and take time to scan in an outward spiral, covering approximately 1AU per 10-20 seconds (modifiable by skills). So for example, if you want to hide, you can activate your scanner, and in a large system, it might take half an hour or more to scan the whole thing, after you have scanned, all of the terrain are now warp able objects that you can bookmark. This way, preparation will give you an advantage but that advantage can be overtaken by patience if your enemy is willing to sit and scan long enough. Into these terrain features, you should be able to either hide your ships, or hide your POS (the new POSes that will be anchor able anywhere). In addition to this, collections of bookmarks should be able to be created from scanning these sites so that explorers could map systems and sell the bookmarks on the market. Over time, the positions of different terrain features should drift, making old bookmarks (older than 2-3 weeks) no longer good enough. But each time you warp to a bookmark, it automatically corrects for spatial drift, so if you "live" in a gas cloud, you don't have to manually update the bookmark all the time.

2. Local. I would make local chat optional as it is in W-hole space, however, I would also separate the local count from local chat and add a new piece of information to the UI that indicates the total signature size of all active ships in that system that are detectable by your sensors. This should include ships that are cloaked. So, if your sensors say that there is a total of about 800m of signature right when you jump through, you know there are people active, as your sensors either get closer, or activate the active sensors, you might be able to tell that those 800m's are from 4 signatures. After that, it works as described. This way, an experienced pilot will still be able to tell when people are in the system and would have a decent idea of how many etc, but not WHO they are or what they are flying unless they work for it.

3. Strategic Intel. I think this could easily be done in two ways, first as a bribe to CONCORD to get the stats that you can currently get through the map, but the bribe would be some set amount for intel on a system, constellation, or region that is fairly cheap, but scaled by size (maybe 25,000 for a system, 100,000 for a constellation and 1 mil for a region...just as a rough swag). The bribes would be good for a 24 hour period or so. In addition, players should be able to deploy a variety of strategic scanners that are able to provide the same kinds of stats as long as the scanner probe/structure is not destroyed. Players should also be able to "sell" their intel for less than CONCORD charges via contracts. Some sensors should be able to report on gate traffic to include ship types and times. This way, being a scout recon becomes a profession able to make you money in Eve. For better quality intel (like ship types and times, an active scanner that actually scans ships as they jump in and provides fitting/cargo information) would be much more valuable, but require scanners that are much easier to identify and destroy, making them good for Alliances defending space, or scouts in deep behind enemy lines. Such intel could be contracted for millions of isk/hour if so desired.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#260 - 2012-08-10 17:16:32 UTC
bump