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Forensics [ Skill ]

Author
Flashrain
Imperial Academy
Amarr Empire
#1 - 2012-10-08 21:42:24 UTC
Skill Name : Forensics

Pre - req : Salvage V, Science V, Hacking V

Script: Combat / Accounting / Navigation / Astrometrics / Cynosural.

Function :

- Loading a combat forensics script allows the pilot to extend overview range to directional scan range/angle. You can see the speed of a ship 10 AU away.

On grid, it allows a pilot real time ballistics and targeting analysis, highlighting on the overview and on screen which pilots are being targeted by ships. Helpful for logistics pilots. Higher levels increase the viewable count geometrically.


- Loading a navigation forensics script allows a pilot to see warp engine contrails long after the ship has warped off. If you pursue, you can see the contrail in warp, and when you arrive at destination as well - showing if you chased to the right spot. Higher levels may allow you to select a contrail to follow (range limit) via warp. Higher levels increase duration and range of your warp via contrail.

On grid, it will allow a pilot to view all celestials(planet/moon/belt/system/sun) the target ship has landed near since entering system.

- Loading an accounting forensics script allow a pilot to analyze market transaction, showing items that have been bought and their history along with purchaser details with the ability to high light resales.

On grid, it will allow a pilot to view the marker and owner history of the target ship hull.


- Loading an astrometric forensics script allow a pilot to access a star gate and see who/what passed through and in which direction. Higher levels allow longer listing/further back in time.

On grid, it will allow a pilot to view all systems the target ship has passed through since being boarded.


- Loading a cynosural forensics script allow a pilot to get detailed information on the cynosural field owner name, corporation, alliance, duration, start time, etc.,.

On grid, it will allow a pilot to trace back to the location of the last ship to use the cynosural field, or jump back if it is a bridge. Surviving the other end is a different issue...



Please discuss constructively.

-F
Kai'rae Saarkus
Sebiestor Tribe
Minmatar Republic
#2 - 2012-10-09 08:50:29 UTC
Flashrain wrote:
Skill Name : Forensics

On grid, it allows a pilot real time ballistics and targeting analysis, highlighting on the overview and on screen which pilots are being targeted by ships. Helpful for logistics pilots. Higher levels increase the viewable count geometrically.


Oh noes.. you just broke the server.
Arduemont
Rotten Legion
#3 - 2012-10-09 11:19:23 UTC
Sorry, overly complicated, and of too little use to require implementing.

Why bother finding out who is locked etc from a distance since it doesn't matter until you arrive?
Navigation forensic scripts would be OP, because you could make inescapable tacklers.
There's no point scanning gates, quicker to jump through and see what's on the other side.
Who owns that cyno? Warp to cyno, and find out. Probably quicker and really not that dangerous landing at 100km.

Most of these functions are adequately covered by intel channels anyway.

"In the age of information, ignorance is a choice." www.stateofwar.co.nf

Flashrain
Imperial Academy
Amarr Empire
#4 - 2012-10-20 17:57:12 UTC
Arduemont wrote:
Sorry, overly complicated, and of too little use to require implementing.

Why bother finding out who is locked etc from a distance since it doesn't matter until you arrive?
Navigation forensic scripts would be OP, because you could make inescapable tacklers.
There's no point scanning gates, quicker to jump through and see what's on the other side.
Who owns that cyno? Warp to cyno, and find out. Probably quicker and really not that dangerous landing at 100km.

Most of these functions are adequately covered by intel channels anyway.


- locked from distance? You misread. This just allows one pilot to see if the hostile fleet is moving or not; moving away, toward, or perpendicular to your fleet.

- inescapable tacklers, no. You still can warp to any range and the tackler won't know till arrival. This just gives the tackler a slight advantage when you warp toward a planet with 20 moons and 30 belts. If you use a midsafe, it remains as safe as ever. AND you can still cloak after landing.

- scanning gates? You misread again. This is accessing the travel history. So if you are hunting other players, you can see which potential targets has gone this way. When you arrive at a system with 3 exits, you can take some time and scan each one instead of losing the trail altogether.

- Cyno ownership? You misread the intent again. This is so you can warp your ship to the cyno, and if it is a titan bridge, use their own bridge to bridge yourself to their titan. Then you can light your own cyno and bring the titan killing fleet in.
ShahFluffers
Ice Fire Warriors
#5 - 2012-10-20 21:12:39 UTC  |  Edited by: ShahFluffers
- get a fast warping, fast moving scout
- get more scouts and/or employ different tactics (like sending tacklers to all the out-gates)
- There are only so many routes that people can or will take... in fact, many "system pipes" have a tendency to loop back on themselves. If you know the area well, you can guesstimate where a target is heading and cut them off.
- warp to the cyno and find out. That's the entire point behind them being broadcasted to the entire system. You know there is a capital ship incoming... it could be risky... but it could also be friendly and/or a nubbin.


"Scouting" is one of those jobs that a newbie pilot can easily do. This idea... it takes that job away. Why have a couple newbies in fast frigates when you can have one or two very skilled older players giving you guaranteed intel on a wide range of things?
Hi Lighter
Brutor Tribe
Minmatar Republic
#6 - 2012-10-20 22:55:42 UTC
Flashrain wrote:
Arduemont wrote:
Sorry, overly complicated, and of too little use to require implementing.

Why bother finding out who is locked etc from a distance since it doesn't matter until you arrive?
Navigation forensic scripts would be OP, because you could make inescapable tacklers.
There's no point scanning gates, quicker to jump through and see what's on the other side.
Who owns that cyno? Warp to cyno, and find out. Probably quicker and really not that dangerous landing at 100km.

Most of these functions are adequately covered by intel channels anyway.


- locked from distance? You misread. This just allows one pilot to see if the hostile fleet is moving or not; moving away, toward, or perpendicular to your fleet.

- inescapable tacklers, no. You still can warp to any range and the tackler won't know till arrival. This just gives the tackler a slight advantage when you warp toward a planet with 20 moons and 30 belts. If you use a midsafe, it remains as safe as ever. AND you can still cloak after landing.

- scanning gates? You misread again. This is accessing the travel history. So if you are hunting other players, you can see which potential targets has gone this way. When you arrive at a system with 3 exits, you can take some time and scan each one instead of losing the trail altogether.

- Cyno ownership? You misread the intent again. This is so you can warp your ship to the cyno, and if it is a titan bridge, use their own bridge to bridge yourself to their titan. Then you can light your own cyno and bring the titan killing fleet in.

A cyno is a beacon so being able to travel through it makes no sense
Flashrain
Imperial Academy
Amarr Empire
#7 - 2012-10-20 23:02:19 UTC
Hi Lighter wrote:
Flashrain wrote:
Arduemont wrote:
Sorry, overly complicated, and of too little use to require implementing.

Why bother finding out who is locked etc from a distance since it doesn't matter until you arrive?
Navigation forensic scripts would be OP, because you could make inescapable tacklers.
There's no point scanning gates, quicker to jump through and see what's on the other side.
Who owns that cyno? Warp to cyno, and find out. Probably quicker and really not that dangerous landing at 100km.

Most of these functions are adequately covered by intel channels anyway.


- locked from distance? You misread. This just allows one pilot to see if the hostile fleet is moving or not; moving away, toward, or perpendicular to your fleet.

- inescapable tacklers, no. You still can warp to any range and the tackler won't know till arrival. This just gives the tackler a slight advantage when you warp toward a planet with 20 moons and 30 belts. If you use a midsafe, it remains as safe as ever. AND you can still cloak after landing.

- scanning gates? You misread again. This is accessing the travel history. So if you are hunting other players, you can see which potential targets has gone this way. When you arrive at a system with 3 exits, you can take some time and scan each one instead of losing the trail altogether.

- Cyno ownership? You misread the intent again. This is so you can warp your ship to the cyno, and if it is a titan bridge, use their own bridge to bridge yourself to their titan. Then you can light your own cyno and bring the titan killing fleet in.

A cyno is a beacon so being able to travel through it makes no sense



A titan bridge is literally a bridge. Bidirectional travel should be possible.
ShahFluffers
Ice Fire Warriors
#8 - 2012-10-20 23:47:00 UTC
Flashrain wrote:
A titan bridge is literally a bridge. Bidirectional travel should be possible.

Don't be so literal.
Just because something has a certain name, doesn't mean it behaves exactly way the name implies.
Flashrain
Imperial Academy
Amarr Empire
#9 - 2012-10-21 15:32:10 UTC
ShahFluffers wrote:
Flashrain wrote:
A titan bridge is literally a bridge. Bidirectional travel should be possible.

Don't be so literal.
Just because something has a certain name, doesn't mean it behaves exactly way the name implies.



No, but it would be a lot more fun if it does.
Daichi Yamato
Jabbersnarks and Wonderglass
#10 - 2012-10-22 01:18:51 UTC
as much as i'd love to have such intra-system tracking. this is very complex and can be achieved through current methods.

true it will take an absolute legend of a d-scanner to be this good, i think its appropriate that those ppl who put the effort into being that good are more succesful, rather than just making it a skill that can be trained by anyone

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs