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A way to find cloakers

Author
Mag's
Azn Empire
#81 - 2012-12-12 19:23:46 UTC  |  Edited by: Mag's
Crimeo Khamsi wrote:
Quote:
WH space was designed with that type of local from the start, so all that live there know the mechanics and accept them. Null sec has always had local and in fact in that time, local's intel has also had a boost. This means you cannot simply remove it or change it, without a package of changes to take it's place. No one with any sense of balance, would say otherwise.


You are fundamentally confusing two concepts.

1) Status quo
Status quo is how players behave and how power is distributed in a system currently. Game design changes do not have any particular obligation to maintain status quo. In fact, most game design changes are proposed or implemented with the express purpose of changing the status quo. Removing local chat is an example of this. The whole point of removing local is to disrupt the way that players have settled into the current status quo, and to allow smaller alliances a chance to stop all of eve's nullsec from being swallowed up by one group of people.

2) Balance
Balance is about people of different types and playstyles, yet equal skills and intelligence, having roughly the same chances to succeed in the game. E.g., making roughly the same amount of isk, or having roughly equal chances in combat. Local chat is currently a massive IMBALANCING factor, insofar as it allows the "large alliance" playstyle to have a massive advantage over the "small alliance" playstyle. It does this because it does not allow any sneak attacks at all, really, and thus the only way to win any battles is to have a massive blobby fleet of doom that can only be fielded by drawing from dozens or hundreds of corporations at once.


Since local chat is very much imbalancing already, you can in fact simply remove it without changing anything else, and improve the balance of the game in doing so. At the same time, you will disrupt the existing status quo, as you point out. These, again, are separate concepts, these two effects are NOT mutually exclusive, and in fact, both of them are intended.

Your logic of "everything that is nerfed must have something buffed to go with it" is only true IF you assume that the game as it exists currently is already perfectly balanced. In fact, it is not balanced currently, and thus there is no reason to assume that a nerf has to be accompanied by anything necessarily.
Just noticed this was actually quoting and responding to me.

No confusion here at all and I actually like the status quo, even though I can see the issues local causes. I believe psychological warfare, adds a great dimension to the game. Not only that, but I believe it to be balanced. Even if this balance is reached, due to two broken mechanics offsetting themselves. (Yes the balance still favours the locals to a small degree, but I believe that's the perc of living there.)

As I didn't actually say "everything that is nerfed must have something buffed to go with it", I'll talk about what I did say.

Local cannot simply be removed, because it's a main source of intel and of communication in this MMO.

The issue most have with it, is the easy way it gives this intel not the intel in of itself. If it is removed, another way of gaining this intel has to be introduced.
So instead of, "Oh look a red/neutral in local", it should be " I see a ship has entered this system, I must take a look with whatever CCP give to replace it and see who and what ship it is." Or whatever system they deem appropriate.

This is the balance I speak of, no mention of keeping the status quo. Intel should be worked for, not given on a plate.

CCP have stated time and again, they wish to remove local. But they haven't, because they too know it cannot simply be removed and they cannot as yet, come up with ideas to replace it.

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

Mal journ
Sebiestor Tribe
Minmatar Republic
#82 - 2012-12-12 20:48:46 UTC
No ... cloak is a tactical device for just the purpose you want to circumvent .
Seranova Farreach
Biomass Negative
#83 - 2012-12-13 00:11:24 UTC
how about something like dscan but available only to a sertain ship/shiptype and its like a sonar. (incert red october music here)
and it would give you some sort fo visual indecation around the ship with not too much accuracy ofc of where the cloaky ship is.
and only activateable every 60 seconds or something so cloakys can sweat it a little when passing by gate camps with a cloaky..

think how ships would hunt submarines in ww2.. OH idea!!

set the sonar device on stealth bombers with like a requirment of not haveing a cloak equipped so when they find the general direction of the ship they can fire a bomb in that direction in the hope they hit something (sonar+depth charges)

or just some new form of bomb (like lockbreaker bomb or energy neut bomb) which can agress cloakers and knock their cloak off.

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Fish Hunter
Center for Advanced Studies
Gallente Federation
#84 - 2012-12-13 01:04:32 UTC
While cloakers in a nullsec system are annoying they can be mitigated. I was in a system near curse at one point and members got down right frustrated because the same characters were always cloaked up in our systems. They'd wait for juicy targets and hotdrop or titan bridge in a gank fleet. They had no problems with us and never attacked our sov, they just wanted to farm us for thrills. The real problem is that lovely little cyno beacon imo. I believe the standard solution to a cloaky in a system is to move to a different system and maybe try to camp the gate along the line if you know they'll follow. Or if someone's camping every system that you frequent just go to highsec.

Wormholes are awesome, no local, you can sneak around and do high reward activities. The no local works because there are no cyno beacons and travel between systems is slow due to scanning. Ambushes can be setup and executed with the prey never knowing you're there until you spring.

Remove nullsec local
Remove covert cynos
Removing ability for cov ops ships to light a cyno would make things more interesting as well
Crimeo Khamsi
Viziam
Amarr Empire
#85 - 2012-12-13 01:31:56 UTC  |  Edited by: Crimeo Khamsi
Mag's wrote:

The issue most have with it, is the easy way it gives this intel not the intel in of itself. If it is removed, another way of gaining this intel has to be introduced.
So instead of, "Oh look a red/neutral in local", it should be " I see a ship has entered this system, I must take a look with whatever CCP give to replace it and see who and what ship it is." Or whatever system they deem appropriate.

This is the balance I speak of, no mention of keeping the status quo. Intel should be worked for, not given on a plate.

CCP have stated time and again, they wish to remove local. But they haven't, because they too know it cannot simply be removed and they cannot as yet, come up with ideas to replace it.

I'm not sure you quite understand what I'm saying, honestly.

1) Local chat makes getting intel too easy. The content of that intel (as you mention) is fine, though.

2) If we were to remove local (not actually remove it entirely. Just the list of people's names that you can click on), you could still get the same content of info, but it would be harder to do so. You would still have:
2a) D-scan
2b) Local chat (friendly pilots could, for example, be requested to identify themselves as a matter of protocol, by announcing their entry, then you know who they are, because their name shows up next to their message in local chat. Nothing wrong with voluntary self identification.)
2c) The number of pilots in the system, which would still be available in 2 places: in the (nerfed) local chat window, as well as via the starmap (where you even have a nice visual indicator of it, + the ability to check every system in the galaxy's pilot #s).
2d) Corp and Alliance chat, which you could also use to keep each other informed of friendly movements (anything not announced is then considered unfriendly...)
2e) Combat probes
2f) Visual on-grid info at chokepoints (e.g. stargates and wormholes)

3) Thus, the goal is already accomplished. Same info, but harder to get it, using the MANY already existing alternatives. There's nothing left to do at that point. Nothing to "replace" or anything else. Exactly the intended effect will already have been achieved.
Nikk Narrel
Moonlit Bonsai
#86 - 2012-12-13 01:41:10 UTC
Seranova Farreach wrote:
how about something like dscan but available only to a sertain ship/shiptype and its like a sonar. (incert red october music here)
and it would give you some sort fo visual indecation around the ship with not too much accuracy ofc of where the cloaky ship is.
and only activateable every 60 seconds or something so cloakys can sweat it a little when passing by gate camps with a cloaky..

think how ships would hunt submarines in ww2.. OH idea!!

set the sonar device on stealth bombers with like a requirment of not haveing a cloak equipped so when they find the general direction of the ship they can fire a bomb in that direction in the hope they hit something (sonar+depth charges)

or just some new form of bomb (like lockbreaker bomb or energy neut bomb) which can agress cloakers and knock their cloak off.

There are many ideas about how cloaking should be hunted, and to a greater degree, how basic effort should allow awareness of a possible cloaked threat.

I believe keeping it simple and basic is the key.

For awareness, I believe active scanning should allow the chance to be tipped off a cloaked vessel is around.
I detail that in this thread: https://forums.eveonline.com/default.aspx?g=posts&t=112964&find=unread

For hunting purposes, I suggest the following:
The craft that actually does the hunting needs to be balanced against the cloaked vessels, or else it will be one sided.
The proper combination of skills / specialized ship hull / modules should let the hunting pilot see the cloaked vessel, and subsequently paint them with a target painter like module, thereby allowing other players to see and lock onto the craft.

Differences between the hunted and hunter in skill and equipment quality would determine the time to lock and engage the target painter module, creating demand for the best available on both sides.
This time to lock would be expected to affect whether the cloaked pilot could evade a successful hunt.

Now, as to details how this works:
The hunting craft activates the painter module.
This activates an enhanced sensor decryption mode, which like cloaks vessels works better on certain hulls. The covops hulls themselves work better for this for many of the same reasons they work so well for cloaking devices. They can control and limit their own sensor emissions to a greater degree.
You can launch probes prior to activating this module, and use them and or D-Scan / active scan.
While in this operating mode, cloaked vessels appear to your sensors as if they were not cloaked, allowing you to detect them using normal means.
The only device you can use beyond sensors, is the painting function. Locking onto the vessel using this takes an amount of time determined by the difference between your skills and equipment, and the cloaked pilot with their vessel.
Once you are locked on, they become visible to everyone, and can be locked and attacked normally.

Mag's
Azn Empire
#87 - 2012-12-13 09:59:26 UTC
Crimeo Khamsi wrote:
I'm not sure you quite understand what I'm saying, honestly.

1) Local chat makes getting intel too easy. The content of that intel (as you mention) is fine, though.

2) If we were to remove local (not actually remove it entirely. Just the list of people's names that you can click on), you could still get the same content of info, but it would be harder to do so. You would still have:
2a) D-scan
2b) Local chat (friendly pilots could, for example, be requested to identify themselves as a matter of protocol, by announcing their entry, then you know who they are, because their name shows up next to their message in local chat. Nothing wrong with voluntary self identification.)
2c) The number of pilots in the system, which would still be available in 2 places: in the (nerfed) local chat window, as well as via the starmap (where you even have a nice visual indicator of it, + the ability to check every system in the galaxy's pilot #s).
2d) Corp and Alliance chat, which you could also use to keep each other informed of friendly movements (anything not announced is then considered unfriendly...)
2e) Combat probes
2f) Visual on-grid info at chokepoints (e.g. stargates and wormholes)

3) Thus, the goal is already accomplished. Same info, but harder to get it, using the MANY already existing alternatives. There's nothing left to do at that point. Nothing to "replace" or anything else. Exactly the intended effect will already have been achieved.
We'll have to agree to disagree. You believe this is an easy fix, I, CCP and many others do not.

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

Caliph Muhammed
Perkone
Caldari State
#88 - 2012-12-13 10:42:24 UTC  |  Edited by: Caliph Muhammed
Rejecting the notion Local has to exist for x reason. It simply doesn't. It will require more work to find an uncloaked target in a system which is balanced just fine by cloakers not showing in system either. The tyranny of locals amateur implementation is long overdue for change.

If you want to guard your system then do so. If you lack the manpower to guard your system, it's not your system.

Local affects much more than combat craft as well. I'd love to sneak a hauler through a system but you can't with the current system. You show up as soon as you cross the gate.

Hisec war decs would be worthwhile participating in without day long camp sessions, you could actually have a stealth reactionary force deal with the aggressors and you could maneuver around much easier in noncombat craft if you weren't displayed for all of your targets to see each and every time you came in system.

CCP knows full well how bad local is screwing up EVE. What they don't know/agree on is how many players want a real visceral EVE as opposed to a nanny gamestate and how much that will affect their bottom line.

The problem with allowing the population to strictly decide whats best for EVE is that the suggestions will always incrementally inch towards a safer experience in the individuals activity. Since activities are finite in EVE there is overlap so the safer begins to drown out the opposite to the detriment of the game. 10 years from now EVE will be a very dull game. Unless of course CCP makes some hard decisions, does what's needed and let's the chips fall as they will. Very few are going to be satisfied playing EVE for PVE. The game succeeds because its a niche game advertising itself as open and chaotic and non-consensual in nature. Anyone that plays EVE long enough realizes this is false as there are arbitrary restrictions in place to make the chaos much more order like and watered down.
Azrael Dinn
Imperial Mechanics
#89 - 2012-12-13 10:48:59 UTC
TheGunslinger42 wrote:
I never know if these threads are trolling

Let me just repeat the same old truths a few more times:
AFK cloakers are incapable of doing anything, they are not an issue
Any limitation (fuel, cap, probes to find them, etc) you introduce do nothing but cripple legitimate, active play. And also destroy wormhole space.

Summary: go back to highsec


I can repeat the same old truths also.

Claoking mechanics needs fixing or local being removed. And I would also like add that if you dear sir do not know how to adapt to new mechanics (would the be fuel, cap, probes to find them or any other) thats your problem. Stop playing the game and go away. Thank you.

After centuries of debating and justifying... Break Cloaks tm

Caliph Muhammed
Perkone
Caldari State
#90 - 2012-12-13 11:00:00 UTC  |  Edited by: Caliph Muhammed
Azrael Dinn wrote:
TheGunslinger42 wrote:
I never know if these threads are trolling

Let me just repeat the same old truths a few more times:
AFK cloakers are incapable of doing anything, they are not an issue
Any limitation (fuel, cap, probes to find them, etc) you introduce do nothing but cripple legitimate, active play. And also destroy wormhole space.

Summary: go back to highsec


I can repeat the same old truths also.

Claoking mechanics needs fixing or local being removed. And I would also like add that if you dear sir do not know how to adapt to new mechanics (would the be fuel, cap, probes to find them or any other) thats your problem. Stop playing the game and go away. Thank you.


Being "old" but truth means exactly what? Its been true for a very long time that 2 + 2 = 4. Should we accept 2 + 2 = 5 because it may be a newer concept?

We could argue that activation of mining lasers requires all defenses to be turned off. Or that firing weapons requires you to come to a complete standstill. Adapt?
Azrael Dinn
Imperial Mechanics
#91 - 2012-12-13 11:07:17 UTC
Caliph Muhammed wrote:
Azrael Dinn wrote:
TheGunslinger42 wrote:
I never know if these threads are trolling

Let me just repeat the same old truths a few more times:
AFK cloakers are incapable of doing anything, they are not an issue
Any limitation (fuel, cap, probes to find them, etc) you introduce do nothing but cripple legitimate, active play. And also destroy wormhole space.

Summary: go back to highsec


I can repeat the same old truths also.

Claoking mechanics needs fixing or local being removed. And I would also like add that if you dear sir do not know how to adapt to new mechanics (would the be fuel, cap, probes to find them or any other) thats your problem. Stop playing the game and go away. Thank you.


Being "old" but truth means exactly what? Its been true for a very long time that 2 + 2 = 4. Should we accept 2 + 2 = 5 because it may be a newer concept?

We could argue that activation of mining lasers requires all defenses to be turned off. Adapt?


Well some filofiser has argued that 1+1 does not equal 2 which then means that 2+2 is not four Twisted

But the truth: if a person cloaks up I do not have any way to find him even if I wanted to. Absolutely none. If you can tell me how to find a cloaked person from system X so that he does not need to uncloak let me know.

And this is the ONLY game mechanic in eve that does not have a counter which in comon sense is flawed. Also by thinking all the technical things and advances that we are using in the game. There realy is no reason why there should not be a module that could find cloakers from space.

But as I do not want to be too hars on my end I will settle on other solutions also. One that I have startet to fawor is the removal of local.

After centuries of debating and justifying... Break Cloaks tm

Caliph Muhammed
Perkone
Caldari State
#92 - 2012-12-13 11:12:34 UTC  |  Edited by: Caliph Muhammed
@#91
Ill grant you the wisdom as soon as you explain one part of your argument. In your statement you inject a presupposition that you indeed should be able to find a cloaked ship. The definition of cloaked in game terms is unseen or hidden. The ships that use these mechanisms lose a great deal of combat ability. Why would anyone use the cloaks and endure the drawbacks if cloaked doesn't mean cloaked?

While you ponder your answer
Mag's
Azn Empire
#93 - 2012-12-13 11:24:38 UTC  |  Edited by: Mag's
Azrael Dinn wrote:
But the truth: if a person cloaks up I do not have any way to find him even if I wanted to. Absolutely none. If you can tell me how to find a cloaked person from system X so that he does not need to uncloak let me know.

And this is the ONLY game mechanic in eve that does not have a counter which in comon sense is flawed. Also by thinking all the technical things and advances that we are using in the game. There realy is no reason why there should not be a module that could find cloakers from space.

But as I do not want to be too hars on my end I will settle on other solutions also. One that I have startet to fawor is the removal of local.
Local is it's counter, as cloaking is the counter to local.

There has to be a point where counters stop. You want a module that means you can find cloaked ships. I then want a module that can stop that module finding cloaked ships. You then want a module that stops the module, that stops the module finding cloaked ships etc. etc.

In a game this complicated, not everything is the same and the same idea cannot be applied to everything.
At the moment, it is balanced. Due to two mechanic actually breaking each other. In other words, they counter each other in a way that mean neither work perfectly. Balance.

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

Azrael Dinn
Imperial Mechanics
#94 - 2012-12-13 11:40:36 UTC  |  Edited by: Azrael Dinn
Caliph Muhammed wrote:
@#91
Ill grant you the wisdom as soon as you explain one part of your argument. In your statement you inject a presupposition that you indeed should be able to find a cloaked ship. The definition of cloaked in game terms is unseen or hidden. The ships that use these mechanisms lose a great deal of combat ability. Why would anyone use the cloaks and endure the drawbacks if cloaked doesn't mean cloaked?

While you ponder your answer <- funny Twisted



The ships could still be used to the same purposes that they are used at the moment and people would still use them. I would use them. One would just need to think more how to use them rather than just going somewhere, press a button and then go to a shoppingmall for a pack fo cigarettes or swapping to an alt and start grinding isks elsewhere.

Mag's wrote:

Local is...


Local is not a counter. It just tells theres something there. It does not do anything except tell who are in the same system with you. It does not negate the effects of a claoking module like and ECCM would negate ECM. And yes agreed there needs to point where counters needs to stop but cloaking does not have a counter.

After centuries of debating and justifying... Break Cloaks tm

Mag's
Azn Empire
#95 - 2012-12-13 12:24:47 UTC
Azrael Dinn wrote:
Mag's wrote:

Local is...


Local is not a counter. It just tells theres something there. It does not do anything except tell who are in the same system with you. It does not negate the effects of a claoking module like and ECCM would negate ECM. And yes agreed there needs to point where counters needs to stop but cloaking does not have a counter.
Actually cloaking does have counters. You can decloak them and they cannot work while locked and within decloak range. You can of course shoot them too, when they can shoot you funnily enough.

Also if you read the whole thing instead of simply snipping the first line, you'll see why I class local as a counter and visa versa. Blink

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

M Lamia
All Web Investigations
#96 - 2012-12-13 12:44:15 UTC
Azrael Dinn wrote:
TheGunslinger42 wrote:
I never know if these threads are trolling

Let me just repeat the same old truths a few more times:
AFK cloakers are incapable of doing anything, they are not an issue
Any limitation (fuel, cap, probes to find them, etc) you introduce do nothing but cripple legitimate, active play. And also destroy wormhole space.

Summary: go back to highsec


I can repeat the same old truths also.

Claoking mechanics needs fixing or local being removed. And I would also like add that if you dear sir do not know how to adapt to new mechanics (would the be fuel, cap, probes to find them or any other) thats your problem. Stop playing the game and go away. Thank you.


There's a difference between "adapting" and "this playstyle has been trashed because useless self entitled carebears want 100% safety in 0.0 space that they evidently lack the will or manpower to control in against a SINGLE PILOT WHO MAY NOT EVEN BE THERE"

Further still, just saying "well adapt!" in response to suggestions (especially suggestions such as probes) shows extreme ignorance of some of the mechanics. How, for example, does a pilot in wormhole space "adapt" to a probe that shows they are present in the system (when current mechanics mean their presence is unknowable)? There is literally nothing that pilot can do to "adapt" to that change.
M Lamia
All Web Investigations
#97 - 2012-12-13 12:51:49 UTC
Additionally, as for cries of "there is no counter to cloaks!!!"

That's just wrong. Cloaked ships have the "counters" baked into them from the start. Their frailty, their lack of DPS, their very specific roles, etc. That is the counter. When you run into one of these ships, you're handed those things immediately.

The counter doesn't necessarily have to be something that does the exact opposite of or nullifies a specific effect.
Buzzy Warstl
Quantum Flux Foundry
#98 - 2012-12-13 14:09:37 UTC
Azrael Dinn wrote:

Mag's wrote:

Local is...


Local is not a counter. It just tells theres something there.

If I'm cloaked and someone knows I'm there I consider the cloak pretty solidly countered.

They might not know where I am well enough to make me go away, but it's hard to see what people are doing in a system when all the intrusion alarms are blaring.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

Nikk Narrel
Moonlit Bonsai
#99 - 2012-12-13 14:55:22 UTC
I am amused by the concept that a cloaked ship is dangerous. The moment that cloak went active, any danger shifted to exist only as potential, not actual. It cannot target other objects, and it cannot fire weapons.

The only actual task a cloaked ship can perform is travel and observation.

With local announcing all present like a demented shopping list, any observation is done within the limits that high value items will either be under cover, or completely logged out.
All potential targets are warned the moment they load into the system that a threat is present, no need to scan or actually communicate with others.
Effort for such actions being made redundant by local freely giving away the information.

Now, some conveniently forget that this game features PvP. And one of the tactical rules is you never fight on your enemies terms, you always follow your strengths. Not everyone blobs.

If you hand out free intel this way, you should expect to see other players fight back by AFK Cloaking.
If you hand out free intel this way, you should expect to see other players fight back by Hot Dropping.
Theresa Lamont
Rogue Fleet
#100 - 2012-12-13 17:00:40 UTC
Remove cloacks
Remove local
improve dscan

Problem solved