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Player Features and Ideas Discussion

 
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Anti stealth scanning probes

First post
Author
Victor Bastion
Danger Management
#81 - 2013-02-28 16:03:21 UTC
Corey Fumimasa wrote:
Victor Bastion wrote:

On the flip side I still think there should be some way to capture a ship that is cloaked especially when they are AFK and standing still even in wormholes. I think it should be something that's very difficult to do and require maxed out skills of some sort but I think it should be possible by some means to locate, and if you are lucky, to kill them.


Strangely enough even though I don't think AFK cloaking is a problem I agree that cloaked ships should be scannable. They could have a very small sig and so require good skills to find. And they could be the only ship with audible alarms and automatic D-scan. So every time a few combat probes got too close the pilot would get an audible alarm. As long as the pilot was at his keyboard he would have plenty of time to warp off.

Making cloaked ships somewhat visable to scanners would also help the campies to set up bubbles, so if the camper kept using the same SS he would have a higher chance to get caught.

I like options that allow more intel, it makes long term strategic thought more important.


Exactly! Like I said it does not have to be easy. Make it so you have to have max scan skills in a covert ops scan ship with a sisters expanded probe launcher, sisters combat probes and a full virtue set if you want. Then make it damn hard even then. But the fact that you make it possible at least gives an option. And then no one can complain.

And get rid of local entirely in Null. :) Not just for one ship.
Nikk Narrel
Moonlit Bonsai
#82 - 2013-02-28 16:11:35 UTC
Victor Bastion wrote:
Exactly! Like I said it does not have to be easy. Make it so you have to have max scan skills in a covert ops scan ship with a sisters expanded probe launcher, sisters combat probes and a full virtue set if you want. Then make it damn hard even then. But the fact that you make it possible at least gives an option. And then no one can complain.

And get rid of local entirely in Null. :) Not just for one ship.

You are making it far more complex than it needs to be.

Here is a solution, (one that can be used in all areas of the game, not just null), when it comes to local.
https://forums.eveonline.com/default.aspx?g=posts&m=2369739#post2369739

Here is the simplest and least complicated way to detect cloaked vessels, that relies for the most part on mechanics already in the game. Take the cloaking ship / covops ship, and swap the module to cloak with one that detects instead:
https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453

Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#83 - 2013-02-28 16:29:00 UTC
Simple solution: There isn't a problem!!!

Fixed it already and CCP doesn't have to pay for the programming changes.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#84 - 2013-02-28 16:31:59 UTC
CCP Eterne wrote:
Removed a troll from this post.


You missed one: The OPs post!
Nikk Narrel
Moonlit Bonsai
#85 - 2013-02-28 16:46:17 UTC
Onomerous wrote:
Simple solution: There isn't a problem!!!

Fixed it already and CCP doesn't have to pay for the programming changes.

Agreed.

That said, if they are looking to have an option to deal with cloaked vessels, it will demand compromises from them too.
Not some one sided solution that pretends what we have now is not balanced.

As Mag's and others point out, many players enjoy the current dynamic.
For myself, I want more options than light scouting and causing a stalemate just by using a system gate.