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AFK Cloaky Cyno Camping High Rewards, Zero Risk and Effort

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Author
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#121 - 2013-03-16 22:38:15 UTC  |  Edited by: Imigo Montoya
Andy Landen wrote:
-snip-

You keep talking about zero risk to the cloaky camper, so I have to ask: If it's so easy to do this to get kills without any risk to yourself, why aren't you out there doing it right now? Why not take advantage of this totally OP aspect of EVE yourself?

I'm guessing that if you truly believe that there is no risk to a cloaky camper, you've never really tried it. I've been killing cloaky ships a fair bit recently, in fact it's what I'm dedicating all my PvP time to (well, I get others too, but I'm aiming for the cloaky ships). It's incredibly satisfying to encounter somebody who thinks like you, decloak them as they come in thinking that their traveling in nullsec is "virtually risk free" simply because they have a cloak, and send them home to a fresh clone.

Also, if a cloaky buffer tanked cyno recon is such a threat, why not use it yourself? When one of these "infinite-threat, zero-risk" people are camping your system, get somebody ratting in a juicy target with a buffer tanked Rapier cloaked beside them (they hold targets down nicely with long point and web, maybe add a cloaked Sabre with them to make sure you get the pod), and counter-drop your defense fleet right on top of them. You can even bridge in logistics to keep the bait ratting ship alive. No seeing "local spike and a large number of ships on dscan", they'll see another cyno and a whole pile of hostile ships on grid.

If other people can use an "OP" "feature", then so can you.

To address your point that people have made the "obsurd" point that cloaked ships have zero tank: nobody has said that (that I've seen at least). People (including myself) have said that cloaky ships are squishy. That means they have low resists and few hitpoints (ie very poor tank). If you're ratting in groups with PvP fit ships, a 1600mm plate won't help much in keeping a recon ship alive for long. Fitting a 1600mm plate also makes cloaky ships a whole lot more sluggish, which makes them a whole lot easy to catch on gates (as mentioned above). Always a trade-off.

Oh yeah, here's another trick to catch cloaky campers that works quite a lot: get a cyno ship, a couple of DPS ships with drones (web and point/scram support helps too), and a small warp disruption bubble. Get a safe spot that is out of dscan range of any celestials (only works in larger systems), anchor the bubble with the fleet next to it, drones out, and light the cyno inside the bubble. Anything that is not a nullified T3 that warps to your cyno (whether at 100km to see what's there or at 20-30km to kill the cyno ship) will be dragged into the bubble and get decloaked by your ships/drones.

And one last point: if somebody's going around dropping titans on ratters, word will get around, and people LOVE killing titans. So if you find yourself being camped by somebody who is known to drop titans on ratters, expect to make a whole bunch of new (albeit temporary) friends wanting to get in on the action.

So to sum up:

Zero risk to cloaky ships: False.
No counter to a hotdrop: False.
Primary Me
Native Freshfood
Minmatar Republic
#122 - 2013-03-16 23:51:24 UTC
So when you get your wish and afk cloaking becomes impossible and everyone swaps to MWD fitted 'ceptors, what will you ask to be nerfed then?
Andy Landen
Deep Core Mining Inc.
Caldari State
#123 - 2013-03-17 01:26:35 UTC
We are looking at counters to cloaky hotdrops. Since we need to maintain the appearance that the juicy ratter bait is an easy kill, this devolves the strategy to lots of SB cloaked on grid, and anti-frig ships hidden in the next system to mop up the frig threat. Since pvpers don't like to sit around, get bored, and wait, this isn't the easiest thing, but it is among the best of the alternatives. The point is that afk cloak camping shouldn't be easy since it projects any size force in an instant.

Imigo says that flying through null in a 1600mm plated recon is risky, but I say that it is virtually risk-less if the right techniques are used. Scan the gate for bubbles and space junk/jetcans before warping in. Look at the number of ships and pods destroyed in the last hour. etc etc. He says you can hotdrop a hotdrop. Escalations are used frequently, so that part is true. Again, you have to get a large number of pvpers to wait on the other guy taking the bait. They are waiting and therefore not getting kills or anything as they sit on a Titan who must also be ready 23/7. Definitely a valid counter, but the point is that a cloaky hotdrop shouldn't be so easy. .. And yes, I do fly cloaky cov ops cyno ships, but that doesn't mean that I will defend how easy it is. I don't mind AFK cloaking ("Primary Me") as long as the cyno and point are delayed after the decloak or the number of ships that can jump through is limited. But I will definitely probe out and destroy any MWD interceptors. A few friends in MWD ceptors warping to 100 km of the previous pilot from the right bm can catch an MWD ceptor fast .. esp. if it is afk.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

DataRunner Attor
Doomheim
#124 - 2013-03-17 01:48:06 UTC
Andy Landen wrote:
We are looking at counters to cloaky hotdrops. Since we need to maintain the appearance that the juicy ratter bait is an easy kill, this devolves the strategy to lots of SB cloaked on grid, and anti-frig ships hidden in the next system to mop up the frig threat. Since pvpers don't like to sit around, get bored, and wait, this isn't the easiest thing, but it is among the best of the alternatives. The point is that afk cloak camping shouldn't be easy since it projects any size force in an instant.

Imigo says that flying through null in a 1600mm plated recon is risky, but I say that it is virtually risk-less if the right techniques are used. Scan the gate for bubbles and space junk/jetcans before warping in. Look at the number of ships and pods destroyed in the last hour. etc etc. He says you can hotdrop a hotdrop. Escalations are used frequently, so that part is true. Again, you have to get a large number of pvpers to wait on the other guy taking the bait. They are waiting and therefore not getting kills or anything as they sit on a Titan who must also be ready 23/7. Definitely a valid counter, but the point is that a cloaky hotdrop shouldn't be so easy. .. And yes, I do fly cloaky cov ops cyno ships, but that doesn't mean that I will defend how easy it is. I don't mind AFK cloaking ("Primary Me") as long as the cyno and point are delayed after the decloak or the number of ships that can jump through is limited. But I will definitely probe out and destroy any MWD interceptors. A few friends in MWD ceptors warping to 100 km of the previous pilot from the right bm can catch an MWD ceptor fast .. esp. if it is afk.



how about this, you go fly around in a cloaker for a few months doing what you describe everyone says cloakers can do, then come back to us, cause honestly from the sound of things you have no experience in cloakers.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Andy Landen
Deep Core Mining Inc.
Caldari State
#125 - 2013-03-17 04:06:53 UTC  |  Edited by: Andy Landen
DataRunner Attor wrote:

how about this, you go fly around in a cloaker for a few months doing what you describe everyone says cloakers can do, then come back to us, cause honestly from the sound of things you have no experience in cloakers.

I've been doing it for years. Titan bridge, blops bridge, cloaky system camping, you name it. What is it that you, DataRunner, are having a hard time believing?

There is a reason that system activity stops for all but the noobs when there are cloaky campers; they really can and successfully do execute everything that I have said. Some of the less experienced cloaky campers do get caught, but not because the activity is inherently risky; they just haven't learned all the techniques for keeping the risk at near-zero.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#126 - 2013-03-17 05:26:24 UTC
Andy Landen wrote:
CCP has a consistent theme about balancing the risk and effort to rewards, but AFK Cloaking slaps that approach hard in the face.


What does an AFK cloaky camper get?

Isk? No.

Killmails? No.

Tears? Well only if he goes back and reads his logs.

The very premise of the OP simply does not exist. There are minimal rewards for AFK cloaky camping.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#127 - 2013-03-17 05:29:49 UTC
Dave Stark wrote:
Jint Hikaru wrote:
Please tell me how an AFK pilot lights a Cyno?


i was about to post this very same question.


Magic.

And unicorns...don't foreget unicorns. Every thread on the AFK cloaking problem should contain unicorns from now on.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#128 - 2013-03-17 05:33:00 UTC
Mag's wrote:
Jint Hikaru wrote:
Please tell me how an AFK pilot lights a Cyno?
This.

If you have an issue with cynos, then make a thread about it. It's a completely separate mechanic from cloaking.


If you have evidence of an AFK player lighting a cyno I think you need to file a bug report and not make mother $%!@ing stupid #$%! sucking posts on the forums you $%(!.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

DataRunner Attor
Doomheim
#129 - 2013-03-17 05:57:56 UTC
Andy Landen wrote:
DataRunner Attor wrote:

how about this, you go fly around in a cloaker for a few months doing what you describe everyone says cloakers can do, then come back to us, cause honestly from the sound of things you have no experience in cloakers.

I've been doing it for years. Titan bridge, blops bridge, cloaky system camping, you name it. What is it that you, DataRunner, are having a hard time believing?

There is a reason that system activity stops for all but the noobs when there are cloaky campers; they really can and successfully do execute everything that I have said. Some of the less experienced cloaky campers do get caught, but not because the activity is inherently risky; they just haven't learned all the techniques for keeping the risk at near-zero.



Sorry mate, but I will have to call bull **** on you. Being an experience blockade runner, my covert cloak ship of choice, I will tell you this right now, being caught really sucks, and typically as a ship with a near instant align time, It pretty damn hard to catch me, I've even gone afk for hours in systems waiting for a gate-camp to leave. However a good team will always keep up patrol times, replacing those that get tired and must log.

I will also tell you this that once you decloak not only do you get insta-locked and thus destroying your ability to re-cloak, but you will crumple under fire.

If you done it all, then you would actually have a real knowlage of covert ops, and how hard it is to actually kill anything and the amount of fail you must put up with your ships so you can make a buck.

And I will tell you this right now, I have never EVER made isk afking, For every minute I wait cloaked waiting for an opening in patrols is another million isk I'm losing due to me unable to transport goods. The same can be said about /afk/ cloakers. Afk cloakers don't gain any isk at all, only thing they are gaining is intel, AKA telling if it safe to travel through that system, or where hostile forces are located, or to gain skill points. They don't gain anything from it.

And for those covert ops bridges I will tell you this now, that if they managed to not only decloak, drop a cyno, have black ops force recon AND stealth bombers land on you AND still managed to lock and scram you...Well man, I'll just say this, you were either afk yourself or you out right suck as a pilot.

And B, if they managed to bring up the logistics to salvage your wreck or kill the rats or mine the belt out to gain any isk from this hot drop you so described and you are unable to repeal it, then it might be time to move back to high sec cause you don't have the logistics to protect yourself from an attack.... Well mate it time to move back to high sec cause you don't have the logistics to defend yourself from a real attack.

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#130 - 2013-03-17 07:26:50 UTC
Andy Landen wrote:
Imigo says that flying through null in a 1600mm plated recon is risky, but I say that it is virtually risk-less if the right techniques are used.


I think you've misquoted me there. I never said "risky", I said that it was possible to catch cloaky ships and that I've been doing a fair bit of it recently, ie that it is not "virtually risk-less" as you have described it.

Andy Landen wrote:
Scan the gate for bubbles and space junk/jetcans before warping in. Look at the number of ships and pods destroyed in the last hour. etc etc.


That sure helps, but you're still not immune to a vaguely competent pilot trying to catch you, let alone a competent gang with interceptors waiting to decloak you on the other side of the gate once you have been reported in an intel channel traveling in a particular direction (ie ships and pods killed in the last hour won't show you anything useful).

Andy Landen wrote:
He says you can hotdrop a hotdrop. Escalations are used frequently, so that part is true. Again, you have to get a large number of pvpers to wait on the other guy taking the bait. They are waiting and therefore not getting kills or anything as they sit on a Titan who must also be ready 23/7.


Funny how you should mention the difficulty of getting a large number of pvpers to wait on a titan. Isn't that exactly what the cloaky camper has to do too? If you can herd cats well enough to get a bunch of ADHD gamers to wait around for a hotdrop, then you deserve to catch people that are ratting alone and unprepared with cloaky campers in system.
Tom Gerard
Glorious Nation of Kazakhstan
#131 - 2013-03-17 08:35:48 UTC
Sol Weinstein wrote:
If you think "Local is broken", then WHs are that way... -------->

Don't like the lifestyle, then go to WHs. Seriously. And shut up about this "intel" thing. Go to WHs.

Go to WHs.

Go to WHs.

Local is not broken. Don't want to show on the channel? Then don't enter the system. Period.

Go to WHs and stop crying.

Thank you.


Would you suggest the OP consider wormholes?

Now with 100% less Troll.

Primary Me
Native Freshfood
Minmatar Republic
#132 - 2013-03-17 10:42:08 UTC
Andy Landen wrote:
But I will definitely probe out and destroy any MWD interceptors. A few friends in MWD ceptors warping to 100 km of the previous pilot from the right bm can catch an MWD ceptor fast .. esp. if it is afk.

No you won't. By the time you probe me out and warp to my location I'll be a long way away, heading into a random direction with no celestials, so I'm not sure how you'll 'warp to 100' to try and catch me.

What you'll actually spend all day doing is chasing my 'ceptor, so still not ratting, mining or making any isk, still, it's probably more interesting than cowering in a station because of an AFK cloaky
DataRunner Attor
Doomheim
#133 - 2013-03-17 14:16:11 UTC
Primary Me wrote:
Andy Landen wrote:
But I will definitely probe out and destroy any MWD interceptors. A few friends in MWD ceptors warping to 100 km of the previous pilot from the right bm can catch an MWD ceptor fast .. esp. if it is afk.

No you won't. By the time you probe me out and warp to my location I'll be a long way away, heading into a random direction with no celestials, so I'm not sure how you'll 'warp to 100' to try and catch me.

What you'll actually spend all day doing is chasing my 'ceptor, so still not ratting, mining or making any isk, still, it's probably more interesting than cowering in a station because of an AFK cloaky


And come back once aday to point your ship into a different direction :P

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Andy Landen
Deep Core Mining Inc.
Caldari State
#134 - 2013-03-18 19:05:16 UTC  |  Edited by: Andy Landen
Primary Me wrote:
Andy Landen wrote:
But I will definitely probe out and destroy any MWD interceptors. A few friends in MWD ceptors warping to 100 km of the previous pilot from the right bm can catch an MWD ceptor fast .. esp. if it is afk.

No you won't. By the time you probe me out and warp to my location I'll be a long way away, heading into a random direction with no celestials, so I'm not sure how you'll 'warp to 100' to try and catch me.

What you'll actually spend all day doing is chasing my 'ceptor, so still not ratting, mining or making any isk, still, it's probably more interesting than cowering in a station because of an AFK cloaky


Let's say you afk an mwd 'ceptor away from ALL celestials .. I scan once and warp, but you are off grid before I get there. I scan again and align. Now I have an intercept vector. I know exactly which direction to go to get you. My scan ship and my 'ceptor warp from scan #1 to scan #2 while I scan again. The second scan #3 finishes, I warp the 'ceptor to it with fleet warp. Now it is all about speed. If my ceptor is close to the target's speed, he continues the chase while I complete the last couple of steps (left as an exercise for the reader) to ensure a catch it. Can't reveal all the secrets and I am sure that you all have enough brains to figure out the rest.

Imigo wrote:
That [dscan, indirect gate warps, etc.] sure helps, but you're still not immune to a vaguely competent pilot trying to catch you, let alone a competent gang with interceptors waiting to decloak you on the other side of the gate once you have been reported in an intel channel traveling in a particular direction (ie ships and pods killed in the last hour won't show you anything useful).


A vaguely competent cloaky pilot can tell when intel becomes interested in him and can avoid most traps. He looks for ships in system, sovereignty, ships sitting on gate perches, ships not on dscan (cloaky intel ships), etc. and he is willing to avoid systems instead of waiting for hours to see a gate camp disband. Remember, if you can't see how cloakies can travel with near zero risk and esp. camp a system with zero risk, just remember that a few tips and youtube videos do a lot of good.

Imigo wrote:
Funny how you should mention the difficulty of getting a large number of pvpers to wait on a titan. Isn't that exactly what the cloaky camper has to do too? If you can herd cats well enough to get a bunch of ADHD gamers to wait around for a hotdrop, then you deserve to catch people that are ratting alone and unprepared with cloaky campers in system.

AND on the issue of how people can wait on Titans and blops to hotdrop, the key difference is that on the offensive side, the targets are usually uncloaked, ready for hotdrop, and high-value because they have been selected by the afk (or not) cloaker, while on the defensive side the targets are cloaked, not ready/available for hotdrop, and low value (SB is 30 mil). So the pvpers on the offense have many high value targets available to choose from, while the defense has none available, and most of the targets are low value. Can you bait a carrier or faction BS to "draw out" the aggressors? OFC, and in null sec the carrier implies a dread and/or super/titan response which the defenders have to wait for an indeterminant amount of time for the potentially immense level of force to form against the bait. Every operation on the defender's side is required to be a bait operation with multiple escalation options continually available. All because a cloaky cyno ship sits in a system risk-free and invulnerable; one in each sov system of interest.

That's what afk (or not) cloaky campers get, Datarunner: the knowledge that they are projecting up to an infinite amount of firepower into the system that they are camping without any risk to themselves. You would think that sovereignty would give more defenses against cloaky cyno ships and their cyno fleets.

Added: I use the term "afk cloaker" to indicate that the projection of unknowable (spies cannot always be trusted and the log-off trick can hide numbers and equipment) levels of force can be maintained with zero effort/interaction from the covert cyno ship for 23/7. It only takes a step to the keyboard for the afk cloaker to become an active cloaker and the defending forces have no way of knowing when the threat becomes active. So I say afk to emphasize how zero effort is required to project the threat of potentially immense force, even though the actual projection of the force does require the mere scan, warp, decloak, point, and cyno lighting. These five very easy steps do not bring risk, until the decloak, but the mission is a success as long as the covert cloaky is able to keep the cyno and point up long enough for his friends to come through and gain a point as well; if his cheap SB lives through it, all the better. Obviously projecting the ability to complete the mission without actually exercising that ability is even better because the threat of the force projection affects everyone continuously, while the actual projection only affects the target and only lasts only while the cloaky cyno ship lives. The reward that people have a hard time grasping here appears to be the effect of the threat of an unknowable level of force projected through a ship immune to any counter while cloaked.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Andy Landen
Deep Core Mining Inc.
Caldari State
#135 - 2013-03-18 19:54:15 UTC  |  Edited by: Andy Landen
This discussion is making it clear to me that the most appropriate balance to this issue of zero effort/risk cloaky cyno ships force projection is the implementation of defensive options, esp. for sov holders (more reason to fight for sov).

These tools need to decrease the power of force projection and increase the level of risk and threat, esp. to covert ships fitted with cynos.

1) Cyno mask - Ships which are bridged or which jump on their own to a cyno with this in system do not land at the cyno. a) they land in a random spot in space, or (my preference) b) the land at the cyno mask. Anchorable anywhere in space by a member of the sov holding alliance and appears on the overview. Multiple masks introduce a random chance that each of the incoming bridged or jump drive ships will land at any one of them. Applies also to covert cynos.
-This allows covert ships mechanics to remain unaffected while dealing with the force projection issue by itself. No effect on wh life.

2) The presence of a cyno or cov cyno on a cloak fitted ship increases the amount of time by 1 min for any module to activate after bonuses.
-This addresses the cyno on a cloak ship and leaves non-cloak cyno ships alone. WH residents have no need for cynos in wh and so wh life should be unaffected.

3) A regular cyno that is not activated decreases a ships maximum speed by 90%, and allows the ship to be scanned while cloaked as if they were not cloaked (dscan and probes).
-This only affects ships with regular cynos. Blops is unaffected and wh is unaffected since they can't use cynos in wh. Makes any ship with a regular cyno much easier to catch; warp out times are not affected. Stacks with reg. cloak speed penalty, and makes it more difficult for the ship to catch the target. Allows defensive forces to catch cloaky targets with regular cynos.

Added: 4) The cloak disconnects the ship with local. Cloaked ship registers as "disconnected" from local and all ships in system disappear from the cloaked ship's local. If the ship appears uncloaked in another known-space system, then it is removed from the last system in which it disconnected from local. A ship which jumps into a wh also registers on local as disconnected from the previous system's local. Local residents are not able to tell if the ship cloaked or jumped into a wh, until it decloaks in a known system. - based on suggestion by Nikk Narrel

Added: 5) The cloaked ship does not decloak another cloaked ship, can activate all modules while cloaked, and can affect, see, lock, probe, and interact with other cloaked ships. Regular cyno and smart bombs do not activate during cloak, but covert cyno and covert smart bombs may activate during cloak. a) Only cloaked ships can be locked or seen on overview or in space while cloaked. Nothing can decloak a cloaked ship. b) Only cloaked ships can be locked while cloaked. - based on suggestion by Nikk Narrel

All of these would address my concerns AND increase pvp combat while leaving key and valued elements of wh, blops, and reg. cyno mechanisms working well. In your opinion: Which option(s) would best address the risk/effort for cloaky cyno projection of force which allows the defensive forces to mount productive counters to the threat?

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Nikk Narrel
Moonlit Bonsai
#136 - 2013-03-18 20:13:48 UTC
Greetings Andy Landen!

It is coming to the point where you sound like you are advocating to permit competition against cloaked vessels.

If this is the case, I believe you will find acceptance under one condition: balance is maintained.

You have described being cloaked as an absolute in effect, with no risk costing no effort. I would not say this myself, but for the sake of my point here I will let this pass.

There exists a stalemate, present whenever PvE pilots use Local Chat as an early warning system. They can always get away, presuming proper preparation on their part. The cloaked vessels in turn are able to maintain their presence as well.
Regardless of our opinions, the devs silence on this issue has effectively stamped it as being acceptable, and therefore balanced in their view.

As with any exchange, it is necessary for both sides to give up something in order to remain balanced.
In exchange for the ability to hunt or otherwise counter cloaked vessels, the intel which requires no effort granted by local needs to be limited.

I would suggest cloaked vessels fully become disconnected from local, to the point where they cannot see the pilot's list and they are not listed in it either.
In exchange, I would put forth a mirror image of the cloaking system as the means to detect and thereby hunt it. By setting the skills and requirements equally on both sides of this, it should balance.
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#137 - 2013-03-18 21:39:57 UTC
Andy Landen wrote:
-snip-


What you're asking for is a set of specifically crafted tools to counter a specific problem that you have. This is counter to the nature of an emergent sandbox. Emergence is, by definition, basic tools that are combined in interesting ways by the players.

A specific, purpose built tool that is designed to counter one thing and one thing only (force projection of cloaked ships) sends ripples through the system that can cause all kinds of unintended effects. Designing for emergence is really hard, and your "solutions" are simply not up to the task. Quite frankly, I trust CCP's approach to dealing with AFK cloaking far more than I trust yours.
Teckos Pech
Hogyoku
Goonswarm Federation
#138 - 2013-03-19 00:01:20 UTC
Andy Landen wrote:
This discussion is making it clear to me that the most appropriate balance to this issue of zero effort/risk cloaky cyno ships force projection is the implementation of defensive options, esp. for sov holders (more reason to fight for sov).

These tools need to decrease the power of force projection and increase the level of risk and threat, esp. to covert ships fitted with cynos.

[snip]



For the love of God...

What you are asking for is to be left virtually completely safe to exploit null sec resources. The only way to stop you is if you screw up majorly.

Regarding #1 the cyno mask:

Your cyno mask makes any kind of hot dropping all that much more diffuclt. In fact, it could be used to counter-hot drop people. Get some good intel from a spy and you set up a juice target, when the hostiles cyno into system you counter drop them. So why even do it, especially BLOPS?

So the cyno mask is wildly unbalanced. No. From a sov stand point it is utter fail. Sov warfare as it currently stands is a PITA, your cyno mask would make it more of PITA.

What is the point of even having a covert cyno in the game anymore then? Please, try to answer this seriously.

Regarding #2:

Congratulations you just ruined stealth bombers, force recons, and covert ops for one of their primary duties...BLOPs. Now you decloak and have to wait a freaking minute before you can try and point the guy dumb enough to rat in a bling ship in a system with a hostile present.

Regarding #3:

Okay, so the Arazu that can fit a covert ops cloak, get into a system past a the gate camp, light a cyno so that the fleet can be bridged in and a great big fun fight can start is no totally completely ****ing useless. Now he jumps in, he has no speed to get away from the camp, he can be probed, and if there is a bubble, which there almost surely will be, he is pretty much dead.

Are you serious? You want to turn null sec into goddamned candy land.

Regarding #4

You really are a giant wuss aren't you. You want to be able to see the cloaked ship in local, but they can't see you? Have I got that right? You want to take local and put it on steroids in terms of an intel tool while completely nerfing it to oblivion for the cloaked pilot.

Quote:
All of these would address my concerns AND increase pvp combat....


Are you drunk or on drugs or something? These will do nothing of the sort. They will reduce PVP because now cloak ships, one of the main ways to get fleets into a system for the big fights, wont be worth ****. Every gate camp/fleet will now have a number of cloaked ships (as per #5) to kill the cyno ship. If we go with #3, then the cloaked ship will have a Hell of a time getting into position before it is scanned down and killed. #4 renders cloaked ships useless for gathering intel during the big ops. An FC will often put cloaked ships in various systems to watch what the hostiles are doing. The hostiles will try to get cloaked ships into wherever their enemies are to get intel, but with #4 that is no longer possible since the ship will have to do things like decloak to get crucial information. These scouts, especially the ones in surrounding systems are often alts, and the notion that they have to periodically decloak makes that kind of work all that much harder. #2 would make many fights more difficult. For example, in one fight group A might be shooting a POS, and group B wants to drop on them, but now with the 1 minute timer any cyno ship that decloaks runs the risk of being scanned down and killed before they can light the cyno. And they sure as hell wont light the cyno near the hostile fleet.

All of your suggestions would make the big fights many of us log in for more difficult...i.e. fewer. That is a bad thing considering how tough sov warfare already is.

Stop thinking just about yourself and what would make the game awesome for you (apparently ratting away in near perfect safety) when making these posts. Cause you know why, here is the extreme version of your childish mindset:

I want a button that whenever I push it Andy Landen blows up wherever he is in New Eden. That would be really, really cool. For me. It would suck for you, cause I don't think I'd ever get tired of pushing that button (and I'd even be quite happy forgoing the kill mails).

Oh and BTW, in terms of the benefits that would accrue to each of us regarding one of your suggestions: I'd get way, way more benefit than you. Why? Malcanis' law

Quote:
"Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players."--Malcanis

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#139 - 2013-03-19 00:30:12 UTC
Nikk Narrel wrote:
Greetings Andy Landen!
I would suggest cloaked vessels fully become disconnected from local, to the point where they cannot see the pilot's list and they are not listed in it either.
In exchange, I would put forth a mirror image of the cloaking system as the means to detect and thereby hunt it. By setting the skills and requirements equally on both sides of this, it should balance.


Upon disconnect for the cloaked ship would dscan still work? That is, if I come in and warp to 10km to the out gate and then cloak just before dropping out of warp (so it looks like I left system) could I then use d-scan to try and find anybody is system to lurk up on them and do bad things to them?

After all, the complaint here is AFK cloaking. In my scenario, I am not AFK, I am actively hunting...admittedly I can no longer use local as and awesome intel tool, but now I have a chance of catching somebody without having to AFK camp a system for days to lull the potential targets into a false sense of complacency. My warping to the out gate would be an attempt to let the local ratter(s) feel like I've gone on and am no longer in system. I warp around and use the dscan to see if I can catch the guy and kill him.

As for the hunting of cloaked ships, consider its impact on large fleet fights. Trying to get a cloak ship into system or into position could be considerably harder since I bet many fleets would have a group of "cloak hunters".

Not sure I like the idea of reducing the incidence of big fights and making sov warfare harder. I guess I'd be curious as to how this cloaky hunter/killers would work. You'd need a system that would still allow for cloaked ships to be used in actual combat situations, but could be used against the AFK cloaker....why anyone would want to AFK cloak once you have the local disconnect IDK (aside from a bio break, going the fridge, etc.).

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#140 - 2013-03-19 00:36:09 UTC  |  Edited by: Teckos Pech
Another problem with Andy Landen's suggestions is that the majorly gimp active/non-AFK cloak ships too. If a guy is out hunting for a BLOPs gang and lurks up on a guy who isn't watching local like he should be Andy's "suggestions" would make catching him that much damned hard for most of them.

As such, these suggestions all need to be rejected out of hand. They are all horrible.

Added via edit:

Oh, and Black Ops battleships are would be seriously weakened under Andy's suggestion #2. The pig decloaks to bridge everyone home, but has to wait an entire minute...a minute where a defense fleet could get into system and scan down the pig and shot it down. I suppose the pig could warp around for a minute or two before landing at a safe, letting everyone else warp to him, then opening the bridge letting everyone jump through and then jump through himself...yeah I don't see how that could possibly go wrong.....

Sorry Andy, these ideas are simply ****. Pure unadulterated fecal matter.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online