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AFK Cloaky Cyno Camping High Rewards, Zero Risk and Effort

First post
Author
Nikk Narrel
Moonlit Bonsai
#141 - 2013-03-19 00:43:22 UTC
Teckos Pech wrote:
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 ned 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.).

Hunting cloaked vessels thread:
https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453

Change to local detailed:
https://forums.eveonline.com/default.aspx?g=posts&m=2369739#post2369739
Andy Landen
Deep Core Mining Inc.
Caldari State
#142 - 2013-03-19 01:00:59 UTC  |  Edited by: Andy Landen
Teckos certainly saw how my proposals would end the easy reign of cloaky cynos. He worries about a lot, but I will address a few of his concerns. What I am looking at is to allow sov null sec to have sov benefits without cloaky cynos easily and risklessly walking all over them. There is no other mechanic that allows a solo alt to have such a large effect on a system or constellation, than the cloaky cyno mechanic.
Teckos Pech wrote:
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.

[Teckos snip]



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.

[1] 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? ...
What is the point of even having a covert cyno in the game anymore then? Please, try to answer this seriously.

[2] 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.

[3] 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.

[4] 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.

Answer to [1]: It does make hot dropping more difficult .. in sov null sec only, IF the mask is up. Counter drops, though, are not new to Eve. Do I need to spell out that fleets can come in and kill the masks (they will be on the overview system-wide)? Another reason to fight. Yay pvp.
Answer to [2]: Yes, #2 does affect SB with cyno only. Obviously, the ratter is only dumb if he cannot dispose of the SB in under a minute. The delay does make the cloaky cyno mechanic not completely risk-free and easy, true, but cynos can be about more than just bringing quick points on distant targets. Also, the resident cloaky can be fit to tank with point up, while a cloaky cyno from the next system comes in to light the cyno.
Answer to [3]: #3 only addresses regular cynos. Covert bridges can bring in regular cynos. This gives yet another use for blops.
Answer to [4]: Technically, non-cloaked ships would only see in local: Player A disconnected. They would only know that he has not uncloaked in a k-space system.

Hope these answers help clarify the misunderstandings.

Edit: If these proposals increase the amount of normal activity while hostiles are in system, there will obviously be less waiting for the locals to get comfortable and more pvp opportunities for smart pvpers.

"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
#143 - 2013-03-19 16:48:11 UTC
Teckos Pech wrote:

[1] 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?

[2] 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.

[3] 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".
...

Responding to Teckos:
[1] Dscan would still work while cloaked. Cloaking would not look like jumping out of system; it would look the same as jumping through a wh though. It would say "disconnected" by the player's name.
[2] The complaint is not as much AFK cloaking as it is cloaking cyno force projection with zero effort during AFK periods and zero risk until the cyno is lit and friends are jumping through to mitigate the risk within seconds. The goal is not to make it easier to trick anyone. You cannot trick people when they know there is a chance they could be tricked; they will simply choose to avoid the risk. The goal is to increase the risk and effort to the covert cyno from zero to something meaningful.
[3] The opposition would likely have cloak hunters, and good for them. You could always keep thinking about trying to enter as a solo cloaky, or you could bring friends and fight the cloak hunters while cloaked using one of my proposals for not being decloaked by cloaked ships.
** [4] On your following post about blops, my proposal was not intended to affect the cov ops bridge module, and I was actually hoping to see mechanics which allowed ships to bridge and light covert cynos while cloaked. The covert cyno could be lit without delay while cloaked and nothing would be seen in the target system. Local would register nothing because it would not have record of the bridged ships existing in the system decloaked. Blops would achieve its full glory without a need for people constantly whining about "local." You should praise this idea right here because it makes blops into what it should have been all along, the ultimate stealth machine.

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

Nikk Narrel
Moonlit Bonsai
#144 - 2013-03-19 17:08:24 UTC
You know, the cloaky part of this issue you have is not the central theme you are describing.

You have a problem with hot dropping.

I think you would find cloaked vessels far more acceptable if they could not hot drop.

Funny part to this, if it was not for local chat showing an instant population spike when a fleet entered a system, hot dropping would be avoided as a foolish risk.
Pilots using local never ignore a non-blue population spike, and the only way to avoid advertising your fleet is to hot drop.

Do you see the connection now?

Then, as Mag's so often connects these with local and cloaking, what mechanism inspires hot dropping as well as gives AFK Cloakers their power to inspire terror?

That is your real problem.
Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#145 - 2013-03-19 17:29:49 UTC
^^ That post is talking about the real issue (not cloaking): force projection
Raven DarkSouless
Perkone
Caldari State
#146 - 2013-03-19 17:54:31 UTC
you can have your anti cloaky crap if you give me cloakies that can fire while cloaked and have uber tank. And make me a sandwich when you go back to the kitchen.
Andy Landen
Deep Core Mining Inc.
Caldari State
#147 - 2013-03-19 17:56:19 UTC  |  Edited by: Andy Landen
Raven DarkSouless wrote:
you can have your anti cloaky crap if you give me cloakies that can fire while cloaked and have uber tank. And make me a sandwich when you go back to the kitchen.

See proposal #2. No uber-tank but then again, just fit a 1600mm plate and bring lots of friends/dps.

And to Nikk, cynos on non-cloaky ships may be scanned down and destroyed. But while the cyno is admittedly over powered, the focus on this thread is the connection of the cyno with the cloak: cloaked force projection with no counter, except wait, bait, and see. (pun intended).

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

Teckos Pech
Hogyoku
Goonswarm Federation
#148 - 2013-03-19 18:30:20 UTC  |  Edited by: Teckos Pech
Onomerous wrote:
^^ That post is talking about the real issue (not cloaking): force projection


Get rid of force projection via cynos and there will be less PvP not more contrary to Andy's claims. His solutions would mean a return to entering via a gate...which would put the force not in system at a disadvantage since the defender would know exactly where you were going to come in at.

With a cyno there is alot less certainty as to where the hostile force will show up. Will it be across the system, necessitating a warp which gives the hostiles a chance to form up and turn on their tanks, etc.? Will it be right on top of your fleet and they are coming in with close range fitted ships to your long range ships?

Andy's problem is he doesn't like conflict. He wants less of it, not more.

Quote:
Do I need to spell out that fleets can come in and kill the masks


No duh, the point is that unless there is a TZ hole for the attacker, then that first attempt to cyno in will mean the defender will know precisely where they are cynoing in at. And I'd anchor bubbles to **** all around that mask too. So they cyno in and have to stay there so the defender can come in and have a huge advantage.

This is not balanced. It would further cement the existing power blocks in place in null.

Quote:
Answer to [2]: Yes, #2 does affect SB with cyno only.


And force recons, and covert ops as well. Oh and T3 cruisers as well, they can fit covert ops cloaks and covert ops cynos too now (I think on that last one).

And the ratter doesn't have to dispose of the SB, he can merely warp off. Heck he can't even turn on what little tank he might have or his prop mode. You've effectively neutered these ships they are literally helpless in that all the SB could do is fly under standard power or warp. That's it. Didn't you read your own moronic proposal?

Quote:
Also, the resident cloaky can be fit to tank with point up, while a cloaky cyno from the next system comes in to light the cyno.


WTF? You seem to have forgot that #2 prevents the cloaked ship from activating ANY module you stupid ****. Hence you can't point, tank, shoot, or anything. Solo hunting ratters in a cloaky, even actively, under #2 would be utterly and completely impossible unless the guy stumbled across a ratter who left his ship in space and went AFK or was so dumb he probably should be forcibly sterilized to keep his stupidity from being spread further into the gene pool. Note these would be active players who don't have a cyno fit but are hunting sloppy ratters.

"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

Nikk Narrel
Moonlit Bonsai
#149 - 2013-03-19 18:31:35 UTC
Andy Landen wrote:
Raven DarkSouless wrote:
you can have your anti cloaky crap if you give me cloakies that can fire while cloaked and have uber tank. And make me a sandwich when you go back to the kitchen.

See proposal #2. No uber-tank but then again, just fit a 1600mm plate and bring lots of friends/dps.

And to Nikk, cynos on non-cloaky ships may be scanned down and destroyed. But while the cyno is admittedly over powered, the focus on this thread is the connection of the cyno with the cloak: cloaked force projection with no counter, except wait, bait, and see. (pun intended).

And yet the fact remains, both AFK Cloaking and hot dropping are both counters to local intel.

Anything you do to them that is not compensated for with Local Chat's intel properties, will unbalance the game.
Teckos Pech
Hogyoku
Goonswarm Federation
#150 - 2013-03-19 18:44:08 UTC

Quote:
Answer to [3]: #3 only addresses regular cynos.


I was talking about an Arazu fit with a regular cyno so it could cyno in a combat fleet from a titan.

Quote:
Covert bridges can bring in regular cynos.


No they can't and changing that was not part of your proposal. Really, think before you write, that way you wont look so stupid.

Quote:
Answer to [4]: Technically, non-cloaked ships would only see in local: Player A disconnected. They would only know that he has not uncloaked in a k-space system.


That was not at all clear in your proposal. And frankly I think the term should be that the player disappears from local chat upon cloaking. In fact, the part of your proposal that the cloaked character would disappear from the system he jumped out of implies that there would be some sort of indicator he was still there. In short, you want to have your cake and eat it too.

Quote:
See proposal #2. No uber-tank but then again, just fit a 1600mm plate and bring lots of friends/dps.


I'm not at home so can't check with EFT, but I'm pretty sure most ships that fit a covert ops cloak would be nerfed to Hell with a 1600mm plate. Hell, most of them couldn't even fit it (an SB or a Covert Ops) the fitting demands for a plate are too high for such small ships.

I think you are playing the wrong game. You just don't want PvP unless you consent to it or it is on your terms.

"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
#151 - 2013-03-19 21:16:46 UTC
BTW, love how the OP went back and changed the title of his thread/OP so that he could shift the debate as people show up and point out how unbalanced his suggestions are. Now it is morphing into a "cynos are bad mmkay" thread.

"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
#152 - 2013-03-19 21:43:20 UTC  |  Edited by: Teckos Pech
Nikk Narrel wrote:
Andy Landen wrote:
Raven DarkSouless wrote:
you can have your anti cloaky crap if you give me cloakies that can fire while cloaked and have uber tank. And make me a sandwich when you go back to the kitchen.

See proposal #2. No uber-tank but then again, just fit a 1600mm plate and bring lots of friends/dps.

And to Nikk, cynos on non-cloaky ships may be scanned down and destroyed. But while the cyno is admittedly over powered, the focus on this thread is the connection of the cyno with the cloak: cloaked force projection with no counter, except wait, bait, and see. (pun intended).

And yet the fact remains, both AFK Cloaking and hot dropping are both counters to local intel.

Anything you do to them that is not compensated for with Local Chat's intel properties, will unbalance the game.


Not only that, but many of these changes will impact non-hot drop uses of cynos. For example, if you want to move more ships back into a fight that is taking place these suggestions would make it harder.

I know people have an issue with force projection--moving supers/dreads/titans/etc. across one side of New Eden to the other rather rapidly, but that is quite different from cynoing in ships from a staging system in a given region to another system in the same region.

Trying to link his initial anti-cloaking rant to the above issue of force projection is just an example of Andy Landen trying to boot strap onto a legitimate issue with his illegitimate concerns.

Via edit:

Also it is probably not a good idea to fix one part of the game by breaking other parts. Taking a niche class of ships and turning them into rubbish is not a good idea.

"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

Nikk Narrel
Moonlit Bonsai
#153 - 2013-03-19 21:45:49 UTC
Teckos Pech wrote:
BTW, love how the OP went back and changed the title of his thread/OP so that he could shift the debate as people show up and point out how unbalanced his suggestions are. Now it is morphing into a "cynos are bad mmkay" thread.

At least we are possibly moving closer to being on the right topic, considering the complaint is regarding the tactics used to counter local.

Sometimes I wonder if the complainers realize, that if it were not for "AFK Cloaking" and Hot Dropping, the intel from local would be a big fat "I WIN" button....
Jacid
Corvix.
#154 - 2013-03-19 22:49:00 UTC
So hears the question.. is local channel the reason null sec has become so stale concerning anything other then large scale fleet fights over obstacles? As it stands now wh space and low sec are where the good pvp is.
Andy Landen
Deep Core Mining Inc.
Caldari State
#155 - 2013-03-19 23:04:36 UTC
Teckos Pech wrote:
BTW, love how the OP went back and changed the title of his thread/OP so that he could shift the debate as people show up and point out how unbalanced his suggestions are. Now it is morphing into a "cynos are bad mmkay" thread.

You are on a roll, Teckos! 4 posts in a roll. The only "change" made was to add the word cyno, because that element is a key part of this entire discussion. It is clear that you don't like some of the ideas here. This is not all or nothing. Tell us what ideas you do like or submit your own.

And for the record, this thread is not about cynos exclusively or about local, except perhaps to indicate a cloaked/wh disconnect from it. This thread is about the rewards of cloaking with force projection with negligible risk or effort. It is not about getting rid of cynos, but about enabling defensive forces and diminishing force projection of huge alliances of huge alliances across regions with minimal effort.

With the mask, cynoing in with your big super fleet may not be smart. Yes the mask might be bubbled up next to a pos. Bring in a BS fleet and take down the defenses, first; don't be stupid about jumping in all the titans and supers blindly.

Yes, you can bring in a cyno with a covert bridge. Step 1, fit a recon with a cyno. Step 2, light a covert cyno at destination. Step 3, bridge the cyno recon into the target system. and no, you can't fit a 1600mm plate to frigates like SB or cov ops. seriously ... be careful when you start pointing fingers about stupidity; it usually backfires.

So outline the proposals that you agree with/support. But stop talking about getting rid of local because doing that is necroing this thread and is irrelevant to the OP, etc. You want easy, juicy kills .. we get it .. now let's move back to the topic of making the kills less easy and more risky. As long as it is easy to cloak and cyno and kill the target, the target will NOT come out and play while you are there, period! Hence your persistent need to necro my thread about getting rid of the knowledge that "you are there." Even if you succeed (take you campaign elsewhere please), your targets will either find other ways to secure their systems against you, OR they will return to HS and stay there. Your easy kills will still be limited to noobs in less expensive ships, and you will have created wh space with gates and cynos and titans, oh my!

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

Teckos Pech
Hogyoku
Goonswarm Federation
#156 - 2013-03-20 00:10:35 UTC  |  Edited by: Teckos Pech
The problem with the mask and cyno jammer combo you have a tough nut to get over in terms of taking down that system in a sov war situation. You have to kill both. Even if you kill the jammer and the mask, if they have multiple a second mask as you initially suggested that makes it even harder. And if they get another mask onlined before the cyno goes up you are basically walking into a trap.

Sov warfare right now is a PITA. Sometimes we get lucky and get some decent fights, but then comes the structure grind, and that is not fun after awhile.

I know that the issue of AFK camping is a PITA for people who just want to exploit their system(s) but you don't want to screw over pilots who do use cloaking ships but not for AFK cloaking (i.e. me and pilots like me, I rarely AFK cloak in a system and I when I do it is because RL rose up and bit me on the posterior and I had to AFK).

So here is a good rule of thumb, think about your suggestions and think, "Will this break force recons for use in a fleet fight situation?"

For example, group A has a final timer for a station. The guys that logged in force recons in the system the first time around to light cynos aren't going to be able to join in. So you want to get a couple of new guys in there to light a cyno for titan bridging and bringing in the big boys. With some of your ideas, if group B is camping the gate then that will be tremendously harder than it currently is. For example your solution of any ship fit with a regular cyno be slowed way down and can now be scanned down. If I were group B I'd likely have bubbles on both sides of the gate(s) with scanning ships out on the chance there would not be a cyno ship in system already. I'd also be scanning in the target system all the time as well as soon as a hostile pops up in....yes, local chat (funny how that works).

Your suggestion here really gimps active pilots who are using a cyno for something other than ganking some tard in a bling ship shooting Gurista pirates. And since AFK is still part of the title (for now Roll) this is not really an acceptable solution.

Also think about how a suggestion could be abused. Sure eventually it might be deemed an exploit, but why even open that can of worms?

As for possible solutions:

I'm leaning towards something where a cloaked pilot is not visible in local chat (and he can't see local chat either, he'd have to rely on D-scan to see where he is going), possibly with a timer or something like initiating warp. That is if the pilot is just stationary or using his standard engines he'd eventually disappear from local and couldn't see local. But once he starts warping around he becomes visible in local and can see local. IDK, it is just a rough idea here. The idea behind warping is that the cyno pilots above could more easily navigate around...after all, we aren't interested in punishing them they aren't AFK.

Quote:
You want easy, juicy kills .. we get it...


No, you don't get anything. I don't AFK cloak in systems. I have done some BLOPs work, but on those occassions our hunter was active, not playing AFK. I do use cloaking ships, one time when camping a pipe a bunch of us in SBs and recons sat around some bubbles and killed people trying to get through on their own. It was during the TEST/Goon invasion of Fountain. I have acted as a scout for gangs, fleets, and in big fleet fights.

Quote:

Even if you succeed (take you campaign elsewhere please), your targets will either find other ways to secure their systems against you...


I do believe you just shot yourself in the foot there Hoss. If they have a way to secure their systems against AFK cloakers, then there really isn't a problem is there?

"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

Andy Landen
Deep Core Mining Inc.
Caldari State
#157 - 2013-03-20 00:57:51 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
The problem with the mask and cyno jammer combo you have a tough nut to get over in terms of taking down that system in a sov war situation. You have to kill both. Even if you kill the jammer and the mask, if they have multiple a second mask as you initially suggested that makes it even harder. And if they get another mask onlined before the cyno goes up you are basically walking into a trap.

...

As for possible solutions:

I'm leaning towards something where a cloaked pilot is not visible in local chat (and he can't see local chat either, he'd have to rely on D-scan to see where he is going), possibly with a timer or something like initiating warp. That is if the pilot is just stationary or using his standard engines he'd eventually disappear from local and couldn't see local. But once he starts warping around he becomes visible in local and can see local. IDK, it is just a rough idea here. The idea behind warping is that the cyno pilots above could more easily navigate around...after all, we aren't interested in punishing them they aren't AFK.

Quote:
You want easy, juicy kills .. we get it...


No, you don't get anything. I don't AFK cloak in systems. I have done some BLOPs work, but on those occassions our hunter was active, not playing AFK. I do use cloaking ships, one time when camping a pipe a bunch of us in SBs and recons sat around some bubbles and killed people trying to get through on their own. It was during the TEST/Goon invasion of Fountain. I have acted as a scout for gangs, fleets, and in big fleet fights.
...


AFK remains in the title because it clearly illustrates a very common method of projecting the threat of limitless force with zero client interaction. Even being active, the effort is moderate but the risk remains quite low. With how much you are focused on the AFK part being the issue, I actually am tempted to replace "AFK" with "Low Risk/Effort" for clarification, but I won't.

So, how would you know if you can jump to a cyno. Like every cyno jump, it begins with a scout. The scout sees a mask onlining in 10 minutes (countdown) on the system overview. He says "Come in here and kill this thing." done. Mask already online? The scout looks at it and reports the situation. The Commanders decided whether they need "boots on the ground" BS fleet to go in there or whether a massive "aerial strike" super/titan fleet jump will put down the threat easily enough.

Regarding your suggestion: It sounds similar to my 2nd proposal. Not sure if I follow the timer and warp parts, because why would a cloaked warp give him away in local or connect him to it? I understand the effort to penalize the afk part, but I would want the mechanics to make sense, and the penalty would have to be a little more than "I know you are there." Knowing the cloaky is there brings zero risk to his hull. None of this suggestion or my 2nd proposal increases the risk to the cyno cloaky before the cyno is lit; after the cyno is lit, who cares about the risk since several titans/supers, etc are already inbound to the cloaky. Therefore there must be more to increase the risk.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#158 - 2013-03-20 04:53:48 UTC
Andy Landen wrote:


AFK remains in the title because it clearly illustrates a very common method of projecting the threat of limitless force with zero client interaction. Even being active, the effort is moderate but the risk remains quite low. With how much you are focused on the AFK part being the issue, I actually am tempted to replace "AFK" with "Low Risk/Effort" for clarification, but I won't.

So, how would you know if you can jump to a cyno. Like every cyno jump, it begins with a scout. The scout sees a mask onlining in 10 minutes (countdown) on the system overview. He says "Come in here and kill this thing." done. Mask already online? The scout looks at it and reports the situation. The Commanders decided whether they need "boots on the ground" BS fleet to go in there or whether a massive "aerial strike" super/titan fleet jump will put down the threat easily enough.

Regarding your suggestion: It sounds similar to my 2nd proposal. Not sure if I follow the timer and warp parts, because why would a cloaked warp give him away in local or connect him to it? I understand the effort to penalize the afk part, but I would want the mechanics to make sense, and the penalty would have to be a little more than "I know you are there." Knowing the cloaky is there brings zero risk to his hull. None of this suggestion or my 2nd proposal increases the risk to the cyno cloaky before the cyno is lit; after the cyno is lit, who cares about the risk since several titans/supers, etc are already inbound to the cloaky. Therefore there must be more to increase the risk.


1. It would really help your case if you didn't overstate things such as limitless force, there is no limitless force in Eve from players. There is overwhelming force, but that is very contextual, a guy in a T1 cruiser getting bounced by 3 guys in HACs has run into overwhelming force, but it sure as hell isn't limitless.

2. You keep saying zero risk, but you are misstating the issue very badly. Sure there is very little risk, but there is opportunity cost. Every second I spend in some backasswater system denying some scrubs ratting I am losing out on other opportunities. This even goes for my alts...hint: all of my alts do stuff to put isk in my main's wallet.

3. At least one of your proposals poses significant risks before the cyno is lit. The one that limits speed and allows for scanning.

Seriously, you are not reading your suggestions or thinking about them. Another basically trashes any ship that can fit a covert cloak. Why bother even training for them if you are stuck able to do nothing for a full minute? Can't turn on your tank, can't activate the cyno, guns, point, nothing. For 60 seconds you are a very easy target.

Quote:
Therefore there must be more to increase the risk.


Ever been in a big fight? I mean a big one? I was in H-W with IT during Max 2 (or whatever it was). Managed to get out in a BS and come back...in an Arazu along with a bunch of SBs. We had to get past about a 100 man camp to get in system and to get past the same camp to get out. I managed both. There was a lot of risk as there were ships flying around, cans out, bubbles everywhere, and I had to spend considerable amount of time finding the right approach and slow boat around to get out. There is plenty of risk when actively piloting a cloaking ship in various circumstances. That a cloaked ship is perfectly safe while sitting at a safe in a nearly empty system with its cloak on is not game breaking...it isn't even a game problem. It is about as annoying as a high sec industrail corp getting war decced.

"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

Andy Landen
Deep Core Mining Inc.
Caldari State
#159 - 2013-03-20 05:57:01 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:

1. It would really help your case if you didn't overstate things such as limitless force, there is no limitless force in Eve from players. There is overwhelming force, but that is very contextual, a guy in a T1 cruiser getting bounced by 3 guys in HACs has run into overwhelming force, but it sure as hell isn't limitless.

2. You keep saying zero risk, but you are misstating the issue very badly. Sure there is very little risk, but there is opportunity cost. Every second I spend in some backasswater system denying some scrubs ratting I am losing out on other opportunities. This even goes for my alts...hint: all of my alts do stuff to put isk in my main's wallet.

3. At least one of your proposals poses significant risks before the cyno is lit. The one that limits speed and allows for scanning.

...
That a cloaked ship is perfectly safe while sitting at a safe in a nearly empty system with its cloak on is not game breaking...it isn't even a game problem. It is about as annoying as a high sec industrail corp getting war decced.

[1] Ever fought with or against Goons/Test/etc? I have; fought It and took Fountain with them. Talk about blobbing. I think limitless is a good choice of words, hence the reason I used it. First, there is no limit. Second, blobbing is very common.
[2] You say very little risk, so why dispute my "zero risk" AND you know that merely projecting threat cloaked is riskless AND you know that opportunity cost is not really a standard of Eve for determining risk levels. Obviously the choice to not take the "other opportunities" justifies the value of the reward in cloaky camping the "backwater system."
[3] Yes it does. The whole purpose was to increase the risk before the cyno is lit, so I'd say you are confirming the effectiveness of the proposal. I was primarily thinking about reducing the speed while the cloak was active because if it is not cloaked then it does not effect the cloaky cyno issue here, so I will update that one. But bubbles could be an issue for that mechanic so mwd gate crash or mwd out uncloaked.

.. oh, and try getting a titan/super cyno dropped on a hs industrial corp wardec. Same reason whs don't apply to this discussion: no cynos or supers/titans allowed there (in either whs or hs).

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

Teckos Pech
Hogyoku
Goonswarm Federation
#160 - 2013-03-20 06:35:20 UTC
Andy Landen wrote:
Teckos Pech wrote:

1. It would really help your case if you didn't overstate things such as limitless force, there is no limitless force in Eve from players. There is overwhelming force, but that is very contextual, a guy in a T1 cruiser getting bounced by 3 guys in HACs has run into overwhelming force, but it sure as hell isn't limitless.

2. You keep saying zero risk, but you are misstating the issue very badly. Sure there is very little risk, but there is opportunity cost. Every second I spend in some backasswater system denying some scrubs ratting I am losing out on other opportunities. This even goes for my alts...hint: all of my alts do stuff to put isk in my main's wallet.

3. At least one of your proposals poses significant risks before the cyno is lit. The one that limits speed and allows for scanning.

...
That a cloaked ship is perfectly safe while sitting at a safe in a nearly empty system with its cloak on is not game breaking...it isn't even a game problem. It is about as annoying as a high sec industrail corp getting war decced.

[1] Ever fought with or against Goons/Test/etc? Talk about blobbing. I think limitless is a good choice of words, hence the reason I used it. First, there is no limit. Second, blobbing is very common.
[2] You say very little risk, so why dispute my "zero risk" AND you know that merely projecting threat cloaked is riskless AND you know that opportunity cost is not really a standard of Eve for determining risk levels. Obviously the choice to not take the "other opportunities" justifies the value of the reward in cloaky camping the "backwater system."
[3] Yes it does. The whole purpose was to increase the risk before the cyno is lit, so I'd say you are confirming the effectiveness of the proposal. I was primarily thinking about reducing the speed while the cloak was active because if it is not cloaked then it does not effect the cloaky cyno issue here, so I while update that one. But bubbles could be an issue for that mechanic so mwd gate crash or mwd out uncloaked.

.. oh, and try getting a titan/super cyno dropped on a hs industrial corp wardec. Same reason whs don't apply to this discussion: no cynos or supers/titans allowed there (in either whs or hs).


1. Dude, look at my Alliance and Corp....I've fought them and with them.

2. Zero does not equal small....

3. It is too much risk, you are going to an extreme...

"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