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Warp to cloaked fleet member

Author
Kim Telkin
Love for You
#1 - 2013-03-29 13:47:17 UTC
In small gang fights, we almost always have someone flying a cloaked probing ship. The goal being to provide surprise warp ins to people kiting/sniping the gang. I'll be the first to admit that using this tactic is fun, but it always feels a bit underhanded.

So I wonder, what would happen if you were only allowed to warp to uncloaked fleet members?

Warp-ins would still be doable but you'd need have your prober uncloak first (giving your target a second's notice to react), or alternatively chase them down with a 'cepter.

My opinion is that this would make for slightly more interesting game play. Sniping would be, at least a little bit, more viable. Thematically it makes some sense as well, only being able to warp to something that is broadcasting it's location.

The downside is that cloaked probers have a slightly reduced role. But in my opinion, they are already useful in so many other situations that this is acceptable.

On the technical side, it's not clear how easy it would be to code in that check to the warp-to button, but one imagines it's not imposible.

So what do you think? Pointless? Great? Game breaking?
Tweaks Huren
Native Freshfood
Minmatar Republic
#2 - 2013-03-29 14:03:05 UTC
I'd be okay if you could warp to the last known location of a cloaked fleet member, but not warp to the cloaked member precisely where he is (in case he's moving). Maybe even warp to a point within a "rough" area around its actual location.

Reasoning behind this is that the cloaking field prevents a lot of modules from working, and prevents a ship from showing on others' scanner. However while you're in a fleet, the coordinates of your fleet member is always known, until they cloak. So, cloak to last known coordinate, or rough area around it (less precise basically), sounds like a sensible middle-ground to me.
Akuyaku
Garoun Investment Bank
Gallente Federation
#3 - 2013-03-29 14:35:54 UTC
Tweaks Huren wrote:
I'd be okay if you could warp to the last known location of a cloaked fleet member, but not warp to the cloaked member precisely where he is (in case he's moving). Maybe even warp to a point within a "rough" area around its actual location.


This is already how it works.
Teckos Pech
Hogyoku
Goonswarm Federation
#4 - 2013-03-29 14:38:36 UTC
Kim Telkin wrote:
In small gang fights, we almost always have someone flying a cloaked probing ship. The goal being to provide surprise warp ins to people kiting/sniping the gang. I'll be the first to admit that using this tactic is fun, but it always feels a bit underhanded.

So I wonder, what would happen if you were only allowed to warp to uncloaked fleet members?

Warp-ins would still be doable but you'd need have your prober uncloak first (giving your target a second's notice to react), or alternatively chase them down with a 'cepter.

My opinion is that this would make for slightly more interesting game play. Sniping would be, at least a little bit, more viable. Thematically it makes some sense as well, only being able to warp to something that is broadcasting it's location.

The downside is that cloaked probers have a slightly reduced role. But in my opinion, they are already useful in so many other situations that this is acceptable.

On the technical side, it's not clear how easy it would be to code in that check to the warp-to button, but one imagines it's not imposible.

So what do you think? Pointless? Great? Game breaking?


Providing "surprise" warp in points is one of the primary purposes of ships that fit a covert ops cloak. Why nerf them?

And uncloaking to provide a warp for a ship with paper thin tank? Why?

And you do realize that the most likely reaction of the opposing side will be to warp out so that they can re-position as well. After chances are that when the cloaked ship decloaks that means the enemy is in warp, so bug out and re-position as well.

And why do you think it would make sniping more viable? You make this claim with zero evidence and zero theorizing...basically it is an claimed backed by nothing, nada, zip, zilch, squat. If anything, knowing I could see fleet commander A who knows his opponents are in sniper ships would want to move (warp, burn) from their initial position so that they don't sit there like ducks for the snipers. In other words, sniper fleets might be even harder.

What other roles for the cloaked ships would be left? You claim that they have many other uses, but you just leave it hanging there. Do a better job, list them don't assume we are mind readers. Here I'll get you started:

Break a gate camp to light a cyno
Scout
Bombing runs...oh wait no, not possible if you have to warp to an uncloaked ship...or at least a lot harder
Uhhhmmm.....?

At this point, no. Try doing a better job on your proposal.

"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
#5 - 2013-03-29 14:42:36 UTC
Tweaks Huren wrote:

Reasoning behind this is that the cloaking field prevents a lot of modules from working, and prevents a ship from showing on others' scanner. However while you're in a fleet, the coordinates of your fleet member is always known, until they cloak. So, cloak to last known coordinate, or rough area around it (less precise basically), sounds like a sensible middle-ground to me.



Okay, think about it. You are cloaked...so yeah, your fleet mates can't see you on their scanners. They effectively don't know where you are...unless you tell them. Basically, the warp-to function is possible because the cloaked ship is telling others in the fleet where they are. In other words, unless cloaking inhibits ship-to-ship communications, then your reasoning falls flat on its face. Especially when you consider that ships that can fit a covert ops cloaking device are supposed to have bleeding edge electronics suits which allows them to fit the covert ops cloak, warp, move a full speed, and...communicate with others undoubtedly.

That is, your idea might be reasonable for lower tech cloaks.

"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

Tonto Auri
Vhero' Multipurpose Corp
#6 - 2013-03-29 15:25:08 UTC
The covops cloak is not a problem. The problem is that ship is fully operational for unlimited amount of time under cloak.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Nikk Narrel
Moonlit Bonsai
#7 - 2013-03-29 16:04:42 UTC
Tonto Auri wrote:
The covops cloak is not a problem. The problem is that ship is fully operational for unlimited amount of time under cloak.

Fully operational?

Your definition assumes a lot, and implies more.
It is misleading.

You cannot shoot.
You cannot Dock.
You cannot use a gate.
You cannot launch probes or drones.
You cannot activate any modules, only shut down the cloak.

You can exchange information manually, or by right clicking to warp to.
In the case of covops, you can warp while cloaked inside a system.
Tonto Auri
Vhero' Multipurpose Corp
#8 - 2013-03-29 16:13:22 UTC
Nikk Narrel wrote:
Fully operational?

Your definition assumes a lot, and implies more.
It is misleading.

You cannot shoot.
You cannot Dock.
You cannot use a gate.
You cannot launch probes or drones.
You cannot activate any modules, only shut down the cloak.

You can exchange information manually, or by right clicking to warp to.
In the case of covops, you can warp while cloaked inside a system.

You don't need to shoot. You don't need to dock, you don't need to use a gate. You don't need to launch probes and/or drones, you don't need to activate any modules. All you need to do is sit there cloaked, watch the scene and provide a warp spot or cyno when it's time. And before that, you're invulnerable, save exploits.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

DataRunner Attor
Doomheim
#9 - 2013-03-29 16:26:42 UTC  |  Edited by: DataRunner Attor
Tonto Auri wrote:
The covops cloak is not a problem. The problem is that ship is fully operational for unlimited amount of time under cloak.


lol

Wait...wait...You are serious? Hold up.

LOL

A cloaked ship can't do anything while cloaked, at the cost of being cloaked it can't do anything to you, before it can do anything it must decloak, and short of the covert ops cloak fittable ships, (Which those have paper thin tank by the way) all cloak causes a targeting delay, which allows you to target them first (if you are in any kind of combat able ship.) And also in turn shoot first! Short of being alone in null sec with no friends, a single cloaked ship can hardly hurt you, they will die more often then even getting a single kill, and even if they do get a single kill, they will still die to your fleet, and loosing a much more expensive ship and fit. When you cloak, you don't operate at full, only a covert ops ships can warp while cloaked, and a non-covert ops ship must decloak before warping.

Tonto Auri wrote:
Nikk Narrel wrote:
Fully operational?

Your definition assumes a lot, and implies more.
It is misleading.

You cannot shoot.
You cannot Dock.
You cannot use a gate.
You cannot launch probes or drones.
You cannot activate any modules, only shut down the cloak.

You can exchange information manually, or by right clicking to warp to.
In the case of covops, you can warp while cloaked inside a system.

You don't need to shoot. You don't need to dock, you don't need to use a gate. You don't need to launch probes and/or drones, you don't need to activate any modules. All you need to do is sit there cloaked, watch the scene and provide a warp spot or cyno when it's time. And before that, you're invulnerable, save exploits.



except you have to decloak to activate cyno... and you know, you get shot to pieces then if you are near any fleet, and if you are solo and you die well all I can say is this. "Welcome to null mate, the lawless space where safety in numbers rule supreme.

“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.”

Nikk Narrel
Moonlit Bonsai
#10 - 2013-03-29 16:28:54 UTC
Tonto Auri wrote:
Nikk Narrel wrote:
Fully operational?

Your definition assumes a lot, and implies more.
It is misleading.

You cannot shoot.
You cannot Dock.
You cannot use a gate.
You cannot launch probes or drones.
You cannot activate any modules, only shut down the cloak.

You can exchange information manually, or by right clicking to warp to.
In the case of covops, you can warp while cloaked inside a system.

You don't need to shoot. You don't need to dock, you don't need to use a gate. You don't need to launch probes and/or drones, you don't need to activate any modules. All you need to do is sit there cloaked, watch the scene and provide a warp spot or cyno when it's time. And before that, you're invulnerable, save exploits.

Invulnerable is also misleading. Oh effectively, under conditions implied here, they cannot find you well enough to attack you.

This state of being applies as well to:
Pilots docked
Pilots logged off
Pilots inside a POS shield
Pilots aligned and using local to alert them when to hit warp to a safe location.

Now, add to this, in exchange for the ability to gather intel, they often sacrifice the ability to use the information themselves.
This is referring to the diminished capability these ships get balanced with to make up for their stealth.
Tonto Auri
Vhero' Multipurpose Corp
#11 - 2013-03-29 16:30:34 UTC
Dude, stop judging EVE by the scale of your narrow mind. Its not funny.
EVE is not a single player game, as you are trying to pretend.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Beaver Retriever
Reality Sequence
#12 - 2013-03-29 16:30:56 UTC
Tonto Auri wrote:
Nikk Narrel wrote:
Fully operational?

Your definition assumes a lot, and implies more.
It is misleading.

You cannot shoot.
You cannot Dock.
You cannot use a gate.
You cannot launch probes or drones.
You cannot activate any modules, only shut down the cloak.

You can exchange information manually, or by right clicking to warp to.
In the case of covops, you can warp while cloaked inside a system.

You don't need to shoot. You don't need to dock, you don't need to use a gate. You don't need to launch probes and/or drones, you don't need to activate any modules. All you need to do is sit there cloaked, watch the scene and provide a warp spot or cyno when it's time. And before that, you're invulnerable, save exploits.

beeebepeepbepebnpep *poof*

That's my 'butthurt ratter' detector exploding in a mist of logic.
DataRunner Attor
Doomheim
#13 - 2013-03-29 16:32:07 UTC
Tonto Auri wrote:
Dude, stop judging EVE by the scale of your narrow mind. Its not funny.
EVE is not a single player game, as you are trying to pretend.



You are right! EvE is not a single player game, so if you want to build a sand castle in a MMO, that allows open world PVP, don't be surprise when someone comes along to kick it down.

“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.”

Nikk Narrel
Moonlit Bonsai
#14 - 2013-03-29 16:37:24 UTC
Tonto Auri wrote:
Dude, stop judging EVE by the scale of your narrow mind. Its not funny.
EVE is not a single player game, as you are trying to pretend.

Narrow.

An interesting accusation, considering the context of your claims.

You refer to cloaked vessels in a way that is exclusive to the perspective of someone trying to counter them.
You ignore tactics and counters already present and mentioned in this very thread.

You do not seem to consider other aspects relating to cloaking.

Narrow indeed.
Tonto Auri
Vhero' Multipurpose Corp
#15 - 2013-03-29 16:39:39 UTC
The most fun part in your replies is that you're assuming that i got pissed by a lightbulb in local and came to forums screaming "nerf covops". Keep it going, you giving a good laugh to an old covert pilot.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Nikk Narrel
Moonlit Bonsai
#16 - 2013-03-29 16:53:04 UTC
Tonto Auri wrote:
The most fun part in your replies is that you're assuming that i got pissed by a lightbulb in local and came to forums screaming "nerf covops". Keep it going, you giving a good laugh to an old covert pilot.

Another assumption.

The only time I even mentioned local was when I was supplying a comparison list of well established categories that are known to be hard to kill.

You stated clearly:

Tonto Auri wrote:
The covops cloak is not a problem. The problem is that ship is fully operational for unlimited amount of time under cloak.

If this is not a suggestion something is needed to correct what you termed "The problem", then how would you describe it?
Tonto Auri
Vhero' Multipurpose Corp
#17 - 2013-03-29 17:02:32 UTC
Yes, I still see it as problem. After five years of flying my Anathema. Unscathed.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Nikk Narrel
Moonlit Bonsai
#18 - 2013-03-29 17:16:35 UTC
Tonto Auri wrote:
Yes, I still see it as problem. After five years of flying my Anathema. Unscathed.

So, which side does this fall under then?
Needs more power in exchange for that cloak? Go fly an AF instead.

Are you trying to point out a covops frigate, presumably fitted to operate undetected and manage gate camps, is somehow overpowered because it lacks a time limit?

Even uncloaked, your ship cannot expect to be effective against any prepared PvP pilot. You ARE flying the extreme example of sneaky but otherwise harmless, as far as ship models are considered.
Each race has one.

The difference between this and a armor tanked BS is that the BS cannot warp cloaked.
Assuming both ships fit a cloak:
Both ships can sit off of a gate, and watch for ships entering.
Both ships can be warped to by fleet members.
Both ships can sit in a system with enemy sov and drive PvE pilots crazy.

In an Anathema, if they know you have no cyno equipped, you can still annoy them.
But without a fleet backing you up, all you can offer is intel.
Tonto Auri
Vhero' Multipurpose Corp
#19 - 2013-03-29 17:49:45 UTC
Erm, sorry, but you do honestly think I'm that dumb, as you're trying to paint me?
Why would I fly a covops without a fleet backing me?...
The lack of natural limits or counters to a cloaked covops ship is what I see as problem.

Two most common elements in the universe are hydrogen and stupidity. -- Harlan Ellison

Nikk Narrel
Moonlit Bonsai
#20 - 2013-03-29 18:18:22 UTC
Tonto Auri wrote:
Erm, sorry, but you do honestly think I'm that dumb, as you're trying to paint me?
Why would I fly a covops without a fleet backing me?...
The lack of natural limits or counters to a cloaked covops ship is what I see as problem.

And there it is.

Local is your counter, or perhaps I should say, the cloaked vessel is the counter for local chat's intel.

Since the intel being provided is an absolute, flawless and free from effort to obtain, so must it's counter be in order to have balance.
You cannot detect a cloaked vessel. The cloak is an absolute, barring pilot error. The same as using local is.

Now, if you want to reduce the effectiveness of the cloaked ship, local intel also needs to be diminished.

Between the two, you have balance. It may not be the game play you want, but that is not relevant to the fact that it IS still balanced.

If you insist on objecting to one half of this equation, the other doesn't simply vanish to suit your interests.
These two aspects are tied together.

How would you suggest changing these two sides?
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