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What are the main reasons AFK cloaking exists and is disliked.

Author
Nikk Narrel
Moonlit Bonsai
#41 - 2013-04-10 14:11:34 UTC

Dracvlad wrote: Time for an epic frisking...

So many sub quotes....
Please, impress me.

Nikk Narrel wrote:
So long as they can look at the pilot list and see only blues, there is no risk to be had..


What about people on safari, people who infiltrate your corp, your alliance or your coalition, you forget them, this is one of the ways to get around blue lists and plenty of kills are got by people doing this.

Call me fringe if you like, but balancing the game on the off chance your alliance has a spai... really?
Rejected on the grounds of absurdity.


Nikk Narrel wrote:
If they can operate this way normally, then they can use local as the ultimate safety net, and never be at risk..


Local is not an ultimate safety net, there are gaps in coverage, first of all there is the people reporting incoming roams, but clever people log off in uninhabited systems, their objective is to get those who are not paying attention due to no one being reported in local, then we have wormholes openning up in system, look at Verge of Collapse for someone who does this and gets plenty of kills.

Now we are balancing the game because people have logged off in a possible target system. Would you like to add a list of logged off pilots within past 24 hours too? 48 hours?
Rejected on the grounds of absurdity.



Nikk Narrel wrote:
They won't touch rewards so long as risk is at this level. It just doesn't balance to them, since too often a pilot in high sec can be more at risk simply because suicide gankers exist at all..


The rewards part is all your focussing on, you have ABC minerals in hidden belts, there is your reward, other people have the ability to chew through Hordes at a very fast rate, that is their reward. Rubbish about people in HS being more at risk of suicide ganking, if I am in a Hulk or Mackinaw fitted for yield yes, but in a Skiff fitted for tank no, I mine in a tanked Skiff, no risk. If I move expensive stuff in an industrial I am at risk, if I go over the value of the ships required to gank my freighter/Orca I am at risk, when I undock in my transport ship there is someone there with a fast locking alpha or someone like that on the gate I am at risk. Or if I am in a pimped Tengu with low shields and without hardeners on I am at risk. But in the majority of times I am not at risk, every ship I fly in 0.0 is at risk!!!

Hidden belts don't come close to justifying anything, and represent a trivial boost to null sec rewards by comparison.
And no, you can fly anything in the game at all, with any fit. If you are aligned and watching local, you can't be caught if you do it right.
You have no risk if you cannot be caught.


Nikk Narrel wrote:
Meanwhile, we have ratting carriers in places where risk is so far below high that they feel safe..


And do you honestly think that people will risk very expensive slow lumbering ships without low levels of risk, and I can tell you that I never felt safe in a carrier, be it people using the gaps in intel, or WH's openning up into the system I was in, or someone logged off in the system I was in and no one letting me know, there is always risk. Take that from someone who ratted in his triage fitted carrier with an AFK cloaky in system, because I knew he did not have the backup to take me on at that time, but the risk is that I could be wrong.

You used a cap ship to rat in while a known afk cloaked vessel was active in system... but you are worried about logoff traps in the same post??
How is threat projection a problem if you openly admit ignoring it at this level?


Nikk Narrel wrote:
Null is not supposed to feel safe unless you have a solid team backing you, not what we have far too often instead.


If you feel safe in null you are doing it wrong, even with a solid team backing you your not safe because a much more solid team can be after you, you wait to Stain Empire gets fully into gear and if their key players come back, they will show you just how unsafe you are. I have some friends in Unclaimed. and they understand just how much of a threat they are, you are not safe I can assure you having had my own experiences with Stain Empire and the Russian parts of -A- !

Referencing my personal experience shows a weak argument. I believe I know my own experiences better than any possible third party references.
If you cannot justify your argument in a logical manner, just admit it.
Omnathious Deninard
University of Caille
Gallente Federation
#42 - 2013-04-10 14:15:23 UTC
My wife was playing a game last night and there was a message on the screen that reminded me of a song from a cartoon I used to watch many years ago. It just so happened to make me laugh even harder when applied to these kind of threads.
http://youtu.be/N2pH4VfjJHI

If you don't follow the rules, neither will I.

Mike Voidstar
Voidstar Free Flight Foundation
#43 - 2013-04-10 15:12:04 UTC
DataRunner Attor wrote:
I guess with that, we can make all ships scannable if they are fitted some kind of cyno, regardless of the cyno's use. Oh, while we are at it, lets also make all ships with jump drives scannable to even if in so called safe spots, that way we can help limit off this...."100% safe ship" crap that you speak of. And while we are at it, also gives us an ability to hack outpost, and when hacked, it causes all players inside the station to eject from the station regardless of state of activity.



Paint huffing sarcasm aside, if it's not cloaked, it's already scannable. Safe Spots aren't safe, just slightly harder to find than a random celestial. Stations are meant to be safe, space isn't. I don't even have a problem with cloaked ships being safe, just cloaked ships that have virtually unlimited threat projection. Unless you are backed by an alliances full combat potential attempting to do any operations with a cloaked unfriendly present is potential suicide. There is no way to balance risk vs. reward under those circumstances, no way manage the risk to match the level of rewards available. It's not about growing a pair and ignoring an AFK ship, it's about managing the fact that the ship in question represents a threat that scales from 0 to infinity without warning, and with no counter.
Nikk Narrel
Moonlit Bonsai
#44 - 2013-04-10 15:21:32 UTC
Mike Voidstar wrote:
DataRunner Attor wrote:
I guess with that, we can make all ships scannable if they are fitted some kind of cyno, regardless of the cyno's use. Oh, while we are at it, lets also make all ships with jump drives scannable to even if in so called safe spots, that way we can help limit off this...."100% safe ship" crap that you speak of. And while we are at it, also gives us an ability to hack outpost, and when hacked, it causes all players inside the station to eject from the station regardless of state of activity.



Paint huffing sarcasm aside, if it's not cloaked, it's already scannable. Safe Spots aren't safe, just slightly harder to find than a random celestial. Stations are meant to be safe, space isn't. I don't even have a problem with cloaked ships being safe, just cloaked ships that have virtually unlimited threat projection. Unless you are backed by an alliances full combat potential attempting to do any operations with a cloaked unfriendly present is potential suicide. There is no way to balance risk vs. reward under those circumstances, no way manage the risk to match the level of rewards available. It's not about growing a pair and ignoring an AFK ship, it's about managing the fact that the ship in question represents a threat that scales from 0 to infinity without warning, and with no counter.

You seem to be overlooking the bigger scale of conflict.

Null sec is supposed to be an unstable and chaos based system of whoever has the biggest set of guns wins.

If you send your guns away, then the other guy who now has more can mount the bigger threat.

If that means timezone A players mess with people during that time, that is what it is there for.

The bigger alliances don't worry about blob tactics from the smaller ones, but they cannot stop the sniping and the guerilla attacks made possible by a few hostile pilots.

We have high sec so people can step away from that as needed, we don't need to change null into something different.
Mike Voidstar
Voidstar Free Flight Foundation
#45 - 2013-04-10 16:13:14 UTC
I don't advocate the removal of cynos. Just their seperation from the perfect safety of cloaking ships.


Put that thing on a nimble ship that can penetrate deep into enemy territory and drop a fleet where your opposition really does not want one. The projection of infinite force in hostile territory should not be a 100% safe and passive activity. The only change to this gameplay is that cloaked ships become scouts to let you know when their forces are low and possibly distractions to pull combat pilots away from backing up gate guards. You send in your fast cyno carrying gate runner, get behind enemy lines and then drop your fleet---with the difference that you are capable of being hunted and stopped. Large Scale force projection now becomes an active and dangerous activity instead of the boring, passive, 100% safe activity it is now.

Cloakers would still prevent bots from doing their thing. They would still threaten solo and small gang operators. They would still provide info in system. They would still do all that they do now, and pretty much the same effectiveness, except allow for the force projection of an entire alliance in an invunerable ship.

If anything, they would get more kills than they do now because nullbears would feel somewhat emboldened knowing that the neut or red in system no longer has the potential to suddenly become a fleet of titans.
Random Majere
Rogue Fleet
#46 - 2013-04-10 16:22:49 UTC
AFK cloacking helps keep PLEX sales up. It is why CCP won't touch it.
Nikk Narrel
Moonlit Bonsai
#47 - 2013-04-10 18:02:39 UTC
Mike Voidstar wrote:
I don't advocate the removal of cynos. Just their seperation from the perfect safety of cloaking ships...

...If anything, they would get more kills than they do now because nullbears would feel somewhat emboldened knowing that the neut or red in system no longer has the potential to suddenly become a fleet of titans.

I have empathy for your concern, but balance needs to be kept too.

Plus, you DO recall the existence of cyno jammers?

Only BLOPs covert cyno can work then, and it is rarely cost effective to drop anything but a weak and isolated target with these.

Null may be many things, but in this case I don't think being protective of solo players over the interests of group hostility is one of them.
Jacid
Corvix.
#48 - 2013-04-10 19:14:11 UTC  |  Edited by: Jacid
What i dislike about afk cloaking is that it is a meta gaming tactic of diluting the power of the local channel to solve the problem of null sec being too safe. The issue is compounded by intel channels which makes it all but impossible to get the drop on somebody. And yes their are metagaming methods to getting around them like the good old logoffski.. but these methods are a work arounds at best.

However their is no doubt that making null sec local delayed or optionally delayed will lead to more kills. Which is why i suggest balancing that out by providing a 20-50% increase in the value of null sec rats(i was thinking more tough faction rats with better drops in anoms and belts). Now as a null sec ratter your still fairly safe if your paying attention and spamming combat probe scans but those that are lazy or those that are bots will find things more challenging.

My 2 Cents
Mike Voidstar
Voidstar Free Flight Foundation
#49 - 2013-04-10 19:17:41 UTC
It's not protecting soloists over group hostility.


Its enabling group activity by allowing organizations to specialize their pilots according to their skills and preferences and allowing all involved to enjoy the play they prefer.

If the Nullbear is bearing in his corp or alliance's space, he may be flying without escort but he's not using that space by just his own efforts. That corp or alliance has taken pains to clear and secure the space so he can do what he does. Enemies should have to make similar effort to counter the alliances efforts to secure their space.

In the systems where there are cyno jammers, I have no issue. Any group that is so concerned with a single hostile that they can't undock needs to get an escort or fly something that won't dissolve under hostile enemy intent. I have zero concern for that group of people whining about afk cloaks, and I completely agree that there is no problem with it. Unfortunately, that is also the exact group that has the least to fear from the cloaked cyno. If they have the wherewithal to place a cynojammer in the system, then they likely have a substancial alliance with full combat support that would be capable of engaging an enemy incursion in any case.

Smaller corps and alliances are the ones with the issue. For a trivial effort a larger entitiy can effectively lock down a system despite the best efforts of whole hordes of people. A single cloaked ship represents the whim of the owner to drop any and all forces he has directly into your pudding. If they own the space or can support a fleet without cloaks against all opposition then they deserve that tactical advantage--- but it's just too much power for too little effort to allow an invunerable ship to represent the entire might of an alliance without any support at all. These people have a legitimate complaint, and that is why (or should be why) afk cloaking campers are so hated.

Black Ops cyno is much more self balancing. While one could find themselves royally toasted by a Blops fleet, the ships themselves are far less of a threat than what might come through a regular Cyno. At the very least you know that nothing larger than a battleship is coming through there, and if Cyno were to be made incompatible with cloaks then a blops ship fit without a cloak would be more vunerable and subject to being hunted down by an active and aware alliance.
Trii Seo
Goonswarm Federation
#50 - 2013-04-10 20:01:00 UTC  |  Edited by: Trii Seo
Okay, so we're on the subject of normal cynos. A fair point, since full combat drops happen and actually require less investment from the cloaky side.

But mind the investment on the other side: to drop a full combat fleet you require an online titan within bridge range. Those things cost eighty times the black ops, require a staging POS to put them into and an actual combat fleet. This is a combat fleet that does not fit cloaks and can be pursued, camped or engaged. Unlike a Blops gang it cannot bridge its taxi into the system silently and get out quickly - they need to take the long way back home.

If we're talking about cap/super drops - those also have a large element of risk to them. Everyone wants a super/cap kill. The more of those you drop on others, the more likely it is you'll find yourself baited and counterdropped.

Cynojammers, just FYI, aren't free - the setup costs and there's an upkeep fee. In addition to that, keep in mind that nullsec relies on jumpships for logistics. Jamming a system will make the job of people responsible for fueling towers even more painful.

The truth about nullsec is that it is, in fact, a rather hostile place to live in. The sea of blues in system might actually not come in quick enough to save you (and that is a case during many black ops attacks). Again, there are many ways to protect yourself from a hotdrop - if you're incapable of defending yourself or discouraging the attacker, move out of the system. Drop range is not infinite - it actually is pretty limited and dependant on the skill of the black ops/titan pilot. Can't handle the cloaky? Move out of range. Rat in a different system.

"Trivial" effort of an alliance to get a classic dropfleet in position: Titan (~80bil give or take, was it? + of course the pilot, takes ages to train or billions of ISK to buy.) Staging POS + defences (+ upkeep cost for fuel, effort of the POS management team) + Fleet (Regular combat fleet with combat ships/logistics/scouts) + cloaky himself who needs to be watching the system to find a target.

"Non-trivial, very big" effort to avoid it: Spot non-blue in local. Undock. Select gate. Warp to 0. Jump out.

Oh and Battleships tend to come through a Blops cyno too. It's usually pretty hilarious.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Jacid
Corvix.
#51 - 2013-04-10 20:12:00 UTC
Trii Seo wrote:
Okay, so we're on the subject of normal cynos. A fair point, since full combat drops happen and actually require less investment from the cloaky side.

But mind the investment on the other side: to drop a full combat fleet you require an online titan within bridge range. Those things cost eighty times the black ops, require a staging POS to put them into and an actual combat fleet. This is a combat fleet that does not fit cloaks and can be pursued, camped or engaged. Unlike a Blops gang it cannot bridge its taxi into the system silently and get out quickly - they need to take the long way back home.

If we're talking about cap/super drops - those also have a large element of risk to them. Everyone wants a super/cap kill. The more of those you drop on others, the more likely it is you'll find yourself baited and counterdropped.

Cynojammers, just FYI, aren't free - the setup costs and there's an upkeep fee. In addition to that, keep in mind that nullsec relies on jumpships for logistics. Jamming a system will make the job of people responsible for fueling towers even more painful.

The truth about nullsec is that it is, in fact, a rather hostile place to live in. The sea of blues in system might actually not come in quick enough to save you (and that is a case during many black ops attacks). Again, there are many ways to protect yourself from a hotdrop - if you're incapable of defending yourself or discouraging the attacker, move out of the system. Drop range is not infinite - it actually is pretty limited and dependant on the skill of the black ops/titan pilot. Can't handle the cloaky? Move out of range. Rat in a different system.

"Trivial" effort of an alliance to get a classic dropfleet in position: Titan (~80bil give or take, was it? + of course the pilot, takes ages to train or billions of ISK to buy.) Staging POS + defences (+ upkeep cost for fuel, effort of the POS management team) + Fleet (Regular combat fleet with combat ships/logistics/scouts) + cloaky himself who needs to be watching the system to find a target.

"Non-trivial, very big" effort to avoid it: Spot non-blue in local. Undock. Select gate. Warp to 0. Jump out.

Oh and Battleships tend to come through a Blops cyno too. It's usually pretty hilarious.



And their are loads of ways to counter the cyno pilot once he decloaks and tries to tackle you.. MWD, MJD, 100mn afterburner, ECM, Sensor Damps, alphaing the cyno ship.. these are all valid counters. My only issue with cynos is that its relatively inexpensive in terms of fuel to move a crap ton of fleet members around and no risk is afforded to the actual titan doing the bridging. I always thought that bridging should be like a 2 way wormhole unlightable in poses it would allow for counter attacks... and some interesting engagements.
Trii Seo
Goonswarm Federation
#52 - 2013-04-10 20:19:06 UTC  |  Edited by: Trii Seo
Really all drop-ganks we hear about are the successful ones. Nobody ever mentions oh so many cases in which the cyno carrier was destroyed or the ship itself got away. (Or moments where he never reached the target without spooking it. Gated DED plexes with silly landing beacons, I'm looking at you, yes.)

The titan safety is... well, I'd say something reserved for the discussion about supers in general. If dropping things would put the titan at real risk, titan drops would become even more rare - especially now that Black Ops had their range extended and can reach as far as a titan.

(Death2supers and all that)

Edit: Also how can one say anything about risk and reward vs. cyno-cloaky looking for them.

The Cyno-cloaky needs to get past any gatecamps between him and the target (and no, cloak doesn't make you 100% immune to those). He needs to be online when the target is, find it in the system, warp to it safely without spooking it to assess the viability of a drop. He then needs to assemble the drop (other people + blops for bridging) get in point range with the target, decloak and point it (waiting out the 6s - or 5 if you have cloaking 5 - delay), light the cyno, hold the target and survive long enough for the drop to arrive and kill it.

The target needs to look at local and press "dock". Sometimes check his killboard. Oh the effort.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Fitzhugh
Krusual Ship Construction Services
#53 - 2013-04-11 06:08:29 UTC
There has been some drift in the conversation but at least I am getting some real responses.

Still not convinced but I starting to see the edges of a real argument to be made for Local removal in Nullsec if not all kspace.

Boiled down... combat oriented pilots want to make Nullsec more dangerous for everyone...pvp, pve and carebearing. But let's be just a little real about this.

Loosing local directly and fundamentally endangers industrialists. No amount of SOV, pos setups, equipment or ship training is going to protect a miner or harvester from a combat ship. And just to be clear, I am ignoring every statements that relates to "All they do is pos up and hide" because expecting unarmed ships to stand in the open while shooters and hunters are there is ridiculous on its face.

The arguments about all the isk and skilling cloakies burns to get inthose ships is ridiculous too... all of us have burnt thousand of hours over the years perfetingour ship piloting skills. And carebears have burnt more in skills that have no effect on the ships to be good at what they do, so let's not pretend the miners in question are 2 month noobs with 1 mil sp's barely able to pilot a retriever.

I have lived in null and I was an industrialist out there, and from myown experience I can tell you that I did NOT just run into the pos or the station shut down my ship and wait for the bad man to go away. I had probers, combat and regular, stealth bombers, intel channels to all the surrounding systems, KBs and dotlan, heavy dps ships, and Dscan experts. We saw a bad guy and we came out to fight.

It doesn't matter a tinkers damn what you do or what research you have if they pilot cloaks parks and walks away. No effort of any kind will pop him out, no force can be exerted, nothing can be done unless he is there. It isn't a matter of denying a play style, because the pilot isn't playing.. he has legged it to a movie, or gone to play his xbox.

Local is the only measure of defense an industrialist truly has. No guns to speak of and the exception of the procurer no real ability to build up his ship to make it remotely survivable in fight. The few seconds warning he gets (if he is actually paying attention that is) is all the protection he gets. That short bit of time he has to get out of harms way and get a ship to defend himself with.

And as far as fairness and risk to reward... How expensive is SOV. per month or per week. All that risk and cost burned into SOV, then no ability to truly build any meaningful defense in the system. No gate guns, or automated police force, no control of the gate really accept drowning it in bubbles. And all can be destabilized by a pilot with a 40 mil cloaky ship. Where is the balance there with removing local.

Still the loudest cry for the removal of local is from the gankers and pirates. A plaintive cry of "It's so hard to trap and kill the unarmed ships because they run from our PvP fleets." If what you were truly worried about is making it unsafe and challenging in nullsec you would have an alternative that did not only favor you.

Maybe a exumer/mining barge only module so they could see all the people in system but combat ships couldn't.That way when you enter a system with no miners you can hunt down and engage the people prepared to fight you. sure miners might alert the other in corp but it would take time for the messages the spred to every pilot in a system and only the miners could be the source of the information.

There needs to be a balance and right now Local is the best answer. PvPers need fight and industrialists need work. Local lets that happen to some extent. PvPers have a disadvantage in that some people will NOT fight. But that is their choice. Taking away local is just your way of taking that choice from them. You choose to fight then go fight. There are people on at all times of day or night that would love nothing better. If you wanna catch only defensless ships I see no way I would even want to help you.

Alacrity Fitzhugh

Ruze
Next Stage Initiative
#54 - 2013-04-11 06:21:57 UTC
Holy hell, it felt like 2008 again when I read the topic of this post.

You mean there are still complaints about afk cloaking?

If you're driven to threaten others with harm or violence because of what they do in game, you can't separate fantasy from reality. That "griefer/thief" is probably more sane than you are. How screwed up is that?

Dracvlad
Taishi Combine
Astral Alliance
#55 - 2013-04-11 07:16:23 UTC  |  Edited by: Dracvlad
Nikk Narrel, I find people who suggest something then call it absurd and make it seem like the other suggested it rather sad, anyway I have given up on you, your just focussed on your own position which I understand, but don't really respect, and this will be the last post directed at you. EDIT Its not what I said was absurd, its what you said I said was absurd, and your points were arguments because you are a TROLL.

Fitzhugh

First of all sorry for my hijacking of the thread with the person above who is an industrialist who seems to think removing local is a good idea, go figure... We have had this debate over a number of different threads and he has resorted to suggesting things calling them absurd and trying to make it look as if I said it, how to lose an argument in one easy lesson.

I agree with much of what you said, my main issue with your last post is on the fairness side of risk and reward, AFK cloaking is area denial, at a strategic level its acceptable, though so lame if they never fight. In my time I came across many renters who paid a forture for a very good system and hardly got to use it due to campers.

I got into a conversation with one and he started moaning about being camped and how he was struggling to pay his rental bill, we went through all the strategies and tactics to use, but at the end I suggested to him that he had made an epic mistake at the strategic level, instead of going all in for such a good system he was better off getting a number of middle ranking systems and some poor ones with lots of belts. He pulled out of his rental agreement and did what I suggested and was able to deal with the cloaky campers, the biggest problem he had was trying to keep the industrial level up for the hidden belts over multiple systems and I think CCP should make it easier for the small belt to appear, because the only way to deal with an AFK cloaky camper is to use different systems and force him to move around.

You cannot reason with Gank Bears, I have tried, their fun in the game is getting any kill, and anything that makes that easier to acheive is what they want regardless of any balance, they have utter contempt for people who like to build things so will never listen to their point of view, thankfully CCP have them sussed.

The post above yours is by someone I briefly flew with in 0.0, I was in a couple of hot drop fleets, so I understand exactly what he is saying, there is a lot of effort involved by people actually trying to kill someone. Local however allows people to assess the risk and the reward and I would suggest to Trii Seo that when they get a kill its so much more satisfying then the easy kills they would get without local, I find killing people who fight back much more fun, a couple of months ago I went on the hunt in low sec, an industrial jumped through, I let him go, I was after PvP not an easy kill, a gank bear would have just killed it, I then got an epic fight with a bait maller and a curse, that was what I was after.

Mike Voidstar
Some very good points there.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Ariel Nexium
Doomheim
#56 - 2013-04-11 07:48:43 UTC
This problem can easily be rectified if they force cloakers to burn liquid ozone to maintain there cloak
Nikk Narrel
Moonlit Bonsai
#57 - 2013-04-11 13:12:27 UTC
Dracvlad wrote:
Nikk Narrel, I find people who suggest something then call it absurd and make it seem like the other suggested it rather sad, anyway I have given up on you, your just focussed on your own position which I understand, but don't really respect, and this will be the last post directed at you.

You never met the challenge of my arguments, you just ignored them and kept going.

I called two things absurd, the notion that Local had gaps in coverage that made any difference, and the concept that spai's in the game were worth changing balance to compensate for.

Both are absurd.

The solid fact remains, that a PvE pilot needs to make no effort to learn when they are potentially threatened, and they only need to align to a safe ready to warp so long as local is providing intel.

As long as they hit warp the moment a non blue enters, the risk does not exist for them, and that is way too little effort for such a flawless defense.

The idea that AFK cloaking is considered by some to be OP because it creates a stalemate is sad.
Mary Annabelle
Moonlit Bonsai
#58 - 2013-04-11 13:30:52 UTC
Dracvlad wrote:
....
First of all sorry for my hijacking of the thread with the person above who is an industrialist who seems to think removing local is a good idea, go figure... We have had this debate over a number of different threads and he has resorted to suggesting things calling them absurd and trying to make it look as if I said it, how to lose an argument in one easy lesson.

...

Sooo busted, Mr Troll. Your talking about something that is on this page, the first post at the top according to my browser..

And an industrialist who wants to see higher rewards in null, and in exchange is willing to work for them -Golly Gee!
What, you thought your oddball signature about wormholes would fool anyone who actually spent time in one too?
Cause the only difference in them is no local -yeeeaahhh...
Nikk Narrel
Moonlit Bonsai
#59 - 2013-04-11 13:35:50 UTC
Mary Annabelle wrote:
Dracvlad wrote:
....
First of all sorry for my hijacking of the thread with the person above who is an industrialist who seems to think removing local is a good idea, go figure... We have had this debate over a number of different threads and he has resorted to suggesting things calling them absurd and trying to make it look as if I said it, how to lose an argument in one easy lesson.

...

Sooo busted, Mr Troll. Your talking about something that is on this page, the first post at the top according to my browser..

And an industrialist who wants to see higher rewards in null, and in exchange is willing to work for them -Golly Gee!
What, you thought your oddball signature about wormholes would fool anyone who actually spent time in one too?
Cause the only difference in them is no local -yeeeaahhh...

Good catch on that sig, I just noticed that after you pointed it out.

This might help him, I am trying to use logic here:
It is sad to see this tired argument being so often repeated.

Wormhole space is NOT the same as null without local.
Please do more research before posting such claims.

For those who may not be aware of differences beyond local:
How else is Null different from a WH:

Live and stable gate connections to other sections of space, and between internal systems.
Outposts, NPC and player built both. This includes the sub category of med clones and jump clones as an additional difference.
The Market. Present in all it's glory, even if only stocked by player activity and some minor NPC items.
Cyno capability, both covert and regular.
DataRunner Attor
Doomheim
#60 - 2013-04-11 13:56:24 UTC  |  Edited by: DataRunner Attor
Mike Voidstar wrote:
DataRunner Attor wrote:
I guess with that, we can make all ships scannable if they are fitted some kind of cyno, regardless of the cyno's use. Oh, while we are at it, lets also make all ships with jump drives scannable to even if in so called safe spots, that way we can help limit off this...."100% safe ship" crap that you speak of. And while we are at it, also gives us an ability to hack outpost, and when hacked, it causes all players inside the station to eject from the station regardless of state of activity.



Paint huffing sarcasm aside, if it's not cloaked, it's already scannable. Safe Spots aren't safe, just slightly harder to find than a random celestial. Stations are meant to be safe, space isn't. I don't even have a problem with cloaked ships being safe, just cloaked ships that have virtually unlimited threat projection. Unless you are backed by an alliances full combat potential attempting to do any operations with a cloaked unfriendly present is potential suicide. There is no way to balance risk vs. reward under those circumstances, no way manage the risk to match the level of rewards available. It's not about growing a pair and ignoring an AFK ship, it's about managing the fact that the ship in question represents a threat that scales from 0 to infinity without warning, and with no counter.


it not paint huffing sarcasm. The unscannable fits still exist in the game, you can try to scan them down, but by the time you warp to them, they are off the grid. According that that def, these are 100% safe ships, and provide a unlimited threat to me, and in turn, I should still be able to catch them and destroy them by myself. Any ship inside a pos, provides a unlimited threat to me, I should beable to find ships inside posses, and kill them, which in turn pos shields shouldn't block me. Any pilot inside a station provides a unlimited threat to me, I'm not sure what he will undock with, thus, I should be allowed to eject you from your station and destroy you. A miner provides unlimited threat to me, I don't know if he a bait ship, fitted to buffer tank just long enough to cyno a counter fleet in......Don't you see your own fail logic here? Based on how you put it, any ship that is safe, be it inside a pos, a super safe spot, and is fitted just not to be found, and fitted to counter, all place a unlimited threat to me......

Sounds like null sec mate....Where the next system is a unlimited threat as that could be the staging system of a much bigger alliance ready to destroy you. But let me guess, you want to beable to shut down gates as well to keep people out to reduce that unlimited threat possibility?

“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.”