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Player Features and Ideas Discussion

 
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AFK Cloaking Collection Thread

First post First post
Author
Alx Warlord
The Scope
Gallente Federation
#101 - 2013-04-07 03:41:52 UTC
keep this always updated!!! awesome idea!!!
Teckos Pech
Hogyoku
Goonswarm Federation
#102 - 2013-04-07 17:59:28 UTC
Bump...

"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
#103 - 2013-04-08 05:12:14 UTC
Bump....

"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

Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#104 - 2013-04-08 05:19:07 UTC
Love this thread!

I once podded myself by blowing a huge fart.

Azrael Dinn
Imperial Mechanics
#105 - 2013-04-08 12:44:09 UTC
And whats behind curtain number 1?

This:

https://forums.eveonline.com/default.aspx?g=posts&t=223576&find=unread

After centuries of debating and justifying... Break Cloaks tm

Alvatore DiMarco
Capricious Endeavours Ltd
#106 - 2013-04-08 14:03:26 UTC
Dear ISDs:

Please just sticky this thread already. It can only be beneficial.

Signed,
Features & Ideas Posters
Teckos Pech
Hogyoku
Goonswarm Federation
#107 - 2013-04-09 06:46:08 UTC
Bump

"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

Dracvlad
Taishi Combine
Astral Alliance
#108 - 2013-04-09 11:50:19 UTC  |  Edited by: Dracvlad
Rumpy Bumpy

EDIT:

Neal Altol wrote:
TheGunslinger42 wrote:
Dracvlad wrote:
well funny enough watching local is not trival


started laughing at this

by the time I got to the part where you said it was more difficult than using other intel tools, including dotlan, to figure out whether there is activity in other systems (let alone who specifically - dotlan isn't instant, doesn't flash, doesn't show the nice blue and red squares, doesn't show character names, etc) my sides were so split you could mistake them for the eve gate



This 100 times this.

also bump


And I laughed at you both laughing :-)

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

Omnathious Deninard
University of Caille
Gallente Federation
#109 - 2013-04-09 13:59:33 UTC
This seemed to fall back to page 2, back up to the top.

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

Tchulen
Trumpets and Bookmarks
#110 - 2013-04-09 14:04:43 UTC
Bump

Would be easier on everyone if this was sticky (hint hint)
Teckos Pech
Hogyoku
Goonswarm Federation
#111 - 2013-04-10 20:03:08 UTC
Bump....

"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

Lucien Visteen
Imperial Academy
Amarr Empire
#112 - 2013-04-10 20:14:43 UTC
Damn you for beating me to the bump! Here I was trying to do good, sigh. Guess that is what I get for taking a long time to post.

Since you also want to keep the legion contained in one place allow me to add to this cesspool from here.

Please keep in mind that the suggestions mentioned below are work in progress and should be wieved as a whole. For that reason I will for now only give a very basic presentation.

TL:DR at bottom of the post.

Hate it, dislike it, be neutral about it. It don't really matter to me at this stage and If you want to flame it, fine, but please be constructive about it. Have questions about it or want me to elaborate then respond and I will do it to the best of my abilities.


Changes to the chat.

Local should be set to only show players in your alliance, chatting is also filtered to display the chatting of your alliance only.
New channel introduced for constellation. Like npc corp chat will show number of players in the chat (constellation), friend and foe, but will not show playerportrait unless player has typed in it.

Posibilities.

Local will show number of players in the system. This in regards to the gates tracking you traveling to and from
the system.

Ships entering or leaving through wormhole accesspoints will not be added to or subdracted from the number of people in the system, since they did not enter or leave via a gate.



Possible current change for cloak.

Spec ops cloak will, during 10 seconds after going out of gate cloak, not reveal player on grid.

Tech 2 cloak will, during 6 seconds after going out of gate cloak, not reveal player on grid.


Future possible cloak changes.

spec ops cloak. 2 stage system. Passive and active cloaking. Passive cloaking remove player-position and
information on grid. Active cloaking hides ship aswell.

tech 2 cloak. 2 stage system. Passive and active cloaking. passive cloaking hides player-postition and information on grid. Active cloaking hides ship for 60 min. (+15 mins per level in cloaking)

tech 1 cloak. 2 stage system. Passive and active cloaking. Passive cloaking hides player position on grid. Active cloaking hides ship for 30 min (+7min30sek. per level in cloaking)

Change I would like to see for spec ops class ships (cosmetic). Ventet thrusters.



Counter.

scanner module.
Maybe high or mid slot.

Gives dscan ability to pick up cloak signature on grid. Will show ship type if cloaked ship is within scan radius. 10 sek cooldown between each scan (-1 sek per level in scanning) and a 20 sek calibration delay (-2 sek per level in scanning)

Possible future counter.

Ship class with spesific scanning role, or a tech 2 variant of the module, adding further reductions in the time needed for calibration and/or scanning cooldown.

Defensive deployable. Needs launcher.

A deployable that can detect a hostile lock and will then begin a countermeasure to "steal" the first volley aimed at the target the deployable belongs too. The deployable WILL be destroyed after the first volley no matter the amount of damage projected. The deploable can not be picked up or reused, and only one can be used per player at a time. The deployable will be visible on grid for 2 minutes after launch. After that time it will activate a cloak of its own.

The defensive deployable can stay active for 14 min. (+4 min. per level in the deployable skill) After it has expired a new will have to be launched

TL:DR
A series of suggestions to change the staus quo. I would like it if you read the whole thing.

The ships hung in the sky in much the same way that bricks don't.

Nikk Narrel
Moonlit Bonsai
#113 - 2013-04-10 20:24:26 UTC
Lucien Visteen wrote:
Defensive deployable. Needs launcher.

A deployable that can detect a hostile lock and will then begin a countermeasure to "steal" the first volley aimed at the target the deployable belongs too. The deployable WILL be destroyed after the first volley no matter the amount of damage projected. The deploable can not be picked up or reused, and only one can be used per player at a time. The deployable will be visible on grid for 2 minutes after launch. After that time it will activate a cloak of its own.

The defensive deployable can stay active for 14 min. (+4 min. per level in the deployable skill) After it has expired a new will have to be launched

I kinda think this one has potential.

As to the changes to local and cloaking changes, I still think the two threads I created for each respectively detail a more logical approach.
Remember, nothing balances anything better than a duplicate.
Lucien Visteen
Imperial Academy
Amarr Empire
#114 - 2013-04-10 21:52:57 UTC
Nikk Narrel wrote:
Lucien Visteen wrote:
Defensive deployable. Needs launcher.

A deployable that can detect a hostile lock and will then begin a countermeasure to "steal" the first volley aimed at the target the deployable belongs too. The deployable WILL be destroyed after the first volley no matter the amount of damage projected. The deploable can not be picked up or reused, and only one can be used per player at a time. The deployable will be visible on grid for 2 minutes after launch. After that time it will activate a cloak of its own.

The defensive deployable can stay active for 14 min. (+4 min. per level in the deployable skill) After it has expired a new will have to be launched

I kinda think this one has potential.

As to the changes to local and cloaking changes, I still think the two threads I created for each respectively detail a more logical approach.
Remember, nothing balances anything better than a duplicate.


Thank you for the feedback.

I read through your suggestions despite what you, and others, may think and I can agree to the notion that coming up with a good balance is... dificult. Having cloaked, "poss'ed" and docked pilots prevented from seeing whats in the chat in return for their respective invulnerables (or states) is interresting and fair, but I wonder about the coding of it.

Having a ship that can actively hunt cloakies would be lots of fun, and may add a mutch neede ship role. I have an idea or two about sutch a ship myself and I may, or may not present that too, depending on feedback here. I don't want to yet, since they are very easy to get wrong, and I want to have a good grasp on what can be considered good balance.

I personally want to do away with the local as a potential for intel altogether and keep it as an alliance/corp chat, the possible suggestions are depending on feedback, and are subject to change.

With these current suggestions no one will benefit from local at all. While giving cloaks a bypass through gate camps. And have an on grid defense for spec ops ships. Please correct me if im wrong, but only spec ops ships, with their cloak module can warp cloaked after all. And I feel these might be the easiest to code. I don't mind if you disect my suggestions and tell me exactly why you think I am wrong, or why its a bad balance, and I do take it into account.

I may try to defend it though Smile

An addition to the deployable aswell. Incase people desides to get picky. It only repsonds to the agression of ships fitted with a cloak.

The ships hung in the sky in much the same way that bricks don't.

The Baby-sitter
The Scope
Gallente Federation
#115 - 2013-04-10 22:26:05 UTC
CCP does not see this as a problem so they won't fix it!
Hideyoshi Kinoshita
Perkone
Caldari State
#116 - 2013-04-10 22:53:08 UTC
personally, i will give cloak device a timer like the mining laser. It takes a long time to cycle but you can cancel it at any moment. However, you can't auto repeat it. A further nerf will be having a de-cloak cool down timer.

Or just remove the cloaky dude from the local channel just joking
Teckos Pech
Hogyoku
Goonswarm Federation
#117 - 2013-04-10 23:14:28 UTC
Hideyoshi Kinoshita wrote:
personally, i will give cloak device a timer like the mining laser. It takes a long time to cycle but you can cancel it at any moment. However, you can't auto repeat it. A further nerf will be having a de-cloak cool down timer.

Or just remove the cloaky dude from the local channel just joking


The last one will absolutely solve the afk cloaking issue. No need to afk cloak in that case.

Just saying.

"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

Lucien Visteen
Imperial Academy
Amarr Empire
#118 - 2013-04-11 15:53:01 UTC
The Baby-sitter wrote:
CCP does not see this as a problem so they won't fix it!


I beg to differ

The ships hung in the sky in much the same way that bricks don't.

Teckos Pech
Hogyoku
Goonswarm Federation
#119 - 2013-04-11 17:42:31 UTC
Lucien Visteen wrote:
The Baby-sitter wrote:
CCP does not see this as a problem so they won't fix it!


I beg to differ


Well, it seems they wont simply make cloaks have a timer or use fuel. Can you agree that those posts are stupid and a waste of time?

"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

LHA Tarawa
Pator Tech School
Minmatar Republic
#120 - 2013-04-11 18:03:08 UTC
The current claoking mechanic is the WORST game mechanic in the game. It singlehandedly has resulted in the massive ratio of high sec residents to null residents.

IMO, this should be CCP's #1 priority!


The very large number of threads on the topic only demonstrates the importance of this.


As for remove local, few changes I can think of would have such a drastic and immediate crash in both the number of subscribed accounts and the total level of player activity.