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Cloak Hunting

Author
Robert Caldera
Caldera Trading and Investment
#41 - 2013-05-11 14:28:14 UTC  |  Edited by: Robert Caldera
you know what weak is.. or even idiotic? Reiterating on the same thing for a million of times.
Rayzilla Zaraki
Yin Jian Enterprises
#42 - 2013-05-11 14:36:11 UTC
Robert Caldera wrote:
you know what weak is.. or even idiotic? Reiterating on the same thing for a million of times.



Yeah, you're right, the Wright Brothers should have not even bothered because many inventors before them couldn't manage to fly without hot air (I take it you can fly using that method).

I am so sorry I insulted you by actually putting forth a real idea that could allow for active hunting of cloaked ships and actually bring an interesting new style of gameplay into Eve.

Face it, sunshine, people before and after you will be posting on this subject again and again and you will just post your useless and smug pablum and feel all warm and fuzzy about how cool you are. Really, its probably what validates your very existence.

But, what I have posted is something that actually makes sense and adds something to the game. It is also from someone (me) who regularly uses Covert Ops ships a LOT. This is in no way an I win button. It requires special equipment and skills as well as the fact that it is best performed by...wait for it...a Covert Ops ship! Gasp!!!!! Cloakers hunting cloakers - the horror! The horror!

Back under your bridge.

Gate campers are just Carebears with anger issues.

Robert Caldera
Caldera Trading and Investment
#43 - 2013-05-11 14:43:58 UTC
you didnt bring anything new of idea here, what you done is creating another pathetic thread about something whats not broken, with the same idiotic arguments which have been discussed to death here. Why dont you just go and read there, what makes you think you are a special snowflake and have a need for your own ****** thread about a non-issue?
Rayzilla Zaraki
Yin Jian Enterprises
#44 - 2013-05-11 14:48:02 UTC
Robert Caldera wrote:
you didnt bring anything new of idea here, what you done is creating another pathetic thread about something whats not broken, with the same idiotic arguments which have been discussed to death here. Why dont you just go and read there, what makes you think you are a special snowflake and have a need for your own ****** thread about a non-issue?


I am no way nearly as special as you. That's for sure.

I could turn the question around - why are you even bothering to post in this thread if it disturbs your delicate sensibilities?

Trolls will be trolls, I guess.

Gate campers are just Carebears with anger issues.

Grarr Dexx
Now Look What You've Made Me Do
#45 - 2013-05-11 14:51:08 UTC  |  Edited by: Grarr Dexx
Because he's argumenting the fact that there is no issue with cloaks, a fact I'm willing to back up as a person who has been on both sides of this 'conflict'. Seeing as you don't seem to care for an argument and instead want to play this game ad hominem, I would call this thread null and void.
Robert Caldera
Caldera Trading and Investment
#46 - 2013-05-11 14:52:36 UTC
oh I realize I'm argueing here with a 9 months old noob... christ. get out
Rayzilla Zaraki
Yin Jian Enterprises
#47 - 2013-05-11 14:56:00 UTC
Grarr Dexx wrote:
Because he's argumenting the fact that there is no issue with cloaks, a fact I'm willing to back up as a person who has been on both sides of this 'conflict'. Seeing as you don't seem to care for an argument and instead want to play this game ad hominem, I would call this thread null and void.



Again....where does it state there is a "problem" with cloaks? Nowhere. This is a logical progression of that aspect of the game. Just like with every innovation used to make submarines more undetectable, there are more innovations made to detect them.

Gate campers are just Carebears with anger issues.

Rayzilla Zaraki
Yin Jian Enterprises
#48 - 2013-05-11 14:58:35 UTC
Robert Caldera wrote:
oh I realize I'm argueing here with a 9 months old noob... christ. get out



Troll response #238: cite the game age of the poster in an effort to discredit the post.

Gate campers are just Carebears with anger issues.

Domanique Altares
Rifterlings
#49 - 2013-05-11 15:03:16 UTC
Robert Caldera wrote:
you know what weak is.. or even idiotic? Reiterating on the same thing for a million of times.


But three or four times in the same thread is GTG, right?

Danika Princip
GoonWaffe
Goonswarm Federation
#50 - 2013-05-11 15:08:46 UTC
Rayzilla Zaraki wrote:
Robert Caldera wrote:
oh I realize I'm argueing here with a 9 months old noob... christ. get out



Troll response #238: cite the game age of the poster in an effort to discredit the post.



Troll response #240: Literally everyone who disagrees with the OP absolutely MUST be trolling.
Domanique Altares
Rifterlings
#51 - 2013-05-11 15:10:45 UTC
Grarr Dexx wrote:
Because he's argumenting the fact that there is no issue with cloaks, a fact I'm willing to back up as a person who has been on both sides of this 'conflict'. Seeing as you don't seem to care for an argument and instead want to play this game ad hominem, I would call this thread null and void.


Well, then he's 'argumenting' in the wrong thread, since OP never said there was anything wrong with cloaks. In fact, his entire point simply seems to be that there should be very specialized ships or modules to hunt them. I tend to agree, although I'm more inclined to confine it to a specific type of ship.

I do more than my share of cloaky scouting and scanning, AFK and not, and would have no issue with a specialized T2 dessy or cruiser being able to pull a 'surprise, ************' maneuver on my cloaked ship. It adds challenge and dynamics to running cloaked, because you'd see something pop up on D-Scan that you know can actually find you if you're not careful.

That doesn't even touch on getting rid of or drastically altering Local intel, which IMO would be for the best.
Rayzilla Zaraki
Yin Jian Enterprises
#52 - 2013-05-11 15:11:31 UTC
Danika Princip wrote:
Rayzilla Zaraki wrote:
Robert Caldera wrote:
oh I realize I'm argueing here with a 9 months old noob... christ. get out



Troll response #238: cite the game age of the poster in an effort to discredit the post.



Troll response #240: Literally everyone who disagrees with the OP absolutely MUST be trolling.



Heh...another good one. Where does all your genius come from?

Have you argued why this isn't a good idea in any way other than the standard troll fare? I seem to be missing where you did. Kind of a definition of a troll, don't ya think?

Gate campers are just Carebears with anger issues.

Danika Princip
GoonWaffe
Goonswarm Federation
#53 - 2013-05-11 15:18:51 UTC
Rayzilla Zaraki wrote:
Danika Princip wrote:
Rayzilla Zaraki wrote:
Robert Caldera wrote:
oh I realize I'm argueing here with a 9 months old noob... christ. get out



Troll response #238: cite the game age of the poster in an effort to discredit the post.



Troll response #240: Literally everyone who disagrees with the OP absolutely MUST be trolling.



Heh...another good one. Where does all your genius come from?

Have you argued why this isn't a good idea in any way other than the standard troll fare? I seem to be missing where you did. Kind of a definition of a troll, don't ya think?



Wrecks bombers, wrecks popular methods of escpaing gatecamps, wrecks dictors, wrecks scouting. In short, ruins everything that requires a cloaking ship to be on grid with it's target for more than a couple of minutes, thus rendering the cloaks pointless for anything but hotdrops and psyops.

But you'll ignore this or call it trolling again. Roll
Rayzilla Zaraki
Yin Jian Enterprises
#54 - 2013-05-11 15:38:46 UTC
Danika Princip wrote:



Wrecks bombers, wrecks popular methods of escpaing gatecamps, wrecks dictors, wrecks scouting. In short, ruins everything that requires a cloaking ship to be on grid with it's target for more than a couple of minutes, thus rendering the cloaks pointless for anything but hotdrops and psyops.

But you'll ignore this or call it trolling again. Roll



Well, at least it's something.... Thanks for that.

My prejudice against you aside, I really don't see how this would wreck any of that. Yes, there would be more challenge to those activities but they wouldn't be ruined.

Bombers - They'd still be capable of performing their mission. They would just have to look out for and learn to avoid the ships that have the gear to detect them. As someone pointed out earlier, space is big. You'll recall in one of my revisions where I moved it to DScan and not probes, the DScan radius would be pretty tight and short range (and require a specialized module that takes up a high slot and sucks resources when used). The hunting ships would have to know where to look to find the bomber. It is conceivable that enough ships could be brought together to cover all angles, but even if the DSCan radius had to be 30 degrees, that's a dozen ships just to cover the horizontal axis completely.

Gatecamps - I can concede this one a little. A group with one hunter ship would pretty much know where to look for incoming and outgoing cloaked ships. But, remember, it's a two step process. The cloaked ship has to be first detected then forced to decloak before a real lock can be attained. The cloaked ship could still warp away or make it to the gate in this time.

Dictors - see bombers.

Scouting - Probably the least wrecked of the bunch. With scouting, you want to be in the most remote areas possible while you position and scan with your drones. I usually start off at a star and leave my engines going in a random direction. Detecting a scout would be nearly impossible unless they were silly enough to position themselves in an asteroid field orother populated area.

I am not talking about a passive module here. This is active. A player has to click the module repeatedly to scan for a cloaked ship. Its not something that will detect a cloaked ship just because the cloaked ship is within range. The hunting ship needs to suspect the presence of the cloaked ship then systematically scan for it, launch the munitions and see if they can force a decloak (which isn't a 100% guarantee at all).

So, your declaration of "ruins everything" is highly hyperbolic.

Quick thought here -

The module I talk about can be used while cloaked, just like DScan. However, one adjustment could be made that if a cloaked ship uses this module to DScan for other cloaked ships, the scanning ship will at least show up on the overview for the duration of the scan. Just like a submarine pinging. This would alert ships in the above situations to the presence of a ship actively hunting them.

Gate campers are just Carebears with anger issues.

Onomerous
Negative-Impact
Sedition.
#55 - 2013-05-12 02:30:54 UTC  |  Edited by: Onomerous
Rayzilla Zaraki wrote:
Grarr Dexx wrote:
Because he's argumenting the fact that there is no issue with cloaks, a fact I'm willing to back up as a person who has been on both sides of this 'conflict'. Seeing as you don't seem to care for an argument and instead want to play this game ad hominem, I would call this thread null and void.



Again....where does it state there is a "problem" with cloaks? Nowhere. This is a logical progression of that aspect of the game. Just like with every innovation used to make submarines more undetectable, there are more innovations made to detect them.


So you want to change just to have change?

Calling everyone who disagrees with you a troll to discredit them is similar to them arguing that you are a 9 month old character to discredit you. It was wrong of them and it is wrong of you as well.
Gerrick Palivorn
Caldari Provisions
Caldari State
#56 - 2013-05-12 07:59:10 UTC
Onomerous wrote:
Rayzilla Zaraki wrote:
Grarr Dexx wrote:
Because he's argumenting the fact that there is no issue with cloaks, a fact I'm willing to back up as a person who has been on both sides of this 'conflict'. Seeing as you don't seem to care for an argument and instead want to play this game ad hominem, I would call this thread null and void.



Again....where does it state there is a "problem" with cloaks? Nowhere. This is a logical progression of that aspect of the game. Just like with every innovation used to make submarines more undetectable, there are more innovations made to detect them.


So you want to change just to have change?

Calling everyone who disagrees with you a troll to discredit them is similar to them arguing that you are a 9 month old character to discredit you. It was wrong of them and it is wrong of you as well.


From the way I see it the OP is making well thought out and logical arguments to promote his concept. And that's just what it is, a concept. The people dissenting are using short, rude, and trollish replies. This would result in the kind of response that OP is now defending.

I dislike any form of decloaking mechanism and have argued many times ardently to keep cloaking mechanics the way they are. The only exception to this is allowing people to hunt down active players in cloaked ships. I think that giving people the chance to detect and discover a cloaked ship on grid (within 50 KM) is good game play and many people are doing this now. But lets get a few things sorted out before you flame me.

Is there a problem with cloaking? No
Is AFK cloaking a valid tactic? Yes
Do I want to change the mechanics of cloaking? Depends (Cloaking should nullify local in both directions)
Do I think that players being actively hunted by a cloaked ship deserves mechanics to detect and decloak nearby ships (including there own)? Yes

The OP has a decent idea, I would like to see a few more things as barrier of cost added. The probes (if the probes are used) need to be one time use, they would use the new probe formation system in Odyssey and new probes would have to be relaunched everytime a scan is performed, limiting the amount of scans a ship can execute before needing to be resupplied. The scan time should be long enough that in most cases the cloaked ship smartly maneuvered should be able to escape the decloak area.

This will force an evolution in tactics on both sides of a cloaked ship, give more options to people that want them. It'll make covops cloaking difficult rather than ganking on easy mode when paired with a covops cyno. Change is good for the game, that's the nature of why expansions come out, to expand and change the game.

@Danika
Bombers: have one ship on grid with targets, have squad warp in and bomb. This practice is in common use today so this idea wouldn't change anything except the warp-to ship. A specialized hull could easily out maneuver the probes.

Escaping Gate camps: With a long enough scan time ships could easily slip through the camp before a scan could complete.

Dictors: yeah, ok it does wreck dictors.

Scouting: Stay on grid but out of the range of the probes, it'll make scouting more difficult than just sitting on a gate (if you are providing warp-in)

So... You have to risk you dictor, I'm sure you can think of a clever new tactic to use.

MMOs come and go, but Eve remains.  -Garresh-

Rayzilla Zaraki
Yin Jian Enterprises
#57 - 2013-05-12 12:45:28 UTC  |  Edited by: Rayzilla Zaraki
@Gerrick

I decided to get rid of the probes and move the system to be an enhancement of DScan. Dropping probes would be a dead giveaway and the system turns into a deterrence rather than a method to hunt a cloaked ship.

In order to balance out the module so it isn't just an easy button for finding cloaked ships, I'd start off with probe-launcher scale CPU use which is reduced if the module is mounted on a Covert Ops - capable ship (Covert Ops, Recon Ship, Strategic Cruiser with Covert Ops Reconfig and Black Ops). It would require a high power slot.

Second, give it enough capacitor drain per use so that players aren't just tapping DScan over and over and over. Or, have it use a cap booster charge on each cycle. Either way works for me. If its a cap booster charge, then the hunter would have to balance the cost vs what he'd gain from hunting.

Third, the second step of the hunting process requires that a missile launcher locks onto the 25km sphere found by the scanning module. The launcher would follow the same pattern of CPU need and capacitor drain as above. The missile itself works similar to a Shrapnel Bomb except that the radius is wider and damage done is zero. It just floods the radius with enough matter to force a decloak and allow other ships to lock on. This launcher only requires a high power slot, not a launcher slot.

Fourth, price. A Covert Ops Cloak II is about 7.7M ISK in Jita right now. The DScan hunting module would probably start at 10M ISK. The specialized missile launcher would come in light and heavy models and run about triple the cost of the meta 4 versions. The missiles would run about 150K ISK for light and 250K ISK for heavy (10km blast radius and 25km blast radius respectively). Equipment would be available in the usual meta, tech, faction, storyline and deadspace variants.

Fifth, counter-detectability. Using this DScan module should somehow show up to other ships on the grid, but not so much that the scanner is easily found or even noticed. It can't be an easy button for the hunted ship. Maybe a momentary blip of the hunting ships location on the screen so that the hunted ship needs to be observant to notice it. If the hunting ship is uncloaked, its signature radius goes up 200% for 5 seconds.

Sixth, false readings. The system can show a false reading now and then. At low skill levels it can be pretty often, at higher levels its lower. This would work to the hunted ship's advantage. The hunting player will never know definitively that what they found was a false reading or not. The player would have to just learn from personal experience.

Seventh, skill tree. Specialized equipment needs specialized training. Just starting to train for these two modules would require several relevant pre-requisites, including Cloaking V.

Eighth, counter-measures. In order to provide themselves a little extra protection, a cloaked ship can drop decoys (while cloaked, no less). These would be cloaked devices that show up to be ship sized when scanned down by the hunting ship. These decoys will remain on grid for maybe an hour and are one use items. You drop them, they're gone. One million ISK sounds like a good price.

Ninth, the process (should have been higher on the list, sorry). You don't just hit the scan button and the cloaked ship shows up. To start out, your DScan needs to be set to about 200km and the scan radius can be 360 degrees. At this setting, a mere shadow would show up on the HUD where a cloaked ship MIGHT be. The hunter turns to that direction, reduces the scan range as well as the scan radius. Each time you reduce the scan radius and range, the resolution goes up similar to using scan probes. I think the best resolution should be somewhere around 35 km and 15 to 30 degrees it would be at these settings a lockable sphere would appear.

The whole idea with range is that I don't want hunters to be able to scan a whole system to find where a cloaked ship might be. The most dangerous cloaked ships are the ones near areas like asteroid fields, ice fields, anomalies, stations etc. So, a hunter would have to visit those areas and do some scanning to find his cloaky prey. Exploration-types in their Buzzards (ie me) should be pretty safe if they put themselves in very remote locations to do their scanning.

Multiple hunter ships can be linked together for a higher likelihood of finding the target. But, no matter how many ships you link, there will always be a chance of false readings and of not finding the hunted ship.

As you can see, we cloaky types wouldn't have to worry about every carebear in his exhumer being able to find you and run for the closest station. However, if you happen to run into a whole mining operation which includes a ship or two capable of mounting a command warfare link just assume there is at least one cloaked hunter in the area.

As far as local goes - cloaked ships shouldn't show up in local. They're assumed to be observing radio silence. They can blow that silence by typing in local if they want, this would make for some fun paranoia.

Gate campers are just Carebears with anger issues.

Robert Caldera
Caldera Trading and Investment
#58 - 2013-05-12 13:06:07 UTC  |  Edited by: Robert Caldera
Gerrick Palivorn wrote:

The OP has a decent idea


any idea for fixing something whats not broken is per definition a trash idea; you see CCP is sometimes changing things which arent broken, but they are after then.

And yeah short and trollish answers because the OP is one of the million others argued about but instead of reading older threads he starts a new one with the same idiotic arguments were used in these million older threads. Why discuss something again and again, read the forums.
Rayzilla Zaraki
Yin Jian Enterprises
#59 - 2013-05-12 13:11:12 UTC
Robert Caldera wrote:
Gerrick Palivorn wrote:

The OP has a decent idea


any idea for fixing something whats not broken is per definition a trash idea; you see CCP is sometimes changing things which arent broken, but they are after then.




Again, please show me where I said cloaking was "broken". I think it works perfectly and I use it a lot lately. This idea is just an addition to the game play surrounding cloaking. It doesn't "fix" it, or "ruin" it. It actually enhances it and makes it more interesting.

If you're scouting and exploring, you probably have little to worry about. But if you're looking to cause some mischief, then know you could be hunted.

Gate campers are just Carebears with anger issues.

Robert Caldera
Caldera Trading and Investment
#60 - 2013-05-12 13:14:04 UTC
so you say its ok and working fine, so then it doesnt need a nerf like you're suggesting.

if you nerf something which is working fine, you break it, although its working fine as you state in the same time.