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Player Features and Ideas Discussion

 
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Cloak Hunting

Author
Rayzilla Zaraki
Yin Jian Enterprises
#81 - 2013-05-14 15:58:13 UTC
Robert Caldera wrote:
Rayzilla Zaraki wrote:

However, even with local staying as is, it would still be a process to hunt down a cloaked player. When you stop and think about it in a return on investment manner, the only cloaked players at any risk would be ones intending to cause direct harm. They would hang out where other players are - asteroid belts, ice fields, stations, anomalies etc.

this is pretty useless IMO, the timeframes where a cloaked player is on grid with someone else are very short, if you doing this you usually hang around on safe spots looking for targets in anomalies or belts using your directional scanner. Then you warp there and immediately decloak and engage target/open cyno or whatever your plan is. Usually you dont hang around your prey for longer periods of time.

BUT once you introduced some kind of cloak hunting how useless it might be, people would instantly start crying and flooding forums with "buff ideas" so your originally barely usable method becomes something useful against cloaks. For this reason I wouldnt support any of them at all.


I don't know if you meant to do it or not, but you just made a case to take this and make it a little more powerful that I had intended. I usually err on the side of making something too weak when I post ideas.

Perhaps a player can start out with an enhanced DScan on maximum range and 360 degrees to see if he can find a cloak signature. Then warp to the area of that signature then proceed to go from 360 degrees and about 200km range down to, say 20km range and a 10-15 degree arc of DScan. Obviously, this would be best accomplished with a cloaked ship. So, you would have cloaky hunting cloaky. An uncloaked ship jumping in to a remote area would be a dead giveaway that the cloaked guy is being hunted.

Of course, the one being hunted can always carry the same DScan module and continue to spam it to see if he has a hunter in the area.

Good catch.

Gate campers are just Carebears with anger issues.

Robert Caldera
Caldera Trading and Investment
#82 - 2013-05-14 16:05:04 UTC  |  Edited by: Robert Caldera
Rayzilla Zaraki wrote:

Perhaps a player can start out with an enhanced DScan on maximum range and 360 degrees to see if he can find a cloak signature. Then warp to the area of that signature then proceed to go from 360 degrees and about 200km range down to, say 20km range and a 10-15 degree arc of DScan.

ability to warp on grid with the cloaked ship and having it on dscan means pretty certain catch of it.

Rayzilla Zaraki wrote:
Obviously, this would be best accomplished with a cloaked ship. So, you would have cloaky hunting cloaky. An uncloaked ship jumping in to a remote area would be a dead giveaway that the cloaked guy is being hunted.

Of course, the one being hunted can always carry the same DScan module and continue to spam it to see if he has a hunter in the area.

since you are after afk cloakers this doesnt matter. warp on grid with interceptor + second ship, assign drones to interceptor, burn toward the cloaked ship using your dscan, after couple of minutes you will have him decloaked. -> Too powerful and practically removes afk cloakers from the game, which isnt ok at all. Afk cloakers are required to keep balance with local as intel.
Rayzilla Zaraki
Yin Jian Enterprises
#83 - 2013-05-14 16:19:21 UTC
Robert Caldera wrote:
Rayzilla Zaraki wrote:

Perhaps a player can start out with an enhanced DScan on maximum range and 360 degrees to see if he can find a cloak signature. Then warp to the area of that signature then proceed to go from 360 degrees and about 200km range down to, say 20km range and a 10-15 degree arc of DScan.

ability to warp on grid with the cloaked ship and having it on dscan means pretty certain catch of it.

Rayzilla Zaraki wrote:
Obviously, this would be best accomplished with a cloaked ship. So, you would have cloaky hunting cloaky. An uncloaked ship jumping in to a remote area would be a dead giveaway that the cloaked guy is being hunted.

Of course, the one being hunted can always carry the same DScan module and continue to spam it to see if he has a hunter in the area.

since you are after afk cloakers this doesnt matter. warp on grid with interceptor + second ship, assign drones to interceptor, burn toward the cloaked ship using your dscan, after couple of minutes you will have him decloaked. -> Too powerful and practically removes afk cloakers from the game, which isnt ok at all. Afk cloakers are required to keep balance with local as intel.


Good lord, you aren't just a troll! You're making some good points.

I think this can be balanced out so that it's not a sure kill for the hunter. The hunted can still evade.

The AFK cloaker is still in big trouble, yes. When you go AFK, you're taking on a risk. Perhaps a way to put the ship into shutdown/silent running mode to keep it completely invisible. This would help the AFK-ers and the explorers using their probes. There would be some penalty involved with doing this, such as not being able to use their own DScan but still probes. This mode could also take you out of local, too.

My intent was not to specifically target either AFK-ers or explorers, just the ones cloaked up in system with nefarious intentions. Yes, it can be used as a signal for the carebears to go running for safety, but I think there would be a "boy who cried wolf" effect after enough false alarms from either ships just passing through the system, off exploring or false readings. But, in order to even get the warnings, the carebears would have to have a ship with the DScan module installed. This takes a high slot and a bit of cap/power/cpu, so it is pretty much not going to be on a mining ship at all. Some carebears would opt to not pay for a bodyguard, especially solo ones.

Gate campers are just Carebears with anger issues.

Robert Caldera
Caldera Trading and Investment
#84 - 2013-05-14 16:46:21 UTC  |  Edited by: Robert Caldera
Rayzilla Zaraki wrote:
The AFK cloaker is still in big trouble, yes. When you go AFK.

this is the core point we disagree in. You arent taking a risk when hiding in POS forever or dock forever, cloak is something similar.
You should be able to afk cloak whereever you like assumed you're doing it on safe spot and not 2.5km off gate,
there is no reason no to be able to do it apart of ratters who are afraid of harmless afking neutrals in free for all space.
Rayzilla Zaraki
Yin Jian Enterprises
#85 - 2013-05-14 16:49:46 UTC  |  Edited by: Rayzilla Zaraki
Robert Caldera wrote:
Rayzilla Zaraki wrote:
[
The AFK cloaker is still in big trouble, yes. When you go AFK.

this is the core point we disagree in.
You should be able to afk cloak whereever you like assumed you're doing it on safe spot and not 2.5km off gate,
there is no reason no to be able to do it apart of ratters who are afraid of harmless afking neutrals in free for all space.


So, just introduce a power down feature. It'll help the explorers, too. Exploring is my current preferred activity in Eve, so I'd like to be somewhat safe while my nose is buried in the system map scanning.

And..."free for all space" right now you're free to do anything - except hunt cloaked ships that are stalking you! HAH!

Gate campers are just Carebears with anger issues.

Nikk Narrel
Moonlit Bonsai
#86 - 2013-05-14 18:17:09 UTC
Rayzilla Zaraki wrote:
And..."free for all space" right now you're free to do anything - except hunt cloaked ships that are stalking you! HAH!

See, you are deliberately ignoring the key point.

You know they are stalking you. So, you can avoid them, or you can be prepared for them if they attack.
All because you know they are in the system with you.
Advantage, you.

Only downside, they know you are in the system too, so if they actually are stalking you they can keep track of you really easily.
But if you have SOV, then you have POS's and outposts to take shelter in.
Advantage, you.
If you want to avoid combat, it is up to you.

Funny, it's not the cloak that is spreading around this intel so quickly and flawlessly.

Are you sure you have identified the real problem here?
Robert Caldera
Caldera Trading and Investment
#87 - 2013-05-14 18:47:47 UTC
Rayzilla Zaraki wrote:

And..."free for all space" right now you're free to do anything - except hunt cloaked ships that are stalking you! HAH!


well I cant eject them from POS or station too or when they're cloaked too.
Rayzilla Zaraki
Yin Jian Enterprises
#88 - 2013-05-14 18:54:09 UTC
Nikk Narrel wrote:
Rayzilla Zaraki wrote:
And..."free for all space" right now you're free to do anything - except hunt cloaked ships that are stalking you! HAH!

See, you are deliberately ignoring the key point.

You know they are stalking you. So, you can avoid them, or you can be prepared for them if they attack.
All because you know they are in the system with you.
Advantage, you.

Only downside, they know you are in the system too, so if they actually are stalking you they can keep track of you really easily.
But if you have SOV, then you have POS's and outposts to take shelter in.
Advantage, you.
If you want to avoid combat, it is up to you.

Funny, it's not the cloak that is spreading around this intel so quickly and flawlessly.

Are you sure you have identified the real problem here?



I think you are overestimating what I suggest here. First off, the modules must be bought and mounted, not many ships will be able to do this - especially not carebear types. This would be a combat ship only system.

Even if you have a ship set to do this, the DScan isn't perfect. A system wide scan can produce a lot of false readings plus, not every cloaked ship is a direct danger. The progression after introduction of this will go from players running away at any sign of a signature to getting jaded thinking that its a false reading or that it is just an explorer and no threat to them. Players themselves can also work to accelerate this complacency. As you might recall if you at least scanned through the thread, I mentioned the possibility of decoys that'll produce a false reading. If you want to run a gank operation in a certain system, set it up for a couple days or hours by sneaking in, peppering the system with the decoys until your targets don't bother with them. The hunting players wouldn't be able to figure out they were decoys until they scanned them down sufficiently (just like exploration scanning where you have to go from max (32AU) to min (0.25AU) to pick up some signatures. You'd have to go from 360 degree scan at max range down to maybe 10-15 degree scan with a max range of, at most, 25km.

As far as a "problem" - I didn't post this as something to solve a problem. Cloaks aren't a "problem" to me. However, I do think that a mechanic that allows hunting a cloaked ship could make for very interesting game play and could go a long way towards shutting up the easy button solutions that are posted about cloaking.

If there is a problem with cloaking, it would be the inconsistency within the game itself. Being in close proximity to an object decloaks you. It stands to reason that there should be a method to force a decloak using the same principle. The logical idea there would be some sort of large blast. That was the original idea, but I thought it funny to think about players carpet bombing entire grids to force decloaks. The lag created would suck, too. So, I thought about anti-submarine warfare and even deer hunting. NPCs can also decloak you just by targeting you, another inconsistency.

Something tells me that a lot of the detractors in this thread would be among the first cloak hunters if CCP did something like this.

Gate campers are just Carebears with anger issues.

Rayzilla Zaraki
Yin Jian Enterprises
#89 - 2013-05-14 18:55:18 UTC
Robert Caldera wrote:
Rayzilla Zaraki wrote:

And..."free for all space" right now you're free to do anything - except hunt cloaked ships that are stalking you! HAH!


well I cant eject them from POS or station too or when they're cloaked too.


They'll eventually leave the station. Sit outside all cloaky cloaky until they do. Just watch out for someone hunting you. :)

Gate campers are just Carebears with anger issues.

Nikk Narrel
Moonlit Bonsai
#90 - 2013-05-14 19:01:46 UTC
Rayzilla Zaraki wrote:
Something tells me that a lot of the detractors in this thread would be among the first cloak hunters if CCP did something like this.

Possibly, but I qualify that with two details.

One, I am primarily a miner. I want my competition to struggle more than glancing at local to compete with me.
That means yes, as a PvE player I want cloaked vessels and regular ships to be more effective hunters.
It is simply in my best interest.

Two, while your system is creative, I find it needlessly complex. I prefer my own "No-Local" solution which uses a mirror of cloaking hardware and skills, since I believe that has better balance potential.
Mag's
Azn Empire
#91 - 2013-05-14 19:24:11 UTC
It seems like a very convoluted mechanic, that solves what exactly?

Cloaks are already balanced, why do they need a nerf?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Rayzilla Zaraki
Yin Jian Enterprises
#92 - 2013-05-14 19:30:33 UTC
Nikk Narrel wrote:


Two, while your system is creative, I find it needlessly complex. I prefer my own "No-Local" solution which uses a mirror of cloaking hardware and skills, since I believe that has better balance potential.


I think if I re-distilled it, it wouldn't be that complex. Right now it has developed over many posts thanks to input from detractors. Always the best kind even if its unintended. :)

The no-local solution works if you perceive cloaking/local as problems. Its probably the simplest fix to make a lot of players happy. But, Eve is social too. I think more players than not would be pretty ticked off if local goes away. More because they can't shoot the breeze than for the intel it can provide.

This isn't a solution so much as it is an enhancement. A logical one at that. As soon as cloaking was discovered, you know the militaries would be searching fervently for a way to hunt the cloaked ships. They wouldn't be complaining about no cap drain or timers.

Gate campers are just Carebears with anger issues.

Rayzilla Zaraki
Yin Jian Enterprises
#93 - 2013-05-14 19:31:41 UTC
Mag's wrote:
It seems like a very convoluted mechanic, that solves what exactly?

Cloaks are already balanced, why do they need a nerf?


You're right. Let's go with a combination of the cloak timer and capacitor drain ideas.

Gate campers are just Carebears with anger issues.

Mag's
Azn Empire
#94 - 2013-05-14 19:33:50 UTC
Rayzilla Zaraki wrote:
Mag's wrote:
It seems like a very convoluted mechanic, that solves what exactly?

Cloaks are already balanced, why do they need a nerf?


You're right. Let's go with a combination of the cloak timer and capacitor drain ideas.
Why would we do that? I've already said cloaks are balanced, they also have counters.

What problem are you trying to solve here?

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Rayzilla Zaraki
Yin Jian Enterprises
#95 - 2013-05-14 20:01:27 UTC
Mag's wrote:
Rayzilla Zaraki wrote:
Mag's wrote:
It seems like a very convoluted mechanic, that solves what exactly?

Cloaks are already balanced, why do they need a nerf?


You're right. Let's go with a combination of the cloak timer and capacitor drain ideas.
Why would we do that? I've already said cloaks are balanced, they also have counters.

What problem are you trying to solve here?


No problem, I think it would be great to hunt down cloaked ships. It'd be a challenge.

As far as a counter goes, the only one, really, is hiding (either cloaking yourself, docking or leaving). There is another, but that requires a lot of luck - you have to run into some player dumb enough to go straight from one acceleration gate to the next and cloaks up when he sees you, you hit your MWD and decloak the idiot (guilty).

I just propose to hunt them back and force them to engage in a little non-consensual PvP.

Gate campers are just Carebears with anger issues.

Mag's
Azn Empire
#96 - 2013-05-14 20:06:42 UTC
Rayzilla Zaraki wrote:
Mag's wrote:
Rayzilla Zaraki wrote:
Mag's wrote:
It seems like a very convoluted mechanic, that solves what exactly?

Cloaks are already balanced, why do they need a nerf?


You're right. Let's go with a combination of the cloak timer and capacitor drain ideas.
Why would we do that? I've already said cloaks are balanced, they also have counters.

What problem are you trying to solve here?


No problem, I think it would be great to hunt down cloaked ships. It'd be a challenge.

As far as a counter goes, the only one, really, is hiding (either cloaking yourself, docking or leaving). There is another, but that requires a lot of luck - you have to run into some player dumb enough to go straight from one acceleration gate to the next and cloaks up when he sees you, you hit your MWD and decloak the idiot (guilty).

I just propose to hunt them back and force them to engage in a little non-consensual PvP.
The counters are as follows:
You can decloak them.
They cannot recloak while you are within decloak range and while they are locked.

Just because these counters are not to your liking, doesn't mean that cloaks need more. Cloaks are balanced, you seem to what to remove that balance.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Rayzilla Zaraki
Yin Jian Enterprises
#97 - 2013-05-14 20:27:34 UTC
Mag's wrote:
]The counters are as follows:
You can decloak them.
They cannot recloak while you are within decloak range and while they are locked.

Just because these counters are not to your liking, doesn't mean that cloaks need more. Cloaks are balanced, you seem to what to remove that balance.


You're funny. Space is big, remember? Forcing a decloak is like finding a needle in a haystack among a million haystacks. My proposal just shrinks it back down to one haystack.

Gate campers are just Carebears with anger issues.

Mag's
Azn Empire
#98 - 2013-05-14 20:51:25 UTC  |  Edited by: Mag's
Rayzilla Zaraki wrote:
Mag's wrote:
]The counters are as follows:
You can decloak them.
They cannot recloak while you are within decloak range and while they are locked.

Just because these counters are not to your liking, doesn't mean that cloaks need more. Cloaks are balanced, you seem to what to remove that balance.


You're funny. Space is big, remember? Forcing a decloak is like finding a needle in a haystack among a million haystacks. My proposal just shrinks it back down to one haystack.
Why is pointing out the counters, funny exactly? Like I said, just because counters are not to your liking, doesn't mean we need more. Then we of course have yet to name all the disadvantages cloaks have.

We already have balance, what your asking for breaks that.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Linkxsc162534
Apollo United Systems
#99 - 2013-05-15 01:12:04 UTC
Mag's wrote:
Rayzilla Zaraki wrote:
Mag's wrote:
]The counters are as follows:
You can decloak them.
They cannot recloak while you are within decloak range and while they are locked.

Just because these counters are not to your liking, doesn't mean that cloaks need more. Cloaks are balanced, you seem to what to remove that balance.


You're funny. Space is big, remember? Forcing a decloak is like finding a needle in a haystack among a million haystacks. My proposal just shrinks it back down to one haystack.
Why is pointing out the counters, funny exactly? Like I said, just because counters are not to your liking, doesn't mean we need more. Then we of course have yet to name all the disadvantages cloaks have.

We already have balance, what your asking for breaks that.


What disadvantage is there to a cloak other then a usually "paper thin" tank.
Which isn't so bad actually, just noone ever fits them to have any survivability. Throw some gear on a bomber and it doesnt look too different then a kestrel that shoots bigger missiles. Regular T1 probers have no real tank either. With a T2 one though you can fit one out to fight with (and survive). Recons are great. So what major drawback do they really have?
Teckos Pech
Hogyoku
Goonswarm Federation
#100 - 2013-05-16 20:11:00 UTC
Rayzilla Zaraki wrote:

I'm not going to discuss whether cloaking works as intended or not, that's not the point of this post. This is just an idea.


So you have no basis for which to make the suggestion. There is no issue of balance, countering other forms of game play...nothing. It is a suggestion that is just tossed out there without any consideration of its overall impact on the game.

Is that a fair representation of the above quote? Seems fair to me.

"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

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