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Yet another AFK Cloaking Idea

Author
Allanon Bremen
Applied Anarchy
The Initiative.
#1 - 2013-07-10 05:50:06 UTC
Out of sheer boredom I wrote up a little proposal on a possible solution to the afk cloaking problem in null and low secs. Frankly it can work in high sec too during war decs or whatever. I realize I am not the first to post about this, and I am certain I will not be the last. Here is a long list of ideas, of which I've only read about a dozen... Some start or come close to my idea, most do not.

There is a problem in eve. The ability to enter a system, warp to a random spot and cloak for an unlimited amount of time. This causes many issues. The first being uncertainty. Not knowing if this cloaked person is hostile or not. Not being sure if it is safe to linger in this system or not. Additionally if this is a staging point for fleets, or trade routes you now have the added concern if they are collecting information for the enemy. Also if you live, work and play in this system a cloaked hostile can be a great annoyance at best because you cannot live work or play when they are present. As well as more reasons I will not go into here.

This needs to be part of the game. I don’t want this tactic removed. I just want a method to counter this tactic when it is deployed against you, and to ensure this tactic is not abused or exploited. After giving this issue much thought and discussing this with my corpmates we have come up with a possible solution. This solution needs to be approached from both ends. This solution to the afk cloaking problem will work in nullsec and lowsec in addition to highsec during war decs, or for gankers to nab that afk cloaker.

First the cloak itself needs to degrade over time. Let’s say for an example 10% per hour. The first hour you cloak is at 100%, the second hour the cloak is at 90%, the third it drops to 80% and so on. This gives you 10 full hours where you can be cloaked and cannot be scanned down by current methods. The second that 11th hour mark is hit you become visible if cloaked and your cloak no longer works. This is fairly realistic too as sitting in space your ship will be bombarded with cosmic rays, space debris, and dust. Passing through a force field to dock at a station or generated from a POS will restore your ship by scrubbing clean all these particles you collected while in space, restoring your ship or rather cloak to full operation. And yes I mean that this as collective degradation. The time spent in space between a POS or Station visit is calculated no matter how many time you cloak, uncloak, mine, entered combat and so on. At the start of the 11th hour your ship is in open space without docking or visiting a POS your cloak no longer works until you clean these particles off you ship. You could even start the degradation at a higher level like 35% per hour and introduce a new skill drops it 5% per level to the 10% mark. CCP loves their skill books.

Now you might ask how this affects the afk cloakers other than at the 11th hour mark they are no longer cloaked (or the 4th hour mark if they have not trained their degradation skill to max). I mean 10 hours is still a long time and can annoy, if not **** off the inhabitants of the system you are sitting afk and cloaked in. This is where the second half or rather other end comes into play. Explorers with a new skill trained to an appropriate level will be able to scan down cloaked ships whose cloak is degraded. This new skill will give them the ability to find disturbances in background radiation at 10% degradation pre level. Meaning with the skill at level 1 the new disposable probes (like moon probes) only see cloaked ships that have degraded down to 10% effectiveness. At level 2 they only find ships that degraded to 20% effectiveness to a maximum of 50% at level 5. Now 50% degradation stills gives a person 5 full hours who has trained their degradation skills to level 5. 5 hours is still a long time to afk cloak. Here we add an additional skill for the explorers. This skill cannot be trained until the first one is at level 5. This new skill adds an additional 5% per level that the probes can find these disturbances. That will increase the overall effectiveness of these probes with both skills trained to level 5 to 75% degradation. Add a tech 2 version of the launcher which gives a 5% bonus and tech 2 version of these new probes that give you a 10% bonus you now will be able at maxed skills to scan down a cloaked ship who’s at 90% effectiveness (in other words if both are maxed on skills the cloaked ship has 1 hour before they can be scanned down with various random times in-between based upon the scanner and cloaked persons skills).

This new method of probing for cloaked ships will add at least two new modules (tech 1 and 2 degradation probe launchers), and two new types of probes (tech 1 and tech 2 degradation probes). It also adds at least three new skills. Still I can see how this process could be abused by persons with maxed training, so I would add one last twist to this whole process. These new probes will require time to sync with the background radiation in the system, and your ship is exposed the entire time the probes are syncing. What I mean here is that once you launch the probes it takes something like 15 minutes for them to sync and become active, before you can start scanning with them. You could even have it start at 40 minutes for the probes to sync, and introduce a fourth skill to reduce that time by 5 minutes per level bringing the time down to 15 minutes when that skill is at level 5. More importantly though the probes expire and disappear 15 minutes after they become active. I add these aspects for two exploits I can foresee.

To be continued... And why do these posts have character limits?
Allanon Bremen
Applied Anarchy
The Initiative.
#2 - 2013-07-10 05:50:20 UTC  |  Edited by: Allanon Bremen
The first being a roaming fleet that you know has been in your space for over an hour. This way someone with maxed skills cannot drop probes the second the hostile fleet warps into system and scan down their cloakies. They have to wait at least 15 minutes for their probes to activate, and fleet commanders can take this into account too for when they send their cloakies who have been in space over an hour into new systems, etc. The second exploit I see is where a group of three or four people always keeping active probes in space for when a cloaked hostile ship enters system. With the probes expiring and not returning it makes this a harder practice (impractical, but not impossible), and encourages the cloaky hostiles and fleet commanders to plan their trips more carefully, so they can dock at neutral stations along their route every hour to ensure they or their fleets’ cloaky ships cannot be scanned down.

An additional thought on that first degradation skill (for the cloak effectiveness) is to drop it initially 3% per level (instead of 5%), and introduce a second skill that drops it 2% more percentage points per level again reaching the 10% per hour goal. This could balance out the skill training time of both sides a little. The main point though is that you can force the scanners to max their training for the best possible chance of scanning down a cloaked ship, but you are also forcing the cloaked ships to plan their routes out better to ensure they can’t be scanned down. In the end you are not removing this tactic from the game. You are simply forcing the people using this tactic to not abuse it by going afk for hours on end, and giving the people who wish it the ability to counter this tactic when the aggressor makes a mistake. In my example that mistake is staying out in space too long.

In the end it basically keeps everyone on their toes. The explorers who are scanning the cloakies down will have to be visible and exposed during the entire time they are waiting for their probes to activate (no dropping probes and cloaking). The cloakies will need to ensure they regularly dock up at neutral stations to ensure the explorers can’t scan them down. More importantly cloaking and going afk for more than an hour in hostile space will be a thing of the past. Plus CCP will get to add more skills into the game that will be required to train if you want to fly a cloaky ship, and/or if you want to scan down cloaky ships. CCP does seem to like adding new skill books to the game.
StRaWbErRy MuFfInGiRl
Native Freshfood
Minmatar Republic
#3 - 2013-07-10 06:20:53 UTC
Why not make a new probe that tracks down heat signatures? just takes longer to track plus need good skills.
Allanon Bremen
Applied Anarchy
The Initiative.
#4 - 2013-07-10 06:38:44 UTC
StRaWbErRy MuFfInGiRl wrote:
Why not make a new probe that tracks down heat signatures? just takes longer to track plus need good skills.


I guess the main thing is I don't really want the solution to be easy, or dependent on a skill you may already have trained. I really like this aspect of the game, but I do think there needs to be balance. Some type of counter to this tactic other than fishing... Trying to bait the cloaky with juicy miners or pve ships. Fish don't always bite (especially when they are not at the keyboard), so this aspect is not balanced.
Caliph Muhammed
Perkone
Caldari State
#5 - 2013-07-10 06:45:43 UTC  |  Edited by: Caliph Muhammed
That's quite a long solution you have there. First though, can we see evidence of this problem's existence? I'll wait for you to procure it. I really want to have this issue resolved and a good start to doing so will involve documentation of the issue existing.

I know it's a pain but it's like bug reporting in BETA's in that you have to document this problem through imagery or demonstrate repeatable steps so the dev team can see exactly what it is that you are referring to.
Caliph Muhammed
Perkone
Caldari State
#6 - 2013-07-10 06:55:54 UTC  |  Edited by: Caliph Muhammed
Allanon Bremen wrote:


I guess the main thing is I don't really want the solution to be easy, or dependent on a skill you may already have trained. I really like this aspect of the game, but I do think there needs to be balance. Some type of counter to this tactic other than fishing... Trying to bait the cloaky with juicy miners or pve ships. Fish don't always bite (especially when they are not at the keyboard), so this aspect is not balanced.



I agree here big time. When i'm cloaked outside of station waiting for a war target no matter what bait I present or tactic I use I just can't seem to force a fight. Even if I camp a gate a neutral alt character or a friend for that matter not involved in the conflict can reveal that i'm right there waiting because local chat reveals this information to everyone publically and instantaneously. I don't think the "aspect" is balanced either.
Caliph Muhammed
Perkone
Caldari State
#7 - 2013-07-10 07:03:23 UTC  |  Edited by: Caliph Muhammed
And also I want to thank you sincerely for this thread. Not only have you more eloquently stated this phenomena exists than any preceding you have given me a place to stand in solidarity with you on this issue without having to sift through the refuse of the obtuse and benign writings of the plebeians. Your posting style is quite extraordinary and because of that I'm throwing my chips in with you. You're quite special and I mean that sincerely.
Tchulen
Trumpets and Bookmarks
#8 - 2013-07-10 07:49:30 UTC
I completely agree with you! Cloaks are massively overpowered. Only the other day my entire alliance was destroyed by a cloak. I'm livid!

After all, there are currently no counters to a cloaked person in your system at all. None! It's completely impossible to do anything in EVE if there is a person in a cloaked ship in MY system. Why won't CCP secure my nullsec system for me? After all, it is mine. I own it so why can't I stop people I don't want to be there from coming in.

It's not like we as a corp can put up bubbles on the gate, drop debris to decloak ships, provide security in the form of a perma-running standing fleet, fit pvp modules to our ships, use cheap ships or anything like that. Well, we could but then we couldn't min-max and that's what we want to do in our space. We want to play how we want to play, we don't want anyone messing with that and we don't want to go back to high sec space. We do play WoW whilst mining though.

/sarcasm

FFS, get a grip, read all the other posts on how to get around cloaky campers. There is no problem with the game. The problem is you have no idea how to play it and have the fear. Learn to adapt. Learn to bait. Learn all the things the rest of us who play in nullsec and don't have a problem with cloaky campers have learned and you'll be fine. Why break other aspects of the game (WHs for one) when there is no real need to? Your perceived *problem* is with your perspective, not with the game. Try solving that as it doesn't affect anyone else before you go and make changes which will break the game for others.

And no, none of my characters are afk cloaky campers. I don't agree with the practice but I'll defend the rights of those who do to do it because it is the only effective counter to the intel provided by local.


Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#9 - 2013-07-10 07:55:12 UTC
Remove local and you get rid of afk cloaking and effortless perfect intel at the same time.
Trii Seo
Goonswarm Federation
#10 - 2013-07-10 08:01:24 UTC
Oh look, another one of those.

Compilation thread is this way -> https://forums.eveonline.com/default.aspx?g=posts&t=216699&p=27

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Apostrof Ahashion
Doomheim
#11 - 2013-07-10 08:21:01 UTC
1. Grow a pair
2. Use the manly powers of a ballsack for courage
Mag's
Azn Empire
#12 - 2013-07-10 08:55:11 UTC  |  Edited by: Mag's
So you find it a problem because of the uncertainty? So removing the uncertainty, you are now certain that local intel is even easier to read and you can escape all combat? And you think this is a balanced approach?

I couldn't see in that wall of text, any mention of the actual mechanic being used to interact whilst that are AFK and cloaked? Why is that mechanic not mentioned? If you had issues with this, I would have thought you would know the mechanics at play.

Allanon Bremen wrote:
And why do these posts have character limits?
To try and stop rambling walls of text. It's not always successful.

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

Danika Princip
GoonWaffe
Goonswarm Federation
#13 - 2013-07-10 09:37:34 UTC
"Hostile bombers in system"

"probes out"

~15 minutes later~

"Entire bomber fleet destroyed while setting up."

Yeah. Fair and balanced. Roll
Sura Sadiva
Entropic Tactical Crew
#14 - 2013-07-10 09:49:49 UTC
Danika Princip wrote:
"Hostile bombers in system"
"probes out"
~15 minutes later~
"Entire bomber fleet destroyed while setting up."
Yeah. Fair and balanced. Roll


What they want (and this is said almost explicitally) is just that; to remove any chance of non consensual interaction and risk in what they think are "their" systems. If they had the option they would make their systems isntanced areas or a separate PVE server.

In their mind "sovreignity" means a system become a private playground, like buyng an host service for their personal web sites.

Thry're a bunch of arrogant noobs: no matter how much effort one puts trying to explaining mechanics and implications, no matter if this means ruining the general game balance only to please them as minorance. No matter how much you try to argument and explain reasons, the answer will be always a never ending forum spam "yes ok but I don't care, I want it removed, is my interest".






Tchulen
Trumpets and Bookmarks
#15 - 2013-07-10 10:00:41 UTC
I'd like to propose a counter *solution* to afk cloaking ships:

A new module which fits in the mid slots and when activated, removes local from the pilot's UI.

So, for all those that get the fear when they think there is someone AFK in their system here is the solution. Hit that button and the fear evaporates like the dew on a summer's morn.

No more will you need to fear what isn't there, the phantoms of EVE, those unoccupied ships. You can just remove them from your view and voila! No more fear.

Of course, this doesn't really help with those that aren't AFK but it seems no one has a problem with this, just those that are AFK. So, take responsibility for your actions and decisions. Fit the module, decide they're afk and you're done. Very probably literally.
Allanon Bremen
Applied Anarchy
The Initiative.
#16 - 2013-07-10 14:53:43 UTC
Caliph Muhammed wrote:
That's quite a long solution you have there. First though, can we see evidence of this problem's existence? I'll wait for you to procure it. I really want to have this issue resolved and a good start to doing so will involve documentation of the issue existing.

I know it's a pain but it's like bug reporting in BETA's in that you have to document this problem through imagery or demonstrate repeatable steps so the dev team can see exactly what it is that you are referring to.


Documentation of the issue is fairly simple. Over the last three days I can give you the name of a pilot and a system they have been in. This pilot has been there for 14-20 hours a day, and as said above each of the last three days. Because this pilot is hostile they cannot dock at the station, and have remained cloaked the entire time. Multiple attempts to bait this pilot has this pilot insulting the baiters in local, but not taking the bait. Additionally new pilots who did not know better than to mine/rat with the hostile in system, but were not actually baiting the hostile have also been insulted in local by this hostile. The system name and pilot name does not matter (I will not post them in a public forum), but that is the issue I am trying to resolve.

Caliph Muhammed wrote:
I agree here big time. When i'm cloaked outside of station waiting for a war target no matter what bait I present or tactic I use I just can't seem to force a fight. Even if I camp a gate a neutral alt character or a friend for that matter not involved in the conflict can reveal that i'm right there waiting because local chat reveals this information to everyone publically and instantaneously. I don't think the "aspect" is balanced either.


I was not really addressing station camping. This is another aspect that I think does need to be looked at. In real life you could not dock at a station and be safe. Potentially being able to pursue pilots or war targets into station and kill them in hand to hand combat might be an idea. We have the mechanics in game with Dust for individual fighting, and eventually it will be allowed on PC.

Caliph Muhammed wrote:
And also I want to thank you sincerely for this thread. Not only have you more eloquently stated this phenomena exists than any preceding you have given me a place to stand in solidarity with you on this issue without having to sift through the refuse of the obtuse and benign writings of the plebeians. Your posting style is quite extraordinary and because of that I'm throwing my chips in with you. You're quite special and I mean that sincerely.


Thank you

Tchulen wrote:
Why break other aspects of the game (WHs for one) when there is no real need to? Your perceived *problem* is with your perspective, not with the game. Try solving that as it doesn't affect anyone else before you go and make changes which will break the game for others.

And no, none of my characters are afk cloaky campers. I don't agree with the practice but I'll defend the rights of those who do to do it because it is the only effective counter to the intel provided by local.


First, any change made will affect other aspects of the game. I try to minimize this by allowing with max skills a full hour for the cloaky to do whatever they want as the system is currently setup. If an hour is too short then I'm all for extending it to two hours or four hours (I would not go beyond four hours however, that should be more than enough time for the cloaky to do whatever they wish in system). My point is that after that mark is reached then the cloaky can potentially be scanned down by explorers who have also maxed their skills.

Second, my perspective is relatively realistic in nature. I feel the more realistic the game is with the small details the easier it is to accept the big detail of flying around in space. I personally think CCP also feels this way in the descriptive details they give to their modules and skills the mirror real life terms, and physics (to a point).

You have however gave me something to think about. The intel provided by local chat can also be considered an issue. I mean you do not really have to do anything to receive that intel, except actually watch local chat. Of course to get intel on systems near the one you are in you also have to watch an intel channel, so that is a very similar method to the local chat. I will have to think on this before I can give an opinion.

Aliventi wrote:
Remove local and you get rid of afk cloaking and effortless perfect intel at the same time.
"tbh most people don't care about removing local from highsec. They want it gone from nullsec. I want to be able to solo roam hunt without everyone knowing I am there without them actually seeing me jump through the gate. Effortless intel is bad." ~Me


The previous poster mentioned this, and until then I had thought nothing of this. I am still thinking about this however. I mean realistically it should not be instantly known who jumped through a gate while in lawless space or nullsec. Highsec and even lowsec is another matter; local chat should remain there as we have Concord to maintain the communications arrays that tell us who is in system. Who does that in nullsec?

Apparently I can only quote five times in a single post... more limits :)
Nikk Narrel
Moonlit Bonsai
#17 - 2013-07-10 15:01:47 UTC
You brought up AFK Cloaking.

To assume it is not tied into Local Chat is a glaring failure to recognize the cause and effect relationship they share.

Actually suggesting that the problem begins with the pilot using AFK Cloaking tactics, ignores enough to be considered mislead.

I shall try to explain a few details that are usually glossed over crudely, but hold the truth.

AFK Cloaking: This is done in response to Local Chat flawlessly reporting pilot presence. It dumbs down the interaction between pilots by outright telling all parties who is present. Without this crutch, use of sensors, strategy, and cooperation would be needed to fill the void.
What does it achieve?
It creates a flaw in the usual flow of cause and effect for life in many systems. Often, a neutral or hostile pilot is seen entering, and activity is suspended until they leave. There is trivial risk, as standard procedure often involves being ready to get safe in the time frame provided by this instant alarm. Hostile pilots who refuse to leave are subsequently hunted down.
When the "AFK Cloaking" pilot enters, he disrupts this process, by not leaving. Further, since this intel tool persistently shows him present, the default response of suspending activity is perpetually pushed as chosen reaction.
This devalues the intel tool, as it is now being used against the native PvE pilots instead of helping them.
If local were removed, sensors strategy and cooperation would be placed as valuable means of protecting PvE income assets.
It would also be pointless to AFK cloak, as noone would be aware of your presence while you were passive.
It is widely anticipated that any change to local which stopped free cloaking awareness would also include a means to hunt cloaked ships.

Summary: That free intel tool favored by so many can be used by the hunters too.

Hot Dropping: Bridging is intended to bypass reinforced blockades and travel time. Here, it has been fine tuned to avoid advertising the presence of a fleet to the free intel tool as well by delaying the easily recognizable population spike till the last possible moment. The intention is to deny the warning local provides, although it still reports the presence of the cyno boat enough to be associated with AFK Cloaking instead.
Quite simply, while PvE pilots would never resume regular activities with a hostile fleet present, they are sometimes willing to gamble over whether a cloaked vessel represents that level of threat at a given time.

Sorry about the length, but the mindless repetition of "AFK Cloaking is bad mmkay" sounds foolish.
Allanon Bremen
Applied Anarchy
The Initiative.
#18 - 2013-07-10 15:31:18 UTC  |  Edited by: Allanon Bremen
Trii Seo wrote:
Oh look, another one of those.

Compilation thread is this way...


I actually included this link in my first post. If Teckos Pech is watching, maybe he could add mine to his collection post. I don't really think I am wrecking part of the game with this suggestion, only changing the way cloaking operates. Through this change I do not prevent someone from afk cloaking, but rather from afk cloaking and going to work or the store for several hours. If someone really wants to pursue this all they need to do is to dock or visit a pos every hour as I suggest (or 2/4 hours if an hour is too short). You can still cloak, and if you choose go afk. You just can't make a day it.

Apostrof Ahashion wrote:
1. Grow a pair
2. Use the manly powers of a ballsack for courage


This add nothing to the conversation, but thanks for posting.

Mag's wrote:
So you find it a problem because of the uncertainty? So removing the uncertainty, you are now certain that local intel is even easier to read and you can escape all combat? And you think this is a balanced approach?

I couldn't see in that wall of text, any mention of the actual mechanic being used to interact whilst that are AFK and cloaked? Why is that mechanic not mentioned? If you had issues with this, I would have thought you would know the mechanics at play.


I am not advocating removing the uncertainty. If the person has docked or visited a pos shield in the last hour nothing will have changed for them whether they have maxed skills or none of the skills I suggested. As I said before if an hour is not long enough I'm all for two hours or even four hours. During this time nothing changes from the current setup, except it might add more targets of the cloaky. What I mean here is an explorer trying to scan them down is totally exposed while waiting for their probes to activate. If the cloaky has visited a station or pos in the last hour they cannot be scanned down, so in this case they have another target to shoot at or hotdrop with no worries of being caught. This does not escape or remove combat either as once the cloaked ship is scanned down it still has to be tackled and destroyed. So yes I think this is a balanced approach.

Your second part about the mechanic of interaction with the AFK and cloaked pilot? At least I think that is what you are saying. No I did not mention that in my wall of text as I was trying to stay on point. I did however mention it when replying to StRaWbErRy MuFfInGiRl. I also touched on it when I replied to Caliph Muhammed, though you should not have seen that second post. This would not be removed, especially if my initial window of immune cloaking is increased to four hours (instead of the one hour I suggested).

Mag's wrote:
To try and stop rambling walls of text. It's not always successful.


You are probably right here. At least in one aspect of the limit. I was really trying not to ramble and stay on point. The bigger question is why can I only quote five times in a post?

Danika Princip wrote:
"Hostile bombers in system"

"probes out"

~15 minutes later~

"Entire bomber fleet destroyed while setting up."

Yeah. Fair and balanced.


This would only happen if the bomber FC/SL did not plan appropriately. There is still a time of immunity (where they cannot be scanned down) while cloaked. I do not want to see the above action (unless the FC is an imbecile) which is why I added that aspect.
Nikk Narrel
Moonlit Bonsai
#19 - 2013-07-10 15:41:36 UTC
I don't want to be safer than I already am.

The devs see I am safe, and they are stripping down my possible rewards. This makes my gameplay a coin toss over whether it is even worth the effort to log in, since I have limits to my time online.

Is any ice left to mine? (must be on a limited list to be counted)
Is any ore left to mine? (must be on a limited list to be counted)

I have no worry about being safe, but if I cannot get the ice or ore that is needed, being safe is meaningless.

The devs are killing my rewards because I mine in null, and like anyone who does PvE in null we only have worthwhile rewards if we have actual risks.

Those risks are already a joke.

If I am ratting, I stay aligned. The moment a hostile appears in local, I hit warp. I arrive safely in the POS, and they can do NOTHING to prevent that short of attempting to take the sov and tearing down the POS's.
And I can evacuate with everyone else then, just like every other PvE player in every other null sec corp.

Between war decs and bounties, PvE players are MORE at risk in HIGH SEC, where afk cloaking is treated like a joke.
With limits to ore and ice, the rewards are too often already comparable.
TheGunslinger42
All Web Investigations
#20 - 2013-07-10 15:44:36 UTC
Translation of the prolix OP:

"I do not want to have to deal with the unknown threat that cloakers represent. Please remove the threat/uncertainty so I can be terrible in peace! A bloo bloo bloo"
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