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Yet another AFK Cloaking Idea

Author
Tchulen
Trumpets and Bookmarks
#41 - 2013-07-10 20:51:59 UTC
Therendal wrote:
I'd argue that the AFK cloaker is getting a direct effect on gameplay with no player interaction, too. I'd argue that his effect on gameplay is much larger than the other side of this. A single cloaky camper can AFK for 18 hours and leave an entire system on effective lockdown.

This only applies to either people playing solo who don't do pvp or corps who have no real place being in nullsec. The only affect an AFK player has is one which you chose to make. An AFK, cloaked ship cannot, by definition, affect you. If you chose to sit in a station and do nothing because there is someone in your system that's your choice. A lot of us don't chose to do that. We chose to continue playing. You don't. It's a choice. Take responsibility for it.

Therendal wrote:
I'm sure someone will say "always be aligned". But doesn't that strike you as a bit silly?

No, It's used in PVE and PVP to GTFO ASAP. It's not silly, it's common sense.

Therendal wrote:
Nullsec should be dangerous. This danger should apply to everyone in order to justify the rewards of living in such space. Much of the objection I have seen to your idea here is from PVPers that favor the cloaky AFK concept, saying that it's your fault for being unable to cope with the risk the cloaky ship represents.

Really? Most of the people objecting to you aren't PVPers that favor the cloaky AFK concept. Most of the people objecting are those who thought around the situation, realised that cloaks are currently fine and balanced and came up with ways round the situation.

The main difference between all of the people calling for cloaked ships to be locatable and at least a sizable proportion of those who are arguing for cloaks to stay as they are without balance back in kind is that as far as I can tell every single person calling for cloaks to be locatable want it for personal gain whereas at least a decent amount of those arguing against them have no real vested interest in the situation personally.
Unsuccessful At Everything
The Troll Bridge
#42 - 2013-07-10 20:55:47 UTC
Ask yourselves this, What is the difference between an AFK cloaker and someone who is docked up in station and AFK?

Sure, you know where the docked person is, but do you know what ship they may pop out in? At least with a cloaker, the available hulls theyre in is limited, but someone whos docked could literally be in anything. Both of these people show up in local, but only one is the villain according to this game.

Now the same goes for someone sitting In a POS, only this is a little from column A and a little from column B. Are they truly AFK in those shields? They can easily swap to anything and come after you. They could even be D-scanning you down, from the safety of their POS, and you think " theyre AFK and not cloaked..no problem".

By Nerfing AFK cloaking, are you doing anything at all to these other 2 classes of campers who are equally as deadly? No, youre doing nothing at all. Congrats, you treated a minor symptom while the rest of the disease goes untreated.

Now, Local chat, its a free intel tool that is used by these campers to spread fear and uncertainty. If any change is to be done, its to this. But realize, that if this is changed, it wont be for the better for those risk adverse individuals who cling to local for intel (as all who complain about AFK cloakers obviously do.).

Many recommendations have been made on this, and im sure a perfectly good solution can be pieced together from them. I personally like when local was broken after one of the expansions (inferno? retribution? cant remember which one) You stayed in local no matter where you went, logged off or logged in. God that was fun. The enemy was everywhere and yet nowhere. You knew where people were or had been, but no real clue where their current whereabouts were until they talked. Fun times had by all! That would be a bit extreme admittedly. The solution to local will need to be different in the different areas (high/low, null, WH), personally I don't think WH needs to be touched. High will need to be different, only because of newer players. Yes, there will be those who cling to highsec because of the illusion of safety, but I think we all know by know it is only an illusion by now right? Making local instant for newer players only , and delayed for older players only serves to have everyone roll new player alts every 30 days to keep an eye on local (how many of THOSE will be cloaky and AFK? (ominous music plays)).

Whatever solution is finally made regarding local, im sure it will spawn daily threads of complaint as well, and Im sure that ill have some choice words to interject into most of them.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Danika Princip
GoonWaffe
Goonswarm Federation
#43 - 2013-07-10 20:56:31 UTC
Allanon Bremen wrote:

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.



Tell me, how do you plan in advance to bomb a target that is moving? A fleet with multiple targets for example, how do you plan ahead to actually catch them on the one they're hitting in 15 minutes time to allow you to make your perches in advance? After fifteen minutes, your bombers might as well go home, they won't be doing any damage now the hostile fleet knows where they are and can merrily warp support on top of them.


Now, as for the rest of your idea, how do I counter the pilots who dock up when I get within five jumps of them? if you want me to no-longer be able to cloak up and wait for them to undock, since you can find and kill me, I want to be able to find and kill AFK dockers. It's only fair. You're even more invulnerable in a station or a POS than me in my one little hound.

Balance works both ways. If one 'invulnerable' state should be removed, then so should the rest.
Unsuccessful At Everything
The Troll Bridge
#44 - 2013-07-10 20:59:59 UTC
Danika Princip wrote:

Now, as for the rest of your idea, how do I counter the pilots who dock up when I get within five jumps of them? if you want me to no-longer be able to cloak up and wait for them to undock, since you can find and kill me, I want to be able to find and kill AFK dockers. It's only fair. You're even more invulnerable in a station or a POS than me in my one little hound.

Balance works both ways. If one 'invulnerable' state should be removed, then so should the rest.


*que angelic choir music

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Therendal
The Scope
Gallente Federation
#45 - 2013-07-10 21:14:15 UTC
Apples, oranges, kettles.

AFK docking is completely different. It is invulnerability with very specific rules that is freely available to anyone with access to dock, regardless of ship type, modules, etc. Plus it doesn't matter to me what you undock in. You still have to get to me. And again: people seem to be taking suggestions about cloak mechanics as a criticism of the entire set of mechanics that surround cloaking. That's not at all what I am saying, and noone really is saying that, so stop beating up on strawmen.

Our issue is with people that can just park for 12 hours and sit AFK, with no indication of activity whatsoever, and no way to force interaction. No, if they stay AFK, they cannot harm us directly. So all of the asinine remarks about how if an AFK player kills you then you are oh-so-terribad are stupid. The issue is that with a single push of a module, a player can shut down a system's non-PVP activity for 20+ hours.

And here's the thing: I am FINE with non-PVP activity being made difficult, dangerous, etc. BUT GIVE US THE CHANCE TO FORCE A BRAWL. It simply isn't FUN to sit there, looking at a name in local all day, and knowing you will never, EVER be able to engage them. It's pure blueballing with zero effort on the part of the camper. And it would be entirely ineffective, except for the fact that thanks to covert cynos, they can wake up at any time and drop a fleet right on you.

None of this is conducive to exciting, engaging, head-to-head PVP gameplay. It's just psychological asshattery and an abuse of a too-generous invulnerability mechanic. Don't you want to play a game where you actually get to do real PVP instead of this feinting and bluffing BS?
Onomerous
Caldari Black Hand
Caldari Tactical Operations Command
#46 - 2013-07-10 21:26:24 UTC
Finally, a great solution to AFK cloaking!! Thank You, Thank You, Thank You!!!!!!!!!!!!!!!!!!!






























Only AFK cloaking isn't a problem. At least you didn't kill a tree to write all that stuff down which we don't need!!!!
Silent Rambo
Orion Positronics
#47 - 2013-07-10 21:27:11 UTC
Unsuccessful At Everything wrote:
Ask yourselves this, What is the difference between an AFK cloaker and someone who is docked up in station and AFK?

Sure, you know where the docked person is, but do you know what ship they may pop out in? At least with a cloaker, the available hulls theyre in is limited, but someone whos docked could literally be in anything. Both of these people show up in local, but only one is the villain according to this game.

By Nerfing AFK cloaking, are you doing anything at all to these other 2 classes of campers who are equally as deadly? No, youre doing nothing at all. Congrats, you treated a minor symptom while the rest of the disease goes untreated.


Woah. Logic. So rare to find in these forums.

You really think someone would do that? Just log into EvE and tell lies?

Unsuccessful At Everything
The Troll Bridge
#48 - 2013-07-10 21:28:03 UTC
Therendal wrote:

And here's the thing: I am FINE with non-PVP activity being made difficult, dangerous, etc. BUT GIVE US THE CHANCE TO FORCE A BRAWL. It simply isn't FUN to sit there, looking at a name in local all day, and knowing you will never, EVER be able to engage them. It's pure blueballing with zero effort on the part of the camper. And it would be entirely ineffective, except for the fact that thanks to covert cynos, they can wake up at any time and drop a fleet right on you.


Can we force you out of station while youre docked? Can we force you out of the POS bubble when youre there?

You say you want the chance to force a brawl, but only if the brawl is one sided (and clearly favors whichever side youre on)

You call it blueballing when they sit cloaked in system all day, then by what name shall we call sitting in station all day?

While outside cloaked up, there is still is a chance (albeit VERY remote) that the cloaker can be uncloaked and discovered by another player. While docked up in station there is ZERO chance that you can be forcibly undocked by another player. If you were theoretically able to be forcibly undocked, youd still have the undock invulnerability on your side to redock in, when someone is decloaked, well I guess that's all folks and tough **** for them.





Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Nikk Narrel
Moonlit Bonsai
#49 - 2013-07-10 21:40:39 UTC
Therendal wrote:
Two things, Nikk:

You say:

Quote:
"I care about the fact that they are getting this intel minus the need for player interaction,"


I'd argue that the AFK cloaker is getting a direct effect on gameplay with no player interaction, too. I'd argue that his effect on gameplay is much larger than the other side of this. A single cloaky camper can AFK for 18 hours and leave an entire system on effective lockdown.

And the second thing, mostly unrelated to cloaky ships at all: the new anomaly scanning system makes it trivial to jump into a system and, while still holding cloak on gate, to locate ships in anomalies using nothing but d-scan, which has no counter (you can't play sig games to fall off of dscan while ratting). It used to require skill to zero in on anomalies and warp right in without probes. Now all it takes is a quick 360 scan, and then point toward the reticules with a narrow-band scan, then warp. Fast/lucky players can be in system and on top of a ratter before they even have time to align and warp.

I'm sure someone will say "always be aligned". But doesn't that strike you as a bit silly?

Thank you for asking that.

So long as the cloaking ability serves as a counter for local, which in this context has no other effective counter, it is needed to remain exactly the way it is.

I believe I pointed out how this is dumbing down the game.

"You must stay aligned" IS silly and dumb, but it works.
We are forcing people to play that way because we want the free intel.

As to having a system on effective lockdown, you have local to thank for that.
He is cloaked, and not interacting with anything. The player can be alertly watching local, sitting off a PvE location, and just waiting for someone to get so frustrated that they fly into his view so he can nab them.
Or he can be truly AFK, and noone at all will see the PvE taking place or respond to it.

If he did not have local to inform him, he would have no idea if he was being baited, or a genuine ripe target was right in front of him.
He would have no choice but to play the game, or be ignored.
Running around shouting about how he would blow up people? He can't do that when AFK, and if local is not handing out free intel, it becomes balanced to be able to hunt him as well.

I would rather have no local free warning. In exchange, I can hunt the cloaked guy in my system.
I would rather rely on dedicated intel players, who made it possible to operate through teamwork.
I like the idea of doing coordinated proactive searches of systems in case a cloaked ship is lurking inside.

I like the idea that someone hunting for me won't know I am even in the system, and if I made better efforts to avoid their hunt, they won't ever know either. That aspect of wormhole existence would hold true wherever no free intel was handed out.

The reward indexes would make mining and ratting worth the effort of having fellow players acting as escorts, since the ore and ice and rat loot would be too dangerous to farm without such escorts.

Guerilla tactics would become truly effective. Blob tactics will always exist, but without local to blow the cover of surprises, thinking becomes more effective thanks to deception.

We would play the game, not the dumbed down demo of it.
TheGunslinger42
All Web Investigations
#50 - 2013-07-10 22:07:49 UTC
Therendal wrote:
Two things, Nikk:

You say:

Quote:
"I care about the fact that they are getting this intel minus the need for player interaction,"


I'd argue that the AFK cloaker is getting a direct effect on gameplay with no player interaction, too. I'd argue that his effect on gameplay is much larger than the other side of this. A single cloaky camper can AFK for 18 hours and leave an entire system on effective lockdown.

And the second thing, mostly unrelated to cloaky ships at all: the new anomaly scanning system makes it trivial to jump into a system and, while still holding cloak on gate, to locate ships in anomalies using nothing but d-scan, which has no counter (you can't play sig games to fall off of dscan while ratting). It used to require skill to zero in on anomalies and warp right in without probes. Now all it takes is a quick 360 scan, and then point toward the reticules with a narrow-band scan, then warp. Fast/lucky players can be in system and on top of a ratter before they even have time to align and warp.

I'm sure someone will say "always be aligned". But doesn't that strike you as a bit silly?


Sigh. No, no a cloaker* cannot shut down an entire system by sitting stationary in a safespot with his cloak up. It is mechanically impossible for him to do this. What you MEAN is "we decide to shut down our own system because there is a potential threat". That's what the honest reason is, that's the reality. A bunch of bears see a potential threat, and react the same way Madagascar does when a man in brazil sneezes: SHUT. DOWN. EVERYTHING. That is not an issue with the cloak mechanics, it is an issue with your risk averse mentality, and nothing CCP could ever implement will fix your cowardice.

*I deliberately made a point of not specifying "AFK cloaker" here, as it is irrelevant. If I sit stationary in a safespot cloaked, but remain at the keyboard, looking at the client (lets say for example, chatting in corp/social channels) then I am essentially identical to an AFK player. So don't tag the term "AFK" onto your complaints because it is nearly entirely irrelevant. The only relevance it has is the fact you do not know whether I am AFK or not - not what I / my ship is actually doing or not. It's the uncertainty and threat that you can't stand, and thats what you want removed. Admit it. Man the hell up and be honest. You want to remove uncertainty and risk for yourself. Go on, do it. Say the words. We'll get further if you're honest with your reasonings.
Unsuccessful At Everything
The Troll Bridge
#51 - 2013-07-10 22:40:05 UTC
TheGunslinger42 wrote:

Sigh. No, no a cloaker* cannot shut down an entire system by sitting stationary in a safespot with his cloak up. It is mechanically impossible for him to do this. What you MEAN is "we decide to shut down our own system because there is a potential threat". That's what the honest reason is, that's the reality. A bunch of bears see a potential threat, and react the same way Madagascar does when a man in brazil sneezes: SHUT. DOWN. EVERYTHING. That is not an issue with the cloak mechanics, it is an issue with your risk averse mentality, and nothing CCP could ever implement will fix your cowardice.

*I deliberately made a point of not specifying "AFK cloaker" here, as it is irrelevant. If I sit stationary in a safespot cloaked, but remain at the keyboard, looking at the client (lets say for example, chatting in corp/social channels) then I am essentially identical to an AFK player. So don't tag the term "AFK" onto your complaints because it is nearly entirely irrelevant. The only relevance it has is the fact you do not know whether I am AFK or not - not what I / my ship is actually doing or not. It's the uncertainty and threat that you can't stand, and thats what you want removed. Admit it. Man the hell up and be honest. You want to remove uncertainty and risk for yourself. Go on, do it. Say the words. We'll get further if you're honest with your reasonings.


* que more angelic choir music

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Allanon Bremen
Applied Anarchy
The Initiative.
#52 - 2013-07-11 00:49:11 UTC
First I want to thank you all for replying. We have started a conversation here that has been very informative.

The first thing I want to do is state an analogy. For those who live in the US you will understand this statement. Income tax is a voluntary tax. You do not have to have a job, and therefore will never pay taxes. The statement is true, but it is not practical. I have come to learn through this thread that the issue is local chat. It can be removed in nullsec, but will it be practical? Unsuccessful At Everything and Nikk Narrel seem to be hinting at the fact this may be the answer, but it may or may not be practical.

Frankly the main thing I wanted to do here is stop the excessive time some people sit cloaked in a system. Forcing the cloak to expire every hour and take fifteen minutes to reactivate is another option. For 15 minutes every 60 minutes your cloaking ship has to move around system. This is an easy response to it, and similar suggestions have been mentioned a thousand times. I did not want to rehash that, but that is the attitude some took towards my post. This is a new and I thought unique idea.

The other side of it is people claiming that afk cloaking is not the problem, but local chat telling everyone who is in system the second you enter. The reason behind having this aspect I believe is to increase combat chances. If you know a potential hostile is in system you can hunt them, and if they are in a cloaked ship try and bait them into combat. The flip side here is if the hostile is afk there is no reasonable way to find them. Therefore this is the response to local chat being present announcing their presence in system. Removing local chat may be an interesting idea. Perhaps remove local chat from nullsec (make it like wormhole space) unless the sovereignty owner installed a module on the TCU to interact with CCP's communications systems and show who is in local. This may be a better idea. It may not stop the afk cloaking ability, but there are advantages and disadvantages to having local chat and the sovereignty owner would have to decide which they preferred. A more interesting thought is making it so even if the sovereignty owner chooses to install the local chat module, a hostile warp bubble on the TCU disrupts local chat causing it to go offline.

People have also claimed if you expose cloakers to attacks then you need to eliminate all safespots. In other words force people out of stations, and force people out of pos bubbles. Frankly I am all for being able to dock up, search a station for the hostile pilot quarters and taking them out if you are able. What I mean here is that the pilot can have security on station to protect them, so they are not always reachable. As a normal citizen try and walk in on your countries president unannounced and armed. It will not work in real life, so if the pilot has security on that station you will not get access to them. As for a POS, well those should be safe spots. It is a shield, and if you want the pilot inside you have to destroy the shield to get to them. Here you could say well they can warp out, but you know the direction they are going and can follow. They may also log off, easy answer here is you cannot log off in a POS that is under attack. If the POS enters reinforced mode any ships and pilots inside are stuck there until it comes out of reinforced mode. If they log off their ship and pod does not disappear. They can still warp off of course, but once again you need to be watching so you know the direction they warped in to follow.This however is another discussion, and is a tangent of the original post.

Risk is an interesting thing. Cowardice on the other hand is something else altogether. TheGunslinger42 claims I am a coward because I do not wish to risk my ratting ship worth more than a billion with a potential hostile in system. I don't care if the hostile is cloaked, uncloak, afk, or fapping to madonna. The risk of losing a 1 billion plus isk ship is not worth the 30 million (50 if you count loot and salvage) I make for clearing a combat site. Mining... Do I want to risk losing a 200 mil mining ship for 30-40 million in ore or 15-20 million in ice? This is a more reasonable risk if the potential hostile is afk. Either way though it is not cowardice. When this happens in the system I am located I move my ratting ship someplace else to reduce the risk. Plain and simple. It is not cowardice. Cowardice is never undocking my ratting ship because I have no idea when a hostile will enter my system unannounced, and I am too scared I will lose my ship. I have met people like that, and they don't last long in nullsec.

As for the one-sided brawls mentioned by Unsuccessful At Everything. I do not think it is one-sided, if and only if you are ok killing a mining ship with zero defenses. That is a one-sided fight. I mean this is what you are advocating staying in the game. The counter to that is local chat giving the miner a chance if they are paying attention to get away. Remove local chat and if the gate is more than 14 AU from the mining site the solo miner would have no idea the cloaked ship entered system until it was on top of them. That is not one-sided at all. Here you are forcing the miner to not to play the game solo because they need someone to watch the gate or defend them yet you can play the game solo because the mining ship cannot shoot back at you. That is not one-sided? These are some of the problems you will run into if you remove local chat. But what do you care about miners, they are just carebears right?

In the end though I am not sure what the right answer will be. I suppose that is the reason for creating this thread in the first place. Thank you all again for your great input, and keep it coming.
Nikk Narrel
Moonlit Bonsai
#53 - 2013-07-11 01:01:27 UTC  |  Edited by: Nikk Narrel
Here is something that is difficult for many to grasp, but is an important detail that those hunting will not have an advantage because of local being missing.

The advantage will always belong to whoever has sov, simply because the intel channels and patrols supplying them will be a huge advantage.

Those hunting in hostile territory will be on their own, and with no local to artificially tell them where everyone is, chances are they will have no idea.
They can, of course, guess, or do research to learn where people usually hang out, but unless someone spies for them and tips them where to look, they will be effectively blind.

Local is never the friend of PvE. PvE has a far more obvious advantage trading it in for an intel channel while the hunters are blind.
DataRunner Touch
Doomheim
#54 - 2013-07-11 02:03:07 UTC
I have a question, you nerf my cloak....What do I get in return? What will you nerf to keep the balance?
Astroniomix
School of Applied Knowledge
Caldari State
#55 - 2013-07-11 04:37:02 UTC
Allanon Bremen wrote:
a 1 billion plus isk ship

We have identified the problem.
ShahFluffers
Ice Fire Warriors
#56 - 2013-07-11 05:50:34 UTC  |  Edited by: ShahFluffers
Astroniomix wrote:
Allanon Bremen wrote:
a 1 billion plus isk ship

We have identified the problem.

Indeed.

You don't NEED to use a 1 billion ISK ship to run complexes when an insurable 100 to 200 million ISK battlecruiser or battleship will be 80% as effective.

You don't NEED to use 200 million ISK mining barges when you have the option of using an insurable 10 million ISK barge that can mine 80% as effectively but with a VASTLY better tank (hint: Procurer).

It IS cowardice if you sit in a station/POS and refuse to employ different tactics (like teaming up with others or creating reactionary counter-tactics) to ensure your defense.
StRaWbErRy MuFfInGiRl
Native Freshfood
Minmatar Republic
#57 - 2013-07-11 06:20:37 UTC
Allanon Bremen wrote:
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.


I don't really seeing this to work what so ever... not one bit... they can really just come back every 1-2 hours and recloak giving them back 100%. Or could be a macro cloak. Who knows?

As I see it the only way to prevent cloak ships is simple by sovereignty boosts.

Strategic Level 1
New Upgrade - Scanning Disruption - Any neutral or hostile players, corporations, and alliance scanning to probe wrecks, drones, ships; and so on twice as hard.

Strategic Level 2
New Upgrade - Scanning Disruption II - Any neutral or hostile players, corporations, and alliance scanning to probe wrecks, drones, ships; and so on three times as hard.

Strategic Level 3
New Upgrade - Black Out - Any neutral or hostile players, corporations, and alliance can not see anyone in local.

Strategic Level 4
New Upgrade - Black Out II - Any neutral or hostile player, , corporations, and alliance can not see anomalies; grav sites; or unknown sites in system.

Strategic Level 5
New Upgrade - Black Out III - Any neutral or hostile players, corporations, and alliance can not use the Directional Scanner. Making this system total Black Out.
EdFromHumanResources
State War Academy
Caldari State
#58 - 2013-07-11 07:18:01 UTC
StRaWbErRy MuFfInGiRl wrote:
Allanon Bremen wrote:
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.


I don't really seeing this to work what so ever... not one bit... they can really just come back every 1-2 hours and recloak giving them back 100%. Or could be a macro cloak. Who knows?

As I see it the only way to prevent cloak ships is simple by sovereignty boosts.

Strategic Level 1
New Upgrade - Scanning Disruption - Any neutral or hostile players, corporations, and alliance scanning to probe wrecks, drones, ships; and so on twice as hard.

Strategic Level 2
New Upgrade - Scanning Disruption II - Any neutral or hostile players, corporations, and alliance scanning to probe wrecks, drones, ships; and so on three times as hard.

Strategic Level 3
New Upgrade - Black Out - Any neutral or hostile players, corporations, and alliance can not see anyone in local.

Strategic Level 4
New Upgrade - Black Out II - Any neutral or hostile player, , corporations, and alliance can not see anomalies; grav sites; or unknown sites in system.

Strategic Level 5
New Upgrade - Black Out III - Any neutral or hostile players, corporations, and alliance can not use the Directional Scanner. Making this system total Black Out.

I sincerely hope this is an attempted troll.
Tchulen
Trumpets and Bookmarks
#59 - 2013-07-11 07:42:36 UTC
StRaWbErRy MuFfInGiRl wrote:
Strategic Level 5
New Upgrade - Black Out III - Any neutral or hostile players, corporations, and alliance can not use the Directional Scanner. Making this system total Black Out.

Are you serious? Have you got any concept of what this would do to nullsec combat? This isn't just a home advantage. This is "iWin" for the home team. Anyone except the home team is literally blind.

This would give the system sov owners the ability to pve and mine IN COMPLETE SAFETY! If anyone tried to attack the system in force the defending fleet would be free to move about as they please, scan down any of the attacking fleet whilst the attacking fleet has no ability to find the defending fleet.

Honestly, this is either a joke or you have absolutely no concept of the implications of your suggestion other than to yourself as a nullbear.

This would be game breaking and as such it will never see the light of day.
Sura Sadiva
Entropic Tactical Crew
#60 - 2013-07-11 09:03:56 UTC
StRaWbErRy MuFfInGiRl wrote:

As I see it the only way to prevent cloak ships is simple by sovereignty boosts.


Everyone in EVE deal with cloack ships, and they're perfectly fine with it.
Insisting on the argument "yes, but in sov 0.0 we're r etarded so we need special mechanics" isn't that great.