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Local Intel...

Author
Derath Ellecon
University of Caille
Gallente Federation
#1 - 2013-07-11 18:52:04 UTC
Yea I know, can of worms.

And yes I did a search, and saw a post here or there, but not this exact topic discussed on its own at least this idea.

AFK cloaking...Perfect local intel. There are an amazing number of threads on the topic.

Usually the call is to remove local, works for wormholes. I live in wormholes and I don't mind not having local. But I also understand that might be too drastic.

What if simply the lowest level of chat available was at the constellation level. You would still have intel, although not as "pefect".

Keep local in HS, and maybe LS, but in 0.0 you just get constellation.

Pros:

1. Not perfect intel. You may know someone entered the constellation, but without eyes you may not know what system.
2. Easy to implement. The constallation channel already exists, people just don't use it.
3. May give some areas of 0.0 the feeling of being more populated, as you will see people from multiple systems.

Cons:

1. May just cause people to complain that an afk cloaker can now shut down an entire constellation.
2. Could negatively affect roaming gangs by showing their numbers many systems before they find a target.


Dunno, just brainstorming as I type. Flame on people.
Nikk Narrel
Moonlit Bonsai
#2 - 2013-07-11 19:17:55 UTC
You already know that would not be a perfect solution.

That said, I like it, simply because it would improve gameplay all around.

IF, it can be considered that constellation chat is useless to promote AFK cloaking, since noone would know WHAT system any other pilot was in, it could then become balanced as well to introduce a means to hunt cloaked vessels.

Trii Seo
Goonswarm Federation
#3 - 2013-07-11 19:27:38 UTC
It's... actually a surprisingly good idea. I like it.

The main reason simply nuking local is bad, is how nullsec people rely on it. Not just ratting - logistics, capital jumps, even fleet fights. Without local, there wouldn't be so many fleet fights, and as we know - fights mean content. We like content.

I'd say beefing nullsec rewards up big time would be in order though. If the risk will go up without reward, people will just migrate to hisec. (Unlike in w-space, line grunt income in null is pretty bad.)

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Arya Regnar
Darwins Right Hand
#4 - 2013-07-11 20:04:36 UTC
For once I support this idea. Besides if people want to know where the pilot is they don't need decloaking system to counter this.

All they need to do is enter the name of cloaked pilot to a locator agent and find out in which system he is.
After that you just watch gates or rinse and repeat.

That gives a little more danger to nullsec while keeping the security at the same level if people are willing to :effort:

EvE-Mail me if you need anything.

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#5 - 2013-07-11 20:19:33 UTC
That is even worse than it is right now. Now as a solo roamer people in an entire constellation know I am trying to kill them when I am still several jumps out from being able to kill them and they will just POS/dock up. At least a have a shot with single system intel.

You have to understand ANY intel that you are trying to kill them is too much. If ratters get even the slightest idea that you are nearby they POS up. You are taking the need to have a scout several jumps out away. Now the effortless intel is even more perfect.

With no local they need to put in effort to watch a gate to see you jump through to know you are there. That is effort for reward. This effortless perfect intel system needs to go away to put the risk back in 0.0 and stop it from being safer than highsec. This however is not the way to do that.
Aquila Sagitta
Blue-Fire
#6 - 2013-07-11 20:19:37 UTC  |  Edited by: Aquila Sagitta
Simple. Effective. I like it.

Nullbears gonna scream about it since an afk cloaker can shut down an entire constellation tho

I don't think this would be the final solution but this could be a band-aid while CCP try to fix this issue
Nikk Narrel
Moonlit Bonsai
#7 - 2013-07-11 20:34:04 UTC
Aliventi wrote:
That is even worse than it is right now. Now as a solo roamer people in an entire constellation know I am trying to kill them when I am still several jumps out from being able to kill them and they will just POS/dock up. At least a have a shot with single system intel.

You have to understand ANY intel that you are trying to kill them is too much. If ratters get even the slightest idea that you are nearby they POS up. You are taking the need to have a scout several jumps out away. Now the effortless intel is even more perfect.

With no local they need to put in effort to watch a gate to see you jump through to know you are there. That is effort for reward. This effortless perfect intel system needs to go away to put the risk back in 0.0 and stop it from being safer than highsec. This however is not the way to do that.

Oh, I suspect your fears won't turn out quite the way you expect.

I am grateful someone brought up this point, if just to put it to bed.

First, the temptation for any opposing force to maintain at least a token presence in the chat channel would be overwhelming.
Think of it, the ability to cripple an entire region because one guy in a cloaked noob ship is in that constellation....

It would become so commonplace, that the presence of non blues would be just like in other areas of the game, for chat channel concerns: meaningless details.

Now, a large spike, that would be notable, and people would start sending out scouts to isolate where the activity was.
Teckos Pech
Hogyoku
Goonswarm Federation
#8 - 2013-07-11 22:14:00 UTC  |  Edited by: Teckos Pech
Thanks for looking at this issue from the other end of the discussion. Very refreshing....

I have to agree with Trii, the rewards would have to go up to match the rise in risk. Or possibly including some way of detecting what system the person is in, even if cloaked. Note, just detecting the system, not where in that system he is. At the constellation level, and given how such a detection mechanic works, it could be a fair amount of work. Or possibly both an increase to rewards and some form of detection...

Still, nice job thinking outside the box on this one.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Derath Ellecon
University of Caille
Gallente Federation
#9 - 2013-07-11 22:24:46 UTC
To respond to everyone,

First, yes this certainly isn't perfect. No solution really would be. The biggest reason I personally like it is that it is more attainable IMO than anything else. Removing local I believe would be too drastic for CCP to ever implement. Changing cloak mechanics means looking at everything in terms of ship balancing. And then implementing changes. This solution just makes a minor change with already existing systems. We all know CCP and their development lifecycle.

Derath Ellecon
University of Caille
Gallente Federation
#10 - 2013-07-11 22:27:55 UTC
Teckos Pech wrote:
Thanks for looking at this issue from the other end of the discussion. Very refreshing....

I have to agree with Trii, the rewards would have to go up to match the rise in risk. Or possibly including some way of detecting what system the person is in, even if cloaked. Note, just detecting the system, not where in that system he is. At the constellation level, and given how such a detection mechanic works, it could be a fair amount of work. Or possibly both an increase to rewards and some form of detection...

Still, nice job thinking outside the box on this one.


possibly a SOV module that can be anchored at a gate acting as an alarm. When traffic goes through that gate it pings in constellation chat. If would give indications of what system someone just passed through. Maybe depending on system level could be more or less accurate.

I always thought something like this would be cool anyhow. Like an early warning system. Something that could also be knocked out by the enemy. I could see alarms going off that the eastern perimeter just got knocked out, the invasion force is coming that way...
Darth Kilth
KarmaFleet
Goonswarm Federation
#11 - 2013-07-11 22:29:21 UTC  |  Edited by: Darth Kilth
Derath Ellecon wrote:

Usually the call is to remove local, works for wormholes. I live in wormholes and I don't mind not having local. But I also understand that might be too drastic.

You see, here is the problem, it works in Wormholes for a very specific reason... In wormholes you can 'controll' with a bit of work the Exits and entry's into your system, if you're on the ball you can just close exits you don't want continuously.
In 0.0 there is no such control, you can't clog up the star gate so you can't controll who has access to the system.

Changing local to a constellation level will just cause people to dock up when a Red/Orange/grey/neutral appears a few jumps earlier, not to mention this will mostly inconvenience smaller scale alliances/groups that don't have acces to the intell channels of a region.

A solo cloaky can already shut down a single system without much work, imagine if they can shut down entire constellations instead? People are not magically going to undock thinking "Oh he's probably a few systems away", that kind of thinking doesn't even show up in carebears living in null "Maybe the gate camp is on the exit gate and I will live" is not common either right?

Sure you can say that the cloaker doesn't know were the people he's try to camp are, untill he opens the map and looks were people are active or performs a simple D-SCAN.
Meanwhile the people in said system are never going to know if he's in their system and will just refuse to undock or move to another constellation if possible.

The only way I can see local changed is if they allow us to close the incoming gates/jumps as one would close a wormhole, but obviously that system wouldn't work well so yeah.

I'm not positive about your idea.



Sure, the current system is not very good, but really, almost any change proposed doesn't do anything but make it easier to shut down a system with a cloaky or to suprise gank people.
And really, that's easy enough as it is with the ammount of idiots playing this game.
Unsuccessful At Everything
The Troll Bridge
#12 - 2013-07-11 23:17:07 UTC
Derath Ellecon wrote:

Cons:

1. May just cause people to complain that an afk cloaker can now shut down an entire constellation.


Now what would ever give you that idea?

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

Trii Seo
Goonswarm Federation
#13 - 2013-07-11 23:58:45 UTC
The reason said ratter will POS/Dock is low reward, high risk. Take a look at w-space though - risk is actually higher than in null, despite greater system control. Reward is big enough of an incentive for people to roll with it anyway.

Ramp up the rewards... somehow, I guess, and you'll probably see people undocking even with hostiles in Constellation. Finger on dscan, aligned, paranoid - but not at a POS/Docked.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

supernova ranger
The End of Eternity
#14 - 2013-07-12 00:02:21 UTC
Kinda funny, the more intel you give someone sometimes makes it less usefull

If you play with jump range like in market trading you should be able to balance making cloaky intel useless and hostile presence detection

too far and the intel is too unfocused to tell where ppl are while too short gives accurate predictions of ships in nearby systems
Teckos Pech
Hogyoku
Goonswarm Federation
#15 - 2013-07-12 07:24:06 UTC  |  Edited by: Teckos Pech
Derath Ellecon wrote:
Teckos Pech wrote:
Thanks for looking at this issue from the other end of the discussion. Very refreshing....

I have to agree with Trii, the rewards would have to go up to match the rise in risk. Or possibly including some way of detecting what system the person is in, even if cloaked. Note, just detecting the system, not where in that system he is. At the constellation level, and given how such a detection mechanic works, it could be a fair amount of work. Or possibly both an increase to rewards and some form of detection...

Still, nice job thinking outside the box on this one.


possibly a SOV module that can be anchored at a gate acting as an alarm. When traffic goes through that gate it pings in constellation chat. If would give indications of what system someone just passed through. Maybe depending on system level could be more or less accurate.

I always thought something like this would be cool anyhow. Like an early warning system. Something that could also be knocked out by the enemy. I could see alarms going off that the eastern perimeter just got knocked out, the invasion force is coming that way...


Saw an article on the possibility of a SOV related structure that allowed for this, including making it destructable so an invading force might take them out to help hide their size/fleet comp. Also the idea of making them hackable, so a hostile gang could use it to suit their purposes.

Or you knock out the eastern perimeter and when the enemy is "looking that way" (has scouts out, maybe a skirmishing harassment fleet) take out the western perimeter and hit them from that direction.... Twisted

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Allanon Bremen
Applied Anarchy
The Initiative.
#16 - 2013-07-12 09:12:11 UTC  |  Edited by: Allanon Bremen
Darth Kilth wrote:
Derath Ellecon wrote:

Usually the call is to remove local, works for wormholes. I live in wormholes and I don't mind not having local. But I also understand that might be too drastic.

You see, here is the problem, it works in Wormholes for a very specific reason... In wormholes you can 'controll' with a bit of work the Exits and entry's into your system, if you're on the ball you can just close exits you don't want continuously.
In 0.0 there is no such control, you can't clog up the star gate so you can't controll who has access to the system.

Changing local to a constellation level will just cause people to dock up when a Red/Orange/grey/neutral appears a few jumps earlier, not to mention this will mostly inconvenience smaller scale alliances/groups that don't have acces to the intell channels of a region.

A solo cloaky can already shut down a single system without much work, imagine if they can shut down entire constellations instead? People are not magically going to undock thinking "Oh he's probably a few systems away", that kind of thinking doesn't even show up in carebears living in null "Maybe the gate camp is on the exit gate and I will live" is not common either right?

Sure you can say that the cloaker doesn't know were the people he's try to camp are, untill he opens the map and looks were people are active or performs a simple D-SCAN.
Meanwhile the people in said system are never going to know if he's in their system and will just refuse to undock or move to another constellation if possible.

The only way I can see local changed is if they allow us to close the incoming gates/jumps as one would close a wormhole, but obviously that system wouldn't work well so yeah.

I'm not positive about your idea.



Sure, the current system is not very good, but really, almost any change proposed doesn't do anything but make it easier to shut down a system with a cloaky or to suprise gank people.
And really, that's easy enough as it is with the ammount of idiots playing this game.


It could be argued that with a bit of time and effort the entrances/exits to a constellation can be control the same way they are in a WH. The only real difference being that more people fly around in nullsec than WHs so you would need more people to control the gates.

I do however disagree that implementing this change will force people to dock up sooner to the presence of hostiles two or three jumps away. People would never get anything done in nullsec, and everything would grid to a halt if this happens. People will learn how to use dscan, and post scouts at the gates in their system. Then it will be business as usual with constellation chat basically ignored in nullsec the same way Local is ignored in highsec.

I also disagree with your assertion that a solo cloaker could cause the entire constellation to shut down. I agree that it will stop some people, but I doubt it will shut down the whole of the constellation. This is not a practical solution, and just like we bait cloakers and hotdroppers now with bling ships we will just have standing fleets and cheaper ships to continue our business. Right now we allow a system to be shut down because it is one system, and others are close by that do not have the solo cloaker. If we had constellation chat instead, and a solo cloaker managed to enter undetected we would continue our business as normal being extra careful. Not many alliances can afford to have a whole constellation shut down, so they would adapt and prevent the shut down from happening. If they can't adapt they will leave nullsec crying the whole way about how CCP wronged them. I say good riddance. Life is adapting to changing situations, deal with it.

As for closing a gate, it is not that hard in nullsec. Warp bubbles and a big enough fleet camping the gate with the experience to not let anyone through. Is it a problem that it cannot be done by a single person as in a wormhole? The only real difference beyond the number of people required is that once the gate is effectively closed it doesn't disappear and reappear somewhere else leading to a totally different system. This may be what you mean by not being able to close gates, but realistically it is just adapting once again to a new situation.

In the end any change will affect other aspects of the game. The question is which aspects are acceptable to change, and which aspects are we dead set on keeping in place. Add this with the pros and cons, and we will start to get an idea if it is a good idea or not. I personally am for change, change is good for the mind and keeps things interesting. The only change I am really against is change for the sake of change.



To clarify...

A single system is like an individual... you disrupt a few individuals most of the group doesn't notice and therefore most do not care...

A constellation is more like a group... you disrupt the group everyone notices, and they will start caring...
Jint Hikaru
OffWorld Exploration Inc
#17 - 2013-07-12 11:44:16 UTC
Nikk Narrel wrote:

Think of it, the ability to cripple an entire region because one guy in a cloaked noob ship is in that constellation....


Darth Kilth wrote:

A solo cloaky can already shut down a single system without much work, imagine if they can shut down entire constellations instead? People are not magically going to undock thinking "Oh he's probably a few systems away", that kind of thinking doesn't even show up in carebears living in null "Maybe the gate camp is on the exit gate and I will live" is not common either right?

Sure you can say that the cloaker doesn't know were the people he's try to camp are, untill he opens the map and looks were people are active or performs a simple D-SCAN.
Meanwhile the people in said system are never going to know if he's in their system and will just refuse to undock or move to another constellation if possible.



I think if one unknown appearing in constellation chat causes the entire region of nullbears to scurry back to their OPS's and Outposts, then that really says a lot about those alliances and whether they should be in Zerosec at all.

What it should do is encourage more ratting/mining with protection, and actively guarding their gates rather than relying on local for their security.


However - it would get messy when two or more alliances shared the same constellation, but were at war.....

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Dracvlad
Taishi Combine
Astral Alliance
#18 - 2013-07-12 12:21:18 UTC
Hmmm, I just spent a month in NPC 0.0, objective belt rat in areas controlled by -DD-, gather salvage and modules and refine, plus ISK bounties, hauler spawns and of course the very rare faction spawn.

Before going to the area I had a good long look at teh kills around the area, and found that the people at the top of the food chain relied very heavily on Black Ops drops to kill people, they would pre-probe sites and sit in them., Due to the use of covert cloaks ratting in a system with anyone else in local was too risky.

I chose two rubbish systems with about 10 belts in each, I placed cans in them, they were in the same constellation as the systems where the Russians were based, both had two gates, I had two toons, so impossible to cover the gates.

I had a munin with a salvager and a cloak, plus a Maller as tank ship with cloak, losing DPS but it was meant to web and get in under guns. I would often have the maller in the middle of the asteroid belt, which as you know is risky. When salvaging the Munin would also be at risk. The Maller was fit with a scram too, so that I would try to hold the enemy ship away from the more expensive Munin if caught.

The Russians never changed their tactics, it was all the time come in with a recon or T3 and just wait for me to start doing things, I would just wait them out, and after a while move to the next system, they never varied their strategy by sending in fast tackle, and nor did I expect them too.

Now your suggestion would mean that I would not even try to do what I did for the last month, because it would be impossible to operate, it is as bad as removing local. Personally I would like CCP to open up a new mega large region which has a single gate entry point and it is too far from current space to cyno there. And lets see how that develops.

I take risks, but cold calculated ones, sorry but your idea would leave me doing missions in High Sec.

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#19 - 2013-07-12 12:27:55 UTC
Allanon Bremen wrote:

As for closing a gate, it is not that hard in nullsec. Warp bubbles and a big enough fleet camping the gate with the experience to not let anyone through. Is it a problem that it cannot be done by a single person as in a wormhole? The only real difference beyond the number of people required is that once the gate is effectively closed it doesn't disappear and reappear somewhere else leading to a totally different system. This may be what you mean by not being able to close gates, but realistically it is just adapting once again to a new situation.

Covert cyno or even normal cyno - WHs dont have them. Also its not like you can gate camp 23.5/7 in a system with 5 gates with 100% efficiency, you are bound to fail to catch some and once you do - gate camp is meaningless.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Derath Ellecon
University of Caille
Gallente Federation
#20 - 2013-07-12 13:02:32 UTC
Kirimeena D'Zbrkesbris wrote:
Allanon Bremen wrote:

As for closing a gate, it is not that hard in nullsec. Warp bubbles and a big enough fleet camping the gate with the experience to not let anyone through. Is it a problem that it cannot be done by a single person as in a wormhole? The only real difference beyond the number of people required is that once the gate is effectively closed it doesn't disappear and reappear somewhere else leading to a totally different system. This may be what you mean by not being able to close gates, but realistically it is just adapting once again to a new situation.

Covert cyno or even normal cyno - WHs dont have them. Also its not like you can gate camp 23.5/7 in a system with 5 gates with 100% efficiency, you are bound to fail to catch some and once you do - gate camp is meaningless.



Yea this gets thrown around all the time. WH's don't have them correct. But it doesn't really matter if you can sneak in your fleet of covert ships to kill the ratter you want. At that point does it matter if the ratter died to a fleet of a half dozen cloaky T3's or from a hotdrop of ships?

And connection control? It's not like WH control is perfect either. In 0.0 you at least have a static gate you can watch all the time. Unless you are going to keep someone logged in 23/7 you have no idea what has been happening in the WH. It was one thing when you could get jump statistics for Wormholes. You could check a resource like dotlan to see if any jumps occurred, which would indicate someone may have come in (and maybe did not leave). But now you can log in at some point and have no idea if someone had come in and decided to stay awhile.

Bottom line is we can go round and round nitpicking about 0.0 vs WH. But I specifically made this thread and it's idea based on the idea that the "just kill all local" is not a feasible solution.
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