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Player Features and Ideas Discussion

 
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Anchorable Object - A Decoy Ship

First post First post
Author
John Blank
R'lyeh Industries
#21 - 2013-07-31 15:14:06 UTC
+1 and a friendly bump!
monkfish1234
State War Academy
Caldari State
#22 - 2013-07-31 15:28:07 UTC
Draconus Lofwyr wrote:



yeah, i know how super trades work, but EvE is full of special snowflakes. just look at evekill for the over 10 bil isk losses :)

the only issue is see is if the module is in a pos you cant lock to scan or shoot the unit and the decoy would be almost undetectable.





fairly sure a bump would deal with that, if it doesn't move it isn't real.

atlernatively when you consider it's basicly a model of a ship, it could become apparent it is a decoy within 2500 (as with decloaking)

eitherway it's a playful idea that would have alot of interesting applications.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#23 - 2013-08-05 07:41:18 UTC
monkfish1234 wrote:
Draconus Lofwyr wrote:



yeah, i know how super trades work, but EvE is full of special snowflakes. just look at evekill for the over 10 bil isk losses :)

the only issue is see is if the module is in a pos you cant lock to scan or shoot the unit and the decoy would be almost undetectable.





fairly sure a bump would deal with that, if it doesn't move it isn't real.

atlernatively when you consider it's basicly a model of a ship, it could become apparent it is a decoy within 2500 (as with decloaking)

eitherway it's a playful idea that would have alot of interesting applications.


I really like the bump test as a standard tool to identify a decoy ship.

De-cloaking the illusion is also a decent idea, although I'd personally prefer it if that wasn't implemented. Many ships orbit 500 when they attack, and I want them to waste a few volleys before realizing something is wrong...
Ripard Teg
Jerkasaurus Wrecks Inc.
Sedition.
#24 - 2013-08-09 00:56:44 UTC
Friendly bump. Gizznitt sent this to me and the more I think about it, the more I like it.

aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.

Swiftstrike1
Swiftstrike Incorporated
#25 - 2013-08-09 01:14:13 UTC
Gizznitt Malikite wrote:
This more desireable, but harder to code version: Allow the deployer to chose a ship type to mimic, and perhaps even a character (or none) to mimic (with their corp name, ticker, etc).

Sadly it is against the EULA to impersonate any other character:
EULA wrote:
"No player may use the character name of another player to impersonate or falsely represent his or her identity."


Wouldn't this be a massive source of lag if say for example, the CFC drop their blob and every single pilots deploys one of these?

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#26 - 2013-08-09 07:35:04 UTC
Swiftstrike1 wrote:
Gizznitt Malikite wrote:
This more desireable, but harder to code version: Allow the deployer to chose a ship type to mimic, and perhaps even a character (or none) to mimic (with their corp name, ticker, etc).

Sadly it is against the EULA to impersonate any other character:
EULA wrote:
"No player may use the character name of another player to impersonate or falsely represent his or her identity."


Wouldn't this be a massive source of lag if say for example, the CFC drop their blob and every single pilots deploys one of these?


The EULA Violation is rather interesting... Something I didn't even consider.

I disagree that the module is a "Eula" violation. This is an anchored object that you cannot communicate with, because it doesn't communicate. As such, the module itself doesn't actually impersonate another player, although I recognize this as a fine line.

Now, this module might make it easier for the unscrupulous to effectively violate the Eula: For example, I might say Gizznitt Malikite is really Chribba's alt (which is not true), and I could use this module to put a decoy ship with Chribba's name on grid next to me, thereby potentially giving more credence to "my impersonation" or "falsely representing his or her identity".

It is something to consider, but I also don't think this makes the module inappropriate.
Lephia DeGrande
Luxembourg Space Union
#27 - 2013-08-09 07:43:07 UTC
Everything what brings PvP away from Gates/Stations is welcome. +1
Nikk Narrel
Moonlit Bonsai
#28 - 2013-08-09 13:26:05 UTC
Swiftstrike1 wrote:
Gizznitt Malikite wrote:
This more desireable, but harder to code version: Allow the deployer to chose a ship type to mimic, and perhaps even a character (or none) to mimic (with their corp name, ticker, etc).

Sadly it is against the EULA to impersonate any other character:
EULA wrote:
"No player may use the character name of another player to impersonate or falsely represent his or her identity."


Wouldn't this be a massive source of lag if say for example, the CFC drop their blob and every single pilots deploys one of these?

Impersonating a character?

Ethically, and as a result the required burden of proof, would require that the intention to impersonate is done in order to perpetrate a fraud.
Now, to be a crime subject to ethical concerns, that fraud has to be against game rules in the first place.

Blowing up a ship: as intended. No action contributing to this can be held as a crime.
Stealing ISK: as intended. No action contributing to this can be held as a crime.

You would need to cross over into verifiable harassment for this to be a concern.
Otherwise, you just broke Halloween.

As to lag, missiles and drones have more impact.
Any object not directly controlled by a character would have no more impact than these on the server.
Alundil
Rolled Out
#29 - 2013-08-09 14:29:49 UTC
Interesting idea.

If there's a module to create this, there would then need to be, I assume, a module to detect/dissipate the decoy? Or would this be something that a ship scanner module could identify as a decoy?

Here's another idea.....what if we could create these decoys in 0.0 and LS systems......and PUT CLOAKS ON THEM

I'm right behind you

Nikk Narrel
Moonlit Bonsai
#30 - 2013-08-09 14:34:23 UTC
Alundil wrote:
Interesting idea.

If there's a module to create this, there would then need to be, I assume, a module to detect/dissipate the decoy? Or would this be something that a ship scanner module could identify as a decoy?

Here's another idea.....what if we could create these decoys in 0.0 and LS systems......and PUT CLOAKS ON THEM

Actually, you don't need the object at all.

You just need to put a name into local.

No ship required, active imaginations seem to handle the remaining details.
Alundil
Rolled Out
#31 - 2013-08-09 14:48:21 UTC
Nikk Narrel wrote:
Alundil wrote:
Interesting idea.

If there's a module to create this, there would then need to be, I assume, a module to detect/dissipate the decoy? Or would this be something that a ship scanner module could identify as a decoy?

Here's another idea.....what if we could create these decoys in 0.0 and LS systems......and PUT CLOAKS ON THEM

Actually, you don't need the object at all.

You just need to put a name into local.

No ship required, active imaginations seem to handle the remaining details.

There's a guy in local and he's in a ship this

[]----------------------------------------------------------------------------------------------------------------------[]

big.....

I'm right behind you

Gizznitt Malikite
Agony Unleashed
Agony Empire
#32 - 2013-08-09 15:43:56 UTC
Nikk Narrel wrote:
Alundil wrote:
Interesting idea.

If there's a module to create this, there would then need to be, I assume, a module to detect/dissipate the decoy? Or would this be something that a ship scanner module could identify as a decoy?

Here's another idea.....what if we could create these decoys in 0.0 and LS systems......and PUT CLOAKS ON THEM

Actually, you don't need the object at all.

You just need to put a name into local.

No ship required, active imaginations seem to handle the remaining details.



lol.... afk the ultimate afk cloaker weapon.... I'm not really in system or logged in, but you think I am.... The nullbear tears would cause another world-wide flood.

Unfortunately, this line of discussion is sidetracking the original idea. Although it makes room for the third decoy version: The decoy pilot in local.... I highly doubt ccp is about to address / alter anything that dramatically influences local, so I don't think this version is something they'd pursue.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#33 - 2013-08-09 20:52:05 UTC
Alundil wrote:
Interesting idea.

If there's a module to create this, there would then need to be, I assume, a module to detect/dissipate the decoy? Or would this be something that a ship scanner module could identify as a decoy?

Here's another idea.....what if we could create these decoys in 0.0 and LS systems......and PUT CLOAKS ON THEM


I would assume there would be several means to identify these:
a.) As an anchored item, its velocity would always be zero... even if you bumped them. A normal ship you can bump to make it move, but not an anchored item.

b.) A ship scanner should give back a "WTF" result... essentially telling you colorfully that it is a fake ship.

c.) Shoot it... this should simply die much quicker than a normal ship... perhaps even have an unusual hull/armor/shield distribution... like virtually no armor or shields, and a static and low amount of hull HP (5-10k? )
Shade Millith
Tactical Farmers.
Pandemic Horde
#34 - 2013-08-10 11:48:20 UTC
I... like this idea. I actually quite like this idea a lot.


However, what I will say is these things will need a hard limit to how many you can deploy.

Reason being is these things WILL be abused in high lag situations to create more lag, as it is essentially creating another player with standings, hitpoints, etc.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#35 - 2013-08-10 12:13:11 UTC
Shade Millith wrote:
I... like this idea. I actually quite like this idea a lot.


However, what I will say is these things will need a hard limit to how many you can deploy.

Reason being is these things WILL be abused in high lag situations to create more lag, as it is essentially creating another player with standings, hitpoints, etc.


The masses that be already have the ability to jettison bubbles and cans and drones and convo spam and ...

I don't know how much this will increase the arsenal of techniques to lag out a system, but I'm sure CCP will simply insist they don't abuse it to "cause lag".

Good point though, we don't want to introduce more lag to the game, and hopefully this won't be a big lag-maker. If it is, deployment limits wouldn't hinder most uses of this!
CCP Rise
C C P
C C P Alliance
#36 - 2013-08-20 15:02:11 UTC
I'm imagining the scene in i-robot where they are looking through hundreds of robots for the one actual badass robot.

I would be that badass robot.

@ccp_rise

Kynric
Sky Fighters
Rote Kapelle
#37 - 2013-08-20 15:09:53 UTC
This would be a nice addition to the sandbox.
Nikk Narrel
Moonlit Bonsai
#38 - 2013-08-20 15:10:50 UTC
CCP Rise wrote:
I'm imagining the scene in i-robot where they are looking through hundreds of robots for the one actual badass robot.

I would be that badass robot.

With creative tools, you get creative tactics.
Ager Agemo
Rainbow Ponies Incorporated
#39 - 2013-08-20 15:15:59 UTC
+1, I don't think the lag will be an issue, given this is just an static non functional object being deployed, drones are deployed in numbers of 5, those are a way larger source of lag.


Imagine a whole fleet deploys decoys... they could be used to counter alpha fleets and soak damage from a superior number enemy, lots of strategic possibilities!
Scuzzy Logic
Space Spuds
#40 - 2013-08-20 15:39:55 UTC
Nikk Narrel wrote:
CCP Rise wrote:
I'm imagining the scene in i-robot where they are looking through hundreds of robots for the one actual badass robot.

I would be that badass robot.

With creative tools, you get creative tactics.


Cyno up, start dropping cap ship decoys, watch as the enemy scrambles to system even though it's only my Pilgrim trolling.

IMHO decoy ships should just appear in local as random people from your corp. Meaning if you deploy too many decoys you run the risk of 2 identical people showing up in local.

Loving the idea, though.