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Cloaking device with fuel

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Author
Maximus Aerelius
PROPHET OF ENIGMA
#341 - 2013-08-16 16:26:53 UTC  |  Edited by: Maximus Aerelius
Lucas Kell wrote:
Not getting in on any side of this minefield of an argument, but I just wanted to say, any covops pilot that gets killed outside of a war was either flying it wrong or half asleep.


Really? You're a bit arrogant aren't you? Don't you think that maybe the campers had brought their A Game on that camp and got on it as soon as Local loaded that player up along with the big ol' Gate Flash and Activation noise? I'm guessing they had great drills backed with fantastic skills which netted them a good kill. Hat off to them.
Lucas Kell
Solitude Trading
S.N.O.T.
#342 - 2013-08-16 16:31:14 UTC
Maximus Aerelius wrote:
Lucas Kell wrote:
Not getting in on any side of this minefield of an argument, but I just wanted to say, any covops pilot that gets killed outside of a war was either flying it wrong or half asleep.


Really? You're a bit arrogant aren't you? Don't you think that maybe the campers had brought their A Game on that camp and got on it as soon as Local loaded that player up along with the big ol' Gate Flash and Activation noise? I'm guessing they had great drills backed with fantastic skills which netted them a good kill. Hat off to them.

I wouldn't call it arrogance. Covops ships are very hard to catch, it's usually blind luck that they land near something that keeps them decloaked, and even then, you need to get them before they break range and warp. Usually it takes like 30 players, interdictors, hundreds of cans and no GM showing up to delete all your cans to even hope to catch one.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#343 - 2013-08-16 17:03:35 UTC
Nag'o wrote:


You're assuming every PvE player in local is a paranoid freak. That may be true to nullsec. And removing local can work and be a cool thing for nullsec. That is not true for lowsec though. There are very few big alliances in lowsec compared to null, so you are never sure if the guy entering the system is a potential foe or not.


While this maybe true, it is largely irrelevant as AFK cloaking in low sec isn't really much of an issue.

And you ignored my follow on question, lets change it up a bit. A 5 second delay for new entrants to a system before they show in local? Once the "other side" has the advantage, lets see what you think then.

"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

Nikk Narrel
Moonlit Bonsai
#344 - 2013-08-16 17:05:58 UTC
Lucas Kell wrote:
Maximus Aerelius wrote:
Lucas Kell wrote:
Not getting in on any side of this minefield of an argument, but I just wanted to say, any covops pilot that gets killed outside of a war was either flying it wrong or half asleep.


Really? You're a bit arrogant aren't you? Don't you think that maybe the campers had brought their A Game on that camp and got on it as soon as Local loaded that player up along with the big ol' Gate Flash and Activation noise? I'm guessing they had great drills backed with fantastic skills which netted them a good kill. Hat off to them.

I wouldn't call it arrogance. Covops ships are very hard to catch, it's usually blind luck that they land near something that keeps them decloaked, and even then, you need to get them before they break range and warp. Usually it takes like 30 players, interdictors, hundreds of cans and no GM showing up to delete all your cans to even hope to catch one.

Nah, catching a covops is not really hard.

Put the big bubble, or cluster of them, on the gate. Many gate camps maintain this type of coverage already.

Have an inty zip around dragging drones behind it. By the time a covops slow boats out of the bubble, the inty will have had a decent chance of snagging it.
Now, it is not guaranteed at all, obviously. And if the covops sees the bubbles and too many ships sweeping, they may decide it's a bad risk and just burn for the gate. Slowly.

I used to deal with a notorious gate camp, and saw this happen more than once.
Nag'o
Sebiestor Tribe
Minmatar Republic
#345 - 2013-08-16 17:07:30 UTC  |  Edited by: Nag'o
Maximus Aerelius wrote:
Nag'o wrote:
It doesn't make sense because strategy games must be balanced.


This isn't a strategy game in the purest form it's an MMO:



Removed for possibly being a bit picky and argumentative. Apologies.

Dude, I'm not even reading half of your posts anymore because you clearly don't want to discuss anything. You just want to be right.

EDIT: Or even worse, you just want that people acknowledge you're right, no matter what.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#346 - 2013-08-16 17:14:21 UTC
Nag'o wrote:
Nikk Narrel wrote:
The local PvE player, seeing the hostile name, hits warp.
Depending on his system speed, the hostile player finishes loading in the new system's data, and can now react to the information. OH, look, a possible target group.

Too bad they all went into warp 5 seconds ago, and are now safe by the time hostile player finishes aligning to anything.


You're assuming every PvE player in local is a paranoid freak. That may be true to nullsec. And removing local can work and be a cool thing for nullsec. That is not true for lowsec though. There are very few big alliances in lowsec compared to null, so you are never sure if the guy entering the system is a potential foe or not.

Paranoid?

Lets see, if mining they are flying in an exhumer, too often.
This is an awful ship choice, for multiple reasons, if unsupported or outside of high sec. But, you can get away with it if you are careful, and no hostiles are already in system.
Just warp when the name appears. It's a bad ship choice for solo use simply because it is slow to align, and if they manage to catch you because of this, you deserved it.
Learn from the mistake, and re-ship smarter.

If ratting, and not in a ship fitted well enough to risk an encounter, hit warp and get out. No excuses for not being aligned here, the rats will come to you. Tractor beams hold your loot in range too. Fit to win.

Basically, too many pilots try to min-max their fittings, to optimize ISK income, and ignore threats. For them, no hostile is acceptable, since they refuse to accept any fit that compromises ISK for defense.

And that is their problem.

Paranoid plus greedy is the real issue. A paranoid pilot would fit to be so nearly immune to a threat, that they would be able to operate regardless.
Nag'o
Sebiestor Tribe
Minmatar Republic
#347 - 2013-08-16 17:22:58 UTC
Nikk Narrel wrote:
Nag'o wrote:
Nikk Narrel wrote:
The local PvE player, seeing the hostile name, hits warp.
Depending on his system speed, the hostile player finishes loading in the new system's data, and can now react to the information. OH, look, a possible target group.

Too bad they all went into warp 5 seconds ago, and are now safe by the time hostile player finishes aligning to anything.


You're assuming every PvE player in local is a paranoid freak. That may be true to nullsec. And removing local can work and be a cool thing for nullsec. That is not true for lowsec though. There are very few big alliances in lowsec compared to null, so you are never sure if the guy entering the system is a potential foe or not.

Paranoid?

Lets see, if mining they are flying in an exhumer, too often.
This is an awful ship choice, for multiple reasons, if unsupported or outside of high sec. But, you can get away with it if you are careful, and no hostiles are already in system.
Just warp when the name appears. It's a bad ship choice for solo use simply because it is slow to align, and if they manage to catch you because of this, you deserved it.
Learn from the mistake, and re-ship smarter.

If ratting, and not in a ship fitted well enough to risk an encounter, hit warp and get out. No excuses for not being aligned here, the rats will come to you. Tractor beams hold your loot in range too. Fit to win.

Basically, too many pilots try to min-max their fittings, to optimize ISK income, and ignore threats. For them, no hostile is acceptable, since they refuse to accept any fit that compromises ISK for defense.

And that is their problem.

Paranoid plus greedy is the real issue. A paranoid pilot would fit to be so nearly immune to a threat, that they would be able to operate regardless.

I don't get your point. If there are players that paranoid what is the difference from the cloaker being able to go AFK or not? They are already warping out either way.



Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Maximus Aerelius
PROPHET OF ENIGMA
#348 - 2013-08-16 17:23:51 UTC
Lucas Kell wrote:
Maximus Aerelius wrote:
Lucas Kell wrote:
Not getting in on any side of this minefield of an argument, but I just wanted to say, any covops pilot that gets killed outside of a war was either flying it wrong or half asleep.


Really? You're a bit arrogant aren't you? Don't you think that maybe the campers had brought their A Game on that camp and got on it as soon as Local loaded that player up along with the big ol' Gate Flash and Activation noise? I'm guessing they had great drills backed with fantastic skills which netted them a good kill. Hat off to them.

I wouldn't call it arrogance. Covops ships are very hard to catch, it's usually blind luck that they land near something that keeps them decloaked, and even then, you need to get them before they break range and warp. Usually it takes like 30 players, interdictors, hundreds of cans and no GM showing up to delete all your cans to even hope to catch one.


I'm guessing you missed the bit in bold then? When entering system and in-between invul and cloak activation when you've got a camp of 7 ships well setup...kind of makes a difference as no matter if you have 30secs or 60sec of invul timer they gonna get ya Smile
Maximus Aerelius
PROPHET OF ENIGMA
#349 - 2013-08-16 17:28:58 UTC  |  Edited by: Maximus Aerelius
Nag'o wrote:
Dude, I'm not even reading half of your posts anymore because you clearly don't want to discuss anything. You just want to be right.

EDIT: Or even worse, you just want that people acknowledge you're right, no matter what.


Dude, I'm not after acknowledgement that I'm right or wrong I'm just adding to this threadnaught of someone who can't keep to a single argument let alone argue how this would be good for Cov-Ops pilots and Non-Cov-Ops pilots.

Heads-up to the other people who don't agree with Nag'o that you'll probably be getting a message similar to the one above from him too.
Nag'o
Sebiestor Tribe
Minmatar Republic
#350 - 2013-08-16 17:35:05 UTC  |  Edited by: Nag'o
Teckos Pech wrote:
Nag'o wrote:


You're assuming every PvE player in local is a paranoid freak. That may be true to nullsec. And removing local can work and be a cool thing for nullsec. That is not true for lowsec though. There are very few big alliances in lowsec compared to null, so you are never sure if the guy entering the system is a potential foe or not.


While this maybe true, it is largely irrelevant as AFK cloaking in low sec isn't really much of an issue.

And you ignored my follow on question, lets change it up a bit. A 5 second delay for new entrants to a system before they show in local? Once the "other side" has the advantage, lets see what you think then.

Yes, it could be a good change. I don't know what are the factors involved so I can't say for sure. Anyway that is not directly related to afk cloaking.

I had problems with afk cloaking in lowsec when trying to go both PvP and PvE. In both situations I ended up feeling like an idiot and frustrated because I tought the cloaked guy was online and after hours playing the game he never engaged me. Could he be at his computer, playing the game all that time? Yes, but most probably no.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#351 - 2013-08-16 17:38:48 UTC
Nag'o wrote:
Nikk Narrel wrote:
Paranoid plus greedy is the real issue. A paranoid pilot would fit to be so nearly immune to a threat, that they would be able to operate regardless.

I don't get your point. If there are players that paranoid what is the difference from the cloaker being able to go AFK or not? They are already warping out either way.

Ahhh, but you are taking the side of the paranoid here.

They would be stuck, or voluntarily taking a risk, (you know, being active), if the cloaked vessel went AFK.

(Neither side playing or losing ships = stalemate = balance)

But, you are conveniently granting the wish of the PvE player, and removing that risk.
When the cloaked player cannot remain at keyboard, they must leave, one way or another.

And with that risk going poof, so goes the rewards it had once balanced.
Maximus Aerelius
PROPHET OF ENIGMA
#352 - 2013-08-16 17:38:57 UTC
Nag'o wrote:
Yes, it could be a good change. I don't know what are the factors involved so I can't say for sure. Anyway that is not directly related to afk cloaking.

I had problems with afk cloaking in lowsec when trying to go both PvP and PvE. In both situations I ended up feeling like an idiot and frustrated because I tought the cloaked guy was online and after hours playing the game he never engaged me. Could he be at his computer, playing the game all that time? Yes, but most probably no.


Then you set a time limit and move on to the next system...adapt, improvise and overcome.
Nag'o
Sebiestor Tribe
Minmatar Republic
#353 - 2013-08-16 17:40:33 UTC
Maximus Aerelius wrote:
Nag'o wrote:
Dude, I'm not even reading half of your posts anymore because you clearly don't want to discuss anything. You just want to be right.

EDIT: Or even worse, you just want that people acknowledge you're right, no matter what.


Dude, I'm not after acknowledgement that I'm right or wrong I'm just adding to this threadnaught of someone who can't keep to a single argument let alone argue how this would be good for Cov-Ops pilots and Non-Cov-Ops pilots.

Heads-up to the other people who don't agree with Nag'o that you'll probably be getting a message similar to the one above from him too.

I never said it would be good for anyone in particular. I said it would be good for everyone in promoting activity in the game.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Maximus Aerelius
PROPHET OF ENIGMA
#354 - 2013-08-16 17:48:15 UTC  |  Edited by: Maximus Aerelius
Nag'o wrote:
Maximus Aerelius wrote:
Nag'o wrote:
Dude, I'm not even reading half of your posts anymore because you clearly don't want to discuss anything. You just want to be right.

EDIT: Or even worse, you just want that people acknowledge you're right, no matter what.


Dude, I'm not after acknowledgement that I'm right or wrong I'm just adding to this threadnaught of someone who can't keep to a single argument let alone argue how this would be good for Cov-Ops pilots and Non-Cov-Ops pilots.

Heads-up to the other people who don't agree with Nag'o that you'll probably be getting a message similar to the one above from him too.

I never said it would be good for anyone in particular. I said it would be good for everyone in promoting activity in the game.


As previously mentioned, cloakies wouldn't get down to Null\Low unless they had a logistical chain (massive risk) to resupply them with fuel and back if they were based in Low or High Sec with the tiny cargoholds they have so you would have 0 risk of a cloaky hot dropping you.

You also wouldn't have the fear of that cloaky in your system AFK\Active as if you're honest you don't know if he's AFK or just pickling his target\scouting\watching traffic or even if he's a cloaky...just know there's someone there...possibly AFK...possibly not.

And then I'd start a thread to remove all that lovely High End ores and complexes and rats from Null as there's no risk and the Nullbears are getting far too rich without risk. And also to make all ships require fuel to balance out the persecution of the Cov-Ops pilot (not that it would really matter as no-one would fly Cov-Ops at this point).
Nag'o
Sebiestor Tribe
Minmatar Republic
#355 - 2013-08-16 17:57:50 UTC
Nikk Narrel wrote:
Nag'o wrote:
Nikk Narrel wrote:
Paranoid plus greedy is the real issue. A paranoid pilot would fit to be so nearly immune to a threat, that they would be able to operate regardless.

I don't get your point. If there are players that paranoid what is the difference from the cloaker being able to go AFK or not? They are already warping out either way.

Ahhh, but you are taking the side of the paranoid here.

They would be stuck, or voluntarily taking a risk, (you know, being active), if the cloaked vessel went AFK.

(Neither side playing or losing ships = stalemate = balance)

But, you are conveniently granting the wish of the PvE player, and removing that risk.
When the cloaked player cannot remain at keyboard, they must leave, one way or another.

And with that risk going poof, so goes the rewards it had once balanced.

A stalemate is not balance. If you take the original meaning of the word, wich is the chess game, you will have a good example.
In chess a stalemate is when no matter what the other player does he lost, because you already dominated the game. You see? Nobody is playing the game anymore. Is it balanced? Much on the contrary.
What you're saying in your paranoid player argument is that as soon as the cov-ops player enter local, the game is over. How can this mechanic be balanced?
I'm trying to not take any sides other than the game improvement side. Could this improvement favor the nullsec PvE player? Yes, but that is not the point of it.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nag'o
Sebiestor Tribe
Minmatar Republic
#356 - 2013-08-16 18:06:44 UTC
Maximus Aerelius wrote:
Nag'o wrote:
Maximus Aerelius wrote:
Nag'o wrote:
Dude, I'm not even reading half of your posts anymore because you clearly don't want to discuss anything. You just want to be right.

EDIT: Or even worse, you just want that people acknowledge you're right, no matter what.


Dude, I'm not after acknowledgement that I'm right or wrong I'm just adding to this threadnaught of someone who can't keep to a single argument let alone argue how this would be good for Cov-Ops pilots and Non-Cov-Ops pilots.

Heads-up to the other people who don't agree with Nag'o that you'll probably be getting a message similar to the one above from him too.

I never said it would be good for anyone in particular. I said it would be good for everyone in promoting activity in the game.


As previously mentioned, cloakies wouldn't get down to Null\Low unless they had a logistical chain (massive risk) to resupply them with fuel and back if they were based in Low or High Sec with the tiny cargoholds they have so you would have 0 risk of a cloaky hot dropping you.

You also wouldn't have the fear of that cloaky in your system AFK\Active as if you're honest you don't know if he's AFK or just pickling his target\scouting\watching traffic or even if he's a cloaky...just know there's someone there...possibly AFK...possibly not.

And then I'd start a thread to remove all that lovely High End ores and complexes and rats from Null as there's no risk and the Nullbears are getting far too rich without risk. And also to make all ships require fuel to balance out the persecution of the Cov-Ops pilot (not that it would really matter as no-one would fly Cov-Ops at this point).

I alredy said it doesn't have to be fuel, it can be cap drain.
Also, I don't play null much but, AFAIK, the nullsec game is sov. If an alliance can't access the goods in a system what is the point of owning it? Strategic advantage to take another system they can't use the goods in?
Seriously, sarcasm aside, I really don't play this sov nullsec game, but I don't see the logic here.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#357 - 2013-08-16 18:25:18 UTC
Nag'o wrote:
Nikk Narrel wrote:
Nag'o wrote:
Nikk Narrel wrote:
Paranoid plus greedy is the real issue. A paranoid pilot would fit to be so nearly immune to a threat, that they would be able to operate regardless.

I don't get your point. If there are players that paranoid what is the difference from the cloaker being able to go AFK or not? They are already warping out either way.

Ahhh, but you are taking the side of the paranoid here.

They would be stuck, or voluntarily taking a risk, (you know, being active), if the cloaked vessel went AFK.

(Neither side playing or losing ships = stalemate = balance)

But, you are conveniently granting the wish of the PvE player, and removing that risk.
When the cloaked player cannot remain at keyboard, they must leave, one way or another.

And with that risk going poof, so goes the rewards it had once balanced.

A stalemate is not balance. If you take the original meaning of the word, wich is the chess game, you will have a good example.
In chess a stalemate is when no matter what the other player does he lost, because you already dominated the game. You see? Nobody is playing the game anymore. Is it balanced? Much on the contrary.
What you're saying in your paranoid player argument is that as soon as the cov-ops player enter local, the game is over. How can this mechanic be balanced?
I'm trying to not take any sides other than the game improvement side. Could this improvement favor the nullsec PvE player? Yes, but that is not the point of it.

Here.
http://www.thefreedictionary.com/stalemate
1. A situation in which further action is blocked; a deadlock.

You might want to consider the definition that is not specific to a different game, since our context is more relevant to the base definition. If you wish to play chess, go ahead.

As to balance: having equal consequences on both sides, and therefore equal weight, is the very foundation of balance, as this refers to the original scales that determined weight on them as being equal when the trays were in balance.

And the improvement only favors the risk to the PvE character, by removing it effectively.

This is really bad, since that risk determines the rewards available by necessity, otherwise the economy becomes unbalanced due to the flood of unchecked items.
Nag'o
Sebiestor Tribe
Minmatar Republic
#358 - 2013-08-16 18:42:52 UTC  |  Edited by: Nag'o
Nikk Narrel wrote:
Nag'o wrote:
Nikk Narrel wrote:
Nag'o wrote:
Nikk Narrel wrote:
Paranoid plus greedy is the real issue. A paranoid pilot would fit to be so nearly immune to a threat, that they would be able to operate regardless.

I don't get your point. If there are players that paranoid what is the difference from the cloaker being able to go AFK or not? They are already warping out either way.

Ahhh, but you are taking the side of the paranoid here.

They would be stuck, or voluntarily taking a risk, (you know, being active), if the cloaked vessel went AFK.

(Neither side playing or losing ships = stalemate = balance)

But, you are conveniently granting the wish of the PvE player, and removing that risk.
When the cloaked player cannot remain at keyboard, they must leave, one way or another.

And with that risk going poof, so goes the rewards it had once balanced.

A stalemate is not balance. If you take the original meaning of the word, wich is the chess game, you will have a good example.
In chess a stalemate is when no matter what the other player does he lost, because you already dominated the game. You see? Nobody is playing the game anymore. Is it balanced? Much on the contrary.
What you're saying in your paranoid player argument is that as soon as the cov-ops player enter local, the game is over. How can this mechanic be balanced?
I'm trying to not take any sides other than the game improvement side. Could this improvement favor the nullsec PvE player? Yes, but that is not the point of it.

Here.
http://www.thefreedictionary.com/stalemate
1. A situation in which further action is blocked; a deadlock.

You might want to consider the definition that is not specific to a different game, since our context is more relevant to the base definition. If you wish to play chess, go ahead.

As to balance: having equal consequences on both sides, and therefore equal weight, is the very foundation of balance, as this refers to the original scales that determined weight on them as being equal when the trays were in balance.

And the improvement only favors the risk to the PvE character, by removing it effectively.

This is really bad, since that risk determines the rewards available by necessity, otherwise the economy becomes unbalanced due to the flood of unchecked items.

It's exactly that. A deadlock. A situation where the game is over because of the lack of choices for the players. That is exactly what I think is not good for EvE if it happens a lot. A stalemate should be a consequence of a series of actions and only happens eventually, not something players can easily induce.
Balance is when opposing players have the same weight of opportunities to win. In this case the cloaked player vs. the uncloaked player.
In the game of 'let's play a game' the cloaker always win, because he can go afk and play no game at all.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.

Nikk Narrel
Moonlit Bonsai
#359 - 2013-08-16 18:49:44 UTC
Nag'o wrote:
Nikk Narrel wrote:
Here.
http://www.thefreedictionary.com/stalemate
1. A situation in which further action is blocked; a deadlock.

You might want to consider the definition that is not specific to a different game, since our context is more relevant to the base definition. If you wish to play chess, go ahead.

As to balance: having equal consequences on both sides, and therefore equal weight, is the very foundation of balance, as this refers to the original scales that determined weight on them as being equal when the trays were in balance.

And the improvement only favors the risk to the PvE character, by removing it effectively.

This is really bad, since that risk determines the rewards available by necessity, otherwise the economy becomes unbalanced due to the flood of unchecked items.

It's exactly that. A deadlock. A situation where the game is over because of the lack of choices for the players. That is exactly what I think is not good for EvE if it happens a lot. A stalemate should be a consequence of a series of actions and only happens eventually, not something players can easily induce.
Balance is when opposing players have the same weight of opportunities to win. In this case the cloaked player vs. the uncloaked player.
In the game of 'let's play a game' the cloaker always win, because he can go afk and play no game at all.

Oh wait, do you want to avoid the stalemate, or do you want activity?
In order to achieve both, you need to amend local, as it is the cause of this stalemate in the first place.

If the PvE players, like myself, were able to make a competitive effort with intel against the hunters, then the stalemate would be over.
Action would be guaranteed as well.

So, do you want action?
Nag'o
Sebiestor Tribe
Minmatar Republic
#360 - 2013-08-16 19:03:46 UTC  |  Edited by: Nag'o
Nikk Narrel wrote:
Nag'o wrote:
Nikk Narrel wrote:
Here.
http://www.thefreedictionary.com/stalemate
1. A situation in which further action is blocked; a deadlock.

You might want to consider the definition that is not specific to a different game, since our context is more relevant to the base definition. If you wish to play chess, go ahead.

As to balance: having equal consequences on both sides, and therefore equal weight, is the very foundation of balance, as this refers to the original scales that determined weight on them as being equal when the trays were in balance.

And the improvement only favors the risk to the PvE character, by removing it effectively.

This is really bad, since that risk determines the rewards available by necessity, otherwise the economy becomes unbalanced due to the flood of unchecked items.

It's exactly that. A deadlock. A situation where the game is over because of the lack of choices for the players. That is exactly what I think is not good for EvE if it happens a lot. A stalemate should be a consequence of a series of actions and only happens eventually, not something players can easily induce.
Balance is when opposing players have the same weight of opportunities to win. In this case the cloaked player vs. the uncloaked player.
In the game of 'let's play a game' the cloaker always win, because he can go afk and play no game at all.

Oh wait, do you want to avoid the stalemate, or do you want activity?
In order to achieve both, you need to amend local, as it is the cause of this stalemate in the first place.

If the PvE players, like myself, were able to make a competitive effort with intel against the hunters, then the stalemate would be over.
Action would be guaranteed as well.

So, do you want action?

Reducing stalemates is the same as promoting action. Yes, that's what I want.
Yes, removing local from nullsec could be great. It would be a giant change though and that's one of the reasons I don't like it for lowsec. If you want a big change you have to start with little things. I wouldn't like it to change in lowsec also because I think it doesn't affect it as much and because there local is good the way it is for a lot of reasons.

Brain hackz0r. Execute schizophrenia virus. Hyper-phishing activated. Downloading reality.