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AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#1501 - 2013-09-19 16:29:19 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
I'd argue that AWOXing is a result of the intel that Local provides. If that is Andy's sole suggestion, then he is actually arguing in favor of the point made by Mag's, Nikk, The Gunslinger, me, et. al. If there are other tactics, then providing examples would be a good idea.

As for the Grav site, keep in mind the probability you are discussing is:

Prob(Getting Caught | Warped to the right Grav site)

vs.

Prob(Getting Caught)

We need to be clear which probability we are talking about since the two are not the same unless we have:

Prob(Warped to the Right Grav site) = 1, i.e. a special case not the general case.

If The Gunslinger is talking about Prob(Getting Caught) and Lucas is talking about Prob(Getting Caught | Warped to the right Grav site) then both would in effect be "talking past each other".
All i was saying is that people do get caught by fast ships jumping to the right grav, thus showing that the claims of having no chance to kill are not entirely accurate.

The bit we are talking back and forth which I'm still not sure is getting across is that any mechanic can be mastered. If both sides fully master their mechanics, there has to be a winner and a loser, and that result will not change. unless one side or the other makes some kind of error, the result will always be the same.
And that's what happens at the moment. If I make no errors, I escape, no matter how perfect the tackler. Note, that doesn't mean I effortlessly survive. It takes effort to ensure I am always positioned right, I'm watching local, I'm watching regional intel and I'm not looking away, ever. If using my hauler, I'm having to ensure there's sufficient clear systems around me to get an emergency warp out before taking him out.
If local were to go, but a new method of detecting an entry into the system were to come about, I'd master that, and the position would be the same. If they made it so it worked the other way, that a cloaker doing it right could always catch me, I'd find something else to do, since I would be losing material value for no reason.


I understand that Lucas, just making sure everybody is talking about the same thing so as to avoid...unnecessary disagreement and...ugliness.

As for randomnes as a mechanic, it is inherent in this game far more than is perhaps realized. I've looked up the turret damage mechanism and it is a random process (well okay, it maybe a psuedo random process). First, there is the chance to hit calculation, that number ranges between 0 and 1, and then it is compared to the result of a RNG process. That is the chance to hit is, C, the random number is X, if C > X you hit, otherwise you miss or no damage is done.
Yeah, that's right. But beyond a certain point C=1 rendering the random element useless. There's also a part of it that deals with glancing hits, smashing hits and their damage dealt. But that's generally predictable enough to ignore the randomness beyond a per-hit scale. Things like speeds, acceleration, agility, scrambling, these things are all static. Everything that goes into the scenario of a cloaker jumping into system and catching a miner is static and predictable.


C=1 is a very special case. You have to be at your optimum in terms of range (or closer). And this term has to also be zero:

(((Transversal speed/(Range to target * Turret Tracking))*(Turret Signature Resolution / Target Signature Radius))^2)

The only way for that to happen is either

Transversal speed = 0, or
Turret signature resolution = 0.

My guess is that there is no turret sig resolution = 0. If that is true, C = 1 iff transversal = 0 and range to target less than or equal to optimal for that turret. Or in other words, C=1 if the target is sitting still and you can get within optimal range. Other than that C < 1.

The rest of the time you have to compare C to X. Now, if C is > 0.5 in most instances your chance of hitting is going to be > 0.5. But none-the-less it is random.

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#1502 - 2013-09-19 16:42:38 UTC
Nikk Narrel wrote:
Teckos Pech wrote:
Lucas Kell wrote:
The bit we are talking back and forth which I'm still not sure is getting across is that any mechanic can be mastered. If both sides fully master their mechanics, there has to be a winner and a loser, and that result will not change. unless one side or the other makes some kind of error, the result will always be the same.
And that's what happens at the moment. If I make no errors, I escape, no matter how perfect the tackler. Note, that doesn't mean I effortlessly survive. It takes effort to ensure I am always positioned right, I'm watching local, I'm watching regional intel and I'm not looking away, ever. If using my hauler, I'm having to ensure there's sufficient clear systems around me to get an emergency warp out before taking him out.
If local were to go, but a new method of detecting an entry into the system were to come about, I'd master that, and the position would be the same. If they made it so it worked the other way, that a cloaker doing it right could always catch me, I'd find something else to do, since I would be losing material value for no reason.


I understand that Lucas, just making sure everybody is talking about the same thing so as to avoid...unnecessary disagreement and...ugliness.

As for randomnes as a mechanic, it is inherent in this game far more than is perhaps realized. I've looked up the turret damage mechanism and it is a random process (well okay, it maybe a psuedo random process). First, there is the chance to hit calculation, that number ranges between 0 and 1, and then it is compared to the result of a RNG process. That is the chance to hit is, C, the random number is X, if C > X you hit, otherwise you miss or no damage is done.

Actually, there will be a winner or loser, and it won't be due to randomized factors.

It will be due to happenstance.

If Player A is PvE'ing in a belt, and has a manual or automated scan going off every 30 seconds, (roughly as an example), then it really ends up being this:
Will the hostile enter right before, or right after, one of these scans?

If the PvE pilot scans more often, maybe the effective range is reduced due to sensor power needs. Maybe a more expensive booster can compensate for this range drop, but that ties up a low slot they want for boosting damage or mining production.
Will they fit to be safer, in exchange for reduced efficiency?

If they fit for better loot, then they create more opportunity for the hostile to show up when a scan is not going to happen in time to warn the PvE pilot.

No random, all CAN play best possible.

Now, on the hostiles side, I would make them compromise the same way. If they want to blast out a quick D-Scan, I would have that scan energy be detectable to the PvE pilot. (The PvE's scan would also be detectable)
The point is that knowing someone scanned only gives a direction, and relative scan strength. You have NO idea who it is, or what nature of threat is involved.

But a PvE pilot registering an unexpected scan from the direction of a gate, probably doesn't need to wait and verify it's hostile.

Winner: PvE pilot, IF they error on the side of caution.


Well...this all could be couched in probability language using subjective probabilities...which are totally valid (i.e. we use this all the time, e.g. a sporting event, a fan might asses this teams chances of winning and upcoming game).

For example, based on his experiences of mining in a given part of Null, on a given day, etc. that the probability of a "hostile" jumping into system is 0.1. He could say, 0.5 for before and after the scan. So the probability of a hostile jumping in after the scan is 0.1*0.5 = 0.05. And off he goes making additional evaluations and coming up an expected loss, relative to expected benefits and whether or not to undock and mine.

Or he could do it via trial-and-error/learning-by-doing as well. Or even something of a mixture, he could watch the system he wants to mine in for "awhile" arrive at the conclusion that hostile entry is not that frequent, and then go from there. He could use other things like Dotlan as well. See "how far off that system is from the main thorough fares" for that region.

It is still "random" in that it is not deterministic, but it doesn't rely on an in-game random number generator.

"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
#1503 - 2013-09-19 16:46:57 UTC
Teckos Pech wrote:
Nikk Narrel wrote:
Teckos Pech wrote:
Lucas Kell wrote:
The bit we are talking back and forth which I'm still not sure is getting across is that any mechanic can be mastered. If both sides fully master their mechanics, there has to be a winner and a loser, and that result will not change. unless one side or the other makes some kind of error, the result will always be the same.
And that's what happens at the moment. If I make no errors, I escape, no matter how perfect the tackler. Note, that doesn't mean I effortlessly survive. It takes effort to ensure I am always positioned right, I'm watching local, I'm watching regional intel and I'm not looking away, ever. If using my hauler, I'm having to ensure there's sufficient clear systems around me to get an emergency warp out before taking him out.
If local were to go, but a new method of detecting an entry into the system were to come about, I'd master that, and the position would be the same. If they made it so it worked the other way, that a cloaker doing it right could always catch me, I'd find something else to do, since I would be losing material value for no reason.


I understand that Lucas, just making sure everybody is talking about the same thing so as to avoid...unnecessary disagreement and...ugliness.

As for randomnes as a mechanic, it is inherent in this game far more than is perhaps realized. I've looked up the turret damage mechanism and it is a random process (well okay, it maybe a psuedo random process). First, there is the chance to hit calculation, that number ranges between 0 and 1, and then it is compared to the result of a RNG process. That is the chance to hit is, C, the random number is X, if C > X you hit, otherwise you miss or no damage is done.

Actually, there will be a winner or loser, and it won't be due to randomized factors.

It will be due to happenstance.

If Player A is PvE'ing in a belt, and has a manual or automated scan going off every 30 seconds, (roughly as an example), then it really ends up being this:
Will the hostile enter right before, or right after, one of these scans?

If the PvE pilot scans more often, maybe the effective range is reduced due to sensor power needs. Maybe a more expensive booster can compensate for this range drop, but that ties up a low slot they want for boosting damage or mining production.
Will they fit to be safer, in exchange for reduced efficiency?

If they fit for better loot, then they create more opportunity for the hostile to show up when a scan is not going to happen in time to warn the PvE pilot.

No random, all CAN play best possible.

Now, on the hostiles side, I would make them compromise the same way. If they want to blast out a quick D-Scan, I would have that scan energy be detectable to the PvE pilot. (The PvE's scan would also be detectable)
The point is that knowing someone scanned only gives a direction, and relative scan strength. You have NO idea who it is, or what nature of threat is involved.

But a PvE pilot registering an unexpected scan from the direction of a gate, probably doesn't need to wait and verify it's hostile.

Winner: PvE pilot, IF they error on the side of caution.


Well...this all could be couched in probability language using subjective probabilities...which are totally valid (i.e. we use this all the time, e.g. a sporting event, a fan might asses this teams chances of winning and upcoming game).

For example, based on his experiences of mining in a given part of Null, on a given day, etc. that the probability of a "hostile" jumping into system is 0.1. He could say, 0.5 for before and after the scan. So the probability of a hostile jumping in after the scan is 0.1*0.5 = 0.05. And off he goes making additional evaluations and coming up an expected loss, relative to expected benefits and whether or not to undock and mine.

Or he could do it via trial-and-error/learning-by-doing as well. Or even something of a mixture, he could watch the system he wants to mine in for "awhile" arrive at the conclusion that hostile entry is not that frequent, and then go from there. He could use other things like Dotlan as well. See "how far off that system is from the main thorough fares" for that region.

It is still "random" in that it is not deterministic, but it doesn't rely on an in-game random number generator.

That's the beauty of it. All the factors are present, and obvious, but only if you are aware of both sides completely.

To each player, the actions taken by their opponent have the appearance of random timing, since they don't have any idea what took place leading up to them.
Teckos Pech
Hogyoku
Goonswarm Federation
#1504 - 2013-09-19 17:00:01 UTC
Nikk Narrel wrote:

That's the beauty of it. All the factors are present, and obvious, but only if you are aware of both sides completely.

To each player, the actions taken by their opponent have the appearance of random timing, since they don't have any idea what took place leading up to them.


Yeah, I guess I'd prefer a "randomness" due to player actions which have some degree of unpredictability vs. a hard coded randomness. So even when a player becomes adept, he would have some issues predicting outcomes in all cases.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#1505 - 2013-09-19 17:54:58 UTC
Nikk Narrel wrote:
Actually, there will be a winner or loser, and it won't be due to randomized factors.

It will be due to happenstance.

If Player A is PvE'ing in a belt, and has a manual or automated scan going off every 30 seconds, (roughly as an example), then it really ends up being this:
Will the hostile enter right before, or right after, one of these scans?

If the PvE pilot scans more often, maybe the effective range is reduced due to sensor power needs. Maybe a more expensive booster can compensate for this range drop, but that ties up a low slot they want for boosting damage or mining production.
Will they fit to be safer, in exchange for reduced efficiency?

If they fit for better loot, then they create more opportunity for the hostile to show up when a scan is not going to happen in time to warn the PvE pilot.

No random, all CAN play best possible.

Now, on the hostiles side, I would make them compromise the same way. If they want to blast out a quick D-Scan, I would have that scan energy be detectable to the PvE pilot. (The PvE's scan would also be detectable)
The point is that knowing someone scanned only gives a direction, and relative scan strength. You have NO idea who it is, or what nature of threat is involved.

But a PvE pilot registering an unexpected scan from the direction of a gate, probably doesn't need to wait and verify it's hostile.

Winner: PvE pilot, IF they error on the side of caution.
Even in this case, I would simply run enough alts, with enough scans running that I can be sure to spot an enemy in enough time to warp out. If the timer was too long, I'd run scouts in surrounding systems, and bail early, when a ship entered one of those. Now I still escape every time, and you've just broken null mechanics to get to the same place we were at.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1506 - 2013-09-19 18:36:32 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Actually, there will be a winner or loser, and it won't be due to randomized factors.

It will be due to happenstance.

If Player A is PvE'ing in a belt, and has a manual or automated scan going off every 30 seconds, (roughly as an example), then it really ends up being this:
Will the hostile enter right before, or right after, one of these scans?

If the PvE pilot scans more often, maybe the effective range is reduced due to sensor power needs. Maybe a more expensive booster can compensate for this range drop, but that ties up a low slot they want for boosting damage or mining production.
Will they fit to be safer, in exchange for reduced efficiency?

If they fit for better loot, then they create more opportunity for the hostile to show up when a scan is not going to happen in time to warn the PvE pilot.

No random, all CAN play best possible.

Now, on the hostiles side, I would make them compromise the same way. If they want to blast out a quick D-Scan, I would have that scan energy be detectable to the PvE pilot. (The PvE's scan would also be detectable)
The point is that knowing someone scanned only gives a direction, and relative scan strength. You have NO idea who it is, or what nature of threat is involved.

But a PvE pilot registering an unexpected scan from the direction of a gate, probably doesn't need to wait and verify it's hostile.

Winner: PvE pilot, IF they error on the side of caution.


Even in this case, I would simply run enough alts, with enough scans running that I can be sure to spot an enemy in enough time to warp out. If the timer was too long, I'd run scouts in surrounding systems, and bail early, when a ship entered one of those. Now I still escape every time, and you've just broken null mechanics to get to the same place we were at.

Your process is self defeating, if you maintain that the effort must be cost effective to match an expectation of efficiency.

Of course, with enough support, anyone is safe. That reflects effort.
If someone opposed you with a similar mindset, they would simply run enough alts to counter yours.

It is the superior effort that should win the day, be it through quality or quantity in effect.
Lucas Kell
Solitude Trading
S.N.O.T.
#1507 - 2013-09-19 18:41:26 UTC
Nikk Narrel wrote:
Your process is self defeating, if you maintain that the effort must be cost effective to match an expectation of efficiency.

Of course, with enough support, anyone is safe. That reflects effort.
If someone opposed you with a similar mindset, they would simply run enough alts to counter yours.

It is the superior effort that should win the day, be it through quality or quantity in effect.
Except if my miners are mining, they are being efficient as well as scanning. And if I'm spotting anyone arriving in system and getting safe, it doesn't matter if you send in 1 player or 1000, I can still get safe. It's exactly the same as now except you are punishing anyone without alts, and you are breaking null to do it.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1508 - 2013-09-19 18:50:47 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Your process is self defeating, if you maintain that the effort must be cost effective to match an expectation of efficiency.

Of course, with enough support, anyone is safe. That reflects effort.
If someone opposed you with a similar mindset, they would simply run enough alts to counter yours.

It is the superior effort that should win the day, be it through quality or quantity in effect.
Except if my miners are mining, they are being efficient as well as scanning. And if I'm spotting anyone arriving in system and getting safe, it doesn't matter if you send in 1 player or 1000, I can still get safe. It's exactly the same as now except you are punishing anyone without alts, and you are breaking null to do it.

You don't need alts.

The mining ships can scan just fine on their own.

If you want to put in more effort, you can counter a better effort made by a determined opponent. There should always be room to improve.

Just keep in mind, with enough ships on either side, it starts to be called a fleet.

A full fledged mining op, as it were, can be run by a single person. (I know a guy who does this sort of thing)

With player based intel gathered by effort, you actually need less effort to defend than a hostile needs to attack, simply because you will likely be using an intel channel, and be in your own sov space.

I also described structures that could be placed in sov space that enhanced sensors for friendly ships. You would not need alts in your home territory, the only thing broken is the hostile's free ride.

https://forums.eveonline.com/default.aspx?g=posts&m=1356826#post1356826

The need was anticipated.
Lucas Kell
Solitude Trading
S.N.O.T.
#1509 - 2013-09-19 19:09:41 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
Your process is self defeating, if you maintain that the effort must be cost effective to match an expectation of efficiency.

Of course, with enough support, anyone is safe. That reflects effort.
If someone opposed you with a similar mindset, they would simply run enough alts to counter yours.

It is the superior effort that should win the day, be it through quality or quantity in effect.
Except if my miners are mining, they are being efficient as well as scanning. And if I'm spotting anyone arriving in system and getting safe, it doesn't matter if you send in 1 player or 1000, I can still get safe. It's exactly the same as now except you are punishing anyone without alts, and you are breaking null to do it.

You don't need alts.

The mining ships can scan just fine on their own.

If you want to put in more effort, you can counter a better effort made by a determined opponent. There should always be room to improve.

Just keep in mind, with enough ships on either side, it starts to be called a fleet.

A full fledged mining op, as it were, can be run by a single person. (I know a guy who does this sort of thing)

With player based intel gathered by effort, you actually need less effort to defend than a hostile needs to attack, simply because you will likely be using an intel channel, and be in your own sov space.

I also described structures that could be placed in sov space that enhanced sensors for friendly ships. You would not need alts in your home territory, the only thing broken is the hostile's free ride.

https://forums.eveonline.com/default.aspx?g=posts&m=1356826#post1356826

The need was anticipated.
Yeah, my miners are my alts. If they can scan, and mine at the same time, it's no different to now, I still have pretty much a guarantee to survive. But anyone solo is going to be punished. I don't think rules should be put in place to punish people that don't have a fleet of miners, forcing them to rely on corp and alliance mates. Especially if you consider that one on one, the cloaker is almost guaranteed to avoid detection until it's too late.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1510 - 2013-09-19 19:53:06 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
You don't need alts.

The mining ships can scan just fine on their own.

If you want to put in more effort, you can counter a better effort made by a determined opponent. There should always be room to improve.

Just keep in mind, with enough ships on either side, it starts to be called a fleet.

A full fledged mining op, as it were, can be run by a single person. (I know a guy who does this sort of thing)

With player based intel gathered by effort, you actually need less effort to defend than a hostile needs to attack, simply because you will likely be using an intel channel, and be in your own sov space.

I also described structures that could be placed in sov space that enhanced sensors for friendly ships. You would not need alts in your home territory, the only thing broken is the hostile's free ride.

https://forums.eveonline.com/default.aspx?g=posts&m=1356826#post1356826

The need was anticipated.
Yeah, my miners are my alts. If they can scan, and mine at the same time, it's no different to now, I still have pretty much a guarantee to survive. But anyone solo is going to be punished. I don't think rules should be put in place to punish people that don't have a fleet of miners, forcing them to rely on corp and alliance mates. Especially if you consider that one on one, the cloaker is almost guaranteed to avoid detection until it's too late.

It's null. Having multiple accounts present is supposed to be the means to achieve better results.

That being said, you don't NEED alts for this to be functional.

Remember, if the hunter needs to look for you, the less of you to be found means the less chance he has to find you.

If you are in sov space, with the beacons I described in the link, you would not need to be actively broadcasting, just listening passively while the beacons did the broadcasting.

1 miner or 100, noone needs to be revealing their presence except the hunter, since the beacons won't help a hostile.
Teckos Pech
Hogyoku
Goonswarm Federation
#1511 - 2013-09-20 05:06:43 UTC
Decloaking...

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#1512 - 2013-09-20 08:56:40 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
It's null. Having multiple accounts present is supposed to be the means to achieve better results.

That being said, you don't NEED alts for this to be functional.

Remember, if the hunter needs to look for you, the less of you to be found means the less chance he has to find you.

If you are in sov space, with the beacons I described in the link, you would not need to be actively broadcasting, just listening passively while the beacons did the broadcasting.

1 miner or 100, noone needs to be revealing their presence except the hunter, since the beacons won't help a hostile.
Except the time between scans means it would be hit and miss if you were solo.
If the scans were instant, then what's the point in having them? Nothing will have changed.
Sorry, but you are trying to break the system, then jam a bad idea into that broken system, and the only people that benefit are solo cloakers. There's no benefit to anyone else. Everyone else has to get more alts put up more structures and put in even more effort, while the cloaker puts in less, and the end result is, the people that you are trying to gank (primary null occupiers like me) already have the alt structure in place. You will simply kill off smaller groups and single account players in null.

And somehow we're back on the subject of trashing local with your idea.
This is why these converstaions never stay civil, because you keep forcing your same broken idea into every discussion, arguing with anyone that's opposed to it. Surely the fact that you have to make up so many caveats with your idea is evidence that the idea itself is flawed?
Here's my stance:
I already think covops cloakers have it too easy. Any idea that makes their lives easier at the detriment of other players is a bad idea. Any idea to puts this level of uncertainty into a null will break fleet combat, which is a key part of EVE.
This entire discussion is supposed to be about whether a player should be able to affect the game while AFK, and solutions to that. While YES, trashing local will do that, it's an impossible idea that will break other mechanics, and so it's out of the discussion. Go make a "Removal Local" thread.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Vas Eldryn
#1513 - 2013-09-20 09:15:51 UTC
just ignore these guys lucas... they just get their rocks off by telling us we are wrong and cant understand CCP's intentions of the game.... they are just peddling their idea so they can kill more mining barges in null, they can sugar coat it any way they want!
Nikk Narrel
Moonlit Bonsai
#1514 - 2013-09-20 13:27:01 UTC
Vas Eldryn wrote:
just ignore these guys lucas... they just get their rocks off by telling us we are wrong and cant understand CCP's intentions of the game.... they are just peddling their idea so they can kill more mining barges in null, they can sugar coat it any way they want!

Claiming to understand the intent of CCP, very nice.

You are playing it right now. It is not a stretch to conclude the game is as they accept, if not intend, it to be.

You are also supporting a one sided change to it.

Hypocrisy detected?
Nikk Narrel
Moonlit Bonsai
#1515 - 2013-09-20 13:35:45 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
It's null. Having multiple accounts present is supposed to be the means to achieve better results.

That being said, you don't NEED alts for this to be functional.

Remember, if the hunter needs to look for you, the less of you to be found means the less chance he has to find you.

If you are in sov space, with the beacons I described in the link, you would not need to be actively broadcasting, just listening passively while the beacons did the broadcasting.

1 miner or 100, noone needs to be revealing their presence except the hunter, since the beacons won't help a hostile.
Except the time between scans means it would be hit and miss if you were solo.
If the scans were instant, then what's the point in having them? Nothing will have changed.
Sorry, but you are trying to break the system, then jam a bad idea into that broken system, and the only people that benefit are solo cloakers. There's no benefit to anyone else. Everyone else has to get more alts put up more structures and put in even more effort, while the cloaker puts in less, and the end result is, the people that you are trying to gank (primary null occupiers like me) already have the alt structure in place. You will simply kill off smaller groups and single account players in null.

And somehow we're back on the subject of trashing local with your idea.
This is why these converstaions never stay civil, because you keep forcing your same broken idea into every discussion, arguing with anyone that's opposed to it. Surely the fact that you have to make up so many caveats with your idea is evidence that the idea itself is flawed?


The beacons have no delay, they are constant and persistent.

They are also destructible, and can be shot down.

Make local possible to be destroyed, and that is comparable.

As to civil, you keep trying to ignore local, despite the overwhelming evidence that it is essential to any change.

Solo cloakers benefiting, I must have missed the part where this was in their benefit over any one player group.

Lucas Kell wrote:
Here's my stance:
I already think covops cloakers have it too easy. Any idea that makes their lives easier at the detriment of other players is a bad idea. Any idea to puts this level of uncertainty into a null will break fleet combat, which is a key part of EVE.
This entire discussion is supposed to be about whether a player should be able to affect the game while AFK, and solutions to that. While YES, trashing local will do that, it's an impossible idea that will break other mechanics, and so it's out of the discussion. Go make a "Removal Local" thread.


Yes, the evidence they have it too easy is manifest in the fact they rely exclusively on player error to achieve kills.
The "victim" either was not paying attention, or simply undocked in a ship that was not prepared for an environment well documented to be violent.

It has been logically proven, that any PvE player who takes precautions, and follows through when prompted, CANNOT be caught.
TheGunslinger42
All Web Investigations
#1516 - 2013-09-20 13:46:12 UTC
Lucas I don't understand how you can maintain both the claim that cloakers have it too easy and that you yourself can escape 100% of the time barring glitches, physics oddities, or doing the wrong thing

They contradict each other
Lucas Kell
Solitude Trading
S.N.O.T.
#1517 - 2013-09-20 13:52:04 UTC  |  Edited by: Lucas Kell
Nikk Narrel wrote:
As to civil, you keep trying to ignore local, despite the overwhelming evidence that it is essential to any change.
When have I ignored local? I've CLEARLY said I agree it was the reason AFK cloaking has an effect, I have simply stated it's too big an issue to throw it all into one single block to fix. You are oversimplifying the effects of destroying local. Fixing AFK cloaking separately would decouple the two.

Nikk Narrel wrote:
Solo cloakers benefiting, I must have missed the part where this was in their benefit over any one player group.
Solo cloakers would need to change nothing and would gain complete invisibility in most systems, affording them the ability to only appear once already on grid. T3s are already incredibly popular, due to their extreme power, covops cloak and escape ability, and would become even more powerful.

Nikk Narrel wrote:
Yes, the evidence they have it too easy is manifest in the fact they rely exclusively on player error to achieve kills.
The "victim" either was not paying attention, or simply undocked in a ship that was not prepared for an environment well documented to be violent.
It has been logically proven, that any PvE player who takes precautions, and follows through when prompted, CANNOT be caught.
Or the victim was a few seconds too slow. And yes, it has, but you repeatedly go on about it being unfair when the PVE players has to put in effort to ensure they are able to do that in good time. You treat it like we do nothing and get automatically docked when a neut comes in.

And your change doesn't mean they don't get away, it simply means they don't get away IF THEY DON'T HAVE ALTS. You are punishing PVE players without an alt network by making them vulnerable to solo cloakers. In the simplest terms your change makes 1 solo cloaker > 1 solo PVE player. WHY should that be the case. WHY should a solo cloaker in MY SPACE have an advantage over me? WHY should I have to use MULTIPLE characters and/or fit additional equipment for a single cloaker.
It's utterly ridiculous and would mean that cloak far overpowers all other mechanics. CLOAK != I WIN BUTTON.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1518 - 2013-09-20 13:57:17 UTC  |  Edited by: Lucas Kell
TheGunslinger42 wrote:
Lucas I don't understand how you can maintain both the claim that cloakers have it too easy and that you yourself can escape 100% of the time barring glitches, physics oddities, or doing the wrong thing

They contradict each other
Because cloak is a defense, not an offense. You are saying because you can't jump into my space and kill me when I am ready for exactly that scenario, that cloakers should be given vast amounts of power to engage me with a heavily reduced risk of being seen, and at the same time keep your 100% defense.
Your cloak provides you with MORE ability to avoid death than my ability to evade. You don't even need to warp, you just click a button and you're safe. Your defense works perfectly.

EDIT: If anything, the fact that you can't catch me calls for faster interceptors, not reduced ability to spot cloakers.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1519 - 2013-09-20 14:05:09 UTC
Lucas Kell wrote:
When have I ignored local? I've CLEARLY said I agree it was the reason AFK cloaking has an effect, I have simply stated it's too big an issue to throw it all into one single block to fix. You are oversimplifying the effects of destroying local. Fixing AFK cloaking separately would decouple the two.

There you go again.

You CANNOT fix AFK Cloaking seperately.
It is implicitly a reaction to the local intel, and uses it exclusively to intimidate with.

Lucas Kell wrote:
Solo cloakers would need to change nothing and would gain complete invisibility in most systems, affording them the ability to only appear once already on grid. T3s are already incredibly popular, due to their extreme power, covops cloak and escape ability, and would become even more powerful.

Change NOTHING?!

Solo cloakers would suddenly have NO live intel, and would have to guess and hope where targets were.
A popular expression is flying blind, that describes how they would be affected.

The PvE pilots, on the other hand, KEEP their intel channels.

Advantage: sov residents.

Lucas Kell wrote:
Or the victim was a few seconds too slow. And yes, it has, but you repeatedly go on about it being unfair when the PVE players has to put in effort to ensure they are able to do that in good time. You treat it like we do nothing and get automatically docked when a neut comes in.

And your change doesn't mean they don't get away, it simply means they don't get away IF THEY DON'T HAVE ALTS. You are punishing PVE players without an alt network by making them vulnerable to solo cloakers. In the simplest terms your change makes 1 solo cloaker > 1 solo PVE player. WHY should that be the case. WHY should a solo cloaker in MY SPACE have an advantage over me? WHY should I have to use MULTIPLE characters and/or fit additional equipment for a single cloaker.
It's utterly ridiculous and would mean that cloak far overpowers all other mechanics. CLOAK != I WIN BUTTON.


The PvE player eliminates the hostile from consideration.
That means the hostile doesn't count for anything unless and until they get a chance, which usually never happens.

See your first point above, you really are arguing in circles here.

As to being vulnerable, to ANYTHING, that's the point of the game!
You are not supposed to be immune to other play styles, you are supposed to need to make an effort, and one side will fail.
The better effort should win, and right now local is making a "YOU CAN'T STOP ME" button.

You take this safety for granted. Now, you want the hostiles to admit defeat, and leave gracefully.
What is next? we simply change EVE into BLOB or gtfo officially?
Nikk Narrel
Moonlit Bonsai
#1520 - 2013-09-20 14:06:56 UTC
Lucas Kell wrote:
TheGunslinger42 wrote:
Lucas I don't understand how you can maintain both the claim that cloakers have it too easy and that you yourself can escape 100% of the time barring glitches, physics oddities, or doing the wrong thing

They contradict each other
Because cloak is a defense, not an offense. You are saying because you can't jump into my space and kill me when I am ready for exactly that scenario, that cloakers should be given vast amounts of power to engage me with a heavily reduced risk of being seen, and at the same time keep your 100% defense.
Your cloak provides you with MORE ability to avoid death than my ability to evade. You don't even need to warp, you just click a button and you're safe. Your defense works perfectly.

EDIT: If anything, the fact that you can't catch me calls for faster interceptors, not reduced ability to spot cloakers.

And yet you can get away perfectly, if you do it right.

Meanwhile, the cloaked pilot, can be stopped by any gate camp they must pass to reach you.