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AFK Cloaking Collection Thread

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#1521 - 2013-09-20 14:14:29 UTC
Lucas Kell wrote:


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?


I don't think it is "because of local" that AFK cloaking discussions go off the rails (although if it is...another reason to change local P).

Quote:
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.


To easy how? To sit around in local all day AFK at a safe cloaked up? Ok, but that is bad/boring game play. It should be removed.

To easy getting kills? Why do they have to spend hours AFK at a safe? Why not just log in get a few kills here and there and then log off to do other stuff?

Quote:
Any idea to puts this level of uncertainty into a null will break fleet combat, which is a key part of EVE.


Can you go into more detail on this please? Are you talking about removing local? Well, that isn't the plan, at least not without another mechanic to replace it (by the way as for fleet combat you've seen some of the stuff the CFC has that makes use of d-scan, right....don't see a major issue).

"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
#1522 - 2013-09-20 14:19:56 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.


Well it is only 100% defense if they remain cloaked with the current dynamics. So I still don't see the too easy part? Too easy what? And it isn't quite so simple as click a button 100% defense. If the cloaked ship is targeted or too close to something the cloak wont work.

Note that with a change to local you'd also get a mechanic to hunt down any AFK cloakers...or even sloppy active cloakers who don't watch out for probes or whatever will allow you to find them, decloak them, and kill them.

"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.
#1523 - 2013-09-20 14:35:08 UTC
Nikk Narrel wrote:
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.
Yes you can. In the first post there's links to lots of methods. Just because you don;t agree with them, doesn't meant you CAN'T fix it without smashing local to pieces.

Nikk Narrel wrote:
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.
Because cloakers right now have intel channels telling them exactly where to fly to right? No, they know where to go to, because of things like industry and military indexes and star map stats. They don't currently fly around aimlessly, hoping to run into some people in local. With your change though, all they have to do is find an industry index 4 or 5 with pilots in system on the map, fly over to it and jump to a grav. Chances are, they'll find a target. Exactly as they currently do, except the targets won;t see them until it's too late.

Nikk Narrel wrote:
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.
They only eliminate the hostile by playing well. You want to make it so no matter how well you play, the cloaker can get you. That's ridiculous.

Nikk Narrel wrote:
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.
Local simply provides the intel. IT DOES NOT DOCK YOU. IT DOES NOT AUTOMATICALLY MAKE YOU SAFE. AGAIN, you treat it like it's a given that I just simply evade combat simply due to local. That's not the case. I HAVE TO ACT TO MAKE MYSELF SAFE. You're utterly incapable of seeing that there is an effort going into it, thus you will always argue the same thing OVER AND OVER AND OVER.
EVEN IF I had a structure doing this for me it would BE NO DIFFERENT. I would STILL dock up automatically. You would simply punish non sov holders and smaller groups.

Nikk Narrel wrote:
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?
No, I'm all for making hostiles more able, but I don;t think a single players should be able to do it alone, and I don;t think it should be restricted to a single class of ships. You want to make solo cloakers overpowered because you feel whole alliances should need to work as a unit to defend against ONE PLAYER. I say that ONE PLAYER should have to work cooperatively with others to be effective. It's got **** all to do with blobs, its about not wanting a single player in a covops ship to become overpowered against an entire group that pays billions of isk to hold a system.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1524 - 2013-09-20 14:45:33 UTC
Teckos Pech wrote:
I don't think it is "because of local" that AFK cloaking discussions go off the rails (although if it is...another reason to change local P).
Local will not change any time soon, and changing it will break a LOT of other mechanics. Keep returning this discussion to the same thing and it's going to keep turning into a trainwreck. Nikk has his idea, great, that has a thread. This isn't it.

Nikk Narrel wrote:
To easy how? To sit around in local all day AFK at a safe cloaked up? Ok, but that is bad/boring game play. It should be removed.

To easy getting kills? Why do they have to spend hours AFK at a safe? Why not just log in get a few kills here and there and then log off to do other stuff?
They don't have to do that. they do that to purposely drive people out of systems. Thousands of people die every day in null, so if they can't find kills, they are doing it wrong.

Teckos Pech wrote:
Can you go into more detail on this please? Are you talking about removing local? Well, that isn't the plan, at least not without another mechanic to replace it (by the way as for fleet combat you've seen some of the stuff the CFC has that makes use of d-scan, right....don't see a major issue).
a single cloaker would be able to fly undetected through many systems. Even scan pinging him it wouldn't show name, so you wouldn't know who is where. This would allow them to fly a cyno cloaker deep into null territory positioning a cyno chain for surprise attacks. Don't get me wrong, I think it would be hilarious for the CFC to jump in and reinforce a CSAA anywhere in enemy space undetected until the last second, but I don't think it would be treated as a great day for EVE mechanics.

Non-Sov null and low sec would suffer too, since they wouldn't be able to place the pinging system upgrade, so they'd have to rely heavily on the module. Even high sec would have issues wince you wouldn't be able to detect war targets unless they were on grid.

Fleet fights would be ludicrous too. There's no way you'd be able to keep track of how many people you have, how many people they have, then make informed decisions about strategy when there's a ping showing 4000 players in local.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

TheGunslinger42
All Web Investigations
#1525 - 2013-09-20 14:47:42 UTC
Lucas Kell wrote:
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.


Cloaks are both offensive and defensive, I think. Ideally they would be, anyway. I'm not asking for vast amounts of power, or even to keep the "100% defense", if other changes were made to local and the mechanics both hunters and residents used to gather intel and act upon it then that would certainly allow for a change to cloaks themselves.

As for your suggestion of interceptors, that wouldn't work in the current system. If a ship is aligned he can be in warp before the other person is even in system. It doesnt matter how fast the interceptors can align or warp if the other person is gone before the hunter has even loaded the system. That's why changes to how local work, and how intel gathering is done are required
Teckos Pech
Hogyoku
Goonswarm Federation
#1526 - 2013-09-20 14:48:26 UTC  |  Edited by: Teckos Pech
Lucas Kell wrote:
Nikk Narrel wrote:
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.
Yes you can. In the first post there's links to lots of methods. Just because you don;t agree with them, doesn't meant you CAN'T fix it without smashing local to pieces.


Changing is not necessarily fixing. Given the current mechanic cloaking should be left as it is...even though it has problems...just as local has problems. Consider this argument:

1. As has been argued, a nerf to cloaks is a buff to local.
2. That could be unbalancing if local does not need a buff.
3. Since by your own admission with the current state you'll never get caught except due to "glitches", therefore local does not need a buff, and thus all fixes linked in the OP are unbalancing.

Perhaps you could show me were the reasoning above goes wrong. Is it 1, 2 or 3 that is wrong and why?

"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.
#1527 - 2013-09-20 14:53:18 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Well it is only 100% defense if they remain cloaked with the current dynamics. So I still don't see the too easy part? Too easy what? And it isn't quite so simple as click a button 100% defense. If the cloaked ship is targeted or too close to something the cloak wont work.

Note that with a change to local you'd also get a mechanic to hunt down any AFK cloakers...or even sloppy active cloakers who don't watch out for probes or whatever will allow you to find them, decloak them, and kill them.
sure, but I'm only 100% safe when docked or in a pos, and if I'm too close to an object, I'm going to bump, since align time is quite heavy on a miner. So it's as simple to cloak as it is for me to warp. And it is a defensive module, so that's the way it should be. It shouldn't be there to make you more able to attack me.

Sure, but I don't care so much about hunting down someone AFK nub alt that they don't care about. I'm not in if to the KB. All I suggest is that in order to add the level of uncertainty that a cloaker adds, you should have to actually play the game. It's not about killing or otherwise punishing the enemy, it's about removing their ability to add that threat 24/7 without being there to play. Even if an AFK cloaker after x amount of inactivity got warped to deadspace, retained cloak, and got an icon in local or something. If they come back, it's the equivalent of them jumping through the gate, then warping onto grid (except they keep cloak), as they warp back as if they'd just logged on.
EDIT: That satisfies the remove AFK cloak. It doesn't break cloaks. You don't need to change grid or move to stay active, just interact with the client.
And yes, it could be avoided by botting, but making it a EULA breach will make the majority of people think twice about it, which is good enough for me.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#1528 - 2013-09-20 14:56:49 UTC
Lucas Kell wrote:
Teckos Pech wrote:
I don't think it is "because of local" that AFK cloaking discussions go off the rails (although if it is...another reason to change local P).
Local will not change any time soon, and changing it will break a LOT of other mechanics. Keep returning this discussion to the same thing and it's going to keep turning into a trainwreck. Nikk has his idea, great, that has a thread. This isn't it.


Well, I started this thread and I don't mind discussions of local and AFK cloaking. So lets just leave it at that, okay?

Lucas Kell wrote:
Teckos Pech wrote:
To easy how? To sit around in local all day AFK at a safe cloaked up? Ok, but that is bad/boring game play. It should be removed.

To easy getting kills? Why do they have to spend hours AFK at a safe? Why not just log in get a few kills here and there and then log off to do other stuff?
They don't have to do that. they do that to purposely drive people out of systems. Thousands of people die every day in null, so if they can't find kills, they are doing it wrong.


You haven't answered my question though, too easy how?

Note: I changed an attribution above, it was erroneously attributed to Nikk.

"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.
#1529 - 2013-09-20 15:00:17 UTC
TheGunslinger42 wrote:
Cloaks are both offensive and defensive, I think. Ideally they would be, anyway. I'm not asking for vast amounts of power, or even to keep the "100% defense", if other changes were made to local and the mechanics both hunters and residents used to gather intel and act upon it then that would certainly allow for a change to cloaks themselves.

As for your suggestion of interceptors, that wouldn't work in the current system. If a ship is aligned he can be in warp before the other person is even in system. It doesnt matter how fast the interceptors can align or warp if the other person is gone before the hunter has even loaded the system. That's why changes to how local work, and how intel gathering is done are required
Well, its defensive, that's why it works in high sec.

And staying aligned constantly in a grav is not an easy task. You can use the circular bookmark system, but it's difficult to set up (which you'd need to redo at least every 3 days) and it's super easy to bump a rock and drop alignment. If interceptors had half the warp time, they'd catch the majority of miners.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#1530 - 2013-09-20 15:06:45 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
I don't think it is "because of local" that AFK cloaking discussions go off the rails (although if it is...another reason to change local P).
Local will not change any time soon, and changing it will break a LOT of other mechanics. Keep returning this discussion to the same thing and it's going to keep turning into a trainwreck. Nikk has his idea, great, that has a thread. This isn't it.


Well, I started this thread and I don't mind discussions of local and AFK cloaking. So lets just leave it at that, okay?

Lucas Kell wrote:
Teckos Pech wrote:
To easy how? To sit around in local all day AFK at a safe cloaked up? Ok, but that is bad/boring game play. It should be removed.

To easy getting kills? Why do they have to spend hours AFK at a safe? Why not just log in get a few kills here and there and then log off to do other stuff?
They don't have to do that. they do that to purposely drive people out of systems. Thousands of people die every day in null, so if they can't find kills, they are doing it wrong.


You haven't answered my question though, too easy how?

Note: I changed an attribution above, it was erroneously attributed to Nikk.

I think covops cloaks have it too easy because they are nearly impossible to catch. They only die if the choose to engage or if they are SUPER unlucky. I jumped my covops hauler into a 20+ man gatecamp once, with cargo cans out, landing in a bubble. I still managed to get an align to a celestial, cloak and evade out of the bubble. That's not what I would consider a sign of good balance. Any non-covops would have died.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

TheGunslinger42
All Web Investigations
#1531 - 2013-09-20 15:10:29 UTC
Lucas Kell wrote:
TheGunslinger42 wrote:
Cloaks are both offensive and defensive, I think. Ideally they would be, anyway. I'm not asking for vast amounts of power, or even to keep the "100% defense", if other changes were made to local and the mechanics both hunters and residents used to gather intel and act upon it then that would certainly allow for a change to cloaks themselves.

As for your suggestion of interceptors, that wouldn't work in the current system. If a ship is aligned he can be in warp before the other person is even in system. It doesnt matter how fast the interceptors can align or warp if the other person is gone before the hunter has even loaded the system. That's why changes to how local work, and how intel gathering is done are required
Well, its defensive, that's why it works in high sec.

And staying aligned constantly in a grav is not an easy task. You can use the circular bookmark system, but it's difficult to set up (which you'd need to redo at least every 3 days) and it's super easy to bump a rock and drop alignment. If interceptors had half the warp time, they'd catch the majority of miners.


It would still mean that unless you get stuck on rocks, you can - with slightly more effort - escape every time. That's not great design imo. It also assumes that the hunter knows in advance which site a miner is at. It also ignores things other than mining in a grav site locals may be doing - ratting in belts, running anoms, etc would all remain 100% safe. Again, bad design.
TheGunslinger42
All Web Investigations
#1532 - 2013-09-20 15:12:24 UTC
Lucas Kell wrote:
I think covops cloaks have it too easy because they are nearly impossible to catch. They only die if the choose to engage or if they are SUPER unlucky. I jumped my covops hauler into a 20+ man gatecamp once, with cargo cans out, landing in a bubble. I still managed to get an align to a celestial, cloak and evade out of the bubble. That's not what I would consider a sign of good balance. Any non-covops would have died.


So you're saying a ship - literally called "blockade runner" and designed solely around that purpose - being better at any other ship at that role is poor balance?
Teckos Pech
Hogyoku
Goonswarm Federation
#1533 - 2013-09-20 15:12:27 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Can you go into more detail on this please? Are you talking about removing local? Well, that isn't the plan, at least not without another mechanic to replace it (by the way as for fleet combat you've seen some of the stuff the CFC has that makes use of d-scan, right....don't see a major issue).
a single cloaker would be able to fly undetected through many systems. Even scan pinging him it wouldn't show name, so you wouldn't know who is where. This would allow them to fly a cyno cloaker deep into null territory positioning a cyno chain for surprise attacks. Don't get me wrong, I think it would be hilarious for the CFC to jump in and reinforce a CSAA anywhere in enemy space undetected until the last second, but I don't think it would be treated as a great day for EVE mechanics.

Non-Sov null and low sec would suffer too, since they wouldn't be able to place the pinging system upgrade, so they'd have to rely heavily on the module. Even high sec would have issues wince you wouldn't be able to detect war targets unless they were on grid.

Fleet fights would be ludicrous too. There's no way you'd be able to keep track of how many people you have, how many people they have, then make informed decisions about strategy when there's a ping showing 4000 players in local.


Lucas, please keep in mind I am not advocating for simply removing local. I know Nikk argues that that would not be as bad as everyone suggests, I don't share his position (at least to the same degree he does). I'd want to change local and make intel a separate mechanic. So the notion of a force recon, covert ops, etc. flying undetected to a destination would not be as easy as you are suggesting.

For example, the IFF Beacon idea (lets shorten it to IFFB just to make typing easier) would make that proposal difficult. I'd like to see the IFFBs being hackable, so that in theory a surprise attack could happen. But if failed hacking attempts alert the owners of the IFFB then the more IFFBs you have to hack the less chance of a surprise attack.

As for NPC sov, an IFFB system could be put in place by the NPCs (or at least that would be the back story). It might not be as good as Sov areas, or maybe really good in station systems and not so good in systems without stations and get worse the further you get from station systems. Low sec would have something similar, but not as good as high sec (high sec would have the best and it would provide intel much like local does now).

And the IFFBs might have delays in updating. With the very best upgrades (i.e. yet another cost to holding sov) the updates are fairly quick. The lower the upgrade the slower it takes to update creating the gaps that could be exploited by hostiles for quick hit and run attacks. Toss in the IFFBs being hacked or destroyed and you have a whole new dimension to the game and a new role for cloaked ships. Now they come in and position themselves off the IFFB and hack it, if successful it stops reporting intel and creates a "door" into hostile territory. Now most alliances might have several layers of IFFBs to make this kind of thing harder to do, but still possible.

As for local and keeping track of people, local is a very cumbersome tool to use. Hence the stuff the CFC came up with. A good scout with bookmarks around system could provide a very clear picture in minute...much better than scrolling through local.

"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
#1534 - 2013-09-20 15:16:18 UTC
Uncertainty is necessary in this game.

The cloaked pilots have uncertainty.
No matter how good, or how perfectly, they do their piloting, it is still reasonable to expect they can get caught in a gate camp.

Even T3 nullified ships are not perfect here, but they are harder to catch than typical cloaked vessels.
They are also more expensive and suffer penalties other ships do not.

To reach hostile sov space, it is very likely they will need to pass a gate camp. Whether this camp exists, and is up to the task, only the defenders can choose this.

For PvE pilots, in sov space with POS's and / or Outposts, the uncertainty is limited to themselves.
Will they be paying attention?
Will they take the precautions needed to meet the demands?

Unlike the cloaked pilot, who can be caught despite flawless execution in their role, the PvE pilot described only needs to meet those two criteria.

Their safety really is up to them alone.
Noone can take it from them, but they can give it away.
Teckos Pech
Hogyoku
Goonswarm Federation
#1535 - 2013-09-20 15:20:17 UTC
Lucas Kell wrote:

I think covops cloaks have it too easy because they are nearly impossible to catch. They only die if the choose to engage or if they are SUPER unlucky. I jumped my covops hauler into a 20+ man gatecamp once, with cargo cans out, landing in a bubble. I still managed to get an align to a celestial, cloak and evade out of the bubble. That's not what I would consider a sign of good balance. Any non-covops would have died.


They can also die at gate campes. Bubbles, cans, and decent inty pilots are a problem for the cloaked ship. About the only one that gets away almost all the time are cloaky and nullified strategic cruisers...of course they cost 2-3x as much.

And these covert ops cloaking ships are designed specifically to get past these obstacles and as such they sacrifice tank and often DPS. That is their primary job. They are like special ops today. Operate behind enemy lines doing sneaky stuff. They can be damaging and effective, but their job is not to go head-to-head with a group of combat ships.

Or to put it differently...if the cov-ops cloaking ships have it too easy, then so do you with your 100% escape chance. If you think cloaks need to be nerfed, then so does your 100% escape chance. You can't have it both ways here, I'm afraid.

"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.
#1536 - 2013-09-20 15:21:34 UTC
TheGunslinger42 wrote:
It would still mean that unless you get stuck on rocks, you can - with slightly more effort - escape every time. That's not great design imo. It also assumes that the hunter knows in advance which site a miner is at. It also ignores things other than mining in a grav site locals may be doing - ratting in belts, running anoms, etc would all remain 100% safe. Again, bad design.
Right... It's not quite as easy as "if you get stuck on rocks", the bookmakers take too long to set up in the first place to bother tbh.
And if you know your trade, you'll know which grav to hit. The other day a guy did, and he scored a kill on a corpie of mine before he'd finished aligning out.

TheGunslinger42 wrote:
So you're saying a ship - literally called "blockade runner" and designed solely around that purpose - being better at any other ship at that role is poor balance?
All covops can do the same, and sure jumping a gatecamp, but that level is pretty extreme.
And like I said: "They only die if the choose to engage or if they are SUPER unlucky".
This is exactly what you are complaining about miners for.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#1537 - 2013-09-20 15:24:15 UTC
Teckos Pech wrote:
Lucas, please keep in mind I am not advocating for simply removing local. I know Nikk argues that that would not be as bad as everyone suggests, I don't share his position (at least to the same degree he does).

I only point this out for two reasons:

1 Wormholes. Cynos aside, the examples citing them are frequently exxagerations. You can already have all the ships you need present to back you up, no need to bring in more on the spot, as it were.
The enemy fleet is already in the system to the strength they need to win, no cyno needed, so it's absence is pointless.

2 People keep giving hostiles super powers.
Yes, that blasted map DOES tell them too much, I agree. It should have 24 hour updates only, and people should have to WONDER and figure out when the activity was, not be spoon fed the intel.
That aside, they have NO source of live intel besides local. They don't know you jumped, logged, or switched alts automatically any other way.
As long as you are in the same system, they automatically know it.

That being said, I advocate for reduced intel from local. Any changes past that, in my opinion, will happen once people realize they want to own their efforts on intel, and not dumb down their options along with their efforts.
Teckos Pech
Hogyoku
Goonswarm Federation
#1538 - 2013-09-20 15:25:41 UTC
Lucas Kell wrote:


TheGunslinger42 wrote:
So you're saying a ship - literally called "blockade runner" and designed solely around that purpose - being better at any other ship at that role is poor balance?
All covops can do the same, and sure jumping a gatecamp, but that level is pretty extreme.
And like I said: "They only die if the choose to engage or if they are SUPER unlucky".
This is exactly what you are complaining about miners for.


Okay, if we accept your argument above, it also means you have it too easy and you need a nerf of some type too.

Sorry about that.

"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.
#1539 - 2013-09-20 15:25:59 UTC
Nikk Narrel wrote:
Uncertainty is necessary in this game.
I don;t disagree. But that uncertainty should require players to play, not be allowed to be put in place by an AFK player

Nikk Narrel wrote:
No matter how good, or how perfectly, they do their piloting, it is still reasonable to expect they can get caught in a gate camp.

Even T3 nullified ships are not perfect here, but they are harder to catch than typical cloaked vessels.
They are also more expensive and suffer penalties other ships do not.

To reach hostile sov space, it is very likely they will need to pass a gate camp. Whether this camp exists, and is up to the task, only the defenders can choose this.
If you can't jump a gate camp in a covops, you probably shouldn't be flying one.

Nikk Narrel wrote:
For PvE pilots, in sov space with POS's and / or Outposts, the uncertainty is limited to themselves.
Will they be paying attention?
Will they take the precautions needed to meet the demands?

Unlike the cloaked pilot, who can be caught despite flawless execution in their role, the PvE pilot described only needs to meet those two criteria.

Their safety really is up to them alone.
Noone can take it from them, but they can give it away.
You are advocating the reduction of the ability for them to take precautions. And a cloaker chooses to engage. I have to work to not be engaged, I can't simply choose not to engage and be grated automatic immunity.

The Indecisive Noob - EVE fan blog.

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Lucas Kell
Solitude Trading
S.N.O.T.
#1540 - 2013-09-20 15:28:44 UTC
Teckos Pech wrote:
Lucas Kell wrote:


TheGunslinger42 wrote:
So you're saying a ship - literally called "blockade runner" and designed solely around that purpose - being better at any other ship at that role is poor balance?
All covops can do the same, and sure jumping a gatecamp, but that level is pretty extreme.
And like I said: "They only die if the choose to engage or if they are SUPER unlucky".
This is exactly what you are complaining about miners for.


Okay, if we accept your argument above, it also means you have it too easy and you need a nerf of some type too.

Sorry about that.

We don't have a "hide" button. We have to align and warp. We also can't jump through gates then warp away cloaked.
I didn't say that as in "both of us are he same" I said it as in "you care complaining that miners are too safe unless they get unlucky, while you fly a ship that by design is that way".
Get as sarky as you want, it doesn't change ea damn thing.

The Indecisive Noob - EVE fan blog.

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