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AFK Cloaking Collection Thread

First post First post
Author
RozenRed
Formosa Research Center
Fraternity.
#2001 - 2013-09-27 09:09:42 UTC  |  Edited by: RozenRed
in my solution , it requite 3 equipment:

  1. ihub :
  2. anti-cloak mod
  3. pos :
  4. anti-cloak info array
  5. ship equipment:
  6. anti-cloak info receiver ( , receive pos array information)



  1. I-HUB:
  2. anti-AFK cloaking upgrade(mod)

    alliance claim system and pay Concord , for the anti cloak system service,
    prevent other guy use this service by anchoring a POS and mod, this is a thread for system owners.

    edited:
    this way also protect player in station-less <0.4 NPC system


  3. POSs:
  4. anti-cloak info array
    this mod giving assistant information to trace a cloak ship ,to provide one of the following function

    Plan A:
    mod giving an addition information for combat scanning probe , add cloak ship signal info in scanner page ,
    (no or techni for end user. just install a equipment)
    and scanned cloak ship shown in semi-transparent

    or

    Plan B
    provide a inactive (5 mins +) cloak ship location to anti-cloak info receiver


  5. SHIPs
  6. anti-cloak info receiver
    (for Plan A)receive cloak ship scanning information to scanner page (passive)
    (for Plan B)receive cloak ship location and showen in overview ,jump to it and see that cloak ship in semi-transparent(active)
Dani Lizardov
TOP DAMAGE Ltd.
Unspoken Alliance.
#2002 - 2013-09-27 09:11:05 UTC
Lucas Kell wrote:
Dani Lizardov wrote:
WoW 100 pages for AFK clocking ...

IF they are AFK what are you so afraid of ?
All this started because, player X does not want to undock and rat, wile player Y is AFK clocked in local...
Q: Why player X does not want to udock?
A: Because he most probably will lose his ship!
Q: How will he lose his ship?
A: The AFK clocked pilot Y, being AFK will scan him down and attack him! Even worse, he might open Cyno, for another 10 AFK players to come in and help him!

Let me tell you something :) If you managed after another 100 page to somehow change perfectly working mechanic so you can run your BOTs without obstacles. Another game play will be born and you will not be able to play your bots again... Then I guess we will see another 100 pages and 100 requests for that to be Nerf too. Big smile

I am just curios how far you will get on this.


P.S.
The only people having problem with "AFK" clockers, are those that want to generate ISK AFK.

Erm no.
What we want is the 24/7 destruction of content for no reason to stop. Active players can still come kill us as much as they want. In fact, if an active player wants to block us 24/7, he can feel free. Players who don't want to actually play the game though shouldn't be able to affect anyone, even passively.


Let me surprise you then :)
You will achieve nothing. Because player that are there to block you will still be there!
GeeShizzle MacCloud
#2003 - 2013-09-27 09:16:56 UTC
imho a cloak that does not have any sort of activation cap cost is literally like some harry potter invisibility blanket-esque retardo throwback to a time where mechanic design was done without any kind of afterthought on realism, intended side effect or sandboxy thought.

its dumb coding/mechanic design decisions like cloaking and ridiculous 100% immunity bullshit that stifles players ability to get creative with mechanics and the implementation of design ideas.

Eve is meant to be a damn sandbox after all.
Marc Callan
Center for Advanced Studies
Gallente Federation
#2004 - 2013-09-27 09:42:22 UTC
This is probably a variation of some dumb ideas that have been shot down before, but here's a rough proposal:

Cloaking device reduces capacitor regeneration rate to zero, drains cap at approximately 1% per minute. Covops ship will have approximately an hour and a half of loiter time, less if they warp around a lot.

Ways for an at-the-controls cloaker to mitigate: carry a cap booster. When cap gets low, decloak, run a couple of cap booster cycles, recloak. Other possibilities to improve loiter time: fit cap batteries to allow more warps before cap runs out, or warp efficiency rigs to reduce warp capacitor cost.

Result: a true AFK cloaker will eventually cap out and decloak. A cloaker with a pilot at the controls will be able to remain in system for hours, at the cost of uncloaking perhaps once an hour to top off cap. (This can be done while in a warp, as well, to minimize vulnerability.)

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

umnikar
Fishbone Industries
#2005 - 2013-09-27 09:44:59 UTC
Teckos Pech wrote:
umnikar wrote:
Andy Landen wrote:
umnikar wrote:

*sigh*
uh yeah .. and remove local!

I will never support "remove local" unless it also comes with remove cynos and remove gates. But that would be .. oh yeah .. wh space, which is currently available to you so go into unknown space and play already.


So I got it right that you want your null space be safe to afk mine?


Christ 1 step forward, 3 steps back.

Could at least go back a few pages and read some of the stuff already posted? Not all of the thread, but like maybe the last 4-5 pages?

Or read this,

http://interstellarprivateer.wordpress.com/2013/01/06/unbreaking-local/

Instead you just plop into the thread and crap in the punch bowl.


hm, I read some of it and still don't know why you saying I don't get the point. I would even go back 10 steps to get rid of fixes and fixes fixes - additions some hardcore players begged for in the forums over the years(this happens to every game and destroys it in the end as for my experience).

So my point after reading even more still is:

1. nerf cloak - cause everyone should be interceptable in some way, active or not(blue or red P)
Cap is the game's energy source, so why not use it?
2. remove local but do not "fix" it for the bears - they just need the lazy made isk to pay their plex payed pvp accs in shiny fits Twisted

I could add a dozen other things, but better not going too far in this little topic.
Lucas Kell
Solitude Trading
S.N.O.T.
#2006 - 2013-09-27 09:54:57 UTC
Dani Lizardov wrote:
Let me surprise you then :)
You will achieve nothing. Because player that are there to block you will still be there!
And that is 100% fine! As long as the PLAYER has to be there not just the CHARACTER, Then they can spend all day preventing me doing anything if they want. That's their choice.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nyancat Audeles
Center for Advanced Studies
Gallente Federation
#2007 - 2013-09-27 13:10:17 UTC  |  Edited by: Nyancat Audeles
ITT:

Whiners whining, haters hating on AFK cloakers because they can't undock their Rorqual to mine in a nullsec system, and are too scared to let their rettys out.

Any - ANY vigilant null dweller could easily mine or PvP in a system with an AFK cloaker. It's called DSCAN, and I've done it multiple times. Stay aligned, hit DSCAN, and all will be fine.

Also, what the f*ck is the point of being COVERT F*CKING OPS if people can turn off your cloak? WTF?
Nikk Narrel
Moonlit Bonsai
#2008 - 2013-09-27 13:38:24 UTC
I really gotta ask this.

Why are so many assuming that local is protecting and helping anyone except for lazy PvE players and the very hostiles they CLAIM to want removed?
BTW: I detest the map functions for reporting activity too, it should be looked at as well.

Without local, The HOSTILE:
1 Has no live intel in your space, and even the map provides only limited recent intel.
2 Has no intel channel in your space, so cannot learn of movements.
3 Has NO way of knowing where you are without scanning, except that local tells them this.
4 Has NO way of knowing who is docked, if anyone, unless they have docking rights.
5 Has NO way of knowing if ships at a POS are active without being on grid.
6 Has NO way of knowing if a resident pilot is stalking them outside of sensor range.
7 Has NO way of knowing if a PvE player is temporarily cloaked to avoid detection.

Local gives them the crucial intel they need to perform, making them able to overwhelm too many tactical options by simply KNOWING target presence, rather than being fooled.

All it gives local sov residents? Pilot X just entered your system. Of course, your intel channel already reported him three systems back. Seeing him is no more surprising than knowing tomorrows calendar date.
For the Hostile? He may have known rats were being killed in system, but now he sees pilots in local.
And they can't fool him.
Lucas Kell
Solitude Trading
S.N.O.T.
#2009 - 2013-09-27 14:13:35 UTC
Nikk Narrel wrote:
Without local, The HOSTILE:
1 Has no live intel in your space, and even the map provides only limited recent intel.
2 Has no intel channel in your space, so cannot learn of movements.
3 Has NO way of knowing where you are without scanning, except that local tells them this.
4 Has NO way of knowing who is docked, if anyone, unless they have docking rights.
5 Has NO way of knowing if ships at a POS are active without being on grid.
6 Has NO way of knowing if a resident pilot is stalking them outside of sensor range.
7 Has NO way of knowing if a PvE player is temporarily cloaked to avoid detection.

1. Same as with local - Until he arrives, he knows nothing.
2. Same as with local - Until he arrives, he knows nothing.
3. Same as with local - Until he arrives, he knows nothing.
4. Same as with local.
5. Same as with local.
6. Same as with local (if he doesn't know if they are docked or in a POS, how does he know if they are stalking him)
7. Same as with local.

So your point is?

Basically until they get to the system, they have the same intel now as they would. Once they arrive, the only thing they can't see is how many people are in system and their names. Considering that information is useless if you don't know who's docked and who's active, the loss of local to a cloaker is only a benefit, since it ensures active players have a reduced opportunity to see him coming.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2010 - 2013-09-27 14:40:34 UTC
Dani Lizardov wrote:
WoW 100 pages for AFK clocking ...

IF they are AFK what are you so afraid of ?
All this started because, player X does not want to undock and rat, wile player Y is AFK clocked in local...
Q: Why player X does not want to udock?
A: Because he most probably will lose his ship!
Q: How will he lose his ship?
A: The AFK clocked pilot Y, being AFK will scan him down and attack him! Even worse, he might open Cyno, for another 10 AFK players to come in and help him!

Let me tell you something :) If you managed after another 100 page to somehow change perfectly working mechanic so you can run your BOTs without obstacles. Another game play will be born and you will not be able to play your bots again... Then I guess we will see another 100 pages and 100 requests for that to be Nerf too. Big smile

I am just curios how far you will get on this.


P.S.
The only people having problem with "AFK" clockers, are those that want to generate ISK AFK.


Well, if intel is decoupled from local and the new mechanic is able to be hacked, you'd have a good shot at catching bots then. Now you have none.

And with some of the changes discussed here, making isk AFK in null could become harder. The idea is to reintroduce risk back into null at at the same time eliminate AFK cloaking.

Now before Lucas gets upset, the idea of risk means that the people who might come into his system to disrupt his PvE are at their keyboard. Also, they are not going to have a method to be, as he puts it, 100% safe. So now Lucas and his friends can try to drive them off or die trying...or dock up. Of course, if his intel system gets hacked while he and his alliance are docked up...well that could make for a problem later as well. So even simply running and hiding would have negative consequences, your entire intel system could become compromised, or parts of it and you'd have to go find it.

At the same time the intel system would work only for blues, so there would be a home field advantage.

And intel would not be perfect. For example, suppose the following scenario. A gang wants to make life rough for a given alliance. They set up a gang that hits some of their better systems and the alliance, say a renter alliance, fails to responde with force of arms--i.e. they run and hide. Now the invaders still want to mess with them, so they hack the intel infrastructure in these systems, then they have a guy pop a covert cyno and bridge in a couple of guys in covert ops cloaking device fit ships. These last two guys, wont show up on any intel systems, even if fixed (they skipped all the gates). So now they cloak in system and the initial gang buggers off...back to the BLOPs or whatever.

Now after a bit the residents start undocking and taking stock, but they don't know that there are hostiles in one of their prime ratting systems. If they don't jump on the intel infrastructure checking and repairs they could be leaving themselves open to getting ganked. Maybe they'd lose an entire mining fleet, maybe the guys in the initial gang have gone back to the pig and have now covert cynoed in, in bombers and recons and T3s and are waiting for somebody to not check various intel sources such as forums or chat channels warning people about what just happened. And people start dying. Now they realize their intel systems have been compromised, but to repair them they have to put ships in space--i.e. at risk. Now the gang can keep killing these ships until the alliance actually provides a response. And if these are renters it might even attract the attention of the land lord who might be more aggressive and actually send a more interesting and fun response.

I don't know, maybe that is all just pie in the sky bullcrap and it would never happen like that. I mean it is so much better to plop down SBUs and provoke a response that way, hauling around those big ass things and anchoring them and then watching them eventually get blown up. Or running through a couple dozen systems and finding everyone docked up, POSed up, and go home after feeling like you just wasted your time.

"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

Debora Tsung
Perkone
Caldari State
#2011 - 2013-09-27 14:47:52 UTC
CCP will solve the problem with the next expansion anyways, no?

Short range Cyno jammer. \o/

That removes all the hot drops everyone was talkibng about, right?

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Arya Regnar
Darwins Right Hand
#2012 - 2013-09-27 15:06:58 UTC
Congratz on 100 pages.

EvE-Mail me if you need anything.

GeeShizzle MacCloud
#2013 - 2013-09-27 15:09:08 UTC
Debora Tsung wrote:
CCP will solve the problem with the next expansion anyways, no?

Short range Cyno jammer. \o/

That removes all the hot drops everyone was talkibng about, right?


except blops hotdrops... ahh the sheer bliss of hilarious kills that'll occur when people put up temp cyno jammers in their sites! hehe!
Nikk Narrel
Moonlit Bonsai
#2014 - 2013-09-27 15:16:14 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Without local, The HOSTILE:
1 Has no live intel in your space, and even the map provides only limited recent intel.
2 Has no intel channel in your space, so cannot learn of movements.
3 Has NO way of knowing where you are without scanning, except that local tells them this.
4 Has NO way of knowing who is docked, if anyone, unless they have docking rights.
5 Has NO way of knowing if ships at a POS are active without being on grid.
6 Has NO way of knowing if a resident pilot is stalking them outside of sensor range.
7 Has NO way of knowing if a PvE player is temporarily cloaked to avoid detection.

1. Same as with local - Until he arrives, he knows nothing.
2. Same as with local - Until he arrives, he knows nothing.
3. Same as with local - Until he arrives, he knows nothing.
4. Same as with local.
5. Same as with local.
6. Same as with local (if he doesn't know if they are docked or in a POS, how does he know if they are stalking him)
7. Same as with local.

So your point is?

Basically until they get to the system, they have the same intel now as they would. Once they arrive, the only thing they can't see is how many people are in system and their names. Considering that information is useless if you don't know who's docked and who's active, the loss of local to a cloaker is only a benefit, since it ensures active players have a reduced opportunity to see him coming.

Regarding number 6, he can see them entering system after him repeatedly, where his sensors could not spot a cloaked scout, even if they were in range at points.
With Local - Until he arrives, he knows nothing.
Without Local - He knows nothing after he arrives either.

The point is, with local he knows too much about any system by simply being in it.
He never needs to use d-scan. He can pop between the listed belts merrily, and if anyone is active, he can find them.
The hidden belts were displayed for him when he entered, and can easily be popped back up for reference.

Here is the point.
Now, consider if he did NOT know if any targets were in the system.
Maybe he expects it to be an active system, reputation or recent map activity.
BUT, he can't tell if anyone is actually there.

He will probably scan, or make a patrol route of the expected activity areas. If PvE pilots are present, they could warp to deep safes outside of sensor range, or simply use a cloak. They could even have logged out, while a scout tracked the hostile until it left to look elsewhere.
The point being, the hostile would never know for certain where targets were.
They could scan, or visit hot spots, but they would never know with the certainty they have now.

Give the hostile uncertainty.
Our intel channels and entrenched Outposts and Stations give us a huge advantage over them.
Marc Callan
Center for Advanced Studies
Gallente Federation
#2015 - 2013-09-27 15:21:43 UTC
Debora Tsung wrote:
CCP will solve the problem with the next expansion anyways, no?

Short range Cyno jammer. \o/

That removes all the hot drops everyone was talkibng about, right?


I think black-ops drops can bypass current cyno jammers; not sure about whether the new cyno jammer will be able to block them. And a pile of bombers can still ruin your day.

"We are what we pretend to be, so we must be careful about what we pretend to be." - Kurt Vonnegurt

Lucas Kell
Solitude Trading
S.N.O.T.
#2016 - 2013-09-27 15:29:57 UTC
Nikk Narrel wrote:
Regarding number 6, he can see them entering system after him repeatedly, where his sensors could not spot a cloaked scout, even if they were in range at points.
With Local - Until he arrives, he knows nothing.
Without Local - He knows nothing after he arrives either.

The point is, with local he knows too much about any system by simply being in it.
He never needs to use d-scan. He can pop between the listed belts merrily, and if anyone is active, he can find them.
The hidden belts were displayed for him when he entered, and can easily be popped back up for reference.

Here is the point.
Now, consider if he did NOT know if any targets were in the system.
Maybe he expects it to be an active system, reputation or recent map activity.
BUT, he can't tell if anyone is actually there.

He will probably scan, or make a patrol route of the expected activity areas. If PvE pilots are present, they could warp to deep safes outside of sensor range, or simply use a cloak. They could even have logged out, while a scout tracked the hostile until it left to look elsewhere.
The point being, the hostile would never know for certain where targets were.
They could scan, or visit hot spots, but they would never know with the certainty they have now.

Give the hostile uncertainty.
Our intel channels and entrenched Outposts and Stations give us a huge advantage over them.
But I disagree that the removal of lcoal would give the hostile any more than a tiny fraction of uncertainty. A Single d-scan is easily enough to tell you if there are ships in system. In the same way as now he can't tell who in local is actually active without a d-scan. The reason hostiles are so happy for this change is it provides them a LOT more benefits that it offers in disadvantages.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#2017 - 2013-09-27 16:23:29 UTC
RozenRed wrote:
in my solution , it requite 3 equipment:

  1. ihub :
  2. anti-cloak mod
  3. pos :
  4. anti-cloak info array
  5. ship equipment:
  6. anti-cloak info receiver ( , receive pos array information)



  1. I-HUB:
  2. anti-AFK cloaking upgrade(mod)

    alliance claim system and pay Concord , for the anti cloak system service,
    prevent other guy use this service by anchoring a POS and mod, this is a thread for system owners.

    edited:
    this way also protect player in station-less <0.4 NPC system


  3. POSs:
  4. anti-cloak info array
    this mod giving assistant information to trace a cloak ship ,to provide one of the following function

    Plan A:
    mod giving an addition information for combat scanning probe , add cloak ship signal info in scanner page ,
    (no or techni for end user. just install a equipment)
    and scanned cloak ship shown in semi-transparent

    or

    Plan B
    provide a inactive (5 mins +) cloak ship location to anti-cloak info receiver


  5. SHIPs
  6. anti-cloak info receiver
    (for Plan A)receive cloak ship scanning information to scanner page (passive)
    (for Plan B)receive cloak ship location and showen in overview ,jump to it and see that cloak ship in semi-transparent(active)

I like it if it only applies to sov space. Will reds have access to the info? Will blues be scanned by it?

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Nikk Narrel
Moonlit Bonsai
#2018 - 2013-09-27 16:24:25 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Give the hostile uncertainty.
Our intel channels and entrenched Outposts and Stations give us a huge advantage over them.

But I disagree that the removal of lcoal would give the hostile any more than a tiny fraction of uncertainty. A Single d-scan is easily enough to tell you if there are ships in system. In the same way as now he can't tell who in local is actually active without a d-scan. The reason hostiles are so happy for this change is it provides them a LOT more benefits that it offers in disadvantages.

A simple D-Scan has distance limits, cannot locate cloaked vessels, cannot determine if vessels are hanging next to a POS tower inactive.

It would be a simple matter to drop low cost cruiser hulls in a POS, to act as sensor decoys to confuse a hostile D-Scan.
8 cruisers on scan? No idea how many pilots are in system? They MIGHT be active!
Warp to grid to check, Ah, it's a POS...
What? Only one cruiser was active? Whew... oh noes.. it was scanning for cloaked ships, and popped my cloak...
AAAA, the POS was a deathstar.... I am friieeed... (static noises)

If you have an outpost in system, suddenly being docked means you are off the grid. They can't find you, and for all they know you clone jumped to the other side of EVE.

The defensive tactics possible limit the options a hostile can rely on. More tactics become available with less intel given to the hostile.

Fun times.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2019 - 2013-09-27 16:30:08 UTC
Marc Callan wrote:
This is probably a variation of some dumb ideas that have been shot down before, but here's a rough proposal:

Cloaking device reduces capacitor regeneration rate to zero, drains cap at approximately 1% per minute. Covops ship will have approximately an hour and a half of loiter time, less if they warp around a lot.

Ways for an at-the-controls cloaker to mitigate: carry a cap booster. When cap gets low, decloak, run a couple of cap booster cycles, recloak. Other possibilities to improve loiter time: fit cap batteries to allow more warps before cap runs out, or warp efficiency rigs to reduce warp capacitor cost.

Result: a true AFK cloaker will eventually cap out and decloak. A cloaker with a pilot at the controls will be able to remain in system for hours, at the cost of uncloaking perhaps once an hour to top off cap. (This can be done while in a warp, as well, to minimize vulnerability.)

Sounds great, except for cloaked travel. Let's say the Crane warps across a large system cloaked and depletes the cap with the warp. During warp the cloak is non-functional and the Cranes lands uncloaked and without cap. It jumps into the next sytem without cap and cannot warp or cloak .. or it is severely short on cap and cannot burn back to the gate with the mwd in the presence of a gate camp. Sounds like cap during travel could be a real big problem, slowing down travel and requiring lots of cap booster charges all the time. Perhaps rethink this a little?

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#2020 - 2013-09-27 18:14:13 UTC  |  Edited by: Teckos Pech
RozenRed wrote:
in my solution , it requite 3 equipment:

  1. ihub :
  2. anti-cloak mod
  3. pos :
  4. anti-cloak info array
  5. ship equipment:
  6. anti-cloak info receiver ( , receive pos array information)



  1. I-HUB:
  2. anti-AFK cloaking upgrade(mod)

    alliance claim system and pay Concord , for the anti cloak system service,
    prevent other guy use this service by anchoring a POS and mod, this is a thread for system owners.

    edited:
    this way also protect player in station-less <0.4 NPC system


  3. POSs:
  4. anti-cloak info array
    this mod giving assistant information to trace a cloak ship ,to provide one of the following function

    Plan A:
    mod giving an addition information for combat scanning probe , add cloak ship signal info in scanner page ,
    (no or techni for end user. just install a equipment)
    and scanned cloak ship shown in semi-transparent

    or

    Plan B
    provide a inactive (5 mins +) cloak ship location to anti-cloak info receiver


  5. SHIPs
  6. anti-cloak info receiver
    (for Plan A)receive cloak ship scanning information to scanner page (passive)
    (for Plan B)receive cloak ship location and showen in overview ,jump to it and see that cloak ship in semi-transparent(active)


Nope, not supported. It needs to decouple intel from local too. Once local is no longer reporting everyone in system perfectly and infallibly, AFK cloaking is not longer a very useful strategy. To ensure this also add in some mechanic for finding a cloaked ship...a mechanism that wont be too harsh on the hactive cloaker--e.g. if they warp between safe's they can avoid detection. A scout could still watch a gate by warping between two perches, for example.

Also intel is upgradable as well. The very best upgrades provides very good intel. But it comes with trade offs and costs. Trade offs are that some intel modules can't be anchored with other moduels (e.g. a cyno jammer). Costs, lots of isk so you can't just plop one in every single system.

So now both sides in this debate have to "work". Nobody gets anything for "free/low cost". And there is more risk...for both sides.

And since there are WHs this stuff may not work in WHs allowing the current mechanics to continue which seem to be just fine there.

"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