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AFK Cloaking Collection Thread

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Author
Lucas Kell
Solitude Trading
S.N.O.T.
#2081 - 2013-10-01 13:57:57 UTC
Gonna try to avoid getting involved on any other part of the discussion here, just wanted to pick out this:
Nikk Narrel wrote:
This reflects either poor effort on the defender's part
I hate this idea. That somehow an alliance has the tools to defend it's space from any and all intruders. It's simply not the case. There's no way of mounting guns or defenses on gates, the best you can do is layer the gates with bubbles, which is more likely to get a blue killed than anyone else. You live in some weird ivory tower world where it's possible to keep defensive fleets up on every gate across every system you own 24/7.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

TheGunslinger42
All Web Investigations
#2082 - 2013-10-01 14:03:28 UTC
God forbid alliances who own solar systems in nullsec be required to have fleets to ensure the safety and continued ownership of those systems
Andy Landen
Deep Core Mining Inc.
Caldari State
#2083 - 2013-10-01 14:04:30 UTC  |  Edited by: Andy Landen
Lucas Kell wrote:
Gonna try to avoid getting involved on any other part of the discussion here, just wanted to pick out this:
Nikk Narrel wrote:
This reflects either poor effort on the defender's part
I hate this idea. That somehow an alliance has the tools to defend it's space from any and all intruders. It's simply not the case. There's no way of mounting guns or defenses on gates, the best you can do is layer the gates with bubbles, which is more likely to get a blue killed than anyone else. You live in some weird ivory tower world where it's possible to keep defensive fleets up on every gate across every system you own 24/7.

Somehow I knew Lucas would come through for me. I am like just sitting here looking at these assertions and thinking, maybe Nick doesn't see the magnitude of what he is asking.

Also, Nick, in addition to time zones, which not every alliance can cover on all gates 24/7, there are these really cool things called wormholes, which would also need to be discovered immediately each time a new one appeared and also covered 24/7. Who can comprehend the massive effort of 24/7 coverage of all stargates and wormholes?

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

Nikk Narrel
Moonlit Bonsai
#2084 - 2013-10-01 14:26:36 UTC
Lucas Kell wrote:
Gonna try to avoid getting involved on any other part of the discussion here, just wanted to pick out this:
Nikk Narrel wrote:
This reflects either poor effort on the defender's part
I hate this idea. That somehow an alliance has the tools to defend it's space from any and all intruders. It's simply not the case. There's no way of mounting guns or defenses on gates, the best you can do is layer the gates with bubbles, which is more likely to get a blue killed than anyone else. You live in some weird ivory tower world where it's possible to keep defensive fleets up on every gate across every system you own 24/7.


If you are having problems stopping non cloaking vessels, I suggest you worry about those.

We have roams right now, and I must assume you are relying entirely on avoidance if this confounds you.
Nikk Narrel
Moonlit Bonsai
#2085 - 2013-10-01 14:30:38 UTC
Andy Landen wrote:
Lucas Kell wrote:
Gonna try to avoid getting involved on any other part of the discussion here, just wanted to pick out this:
Nikk Narrel wrote:
This reflects either poor effort on the defender's part
I hate this idea. That somehow an alliance has the tools to defend it's space from any and all intruders. It's simply not the case. There's no way of mounting guns or defenses on gates, the best you can do is layer the gates with bubbles, which is more likely to get a blue killed than anyone else. You live in some weird ivory tower world where it's possible to keep defensive fleets up on every gate across every system you own 24/7.

Somehow I knew Lucas would come through for me. I am like just sitting here looking at these assertions and thinking, maybe Nick doesn't see the magnitude of what he is asking.

Also, Nick, in addition to time zones, which not every alliance can cover on all gates 24/7, there are these really cool things called wormholes, which would also need to be discovered immediately each time a new one appeared and also covered 24/7. Who can comprehend the massive effort of 24/7 coverage of all stargates and wormholes?

Having an absolute defense requires absolute effort.

If you cannot watch for unexpected entries, then I would shift the strategy towards being able to deal with them after they enter.
Fit differently, and justify null having higher rewards.
Each day is a new challenge, and opportunities on both sides should be met.

Null is not a daycare. Ships undocking should not expect more security than they and their team mates can provide directly.
If your friends are not online, you should need and expect to compensate for their absence.
Lucas Kell
Solitude Trading
S.N.O.T.
#2086 - 2013-10-01 14:33:38 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Gonna try to avoid getting involved on any other part of the discussion here, just wanted to pick out this:
Nikk Narrel wrote:
This reflects either poor effort on the defender's part
I hate this idea. That somehow an alliance has the tools to defend it's space from any and all intruders. It's simply not the case. There's no way of mounting guns or defenses on gates, the best you can do is layer the gates with bubbles, which is more likely to get a blue killed than anyone else. You live in some weird ivory tower world where it's possible to keep defensive fleets up on every gate across every system you own 24/7.


If you are having problems stopping non cloaking vessels, I suggest you worry about those.

We have roams right now, and I must assume you are relying entirely on avoidance if this confounds you.
It doesn't confound me at all. You deal with people as and when you need to. It's the assumption that you can somehow put in preventative measure to stop people getting in that I disagree with. It's simply not possible for any alliance to do. If you disagree, prove it. Take over some space and make sure nobody gets past your entry gates, ever.

TheGunslinger42 wrote:
God forbid alliances who own solar systems in nullsec be required to have fleets to ensure the safety and continued ownership of those systems
See above. Putting out a fleets is not a problem. Sealing up whole regions of space preventing any non blue entering is simply not possible. If you disagree, prove it. It's a problem no alliance has ever been able to overcome entirely, and rightly so. Why should alliances have the power to totally seal off the space?

The suggestion here is that alliances should somehow be doing that, thus there are no issues, since there's only blues in the space. It's a ridiculous notion.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2087 - 2013-10-01 14:37:12 UTC
Nikk Narrel wrote:
Having an absolute defense requires absolute effort.

If you cannot watch for unexpected entries, then I would shift the strategy towards being able to deal with them after they enter.
Fit differently, and justify null having higher rewards.
Each day is a new challenge, and opportunities on both sides should be met.

Null is not a daycare. Ships undocking should not expect more security than they and their team mates can provide directly.
If your friends are not online, you should need and expect to compensate for their absence.
That's all we want too. The ability to deal with them after they enter. With what you suggest (removal of cloaks from local), the fact that cloaks are not counterable, and the fact that no method of blocking cynos stops a covert cyno, there simply aren't enough tools available to do that dealing.
Soon it's only going to get worse with SOE ships being covops combat vessels, undoubtedly able to both deploy and use covert cynos. Even completely ignoring miners and PVE players, it's just another +1 to covop and another -1 to regular combat ships. Soon there will simply be no point in using anything other than a covops in small gang PvP.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2088 - 2013-10-01 14:49:37 UTC
Lucas Kell wrote:

It doesn't confound me at all. You deal with people as and when you need to. It's the assumption that you can somehow put in preventative measure to stop people getting in that I disagree with. It's simply not possible for any alliance to do. If you disagree, prove it. Take over some space and make sure nobody gets past your entry gates, ever.

That is an absolute argument, and a straw man as a result.

You don't NEED to stop every ship. Quit implying this is an all or nothing issue like that, EVE is not about absolutes.

You need a gate camp to meet two needs:
1 They need to block obvious combat threats, which can be stopped by bubbles and tactics.
2 If an overwhelming fleet is inbound, they then get to alert the alliance that they are about to be overwhelmed.

The point is, and this should be obvious, that they will be stopping the highly effective combat vessels, leaving only the faster and normally weaker to slip through.

Fitting to resist light weight speeder ships, which cannot bring in a hot drop until 60 seconds pass on a cyno, is a very manageable challenge.

Lucas Kell wrote:
TheGunslinger42 wrote:
God forbid alliances who own solar systems in nullsec be required to have fleets to ensure the safety and continued ownership of those systems

See above. Putting out a fleets is not a problem. Sealing up whole regions of space preventing any non blue entering is simply not possible. If you disagree, prove it. It's a problem no alliance has ever been able to overcome entirely, and rightly so. Why should alliances have the power to totally seal off the space?

The suggestion here is that alliances should somehow be doing that, thus there are no issues, since there's only blues in the space. It's a ridiculous notion.

This point countered by the one above.
Nikk Narrel
Moonlit Bonsai
#2089 - 2013-10-01 14:53:25 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Having an absolute defense requires absolute effort.

If you cannot watch for unexpected entries, then I would shift the strategy towards being able to deal with them after they enter.
Fit differently, and justify null having higher rewards.
Each day is a new challenge, and opportunities on both sides should be met.

Null is not a daycare. Ships undocking should not expect more security than they and their team mates can provide directly.
If your friends are not online, you should need and expect to compensate for their absence.
That's all we want too. The ability to deal with them after they enter. With what you suggest (removal of cloaks from local), the fact that cloaks are not counterable, and the fact that no method of blocking cynos stops a covert cyno, there simply aren't enough tools available to do that dealing.
Soon it's only going to get worse with SOE ships being covops combat vessels, undoubtedly able to both deploy and use covert cynos. Even completely ignoring miners and PVE players, it's just another +1 to covop and another -1 to regular combat ships. Soon there will simply be no point in using anything other than a covops in small gang PvP.

I apologize, Lucas.

Judging from your comments, you are out of context with this sub topic I was discussing with Andy.

We are referring to this:
Nikk Narrel wrote:
What about this trade off, as a basis:

Cyno use has a firm 60 second spool up time, with no beacon for that 60 seconds. After that, the remaining time allows bridging and jumping over, has a beacon, and the cyno ship is always locked down as normal.

In exchange for:

Local has a 60 second delay for ALL new listings to a system being displayed.

If you are paying attention, you will see that beacon if off grid, and be staring at a cyno for a minute if on grid. Hot dropping dies, but then so does the reason often blamed for needing it.
The ship lighting the cyno, will also appear on local before being able to bring any ships through, since they had to be in system before lighting it.

Thoughts?

Cloaked vessels are not being addressed here specifically, although like every other vessel they could no longer hot drop except by convincing a target to wait a minute.
Lucas Kell
Solitude Trading
S.N.O.T.
#2090 - 2013-10-01 15:01:26 UTC
Nikk Narrel wrote:
That is an absolute argument, and a straw man as a result.

You don't NEED to stop every ship. Quit implying this is an all or nothing issue like that, EVE is not about absolutes.

You need a gate camp to meet two needs:
1 They need to block obvious combat threats, which can be stopped by bubbles and tactics.
2 If an overwhelming fleet is inbound, they then get to alert the alliance that they are about to be overwhelmed.

The point is, and this should be obvious, that they will be stopping the highly effective combat vessels, leaving only the faster and normally weaker to slip through.

Fitting to resist light weight speeder ships, which cannot bring in a hot drop until 60 seconds pass on a cyno, is a very manageable challenge.
Even then, how is it possible to cover every possible entry into your space 24/7? The only way would be to make it people jobs to stand guard, which is ridiculous. Any suggestion that turns any part of EVE into a career is a bad idea. Again, I don;t think you understand the concepts around what you are talking. You are stating "this is theoretically what alliances should do". Well sure, in theory, it's sound. In practice, it's boring. Boring games die.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2091 - 2013-10-01 15:07:13 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
That is an absolute argument, and a straw man as a result.

You don't NEED to stop every ship. Quit implying this is an all or nothing issue like that, EVE is not about absolutes.

You need a gate camp to meet two needs:
1 They need to block obvious combat threats, which can be stopped by bubbles and tactics.
2 If an overwhelming fleet is inbound, they then get to alert the alliance that they are about to be overwhelmed.

The point is, and this should be obvious, that they will be stopping the highly effective combat vessels, leaving only the faster and normally weaker to slip through.

Fitting to resist light weight speeder ships, which cannot bring in a hot drop until 60 seconds pass on a cyno, is a very manageable challenge.
Even then, how is it possible to cover every possible entry into your space 24/7? The only way would be to make it people jobs to stand guard, which is ridiculous. Any suggestion that turns any part of EVE into a career is a bad idea. Again, I don;t think you understand the concepts around what you are talking. You are stating "this is theoretically what alliances should do". Well sure, in theory, it's sound. In practice, it's boring. Boring games die.

If some alliances can pull off this trick, then they have an advantage.

If ships slip through defenses which are manned by ships who have placed themselves on the line, then all ships are vulnerable to attack.
Security for this space would be difficult, and relate directly to the level of effort placed on maintaining it.

According to you, we don't have this in EVE, since my idea would change the status quo by creating it.
Lucas Kell
Solitude Trading
S.N.O.T.
#2092 - 2013-10-01 15:16:49 UTC
Nikk Narrel wrote:
We are referring to this:
Nikk Narrel wrote:
What about this trade off, as a basis:

Cyno use has a firm 60 second spool up time, with no beacon for that 60 seconds. After that, the remaining time allows bridging and jumping over, has a beacon, and the cyno ship is always locked down as normal.

In exchange for:

Local has a 60 second delay for ALL new listings to a system being displayed.

If you are paying attention, you will see that beacon if off grid, and be staring at a cyno for a minute if on grid. Hot dropping dies, but then so does the reason often blamed for needing it.
The ship lighting the cyno, will also appear on local before being able to bring any ships through, since they had to be in system before lighting it.

Thoughts?

Cloaked vessels are not being addressed here specifically, although like every other vessel they could no longer hot drop except by convincing a target to wait a minute.
You are correct, I am slightly out of context.
With this however, this is a fix for a problem introduced by a change in mechanics. When you can already see a problem requiring a fix, then the original change is generally at fault.
Personally I don;t see a problem with it as it is. Cloakers are getting more powerful, making other combat ships redundant, so we really need to see what the SOE ships do to the balance before looking at any other changes. I'd be hesitant to see a delay added to local, only to see the SOE ships added at a level of power that makes that delay long enough to warp and gank. Overall, if you are paying 100% attention, and a entrant to the system has to warp to you, you should usually get away, since you both have the same task to perform (warp to destination), so its obvious that both tasks would take around the same amount of time.

With the interceptor warp changes, things are being change in my opinion for the better. An uncloaked ship will now have a considerably better change at doing it's job, intercepting. Since the current interceptors usually land on grid moment before the target leaves, this change should make that better. Delaying local will make that change moot, as any covops ship would gain a much larger advantage.

Overall my stance will always be this:
I'm all for making changes that make the game tougher in null. I'm however against changes that tip the covops ship/combat ship balance any further in favor of covops, because I don't support the idea of regular combat vessels being relegated to blobs only. Small gangs should have a need for role specific ships like interceptors so they have a choice in how to engage rather than the current "jump in a covops and away we go".
Local is too big a change to tackle, I don;t think it will ever be changed until the reliance on it is severed. For this to happen several other changes will have to happen first such as tackling AFK cloaks, a new form of intel (effort based but with some superior qualities to local, especially for high sec war decs). Once local is less relied on, then it can be looked at. Until then, I think any changes will simply push more people towards covops, which already is a heavy favourite.

EDIT: This turned into a bit of a rambling wall. My apologies.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2093 - 2013-10-01 15:20:40 UTC
Nikk Narrel wrote:
If some alliances can pull off this trick, then they have an advantage.

If ships slip through defenses which are manned by ships who have placed themselves on the line, then all ships are vulnerable to attack.
Security for this space would be difficult, and relate directly to the level of effort placed on maintaining it.

According to you, we don't have this in EVE, since my idea would change the status quo by creating it.
The issue I have though is that this requires players to do nothing but this. There should be nothing in game that requires a player to simply sit and stare, waiting for content, as this will push them out of the game. If you can think up a good way of making a full plyable role complete with skills and individual rewards from home defense I'm all ears.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

TheGunslinger42
All Web Investigations
#2094 - 2013-10-01 15:35:58 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
If some alliances can pull off this trick, then they have an advantage.

If ships slip through defenses which are manned by ships who have placed themselves on the line, then all ships are vulnerable to attack.
Security for this space would be difficult, and relate directly to the level of effort placed on maintaining it.

According to you, we don't have this in EVE, since my idea would change the status quo by creating it.
The issue I have though is that this requires players to do nothing but this. There should be nothing in game that requires a player to simply sit and stare, waiting for content, as this will push them out of the game. If you can think up a good way of making a full plyable role complete with skills and individual rewards from home defense I'm all ears.


You mean the way cloakers are forced to sit and wait as a result of your - in your own words - "99% chance" of escaping

I agree, we should do something that allows more active hunting of targets, and reduces that 99% safety
Lucas Kell
Solitude Trading
S.N.O.T.
#2095 - 2013-10-01 15:39:52 UTC
TheGunslinger42 wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
If some alliances can pull off this trick, then they have an advantage.

If ships slip through defenses which are manned by ships who have placed themselves on the line, then all ships are vulnerable to attack.
Security for this space would be difficult, and relate directly to the level of effort placed on maintaining it.

According to you, we don't have this in EVE, since my idea would change the status quo by creating it.
The issue I have though is that this requires players to do nothing but this. There should be nothing in game that requires a player to simply sit and stare, waiting for content, as this will push them out of the game. If you can think up a good way of making a full plyable role complete with skills and individual rewards from home defense I'm all ears.


You mean the way cloakers are forced to sit and wait as a result of your - in your own words - "99% chance" of escaping

I agree, we should do something that allows more active hunting of targets, and reduces that 99% safety
You are not forced to do this. You choose to do this. If I choose to engage a Nyx in an Iteron with a point and a civilian turret, I can, but it's my choice to sit around do that. You choose to pick a covops ship to perform the job of an interceptor. Yet you are surprised that this isn't a success?

A change that would mean alliances are forced to man gates would be forcing alliances to do this or abandon sov. If you are going to force a change that does this, then simply remove sov entirely, since there will be no point in holding it.

Important bit in bold there for you. EVE is about choices buddy. It's not my fault if you choose the wrong ones.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2096 - 2013-10-01 15:49:13 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
If some alliances can pull off this trick, then they have an advantage.

If ships slip through defenses which are manned by ships who have placed themselves on the line, then all ships are vulnerable to attack.
Security for this space would be difficult, and relate directly to the level of effort placed on maintaining it.

According to you, we don't have this in EVE, since my idea would change the status quo by creating it.
The issue I have though is that this requires players to do nothing but this. There should be nothing in game that requires a player to simply sit and stare, waiting for content, as this will push them out of the game. If you can think up a good way of making a full plyable role complete with skills and individual rewards from home defense I'm all ears.

Ok, this is a perspective issue maybe.

I do not see this being a career move, any more than already exists.

If you have players manning gate camps, that is more than enough.
You should never assume that the effort they make at a gate camp, is something that removes any need for effort for the other players behind the lines.

That gate camp is stopping the big fish. It means you won't get hammered by an overwhelming blob or roam plowing through your space, without at LEAST a heads up from these guys over your intel channel.

I sincerely believe you need this level of active defense.
I sincerely believe you need the cooperation required to support an intel channel, and be listening to it. This is a minimum effort, and assumes you don't necessarily bother with voice coms or other out of game coms.
I sincerely believe effort should be required and opposed, not a default timed event where getting safe exempts opposing effort from being significant short of reinforcing structures.

I feel that null sec should require this. The rewards in null should only be really better when active group efforts are backing it.
If null is not being defined by active group efforts, then it is no better than high sec.
Lucas Kell
Solitude Trading
S.N.O.T.
#2097 - 2013-10-01 15:59:17 UTC
Nikk Narrel wrote:
Ok, this is a perspective issue maybe.

I do not see this being a career move, any more than already exists.

If you have players manning gate camps, that is more than enough.
You should never assume that the effort they make at a gate camp, is something that removes any need for effort for the other players behind the lines.

That gate camp is stopping the big fish. It means you won't get hammered by an overwhelming blob or roam plowing through your space, without at LEAST a heads up from these guys over your intel channel.

I sincerely believe you need this level of active defense.
I sincerely believe you need the cooperation required to support an intel channel, and be listening to it. This is a minimum effort, and assumes you don't necessarily bother with voice coms or other out of game coms.
I sincerely believe effort should be required and opposed, not a default timed event where getting safe exempts opposing effort from being significant short of reinforcing structures.

I feel that null sec should require this. The rewards in null should only be really better when active group efforts are backing it.
If null is not being defined by active group efforts, then it is no better than high sec.
Of course, but they are manning gate camps for the enjoyment. Their entire home won't get overrun if they don't man that camp. As soon as gate camping becomes a requirement, not a choice, when holding sov space, sov mechanics die as a content generator. They become a chore. And null is empty now. If it was a chore to hold, most null blobs would probably move into NPC null, then we'd hear everyone complaining that their pirate missioning has been disrupted.
If you honestly think that null needs to be constantly manned to be worthwhile, then you seriously need to take another look at the benefits null provides. There really aren't that many. Again though, I'm happy with a change that makes null need to be manned, but give me and example of what the player doing the camping can do to make EVE a game, not a career choice. Everything in EVE is designed to be fun. Why should null players be forced into a mundane task to hold sov?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

TheGunslinger42
All Web Investigations
#2098 - 2013-10-01 16:08:05 UTC
Lucas Kell wrote:
TheGunslinger42 wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
If some alliances can pull off this trick, then they have an advantage.

If ships slip through defenses which are manned by ships who have placed themselves on the line, then all ships are vulnerable to attack.
Security for this space would be difficult, and relate directly to the level of effort placed on maintaining it.

According to you, we don't have this in EVE, since my idea would change the status quo by creating it.
The issue I have though is that this requires players to do nothing but this. There should be nothing in game that requires a player to simply sit and stare, waiting for content, as this will push them out of the game. If you can think up a good way of making a full plyable role complete with skills and individual rewards from home defense I'm all ears.


You mean the way cloakers are forced to sit and wait as a result of your - in your own words - "99% chance" of escaping

I agree, we should do something that allows more active hunting of targets, and reduces that 99% safety
You are not forced to do this. You choose to do this. If I choose to engage a Nyx in an Iteron with a point and a civilian turret, I can, but it's my choice to sit around do that. You choose to pick a covops ship to perform the job of an interceptor. Yet you are surprised that this isn't a success?

A change that would mean alliances are forced to man gates would be forcing alliances to do this or abandon sov. If you are going to force a change that does this, then simply remove sov entirely, since there will be no point in holding it.

Important bit in bold there for you. EVE is about choices buddy. It's not my fault if you choose the wrong ones.


No, if I wish to catch locals, I am forced do that, because the current local mechanics makes it impossible for me to catch them as they can enter warp before I have finished loading the system. An interceptor makes no difference, as you can still be in warp to a pos/station before I have finished entering system. It doesn't matter how fast my ship aligns or warps, you'll be out of there before I finish transitioning into system.

So my only recourse is to already be in system, and try and trick people into thinking its safe to come out and play

And if you're going to go the "choice" route, then I will just as easily fire it back at you. If you choose not to put in the effort defending systems, then you suffer the consequences of that

Hypocrisy isn't helpful bro
Lucas Kell
Solitude Trading
S.N.O.T.
#2099 - 2013-10-01 16:15:20 UTC
TheGunslinger42 wrote:
No, if I wish to catch locals, I am forced do that, because the current local mechanics makes it impossible for me to catch them as they can enter warp before I have finished loading the system. An interceptor makes no difference, as you can still be in warp to a pos/station before I have finished entering system. It doesn't matter how fast my ship aligns or warps, you'll be out of there before I finish transitioning into system.

No... you are NOT forced to do that.
Q. What are you trying to do?
A. You are trying to INTERCEPT null sec players.

Q. Which ship would be more effective at that, an INTERCEPTOR or a covops ship?
A. ... Oh yeah...

I've countless times seen interceptors grab a pilot, and the times when they don't it's close. VERY close. With the new interceptor changes, warp time will be drastically decreased for interceptors.

TheGunslinger42 wrote:
So my only recourse is to already be in system, and try and trick people into thinking its safe to come out and play

Again though, you are putting up that same old nugget. Prove to me that this happens. If you can't then stating that is why you are doing it shows a fundamental misunderstanding in what you are accomplishing.

TheGunslinger42 wrote:
And if you're going to go the "choice" route, then I will just as easily fire it back at you. If you choose not to put in the effort defending systems, then you suffer the consequences of that
Yes, that is a choice I COULD make. However, my current choice of avoidance is good enough for me and allows me to not waste time chasing a cloaker (or more accurately, waiting for a cloaker). So yes, in short I COULD choose to wait and do nothing, much like you are, but I choose not to. Why don't you choose not to as well, then you can stop all the crying.
At the end of the day if you continue to pick your ships and targets badly, then I have no sympathy for you. Others manage to be successful at null PvP. If you aren't able to that's YOUR FAILING, not mine.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#2100 - 2013-10-01 23:34:52 UTC  |  Edited by: Andy Landen
TheGunslinger42 wrote:

No, if I wish to catch locals, I am forced do that, because the current local mechanics makes it impossible for me to catch them as they can enter warp before I have finished loading the system. An interceptor makes no difference, as you can still be in warp to a pos/station before I have finished entering system. It doesn't matter how fast my ship aligns or warps, you'll be out of there before I finish transitioning into system.

So my only recourse is to already be in system, and try and trick people into thinking its safe to come out and play

It is not your only recourse. It may be impossible for you given your current skill level and brainpower, but it is not impossible to everyone. Why are you banging your head against the wall of impossibilities? Find what is possible for you to do and then do that. If you are trying to catch locals, I can assure you that camping a system 24/7 does not make your goal in more possible. If anything, such thinking merely fools you into believing that you are depriving the locals of resources and desensitizing them to your presence. I assure you that your effect is merely diverting their ops to surrounding systems and leaving a few alts to watch you.

So,

  1. You are NOT entitled to catching "locals"
  2. You are NOT forced to do anything
  3. Your goal is ONLY impossible for you
  4. You are NOT tricking anyone
  5. You really do need to consider another career


To open your mind a little, imagine how much easier it would be to catch a "local" if they just got stuck in a bubble the moment you entered system AND you knew exactly where to warp to. Think about it for a little bit before responding. Let it sink in before you form a reply.

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