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AFK Cloaking Collection Thread

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Author
Nikk Narrel
Moonlit Bonsai
#2301 - 2013-10-11 13:26:45 UTC
NightmareX wrote:
Teckos Pech wrote:
NightmareX wrote:

Lets see how smart you are to really see behind the fingers to see if you ignores some crucial flaws with your local idea.


What crucial flaws, all you've done is ramble on about how awesome you are and everyone else is ****.

Oh...Baracuda, is that you? P

In the same way as you have been doing all the time and at the same time just ignores the problems such a change to local is going to have?

Your quaint story above dealt with intel, and the awareness of a hostile force positioning itself near your POS to bash it.

LOCAL doesn't tell you the key detail you specified.
NightmareX wrote:
While we was sitting in our POS that was getting hammered by capital ships, then suddenly their main battleship, battlecruiser fleet warped in to our POS to shoot it to be able to kill it faster (it was this we was waiting for them to do). But our super secret plan was now to move 2x dictors at full speed out from our POS towards the Battleship and capital fleet to drop bubbles on them.

At this time i had no clues on what was going to happen. But what we did was to drop those 2 bubbles on them and then wait for the hired Titan pilot (Rawthorm) to warp in about 120 km away from the POS it self some very few seconds later and then fire of his Doomsday. Yes this was when the doomsdays was hitting everyone in the grid.


And simply knowing they outnumbered you, seriously, if you did not know this from the start that battle plan would have been pointless.
You would have simply tried to out-blob them, and called it a day.
But, you KNEW, and you planned ahead of time to the point you hired a titan to help.

Why even bring up something, that demonstrates how effort and non-local based intel helped you make crucial plans?
You keep all of these regardless of local changing.
Teckos Pech
Hogyoku
Goonswarm Federation
#2302 - 2013-10-11 14:24:52 UTC
NightmareX wrote:
Teckos Pech wrote:
NightmareX wrote:

Lets see how smart you are to really see behind the fingers to see if you ignores some crucial flaws with your local idea.


What crucial flaws, all you've done is ramble on about how awesome you are and everyone else is ****.

Oh...Baracuda, is that you? P

In the same way as you have been doing all the time and at the same time just ignores the problems such a change to local is going to have?


Where have I said I'm awesome? Where have I said anyone else is ****? I've suggested that local and intel be separated and that the latter be something that a sov holding alliance has to work for. That it should be tested for balance and exploits before being added to the game. That if necessary change null sec rewards to things like ratting and mining to help preserve the risk/reward ratio. The effects on fleet combat I have responded to at length and not with some story of how great I was several years ago, but pointing out that there are ways for players to use d-scan that make local look pathetic right now in game.

Would it change how things work right now? Yes. Would it "ruin fleet fights"? Maybe, but so far I've found the responses to be rather flaccid.

As for your story, sitting at a POS is no issue if local is no longer relaying intel. First, if this was your suspected staging system, I'd get in system and hit d-scan. I'd even warp around a bit or look at the system map, to ensure I've covered the entire system. Of course this would entail *work*, but so what. Then I'd use d-scan to find out approximately where your POS is. I'd warp to a nearby celestial and use d-scan again shortening ranges and checking directions. And I'd finally find that POS, like I have in the past, and I'd warp in (force recon, stealth bomber, covert ops, etc.) and look at you guys. I'd hit d-scan with a really short range and look at the results. I'd then copy them into a website our coalition has put together and hit the submit button. A few seconds latter I'd have the results in a new webpage which I'd share with the FC. He'd have a total ship count. Ship types. And I'd tell him exactly what planet/moon, and if there were titans, etc. there.

In this case removing local as a source of intel is not a major issue. Yes it would entail a bit more work to check if indeed this is the staging system.

The only time is when an entire fleet is docked up. But that brings its own disadvantages.

Now, as for this,

Quote:
So by your logic, those defenders shouldn't lose their space because they don't have the balls to attack back even when the odds are slim to win?


WTFAYTA? I don't believe I have said anywhere that people who refuse to defend their space should be allowed to keep it. If you could please point to a quote/post of mine that says something like that I'll gladly re-read it and either explain what I meant or change it if it is due to a typo or some other error.

"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

Andy Landen
Deep Core Mining Inc.
Caldari State
#2303 - 2013-10-11 21:25:26 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:

The defender being able to set up an ambush before hand, and having an advantage on intel. And you think this is not in the game already.

And local will stop that interdictor somehow. Because that name on local tells you what they are flying.
If they are going to ambush that attacking fleet, they are going to wait for it to be together, and do it. Local won't stop anything.

The difference is that the attacker cannot easily tell where and how many are on the defender's side. The defender can easily see all of the attacker's force on grid executing the op. If one were to search the entire area for a Titan force sitting out of dscan range in some system without local, then the force would be easily missed. If the force were to move through the area, the attackers would not be able to see the movement as easily as the defenders who are already native to the area and prepared with scouts/pve alts watching all the gates. And yes, the logon trick is available regardless of local, but the attackers would be much less likely to see the attack until it was on top of them without local showing the players logging in with a little bit of warning to warp out and re-assess. Limitations to local give the defender a superior advantage over the attacker. Or to say it more clearly, and accurately, limitations to local benefit those who initiate engagements against players.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2304 - 2013-10-11 21:25:33 UTC
Bump

"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
#2305 - 2013-10-11 21:37:18 UTC
Andy Landen wrote:
Nikk Narrel wrote:

The defender being able to set up an ambush before hand, and having an advantage on intel. And you think this is not in the game already.

And local will stop that interdictor somehow. Because that name on local tells you what they are flying.
If they are going to ambush that attacking fleet, they are going to wait for it to be together, and do it. Local won't stop anything.

The difference is that the attacker cannot easily tell where and how many are on the defender's side. The defender can easily see all of the attacker's force on grid executing the op. If one were to search the entire area for a Titan force sitting out of dscan range in some system without local, then the force would be easily missed. If the force were to move through the area, the attackers would not be able to see the movement as easily as the defenders who are already native to the area and prepared with scouts/pve alts watching all the gates. And yes, the logon trick is available regardless of local, but the attackers would be much less likely to see the attack until it was on top of them without local showing the players logging in with a little bit of warning to warp out and re-assess.

The titan is out of d-scan range, but still in a system within jump range?
The attacker needs better scouts, who know about the limits to dscan, so they can scan more completely.
We are talking about a fleet, with anywhere between 50 to 2,000 players on a side... one guy being asked to look carefully with his scouting ship is not too much to ask or expect.


Andy Landen wrote:
Changes to local give the defender a superior advantage over the attacker. Or to say it more clearly, and accurately, local benefits those who initiate engagements against players.

Of course it does.
I have repeatedly said that local aids hostiles, while those with home sov are far better served using their native intel channels and a little effort.
You just reworded and repeated this.

However, when you make intel an earned commodity, not something handed out for free, your hostile gains the ability to use deception too.
You made a point of explaining how the defender can use uncertainty against a hostile force. But that hostile force also gets to use tricks, and whoever is better at being vigilant will have a better chance spotting these sneaky tactics.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2306 - 2013-10-12 10:59:53 UTC
Nikk Narrel wrote:
Andy Landen wrote:
Nikk Narrel wrote:

The defender being able to set up an ambush before hand, and having an advantage on intel. And you think this is not in the game already.

And local will stop that interdictor somehow. Because that name on local tells you what they are flying.
If they are going to ambush that attacking fleet, they are going to wait for it to be together, and do it. Local won't stop anything.

The difference is that the attacker cannot easily tell where and how many are on the defender's side. The defender can easily see all of the attacker's force on grid executing the op. If one were to search the entire area for a Titan force sitting out of dscan range in some system without local, then the force would be easily missed. If the force were to move through the area, the attackers would not be able to see the movement as easily as the defenders who are already native to the area and prepared with scouts/pve alts watching all the gates. And yes, the logon trick is available regardless of local, but the attackers would be much less likely to see the attack until it was on top of them without local showing the players logging in with a little bit of warning to warp out and re-assess.

The titan is out of d-scan range, but still in a system within jump range?
The attacker needs better scouts, who know about the limits to dscan, so they can scan more completely.
We are talking about a fleet, with anywhere between 50 to 2,000 players on a side... one guy being asked to look carefully with his scouting ship is not too much to ask or expect.

The Titan may be at a pos that is out of dscan range of the gates. Scouts moving through the systems may easily miss it. Every scout the attacker uses is a player that is not in a combat ship.
PVE alts cannot afford to be moved from home territory through hostile territory because they have to be moved back again through hostile territory to generate revenue. If only one guy is asked to do this, it will take some time. If stations hide presence, his efforts will be futile if they are hiding in and dispersed throughout surrounding systems' stations.
Nikk Narrel wrote:

Andy Landen wrote:
Limitations to local give the defender a superior advantage over the attacker. Or to say it more clearly, and accurately, limitations to local benefits those who initiate engagements against players.

Of course it does.
I have repeatedly said that local aids hostiles, while those with home sov are far better served using their native intel channels and a little effort.
You just reworded and repeated this.

However, when you make intel an earned commodity, not something handed out for free, your hostile gains the ability to use deception too.
You made a point of explaining how the defender can use uncertainty against a hostile force. But that hostile force also gets to use tricks, and whoever is better at being vigilant will have a better chance spotting these sneaky tactics.

"limitations to local benefits those who initiate engagements against players" (quote corrected) is not the same as "local aids hostiles." Any player is a hostile to some other player, so your statement says that "local aids players" which seems quite obvious.

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

Nikk Narrel
Moonlit Bonsai
#2307 - 2013-10-12 14:05:29 UTC
Andy Landen wrote:
Nikk Narrel wrote:

The titan is out of d-scan range, but still in a system within jump range?
The attacker needs better scouts, who know about the limits to dscan, so they can scan more completely.
We are talking about a fleet, with anywhere between 50 to 2,000 players on a side... one guy being asked to look carefully with his scouting ship is not too much to ask or expect.

The Titan may be at a pos that is out of dscan range of the gates. Scouts moving through the systems may easily miss it. Every scout the attacker uses is a player that is not in a combat ship.
PVE alts cannot afford to be moved from home territory through hostile territory because they have to be moved back again through hostile territory to generate revenue. If only one guy is asked to do this, it will take some time. If stations hide presence, his efforts will be futile if they are hiding in and dispersed throughout surrounding systems' stations.

Stations are a valued asset for a reason.
Scouts are either thorough, or they screw up and report bad information.
And seriously expecting any major alliance to not have spais reporting back intel is silly.
It is not a stretch to expect current cap pilots to remain logged out on standby until called in. Only a spai could report on these, and they are significant to fleet battles.

Andy Landen wrote:
Nikk Narrel wrote:

Andy Landen wrote:
Limitations to local give the defender a superior advantage over the attacker. Or to say it more clearly, and accurately, limitations to local benefits those who initiate engagements against players.

Of course it does.
I have repeatedly said that local aids hostiles, while those with home sov are far better served using their native intel channels and a little effort.
You just reworded and repeated this.

However, when you make intel an earned commodity, not something handed out for free, your hostile gains the ability to use deception too.
You made a point of explaining how the defender can use uncertainty against a hostile force. But that hostile force also gets to use tricks, and whoever is better at being vigilant will have a better chance spotting these sneaky tactics.

"limitations to local benefits those who initiate engagements against players" (quote corrected) is not the same as "local aids hostiles." Any player is a hostile to some other player, so your statement says that "local aids players" which seems quite obvious.

No.
Defending players already have greater self generated intel, which can be built upon and cross referenced.
A foreign player is either making their own limited intel, blind, or being handed the intel by local.

As local effectively duplicates intel that would otherwise require effort beyond a hostile foreign pilot's convenient ability, it aids them in a much more significant manner.

A commodity is valued by what it takes to replace, and a foreign hostile has no means to replace local as conveniently as local sov holders. This makes local far more valuable to the foreign hostile.
Pure Sacrifice
Perkone
Caldari State
#2308 - 2013-10-12 16:43:35 UTC
Why CCP Should add AFK Tags and Auto Log off timer

- Afk players add to Ti-Di
- Afk players eat bandwidth & Processing by the server clusters
- Afk players prevent other players from functioning in null sec
- Afk players are contributing nothing to game play

http://i.imgur.com/PKVonst.png

Xionyxa
Royal Amarr Institute
Amarr Empire
#2309 - 2013-10-12 17:06:24 UTC
Pure Sacrifice wrote:
Why CCP Should add AFK Tags and Auto Log off timer

- Afk players add to Ti-Di
- Afk players eat bandwidth & Processing by the server clusters
- Afk players prevent other players from functioning in null sec
- Afk players are contributing nothing to game play


EvE doesn't need either auto log off timers or AFK flags and the players of EvE certainly don't want this.

- One afk clocker in a system isn't going to make the system go Ti-Di
- Other things like titans and trade hubs have a far greater impact on the server than a few AFK player
- AFK players don't prevent people from doing stuff in null sec, they just change the systems they do stuff in
- AFK hostile clockers are just one more thing you have to deal with in null sec

The real problem with AFK cloakers isn't the shutting down of "care bears", it's that the AFK cloaker can't be dealt with like any other solo player who comes into a system where they are not welcome. That is, engaged and destroyed.

Nikk Narrel
Moonlit Bonsai
#2310 - 2013-10-12 18:18:14 UTC
Xionyxa wrote:
Pure Sacrifice wrote:
Why CCP Should add AFK Tags and Auto Log off timer

- Afk players add to Ti-Di
- Afk players eat bandwidth & Processing by the server clusters
- Afk players prevent other players from functioning in null sec
- Afk players are contributing nothing to game play


EvE doesn't need either auto log off timers or AFK flags and the players of EvE certainly don't want this.

- One afk clocker in a system isn't going to make the system go Ti-Di
- Other things like titans and trade hubs have a far greater impact on the server than a few AFK player
- AFK players don't prevent people from doing stuff in null sec, they just change the systems they do stuff in
- AFK hostile clockers are just one more thing you have to deal with in null sec

The real problem with AFK cloakers isn't the shutting down of "care bears", it's that the AFK cloaker can't be dealt with like any other solo player who comes into a system where they are not welcome. That is, engaged and destroyed.

And this is because the current system effectively tells pilots they are either too dumb or too lazy, to be trusted to learn intel without it being handed out for free.

Because this side is being handed out for free, it is not balanced to permit cloaked vessels to be hunted.
In exchange for always knowing you are there, you can never know exactly where they can be found.

CCP has established these points as balancing each other, by virtue of the game including these two absolute aspects.
Andrea Roche
State War Academy
Caldari State
#2311 - 2013-10-12 19:32:21 UTC  |  Edited by: Andrea Roche
Very easy solved the whole perma cloaking. It is clear that perma cloak is even stronger now with nullifier.
The secret is not to remove perma cloak but do it just like in real life a destoyers hunts down a submarine.

A destroyer ship has an idea where the sub is. Keeps circuling an area until it pin points the exact location and drops mines.
Add a timer to the scanning and the job is done.

Easy to code, perma cloak stays in game and the hunter can become the hunted. If the cloaker wants to remain alive, then he must micro his ship and therefore he must be active and warp from safe spot to safe spot before the postion is pin pointed.

Cant be easier than this! Blink
Andy Landen
Deep Core Mining Inc.
Caldari State
#2312 - 2013-10-13 00:58:01 UTC
Nikk Narrel wrote:

Scouts are either thorough, or they screw up and report bad information.
And seriously expecting any major alliance to not have spais reporting back intel is silly.
It is not a stretch to expect current cap pilots to remain logged out on standby until called in. Only a spai could report on these, and they are significant to fleet battles.

...
Defending players already have greater self generated intel, which can be built upon and cross referenced.
A foreign player is either making their own limited intel, blind, or being handed the intel by local.

As local effectively duplicates intel that would otherwise require effort beyond a hostile foreign pilot's convenient ability, it aids them in a much more significant manner.

A commodity is valued by what it takes to replace, and a foreign hostile has no means to replace local as conveniently as local sov holders. This makes local far more valuable to the foreign hostile.

If the major alliance has enough spies to report back comprehensive intel on every system continuously without local, then it is not unreasonable to expect that the "foreign player" has comprehensive (not limited) intel regardless of local. If the player engaged in ops can be seen without knowing that he is being seen, and engaged without any warning or ability to escape, then the advantage goes to the side which selectively engages the players committed to an on-going op in open space. Removing the ability to see the enemy coming while you are engaged in open space dramatically increases the advantage to the side which counters player ops. This has the effect of greatly discouraging player ops.

Even if local is made available to sov holders with the exception of reports on cloaked ships, the ability of cloaked ships to deny escape has the effect of greatly increasing the use of cloaks while greatly reducing player ops. When massive effort is required to conduct normal personal ops, it has the effect of alliances to organize incursions-like fleets while shutting down normal ops game play when the resources do not exist to run such ops effectively. Shutting down normal game play pushes people away from Eve by redirecting them to less desired activities. The preferred solutions are those which increase game play AND increase player ownership in Eve activities AND encourage consensual pvp with reasons to fight for more resources secured by poses and for benefits to sov secured by various structures, etc.

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

Nikk Narrel
Moonlit Bonsai
#2313 - 2013-10-13 17:05:44 UTC
Andy Landen wrote:
Even if local is made available to sov holders with the exception of reports on cloaked ships, the ability of cloaked ships to deny escape has the effect of greatly increasing the use of cloaks while greatly reducing player ops. When massive effort is required to conduct normal personal ops, it has the effect of alliances to organize incursions-like fleets while shutting down normal ops game play when the resources do not exist to run such ops effectively. Shutting down normal game play pushes people away from Eve by redirecting them to less desired activities. The preferred solutions are those which increase game play AND increase player ownership in Eve activities AND encourage consensual pvp with reasons to fight for more resources secured by poses and for benefits to sov secured by various structures, etc.

How, exactly, is a cloaked ship going to be the most effective choice to deny escape?

A covert cloak using craft is generally sub par for combat ability. Add to this, a delay in targeting cause by cloak use for regular ships fitting a basic cloak.

Now include that you could either hut them, or be aware of their presence, all in exchange for a trivial amount of effort.

It will take a cost prohibitive amount of cloaked assets to achieve the same results in almost any combat situation.
Their use will more often be either for scouting, or against targets of opportunity that are not expected to be able to fight back.
And the target players determine if these exist, not the cloaked ones.

Increasing game play means offering interesting play options. Not at all synonymous with easy, but more often challenging.
Avoiding a pilot with current local is easy, and boring. Making an effort to detect them, and avoiding them so well that they don't even know you are in the system anymore, is challenging and offers more of a thrill.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2314 - 2013-10-14 01:14:52 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:

How, exactly, is a cloaked ship going to be the most effective choice to deny escape?

A stealth bomber is low cost, instant-lock after decloak, and easy to skill into. All it has to do is hold the target until the reinforcements arrive. If it does that, it is effective even if it dies shortly after that because the cost is low and the kill has been assured. Is there anything about that which does not seem effective? Obviously, it won't go after a destroyer which can lock and pop it in seconds, but most higher value ships are quite natural targets because they lock slower and deal damage better against much larger targets. Larger ships may be able to kill the stealth bomber but when it comes to escape from being ganked by large fleets, every second is critical.

Nikk Narrel wrote:

A covert cloak using craft is generally sub par for combat ability. Add to this, a delay in targeting cause by cloak use for regular ships fitting a basic cloak.

The key element for the cloaky is not nearly as much the combat as much as it is the catch. The kill is best assured by composition of the rest of the fleet, whether it consists of non-cloaky ships through a cyno or a blue ball through a covert cyno, etc.
Targeting delay after decloak is a critical issue where the stealth bomber stands out (likely op on this point). While not ideal, even cloaked ships can skip the delay if they decloak shortly before they land on grid. If the sb targeting delay advantage was removed and it had to operate like the rest of the covert ops line-up, they would likely decloak mid-warp as well. This warning of a few seconds would likely change the afk cloaking discussion dramatically.

Nikk Narre wrote:
Now include that you could either hut them, or be aware of their presence, all in exchange for a trivial amount of effort.

Constant local monitoring is not trivial and greatly distracts from the op. You could hunt them, if they decloaked, but at that point our discussion moves to afk de-cloaking, an entirely different different subject which is unrelated to the current thread. You could be aware of them, but that is a trivial issue since awareness alone cannot kill them while cloaked.

Nikk Narrel wrote:
It will take a cost prohibitive amount of cloaked assets to achieve the same results in almost any combat situation.
Their use will more often be either for scouting, or against targets of opportunity that are not expected to be able to fight back.
And the target players determine if these exist, not the cloaked ones.

I disagree, here. 20 cloaked assets are more than enough to execute any gank, and that is not cost prohibitive at all. 5-8 are probably more than enough, tbph. But there are always more options than just cloaked assets, depending on the strategy and all of those options are more than happy with a quick and sure catch for at least 20s. Even if the target can fight back, if there are enough stealth bombers, then multiple small losses are usually easily justified by a large, expensive kill. Players conducting ops do control their ability to fight back, but they do NOT control the ability of the attacker to see their ability and escalate the fleet to the appropriate size required to take them out quickly and easily.

Last note: I get that you are bored with current local mechanics and want more of a thrill there. Personally, I am not bored with it. PVP is challenging enough for me. My guess is that the lack of interaction required with your strip miners is driving you to seek "mini-games" out of complications with local. To be honest, the interaction with pve does not compare with the boredom of strip miner cycling and so those who engage in pve do not share your boredom levels. I would suggest that you get a scanner alt and go hunt pvp or pve with it. Contribute to your intel channels with more specific information and warp-ins with that alt. My suggestion is that you don't try to increase the complexity of a mechanic which is already a fair distraction for those who are engaged in more complex activities, just because the simple activity of mining leaves you bored. Get another character and find more interesting things to do.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#2315 - 2013-10-14 04:06:48 UTC
Pure Sacrifice wrote:
Why CCP Should add AFK Tags and Auto Log off timer

- Afk players add to Ti-Di
- Afk players eat bandwidth & Processing by the server clusters
- Afk players prevent other players from functioning in null sec
- Afk players are contributing nothing to game play


OMFG.

No.

Just get out. Roll

"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
#2316 - 2013-10-14 04:07:43 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:

A stealth bomber is low cost, instant-lock after decloak, and easy to skill into. All it has to do is hold the target until the reinforcements arrive. If it does that


If....

I'm sensing an under tone of, "I'm entitled to escape."

"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
#2317 - 2013-10-14 04:42:06 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Nikk Narrel wrote:

The defender being able to set up an ambush before hand, and having an advantage on intel. And you think this is not in the game already.

And local will stop that interdictor somehow. Because that name on local tells you what they are flying.
If they are going to ambush that attacking fleet, they are going to wait for it to be together, and do it. Local won't stop anything.

The difference is that the attacker cannot easily tell where and how many are on the defender's side. The defender can easily see all of the attacker's force on grid executing the op.


How it this going to be accomplished? This defender having all this information? Magic? And what is stopping the attacker from acquiring information? Some sort of protection from counter-intel spell?

Right now, in game there is something that players have become quite adept at using to gather intel. I'll give a hint here:

_-_ _ _ _

Everybody has access to it as a matter of course. It may, on occasion require a bit more work than local, but when the information is in hand, it presents more information than local.

Oh, and why can't the attacker see hostile forces on grid?

Why assume combat wont change and evolve as mechanics change. Are we assuming that every player in game is so fixated on how they currently do things they will never ever adapt except when defending?

Quote:
If one were to search the entire area for a Titan force sitting out of dscan range in some system without local, then the force would be easily missed.


Ummm, what? So, this titan is sitting at a safe where? 20 AU from any celestial? Those have been removed from game. So, at a safe somewhere that is able to be scanned with d-scan as a ship warps around the system. Probably...dare I say it...at a POS, where it is safe and sound. Which puts it very, very close to a celestial. Or is this a magic safe where the titan is sitting waiting to bridge?

Regarding logon traps after changes to local:
A large fleet will likely be more alert and ready to respond to that kind of a tactic. And like undocking the logging on a bunch of players is not without its own issues as everyone will first have to e-warp back to where they logged off. Then align out towards the hostiles who themselves may already be aligned as well. And again...d-scan still works. And fleet combat will almost surely evolve so that cloaked scouts are now more valuable. If part of the system is out of d-scan range of the main fleet, park a cloaked scout in that part of the system and have him hit d-scan regularly. And popping probes would also be good and can cover a wider range than d-scan.

TL;DR: Yes, current tactics might become obsolete, that does not mean fleet combat or sov warfare becomes impossible. Showing that current tactics become obsolete is not a sufficient condition for this argument. You have to argue that there is no way for fleet combat to evolve to deal with a new intel environment.

Sorry, that was kind of a long TL;DR.

"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
#2318 - 2013-10-14 04:57:28 UTC
Nikk Narrel wrote:

The titan is out of d-scan range, but still in a system within jump range?
The attacker needs better scouts, who know about the limits to dscan, so they can scan more completely.
We are talking about a fleet, with anywhere between 50 to 2,000 players on a side... one guy being asked to look carefully with his scouting ship is not too much to ask or expect.


Or pop out some god damn ******* scanner probes which have a vastly superior range and have the added bonus that once you get a good enough fix on them you can warp in on them and look at 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.
#2319 - 2013-10-14 09:24:56 UTC
Nikk Narrel wrote:
How, exactly, is a cloaked ship going to be the most effective choice to deny escape?

A covert cloak using craft is generally sub par for combat ability. Add to this, a delay in targeting cause by cloak use for regular ships fitting a basic cloak.

Now include that you could either hut them, or be aware of their presence, all in exchange for a trivial amount of effort.

It will take a cost prohibitive amount of cloaked assets to achieve the same results in almost any combat situation.
Their use will more often be either for scouting, or against targets of opportunity that are not expected to be able to fight back.
And the target players determine if these exist, not the cloaked ones.

Increasing game play means offering interesting play options. Not at all synonymous with easy, but more often challenging.
Avoiding a pilot with current local is easy, and boring. Making an effort to detect them, and avoiding them so well that they don't even know you are in the system anymore, is challenging and offers more of a thrill.
A cloaked ship would be most effective as they would be the only ones you would require new mechanics to see. Any other ship would be visible on d-scan, like now (and in fact by your idea would still be available in local).
I still think it's an absolute joke that you STILL claim that local is the only issue here, even though removing local doesn't solve the AFK cloaking problem in it's entirety, other mechanics (such as scanning down cloakers) need to be added to balance the change out, which then brings back the issue of AFK cloakers, who can simply cloak and fly in a straight line, avoiding being probed down, but able to be detected as in system.
And again you still fail to look at the issue of fleet combat being heavily tipped towards the defender.
Lets simplify:
- Removing local (alone)
-- Fixes the AFK cloaking issue, but heavily unbalances the game towards active cloakers

- Removal of local (with effort based replacement intel)
-- As above, still tips heavily in favor of an active cloaker, but also tips in favor of a defender during sov combat.

-Removal of local (with effort based intel and probes for cloakers)
-- As above, still tips partially in favor or an active cloaker, though considerably less than above (still a benefit as active cloakers require probes to detect while intel will flag any regular ship instantly). Does not eliminate AFK cloak as cloakers that are moving can be detected by not landed on by probes. Still causes heavy imbalance with sov fleet combat.

You are putting forward a single idea, which by itself is utterly broken. To fix this you are adding more and more mechanics to it to try to fix it. When you need to add this many additional ideas to fix problems that currently don't exists, surely that tells you your initial idea is a failure. You are essentially an architect with a flawed design for a building trying to add struts and supports to prop up your failed design, whereas realistically you should be taking the whole design back to the drawing board.

The Indecisive Noob - EVE fan blog.

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Teckos Pech
Hogyoku
Goonswarm Federation
#2320 - 2013-10-14 13:42:49 UTC
Lucas Kell wrote:
A cloaked ship would be most effective as they would be the only ones you would require new mechanics to see. Any other ship would be visible on d-scan, like now (and in fact by your idea would still be available in local).
I still think it's an absolute joke that you STILL claim that local is the only issue here, even though removing local doesn't solve the AFK cloaking problem in it's entirety, other mechanics (such as scanning down cloakers) need to be added to balance the change out, which then brings back the issue of AFK cloakers, who can simply cloak and fly in a straight line, avoiding being probed down, but able to be detected as in system.
And again you still fail to look at the issue of fleet combat being heavily tipped towards the defender.
Lets simplify:
- Removing local (alone)
-- Fixes the AFK cloaking issue, but heavily unbalances the game towards active cloakers

- Removal of local (with effort based replacement intel)
-- As above, still tips heavily in favor of an active cloaker, but also tips in favor of a defender during sov combat.

-Removal of local (with effort based intel and probes for cloakers)
-- As above, still tips partially in favor or an active cloaker, though considerably less than above (still a benefit as active cloakers require probes to detect while intel will flag any regular ship instantly). Does not eliminate AFK cloak as cloakers that are moving can be detected by not landed on by probes. Still causes heavy imbalance with sov fleet combat.


Changing local and intel mechanics so they are no longer combined would remove the mechanic that makes AFK cloaking effective: local. AFK cloaking only works with local as an intel tool that reports everyone in system. Without the one could AFK cloak, but the point of doing it all day while at work vanishes. Nobody is going to know you are there so they'll undock and go about their business. And when you get back to your keyboard you have to do something like pop probes or start d-scanning. Which means you are no longer AFK which is what most people whine about in anti-AFK cloaking threads.

The usual refrain is, "They should be at their keyboards." Okay, they are now at their keyboards, but now the whine changes, "OP, OP!!" Which has some validity to it, so Nikk's suggestion is to add in a method to scan down cloaked ships. The page I've pointed too at least a half dozen times has a number of ways to make AFK cloaking no longer viable including scanning down said AFK cloaked ship.

And before it was "wrecks fleet combat" now it is nobody will fly anything other than cloaking ships. Sooo....fleet combat is going to take place in cloaked ships now? I thought this change would wreck fleet combat. Maybe you should go over your talking points again on this one, it seems rather muddled on where exactly you want to go. Right now it looks like throw **** at the wall, lets see if anything sticks.

And your list, its a joke. It clearly shows that you have absolutely no interest in game balance. Anything that could make active cloaked ships a threat to you and your PvE is Bad™.

And lastly, your approach to "wrecks fleet combat" is insufficient. Sure, some or even many current tactics and strategies might become obsolete. That does not mean that fleet combat cannot evolve to cope with the new intel environment. Here let me give an analogy:

Bob is working on a math problem. Bob can't solve the math problem. Bob concludes the problem has no solution--i.e. the problem is intractable. Bob, goes to class and discovers Roger, Mary, and Kevin all solved the problem. Oooops, Bob's inability to solve the problem was insufficient for his initial conclusion.

"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