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AFK Cloaking Collection Thread

First post First post
Author
dark carrier
Imperial Academy
Amarr Empire
#2361 - 2013-10-15 10:17:02 UTC
i would say make the cloak module have a time duration so it lasts for say 20 mins.

you would be able to re-activate the module in the last minuet of the cycle so you can stay cloaked for another 20 mins. this isn't to stop people being cloaked for a long time it just stops people being afk and cloaked.

Speedkermit Damo
Republic University
Minmatar Republic
#2362 - 2013-10-15 11:41:29 UTC
supernova ranger wrote:
all you have to do is have cloaked ships disappear from local and operate like they do in wormholes

1. cloaked ships are delayed rules
2. uncloaked are normal
3. they share the same local

Players would no longer be able to complain that there are afk cloakies in system because they would never be able to tell that they are there.


This is the easiest solution, cloaked ships do not appear in local, and a cloaked ship should have to uncloak to be able to use D-scan. = AFK cloaking fixed.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

dark carrier
Imperial Academy
Amarr Empire
#2363 - 2013-10-15 12:13:00 UTC
Speedkermit Damo wrote:
supernova ranger wrote:
all you have to do is have cloaked ships disappear from local and operate like they do in wormholes

1. cloaked ships are delayed rules
2. uncloaked are normal
3. they share the same local

Players would no longer be able to complain that there are afk cloakies in system because they would never be able to tell that they are there.


This is the easiest solution, cloaked ships do not appear in local, and a cloaked ship should have to uncloak to be able to use D-scan. = AFK cloaking fixed.


not really fixed because you dont need to d-scan to find people, they can just warp to every hub and belt. so that doesn't help really.
Sura Sadiva
Entropic Tactical Crew
#2364 - 2013-10-15 12:39:04 UTC
yeah, AFK people often do nasty thing like using d-scan and warping around...
Lucas Kell
Solitude Trading
S.N.O.T.
#2365 - 2013-10-15 12:55:38 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Erm, no. I was responding to you lol. YOU posted this link. If you didn't want to talk about this link, why did you post it AND quote it?


Go back. You replied to Nikk. I replied to you. So we were talking about Nikk's idea. That is why I wrote:

Quote:
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.


To which you replied again. As did I. You even reference Nikk's post which is in my sig. Then you posted about the decloak pulse, which is not at all what Nikk is suggesting.

Eventually Nikk posted noting you did not read his post, since his solution is not a decloak pulse.

Pretty sure I got the links and the order correct.
You can link as many posts as you want. I know what I was responding to, so what you took me to mean is your problem, not mine. It's probably hard to you to keep up while you are trying to personally attack every sentence anyone posts in this thread, without tripping over your heavily flawed idea to nuke local.
At the end of the day only 2 things matter:
1. Nikks idea requires the decloaking of a cloaker which you admit to. It makes sense, as what would be the point of detecting a cloaker if you could never decloak them.

2. You linked to a blog highlighting a decloak pulse.

Whether you want to back out now and suggest that neither of those would affect active cloakers is up to you. You brought the subject of decloaking into the discussion. Nothing I have suggested has, as I don't want to affect active cloakers.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2366 - 2013-10-15 13:08:04 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
You never actually read it, did you...

A pity. It employs a simple philosophy you could call a mirror image balance.
Take the demands and requirements, and duplicate them for the aspect intended to counter the original one.

To oversimplify the whole thing, the ship that detects and hunts cloaked ships activates a module.
This module let's the hunting ship see all cloaked objects, whether by on grid presence on the overview, by d-scan, or by probes.
To the hunting ship, they are simply not cloaked at all.
The hunting ship, on the other hand, can not activate any module while their hunting module is active, the same way a cloaked ship is limited.
But they can lock onto any ship.
And if that ship WAS cloaked before, existing game mechanics drop the cloak. You cannot cloak if someone has a lock on you, and in this case, you cannot remain cloaked either.

Yes, I've read your dumbass idea about having a ship that does nothing but hunt cloakers. But that's not what I was commenting on. I was commenting on the post that Teckos linked about a blackops pulse.

A ship that does nothing but hunt cloakers... a bit tunnel-visioned.

That is like calling any ship capable of mounting a covert ops cloak, as a ship that does nothing but cloak.

It simply has limits when the module is active. Whether it is a cloak or the detection module, it's use limits what the ship can do at the time of use.

It is ONE way I suggest as to how to know a cloaked ship is present, the other method being my sensor / overview upgrade, which won't do more than warn you if a cloaked vessel is in range, and you make the effort to know.

I always recommend trade offs, never one sided solutions.
One sided solutions reduce game play, by making situations unbalanced.

So let me get this straight. One of your methods of detection requires a specific ship or module, while the other requires a POS mod. The POS mod simply showing the presence of a cloaker, not allowing you to do anything with them, how is that any different from right now? How does that fix AFK cloaking?
The specific ship is vulnerable to attack all the time it is scanning, meaning it needs a support fleet since the new SOE ships or a T3 would rip t to pieces in a few seconds. The hunter could also be avoided with ease using the same techniques as avoiding any other ship. Not to mention, the hunter has to use scan probes, meaning hes unable to use hi modules, unable to activate tank, and at the same time has to stare at the solar system map rather than the game.

Then on the cloaker side, he's only detectable by those 2 means, and otherwise completely invisible to all forms of detection.

And you think that's balanced? lol
Put it this way, if they put that in, sign me up for a whole bunch of covops ships.


Also, with all of this you are still narrowly focused on how it affects these 2 roles. You still don't look at how it affects regular combat ships (ie how it makes them pointless to use in solo/small gang) and you don't look at how the intel changes would affect large scale combat. For this idea to be even remotely considerable, it would need to be fleshed out to account for how it would affect the game as a whole, not just for the single role you are trying to improve. I understand you want to make this hunter/prey type of system, which would be fun for a small subset of players, but there's no point in doing that if you don't look at how it affects the main playerbase.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2367 - 2013-10-15 13:41:18 UTC
dark carrier wrote:
i would say make the cloak module have a time duration so it lasts for say 20 mins.

you would be able to re-activate the module in the last minuet of the cycle so you can stay cloaked for another 20 mins. this isn't to stop people being cloaked for a long time it just stops people being afk and cloaked.



So nerf cloaks, but not local. Got it, you want increased safety in null so you can PvE with less fear.

"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
#2368 - 2013-10-15 13:42:32 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Erm, no. I was responding to you lol. YOU posted this link. If you didn't want to talk about this link, why did you post it AND quote it?


Go back. You replied to Nikk. I replied to you. So we were talking about Nikk's idea. That is why I wrote:

Quote:
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.


To which you replied again. As did I. You even reference Nikk's post which is in my sig. Then you posted about the decloak pulse, which is not at all what Nikk is suggesting.

Eventually Nikk posted noting you did not read his post, since his solution is not a decloak pulse.

Pretty sure I got the links and the order correct.
You can link as many posts as you want. I know what I was responding to, so what you took me to mean is your problem, not mine. It's probably hard to you to keep up while you are trying to personally attack every sentence anyone posts in this thread, without tripping over your heavily flawed idea to nuke local.
At the end of the day only 2 things matter:
1. Nikks idea requires the decloaking of a cloaker which you admit to. It makes sense, as what would be the point of detecting a cloaker if you could never decloak them.

2. You linked to a blog highlighting a decloak pulse.

Whether you want to back out now and suggest that neither of those would affect active cloakers is up to you. You brought the subject of decloaking into the discussion. Nothing I have suggested has, as I don't want to affect active cloakers.


Okay, so you wont go back and look and see that you made an error. Point taken, I'll keep this in mind in the future.

"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.
#2369 - 2013-10-15 13:56:42 UTC
Teckos Pech wrote:
Okay, so you wont go back and look and see that you made an error. Point taken, I'll keep this in mind in the future.

L O L
I don't need to go back since I know what I was referring to. The fact that you don't is a testament to your inability to read. The whole reason I used the term "decloak pulse" is because I read about the "pulse" that decloaks from the link you provided, genius. And you still don't explain why, if you don't support a decloak pulse, why you linked to a blog about it.
You also appear to no longer be debating the point but instead chose to try to twist my words instead, as is common with trolls.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2370 - 2013-10-15 14:00:31 UTC
Lucas Kell wrote:

So let me get this straight. One of your methods of detection requires a specific ship or module, while the other requires a POS mod. The POS mod simply showing the presence of a cloaker, not allowing you to do anything with them, how is that any different from right now? How does that fix AFK cloaking?


Yeah, a specific ship module that you could fit to a covert ops. It would allow you to find them and decloak them and kill them if the cloaked pilot is AFK. It would work in conjunction with probes, but the additional module, if I read Nikk's idea correctly, is that once you are on grid it will decloak them. There, problem solved: one dead AFK cloaker.

As for the POS module it is specialized and can only be used 1x every 2 hours and has a 1 hour spool up. It also only decloaks ships that have both a covert ops cyno and covert ops cloaking device.

As for my supporting these ideas, it is contingent on changing local to a chat channel only and would be part of a new intel infrastructure. They would go that extra distance to kill AFK cloaking.

Quote:
The specific ship is vulnerable to attack all the time it is scanning, meaning it needs a support fleet since the new SOE ships or a T3 would rip t to pieces in a few seconds. The hunter could also be avoided with ease using the same techniques as avoiding any other ship. Not to mention, the hunter has to use scan probes, meaning hes unable to use hi modules, unable to activate tank, and at the same time has to stare at the solar system map rather than the game.


First, if this is the case, then the cloaked ship is not AFK is it. And so what? Why is it everyone wants to do every damn thing in the game by themselves. So yeah you might need a buddy to help out. My God how horrible.

Quote:
Then on the cloaker side, he's only detectable by those 2 means, and otherwise completely invisible to all forms of detection.

And you think that's balanced? lol
Put it this way, if they put that in, sign me up for a whole bunch of covops ships.


Okay, so you want to completely nerf cloaks? And no, that is not the only way a cloaked ship would be detectable. I have written, and repeatedly at that, that every time a ship with a cloak goes through a gate with the intel system I've linked too it would be recorded, and if there is an IFF beacon you'd also get things like ship type.

Quote:
Also, with all of this you are still narrowly focused on how it affects these 2 roles. You still don't look at how it affects regular combat ships (ie how it makes them pointless to use in solo/small gang) and you don't look at how the intel changes would affect large scale combat. For this idea to be even remotely considerable, it would need to be fleshed out to account for how it would affect the game as a whole, not just for the single role you are trying to improve. I understand you want to make this hunter/prey type of system, which would be fun for a small subset of players, but there's no point in doing that if you don't look at how it affects the main playerbase.


Why would it make a small gang of non-cloaking ships pointless? They have more tank, more fire power, etc. They wont show in local either since local is now a chat channel. You'd see them via you intel network...unless they started knocking it out. As for it affecting the game as a whole, I've already been saying that.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#2371 - 2013-10-15 14:02:52 UTC
Lucas Kell wrote:
Teckos Pech wrote:
Okay, so you wont go back and look and see that you made an error. Point taken, I'll keep this in mind in the future.

L O L
I don't need to go back since I know what I was referring to. The fact that you don't is a testament to your inability to read. The whole reason I used the term "decloak pulse" is because I read about the "pulse" that decloaks from the link you provided, genius. And you still don't explain why, if you don't support a decloak pulse, why you linked to a blog about it.
You also appear to no longer be debating the point but instead chose to try to twist my words instead, as is common with trolls.


Whatever.

And thanks for helping to keep this on the front page.

As for the last part I've explained why I'd go for something like the linked decloak pulse several times now. You just are not reading my posts apparently. Which makes everything you wrote above laughable.

"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.
#2372 - 2013-10-15 14:10:18 UTC
Teckos Pech wrote:
Yeah, a specific ship module that you could fit to a covert ops. It would allow you to find them and decloak them and kill them if the cloaked pilot is AFK. It would work in conjunction with probes, but the additional module, if I read Nikk's idea correctly, is that once you are on grid it will decloak them. There, problem solved: one dead AFK cloaker.

As for the POS module it is specialized and can only be used 1x every 2 hours and has a 1 hour spool up. It also only decloaks ships that have both a covert ops cyno and covert ops cloaking device.

As for my supporting these ideas, it is contingent on changing local to a chat channel only and would be part of a new intel infrastructure. They would go that extra distance to kill AFK cloaking.
Except it's not just affecting AFK cloaking. It's a MASSIVE buff to active cloakers too. I do not and have not disputed the fact that this would solve the issue. What I have said all along is that I don;t think active cloakers need a massive game changing buff to compensate them for the loss of AFK ability.

Teckos Pech wrote:
First, if this is the case, then the cloaked ship is not AFK is it. And so what? Why is it everyone wants to do every damn thing in the game by themselves. So yeah you might need a buddy to help out. My God how horrible.
See above. So a cloaked pilot should take multiple pilots working together to take down, while they can take their targets down solo? Why? Why are cloaked pilots so special? You know, other than the fact that you personally like them.

Teckos Pech wrote:
Okay, so you want to completely nerf cloaks? And no, that is not the only way a cloaked ship would be detectable. I have written, and repeatedly at that, that every time a ship with a cloak goes through a gate with the intel system I've linked too it would be recorded, and if there is an IFF beacon you'd also get things like ship type.
No, YOU want to nerf cloaks. These are YOUR ideas, not mine. I want to prevent a HUGE buff to cloaks which make all non covops ships utterly pointless to use in solo/small scale combat. Answer this. If all of these changes were in, what would be the reason to use a non-covops ship over a SOE combat covops or a T3?

Teckos Pech wrote:
Why would it make a small gang of non-cloaking ships pointless? They have more tank, more fire power, etc. They wont show in local either since local is now a chat channel. You'd see them via you intel network...unless they started knocking it out. As for it affecting the game as a whole, I've already been saying that.
Because using the same methods we can now, a regular ship would be easily found and killed (lets also point out that by Nikks idea, non-covops ships in space would be visible automatically on local as now - read the first link in your sig). A covops ship would take specialist equipment to find, and would be otherwise completely invisible. Their targets would not even know they are there until they are engaged.
Are you honestly so dense that you can't see why this would make covops ships the obvious choice?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#2373 - 2013-10-15 14:13:41 UTC
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
Okay, so you wont go back and look and see that you made an error. Point taken, I'll keep this in mind in the future.

L O L
I don't need to go back since I know what I was referring to. The fact that you don't is a testament to your inability to read. The whole reason I used the term "decloak pulse" is because I read about the "pulse" that decloaks from the link you provided, genius. And you still don't explain why, if you don't support a decloak pulse, why you linked to a blog about it.
You also appear to no longer be debating the point but instead chose to try to twist my words instead, as is common with trolls.


Whatever.

And thanks for helping to keep this on the front page.

As for the last part I've explained why I'd go for something like the linked decloak pulse several times now. You just are not reading my posts apparently. Which makes everything you wrote above laughable.


lol, no problem. People can continue to see that there are several options, and a mass of people who want AFK cloaking to change, while you and Nikk are against it. Or did you think that the mass of links you linked to from different people all requesting the same change somehow prove that AFK cloaking should never be changed?

What's laughable is that you are so set in your idea that anyone with a genuine dislike for it can't possibly have a point, they must have simply not understood you. Let's be clear. I understand your points, and I still disagree.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#2374 - 2013-10-15 14:18:32 UTC
Lucas Kell wrote:


What's laughable is that you are so set in your idea that anyone with a genuine dislike for it can't possibly have a point, they must have simply not understood you. Let's be clear. I understand your points, and I still disagree.


I don't think you do understand. Not at all. Your post here demonstrates that very nicely. I'd explain it to you, but I'd be wasting my time at this point as you only respond with straw man arguments, insults, and statements without any support at all.

"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.
#2375 - 2013-10-15 14:22:24 UTC
Teckos Pech wrote:
Lucas Kell wrote:


What's laughable is that you are so set in your idea that anyone with a genuine dislike for it can't possibly have a point, they must have simply not understood you. Let's be clear. I understand your points, and I still disagree.


I don't think you do understand. Not at all. Your post here demonstrates that very nicely. I'd explain it to you, but I'd be wasting my time at this point as you only respond with straw man arguments, insults, and statements without any support at all.

Right, cos you responses are all on topic right?
It's not that you are now arguing purely by attacking my posts or anything. It's not that you are telling me what I'm saying.
And It's not like several times throughout this thread myself and others have shown how you like to misquote and misrepresent what others are saying.
I tell you what, if you have nothing constructive to add, then don't bother posting.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2376 - 2013-10-15 15:13:55 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
A ship that does nothing but hunt cloakers... a bit tunnel-visioned.

That is like calling any ship capable of mounting a covert ops cloak, as a ship that does nothing but cloak.

It simply has limits when the module is active. Whether it is a cloak or the detection module, it's use limits what the ship can do at the time of use.

It is ONE way I suggest as to how to know a cloaked ship is present, the other method being my sensor / overview upgrade, which won't do more than warn you if a cloaked vessel is in range, and you make the effort to know.

I always recommend trade offs, never one sided solutions.
One sided solutions reduce game play, by making situations unbalanced.

So let me get this straight. One of your methods of detection requires a specific ship or module, while the other requires a POS mod. The POS mod simply showing the presence of a cloaker, not allowing you to do anything with them, how is that any different from right now? How does that fix AFK cloaking?
The specific ship is vulnerable to attack all the time it is scanning, meaning it needs a support fleet since the new SOE ships or a T3 would rip t to pieces in a few seconds. The hunter could also be avoided with ease using the same techniques as avoiding any other ship. Not to mention, the hunter has to use scan probes, meaning hes unable to use hi modules, unable to activate tank, and at the same time has to stare at the solar system map rather than the game.

Then on the cloaker side, he's only detectable by those 2 means, and otherwise completely invisible to all forms of detection.

And you think that's balanced? lol
Put it this way, if they put that in, sign me up for a whole bunch of covops ships.


Also, with all of this you are still narrowly focused on how it affects these 2 roles. You still don't look at how it affects regular combat ships (ie how it makes them pointless to use in solo/small gang) and you don't look at how the intel changes would affect large scale combat. For this idea to be even remotely considerable, it would need to be fleshed out to account for how it would affect the game as a whole, not just for the single role you are trying to improve. I understand you want to make this hunter/prey type of system, which would be fun for a small subset of players, but there's no point in doing that if you don't look at how it affects the main playerbase.

Ummm, no.

To know a cloaked ship is present, reference to the thread about improving the overview using radar style, you can use any ship with no additional hardware.
It requires you to use active scanning, however, which must be toggled on.
Now, as a method of sov holders to benefit their residents, they can anchor Broadcast Points. These constantly send out the sensor energy so the residents do not need to directly do this themselves.
Because they broadcast the energy for the friendly ships, hostile ships don't get free intel from active scanners presence, like they would if the friendly ship had to do this directly.
If the hostile should destroy the BP, then that section of space goes dark unless the friendly ship again uses active scans.

A cloaked vessel cannot use active scan and remain cloaked. They can use passive, or launch probes.

Referring to the hunter version, which can easily coexist with the overview upgrade idea, you seem to be making even more assumptions.
This module, like a cloak, can be fitted to ANY ship with a free high slot.
That includes battleships and carriers, etc.
It is most effective on ships engineered to warp cloaked, since that allows them to keep the module running while warping too. If you are not trying to chase down cloaked ships capable of warping cloaked, you do not need a hunting ship capable of warping while detecting either.

Neither side has an "I WIN" button.
The collateral effects are well considered, if you ever decide to read the ideas.
If you have a straight question to ask, feel free, but making assumptions reflects poorly.
Lucas Kell
Solitude Trading
S.N.O.T.
#2377 - 2013-10-15 16:02:14 UTC
Nikk Narrel wrote:
To know a cloaked ship is present, reference to the thread about improving the overview using radar style, you can use any ship with no additional hardware.
It requires you to use active scanning, however, which must be toggled on.
Now, as a method of sov holders to benefit their residents, they can anchor Broadcast Points. These constantly send out the sensor energy so the residents do not need to directly do this themselves.
Because they broadcast the energy for the friendly ships, hostile ships don't get free intel from active scanners presence, like they would if the friendly ship had to do this directly.
If the hostile should destroy the BP, then that section of space goes dark unless the friendly ship again uses active scans.

A cloaked vessel cannot use active scan and remain cloaked. They can use passive, or launch probes.

Referring to the hunter version, which can easily coexist with the overview upgrade idea, you seem to be making even more assumptions.
This module, like a cloak, can be fitted to ANY ship with a free high slot.
That includes battleships and carriers, etc.
It is most effective on ships engineered to warp cloaked, since that allows them to keep the module running while warping too. If you are not trying to chase down cloaked ships capable of warping cloaked, you do not need a hunting ship capable of warping while detecting either.

Neither side has an "I WIN" button.
The collateral effects are well considered, if you ever decide to read the ideas.
If you have a straight question to ask, feel free, but making assumptions reflects poorly.
So what stops a cloaked vessel arriving in a system and warping straight to anoms? If the system has no intel, then the cloaker has an advantage of not showing up until they arrive. If there is intel, then they are no worse off than they are now and the same as any other ship. So cloakers benefit more from the lack of intel than a regular ship right?
Since a regular ship will show on d-scan and a cloaker won't, a system with no intel would be the equivalent of wormhole space, while a system with intel would be the equivalent of current null. So cloakers get a benefit while other players simply have to do more to gather intel.
Also, since players in local can be seen on the new intel, the removal of local isn't solving the AFK cloaker issue, the probes are, so (other than the fact that you don't like it) why would the same principle not work without having to change local?
Sure, it can be fitted to any ship, but you would need to firstly think to fit that, secondly free up a slot, and thirdly be willing to put your ship into a mode which disables all of its tank while you look at a solar system map, not looking at your ship. I'd hardly be putting a carrier in that situation.

As for collateral effects, since only the sov holder would gain full intel there's still the issue of an intel imbalance between a defender and an aggressor in sov combat. Simply brushing that of as "they'll adapt" is not a good enough answer to a pretty large concern.
I'd also question again, why would anyone use a non-covops ship for solo or small roams? They don't have any benefits. T3s are pretty powerful, and the new SOE ships are supposedly going to put them to shame combat wise, so why would I want to pick a non-covops ship, when I can use a covops and take advantage of being invisible to some systems?
And the counter to a covops ships would require the module you stated, plus the hunter to put his ship into "no tank" mode, meaning in order for someone to successfully hunt a covops, 2 character would be needed. Again I ask, why should covops be treated as special? Why should they need specific setups to deter?

On a side note, I'd also ask why leave local in as a chat channel? It may as well be removed, since talking on it would just be granting free intel, so much like WH space, local chat would become unused. IMO the whole channel could go, since it would never stop being minimised.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

dark carrier
Imperial Academy
Amarr Empire
#2378 - 2013-10-15 16:21:48 UTC
Teckos Pech wrote:
dark carrier wrote:
i would say make the cloak module have a time duration so it lasts for say 20 mins.

you would be able to re-activate the module in the last minuet of the cycle so you can stay cloaked for another 20 mins. this isn't to stop people being cloaked for a long time it just stops people being afk and cloaked.



So nerf cloaks, but not local. Got it, you want increased safety in null so you can PvE with less fear.


i dont see local as a problem i just dont think people should be able to sit in a system 23/7 so no one can rat and then come to the computer for 5 mins and kill people

also if people in your corp didn't keep feeding the cloaky afk'ers maybe they wouldn't hang around so much.....

http://killboard.the-executives.de/?a=kill_detail&kll_id=346134
Nikk Narrel
Moonlit Bonsai
#2379 - 2013-10-15 16:28:13 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
To know a cloaked ship is present, reference to the thread about improving the overview using radar style, you can use any ship with no additional hardware.
It requires you to use active scanning, however, which must be toggled on.
Now, as a method of sov holders to benefit their residents, they can anchor Broadcast Points. These constantly send out the sensor energy so the residents do not need to directly do this themselves.
Because they broadcast the energy for the friendly ships, hostile ships don't get free intel from active scanners presence, like they would if the friendly ship had to do this directly.
If the hostile should destroy the BP, then that section of space goes dark unless the friendly ship again uses active scans.

A cloaked vessel cannot use active scan and remain cloaked. They can use passive, or launch probes.

Referring to the hunter version, which can easily coexist with the overview upgrade idea, you seem to be making even more assumptions.
This module, like a cloak, can be fitted to ANY ship with a free high slot.
That includes battleships and carriers, etc.
It is most effective on ships engineered to warp cloaked, since that allows them to keep the module running while warping too. If you are not trying to chase down cloaked ships capable of warping cloaked, you do not need a hunting ship capable of warping while detecting either.

Neither side has an "I WIN" button.
The collateral effects are well considered, if you ever decide to read the ideas.
If you have a straight question to ask, feel free, but making assumptions reflects poorly.

So what stops a cloaked vessel arriving in a system and warping straight to anoms? If the system has no intel, then the cloaker has an advantage of not showing up until they arrive. If there is intel, then they are no worse off than they are now and the same as any other ship. So cloakers benefit more from the lack of intel than a regular ship right?
Since a regular ship will show on d-scan and a cloaker won't, a system with no intel would be the equivalent of wormhole space, while a system with intel would be the equivalent of current null. So cloakers get a benefit while other players simply have to do more to gather intel.

Actually, no, this is wrong.

If this is sov null, and the owning powers have installed BPs for friendlies to use, then the locals can use passive sensors which are active by default.
If the owners do not install BPs, then the local pilots are well advised to toggle on their active sensors. Yes, they will be giving a direction to anyone using passive detection, but they get intel which includes a heads up regarding cloaked presence.

A cloaked threat will want to target and remove the BPs which are anchored. This is likely to draw defenders out to stop them, or at the very least warn locals that trouble is present.

Lucas Kell wrote:
Also, since players in local can be seen on the new intel, the removal of local isn't solving the AFK cloaker issue, the probes are, so (other than the fact that you don't like it) why would the same principle not work without having to change local?
Sure, it can be fitted to any ship, but you would need to firstly think to fit that, secondly free up a slot, and thirdly be willing to put your ship into a mode which disables all of its tank while you look at a solar system map, not looking at your ship. I'd hardly be putting a carrier in that situation.

Actually, that's not right either.

The intel from the BPs is one sided. It only works for the friendly pilots, while hostiles see only a direction towards the BP itself. The hostile knows they are standing in view of the BP if they can see it, but they have no idea who else is using that BP to see them, if any.
Intel is localized. The BP itself does not collect intel, it just broadcasts the wave encrypted energy readable by friendly ships, so if a hostile gets in the range of the same BP as a local pilot, the local pilot can then see them when they approach.
Local pilots would probably be encouraged to relay intel onto their channels, but as human beings they might forget, or simply not bother.

As to the hunting module use, if in conjunction with the overview upgrade idea, then the carrier can have all of it's defenses up and running, and simply toggle on it's active sensors.
See a cloaked ship in range? Then maybe having a hunter equipped vessel is more practical for the task, but if you like sending your carriers out unescorted, sure it can fit the hunting module directly.
Once the carrier uses the module to lock onto the cloaked ship, that ship is no longer cloaked.
Once that ship is no longer cloaked, the carrier can shut down the hunting module, and activate anything else it likes.

Frankly though, I would expect an unescorted carrier to be trying to hide, and be using a cloak instead.
Nikk Narrel
Moonlit Bonsai
#2380 - 2013-10-15 16:43:47 UTC
Lucas Kell wrote:
As for collateral effects, since only the sov holder would gain full intel there's still the issue of an intel imbalance between a defender and an aggressor in sov combat. Simply brushing that of as "they'll adapt" is not a good enough answer to a pretty large concern.
I'd also question again, why would anyone use a non-covops ship for solo or small roams? They don't have any benefits. T3s are pretty powerful, and the new SOE ships are supposedly going to put them to shame combat wise, so why would I want to pick a non-covops ship, when I can use a covops and take advantage of being invisible to some systems?
And the counter to a covops ships would require the module you stated, plus the hunter to put his ship into "no tank" mode, meaning in order for someone to successfully hunt a covops, 2 character would be needed. Again I ask, why should covops be treated as special? Why should they need specific setups to deter?

On a side note, I'd also ask why leave local in as a chat channel? It may as well be removed, since talking on it would just be granting free intel, so much like WH space, local chat would become unused. IMO the whole channel could go, since it would never stop being minimised.

The intel imbalance is reduced by the fact that ships either see each other with sensors, or they don't.

Noone sitting in a station will ever know more than another pilot is willing to enter into a chat channel.

If a remnant of local is left as a fully delayed chat channel, it will be used about as much as it is already.
Pilots not wanting attention will still be quiet, while those seeking attention will yap yap.

if a remnant of local is left with the version blocking Docked / POS / Cloaked pilots only, then hostiles will have some free intel, but will never know who is sitting unlisted in the system for certain, as a defense pilot will want to have surprise on their side too.

As to hunting a covops needing two ships, why are you specifying a covops here?
Any ship that is fast to warp will be difficult to catch for the exact same reasons. You need a fast ship to get in range, and tackle them.
1 hunter can do this in both cases.
For the cloaked ship, they can't activate prop mods either, so are running pure passive just like the hunter equipped ship.
For a fast ship, you need another fast ship to stop them, same logic applies.

In both cases, the moment a lock takes place, they are needing to stop an uncloaked ship, and can activate webs and points as needed.
If they do or do not have the firepower to finish the job is another matter, and not meaningful to the points in question. I would say they probably do, as both a covops and an inty can be armed well enough to handle their own twins, but such a closely matched fight might not be certain of outcome.

Again, whoever brought more friends would have an advantage, which seems to be intended game design overall.