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AFK Cloaking Collection Thread

First post First post
Author
Sasha Sen
Hull Zero Two
#2621 - 2013-10-23 18:16:23 UTC
There is no easy fix for the current system. The only logical solution I can think of is something similar to wormholes. I large stable wormhole that leads in to an alternate universe, or new universe, whatever. This space is technically has the same resources, same pirate factions, the only difference is cloaks do not work and local chat is the same as in wormholes.

Here those who want a change can go and do everything that is available in the current system with those 2 things changed. Everyone who like the current system can stay where they are, everybody wins.
Baaldor
School of Applied Knowledge
Caldari State
#2622 - 2013-10-23 19:05:42 UTC
The only issue is the within the head of the person behind the key board.

Everyone else works with it and deals with it just fine.

Xcom
Aliastra
Gallente Federation
#2623 - 2013-10-23 23:37:01 UTC
If noone complains then there is no problem.

Usually when there is a flaw in the system people tend to waste a bit extra time to go to the forums and post about it. Most often suggestions are random but when one of the suggestions keep repeating itself as this thread seams to point towards then there might be a real underlying problem in that area.

Often the biggest problems are the most vocal and usually tends to fall into CCPs attention above all others. Most often when a majority starts repeating a problem it gets fixed except for cloaking. The forum rage and posting have gone on for ages and it keeps going. It wont die down till its addressed and more cloak suggestion fixes will pop up until somethings done about it. Hopefully its high up enough in CCPs priority fix list that we will see a fix sooner rather then in the next patch 4 years down the line. By then I think there might be over 10 cloaked suggestion posts a day.
Nikk Narrel
Moonlit Bonsai
#2624 - 2013-10-24 00:06:15 UTC
Xcom wrote:
If noone complains then there is no problem.

Usually when there is a flaw in the system people tend to waste a bit extra time to go to the forums and post about it. Most often suggestions are random but when one of the suggestions keep repeating itself as this thread seams to point towards then there might be a real underlying problem in that area.

Often the biggest problems are the most vocal and usually tends to fall into CCPs attention above all others. Most often when a majority starts repeating a problem it gets fixed except for cloaking. The forum rage and posting have gone on for ages and it keeps going. It wont die down till its addressed and more cloak suggestion fixes will pop up until somethings done about it. Hopefully its high up enough in CCPs priority fix list that we will see a fix sooner rather then in the next patch 4 years down the line. By then I think there might be over 10 cloaked suggestion posts a day.

Cloaking is a problem because it is not unlocked.

Cloaked ships cannot travel undetected, every system is listing the pilot as if they were flying a parade float.
Noone is being surprised today.

On the other side, as you well know, they cannot be located more specifically than system wide either.

They either need to dumb down the game by removing it, or institute changes that result in non consensual PvP, as in unavoidable.

With changes coming out soon, it seems they are skirting around both sides, giving non cloaking ships the ability to intercept targets which not even cloaking or other regular ships can reach.

At the same time, it seems we are getting mini cyno jammers and hidden bases to work from.
Xcom
Aliastra
Gallente Federation
#2625 - 2013-10-24 00:23:52 UTC
Nikk Narrel wrote:
Xcom wrote:
If noone complains then there is no problem.

Usually when there is a flaw in the system people tend to waste a bit extra time to go to the forums and post about it. Most often suggestions are random but when one of the suggestions keep repeating itself as this thread seams to point towards then there might be a real underlying problem in that area.

Often the biggest problems are the most vocal and usually tends to fall into CCPs attention above all others. Most often when a majority starts repeating a problem it gets fixed except for cloaking. The forum rage and posting have gone on for ages and it keeps going. It wont die down till its addressed and more cloak suggestion fixes will pop up until somethings done about it. Hopefully its high up enough in CCPs priority fix list that we will see a fix sooner rather then in the next patch 4 years down the line. By then I think there might be over 10 cloaked suggestion posts a day.

Cloaking is a problem because it is not unlocked.

Cloaked ships cannot travel undetected, every system is listing the pilot as if they were flying a parade float.
Noone is being surprised today.

On the other side, as you well know, they cannot be located more specifically than system wide either.

They either need to dumb down the game by removing it, or institute changes that result in non consensual PvP, as in unavoidable.

With changes coming out soon, it seems they are skirting around both sides, giving non cloaking ships the ability to intercept targets which not even cloaking or other regular ships can reach.

At the same time, it seems we are getting mini cyno jammers and hidden bases to work from.


Im not sure what you mean by the first half of your post.

But regarding the upcoming changes, its clear that CCP still deems cloaking to be a minor game balance problem or they wouldn't have given us another cov-ops cloaked ship. I suppose when more people get blown up by the SOE ships we might see an even bigger reaction on the forums. It might catch there attention by then.
Lucas Kell
Solitude Trading
S.N.O.T.
#2626 - 2013-10-24 07:12:34 UTC
Teckos Pech wrote:
1. Malcanis' Law is when somebody is claiming to make a change for the benefit of newer players. I am making no such claim here regarding newere players. So invoking that law is not really sensible.
Well like I say, pretty much. You want a change which you say will bring more content to null by giving guerilla warfare a shot, but all it really does is help the null blobs keep their position with even more ease.

Teckos Pech wrote:
2. Your statement about JB systems for small alliances suggest that it issue isn't intel, but alliance size and coalitions. Alliance and coalition size may very well be a natural result of the game both with the current mechanics and new ones. So I don't see the issue. In other words, right now the trend is towards big, the idea that you object to separating intel and local because it will lead to big alliances and coalitions is like closing the barn door after the horses have run off.
No the point is, the intel advantage will make it even easier for big alliances to hold the space. It expands the gap between null blobs and the rest of the population.

Teckos Pech wrote:
3. Taking out key systems in tribute could very well have an impact if renting income takes a hit for it.
Lol, I'll believe that when a group of cloakers manage to actually pull it off.

Teckos Pech wrote:
And let me add, having lots of space and lots of intel infrastructure is going to result in lots of work both in terms of putting the intel infrastructure in place but also in terms of maintaining it. Hitting key systems in different areas could create quite a logistical problem to untangle. And remember you just can't be jumping around when key systems lose intel...it would be about the same as blind jumping to a beacon. Basically, what if the cost scales linearly, but the work/effort scales geometrically? It would act as a curb on the size of the amount of systems people might desire to hold.
Except a large coalition, like ours. has huge numbers of people to do that work. I don't think I've ever had a time when I haven't been able to get hold of someone to sort out an infrastructure issue. Then even if by some miracle it wasn;t sorted right away, I've got huge amounts of space to chose from. Small alliances on the other hand would be dead until their intel gets sorted out.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2627 - 2013-10-24 13:43:15 UTC
Lucas Kell wrote:
Teckos Pech wrote:
1. Malcanis' Law is when somebody is claiming to make a change for the benefit of newer players. I am making no such claim here regarding newere players. So invoking that law is not really sensible.
Well like I say, pretty much. You want a change which you say will bring more content to null by giving guerilla warfare a shot, but all it really does is help the null blobs keep their position with even more ease.

Not for nothing, but is there ANY mechanic which is usable by a small group, which does not also become used by larger ones?

Using small roams, a small corp or alliance might do a couple, but the larger group can duplicate these more often.

Anything guerrilla based, can also be duplicated.

The real point, is to pick mechanics which can be equally used by small groups, rather than ones which scale exponentially.

Another explanation:
100 players should be able to do 10 times more than 10 players. This keeps the 1:1 ratio of effectiveness.
It becomes a problem if 100 players can do something which leverages their numbers, making them a 2:1 ratio, if not more extreme.
It becomes a fantastic game mechanic if it has a point of diminishing returns, so that the larger force divides it's groups into maximum units of 10, due to the negative impact of increasing numbers beyond that.

You don't want significant benefit to teamwork to extend beyond your target group size.
Nikk Narrel
Moonlit Bonsai
#2628 - 2013-10-24 13:49:51 UTC
Xcom wrote:
Nikk Narrel wrote:
Cloaking is a problem because it is not unlocked.

Cloaked ships cannot travel undetected, every system is listing the pilot as if they were flying a parade float.
Noone is being surprised today.

On the other side, as you well know, they cannot be located more specifically than system wide either.

They either need to dumb down the game by removing it, or institute changes that result in non consensual PvP, as in unavoidable.

With changes coming out soon, it seems they are skirting around both sides, giving non cloaking ships the ability to intercept targets which not even cloaking or other regular ships can reach.

At the same time, it seems we are getting mini cyno jammers and hidden bases to work from.


Im not sure what you mean by the first half of your post.

But regarding the upcoming changes, its clear that CCP still deems cloaking to be a minor game balance problem or they wouldn't have given us another cov-ops cloaked ship. I suppose when more people get blown up by the SOE ships we might see an even bigger reaction on the forums. It might catch there attention by then.

The first half, points out that the primary value of cloaking is not even available in the game.
The real cloaked pilot is not known to be in the system, and does nothing to expose their presence. They are there to observe, and gather intel.
This is not an available play option.
Even in wormhole space, the expectation of cloaked presence effectively makes it obvious, it is simply the details which are obscured. If one uses mechanics such as that watchlist mentioned, even that can be guessed at within reason.

So, players compromise, in order to get some remaining value from the mechanic. They know they will be spotted immediately, but see the ability to avoid forced ejection from the system as still having value.

That is where we are now.
Lucas Kell
Solitude Trading
S.N.O.T.
#2629 - 2013-10-24 14:02:33 UTC
Nikk Narrel wrote:
Not for nothing, but is there ANY mechanic which is usable by a small group, which does not also become used by larger ones?

Using small roams, a small corp or alliance might do a couple, but the larger group can duplicate these more often.

Anything guerrilla based, can also be duplicated.

The real point, is to pick mechanics which can be equally used by small groups, rather than ones which scale exponentially.

Another explanation:
100 players should be able to do 10 times more than 10 players. This keeps the 1:1 ratio of effectiveness.
It becomes a problem if 100 players can do something which leverages their numbers, making them a 2:1 ratio, if not more extreme.
It becomes a fantastic game mechanic if it has a point of diminishing returns, so that the larger force divides it's groups into maximum units of 10, due to the negative impact of increasing numbers beyond that.

You don't want significant benefit to teamwork to extend beyond your target group size.
Most wormhole mechanics. Size limits on wormholes mean you can't get huge groups in. The limited nature of anoms in WH, with low regeneration means it only takes a small group to clear a WH in short order. Combine this with the randomness of entrances and exits means a large group spread across enough WHs to cater for them all would make logistics impossible.
Probably not so many in k-space But there are plenty of mechanics, and local is one of them, that give an equal benefit to all sides.

By moving to a system that favours a defender, you make it easier for people to hold their space. This naturally will help larger groups rather than smaller ones, and will only increase the current problems of blobs holding huge amounts of space. It will become even more beneficial for a smaller group to either rent from or join a larger group, to benefit from their new intel infrastructure, with a shared load and less points of failure.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#2630 - 2013-10-24 14:16:32 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
Not for nothing, but is there ANY mechanic which is usable by a small group, which does not also become used by larger ones?

Using small roams, a small corp or alliance might do a couple, but the larger group can duplicate these more often.

Anything guerrilla based, can also be duplicated.

The real point, is to pick mechanics which can be equally used by small groups, rather than ones which scale exponentially.

Another explanation:
100 players should be able to do 10 times more than 10 players. This keeps the 1:1 ratio of effectiveness.
It becomes a problem if 100 players can do something which leverages their numbers, making them a 2:1 ratio, if not more extreme.
It becomes a fantastic game mechanic if it has a point of diminishing returns, so that the larger force divides it's groups into maximum units of 10, due to the negative impact of increasing numbers beyond that.

You don't want significant benefit to teamwork to extend beyond your target group size.
Most wormhole mechanics. Size limits on wormholes mean you can't get huge groups in. The limited nature of anoms in WH, with low regeneration means it only takes a small group to clear a WH in short order. Combine this with the randomness of entrances and exits means a large group spread across enough WHs to cater for them all would make logistics impossible.
Probably not so many in k-space But there are plenty of mechanics, and local is one of them, that give an equal benefit to all sides.

By moving to a system that favours a defender, you make it easier for people to hold their space. This naturally will help larger groups rather than smaller ones, and will only increase the current problems of blobs holding huge amounts of space. It will become even more beneficial for a smaller group to either rent from or join a larger group, to benefit from their new intel infrastructure, with a shared load and less points of failure.

Perhaps your real problem is with large groups who are organized to the point where they can take advantage of almost any mechanic to the fullest extreme.

Then, the solution to the large group becomes two fold:
Make them unpopular to a portion of the playerbase, at least enough for the next part.
(slogans like: stick it to them, they kick puppies, whatever)
Create a mechanic that lets relative 'nobodies' have an impact on organized groups.
It can be 6 man roams that move too fast to block, BLOPs supported perhaps, whatever the case may be.
Then create a public relations campaign to have private pilots gang up and target the large group you dislike.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2631 - 2013-10-24 18:04:45 UTC  |  Edited by: Andy Landen
Nikk Narrel wrote:
..
You are portraying players who want to mine, rat, whatever, as having two options.

1. They can expose themselves to risk, against which they have no real defense or control against.

2. They can remain in a safe spot / docked / behind POS shields, or any comparable version which equates to effective inactivity.
Heck, being logged out fits that description too.

Are you suggesting they have no other valid play options?

Option 3. They can move to another system and continue ops,
Option 4. They can jump clone to high sec and continue ops, and
Option 5. They can switch to pvp ops either locally or roaming.

So many options.

But yeah, assuming that a cloaky red in system does not have a cyno is essentially the same as assuming he is afk. Either assumption is likely to cost you a ship and a pod when the red realizes that you are ignoring his threat and adjusts his fleet to respond to such foolish ignorance. If the probability was not 1, the red will adjust it to 1 by calling in any needed reinforcements.

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

Nikk Narrel
Moonlit Bonsai
#2632 - 2013-10-24 18:16:16 UTC
Andy Landen wrote:
Nikk Narrel wrote:
..
You are portraying players who want to mine, rat, whatever, as having two options.

1. They can expose themselves to risk, against which they have no real defense or control against.

2. They can remain in a safe spot / docked / behind POS shields, or any comparable version which equates to effective inactivity.
Heck, being logged out fits that description too.

Are you suggesting they have no other valid play options?

Option 3. They can move to another system and continue ops,
Option 4. They can jump clone to high sec and continue ops, and
Option 5. They can switch to pvp ops either locally or roaming.

So many options.

But yeah, assuming that a cloaky red in system does not have a cyno is essentially the same as assuming he is afk. Either assumption is likely to cost you a ship and a pod when the red realizes that you are ignoring his threat and adjusts his fleet to respond to such foolish ignorance. If the probability was not 1, the red will adjust it to 1 by calling in any needed reinforcements.

I would like to point out, that you can avoid a hostile AFTER they appear on grid. You are not compelled to stand and fight.

The cloaking / cyno ship also needs to point you. You don't need to do more than leave the grid.
If they cannot point you, then the pilots arriving by cyno at most get to see you warp off into the distance.

So here is what you are really deciding....
Fit a ship able to evade, if needed including the ability to beat being pointed.
OR
Stay docked.

Is an evasive ship really that difficult to choose, that you would feel staying docked / playing somewhere else was your only real option?
Andy Landen
Deep Core Mining Inc.
Caldari State
#2633 - 2013-10-24 19:13:52 UTC
Nikk Narrel wrote:

I would like to point out, that you can avoid a hostile AFTER they appear on grid. You are not compelled to stand and fight.

The cloaking / cyno ship also needs to point you. You don't need to do more than leave the grid.
If they cannot point you, then the pilots arriving by cyno at most get to see you warp off into the distance.

So here is what you are really deciding....
Fit a ship able to evade, if needed including the ability to beat being pointed.
OR
Stay docked.

Is an evasive ship really that difficult to choose, that you would feel staying docked / playing somewhere else was your only real option?

Carriers, domis and other sentry boats usually do not move, so constant alignment is not an option for those ships. Other ships may not be able to constantly remain aligned.

Given the 0s targeting delay ability of stealth bombers, you literally have to click warp before he locks you up. If you are in a BS or carrier, that reaction time is on the order of a few seconds. It is hard to pin the required reaction time down due to the variations of sig radius and sensor boosting, but it could be as little as less than a second or perhaps more typically less than 2 seconds minus target painters (TPs). An un-sensor boosted Maticore locks a typical dominix in 1.8s. If the Domi pilot cannot react, align, pull sentries and enter warp BEFORE 1.8s then he may be toast. His best shot is to then lock the manti (14.4s with 2 sig amps, 18.7s without), deploy hobgoblins, and hope to destroy the manti before the first ship lands on grid. Obviously, many ships will be on grid before the 19s lock, 5s drone travel time, and at least 8s kill time.

The domi isn't the only choice but it is the preferred ship for many players. other non-sentry ship choices still leave the pilot with the requirement to react to the hostile appearing on grid and enter warp before 1.8s Obviously, flying an AB tanked assault frig gives much more time to get out before being locked by the manticore (less than 4.6s minus TPs, etc) and much less ISK reward for choosing him as a target, but it also greatly lowers the dps, the engagement range (introducing alignment issues), and thus the ISK earning power by about 80%

Quote:
Perhaps your real problem is with large groups who are organized to the point where they can take advantage of almost any mechanic to the fullest extreme.

Then, the solution to the large group becomes two fold:
Make them unpopular to a portion of the playerbase, at least enough for the next part.
(slogans like: stick it to them, they kick puppies, whatever)
Create a mechanic that lets relative 'nobodies' have an impact on organized groups.
It can be 6 man roams that move too fast to block, BLOPs supported perhaps, whatever the case may be.
Then create a public relations campaign to have private pilots gang up and target the large group you dislike.

Large groups constantly reset others in order to keep the pvp strong. Small group mechanics can be best strengthened by adding small, fast objectives which do not require massive time or firepower. Structures with hp large enough to merit supers and the required fleets to support them demand large group and shut out small groups. Those mechanics exist very strongly in the current null sec environment, thus requiring the very large groups that we currently see dominating in null. I am not saying that we lower the hp for current sov structures. I am only saying that we can introduce additional benefits to sov (more reasons to fight for ownership in Eve) which require very few hp (small gangs). Ideas include: gate defense and gate intel, more resources like more gas clouds in null (encourage the use of drugs), and more sov power over the gate system itself. An incremental sov system which allows ownership over various aspects of each system so that one group might control the gates and the ability of supers to jump in (or not) while another group might control the station and a private stargate, and another group controlled the stargate intel of the system, etc. This instead of just a winner gets all, largest supercap fleet wins all, type system as we currently see.

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

Markus Blaze
Brutor Tribe
Minmatar Republic
#2634 - 2013-10-24 19:33:16 UTC
What if cloaks were penalized when put on ships not meant to have them? For example, if you fit a cloak on a Rifter it would get a speed penalty and the cloak would eat up a vast amount of CPU/Grid. I think this would really help cloaks not be useful except to people who spend weeks/months training up their skills to fly a ship designed to be cloaked and run recon/covops type operations. Cloaks could also take up a useful high slot which would limit fitting possibilites. Anyway, it's just a thought on how to fix this clearly overpowered game mechanic.Idea
Nikk Narrel
Moonlit Bonsai
#2635 - 2013-10-24 19:45:34 UTC
Andy Landen wrote:
Nikk Narrel wrote:

I would like to point out, that you can avoid a hostile AFTER they appear on grid. You are not compelled to stand and fight.

The cloaking / cyno ship also needs to point you. You don't need to do more than leave the grid.
If they cannot point you, then the pilots arriving by cyno at most get to see you warp off into the distance.

So here is what you are really deciding....
Fit a ship able to evade, if needed including the ability to beat being pointed.
OR
Stay docked.

Is an evasive ship really that difficult to choose, that you would feel staying docked / playing somewhere else was your only real option?

1> Carriers, domis and other sentry boats usually do not move, so constant alignment is not an option for those ships. Other ships may not be able to constantly remain aligned.

Given the 0s targeting delay ability of stealth bombers, you literally have to click warp before he locks you up. If you are in a BS or carrier, that reaction time is on the order of a few seconds. It is hard to pin the required reaction time down due to the variations of sig radius and sensor boosting, but it could be as little as less than a second or perhaps more typically less than 2 seconds minus target painters (TPs). An un-sensor boosted Maticore locks a typical dominix in 1.8s. If the Domi pilot cannot react, align, pull sentries and enter warp BEFORE 1.8s then he may be toast. His best shot is to then lock the manti (14.4s with 2 sig amps, 18.7s without), deploy hobgoblins, and hope to destroy the manti before the first ship lands on grid. Obviously, many ships will be on grid before the 19s lock, 5s drone travel time, and at least 8s kill time.

The domi isn't the only choice but it is the preferred ship for many players. other non-sentry ship choices still leave the pilot with the requirement to react to the hostile appearing on grid and enter warp before 1.8s Obviously, flying an AB tanked assault frig gives much more time to get out before being locked by the manticore (less than 4.6s minus TPs, etc) and much less ISK reward for choosing him as a target, but it also greatly lowers the dps, the engagement range (introducing alignment issues), and thus the ISK earning power by about 80%

Quote:
Perhaps your real problem is with large groups who are organized to the point where they can take advantage of almost any mechanic to the fullest extreme.

Then, the solution to the large group becomes two fold:
Make them unpopular to a portion of the playerbase, at least enough for the next part.
(slogans like: stick it to them, they kick puppies, whatever)
Create a mechanic that lets relative 'nobodies' have an impact on organized groups.
It can be 6 man roams that move too fast to block, BLOPs supported perhaps, whatever the case may be.
Then create a public relations campaign to have private pilots gang up and target the large group you dislike.

2> Large groups constantly reset others in order to keep the pvp strong. Small group mechanics can be best strengthened by adding small, fast objectives which do not require massive time or firepower. Structures with hp large enough to merit supers and the required fleets to support them demand large group and shut out small groups. Those mechanics exist very strongly in the current null sec environment, thus requiring the very large groups that we currently see dominating in null. I am not saying that we lower the hp for current sov structures. I am only saying that we can introduce additional benefits to sov (more reasons to fight for ownership in Eve) which require very few hp (small gangs). Ideas include: gate defense and gate intel, more resources like more gas clouds in null (encourage the use of drugs), and more sov power over the gate system itself. An incremental sov system which allows ownership over various aspects of each system so that one group might control the gates and the ability of supers to jump in (or not) while another group might control the station and a private stargate, and another group controlled the stargate intel of the system, etc. This instead of just a winner gets all, largest supercap fleet wins all, type system as we currently see.


1. I would not recommend using ships that require such advance notice as a part of a strategy when dealing with imminent threats.
If you cannot get them off grid in the time it takes for the threat to complete it's strategy, you obviously have an issue.

2. I quite agree.
Placing a reason to fight in the sov systems is the first step. Blobs have a reason to fight, so they do exactly that.
Placing lesser targets that are still worthy of defending should benefit everyone.
(Maybe a magnet that draws in more ice or ore belts, etc.)
Lance Stratos
Sebiestor Tribe
Minmatar Republic
#2636 - 2013-10-25 19:50:04 UTC
First off, please sticky this thread. It really deserves it.

Proposal:
"Cat and mouse like"

Cats would be the hunters and rats would be the cloakys in this, i assume is what was implied during eve-Vegas.

Active module "Active sonar (tm)"
Cool down of 2 minutes, module CD reduced by 5% per skill level or something
possible supplemental skills: 5% range/strength bonus per level (you will see later)

how it works:

1 module fitted to ship max. will send out an active ping and give you a sphere (like probe scanning but you must fly the ship to each spot) for a possible detection of where a hostile might be located within the max range of the module. If a target is on-grid then depending on the (sonar str)/(hostiles signature +or * cloaking modifier)= chance of decloaking on gird. if chance > 1 then it has the opportunity to decloak off grid otherwise there is a 2% chance it may decloak within range based on target signature, your sonar str, and the range (falloff, exponential)

ie if you are 1 AU away from a bomber, you would get a sphere within 1 +or- 10-15% au of your ship stating a hostile might be there, and everyone within range of your ship's sonar gets notice of the active sonar ping, if active, the hostile can move, if afk he will not know the difference. but because a bomber sig is smaller the accuracy of your ping will be different then that of a Black Ops, which you would have a more accurate detail of where he may be at 1 au (+or- 2%).

if they are within 100,000km a bomber might not be decloaked (only due to the 2% chance which would be nearly 0 after 100,000km with the small sig), but a blackops has a good chance too, and a capital is probably getting decloaked within 500,000km guaranteed decloak. ongird would not be 100% chance decloak either. its highly possible a bomber wont be decloaked (only 50% if target's range > 100km if you have all lvl 5 skills)



I admit, there are problems with this,
-large fleets would decloak every thing within 100,000km if they choose to waste a mid slot
-the range needs to be looked at because of people hiding in safes 20 AUs between celestials and they may not ever get decloaked and being ongrid with them is (almost) impossible.
-will cloaking be jammed when decloaked or will it be an ecm burst and just break cloak?
-does the module (idea) hurt cloaking too much? {personal note: i do not think so, cloaking currently has no counters. plus this only hurts if someone is staying in the same location}




Secondary idea: Like the idea i proposed, a module but Passive Sonar-> Directional scan will say "Possible cloaked object", more acurate with lower direction (ie 5% will give better range idea then 30%)
Markus Blaze
Brutor Tribe
Minmatar Republic
#2637 - 2013-10-25 20:26:06 UTC
Lance Stratos wrote:
First off, please sticky this thread. It really deserves it.

Proposal:
"Cat and mouse like"

Cats would be the hunters and rats would be the cloakys in this, i assume is what was implied during eve-Vegas.

Active module "Active sonar (tm)"
Cool down of 2 minutes, module CD reduced by 5% per skill level or something
possible supplemental skills: 5% range/strength bonus per level (you will see later)

how it works:

1 module fitted to ship max. will send out an active ping and give you a sphere (like probe scanning but you must fly the ship to each spot) for a possible detection of where a hostile might be located within the max range of the module. If a target is on-grid then depending on the (sonar str)/(hostiles signature +or * cloaking modifier)= chance of decloaking on gird. if chance > 1 then it has the opportunity to decloak off grid otherwise there is a 2% chance it may decloak within range based on target signature, your sonar str, and the range (falloff, exponential)

ie if you are 1 AU away from a bomber, you would get a sphere within 1 +or- 10-15% au of your ship stating a hostile might be there, and everyone within range of your ship's sonar gets notice of the active sonar ping, if active, the hostile can move, if afk he will not know the difference. but because a bomber sig is smaller the accuracy of your ping will be different then that of a Black Ops, which you would have a more accurate detail of where he may be at 1 au (+or- 2%).

if they are within 100,000km a bomber might not be decloaked (only due to the 2% chance which would be nearly 0 after 100,000km with the small sig), but a blackops has a good chance too, and a capital is probably getting decloaked within 500,000km guaranteed decloak. ongird would not be 100% chance decloak either. its highly possible a bomber wont be decloaked (only 50% if target's range > 100km if you have all lvl 5 skills)



I admit, there are problems with this,
-large fleets would decloak every thing within 100,000km if they choose to waste a mid slot
-the range needs to be looked at because of people hiding in safes 20 AUs between celestials and they may not ever get decloaked and being ongrid with them is (almost) impossible.
-will cloaking be jammed when decloaked or will it be an ecm burst and just break cloak?
-does the module (idea) hurt cloaking too much? {personal note: i do not think so, cloaking currently has no counters. plus this only hurts if someone is staying in the same location}




Secondary idea: Like the idea i proposed, a module but Passive Sonar-> Directional scan will say "Possible cloaked object", more acurate with lower direction (ie 5% will give better range idea then 30%)


How about this instead:
High slot module that holds 1 anti-cloak missile. when fired it flies to the nearest cloaked ship, completely destroys them, their pod, and deletes 1 month of skill training. . . I know that sounds ridiculous, but while we're wishing for "iwin" mods, might as well go big.
BOldMan
Game Land Operations
#2638 - 2013-10-26 16:45:40 UTC  |  Edited by: BOldMan
cloak + blackop cyno is OP
Anybody who disagree is in pure denial or in deep clueless. Or a hot dropper low life scum.

Dont need to nerf both, only their combination. Like a cloaked ship cannot covert cyno for 2 minutes after decloaking.
Astroniomix
School of Applied Knowledge
Caldari State
#2639 - 2013-10-26 17:01:54 UTC
BOldMan wrote:
cloak + blackop cyno is OP
Anybody who disagree is in pure denial or in deep clueless. Or a hot dropper low life scum.

Dont need to nerf both, only their combination. Like a cloaked ship cannot covert cyno for 2 minutes after decloaking.

You realize most people use regular cynos right?
BOldMan
Game Land Operations
#2640 - 2013-10-26 17:14:47 UTC
Astroniomix wrote:
BOldMan wrote:
cloak + blackop cyno is OP
Anybody who disagree is in pure denial or in deep clueless. Or a hot dropper low life scum.

Dont need to nerf both, only their combination. Like a cloaked ship cannot covert cyno for 2 minutes after decloaking.

You realize most people use regular cynos right?

regular mean a beacon in system, It seem you dont live in null where is only black op cyno used on hot drop with afk cloakers.