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AFK Cloaking Collection Thread

First post First post
Author
Astroniomix
School of Applied Knowledge
Caldari State
#3761 - 2013-12-06 05:18:27 UTC  |  Edited by: Astroniomix
EDIT: forums ate my post.
Lucas Kell
Solitude Trading
S.N.O.T.
#3762 - 2013-12-06 07:44:45 UTC
Astroniomix wrote:
Lucas Kell wrote:
Oh don't be ridiculous. If cloaking ships are so utterly useless, how come they one of the most common types of ships to see?

At no point did I say they were useless Also the only covert ships that are "common" is bombers, Which oddly enough, are starting to lose out to crows after the patch.

I'll be the first to admit that bombers are in a pretty good place right now, but it's a precarious position and wouldn't take much to totally ruin them.
You called them obsolete.
And covert T3s are incredibly popular.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3763 - 2013-12-06 15:23:39 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:
Astroniomix wrote:
Andy Landen wrote:
I also want the ability to broadcast any cyno on grid to one's own fleet so that anyone in fleet can jump to or be bridge to any cyno on grid that was broadcast to the fleet. That way the enemy's cyno can be used against him. The enemy may spare the red cyno ship until after their own fleet drops onto it/uses the cyno.

This is pretty pointless as anyone that has a fleet on standby is going to have their own cyno already.

If it seems pointless, then there should be no objection.

I would say that every cyno on grid would be broadcast automatically to the fleets of every ship on grid with the cyno.

It opens up the cyno destination possibilities and it uses the attackers own cyno against them. The defender can jump in the exact same moment and location that the attacker jumps in. Fleet is no longer a limitation for cyno broadcasts or cyno usage. The cyno remains good even if the cyno pilot logs off or drops fleet. Defensive fleets may now defend targets of hotdrops much more easily.

The insta-combat, blue-ball, hotdrop cyno receives a balanced countered. The defense fleet can focus less on 24/7 throwing cyno ships everywhere that could be hit, and more on simply remaining ready to bridge or jump to wherever the cyno may be thrown at them.

Obviously, only black ops can bridge to covert cynos, so a BLOPS fleet would have to be ready to react to any of those.


Sorry the game just does not work this way currently. You cannot jump to a cyno that is in the same system as you. It is even in the lore. The only way this would work is for cynos to broadcast to fleets not in system.

As for play possibilities it may not open up anything but make people who are already cautious of using capitals and super capitals even more so. After all, if you cyno for a movement op is broadcasted then possibility of a hot drop increases dramatically. Similarly for logistics work in null.

And as I have already pointed out cynos are not necessarily mechanisms of blue balling, they can and have lead to fights. But this may very well lead to more blue balling. If you know where the evac cyno will be a hostile capital/super capital fleet could in effect follow any capitals/super capitals looking to extract. It will also make logging off a more desirable option in this case...and if the goal here is to promote play, promoting a mechanic that leads people to logging off is a strange way to go about it.

In fact, if you look at the battle I linked above, there was no hostile cyno. The attacking players managed to tackle supers and carriers, get a cyno in system and batphone people to pull in 70 dreads and a fleet of sub-caps. The resulting slaughter was glorious and fun. I'm not sure this kind of thing would have happened if either the 60 second targeting delay and the "can use hostile cynos" would have been in effect. No supers would have died and the titan probably would have lived too.

First off, putting 70 dreads on the field with 10 supers would have meant the people being hot dropped in this case would have had 60 seconds to kill dreads (in that 60 seconds there would have been at least 3 dreads down, maybe 4). And if the hostiles could jump to that cyno, then the reinforcements would have arrived even sooner, possibly soon enough to save the titan too (lots carriers came in on that cyno, and while they'd have a 60 targeting timer, popping drones and using drone assist would have meant bad news for attacking dreads and sub-caps).

The only solution would be for the attackers to kill their own cyno. But then not as many could have bridged in on that fight. In that fight, sub-caps bridged in in multiple waves. And keeping players from fun fights strikes me as a sub-optimal strategy for CCP. Come joing Eve Online and you can fight in these epic battles...or not, you can sit and listen to it while stuck on a titan.

I really recommend people who want to change cynos consider actually participating in fleet fights where cynos are used fairly frequently. People suggesting changes with little or no such experience showing on their killboard often goes hand-in-hand with suggesting changes that are questionable...sorry Andy.

"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
#3764 - 2013-12-06 15:48:24 UTC  |  Edited by: Teckos Pech
Astroniomix wrote:
Lucas Kell wrote:
In your opinion, sure.


If they took a single class of ship, assault frigs for example, and gave them the ability to hunt cloakers, I personally don;t think it would be the end of the world. Much like any normal ship now, cloakers would just have to keep on the move. They wouldn't suddenly be useless all because one type of ship can find them. They would still not show up on d-scan, warp cloaked and be able to use covert cynos and bridges. You act like if a single ship could hunt cloaked pilots and they remained in local, that cloaking would be ended forever. Dramatic much?

All cloaked ships minus possibly the bomber and black ops are now obsolete for anything that isn't hotdroping. The only thing going for covops ships in normal space is their ability to move around relatively unhindered. If you remove that without giving them the ability to at least not have their presence announced in local then you are better served in a combat recon. Hell, interceptors are already better at hunting and scouting normal space than covops, they can't be bubbled, are faster, and better in a firefight than covops ships anyway.

Also your assertion that covops have extra high slots is false, the only ships that this is the case for is bombers, all the other ships actually have the same or usually less high slots than the other ships in their class (or even the hull they are based on), in addition to being weaker in combat.

Seriously, remove cloaked ships from local, prevent said cloaked ships from using local while cloaked, and I'll even take it a step further and don't let them have their on board scanner either. Make them used probes to find their targets.

And lastly, we'll go with your idea and give assault frigates some module that will let them find cloaked ships.


Or the above changes (save not being able to use d-scan) and let them be hunted. Buff/nerf that hopefully results in balance. Tweak the changes if possible, or at least consider it and put it on the test server. See what players do with it. For example, hunting might work where it takes awhile--i.e. in cases where the cloaked pilot is active it will be hard to catch them. In cases where the pilot is AFK it is vastly easier. Now in fights where everyone is indeed active it has little impact. But it can be used by players defending a ratting system to clear out that chuckle head who thinks he's safe at a safe while cloaked. Of course, if an active hunter comes in...well good luck finding him.

AFK cloaking both pointless (don't show in local) and now vastly more dangerous...therefore it wont happen anymore.
Cloaked ships while nerfed get a buff so long as the pilot is active.

And just some background here...when I first started playing the game, being a guy in a recon/covert cloaking ship sounded so cool. First guy in, last guy out. Doing recon work, etc. sounded fun. So I trained into that T2 ship first. Of course, then I realized you'd have more action and even more fun (at least for me) as a line grunt in a sniper BS....so I tossed T2 large guns into the training queue soon after, then different racial BS and T2 guns. So I'm not after making cloakies useless, nor am I interested in making the OP. If in testing something like the above was too OP, then scrap it. If it makes cloaks too weak and nothing can be done to prevent the nerf being too much...scrap it. All suggestions I make are conditional on testing the suggestions first.

And simply replying, "No, way OP. You'll destroy the game!!!!!" is a stupid, stupid reply. You can say it about anything and it requires no thinking. Pointing out how you could "abuse" such a change and that such "abuse" makes something either too OP or useless if far, far more helpful. In fact, the above kind of response is nearly useless because it doesn't even fall into the category of useful feedback. Also, it might be a good idea if everybody stopped assuming negative intentions (e.g. YOU WANT TO DESTROY THE GAME!!!! Really, I want to destroy a game I've spent several thousand dollars on subscriptions on and many many hours playing and enjoying? Seriously? Are you ******* ********?). I don't think I've used that response in this thread, and don't plan on using it. It is childish.

"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.
#3765 - 2013-12-06 16:30:53 UTC
Teckos Pech wrote:
Or the above changes (save not being able to use d-scan) and let them be hunted. Buff/nerf that hopefully results in balance. Tweak the changes if possible, or at least consider it and put it on the test server. See what players do with it. For example, hunting might work where it takes awhile--i.e. in cases where the cloaked pilot is active it will be hard to catch them. In cases where the pilot is AFK it is vastly easier. Now in fights where everyone is indeed active it has little impact. But it can be used by players defending a ratting system to clear out that chuckle head who thinks he's safe at a safe while cloaked. Of course, if an active hunter comes in...well good luck finding him.

AFK cloaking both pointless (don't show in local) and now vastly more dangerous...therefore it wont happen anymore.
Cloaked ships while nerfed get a buff so long as the pilot is active.

And just some background here...when I first started playing the game, being a guy in a recon/covert cloaking ship sounded so cool. First guy in, last guy out. Doing recon work, etc. sounded fun. So I trained into that T2 ship first. Of course, then I realized you'd have more action and even more fun (at least for me) as a line grunt in a sniper BS....so I tossed T2 large guns into the training queue soon after, then different racial BS and T2 guns. So I'm not after making cloakies useless, nor am I interested in making the OP. If in testing something like the above was too OP, then scrap it. If it makes cloaks too weak and nothing can be done to prevent the nerf being too much...scrap it. All suggestions I make are conditional on testing the suggestions first.

And simply replying, "No, way OP. You'll destroy the game!!!!!" is a stupid, stupid reply. You can say it about anything and it requires no thinking. Pointing out how you could "abuse" such a change and that such "abuse" makes something either too OP or useless if far, far more helpful. In fact, the above kind of response is nearly useless because it doesn't even fall into the category of useful feedback. Also, it might be a good idea if everybody stopped assuming negative intentions (e.g. YOU WANT TO DESTROY THE GAME!!!! Really, I want to destroy a game I've spent several thousand dollars on subscriptions on and many many hours playing and enjoying? Seriously? Are you ******* ********?). I don't think I've used that response in this thread, and don't plan on using it. It is childish.
Testing would be difficult, since if you changed cloaks and put in hunting modules, only those would be tested. You wouldn't get average joes going about their business, so testing a drastic change like that would be near impossible, and would only test the balance between hunters and cloakers.

The reason we say your change would destroy the game, is that it's fairly obvious that the vast majority of players would suffer as a result, and for no benefit. They would have to work hard to achieve less than they currently do. It would be less fun for less reward. The only people benefiting would be cloakers and people who want to actively hunt cloaks. Regular combat ships would be a considerably weaker choice for solo pvpers, null PVE would be increased drastically in difficulty and holding space would cost more time and isk. It really doesn't take testing to see what the outcome of these changes would be.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Andy Landen
Deep Core Mining Inc.
Caldari State
#3766 - 2013-12-06 16:39:23 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
...
And as I have already pointed out cynos are not necessarily mechanisms of blue balling, they can and have lead to fights. But this may very well lead to more blue balling. If you know where the evac cyno will be a hostile capital/super capital fleet could in effect follow any capitals/super capitals looking to extract. It will also make logging off a more desirable option in this case...and if the goal here is to promote play, promoting a mechanic that leads people to logging off is a strange way to go about it.

In fact, if you look at the battle I linked above, there was no hostile cyno. The attacking players managed to tackle supers and carriers, get a cyno in system and batphone people to pull in 70 dreads and a fleet of sub-caps. The resulting slaughter was glorious and fun. I'm not sure this kind of thing would have happened if either the 60 second targeting delay and the "can use hostile cynos" would have been in effect. No supers would have died and the titan probably would have lived too.

First off, putting 70 dreads on the field with 10 supers would have meant the people being hot dropped in this case would have had 60 seconds to kill dreads (in that 60 seconds there would have been at least 3 dreads down, maybe 4). And if the hostiles could jump to that cyno, then the reinforcements would have arrived even sooner, possibly soon enough to save the titan too (lots carriers came in on that cyno, and while they'd have a 60 targeting timer, popping drones and using drone assist would have meant bad news for attacking dreads and sub-caps).

The only solution would be for the attackers to kill their own cyno. But then not as many could have bridged in on that fight. In that fight, sub-caps bridged in in multiple waves. And keeping players from fun fights strikes me as a sub-optimal strategy for CCP. Come joing Eve Online and you can fight in these epic battles...or not, you can sit and listen to it while stuck on a titan.

I really recommend people who want to change cynos consider actually participating in fleet fights where cynos are used fairly frequently. People suggesting changes with little or no such experience showing on their killboard often goes hand-in-hand with suggesting changes that are questionable...sorry Andy.

Lots of good considerations but you are flat wrong on much of it. Obviously, a cyno with a 60 locking limitation would not be lit on the front lines of combat. Also, obviously you cannot cyno to the same system; you can just warp to the cyno in that case. Logging off is not viable with the ability to easily reset the combat timer indefinitely, so yes, evac is required, not optional.

If the evac cyno is put in a system with hostile, then yes the capitals could pursue if they were in fleet with the hostile in system unless the hostile was killed before it got to the cyno. Encourages more fighting for sure. But that just makes it all the more important to choose an evac system without hostiles. Can captials move without significant risk? Of course, if the cyno is lit on station, then docking can protect the capitals. Takes more strategic thinking. Does not promote blobbing. Only promotes more fluid engagements with those who are ready.

I have been in a great many large fleet battles with cynos, so don't make this ad hominem about your perception of my combat experience; nothing personal matters anyway. The locking delay simply encourages bringing in the right resources in advance to safespots instead of jumping everything right into the action for immediate results. Planning ahead requires thinking, strategic minds and I like rewarding thinking in Eve.

So remember that changes in mechanics oftentimes require changes in thinking, and anything that promotes thinking ahead is a good thing.

Smart FCs would have still taken down those supers, especially if the supers were nerfed down to non-OP status as I advocate. OP supers do not justify the need for other OP mechanics; they justify the need for nerfs to themselves. Though I do want to see supers with their regular drones back again; CCP nerfed the regular drones when they should have nerfed the EHP.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3767 - 2013-12-06 16:39:57 UTC  |  Edited by: ISD Ezwal
Lucas Kell wrote:
Teckos Pech wrote:
Or the above changes (save not being able to use d-scan) and let them be hunted. Buff/nerf that hopefully results in balance. Tweak the changes if possible, or at least consider it and put it on the test server. See what players do with it. For example, hunting might work where it takes awhile--i.e. in cases where the cloaked pilot is active it will be hard to catch them. In cases where the pilot is AFK it is vastly easier. Now in fights where everyone is indeed active it has little impact. But it can be used by players defending a ratting system to clear out that chuckle head who thinks he's safe at a safe while cloaked. Of course, if an active hunter comes in...well good luck finding him.

AFK cloaking both pointless (don't show in local) and now vastly more dangerous...therefore it wont happen anymore.
Cloaked ships while nerfed get a buff so long as the pilot is active.

And just some background here...when I first started playing the game, being a guy in a recon/covert cloaking ship sounded so cool. First guy in, last guy out. Doing recon work, etc. sounded fun. So I trained into that T2 ship first. Of course, then I realized you'd have more action and even more fun (at least for me) as a line grunt in a sniper BS....so I tossed T2 large guns into the training queue soon after, then different racial BS and T2 guns. So I'm not after making cloakies useless, nor am I interested in making the OP. If in testing something like the above was too OP, then scrap it. If it makes cloaks too weak and nothing can be done to prevent the nerf being too much...scrap it. All suggestions I make are conditional on testing the suggestions first.

And simply replying, "No, way OP. You'll destroy the game!!!!!" is a stupid, stupid reply. You can say it about anything and it requires no thinking. Pointing out how you could "abuse" such a change and that such "abuse" makes something either too OP or useless if far, far more helpful. In fact, the above kind of response is nearly useless because it doesn't even fall into the category of useful feedback. Also, it might be a good idea if everybody stopped assuming negative intentions (e.g. YOU WANT TO DESTROY THE GAME!!!! Really, I want to destroy a game I've spent several thousand dollars on subscriptions on and many many hours playing and enjoying? Seriously? Are you ******* ********?). I don't think I've used that response in this thread, and don't plan on using it. It is childish.
Testing would be difficult, since if you changed cloaks and put in hunting modules, only those would be tested. You wouldn't get average joes going about their business, so testing a drastic change like that would be near impossible, and would only test the balance between hunters and cloakers.

The reason we say your change would destroy the game, is that it's fairly obvious that the vast majority of players would suffer as a result, and for no benefit. They would have to work hard to achieve less than they currently do. It would be less fun for less reward. The only people benefiting would be cloakers and people who want to actively hunt cloaks. Regular combat ships would be a considerably weaker choice for solo pvpers, null PVE would be increased drastically in difficulty and holding space would cost more time and isk. It really doesn't take testing to see what the outcome of these changes would be.


*Snip* Please refrain from personal attacks. ISD Ezwal

And as for testing, you need to think a bit more outside the box here. How do you think they get people to participate in experimental economics tests?

"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
#3768 - 2013-12-06 16:50:06 UTC  |  Edited by: ISD Ezwal
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
...
And simply replying, "No, way OP. You'll destroy the game!!!!!" is a stupid, stupid reply. You can say it about anything and it requires no thinking. Pointing out how you could "abuse" such a change and that such "abuse" makes something either too OP or useless if far, far more helpful. In fact, the above kind of response is nearly useless because it doesn't even fall into the category of useful feedback. Also, it might be a good idea if everybody stopped assuming negative intentions (e.g. YOU WANT TO DESTROY THE GAME!!!! Really, I want to destroy a game I've spent several thousand dollars on subscriptions on and many many hours playing and enjoying? Seriously? Are you ******* ********?). I don't think I've used that response in this thread, and don't plan on using it. It is childish.
Testing would be difficult, since if you changed cloaks and put in hunting modules, only those would be tested. You wouldn't get average joes going about their business, so testing a drastic change like that would be near impossible, and would only test the balance between hunters and cloakers.

The reason we say your change would destroy the game, is that it's fairly obvious that the vast majority of players would suffer as a result, and for no benefit. They would have to work hard to achieve less than they currently do. It would be less fun for less reward. The only people benefiting would be cloakers and people who want to actively hunt cloaks. Regular combat ships would be a considerably weaker choice for solo pvpers, null PVE would be increased drastically in difficulty and holding space would cost more time and isk. It really doesn't take testing to see what the outcome of these changes would be.


*Snip* Please refrain from personal attacks. ISD Ezwal

And as for testing, you need to think a bit more outside the box here. How do you think they get people to participate in experimental economics tests?

While testing is always good, Lucas is right that it would neglect the impact of your ideas on PVE players. The only thing that I see childish in that line is you saying the words "stupid" and "childish" in reference to his replies, which makes things very personal. Lucas seems to be fairly civil with you at the moment. In general, negative words describing people's ideas are best avoided. Instead describe the particular reasons that you do not like the ideas. On the other side, even though it may appear that Teckos wants to destroy PVE, it is probably best limited to the observation that his ideas would not be good for PVE. Let's keep it civil here guys.

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

Teckos Pech
Hogyoku
Goonswarm Federation
#3769 - 2013-12-06 16:52:19 UTC  |  Edited by: Teckos Pech
Andy Landen wrote:

Lots of good considerations but you are flat wrong on much of it. Obviously, a cyno with a 60 locking limitation would not be lit on the front lines of combat.


Exactly where would you lite a cyno then, Andy?

Please explain more than this. This level of a response is not really helpful.

Quote:
Also, obviously you cannot cyno to the same system; you can just warp to the cyno in that case. Logging off is not viable with the ability to easily reset the combat timer indefinitely, so yes, evac is required, not optional.


If by broadcasting the cyno as a warp too, this already a feature in the game (any regular cyno in a system shows on the overview--assuming you have your overview set up properly--and any pilot can warp to it at various ranges). I have been in a number of fleet battles where a cyno off grid goes up and the FC tells the support to warp there and kill it in the hopes of scattering the enemy fleet across the entire system.

As for logging off, sorry I forgot to mention that in the specific battle in question the dreads that did not die, warped out to a friendly POS. There you'd wait out your combat timer then log. I've even done this in a sub-cap on occasion.

No disrespect Andy, but your experience with large scale combat seems minimal. Perhaps you should consider what those of us who have such experience are saying a bit more carefully. Again, I'm not slamming you here. Unlike alot of PvP pilots I appreciate the work industrial types do. That group of players are critical to keeping the in game economy functioning. They keep me in ships and modules. I even spent a fair amount of time doing industrial stuff as well to help fatten up the ol' wallet.

"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
#3770 - 2013-12-06 16:53:27 UTC  |  Edited by: ISD Ezwal
Andy Landen wrote:
Teckos Pech wrote:
Lucas Kell wrote:
Teckos Pech wrote:
...
And simply replying, "No, way OP. You'll destroy the game!!!!!" is a stupid, stupid reply. You can say it about anything and it requires no thinking. Pointing out how you could "abuse" such a change and that such "abuse" makes something either too OP or useless if far, far more helpful. In fact, the above kind of response is nearly useless because it doesn't even fall into the category of useful feedback. Also, it might be a good idea if everybody stopped assuming negative intentions (e.g. YOU WANT TO DESTROY THE GAME!!!! Really, I want to destroy a game I've spent several thousand dollars on subscriptions on and many many hours playing and enjoying? Seriously? Are you ******* ********?). I don't think I've used that response in this thread, and don't plan on using it. It is childish.
Testing would be difficult, since if you changed cloaks and put in hunting modules, only those would be tested. You wouldn't get average joes going about their business, so testing a drastic change like that would be near impossible, and would only test the balance between hunters and cloakers.

The reason we say your change would destroy the game, is that it's fairly obvious that the vast majority of players would suffer as a result, and for no benefit. They would have to work hard to achieve less than they currently do. It would be less fun for less reward. The only people benefiting would be cloakers and people who want to actively hunt cloaks. Regular combat ships would be a considerably weaker choice for solo pvpers, null PVE would be increased drastically in difficulty and holding space would cost more time and isk. It really doesn't take testing to see what the outcome of these changes would be.


*Snip* Please refrain from personal attacks. ISD Ezwal

And as for testing, you need to think a bit more outside the box here. How do you think they get people to participate in experimental economics tests?

While testing is always good, Lucas is right that it would neglect the impact of your ideas on PVE players. The only thing that I see childish in that line is you saying the words "stupid" and "childish" in reference to his replies, which makes things very personal. Lucas seems to be fairly civil with you at the moment. In general, negative words describing people's ideas are best avoided. Instead describe the particular reasons that you do not like the ideas. On the other side, even though it may appear that Teckos wants to destroy PVE, it is probably best limited to the observation that his ideas would not be good for PVE. Let's keep it civil here guys.


PvE players can test it too. In fact, if, as a group, they elect not too that is on them. And you didn't take a try at answering my question, yes I know it wasn't directed at you.

And spare me on the personal thing. Lucas has repeatedly used words like moron, idiot, and even saying I use drugs. If Lucas doesn't like it when I say, "that response is stupid" then perhaps he shouldn't be implying I'm high on drugs, FFS.

"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
#3771 - 2013-12-06 17:02:38 UTC  |  Edited by: Teckos Pech
Regarding testing:

Since nobody seems to want to even try answering my question....

You have to provide additional incentive. You can provide in-game incentives such as isk, extra SP either as a temporary boost to earning SP or a one time lump sum to be distributed.

And here is an idea:

Andy,

You lost your carrier while testing a fit. Why didn't you test it on the test server? Losses there don't count and just about everything costs next to nothing.

You are missing out on a valuable resource...one I bet PvP pilots are making use off.

Edit:
Oh and let me add, that PvP in most systems is not allowed...well unless you and a buddy are doing some testing...I think. Then it really isn't PvP, IMO.

So you could have tested that carrier even in a null system (yes there are rats) and not risked anything 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

Teckos Pech
Hogyoku
Goonswarm Federation
#3772 - 2013-12-06 19:43:39 UTC
Bump...on the front page you stay....

"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.
#3773 - 2013-12-06 21:43:15 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
*Snip* Please refrain from personal attacks. ISD Ezwal

And as for testing, you need to think a bit more outside the box here. How do you think they get people to participate in experimental economics tests?
How exactly would you get thousands of PVE players to essentially play as usual on the test server for an extended period of time. That's what you would need to do to be able to properly test this kind of thing. It would not be possible to perform that level of testing, no matter what incentives you give out.

Teckos Pech wrote:
And spare me on the personal thing. Lucas has repeatedly used words like moron, idiot, and even saying I use drugs. If Lucas doesn't like it when I say, "that response is stupid" then perhaps he shouldn't be implying I'm high on drugs, FFS.
I feel this is a drastic exaggeration of the facts and a misrepresentation of my posts.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#3774 - 2013-12-06 21:53:33 UTC
I have removed a rule breaking post. As always I let some edge cases stay. Please people, keep it on topic and above all civil!

The rules:
4. Personal attacks are prohibited.

Commonly known as flaming, personal attacks are posts that are designed to personally berate or insult another forum user. Posts of this nature are not beneficial to the community spirit that CCP promote and as such they will not be tolerated.

ISD Ezwal Community Communication Liaisons (CCLs)

Astroniomix
School of Applied Knowledge
Caldari State
#3775 - 2013-12-06 22:21:02 UTC  |  Edited by: ISD Ezwal
*Snip* Removed reply to an edited out part of the quoted post. ISD Ezwal.

Lucas Kell wrote:
Astroniomix wrote:
Lucas Kell wrote:
Oh don't be ridiculous. If cloaking ships are so utterly useless, how come they one of the most common types of ships to see?

At no point did I say they were useless Also the only covert ships that are "common" is bombers, Which oddly enough, are starting to lose out to crows after the patch.

I'll be the first to admit that bombers are in a pretty good place right now, but it's a precarious position and wouldn't take much to totally ruin them.
You called them obsolete.
And covert T3s are incredibly popular.

If you read what I said in the context that I said it then you would see that it meant that assuming your changes went in as you suggested then that would obsolete them. *Snip* Removed reply to an edited out part of the quoted post. ISD Ezwal.

And covert t3s are very popular, especially for moving around (I'd estimate that over half of all cloaky t3s are also running the interdiction nullifier subsystem) The non cloaky versions outnumber them by virtue of just being better at anything that doesn't involve hiding.

Being able to cloak hurts ships almost as much as it helps them, because while it lets you pick your fights much easier, it also greatly narrows your potential selection of targets compared to a more "conventional" ship.
Lucas Kell
Solitude Trading
S.N.O.T.
#3776 - 2013-12-06 23:31:55 UTC  |  Edited by: ISD Ezwal
Astroniomix wrote:
*Snip* Removed reply to an edited out part of the quoted post. ISD Ezwal.

Lucas Kell wrote:
Astroniomix wrote:
Lucas Kell wrote:
Oh don't be ridiculous. If cloaking ships are so utterly useless, how come they one of the most common types of ships to see?

At no point did I say they were useless Also the only covert ships that are "common" is bombers, Which oddly enough, are starting to lose out to crows after the patch.

I'll be the first to admit that bombers are in a pretty good place right now, but it's a precarious position and wouldn't take much to totally ruin them.
You called them obsolete.
And covert T3s are incredibly popular.

If you read what I said in the context that I said it then you would see that it meant that assuming your changes went in as you suggested then that would obsolete them. *Snip* Removed reply to an edited out part of the quoted post. ISD Ezwal.

And covert t3s are very popular, especially for moving around (I'd estimate that over half of all cloaky t3s are also running the interdiction nullifier subsystem) The non cloaky versions outnumber them by virtue of just being better at anything that doesn't involve hiding.

Being able to cloak hurts ships almost as much as it helps them, because while it lets you pick your fights much easier, it also greatly narrows your potential selection of targets compared to a more "conventional" ship.
They still wouldn't be obsolete. They would be no more obsolete than any "conventional" ship, not to mention that to most ships they would be exactly the same as now. And they would still be able to covert cyno. I think "obsolete" is a massive over-dramatisation.

And bear in mind I'm not suggesting this (I'd like an AFK timer). This is just what I think based on past discussions is most likely to be the chosen route taken for the "cat and mouse" situation they have described.

And of course most cover T3 run interdiction nullifiers. And they target unarmed ships with no support. Most cloak PVP pilots are highly risk averse, so it's no surprise that most of them spend their time crying about how they should be even more cloaked.

At the end of the day though, most cloak ships are designed for recon and evasion. They are not designed to go toe to toe with combat ships. If they were to be dropped from local, they would need to be totally declawed to stop them being automatically bumped to the spot of the most OP combat ship.

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Andy Landen
Deep Core Mining Inc.
Caldari State
#3777 - 2013-12-07 00:26:52 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:

Exactly where would you lite a cyno then, Andy?

Please explain more than this. This level of a response is not really helpful.

Under my proposal, the cyno could be lit off-grid, perhaps near a friendly pos, where the fleet re-groups and prepares for 60s to enter the battle at the desired location/range.

Teckos Pech wrote:

Quote:
Also, obviously you cannot cyno to the same system; you can just warp to the cyno in that case. Logging off is not viable with the ability to easily reset the combat timer indefinitely, so yes, evac is required, not optional.


If by broadcasting the cyno as a warp too, this already a feature in the game (any regular cyno in a system shows on the overview--assuming you have your overview set up properly--and any pilot can warp to it at various ranges). I have been in a number of fleet battles where a cyno off grid goes up and the FC tells the support to warp there and kill it in the hopes of scattering the enemy fleet across the entire system.

As for logging off, sorry I forgot to mention that in the specific battle in question the dreads that did not die, warped out to a friendly POS. There you'd wait out your combat timer then log. I've even done this in a sub-cap on occasion...[ad hominem]

You are quite right about warping to a friendly pos in system to wait out the timer, but if you can do that, then the issue of the cyno is rather beside the point.

The whole point about being able to broadcast an enemy cyno was to enable any player to broadcast any cyno in his fleet and to enable any fleet to be able to lock on to any cyno broadcast in fleet. Fleets would then be able to jump (to another system) to an enemy cyno. I thought you had already understood that I was proposing to open up cynos to be lockable by any fleet with a member on grid at the respective cyno. This would also apply to covert cynos being seen in fleet if a member is on grid with it so that any ships able to bridge to covert cynos could lock onto the covert cyno. The ability to warp to cynos in system broadcast in fleet seems like a good idea too, where the primary benefit would apply to covert cynos which do not appear on the system overview.

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

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#3778 - 2013-12-07 00:45:48 UTC
Keep it polite people, please keep it polite!

ISD Ezwal Community Communication Liaisons (CCLs)

Astroniomix
School of Applied Knowledge
Caldari State
#3779 - 2013-12-07 05:14:16 UTC  |  Edited by: Astroniomix
Lucas Kell wrote:

Most cloak PVP pilots are highly risk averse,

Irony.
Lucas Kell wrote:


At the end of the day though, most cloak ships are designed for recon and evasion. They are not designed to go toe to toe with combat ships. If they were to be dropped from local, they would need to be totally declawed to stop them being automatically bumped to the spot of the most OP combat ship.
Interceptors are better for evasion, and equally as effective at any form of recon that doesn't involve staring at a gate for extended periods of time. And removing cloaked ships from local is not suddenly going to make them able to take down ships they can't take down now. Even PVE ships don't have much to fear from one, staying aligned (which most people would agree is what you should be doing anyway) almost guarantees they won't catch you because you can be gone before their targeting delay is up. (stealth bombers are the only exception and even they would have a hard time catching **** or even kiling it)
Andy Landen
Deep Core Mining Inc.
Caldari State
#3780 - 2013-12-07 06:26:08 UTC  |  Edited by: Andy Landen
Astroniomix wrote:
And removing cloaked ships from local is not suddenly going to make them able to take down ships they can't take down now. Even PVE ships don't have much to fear from one, staying aligned (which most people would agree is what you should be doing anyway) almost guarantees they won't catch you because you can be gone before their targeting delay is up. (stealth bombers are the only exception and even they would have a hard time catching **** or even kiling it) [bold for emphasis]

Two words for you: Cyno, and No-Targeting-Delay-Stealth-Bombers. Yeah, the dashes make that second part only one word.

So .. "not suddenly going to make them able to take down ships they can't take down now"? Given that the cyno enables them to take any ship down now, I guess technically you are right, there, but the way you say it makes it come across like somehow they won't be able to take some ships down.

And you say, "stealth bombers are the only exception and even they would have a hard time catching **** or even kiling it"? They are a VERY BIG EXCEPTION. That little 0s targeting delay is EVERYTHING. As soon as you notice him, he has already been locking you for at least 1s. You better already be aligned and pressing warp before you can say "Uncle" or the next thing you see will be a point and a cyno. There is nothing hard about any of that for the stealth bomber.

Sentry ships are the only ships that cannot easily stay aligned, so what we need are sentry drones that can warp, like fighters, so that they can rejoin the drone ship after it exits warp. We need mobility for the sentries, because at the moment, sentry boats are at a huge mobility disadvantage. We need sentries that can mount to the sides of the ship and move with it. Even gain protection of the drone ships shields while mounted to its sides. Even warp with the drone ship while mounted to its sides, instead of warping to the sentry boat independently. That would be SO AWESOME! It's related because the AFK cloakers currently have by far the best shot at catching sentry ships which tend to stay with the stationary drones instead of remaining constantly aligned.

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