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Cloaking Overhaul

Author
SIrera Artrald
Titans Rising
#1 - 2014-02-17 04:16:24 UTC  |  Edited by: SIrera Artrald
Disclaimer: This is not a nerf AFK cloaking thread!

Cloaking in its current iteration is two-dimensional and boring, for the pilot at least. right now it exists as a simple on/off function. I think a more dynamic system is needed! a complete overhaul of the way cloaking works.

First off get rid of the on/off approach! What I suggest is that while cloaked there is a chance for a ship to detect the cloak and shut it down. This would be based on the non-cloaked ship sensor strength and proximity to the cloaked ship (up to 2 km if you're that close you're detected just like the in current system) and the cloaked ships mass, speed, cloak meta level, and modules activated. if these are zero and the ship size is small then the chance to remain undetected is is virtually 100% no matter what the other ships sensor strength is. However as size increases it becomes easier to detect a cloak, if a ship is going full speed that will have an effect (though a minimal one in my opinion otherwise cloaking and trying to get out of a gate camp bubble would be next to impossible) and finally if the cloaked pilot decides to activate modules, the modules and the number will greatly effect the likelihood of being detected.

I also think that you should be able to lock a target while cloaked for a very high chance of being detected, the more targets you lock the higher the chance, but even one would be something like 35% (locking while cloaked has a greatly reduced lock range)

Now what about firing weapons cloaked? I think it should be possible, but with a new mechanic: a spool up time before firing that slowly increases your damage from -50% up to 50% base damage. the chance of being detected rises higher as the damage increases, once the other ship detects you, the payload fires dealing whatever damage percentage it was at. (now most of the time this would be -50% but if lucky and skilled up you could get a few lucky shots occasionally and deal a full 50% more damage) when you fire the volley (if you haven't been already) you decloak.

Modules activated and target locking while cloaked is the main thing I think would make cloaking more interesting! Think about it! If you're cloaked in a belt, in your awesome stealth bomber, ready to uncloak and burn that poor miner to the ground several things could happen:


First scenario: you risk getting close enough to be within your scram range you are lucky and in getting within 9 km he doesn't detect you. You think, if you can get a lock, you're guaranteed a kill. Control click and BAM! he detects you and because he's not AFK mining and aligned and paying close attention to what was going on around him (unlikely, I know) he warps out. Sorry no kill for you! Better luck next time. (you were to close and trying lock probably pushed the likelihood of you being detected to something like 70%

Second scenario: You wise up a bit and stay further away from him this time (maybe you got a disruptor instead?) you still try to lock him and you manage to stay cloaked. so now you try activating that disruptor. Oh no! activating the module failed and you're detected again. for the second time that really on the ball miner warps out denying you another kill! go cry in the corner or just quit taking so many chances with your cloak! (if you activate a module while cloaked and you are uncloaked the module fails to activate, the exception being weapons)

Third scenario: The miner has returned and you're going to try again! Good luck! you warp in cloaked (why would I want to change that aspect of the covert ops cloak?) you could lock him last time so you try again successfully locking him once more. this time you forgo the disruptor and just fire your weapons, hoping that you'l be able to catch him with his hardeners off and get a full 50% bonus damage. Well you we're unlucky before but now you hit the jackpot! 40% percent damage bonus and that silly miner didn't turn his hardeners on, nice kill!


This system could bring with it new skills and modules that have direct influence on cloaking and chances. off the top of my head these are what I can think of:

New skill books

Cloaking field stability: (name them what you want) 5% increased cloaking strength per level

Cloaked targeting: (requires cloaking field stability IV) Decreases the chance of being detected by locking a target while cloaked by 5% per level

Cloaking proximity: (requires cloaking field stability III) Decreases the chance of being detected based on proximity by 5% per level

Cloaked warfare: (requires cloaking field stability V) increases cloaked damage range by 10% in both directions per level

Cloaking Velocity: (requires cloaking efficiency III) Increases ship velocity while cloaked and reduces the chance of being detected while traveling at high speed and activating a MWD or afterburner while cloaked by 5% per level

Cloaking efficiency: Reduces the effect of a ships mass on the cloaking field coherence by 5% per level

New Modules

Optics Fortifier: increases the strength of the cloaking field. Passive. fits in low slot.

Stealth Energy Field Optimizer: increases damage range when firing cloaked. active (so that you have to risk being detected to activate it.) maybe separate versions one for a mid slot and one for a low slot

Now this seems like a more exciting and intuitive system that is very much in the spirit of eve's risk vs reward mantra. With some balancing (and complicated math!) this could make for a fantastic new cloaking system that would be a great compliment to a half decent black ops rebalance!

Please tell me what you think, I hope this doesn't fit under the it's already been said before category. Also like I said this is not a nerf AFK cloaking thread!

Thanks for reading!

Life is a bitch but she's totally doable. She may be a beauty but life, life is a bitch.

Crazy Dave
State War Academy
Caldari State
#2 - 2014-02-17 04:28:13 UTC
Umm I like being bored :)
SIrera Artrald
Titans Rising
#3 - 2014-02-17 04:29:49 UTC  |  Edited by: SIrera Artrald
haha sometimes it is nice ;D

But seriously what do you think?

Life is a bitch but she's totally doable. She may be a beauty but life, life is a bitch.

Catherine Laartii
Doomheim
#4 - 2014-02-17 07:33:25 UTC
I think you have an idea here, but some things, like firing cloaked, would completely and utterly break the game.

I like the point you made about sensor strength; I think perhaps they could change it so there wouldn't be a mobility penalty, and they could change dscan to a "sensor sweep" option, so the closer things are, the easier they are to detect and get information on. For instance, you could do a sensor sweep of the area nearby where you are inside of an FW plex, and while you could gauge what's outside and how far away it is within a short distance, if you do wider scans you have less accuracy, leading to no information about distance it's at, or even an "unknown" cruiser type, frig type, etc. This would work in conjunction with your sensor strength, and so stronger scans would reveal and 'unknown' ship type nearby you. If it's on field, you could get a read on its range from you, but not its direction.

The idea about cloaks is very interesting; I would like to see certain local modules like reps, hardners, prop mods being able to be activated in cloak, too. Sensor penalties would be a given, but things like continuing to make them invisible if you're in a safe would be ideal; they's just be visible on sensor sweeps on a fairly short radius, and only if you have decent sensor strength. It would certainly open up some gameplay options in pvp if they did that, and would make solo a bit safer of an option.
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#5 - 2014-02-17 07:43:44 UTC
I vote for no change. Mainly I disgree with the statement, "cloaking is two-dimensional " comment.. what does that mean in this context anyway? Cloaking doesn't have to be "interesting" to work well.. it's the activity you are doing while using a cloak that should be intereting and not the cloaking itself. What?. Why come up with some weird meta game just so cloaking nerfs into a system that allows detectability? This doesn't make cloaking more interesting.. What it does is make gate camps more deadly. Yeah that would be ... great..... I prefer the cloaking is cloaked method... currently cloaking is not fool proof.. I have lost cloaked ships at camps..and in engagements after I was discovered. If cloaking is not the exciting meta game you want trying exploration or something else.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

[IMG]http://i12.photobucket.com/albums/a208/DawnFrostbringer/consultsig.jpg[/IMG]

SIrera Artrald
Titans Rising
#6 - 2014-02-17 07:47:23 UTC
I agree with what you're saying about d-scan! I always though it was weird that you have the same strength with d-scan set to 360 degrees as with it set to 5. I also didn't want to make it so that velocity had any real impact on whether you could be detected cloaked.

Why do you think firing cloaked would break the game? I wanted to make it a gamble where if you chose to attempt to fire cloaked you would be likely to lose all your volley damage but that you had a chance to do significantly more damage if you're lucky.

Life is a bitch but she's totally doable. She may be a beauty but life, life is a bitch.

SIrera Artrald
Titans Rising
#7 - 2014-02-17 07:54:17 UTC
I'm not saying "nerf cloaking" or "cloaking is to powerful" or "all my gate camps aren't able to kill cloaked ships" or any other whiney post about cloaking that we see on the forums.

What I would like is something that may make flying a cloaking ship more entertaining. especially in combat as you can make decisions about how to engage and what risks to make before you uncloak. I want an entertaining solo cloaked PvP experience. I think this could help.

Also the ability to be completely undetectable while cloaked is really unrealistic. :/

Life is a bitch but she's totally doable. She may be a beauty but life, life is a bitch.

suid0
Pandemic Horde Inc.
Pandemic Horde
#8 - 2014-02-17 09:12:13 UTC
SIrera Artrald wrote:
Also the ability to be completely undetectable while cloaked is really unrealistic. :/


Impossible because of local

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Arya Regnar
Darwins Right Hand
#9 - 2014-02-17 09:16:12 UTC
Uhh... No thanks, cloaking is just fine as it is right now.

EvE-Mail me if you need anything.

Lavitakus Bromier
WTF Bunnies
#10 - 2014-02-17 09:20:31 UTC
id like to see a module thats and agressive scan, based of sensors strength.
Lephia DeGrande
Luxembourg Space Union
#11 - 2014-02-17 09:36:13 UTC
I prefer my MMOs with infinite cloak, so no but thanks for your time spent.
Zerlestes
Caldari Provisions
Caldari State
#12 - 2014-02-17 10:04:29 UTC
if i understand it correct if someone sits on a safe spot somewhere betwen planets they are save
if someone wants to kill me or light a cyno etc he risk something

+1 from me they can sit hours on a safespot but if they want a kill they have a risk its a improvement
without making cloaks bad
Centurax
CSR Engineering Solutions
Citizen's Star Republic
#13 - 2014-02-17 12:01:32 UTC
Some of this seems overly complicated.

I will agree there needs to be some way to detect cloaked ships, but having a specialized ship module or modules would be a better way of handling it. Something like a magnetic anomaly detector which detects variations in magnetic fields, seeing as we all fly in big tin cans I suspect that would work in some way that could indicate if there are any cloaked ships. Then maybe use an area of effect pulse, something based on a charge with a long refire time that decloakes the ship maybe have a range of 10 - 15km on it.

It would be useful to be able to turn on some modules while cloaked and having covert ops versions that are expensive would be fine things like afterburners, cargo scanners or ship scanners. Being able to scout an enemy fleet or a target these modules are a good option. Being able to lock a ship while cloaked is fine it could take longer or require a passive targeter to be used, and when the ship de cloaks the lock is automatically broken.

As much as I would love to be able to fire at targets while cloaked, I am probably going to have to sit on the fence if it would break anything. To give the idea a chance but a different approach, think of it more like a sniper in a ghillie suit. The cloak would have to have a significant downside such as significant cap use and might only give a few shots before failing completely. It would not be a covert ops so you cant move without de cloaking. But there is a 0% chance of it ever being added because of the people who don't want to see powerful cloaked ships, but it could be a nice use for black ops battleships Lol.

Generally there is nothing wrong with cloaking as it is at the moment, but it lacks basic things such as detecting cloaked ships and begin able to use scout ships for a wider range of duties. Would like to see more combat orientated covert ops ships though.
Nikk Narrel
Moonlit Bonsai
#14 - 2014-02-17 16:23:11 UTC
It may not be popular in every circle, and I would agree it seems unfinished by the resulting stalemates, but there is one detail that needs to be observed and respected.

Cloaking is balanced.

It is arbitrarily limited in both ability and threat potential, since local denies it genuine stealth while obviously warning residents of a pilot's arrival.

Cloaked ships produce a stalemate because the PvE assets flee from them, while they are no match for the dedicated PvP ships.

If you want to clear the stalemate, make them capable of fighting evenly against either one or the other.
Noone can be expected to engage a superior opponent, it is simply bad play.
HTC NecoSino
Suddenly Carebears
#15 - 2014-02-17 17:22:37 UTC
You fail to think of the 5% of your residents that reside in a world with no Local and where cloaking is a way of life: Wormholes.

-27 to cover us 5%.
Nariya Kentaya
Ministry of War
Amarr Empire
#16 - 2014-02-17 17:36:16 UTC
Centurax wrote:

Generally there is nothing wrong with cloaking as it is at the moment, but it lacks basic things such as detecting cloaked ships and begin able to use scout ships for a wider range of duties. Would like to see more combat orientated covert ops ships though.

there already is a built-in counter to cloakies.

1) their inherent disadvantage against pure-combat ships of a similar size or alrger.

2) local, you can see them cloaked or not no matter where they are in system, they are only hidden from you visually.

so until their is a valid mechanic for avoiding/countering local as a perfect intel-tool for defense (only idiots get caught, hunter has to find his prey, prey only has to hit warp to X for safety), there is no point in discussing a nerf or change to cloaking mechanics.

once we have an alternative way of circumventing the strengths of local, then by all means, allow cloaked ships to shoot with a chance of decloak, or for recons or whatever to drop special combat probes to scan them out, whatever strikes your fancy. but until that local-nerf comes, theres no point in discussing it.
SIrera Artrald
Titans Rising
#17 - 2014-02-17 18:08:39 UTC
suid0 wrote:
SIrera Artrald wrote:
Also the ability to be completely undetectable while cloaked is really unrealistic. :/


Impossible because of local


Um, local is unrealistic o.O

Life is a bitch but she's totally doable. She may be a beauty but life, life is a bitch.

SIrera Artrald
Titans Rising
#18 - 2014-02-17 18:19:07 UTC
Nikk Narrel wrote:
It may not be popular in every circle, and I would agree it seems unfinished by the resulting stalemates, but there is one detail that needs to be observed and respected.

Cloaking is balanced.

It is arbitrarily limited in both ability and threat potential, since local denies it genuine stealth while obviously warning residents of a pilot's arrival.

Cloaked ships produce a stalemate because the PvE assets flee from them, while they are no match for the dedicated PvP ships.

If you want to clear the stalemate, make them capable of fighting evenly against either one or the other.
Noone can be expected to engage a superior opponent, it is simply bad play.


I agree Cloaking is working fine, it is balanced! If this change isn't implemented then there is no real loss, However there is currently no benefit to using a cloaking ship offensively. Not even a benefit, there is almost no chance to win against an opponent in solo PvP if you use a cloaking ship. The idea is to strike from the shadows and be able to achieve a high alpha first strike while still remaining cloaked.

Cloaking as it is only serves to allow you to escape. The whole idea of stealth is to allow you to get the other guy when he doesn't expect it!

Life is a bitch but she's totally doable. She may be a beauty but life, life is a bitch.

SIrera Artrald
Titans Rising
#19 - 2014-02-17 18:23:38 UTC
HTC NecoSino wrote:
You fail to think of the 5% of your residents that reside in a world with no Local and where cloaking is a way of life: Wormholes.

-27 to cover us 5%.


I really fail to see how this ruins your WH cloaks? Maybe you'd care enlighten me?

The Goal was not to ruin cloaking or nerf it, just change the way that it works. Hopefully while maintaining the roles and advantages of cloaking in it's current form while allowing it to perform well in PvP. I thought a new cloaking system would be a good thing to release with whatever black ops battleship changes they implement.

Life is a bitch but she's totally doable. She may be a beauty but life, life is a bitch.

Kinis Deren
Mosquito Squadron
D0GS OF WAR
#20 - 2014-02-17 18:30:33 UTC
Ummmmm, let me think about it .......



NO!
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