These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Overview Upgrade Suggestion (RADAR)

First post
Author
Wormerling
Center for Advanced Studies
Gallente Federation
#161 - 2013-07-19 20:41:03 UTC
Oh yes, I know how it happens. There is usually much more that we can say at once. The discussion usually enlights some aspects you forgot to mention. Thanks for links, I'll read them when I got more time. Concepts live within us, evolve and some day you find time to post somthing. I have still to understand your concept more clearly, but as I've said I think our general directions of view match. Thanks.
gawrshmapooo
J33 Monocombine
#162 - 2013-07-19 21:58:40 UTC
Furthermore, similar to how submarines rely on passive sonar rather than passive sonar for obvious reasons, going active would make you easier to find, because all the energy involved in active sweeps is easy to track.

Where would combat probes figure in to this?

I sell combat boosters of every strength and type. Message me to get your edge.

Nikk Narrel
Moonlit Bonsai
#163 - 2013-07-19 22:11:43 UTC
gawrshmapooo wrote:
Furthermore, similar to how submarines rely on passive sonar rather than passive sonar for obvious reasons, going active would make you easier to find, because all the energy involved in active sweeps is easy to track.

Where would combat probes figure in to this?

Probes of any type have a benefit as well as a cost to use.

Benefit: increased range to detect, as current use already defines.

Cost: with scanning now easier and more likely to occur, they are each another opportunity for someone to become aware that someone is watching. Spotting the probe means a ship that launched them is very likely active nearby, especially if the probe is not in the same spot between consecutive scans.

You just alerted your target that they are being hunted.
Nikk Narrel
Moonlit Bonsai
#164 - 2013-08-19 18:09:53 UTC
Thoughts on active and passive sensor modes:

I would institute active and passive sensor modes.

Passive would emit no energy, and only receive energy from natural and artificial sources. Near a star, where energy is all over and bouncing off of everything, it can be both easier and harder to figure out what you are seeing. Like trying to hear a conversation at an airport, the background noise keeps drowning out what you are looking for.
In those circumstances, using an active scanner would be harder for another ship to notice. The artificial signal is buried underneath the wash of energy naturally present.

On the system rim, or other places with low amounts of energy presence that might interfere with sensors, passive mode could be more than enough to use for protection.
A sensor signal needs to reach you, and then back again to the sending ship, for an active signal to reveal you.
A sensor signal that reaches you, but is not coherent enough to reach back to the sending ship, does not reveal you, but you now know someone with an active sensor array is looking around. Your next move could get you to safety, if they are coming in the wrong direction to avoid you.

I would have detection of warp energy, at the entry and exit points of warp tunnels, give a non specific energy wave to any passive sensor in range. (No significant range here, but if you are close to it you know someone warped in or out close by)
(You may not be able to determine if it was coming or going, just a warp burp)
Phaade
LowKey Ops
Shadow Cartel
#165 - 2013-08-19 18:36:59 UTC
+1
Nikk Narrel
Moonlit Bonsai
#166 - 2013-10-19 13:11:26 UTC
Nikk Narrel
Moonlit Bonsai
#167 - 2013-10-25 19:23:51 UTC
Nikk Narrel wrote:
Bumping for blueberry muffins.

What? Pilots need more than just burritos and hot pockets... just sayin!

I have since revised this, to correct an error.

Pilots should also have chocolate cake.

The galley has been updated on level three, get some!
joshua mckayne
Bubblewrap.
#168 - 2013-11-11 00:55:07 UTC
this is one of the better ideas i have seen in regards to intel. i love it!
i hope ccp would put this or something similar into the game.
Nikk Narrel
Moonlit Bonsai
#169 - 2013-11-11 20:25:34 UTC
joshua mckayne wrote:
this is one of the better ideas i have seen in regards to intel. i love it!
i hope ccp would put this or something similar into the game.

Agreed.

It puts player effort as the source for the results, and offers opposing effort a fair chance to counter them.
Wormerling
Center for Advanced Studies
Gallente Federation
#170 - 2013-11-20 07:55:36 UTC  |  Edited by: Wormerling
Quote:
Passive would emit no energy, and only receive energy from natural and artificial sources. Near a star, where energy is all over and bouncing off of everything, it can be both easier and harder to figure out what you are seeing. Like trying to hear a conversation at an airport, the background noise keeps drowning out what you are looking for.
In those circumstances, using an active scanner would be harder for another ship to notice. The artificial signal is buried underneath the wash of energy naturally present.

Don't forget that near the sun active scan must emit hundreed times more energy as well, because the scanning ship must receive the signal back and distinguish it as well. It's actually a nice idea as it is: to have areas in the system where scanning is less or more efficient. It doesn't matter how you explain the thing: EVE is not real in any way, it does only matter how it fits into gameplay.

Quote:
I would have detection of warp energy, at the entry and exit points of warp tunnels, give a non specific energy wave to any passive sensor in range. (No significant range here, but if you are close to it you know someone warped in or out close by)
(You may not be able to determine if it was coming or going, just a warp burp)

This is a nice idea as well. I was thinking of it in context of removing warp gates and making a free travel between stars. It worked this way: when you do an interstellar jump you manage to land at a random point in the system. The energy that is emitted upon exit is so strong it can be detected as a warpable point for a passive scanner. The same works for a preparation for an interstellar jump: while drives are heating they emit large amounts of energy and are able to be detected by the scanner.
Nikk Narrel
Moonlit Bonsai
#171 - 2013-12-09 16:52:28 UTC
Bump with small note:

This idea can coexist next to current local, because it doesn't give a means to actually hunt cloaked ships, just know that something undefined is using a cloak in your range.

That being said, it can be more relevant for that virtue alone, you know a cloak is operating within your range, not just at some remote corner of the system itself.
Harlon Cordarii
Crazy Bird Inc.
#172 - 2013-12-09 20:35:52 UTC
+1

This is probably one of the best threads I've found in the Ideas section. I wonder how difficult it would be to implement. I like the idea that a ship's sensor strength plays a larger role than just keeping yourself from getting jammed.

It's also worth noting that the lack of single word negative comments such as, "no," is very refreshing.
Nikk Narrel
Moonlit Bonsai
#173 - 2014-01-14 18:33:21 UTC
The overview is already in the game.

The players being able to choose whether they want sensor contacts added in is simply a step in it's evolution.
Nikk Narrel
Moonlit Bonsai
#174 - 2014-02-18 18:01:44 UTC
Give a man a fish, and he may be confused by it.

I mean, seriously, why are you going around handing out fish?
Nikk Narrel
Moonlit Bonsai
#175 - 2014-03-18 16:27:25 UTC
For those seeking sensor improvement, I think this thread is a good read.

Grayland Aubaris
Aliastra
Gallente Federation
#176 - 2014-03-18 22:43:09 UTC
Not sure if anyone has brought this up, but there used to be a radar of sorts in EVE back in the day ...

EVE online Radar
Mazzara
Band of the Red Sun
#177 - 2014-03-18 23:36:33 UTC
+1 I dont care for most peoples anti-local ideas, but yours op is pretty good. Im game!
No matter how much you scrub, how hot of water you use, you can't wash shame!
Nikk Narrel
Moonlit Bonsai
#178 - 2014-03-19 13:00:45 UTC
Mazzara wrote:
+1 I dont care for most peoples anti-local ideas, but yours op is pretty good. Im game!

Much appreciated.

I hope many more come to see this the same way.
Rahh Serves
Doomheim
#179 - 2014-03-19 13:11:07 UTC  |  Edited by: Rahh Serves
i know i m a carebear in your eyes i dont like the idea since i mine and 2-3 sec delay means death without exeption even skiffs are spacedust

and not all people have x accs or are in corps with 100 active members
and no pvp guy i know would protect a mining ship while mining never ever
and i play 4 years eve mostly in 0.0
Nikk Narrel
Moonlit Bonsai
#180 - 2014-03-19 13:25:55 UTC
Rahh Serves wrote:
i know i m a carebear in your eyes i dont like the idea since i mine and 2-3 sec delay means death without exeption even skiffs are spacedust

and not all people have x accs or are in corps with 100 active members
and no pvp guy i know would protect a mining ship while mining never ever
and i play 4 years eve mostly in 0.0

Hello Rahh Serves!

I am a miner, as well.
Judging from your reply, this is not what you expect, since you point out that you are a miner in a way that implies I need to consider a different viewpoint.

I believe you are missing some things, which your assumptions have glossed over from your view.
We are competing with each other.

Every single miner, is competing with every other single miner.

Maybe you have friends, and are in a corporation.
Maybe you give some of that ore to the corporation as dues or tribute, cancelling your effective competition for that ore, at least as far as the other corp members are concerned.

BUT, every rock you mine out, is denied to the next guy.
Sure, a similar rock might respawn, and they might use that instead, but until it does, you have denied them access to the ore no longer present as a result of your actions.

As a secondary effect, the more ore that gets mined and sold, the less ore the market needs, and the prices rise and fall based on the market's needs.
You sell more ore, the next guy finds the prices that much lower when he shows up.
Someone buys up more ore reserves, the prices go back up.
Basic supply and demand economics, which means the guy who sells to the highest prices makes the most ISK.

Most players want to be that guy, making the most ISK.

You stop gathering ore to sell, when you stop mining.
If your competition explodes due to a hostile, and you don't, you suddenly have an advantage that translates into higher potential profit.
If the key to not exploding when others do, is increased effort, that then defines how you compete, in order to make more ISK.
At least, as a miner.

o7