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Player Features and Ideas Discussion

 
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A legitimate Discussion and Ideas on Cloaking

First post
Author
Johnson Dragoon
Doomheim
#21 - 2014-04-03 23:33:41 UTC
LOOOOOOOL RANDOMALT wrote:
You shouldnt. so i suggest you talk about why my ideas are flawed specificly but rather you've shown not to put forth the effort.
and should you not wish to do so do not post reply to this post anyfurther because id like you to stay on topic.


I've already told you why your idea is flawed, you only address one half of the subject and not the other half! Wow, how many times do I have to say it!?
Derath Ellecon
University of Caille
Gallente Federation
#22 - 2014-04-03 23:35:20 UTC
LOOOOOOOL RANDOMALT wrote:
Derath: you fail to give any real evidence for leaving it the way it is. i feel confident in the evidence i have presented.Thank you so much for your contribution. anything else?



The difference is that you made this thread not I. So the onus is on you to convince us that your arguments have merit. You may feel confident in the evidence you have presented, but given this thread so far it is clearly lacking.

That being said, here is an example of what I feel is a legitimate use of long term (possibly afk) cloaking. It also illustrates well how cloaking is in fact a counter to the current state of local.

I could be ninja roaming around 0.0 space in my non-covert explorer (say ishtar) that I do happen to keep a cloak on. I get chased down and camped in a system. Exits are bubbled and covered, combat probes are out. My only real option is to safe up and cloak, hoping to wait them out. With the current log off timers they will have me probed before my timer is up. I cannot even safely check the gates as i cannot warp cloaked.

And due to the perfect nature of local intel my hunters know 2 key things. 1. I'm still in the system and 2. I'm still logged in.

So my option becomes a waiting game.

Pretty much all of your proposed ideas penalizes me for simply trying to survive.
Danika Princip
GoonWaffe
Goonswarm Federation
#23 - 2014-04-03 23:35:50 UTC
LOOOOOOOL RANDOMALT wrote:
You shouldnt. so i suggest you talk about why my ideas are flawed specificly but rather you've shown not to put forth the effort.
and should you not wish to do so do not post reply to this post anyfurther because id like you to stay on topic.



Why is it that you're now trying to accuse anyone who disagrees with you of trolling and asking them to leave rather than actually defending your (often repeated) idea?
LOOOOOOOL RANDOMALT
Imperial Academy
Amarr Empire
#24 - 2014-04-03 23:37:23 UTC
anyone else have any ideas? im still interested. you could also propose to have a special ship designed around the idea of finding cloaked ships using propes or sensors.
Danika Princip
GoonWaffe
Goonswarm Federation
#25 - 2014-04-03 23:41:42 UTC
Which would hit the exact same problems you refuse to recognise, and has ALSO been posted a dozen times.
Johnson Dragoon
Doomheim
#26 - 2014-04-03 23:44:59 UTC
...

Cloak hunthing ship:
https://forums.eveonline.com/default.aspx?g=posts&m=4422625

Shot down.

Cloak using fuel:
https://forums.eveonline.com/default.aspx?g=posts&m=3681813

Shot down

Pos that can decloak/detect cloakers
https://forums.eveonline.com/default.aspx?g=posts&t=140895

Shot down.

Do you want me to continue the pattern? Just to show how every idea you post to "solve cloak" have all been shot down?
Derath Ellecon
University of Caille
Gallente Federation
#27 - 2014-04-03 23:47:00 UTC
LOOOOOOOL RANDOMALT wrote:
anyone else have any ideas? im still interested. you could also propose to have a special ship designed around the idea of finding cloaked ships using propes or sensors.



You keep missing the point. You have done nothing but regurgitate the same arguments and solutions that have been proposed many times before. They haven't convinced anyone that a solution needs to be proposed to begin with.

Just because you put legitimate in the title doesn't make it any more legitimate than the other countless times the same thing has been posted.
Gigan Amilupar
Viziam
Amarr Empire
#28 - 2014-04-03 23:56:36 UTC
Ooo, I can see the future, spooky.

Now that that is out of the way, I'm going to stick my foot in it. I'm only doing this because this thread actually isn't a half-baked idea, it's a request for a discussion. And thus I will now throw out my own idea which I'm sure will be proven to be half-baked by someone eventually (I can't believe I'm doing this).

Alright, so the root of the issue does interact with power projection on some level but that is a problem worthy of its own discussion. If we focus exclusively on the "issue", and I'm hesitant to call it that, of afk cloaking then most of the problems come up not as bad mechanics surrounding cloaking itself, but rather the bad mechanics that currently surround intel gathering on account of local. The problem being that if you introduce mechanics that too strongly oppose cloaking it will quickly ruin its use entirely. So what we need is to change the way intel is gathered, and from there introduce something cloaking specific while keeping in mind all the other things that we don't want to affect (gate camps, station games, wormhole life). So here is my proposal.

1: Local. It needs to go. It's free intel with no more effort then looking at a box and scrolling down. And while that is, admittedly, how most intel is displayed to us in the game, it still needs to be cut. We cannot even remotely move forward in this discussion until everyone admits that having a complete list of everyone in system, updated in real time, is a bad thing.

2: Cloaking. Cloaking in fine. Really, I mean it. There is an argument to be made that no one should be completely safe while undocked, and the almost complete inability to effect anyone who is cloaked is not very EvE-like. But at the same time if you compromise cloakings apparent "safety" it loses all its uses. What needs to be done is to allow cloaks to operate with almost as much impunity as they currently have while simultaneously allowing for a degree of counter play. "But cloaking is a counter!" you say. Your right, it is, FOR THE MOST PART. Offensive applications of cloaking aren't exactly a counter. They're more of a tactical advantage that comes at the cost of reduced firepower and flexibility. And introducing a degree of counter to those situations while protecting cloakings ability to counter the things it was implemented to (like gate camps) is what needs to be strived for if we are discussing changes.

3: The proposal. With the introduction of mobile structures CCP has created a game mechanic that allows for specific situational use that can come with arbitrary restrictions. And this is exactly the approach that would have to be taken if we want to change cloaking, and therefor mobile structures fit the bill. We simply cannot introduce probes or ships or large-scale POS mods to accomplish anything without ruining cloaking in its entirety. So how do we do this?

A) Remove local chat. If we are reducing cloakings abilities in any manner then we need to ensure that those who are cloaked are actually hidden.

B) Introduce a mobile structure with low EHP. Let's call it a "Light Diffraction Array" (name pending). The LDA would have to be extremely vulnerable to destruction and have no reinforcement timer. I imagine ghost sites would be a good way to introduce this mobile structure, but that is another conversation. It would be very quick to deploy and pick up, somewhere in the realm of 1 minute. Long enough for it to get blapped of field, short enough for it to be moved around fairly easily. I imagine that both its size and sig would be quite large to keep it from being too mobile however.

C) The LDA would create a sphere with a radius of 20km. Inside of this radius, any ships that do not have permission from the array cannot cloak. Said permission would be granted by the player who deployed the LDA and could be updated or changed as necessary. The idea here is to create some counterplay, this would potentially allow for bait ships to be surrounded by cloaky T3's and would be good fun as a result.

D) The LDA cannot be deployed within 100km of Stations, Stargates, Acceleration Gates, Wormholes, or other LDA's (equipping two cloaks cancel each other out, why not the deployable?) but has no restrictions around POS's. Such a restriction would be largely unnecessary; Wormholers who put eyes on a POS from 200km away in a stealth ships are effectively enough hidden that no short range-detector is going to ruin their play. Not even a whole lot of them thanks to the distance restriction to other LDA's. These distances should also prevent the deployable from creating OP gatecamps and making station games even less fun.

Thus we have created a small degree of counter play. Mining fleets can put one of these out in belts and see if a cloaky T3 or bomber is approaching, but the travel distance of bombs will still be long enough that bombers should be able to perform their runs on targets if said runs are well executed. Hot dropping inside of brawling range would now be considerably more difficult, but I imagine that there are creative ways to get around that. Local is gone however, so players are going to have to be actively watching their surroundings/overview to gather intel rather then the chat box. While not a huge difference, one list to another, it is still a step in the right direction as a way to properly disseminate intel through the UI. The key point is that the deployable has to be cumbersome enough not to affect small gang negatively, but still mobile enough to be used for operations. I also see this as a way to slightly affect cloaky farmers in FW plexes. So that could be fun.

There is my "idea" that I'm sure will be met with rage. Sadly I'm sure I've overlooked something and am also sure that this topic will fulfill the expectations in my link given enough time.
Petrified
Old and Petrified Syndication
#29 - 2014-04-04 00:08:05 UTC
LOOOOOOOL RANDOMALT wrote:

#1 Pos decloak modules: ...

There should be no easy counter to Cloaking. This is an easy counter and takes no player skill to avoid. So Nope. See #2

LOOOOOOOL RANDOMALT wrote:

#2 Cloak probes:...

I appreciate and endorse the ability to use probes to detect the general location of a cloaked ship. However, nothing should be able to de-cloak the ship without being in the standard 2KM of the vessel. If the probes brought you withing 15+ KM of the ship and you then had to work to decloak them from there, fine. But this cannot be an automatic "decloak button" - sometimes explorers need to use the restroom in systems without stations or they cannot dock in. But a probing mechanic is the only acceptable counter to cloaking that would be acceptable in my mind.

LOOOOOOOL RANDOMALT wrote:

#3 the dreaded cloaking Fuel: ...

Why? they are not jumping from one system to another via cyno. They are not able to take any offensive or defensive action and unless they are in a covert-ops, they cannot even warp. All action that a covert ops ship can take against you can only be done when they are not cloaked. Fuel is a pointless addition, not a counter, and is a punishment to non-afk cloakers. See #2

LOOOOOOOL RANDOMALT wrote:

#4 AFK Timers: ...

Again, it punishes non-afk cloakers by placing a limit on their ability to sit somewhere cloaked. See #2.

I have been on both ends of AFK cloaking. I know how many people feel about this because Covert Ops ships are what I commonly fly. I know how it is to be in a wormhole or Null Sec and not able to take much industrial action outside the station/POS because you know someone is there... watching... waiting... and that you cannot undock in anything outside of a PvP ship and even then, not be certain that you have the right ship or the numbers in local to address whatever may happen.

I know how it is to be flying a covert ops ship through gate camps or through wormhole space. I know how it is to desperately need to take a break but cannot do so safely without cloaking up in a safe. I know how it is to stop an opponents operations just by being in system with them.

The only reasonable counter - because Cloaking does not have to be nerfed - is adding a probing ability to approximate the location of a cloaked ship. Outside of that, no other option comes close to reasonable.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Mike Voidstar
Voidstar Free Flight Foundation
#30 - 2014-04-04 00:16:48 UTC
Bane Nucleus wrote:
No one in wormhole space ever feels that cloaking is abused....EVER. Also, lots of cloakies die in wormhole. They aren't the invulnerable ships people make them out to be. With no local, we have no idea they are even there until they decloak. Then we kill them. It's not a broken mechanic at all. No cynos, no fixed "gates", limited mass on wormholes, etc...All of those things limit the force projection in wormhole space, which is the real problem you are talking about.

In null sec, people claim that a cloaky can stop an entire system from doing sites, mining, and other various pve activities. Is that because of the cloak or because existing null sec mechanics allow it? (cynos, no mass limited entrances into system, etc..) Those issues simply don't exist for us in wormhole space and we have the same cloaking mechanic that you do.



This is exactly the problem.

Local is manifestly not a problem either. It's value is only seen in areas where local residents put out the considerable effort and manpower to secure the space against enemy incursion. High Sec is the proof of this concept...it's awash in neutrals, has an omnipotent police force to flawlessly punish aggressors, and ganks happen all the time. It is neither over powered nor infallible by itself, it is only with dedicated effort of whole alliances that it becomes useful for preemptive defense.

90% of all problems with cloaks would be solved by making them mutually exclusive with Cynos. Once you stop the fact that the safest ship in all of eve can suddenly be anything from a newb frigate to a Titan Fleet in your space, they become much more balanced. Covert Cynos are not nearly the same problem despite the fact that they become battleship fleets with minimal effort because they are still BLOPS and you can account for a limited number of T2 Battleships and what they might be worth risking for.

Cloaks should be huntable. No ship in space should be so safe as to be able to literally afk for an entire day with any kind of certainty of not exploding, especially in enemy territory. That is just goofy and clearly broken.
Johnson Dragoon
Doomheim
#31 - 2014-04-04 00:22:57 UTC
Mike Voidstar wrote:


Cloaks should be huntable. No ship in space should be so safe as to be able to literally afk for an entire day with any kind of certainty of not exploding, especially in enemy territory. That is just goofy and clearly broken.



I know right? The ability to suddenly see who comes into your system, giving you time(as said person loads in) to warp off to a safe spot, to a pos, or to a station to dock up and literally afk for the entire day with any kind of certainty of not exploding.... Oh wait, you are talking about cloak not local. Sorry about that.
Kaerakh
Obscure Joke Implied
#32 - 2014-04-04 00:37:19 UTC
After living in wormholes for such a long time I have encountered many cloaked ships/strategies. I have never thought once to complain about them on the forums. This is an experience I think many experienced wormhole players share. Now suddenly on the forums I see a myriad of threads on the subject(in particular the harmless afk kind). Most of the originating posters typically don't live in a wormhole from my observations.
The most obvious differences between kspace and wspace are cynos/jumpdrives and local chat. One of these is fundamental to gameplay and the other isn't. I'll let you extrapolate the various points I'm inferring. Roll
Mike Voidstar
Voidstar Free Flight Foundation
#33 - 2014-04-04 00:58:23 UTC
Johnson Dragoon wrote:
Mike Voidstar wrote:


Cloaks should be huntable. No ship in space should be so safe as to be able to literally afk for an entire day with any kind of certainty of not exploding, especially in enemy territory. That is just goofy and clearly broken.



I know right? The ability to suddenly see who comes into your system, giving you time(as said person loads in) to warp off to a safe spot, to a pos, or to a station to dock up and literally afk for the entire day with any kind of certainty of not exploding.... Oh wait, you are talking about cloak not local. Sorry about that.



Funny troll. You and your kind hunt the wrong prey. There are tons of people just like you spoiling for a fight, vo shoot one of them. Wait, sorry... Forgot they might actually be armed and capable of providing risk back to you. Cant have that.

Seriously.. docked or in a POS shield is supposed to be safe. You are actually safer cloaked than in a POS, which is just special.

The key is in space. No one in space, never mind in enemy territory, is supposed to be so safe as to literally afk from server up until server down. Cloaks are broke.
Johnson Dragoon
Doomheim
#34 - 2014-04-04 01:01:16 UTC
Mike Voidstar wrote:
Johnson Dragoon wrote:
Mike Voidstar wrote:


Cloaks should be huntable. No ship in space should be so safe as to be able to literally afk for an entire day with any kind of certainty of not exploding, especially in enemy territory. That is just goofy and clearly broken.



I know right? The ability to suddenly see who comes into your system, giving you time(as said person loads in) to warp off to a safe spot, to a pos, or to a station to dock up and literally afk for the entire day with any kind of certainty of not exploding.... Oh wait, you are talking about cloak not local. Sorry about that.



Funny troll. You and your kind hunt the wrong prey. There are tons of people just like you spoiling for a fight, vo shoot one of them. Wait, sorry... Forgot they might actually be armed and capable of providing risk back to you. Cant have that.

Seriously.. docked or in a POS shield is supposed to be safe. You are actually safer cloaked than in a POS, which is just special.

The key is in space. No one in space, never mind in enemy territory, is supposed to be so safe as to literally afk from server up until server down. Cloaks are broke.


And you are saying, that the ability to see when ever someone comes into a system and instantly hides away isn't broken? You have a funny standard mate.

Lets not forget the process of getting TO said enemy system is hardly safe at all... Think of it as a consequence for owning a system that you can't defend.
Kaarous Aldurald
Black Hydra Consortium.
#35 - 2014-04-04 01:12:57 UTC
Bringing up cloaking devices should be a forum violation.

There aren't even any bones left on this horse, you're just whipping at the ossified powder.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Derath Ellecon
University of Caille
Gallente Federation
#36 - 2014-04-04 01:15:12 UTC
I'm sorry but the whole BS about Cynos in 0.0 and the lack thereof in WH space is a strawman at best.

Cyno's become largely a necessity in 0.0 again "because of local". One ship entering local may raise eyebrows. But 12 will make you run. The Cyno allows for the balance of local as the spike occurs on top of the target.

The lack of cyno's in WH space is a non issue. Why? Because without local it is very easy to sneak that same fleet in covertly as the target doesn't see a local spike.

In the end, whether that overwhelming force is hotdropped on top of you, or suddenly decloaks on top of you from out of nowhere, the result is the same.
Mike Voidstar
Voidstar Free Flight Foundation
#37 - 2014-04-04 01:17:05 UTC
Johnson Dragoon wrote:
Mike Voidstar wrote:
Johnson Dragoon wrote:
Mike Voidstar wrote:


Cloaks should be huntable. No ship in space should be so safe as to be able to literally afk for an entire day with any kind of certainty of not exploding, especially in enemy territory. That is just goofy and clearly broken.



I know right? The ability to suddenly see who comes into your system, giving you time(as said person loads in) to warp off to a safe spot, to a pos, or to a station to dock up and literally afk for the entire day with any kind of certainty of not exploding.... Oh wait, you are talking about cloak not local. Sorry about that.



Funny troll. You and your kind hunt the wrong prey. There are tons of people just like you spoiling for a fight, vo shoot one of them. Wait, sorry... Forgot they might actually be armed and capable of providing risk back to you. Cant have that.

Seriously.. docked or in a POS shield is supposed to be safe. You are actually safer cloaked than in a POS, which is just special.

The key is in space. No one in space, never mind in enemy territory, is supposed to be so safe as to literally afk from server up until server down. Cloaks are broke.


And you are saying, that the ability to see when ever someone comes into a system and instantly hides away isn't broken? You have a funny standard mate.

Lets not forget the process of getting TO said enemy system is hardly safe at all... Think of it as a consequence for owning a system that you can't defend.


Local is the same everywhere, yet only a 'problem' where the efforts of a whole alliance make it useful.

The only people who hide are the ones playing a different playstyle than the one you enjoy. Try picking fights with combat ships that fight back. You might wake up wet in a vat but at least everyone had fun.

The process of getting to a given system is the same for everyone. The guys you are hunting used diplomacy and people skills to navigate the gates you had to crash. Why is your method so much more valuable than theirs? Its not like awoxing and betrayal arent a real threat.

No, the only imbalance is the complete safety of the cloak, and it is especially exacerbrated by a cyno.

Proponents of safe cloaking are vocal and use strawman arguments to defend an obviously untenable position. The argument of it being a counter to local only works if you accept local is a problem in itself, which it manifestly is not as can be witnessed daily in highsec.
Johnson Dragoon
Doomheim
#38 - 2014-04-04 01:18:32 UTC
Derath Ellecon wrote:
I'm sorry but the whole BS about Cynos in 0.0 and the lack thereof in WH space is a strawman at best.

Cyno's become largely a necessity in 0.0 again "because of local". One ship entering local may raise eyebrows. But 12 will make you run. The Cyno allows for the balance of local as the spike occurs on top of the target.

The lack of cyno's in WH space is a non issue. Why? Because without local it is very easy to sneak that same fleet in covertly as the target doesn't see a local spike.

In the end, whether that overwhelming force is hotdropped on top of you, or suddenly decloaks on top of you from out of nowhere, the result is the same.



Isn't this entire thread based on a strawman argument? So basically, you are basing a Straw man, on a straw man argument...
Mike Voidstar
Voidstar Free Flight Foundation
#39 - 2014-04-04 01:20:28 UTC
Derath Ellecon wrote:
I'm sorry but the whole BS about Cynos in 0.0 and the lack thereof in WH space is a strawman at best.

Cyno's become largely a necessity in 0.0 again "because of local". One ship entering local may raise eyebrows. But 12 will make you run. The Cyno allows for the balance of local as the spike occurs on top of the target.

The lack of cyno's in WH space is a non issue. Why? Because without local it is very easy to sneak that same fleet in covertly as the target doesn't see a local spike.

In the end, whether that overwhelming force is hotdropped on top of you, or suddenly decloaks on top of you from out of nowhere, the result is the same.


Which is why I have maintained that one of the first steps of balance is to divorce cloaks and cynos.

Cloaks should still not be as safe as they are, but most of the problem is in the cyno, not the cloak.
Mike Ermagerd
Imperial Academy
Amarr Empire
#40 - 2014-04-04 01:28:12 UTC
I like these discussions personally if you don't want to read my thoughts then don't...but id like you to:). There must be a middle ground surely, something that makes the game MORE FUN for both bears and ganksters. Fun is not going to work and leaving you're cloaky logged on to pester other players, fun is running + fighting +++ being generally crafty.

I'd like to understand the pros and cons of the following scenario (and please don't auto hate :). This approach seems to nerf annoyance and buff immersion/fun imho and yep i know everything has been thought of already

One line Explanation: Everyone disappears from local if you're if not on grid with a gate or an npc station

To test the "more fun less annoyance goal" I thought about the following examples:

Example 1: Raiding party enters your ratting system, warp to anoms and the ratters may run in time...or not.
Outcome: No change, fun game play everyone enjoys

Example 2: AFK cloaker wants to soften a system up so they are a little more careless.
Outcome: Most of the intel is there but it is much less accurate. If players live in a pos instead of the station they are harder to observe and you need to be on grid to watch them...parked safely under their guns. Being on grid and cloaked gives perfect intel on that grid only.

Example 3: Mr Bear be ratting and enjoying null sec honey. A cloaky entered the day before and since then always avoids station and gate grids. In this scenario the cloaky ability to rain down misfortune is probably OP but not hard to tune. Gigans' DLA, covops cyno delays etc many solutions

The number of threads on this stuff is just staggering, i think ive read all the ones over the last few months tho. It does avoid the ones raised by Johnson Dragoon.

Is there any merit to this middle ground approach at all?

is there consensus amongst the vet community?

Respectfully....Ermagerd!