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Covert scanner

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Author
Derath Ellecon
University of Caille
Gallente Federation
#21 - 2014-04-15 01:28:15 UTC
Infinity Ziona wrote:
2. Cloakers in wormhole space are no where near as dangerous as in k-space. You cannot cyno into a wormhole. You cannot get instant intel on residents in a wormhole to pick an easy target. You can pick up non covert ships easily with a scanner. They do not magically appear in the 10s to 100s in the space of a second after a covert de cloaks.


What is blatently obvious in this area is someone who clearly does not understand wormholes trying to use it as a defense of their beliefs.

I am nowhere near a expert at any type of PVP, but here is an example that illustrates how wrong your comment is

http://washb.eve-kill.net/?a=kill_detail&kll_id=22880359

1. Cloakers in WH space are absolutely deadly.
2. There is no need for a cyno. Cyno's largely are a counter to local, as there is no way to be truly covert when you show up in local. We managed to sneak in without getting caught on dscan by this solo site runner (yes also shows that people do solo rat in wormholes). He absolutely melted in maybe 40 seconds. There was no need to cyno in a big force, he died just fine without it.
3. Instant intel goes both ways. It also makes covert operations work in wormholes because the prey doesn't get intel any more easily than the predator.

Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#22 - 2014-04-15 01:42:50 UTC
Infinity Ziona wrote:

I love it when people try to redefine the meaning of PvP. Player vs Player implies the ability for both sides to change the outcome by player input. You are a database item owned by a player being shot by lots of players and have no practical means to change the outcome. Welcome to not PvP.


PvP simply means player vs player. At no point does it state anything about the circumstances of the interaction. It's simply one player against another. Sorry you don't like it and it doesn't work with your argument, but that's what it is.

Mag's wrote:

You may think that's what it implies, but PvP is merely regarding competition. No where does it state or imply, that that competition has to be fair.

Welcome to PvP.


This guy gets it

No trolling please

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#23 - 2014-04-15 01:47:38 UTC
Bane Nucleus wrote:
Infinity Ziona wrote:

I love it when people try to redefine the meaning of PvP. Player vs Player implies the ability for both sides to change the outcome by player input. You are a database item owned by a player being shot by lots of players and have no practical means to change the outcome. Welcome to not PvP.


PvP simply means player vs player. At no point does it state anything about the circumstances of the interaction. It's simply one player against another. Sorry you don't like it and it doesn't work with your argument, but that's what it is.

Mag's wrote:

You may think that's what it implies, but PvP is merely regarding competition. No where does it state or imply, that that competition has to be fair.

Welcome to PvP.


This guy gets it

No player vs player means player vs player. By your skewed and incorrect definition shooting a player owned GSC is PvP. Maybe in your risk averse world but in the real world nope.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#24 - 2014-04-15 01:54:13 UTC
Infinity Ziona wrote:

No player vs player means player vs player. By your skewed and incorrect definition shooting a player owned GSC is PvP. Maybe in your risk averse world but in the real world nope.


Gotta watch out for those piloted GSCs! I really hope you are trolling and that you aren't so dense lol

No trolling please

Draconus Lofwyr
The Scope
Gallente Federation
#25 - 2014-04-15 02:03:41 UTC
cloaky camping has issues, but if you want to go down that rabbit trail then fine, you can keep your cloaky camper but only if, 1. you cant see anything in space around you since that fancy field that distorts you from being seen, keeps you from seeing anything else. gate warps and permanent celestial warps are fine since those are charted celestial bodies. if you want to get technical and say you can see because of your "sight drone" then why doesn't it decloak you?
the OP's idea is one of the few devices to add a "sonar search" to the hidden that does not immediately overpower the fight. if you want a slight buffer, then make it so it wont find any cloaked ships that have been cloaked less than 1 hr.
Mike Voidstar
Voidstar Free Flight Foundation
#26 - 2014-04-15 02:09:22 UTC
Nariya Kentaya wrote:

you can hunt cloaks when you can no longer
A) see them in local before theyve even loaded grid
B) hide forever in a POS with perfect safety
C) hide forever in a station with perfect safety
D) actually have to defend your space, or some other mechanic that makes the cloaker actually a threat.

A cloaked ship can do nothing to you, its weak and more often than not loses to a retriever in an actual fight.
cynos dont count as those can be used by alot of ships just as good, and are part of a completely separate problem making EVE to safe/blob-reliant in nullsec.


A) This is the same for all ships. Cloaks should not be exempt. Those that rely on speed instead of stealth have the same problem. The true problem here is your choice of target, stop hunting people that rely on evasion and you will have an easier time catching them.

B)You cannot hide in a POS with perfect safety. Awox happens. Cloaks are actually safer than in a POS.

C)Stations are designed intentionally as the only place your ship should be completely safe, and in Null sec the station can change hands and thus effectively lose you access to your property by being unable to move it out.

D) For local to be an effective tool of evasion, you must defend your space. High Sec is what happens when you do not secure space but only punish those proven to be hostile, and ganks happen all the time despite a 100% effective kill ratio by CONCORD.

Local does not need cloaks to balance it, it is balanced on it's own by being a tool that demands an attentive, active player to use and the efforts of many to remain viable. By contrast cloaks demand almost no tradeoffs for complete immunity to non-consensual action of any kind.
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#27 - 2014-04-15 03:18:13 UTC
I was waiting to see how long it would take for you to show up here, Mike P

Mike Voidstar wrote:

A) This is the same for all ships. Cloaks should not be exempt. Those that rely on speed instead of stealth have the same problem. The true problem here is your choice of target, stop hunting people that rely on evasion and you will have an easier time catching them.


Any ship in space is a target, regardless if they can defend themselves adequately or not. As a cloaked ships, I cannot activate hardeners, shoot, or do anything of the sort. Once I decloak to become aggressive, my tank and dps is significantly gimped to allow for cloaking. Even most T3 fits that scan and cloak are severely diminished in regards to offensive and defensive capabilities. Being stealthy and sneaky comes at a great price.

Mike Voidstar wrote:

B)You cannot hide in a POS with perfect safety. Awox happens. Cloaks are actually safer than in a POS.


True. POS's are not totally secure. However, if you are having to worry about possibly being awoxed, a cloaky scout is the least of your problems Lol


Mike Voidstar wrote:

C)Stations are designed intentionally as the only place your ship should be completely safe, and in Null sec the station can change hands and thus effectively lose you access to your property by being unable to move it out.


They can change hands with some effort and time. Hell, NPC space you don't have to worry about it at all.

Mike Voidstar wrote:

D) For local to be an effective tool of evasion, you must defend your space.


Completely and utterly incorrect. There is no defending your space when you see one person jump in local, and a 30 man mackinaw fleet aligns and warps to safety before anyone has the time to even find out where they are. There is no defending anything there.


Mike Voidstar wrote:

Local does not need cloaks to balance it, it is balanced on it's own by being a tool that demands an attentive, active player to use and the efforts of many to remain viable. By contrast cloaks demand almost no tradeoffs for complete immunity to non-consensual action of any kind.


I'd call a weak tank, weak dps, and the ability to use no modules while cloaked a pretty severe trade off.

No trolling please

Mike Voidstar
Voidstar Free Flight Foundation
#28 - 2014-04-15 04:02:15 UTC
Bane Nucleus wrote:
I was waiting to see how long it would take for you to show up here, Mike P


Any ship in space is a target, regardless if they can defend themselves adequately or not. As a cloaked ships, I cannot activate hardeners, shoot, or do anything of the sort. Once I decloak to become aggressive, my tank and dps is significantly gimped to allow for cloaking. Even most T3 fits that scan and cloak are severely diminished in regards to offensive and defensive capabilities. Being stealthy and sneaky comes at a great price.


True. POS's are not totally secure. However, if you are having to worry about possibly being awoxed, a cloaky scout is the least of your problems Lol


They can change hands with some effort and time. Hell, NPC space you don't have to worry about it at all.


Completely and utterly incorrect. There is no defending your space when you see one person jump in local, and a 30 man mackinaw fleet aligns and warps to safety before anyone has the time to even find out where they are. There is no defending anything there.


I'd call a weak tank, weak dps, and the ability to use no modules while cloaked a pretty severe trade off.


Any ship in space is a target... except for cloaked ships. The entire idea of cloaking breaks down on this singular point. They are completely and utterly safe once cloaked.

The point about the POS is that unlike cloaks, they are in fact not totally secure. True, you have bigger problems, but these things happen. It is in fact another example how local itself is not completely safe---using it relies on the goodwill of your allies. Stuff happens. Local enables a choice, nothing more. It is the active responsibility of the pilot in space to make and act upon any decisions he deems necessary.

The point on stations is that they are supposed to be safe. The post I quoted claimed this was a problem that needed correcting, apparently by being able to be just as safe in enemy space with a cloak active.

Space does need to be defended for local to be useful. That defense happens over time, *before* your fleet got there. If you let your space be flooded with neutrals you will have exactly the same situation as highsec, where ganks are common even with a 100% effective punishment force. I am sorry you don't like being evaded, perhaps you should stop trying to pick fights with Mackinaw's? You are costing them ISK every second they stay docked due to your presence---I am sure someone more bored than me can figure out how long you need to stay before you have cost the owners of the space the equivalent of a ship.

Only those ships designed as Cov-ops have inherent drawbacks on tank and dps-- and they get better cloaks. Any ship can fit a cloak, and just about all of them have the resources to do so without harming their viability overly much, and they all have the cap to run them indefinitely without compromise. Cloaks are trivial to use, completely effective for indefinite time periods, and almost totally passive. There is no compare to the effort of using a cloak to disrupt activity in a system and the effort required to keep local clear enough to where it can be used to effectively evade enemy ships.

Local isn't difficult to use once you have space clear because it isn't supposed to be. The intel it provides about the presence or absence of another pilot is as fundamental to the mechanics of K-space as is the ability to orbit. You want to discount the efforts that go into keeping space clear enough to use local, but you can't do that any more than you can disregard Null Sec supply runs to Jita to keep stuff staged where it's needed. Alliance efforts maintaining that space in a usable condition is something that pilots should be able to take advantage of.

Unhuntable cloaks are broken. Every ship in open space should be huntable at all times, requiring an active and attentive pilot to make the decisions that keep that ship unexploded. Activating a module and leaving it on isn't active. Watcing local and warping if you don't like what's coming is.
Bane Nucleus
Dark Venture Corporation
Kitchen Sinkhole
#29 - 2014-04-15 05:07:38 UTC
Cloaked ships are always targets the second they decide to become aggressive. I've made the point before that cloakys are working perfectly, to which people responded "because they can't fit cynos". That right there explains the true issue with what you are trying to say.

If CCP made players choose between fitting a cyno or fitting a cloak, would it even be an issue for you?

No trolling please

Hyacinthine
The Scope
Gallente Federation
#30 - 2014-04-15 07:10:53 UTC
Jint Hikaru wrote:
So remove cloaked vessels from local.


Boring! Make it entertaining...

Ships cloaked longer than five minutes display a cloak icon next to the name in local.

Clients AFK longer than [insert arbitrary number] minutes show an AFK icon next to the name in local. Any input whatsoever, even if not in the EVE client, should disrupt the AFK timer.

AFK cloakers become as harmless as people claim them to be.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#31 - 2014-04-15 08:38:54 UTC
Bane Nucleus wrote:
Infinity Ziona wrote:

No player vs player means player vs player. By your skewed and incorrect definition shooting a player owned GSC is PvP. Maybe in your risk averse world but in the real world nope.


Gotta watch out for those piloted GSCs! I really hope you are trolling and that you aren't so dense lol

is there a difference between dropping 30 ships on 1 ship vs shooting a GSC? Other than a GSC is harder to kill due to 500000 ehp?

As for piloted GSCs yes they do exist. Theyre called freighters.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#32 - 2014-04-15 09:15:24 UTC
There have been and are several proposals made on similar modules/mechanics. They can be found here, or with slightly different search criteria, here.

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