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Covert POS

Author
LT Alter
Ryba.
White Squall.
#41 - 2014-08-04 06:31:31 UTC
Angeal MacNova wrote:
Pretty sure what I said was...

Quote:
I like the idea of still visible. Rather than a cloak module, it has a stealth module.



Pretty sure what I said was

Quote:
Every argument you make to try and make it viable makes it more useless and it's providing less and less meaningful gameplay.
Nikk Narrel
Moonlit Bonsai
#42 - 2014-08-04 13:17:32 UTC
LT Alter wrote:
Angeal MacNova wrote:
Pretty sure what I said was...

Quote:
I like the idea of still visible. Rather than a cloak module, it has a stealth module.



Pretty sure what I said was

Quote:
Every argument you make to try and make it viable makes it more useless and it's providing less and less meaningful gameplay.

Yeah, but instead of offering specific points for your critique, you are using vague opinion based statements.

How is it providing 'less and less meaningful' gameplay?

Seriously, it can't be both useless, and something you would react as such:

LT Alter wrote:
By the way in response to your ending comment about me not being interested in this part of the game - I would be quite interested in covert POS's I would exploit the mechanic to become incredibly safe in my wormhole.


With that statement you imply that it is so useful, that you would somehow become overpowered in a WH.
Despite the fact that you would still be equally exposed whenever you acted to interact with PvP or PvE aspects of the game.
LT Alter
Ryba.
White Squall.
#43 - 2014-08-04 13:51:53 UTC  |  Edited by: LT Alter
Nikk Narrel wrote:

Yeah, but instead of offering specific points for your critique, you are using vague opinion based statements.

How is it providing 'less and less meaningful' gameplay?


So this thread started with an idea of a cloaky POS that cannot be seen or d-scaned, this was a ridiculously over-powered idea that would be useful to people for increasing the safety of their manufacturing and such with the counter argument that it would have to de-cloak to be interacted with and uses fuel to remain cloaked.

Added gameplay aspects:

POS Owner- Increased safety, also to further increase safety would require the owner to wait for an empty local before using their POS which is a boring gameplay aspect with little use.

People targeting POS: Just to find the POS would need to anchor/unanchor a POS on every moon to find cloaked ones which is boring, pointless and a bad gameplay aspect.

Now after several people pointed out how overpowered and supremely safe this would be he decided to move the idea to something that is visible on overview, invisible on d-scan, can't make isk passively, and can only be used to store ships/items or refit.

This takes away all the benefits of having a covert POS as it's basically a mobile depot that must be anchored at a moon and can't be scanned on d-scan. It's become a pointless addition to the game that adds nothing new in the gameplay prospective, it no longer has a use people would want to exploit. Anything you can do with that POS can be done with a mobile depot placed out of D-Scan range.

Now in wormhole space it is overpowered, nobody has a reason currently to search every moon, D-scan is where you get all your information in a wormhole. So if I were careful I could tactically hide a covert POS in such a way that any passerby would never know it was there and if I only interacted with it in a safe manner the chances of somebody noting it's existence is very low. On top of that, I would use it to store back up ships in case of a siege on my wormhole, I would never touch it until I had a reason to defend my wormhole. There it would have a lot of power and the only gameplay it adds would be the requirement of the people sieging my wormhole to manually warp to every moon to make sure I don't have one, which is pointless, meaningless gameplay.
Nikk Narrel
Moonlit Bonsai
#44 - 2014-08-04 14:23:10 UTC
LT Alter wrote:
Nikk Narrel wrote:

Yeah, but instead of offering specific points for your critique, you are using vague opinion based statements.

How is it providing 'less and less meaningful' gameplay?


So this thread started with an idea of a cloaky POS that cannot be seen or d-scaned, this was a ridiculously over-powered idea that would be useful to people for increasing the safety of their manufacturing and such with the counter argument that it would have to de-cloak to be interacted with and uses fuel to remain cloaked.

Added gameplay aspects:

POS Owner- Increased safety, also to further increase safety would require the owner to wait for an empty local before using their POS which is a boring gameplay aspect with little use.

People targeting POS: Just to find the POS would need to anchor/unanchor a POS on every moon to find cloaked ones which is boring, pointless and a bad gameplay aspect.

Now after several people pointed out how overpowered and supremely safe this would be he decided to move the idea to something that is visible on overview, invisible on d-scan, can't make isk passively, and can only be used to store ships/items or refit.

This takes away all the benefits of having a covert POS as it's basically a mobile depot that must be anchored at a moon and can't be scanned on d-scan. It's become a pointless addition to the game that adds nothing new in the gameplay prospective, it no longer has a use people would want to exploit. Anything you can do with that POS can be done with a mobile depot placed out of D-Scan range.

Now in wormhole space it is overpowered, nobody has a reason currently to search every moon, D-scan is where you get all your information in a wormhole. So if I were careful I could tactically hide a covert POS in such a way that any passerby would never know it was there and if I only interacted with it in a safe manner the chances of somebody noting it's existence is very low. On top of that, I would use it to store back up ships in case of a siege on my wormhole, I would never touch it until I had a reason to defend my wormhole. There it would have a lot of power and the only gameplay it adds would be the requirement of the people sieging my wormhole to manually warp to every moon to make sure I don't have one, which is pointless, meaningless gameplay.

Ok, just to be clear, by referring to the OP rather than the currently evolved idea, you are effectively using a straw man argument.

Being able to point out flaws in one, does nothing to discredit the evolved version.

The more recent version is not moon locked.
It is not visible on the overview, it is visible to being seen directly if you happen to be close enough to do so.
If you should maneuver within decloaking range, THEN you get to see it on the overview.
It does not manufacture anything, it is a storage unit that allows refitting.
I suggested a possible ship storage array for frigate sized craft, which was not commented on.
Use of the Stealth POS by ships not BLOPs or covert cloak capable, would result in the stealth field being disrupted for 15 minutes.

This stealthy item, has no value for direct generation of ISK, so is not overpowered by virtue of the difficulty locating it.
It can hold ISK valued items. It can help you refit your ship.

But, to move the items somewhere to sell them, the POS cannot help.
To fight enemies, the POS cannot help.

I CAN do an overpriced work-a-round to match this already. I stick a cloak on an orca, or carrier, and sneak it into the system in question.

It is just as effective, if played carefully, but is less practical in too many ways.
LT Alter
Ryba.
White Squall.
#45 - 2014-08-05 03:40:39 UTC
Nikk Narrel wrote:

Ok, just to be clear, by referring to the OP rather than the currently evolved idea, you are effectively using a straw man argument.

Being able to point out flaws in one, does nothing to discredit the evolved version.

The more recent version is not moon locked.
It is not visible on the overview, it is visible to being seen directly if you happen to be close enough to do so.
If you should maneuver within decloaking range, THEN you get to see it on the overview.
It does not manufacture anything, it is a storage unit that allows refitting.
I suggested a possible ship storage array for frigate sized craft, which was not commented on.
Use of the Stealth POS by ships not BLOPs or covert cloak capable, would result in the stealth field being disrupted for 15 minutes.

This stealthy item, has no value for direct generation of ISK, so is not overpowered by virtue of the difficulty locating it.
It can hold ISK valued items. It can help you refit your ship.

But, to move the items somewhere to sell them, the POS cannot help.
To fight enemies, the POS cannot help.

I CAN do an overpriced work-a-round to match this already. I stick a cloak on an orca, or carrier, and sneak it into the system in question.

It is just as effective, if played carefully, but is less practical in too many ways.


As I said before, the original version had a use, an aspect of added gameplay. My point being, the original version, though unquestionably flawed had a use. This evolved version does not, I in no way said that the previous version discredited the current, I merely pointed out the fact that evolving an idea to the point of uselessness is by no means making the idea any more viable. The final version is literally a mobile depot that doesn't show up on d-scan and stores ships which makes it the equivalent of the old super deep safes (with the added benefit of being able to store ships in a structure and refit) and there is a reason why CCP got rid of them.

To further prove my point that this is a useless addition to the game at this point, what incentive do I have to use this cloaked 'POS". Why don't I use a station, or a regular POS. Why don't I put a mobile depot in a 'deep' safe. You cannot find a middle ground for this covert mobile depot, it's either too safe in which it's overpowered or it's not safe enough in which the role would already be filled by current safer alternatives.

As I said, this adds no meaningful gameplay. It would be pointless to add to the game, this slot of gameplay has already been fleshed out.
Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#46 - 2014-08-05 04:11:11 UTC
LT Alter wrote:


As I said before, the original version had a use, an aspect of added gameplay. My point being, the original version, though unquestionably flawed had a use. This evolved version does not, I in no way said that the previous version discredited the current, I merely pointed out the fact that evolving an idea to the point of uselessness is by no means making the idea any more viable..


Then how about ya quit complaining like a little ***** and actually contribute in a constructive manner?

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

LT Alter
Ryba.
White Squall.
#47 - 2014-08-05 04:50:25 UTC
Angeal MacNova wrote:

Then how about ya quit complaining like a little ***** and actually contribute in a constructive manner?


I am. I'm constructively telling you this idea will go no where and you should move on to a new one.
Alia Ravenswing
DARK HAT
#48 - 2014-08-09 17:24:56 UTC
I'm glad you like Covert ops as I do.

Part of covert ops is being inventive, and many of the wish list have been tried and manipulated in a number of ways. here are a few things I have tried with some limited success.

1. Build a POS at a moon that does not show up on directional unless you carefully select your location. (big systems)

2. Warp to the moon at zero then fly in one directions a ways before building, in order to build the POS off grid from the warp to 0 point.

3. Build a POS at a moon located in dead space, so a person can't warp directly to it and must slow boat to it.

4. Build a POS in wormhole and in normal space and determine the distance between them via the POS controls. This was used to test CYNO jumping in and out of wormholes (to identify range limits).

5. Build a POS at 2 moons in close proximity to each other to see if they can help defend each other. or fight each other.

6. Destroy an enemy POS and build a new one with the same name in it's place surrounded with warp bubbles and LOTS of guns. For the next couple of weeks whenever one of their players login (at that location) or warp to it, they get stuck and destroyed by the POS before they even realize what is happening. This is why you should always make sure you have plenty of Strontium.
Christopher Mabata
Northern Accounts and Systems
#49 - 2014-08-11 01:45:37 UTC
Cloaking your POS seems useless unless its to hide it from war targets in high sec, and even then you have to Pray nobody thinks thats an empty moon and decloaks it while WT's are in system.

And even then all they need is a spy in your corp and its dead either way.

Honestly this does no good in the long run because someone will inevitably decloak it when either looking for a new spot or surveying moons they think are empty.

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#50 - 2014-08-11 02:10:43 UTC
So first it would be OP because it could never be found and now it would be too easy to find and therefore lose?

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Christopher Mabata
Northern Accounts and Systems
#51 - 2014-08-11 02:29:10 UTC
It would be found rather quickly, lots of people survey moons every day and bounce about moons in high sec, i bounce to moons whenever i gank someone for example

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#52 - 2014-08-11 02:50:23 UTC
Tell you what, try to convince a few others of that.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Christopher Mabata
Northern Accounts and Systems
#53 - 2014-08-11 02:52:31 UTC
Your thread, you do the convincing

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#54 - 2014-08-11 03:00:16 UTC
You're the one that is in direct opposition to the opinion of them.

Quite frankly, all of ya are greatly exaggerating.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Kuroi Aurgnet
Cry Of Death
#55 - 2014-08-11 06:28:13 UTC
Ang- I personally think your idea was innovative. Flawed, but innovative. You even went so far as to give it glaring weaknesses such as no shields once its uncloaked. frankly, I think you should go back to the original idea but tweak it ina way such as this:

While cloaked: all modules are offlined. uses strontium and fuel to power the cloak. Uses twice the amount of fuel as reinforced but it has its own bay in the module itself. Consequently, though, since the shields go offline reinforced mode isn't possible after coming out of cloak until the shields come back online. The delay for the shield should be roughly five minutes of no combat. There should be a reactivation delay of at least an hour, too.


I mean, the very idea itself is going to draw massive flames from the community who is split between three types of people: the true sandboxers, the people who say they believe in a sandbox but really only believe in PvP, pirating, ganking, etc, and your people who say they believe in the sandbox (or sometimes not, for this group) and really only believe in carebear/hello kitty online. don't give up on an idea because a few flamers are going at you. The eve community is filled with bitter narcissists. Don't let them get you down :)

Just that hint of cynicism the world needs now and then.

Angeal MacNova
Holefood Inc.
Warriors of the Blood God
#56 - 2014-08-11 12:22:14 UTC
Kuroi Aurgnet wrote:
Ang- I personally think your idea was innovative. Flawed, but innovative. You even went so far as to give it glaring weaknesses such as no shields once its uncloaked. frankly, I think you should go back to the original idea but tweak it ina way such as this:

While cloaked: all modules are offlined. uses strontium and fuel to power the cloak. Uses twice the amount of fuel as reinforced but it has its own bay in the module itself. Consequently, though, since the shields go offline reinforced mode isn't possible after coming out of cloak until the shields come back online. The delay for the shield should be roughly five minutes of no combat. There should be a reactivation delay of at least an hour, too.


I mean, the very idea itself is going to draw massive flames from the community who is split between three types of people: the true sandboxers, the people who say they believe in a sandbox but really only believe in PvP, pirating, ganking, etc, and your people who say they believe in the sandbox (or sometimes not, for this group) and really only believe in carebear/hello kitty online. don't give up on an idea because a few flamers are going at you. The eve community is filled with bitter narcissists. Don't let them get you down :)



That would essentially make the cloak an alternative to reinforce mode. Only not as effective and therefore pointless. I was looking at the cloak being a replacement for the shields. Replacing the idea of it being a "tough nut to crack" into a "tough nut to find".

I've went as far as to suggest that the cloak use strontium while active.

I've also went along with removing the passive industry as to remove passive isk making.

Since it has to decloak when being interacted with, on top of not having any shields, this makes for a considerable weakness but one that requires a bit of effort on the aggressor to actually stalk potential users and camp potential moons. To do their homework and research the corp/alliance that owns it. To add the members to their watch list and then to watch their movements.

Once the aggressor knows the location, the POS is as good as dead. They need only travel close enough to interfere with the cloak, and then light the cyno. Vuala, one defenseless POS.

The POS would have to be interacted with, or else it will run out of strontium and decloak on its own. Maybe simply having a long enough reactivation delay before it can recloak.

http://www.projectvaulderie.com/goodnight-sweet-prince/

http://www.projectvaulderie.com/the-untold-story/

CCP's true, butthurt, colors.

Because those who can't do themselves keep others from doing too.

Dark Drifter
Sons of Seyllin
Sedition.
#57 - 2014-08-11 14:53:32 UTC
the only way i would accept and kinf of pos "cloaking" would be a module that has the fitting requiremnts of a EWAR structure and only removes the tower and mods from Dscan results. the forcefield however remains or the module dose
Harvey James
The Sengoku Legacy
#58 - 2014-08-11 15:03:16 UTC  |  Edited by: Harvey James
i could get behind a covert research facility .. where its covertness comes with a research penalty trade off ..
so being able too hide valuable bpo's but the bonus in not much better than a high sec pos ..

but obviously a cloak is too OP .. so something more like a probe inhibitor .. something that makes probing it a really long slow process .. so only the most determined and skillful players can probe it down .. perhaps like a new hacking game for probes ..
with plenty of dead ends and ghost signatures etc ..

only enterable through an accel gate which also needs too be hacked .. which notifies the owner .. but if you get in you can hack the POS and steal the contents .. the POS has no modules/defenses allowed .. just the base POS ..

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

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