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Anti-Cloaking Probes

Author
YuuKnow
The Scope
#1 - 2011-12-12 20:08:41 UTC  |  Edited by: YuuKnow
First of all, let me see that I'm a fan of cloaking and love my own cloak and use it often. But here are some ideas to make cloaking a little more challenging/interesting.

Anti cloaking probes to pinpoint those AFK cloakers. Or WH cloakers

They would require Level 5 skills in
1. Cloaking Level 5
2. Astrometric pinpointing Level 5
3. Astrometric range finding Level 5

Each probe would be counterdetected easilty and visible on the scanner (or even overhead), easily. Each scan would take 3 minutes for a total scan time (to narrow down the cloaker) of about 15 minutes.

Opinions?

yk


Edit: Additional ideas on how the probes would be balanced

1. Anticloaking probes can have a drawback in that it can't distinguish between a ship and any other anamoly even at 100% signal strength... only that a 'gravitometric/magnetometric anamoly detected'. This could be the main drawback to this type of probe in that unlike other probes they can't give as much specifics to tell if its actually a ship or not even at 100% strenght. It will take some effort, trial/error and familirity to the environment as well as some luck.

2. Again, these probes will have much longer scan times than normal probes. When the probes themselves are detected on the scanner by the cloaky (yes, a cloaky should have to use the scanner just like a noncloaky), the long scan time will give the cloaky plenty of time to warp to another location before the probes finishes scanning. To the ship that was doing the probing it will just look like a false anamoly. Unless of course the cloaky is afk on the couch watching TV, not paying attention.

3. The anti-cloak probe could have a limited scan range (say only 8AUs) making it more clumsy to use.

4. It could also take a few more level 5 skills (some of the science skills) to make it a skill not easilty acquired.

EDIT 2: In response to some of the "remove local arguments" later in the thread as well as the "The game will be broken!!!" arguments

This is not the "Local debate". Local is an entirely different debate altogether and has been ongoing for the last 8 years. There are some definant drawbacks to removing local and I've listed some in the other Local Debate thread. Namely:
• 1. Alliances benefit from local. How can a alliance control space when a 1000 ship fleet can literally park next door in a non-local system all in cloaky ships that can never be detected and without any way to counter? This of course would absolutely gimp the ability to claim space or sovereignty... unless-of-course ways to detect those cloaked ships are possible, but then the whole "anti-cloak probes will break the game" whiners will start.
• 2. It gimps the uniqueness of WH space. WH space is kindof a cool environment not just because of the variable entrances/exits, but because the abscense of local makes it a little edgy. It was supposed to be the solution/option for those that did not want local. Now it won't be so unique.

Second of all. In response to "THE GAME WILL BE BROKEN!!!!!!!111" post below; this game was played and played well LONG before cloaked ships were even possible. The consistent cry of "THE GAME WILL BE BROKEN!!!!!!!111" Is stupid.

Third of all. If you even read the original post you'll see that this isn't a method that can instantly detect cloaky ships, but a method that with effort may offer a clue that they're there... and only with a lot of effort and a careless prey, can they be found.

That is all. Carry on.Smile

yk
Midori Tsu
Evolution
Northern Coalition.
#2 - 2011-12-12 20:41:45 UTC
I have a feeling that if this was introduced to many people would complain about it not being quick enough.

The idea seems fine to me.
Ingvar Angst
Nasty Pope Holding Corp
#3 - 2011-12-12 20:59:55 UTC  |  Edited by: Ingvar Angst
Incredibly poorly thought out concept that breaks wormholes mechanics. You should be embarassed for thinking of this.

Hang your head in shame. You damage wormhole PvP to a degree that makes Aura wake up screaming in pain.

Let me clarify a bit... even the knowledge that you have someone cloaked in your wormhole observing is damaging enough to proper intel gathering.

Six months in the hole... it changes a man.

YuuKnow
The Scope
#4 - 2011-12-12 21:17:27 UTC  |  Edited by: YuuKnow
Ingvar Angst wrote:
Incredibly poorly thought out concept that breaks wormholes mechanics. You should be embarassed for thinking of this.

Hang your head in shame. You damage wormhole PvP to a degree that makes Aura wake up screaming in pain.

Let me clarify a bit... even the knowledge that you have someone cloaked in your wormhole observing is damaging enough to proper intel gathering.


Nope.

It makes a risk for the cloaky where current there is no risk. No longer can they sit in invunerability, but instead will need to scan for anti-cloak probes as well as move periodically if an anticloak probe is seen on the scanner. What will really change is that no more turning on the cloak, then going to play golf without worry and then coming back.

The cloaky would have a way now to be found and will need to be activately participating in the game (ie waching for anti-cloak probes and then moving accordingly to escape pinpointing).

A countertactic to every tatic. A risk to every reward.

But like I said, several level 5 requirements will make this something less common and only the most dedicated scanners and WH vets will have it. The scan time requirements make them easily avoidable unless the cloaker is AFK and not paying attention....

... sounds like your worried that you will actually need to play the game instead of going AFK.Roll

yk

ps) just because someone can warp to the cloaker they would still need to get inside of 2000m to actually find/uncloak them, which is difficult.... perhaps a "Tachyon burst module" that can uncover any cloaked ship within 10km...
Tippia
Sunshine and Lollipops
#5 - 2011-12-12 23:12:11 UTC
Doesn't solve any problem; creates new ones.

-1. Not needed.

YuuKnow
The Scope
#6 - 2011-12-12 23:33:30 UTC
Tippia wrote:
Doesn't solve any problem; creates new ones.

-1. Not needed.




Solves the AFK cloaker problem.
What new ones does it create?
-1 for useless post.
Tippia
Sunshine and Lollipops
#7 - 2011-12-12 23:40:21 UTC
YuuKnow wrote:
Solves the AFK cloaker problem.
…which isn't a problem, so there is nothing to solve.
Quote:
What new ones does it create?
It breaks cloaking.
Mag's
Azn Empire
#8 - 2011-12-13 01:04:49 UTC
YuuKnow wrote:
Opinions?
It's a bad idea, nothing new and breaks cloaks.

If you want to address AFKing, then start with the cause.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

SGT FUNYOUN
Elysian Space Navy - 1st Fleet
#9 - 2011-12-13 01:30:52 UTC
Ok I have said this before, and I will say it again.

Cloaking devices are DESIGNED to make your ship COMPLETELY INVISIBLE. To ALL forms of detection. If they didn't then they would not be cloaking devices; they would be camoflauging devices.

The cloaking device has been an integral part of Sci-Fi since the days of Issac Asimov. They were DESIGNED to make a ship SEEM invincible. They are specifically in the game to MAKE IT so that you have to think twice about what tactics you are using. So instead of griping the same gripe THOUSANDS of other misinformed players who; just like you; REFUSE to read the "COMMONLY PROPOSED IDEAS" thread; how about you learn how to play better and try using some new tactics.

Or you can just keep letting me and the rest of us cloakers blow you to kingdom come... your choice.

This is Sci-Fi, not WOW where you can have it your way like Burger king. You can't just change an entire extremely succesful game mechanic by whining to the GM's about some thing you are too weak minded to do something about.

The Cloak has been a part of Sci-Fi and mythology since the days of Issac Asimov and King Arthur... This is Sci-Fi...

Now STOP F***ING WITH MY SCI-FI D*** IT!!!
Midori Tsu
Evolution
Northern Coalition.
#10 - 2011-12-13 02:21:13 UTC  |  Edited by: Midori Tsu
SGT FUNYOUN wrote:
Ok I have said this before, and I will say it again.

Cloaking devices are DESIGNED to make your ship COMPLETELY INVISIBLE. To ALL forms of detection. If they didn't then they would not be cloaking devices; they would be camoflauging devices.

The cloaking device has been an integral part of Sci-Fi since the days of Issac Asimov. They were DESIGNED to make a ship SEEM invincible. They are specifically in the game to MAKE IT so that you have to think twice about what tactics you are using. So instead of griping the same gripe THOUSANDS of other misinformed players who; just like you; REFUSE to read the "COMMONLY PROPOSED IDEAS" thread; how about you learn how to play better and try using some new tactics.

Or you can just keep letting me and the rest of us cloakers blow you to kingdom come... your choice.

This is Sci-Fi, not WOW where you can have it your way like Burger king. You can't just change an entire extremely succesful game mechanic by whining to the GM's about some thing you are too weak minded to do something about.

The Cloak has been a part of Sci-Fi and mythology since the days of Issac Asimov and King Arthur... This is Sci-Fi...

Now STOP F***ING WITH MY SCI-FI D*** IT!!!


Even in Sci-Fi cloaks aren't immune to all forms of observation. Theres still heat signatures, which can still be gotten around with thermal cloaking.

It's quite dumb to sperg- i mean say that "Cloaking devices are DESIGNED to make your ship COMPLETELY INVISIBLE. To ALL forms of detection." and then cite that all forms of sci-fi is the same.

Oh, and in general a cloaking device usually refers to optical/visual immunity.

Even the ingame description says it uses light deflection, meaning its purely optical.
Naschen
Raffen Relikt
#11 - 2011-12-13 02:48:11 UTC
Quote:


Even in Sci-Fi cloaks aren't immune to all forms of observation. Theres still heat signatures, which can still be gotten around with thermal cloaking.

It's quite dumb to sperg- i mean say that "Cloaking devices are DESIGNED to make your ship COMPLETELY INVISIBLE. To ALL forms of detection." and then cite that all forms of sci-fi is the same.

Oh, and in general a cloaking device usually refers to optical/visual immunity.

Even the ingame description says it uses light deflection, meaning its purely optical.



electro mag what? damn scientists trying to poison everyone with their new fangled types of radiation.
Ingvar Angst
Nasty Pope Holding Corp
#12 - 2011-12-13 04:44:58 UTC
YuuKnow wrote:
Ingvar Angst wrote:
Incredibly poorly thought out concept that breaks wormholes mechanics. You should be embarassed for thinking of this.

Hang your head in shame. You damage wormhole PvP to a degree that makes Aura wake up screaming in pain.

Let me clarify a bit... even the knowledge that you have someone cloaked in your wormhole observing is damaging enough to proper intel gathering.


Nope.

It makes a risk for the cloaky where current there is no risk. No longer can they sit in invunerability, but instead will need to scan for anti-cloak probes as well as move periodically if an anticloak probe is seen on the scanner. What will really change is that no more turning on the cloak, then going to play golf without worry and then coming back.

The cloaky would have a way now to be found and will need to be activately participating in the game (ie waching for anti-cloak probes and then moving accordingly to escape pinpointing).

A countertactic to every tatic. A risk to every reward.

But like I said, several level 5 requirements will make this something less common and only the most dedicated scanners and WH vets will have it. The scan time requirements make them easily avoidable unless the cloaker is AFK and not paying attention....

... sounds like your worried that you will actually need to play the game instead of going AFK.Roll

yk

ps) just because someone can warp to the cloaker they would still need to get inside of 2000m to actually find/uncloak them, which is difficult.... perhaps a "Tachyon burst module" that can uncover any cloaked ship within 10km...


Ah, OK, that explains it.

You have no idea what the hell you're talking about.

If there's a cloaked ship in my hole, afk or not, unless I saw them enter the system (or saw them uncloaked at some point) I have no idea if they're there. If I do think they're there, I have no idea if they're there. Therefore, I assume they're there and plan accordingly.

It's called, you know, adapting my tactics to a dangerous environment, not screaming for the environment to be tamed to hide my weakness.

By the way, if someone afk and cloaked in my hole, they're not a threat at that time. They could be simply doing their job... actively gathering intel. If you're ridiculous probe idea came to light it would become mandatory in wormholes to train for and have these damnable things. As a result, intel gathering and, as a result, wormhole PvP becomes dangerously broken due to the fact that CCP allowed cloaks to be broken when they're not the real issue.

Six months in the hole... it changes a man.

Ingvar Angst
Nasty Pope Holding Corp
#13 - 2011-12-13 04:46:35 UTC
SGT FUNYOUN wrote:
Ok I have said this before, and I will say it again.

Cloaking devices are DESIGNED to make your ship COMPLETELY INVISIBLE. To ALL forms of detection.


Except one... local.

That's a bug CCP needs to fix. Blink

Six months in the hole... it changes a man.

YuuKnow
The Scope
#14 - 2011-12-13 05:12:38 UTC
SGT FUNYOUN wrote:
Ok I have said this before, and I will say it again.

Cloaking devices are DESIGNED to make your ship COMPLETELY INVISIBLE. To ALL forms of detection. If they didn't then they would not be cloaking devices; they would be camoflauging devices.

The cloaking device has been an integral part of Sci-Fi since the days of Issac Asimov. They were DESIGNED to make a ship SEEM invincible. They are specifically in the game to MAKE IT so that you have to think twice about what tactics you are using. So instead of griping the same gripe THOUSANDS of other misinformed players who; just like you; REFUSE to read the "COMMONLY PROPOSED IDEAS" thread; how about you learn how to play better and try using some new tactics.

Or you can just keep letting me and the rest of us cloakers blow you to kingdom come... your choice.

This is Sci-Fi, not WOW where you can have it your way like Burger king. You can't just change an entire extremely succesful game mechanic by whining to the GM's about some thing you are too weak minded to do something about.

The Cloak has been a part of Sci-Fi and mythology since the days of Issac Asimov and King Arthur... This is Sci-Fi...

Now STOP F***ING WITH MY SCI-FI D*** IT!!!

Wrong.

TL;DR: I'm an afk cloaker and only enjoys the game if I can use my cloak to gank without risk. This threatens me.
lol

1. Who said this was about me? Huh? I use cloaks for defense commonly dumbass.
2. A lot of Sci-fi novels/scripts had counters to cloaking devices. For example, Star Trek often had methods to detect cloaked ships when the need arose from time to time (tachyon fields, neutrino emissions, etc). Get your sci-fi right dumbass.

Tippia wrote:
It breaks cloaking.


Wrong. Doesn't break a thing.

1. Anticloaking probes can have a drawback in that it can't distinguish between a ship and any other anamoly even at 100% signal strength... only that a 'gravitometric/magnetometric anamoly detected'. This could be the main drawback to this type of probe in that unlike other probes they can't give as much specifics to tell if its actually a ship or not even at 100% strenght. It will take some effort, trial/error and familirity to the environment as well as some luck.

2. Again, these probes will have much longer scan times than normal probes. When the probes themselves are detected on the scanner by the cloaky (yes, a cloaky should have to use the scanner just like a noncloaky), the long scan time will give the cloaky plenty of time to warp to another location before the probes finishes scanning. To the ship that was doing the probing it will just look like a false anamoly. Unless of course the cloaky is afk on the couch watching TV, not paying attention.

3. The anti-cloak probe could have a limited scan range (say only 8AUs) making it more clumsy to use.

4. It could also take a few more level 5 skills (some of the science skills) to make it a skill not easilty acquired.

yk

edit: addded the above ideas to the first post.
Ekrund
BREACH INC.
#15 - 2011-12-13 05:22:07 UTC  |  Edited by: Ekrund
YuuKnow wrote:
Solves the AFK cloaker problem.

What problem? If they're AFK there's no problem. It sounds like the problem exists in your paranoia.

-1 to anti-cloak probes. Just go back to high sec.

YuuKnow wrote:
2. A lot of Sci-fi novels/scripts had counters to cloaking devices. For example, Star Trek often had methods to detect cloaked ships when the need arose from time to time (tachyon fields, neutrino emissions, etc). Get your sci-fi right dumbass.

There's always star trek online....
Tippia
Sunshine and Lollipops
#16 - 2011-12-13 06:45:09 UTC
YuuKnow wrote:
Wrong. Doesn't break a thing.
…you mean apart from the fact that cloaks will no longer keep your ship hidden? They no longer cloak you — they become, as they say, broken.

Quote:
the long scan time will give the cloaky plenty of time to warp to another location before the probes finishes scanning.
…and that's where you break the cloaking part. Unless you mean “move 100km to the left”, then this means you can make cloaking for intel pretty much impossible.

Quote:
4. It could also take a few more level 5 skills (some of the science skills) to make it a skill not easilty acquired.
…except that since they'll allow you to break cloaking, everyone with a probe launcher will get them (if they don't have them already).

Oh, and it doesn't solve any problem.
Soldarius
Dreddit
Test Alliance Please Ignore
#17 - 2011-12-13 10:23:06 UTC
AFK cloakers aren't the problem. Knowing they are there is the problem. Get rid of instant intel local in nul sec. Leave it in lo and hi sec. If you don't know they are there, then they won't afk cloak. There's no point to it.

What you are proposing is not a solution to afk cloakers. It is a solution to cloaking in general, which defeats the purpose of cloaking all together.

The only time you need to worry about a cloaked ship is when they decloak on grid with you. This is something you should always consider, just as you always consider things like gate camps, warp bubbles, war decs, and which route to set for your nav computer.

It's the local that makes it seem unfair. If you're worried about a couple bombers in your system, run in a group. Run those anoms or belts together instead of separately. There really is no need to do everything alone when it comes to PvE or whatever you're doing.

http://youtu.be/YVkUvmDQ3HY

Jint Hikaru
OffWorld Exploration Inc
#18 - 2011-12-13 12:57:20 UTC
Yet another 'sloution' that claims to solve the AFK Cloaking issue, but what it really wants to do is to create a totally safe way for people to see all cloaked ships, thus making their 0.0 carebearing even more safe.

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Ingvar Angst
Nasty Pope Holding Corp
#19 - 2011-12-13 13:09:47 UTC  |  Edited by: Ingvar Angst
YuuKnow wrote:

Tippia wrote:
It breaks cloaking.


Wrong. Doesn't break a thing.

1. Anticloaking probes can have a drawback in that it can't distinguish between a ship and any other anamoly even at 100% signal strength... only that a 'gravitometric/magnetometric anamoly detected'. This could be the main drawback to this type of probe in that unlike other probes they can't give as much specifics to tell if its actually a ship or not even at 100% strenght. It will take some effort, trial/error and familirity to the environment as well as some luck.

2. Again, these probes will have much longer scan times than normal probes. When the probes themselves are detected on the scanner by the cloaky (yes, a cloaky should have to use the scanner just like a noncloaky), the long scan time will give the cloaky plenty of time to warp to another location before the probes finishes scanning. To the ship that was doing the probing it will just look like a false anamoly. Unless of course the cloaky is afk on the couch watching TV, not paying attention.

3. The anti-cloak probe could have a limited scan range (say only 8AUs) making it more clumsy to use.

4. It could also take a few more level 5 skills (some of the science skills) to make it a skill not easilty acquired.

yk

edit: addded the above ideas to the first post.


You're either completely misinformed as to the mechanics of the game or you're a flat out liar. Being able to launch a probe that can tell you if there's a previously unknown cloaked vessel in your system breaks cloaking. You break wormhole intel by giving someone a ridiculously easy means to even tell if someone is there. That's enough information in and of itself to not only completely change the behavior of your potential targets, thus spoiling the intel, but to also make this a mandatory requirement to have in wormholes, thus changing how everyone involved in wormholes trains their characters.

This is why this is a ****-poor solution to a non-problem. You completely change the entire wormhole meta, over basically someone that isn't there in null sec (but you can see him!).

(As for why #2 fails... eight of these probes covering 8AU ea will blanket an entire system well enough to get at least a hit from a single probe on a cloaked vessel. Odds are you'll have someone cloaked in view of a POS or the like, so the smart move is to begin with tight spreads around the POS(s) in the hole for immediate hits at 100%.)

Six months in the hole... it changes a man.

YuuKnow
The Scope
#20 - 2011-12-14 01:39:53 UTC
Oh my gosh, what a bunch of CRYBABY's! Lol You guys are just a bunch of Cloak-Carebears! Lol

It would be simple and easy to make cloaking just as effective still as it is now, just would take some actual piloting skill/flying. The Cloak-Carebears sense a slight change in tatics and they become Chicken Littles running around. Roll
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