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CloakWatch?

Author
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#1 - 2014-10-13 14:17:22 UTC
Before you ask, no, this post is not about AFK cloaking, nerfing cloaking, or a rant about how something cloaky got the drop on me.

This is a post about how to better get the drop on someone when you're flying a cloaky.

As you all know, some time ago CCP introduced the CrimeWatch system, a safety mechanism that actually blocks you from violating certain safety measures. If activating a module or perfrorming an action would have violated your selected safety settings, the client prevents that activity and highlights the appropriate area of the screen with a yellow or red background to let you know that your safety settings won't allow you to perform that action.

Currently, if you are cloaked and attempt to perform any action that is prohibited by cloaking, the action fails and you get a message telling you that you are unable to perform that action. The client forces you to manually decloak before performing the action. What I'd like to propose is taking the logic behind CrimeWatch and apply it to cloaking. Your "Cloak Safety" settings can either be "on" or "off". Cloak Safety "on" would have the client behave exactly as it does now, but with the addition of a CrimeWatch-esque color (purple or blue maybe?) to the prohibited actions when mousing over them indicating that they are disabled because you are cloaked. But with your Cloak Safety "off", instead of prohibiting those actions and requiring you to decloak manually, performing one of those actions would automatically decloak you.

This would provide an interesting twist to cloaked gameplay: it would become easier for cloaked ships to rapidly engage targets if they disable their safety, but it would also leave cloaked ships with their safety off more vulnerable to being casually decloaked by unintentionally performing a prohibited action.

Given the interesting game play possibilities, and the fact that it fits in line with existing CrimeWatch mechanics, I think CCP should implement CloakWatch.

Thoughts?

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scorchlikeshiswhiskey
Totally Abstract
O X I D E
#2 - 2014-10-13 16:13:21 UTC
Interesting.... I like it. I think I remember that this used to be the way that cloaks behaved, but I could be mistaken. Sometimes I like that I can't accidentally decloak myself while creeping up on a target, and other times I have mini-raged abkut having to decloak manually before I can bomb or probe.
+1 from me
Ralph King-Griffin
New Eden Tech Support
#3 - 2014-10-13 16:22:58 UTC
Lugh Crow-Slave
#4 - 2014-10-13 17:03:54 UTC
To be honest I don't like things that remove the chance of player error.... mistakes make things interesting but it's not about what I want and I don't see this hurting much
Wolf Incaelum
Sebiestor Tribe
Minmatar Republic
#5 - 2014-10-13 17:15:51 UTC
I like the idea of player error being a factor in using a cloak. It might even get the people screaming for a cloak nerf to shut their mouths for a while (hopefully). +1

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Dr Jihad Alhariri
Dr Jihad's Brigade of Interstellar Mujahideen
#6 - 2014-10-13 17:48:27 UTC
I say just make it a setting that you access by right-clicking the cloaking module on your HUD. +1 for the overall idea, though.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#7 - 2014-10-13 20:20:00 UTC
Dr Jihad Alhariri wrote:
I say just make it a setting that you access by right-clicking the cloaking module on your HUD. +1 for the overall idea, though.

I like that idea for the interface. The current CrimeWatch button is something applicable to players all the time, whereas CloakWatch isn't.

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Daichi Yamato
Jabbersnarks and Wonderglass
#8 - 2014-10-13 20:22:39 UTC
nice

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elitatwo
Zansha Expansion
#9 - 2014-10-13 22:51:51 UTC
Lugh Crow-Slave wrote:
To be honest I don't like things that remove the chance of player error.... mistakes make things interesting but it's not about what I want and I don't see this hurting much


You mean like it used to be?

Back in the glory days when bomber gangs decloaked themselves when they warped on top of each other LolLolLolLol

Yeah, that was funny.

But they cried, they screamed and now they can no longer decloak themselves anymore Sad

Oh and I miss that Aura used to yell at you because you ar cloaked..

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May Arethusa
Junction Systems
#10 - 2014-10-14 03:13:36 UTC
Interesting idea, but how well would this mesh with sensor recalibration?
Barbara Nichole
Royal Amarr Institute
Amarr Empire
#11 - 2014-10-14 07:26:43 UTC
Quote:
Before you ask, no, this post is not about AFK cloaking, nerfing cloaking, or a rant about how something cloaky got the drop on me.
thank goodness.

  - remove the cloaked from local; free intel is the real problem, not  "afk" cloaking -

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Sable Moran
Moran Light Industries
#12 - 2014-10-14 09:17:08 UTC
+1

Would fix the times I get annoyed when flying a cloaky ship.

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Mag's
Azn Empire
#13 - 2014-10-14 09:51:43 UTC
I like it. I can see many accidents occurring, due to pilots activating modules at inappropriate times. Lol

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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#14 - 2014-10-14 12:04:45 UTC
May Arethusa wrote:
Interesting idea, but how well would this mesh with sensor recalibration?

Sensor recalibration is based on the act of decloaking. This idea wouldn't change the mechanics of actually decloaking, only the mechanics that prevent you from acting while cloaked, so sensor recalibration would work in exactly the same manner.

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I predicted FAUXs

Donnachadh
United Allegiance of Undesirables
#15 - 2014-10-14 13:46:30 UTC
And we need this because it is so incredibly difficult to assign a hot key to your cloak and then train yourself to always press that key first when you want to do something. Sad

You say this wold add to the chance for player error by activating a module, I say it will change nothing because smart stealth pilots will leave the safety active and simply train themselves to use a proper procedure that is just as simple and has none of the negatives associated with it.

Nikk Narrel
Moonlit Bonsai
#16 - 2014-10-14 13:55:48 UTC
Donnachadh wrote:
And we need this because it is so incredibly difficult to assign a hot key to your cloak and then train yourself to always press that key first when you want to do something. Sad

You say this wold add to the chance for player error by activating a module, I say it will change nothing because smart stealth pilots will leave the safety active and simply train themselves to use a proper procedure that is just as simple and has none of the negatives associated with it.


Human error is a beautiful thing.

It gives competitions another path to resolution, which is far less demeaning than simply being outwitted.

Think of it like this: The current system is like having the gutter rails up on a bowling lane.
The ball can't go into the gutter, the same way the error prone pilot cannot activate modules with the cloak on.

Neither one is likely to score a decent hit, but maybe can use the experience to improve with.
May Arethusa
Junction Systems
#17 - 2014-10-14 20:08:01 UTC
Bronson Hughes wrote:
May Arethusa wrote:
Interesting idea, but how well would this mesh with sensor recalibration?

Sensor recalibration is based on the act of decloaking. This idea wouldn't change the mechanics of actually decloaking, only the mechanics that prevent you from acting while cloaked, so sensor recalibration would work in exactly the same manner.


Currently you cannot begin to lock a target unless it will complete after your calibration timer is up. Under your proposal, would attempting to activate a module on a hostile ship count as an activation when the game doesn't allow you to actually activate it, or even begin locking?

If it does, would the game remember your action, and begin to lock the target and engage the module when your timer is up, or as soon as it is able to begin locking? How would subsequent actions after the initial engagement action influence this? Does it forget your attempt to lock if you activate other modules, or keep it queued up for you?

If it doesn't, would this even count as a module activation? Technically you've taken no action, despite attempting to activate a module, because the game won't allow you to begin locking, which means the module doesn't activate.

As far as ships exempt from sensor recalibration go, it's a great idea. Things get a little more complicated beyond that though.
Cedims
Black Pearl Venture Company
#18 - 2014-10-15 02:24:03 UTC
I agree with more risk of player error.

How about reorganizing menu's and group items like "Reconnect To Lost Drones", "Log Off Safely", "Eject" and "Self Destruct..." together, or say "Change Name..." with "Reprocess" and "Strip Fitting", or "Repackage" with "Trash It...". They sort of fall into the same class.

Actually this got me thinking of a random risk element that when you bump another ship, there could be a chance of triggering the self-destruct mechanism, but if you make it to a gate in say three seconds, the gate blows up instead and in the process rendering your ship *and* Concord "frozen" for 35 minutes, sort of like when operating the cyno. gen. in a Force Recon.

Come on, it's supposed to be a fun game, not a lame game. +1 for more irrational in and out of game behavior. Let's prep those traps for the near unsupported PvP game play. The self-destruct is probably one of the least used mechanics in the game.
Teckos Pech
Hogyoku
Goonswarm Federation
#19 - 2014-10-15 03:54:55 UTC
Bronson Hughes wrote:
Before you ask, no, this post is not about AFK cloaking, nerfing cloaking, or a rant about how something cloaky got the drop on me.


+1 just for this.

I'd give another +1 if I could for the idea.

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Center for Advanced Studies
Gallente Federation
#20 - 2014-10-15 08:10:10 UTC
+1
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