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Player Features and Ideas Discussion

 
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Hiding in Eve- Why We Cloak

Author
Lexmana
#21 - 2011-12-18 16:20:08 UTC
Aqriue wrote:
So as to completly trash this nice thread idea which should be in Suggestions

Jump gates

You can hide behind a jump gate, because you can never see whats on the other side until you go through it.

Jump gates are the limiting factor and implimented for the exact opposite reason OP is describing to make space "spacey", jump gates "chokepoint" players into conflict otherwise you just avoid people. Which would chase away all the hardcore PVPers. Unless CCP does a MAJOR OVERHAUL of EVE (pfft, yeah right) and changes huge aspects its pointless to even suggest it adding space to space.


So you are trying to be smart but all you can say is there is one place to hide right now and that it is enough?

And i bet you, jump gates wasn't put there for the reasons you state. I am pretty sure jump gates was put into EVE as a means to divide this single shard MMO universe into smaller pieces so that computers could have a chance handle the load. Becoming a choke was a nice side benefit.

I do agree with you though, that this thread has a place in ideas/suggestions.
Mag's
Azn Empire
#22 - 2011-12-18 16:22:32 UTC
There are some good ideas in there, but I disagree with some. This should be in F & I though tbh. Cool

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

Valei Khurelem
#23 - 2011-12-18 16:23:56 UTC
I posted a suggestion awhile back about no local and I think that you should have a command and conquer style radar installation in the 0.0 systems in order for the owners to enable it or use local if it's destroyed you should be able to have any number of ships sneaking into the system without them knowing. The current local system is massively easy to abuse, this is why it's so easy to get gate camps set up, this is why it's easy for blob fleets etc. to avoid each other and never have a conflict.

Information is power and CCP have handed it to everyone on a platter.

"don't get us wrong, we don't want to screw new players, on the contrary. The core problem here is that tech 1 frigates and cruisers should be appealing enough to be viable platforms in both PvE and PvP."   - CCP Ytterbium

Myrkala
Royal Robot Ponies
#24 - 2011-12-18 18:59:29 UTC
Omg, the forum still eats up posts? :(

I wrote about 4k chars worth of brainstorming considering your idea, as well as other gameplay factors you missed like tactical evasive maneuvers enabled by the cloak in the form it is today. (Avoiding getting killed in camps ect.)

Main points were: The cloaking device with fuel/cap consumption and a fixed activation timer, all of these could be effected by low and mid slot modules. As well as not being able to cloak indefinitely, because of fuel/cap consumption. And alertness required by the pilot because running out of fuel/cap while AFK cloaking usually ends up in your ship getting blown up.

Ship size vs sacrifice considerations, also looked at capitals.

And then looked at the tactical aspect of the system scanner structures on a group/corp/alliance level, and how it increases value of intel because its harder or requires more effort to come by. Which I like. As well as how the feel of the game changes when no one is really safe, because of no immediate local and also that having some weak signal on scan might mean there is an anomaly, a wreck, or a hostile ship present in the vicinity.

What must found is a good balance between: Hard to find targets, easy to find targets. Hard vs easy to catch targets and hard vs easy to evade being caught.

Ultimately these things should be about being smart, alert and ready to grab someone or gtfo.
Mors Sanctitatis
Death of Virtue
#25 - 2011-12-18 18:59:58 UTC
To answer many of your posts, in no particular order:

Yes, technically, it should be in F&I. IMO F&I gets little or no attention by the general forum public and hence I posted in GD. Even though I'd prefer the post remain in GD, I'm sure it will get moved to F&I to die among all the other forgotten posts there.

Thank you for all the positive feedback!

Jumpgates as chokepoints- "back in the day".... there were no jumpgates- players always warped into the system at the star. There was one way in. Jumpgates were added so that there were multiple locations to arrive at.

Quick jump mechanic I just thought of while writing this: what if Jump gates allow you to travel without using fuel? What if you could "lock on" to any celestial body, provided it was large enough and jump to that instead, with varying degrees of accuracy, only you would have to consume isotopes like carriers currently do? You could have a choice of using jump gates for the ease of use and convenience, or jump into a system and land at the star, a planet, or even a moon if your "navigational sensors" were sufficiently advanced (read: RIGS AND MODULES) and able to lock on to such a small mass. Skills could be implemented to improve navigational accuracy, fuel use etc. There could always be a chance of failure and you'd end up in a nearby system. Fleet jumps could scatter a 100 man fleet with 10-20% landing in the middle of a system, 5-10AU away from the intended celestial object, or even in another system if the navigation was poor enough.

Heck, imagine being able to hit "JUMP" at any time during the align process! As the accuracy of the jump increases, you could call "good enough" once it's at 90% and hit jump in order to shave a few precious seconds off of your align time to escape harm. Clearly there would be a threshold for alignment so that you can't hit jump instantly in order to avoid death. In the last few seconds of a normal align cycle the accuracy would go from 0-100%, giving the player the choice when trying to run or trying to catch another player the option to gamble with their chance of arriving slightly sooner at the expense of accuracy.

We could build powerful navigation systems into Command Ships (OH HO, look, a real role for them!...) that would be able to quickly and accurately navigate large gangs of players to arrive all at the same place, at the same time, with less fuel cost. Again, just brainstorming here.

Believe it or not, Eve needs more complexity and more layers to peel back when it comes to PVP and combat, and adding additional complexity to information warfare and navigation is a great way to start without changing the existing offense/defense mechanics of actual combat.

All of these ideas don't require too much in the way of art. Most are purely game design changes. I can't think of anything that I'm proposing right now that isn't already in the game. The TL; DR of the above concept is as basic as proposing sub-capital ships be able to use celestial objects as pseudo cyno beacons to jump to, and building in accuracy errors when arriving. Should be pretty simple. As for precedent: what do you think happens when Black Ops ships bridge in a bomber gang onto a Covert Cyno? Same concept, more flexibility.

Again, bring on the discussion! I'd like to hear your ideas!
Karth Mentis
Trouble Seekers Incorporated
#26 - 2011-12-18 19:40:20 UTC  |  Edited by: Karth Mentis
You know, talking about cloaking massive yell for some people to disapear from local when they cloak makes me remember a idea.
So I thought, hey what if CCP gives them that with a massive twist.

What if when you are cloaked you disapear from local but at the same time you cannot send any messages outside the system. That way the run silent, run deep its gonna be more true and more cool.
Alara IonStorm
#27 - 2011-12-18 19:47:54 UTC
OP's a talker. good thing I like what he is saying.
Herzog Wolfhammer
Sigma Special Tactics Group
#28 - 2011-12-18 19:52:53 UTC
I cloak because I can.

I cloak because there are people who have nothing better to do than pad their all-worshipful killboards.

I cloak because the RMT'ers hate it when they can't find the person who made their bots dock up.

I cloak because everybody is like Jan Brady when you appear in "their" space and watching their semi-autistic emorage when they can't get their kill is fun.

I cloak because all exit gates being bubbled while someone is cursing at you in Russian means they probably brought combat probes too.

I cloak because it was also cool when the Klingons and Romulans did it.

Bring back DEEEEP Space!

Derus Grobb
Shifting Suns Industries
DammFam
#29 - 2011-12-18 20:03:46 UTC
New intel tools should be in the next expansion. This would be a great overhaul to the staid mechanics of watching local.
Jask Avan
Republic Military School
Minmatar Republic
#30 - 2011-12-18 21:00:14 UTC
Karth Mentis wrote:
You know, talking about cloaking massive yell for some people to disapear from local when they cloak makes me remember a idea.
So I thought, hey what if CCP gives them that with a massive twist.

What if when you are cloaked you disapear from local but at the same time you cannot send any messages outside the system. That way the run silent, run deep its gonna be more true and more cool.

Interesting, but can be circumvented with out-of-game tools.
Karth Mentis
Trouble Seekers Incorporated
#31 - 2011-12-18 21:12:45 UTC  |  Edited by: Karth Mentis
Jask Avan wrote:
Karth Mentis wrote:
You know, talking about cloaking massive yell for some people to disapear from local when they cloak makes me remember a idea.
So I thought, hey what if CCP gives them that with a massive twist.

What if when you are cloaked you disapear from local but at the same time you cannot send any messages outside the system. That way the run silent, run deep its gonna be more true and more cool.

Interesting, but can be circumvented with out-of-game tools.


LOL, yeah my bad, thats why I never should make the plans of anything.

Still a twist in the system would be freaking awesome if they want to give the cloakers the benefict of no local.
Like loosing some fleet advantages like being able to warp to somebody and/or making bookmarks.
Could be more focused in the "Run Silent, Run Deep" theme.

Just look U-boats and their role, weakness and streghts that were exploited in both sides, could make the game more amazing!
How2FoldSoup
Hull Tanking Elitists
#32 - 2011-12-18 21:35:07 UTC  |  Edited by: How2FoldSoup
I personally love the sound of all of these changes. If this were in F&I I would support this thread but since its in GD

Signed

The groundwork is here and details can be worked out. I really hope CCP takes a look at this as a possible venture for perhaps next year's winter expansion. these changes could increase the depth of PvP 100 fold and make it a lot more engaging and challenging as it should be.

Soup
Paragon Renegade
Sebiestor Tribe
#33 - 2011-12-18 21:39:16 UTC
OP is Space Jesus.

OP, ironically, is completely correct :3

The pie is a tautology

Mors Sanctitatis
Death of Virtue
#34 - 2011-12-20 20:44:42 UTC
Soup, Paragon etc.-

I'd like more input on what you think of my ideas, and if you have any ideas of your own to contribute to this concept. What do you envision a fight looking like? How does the process unfold? How are targets found, how do defenders make it out alive? How do you fake your true strength or bait someone into a trap using these new ideas? What about Q-ships? Hiding among other player ships in high sec during wars? How critical is getting "eyes on" a target before committing to a fight?

What if all ships had the flexibility to put jump fuel in their cargo holds at the expense of ammo or cap boosters? How about jump drive spin up/cool down times? Would the range of the jump and it's accuracy be affected by the size of the object being locked on as a reference point? (i.e. easier to jump to a star that's far away than to try and jump to a small moon of a planet with any accuracy)

How would being able to jump to celestial objects enable more porosity in boarders within 0.0 and low sec? What would be an effective counter to this?

Getting back to sensors and information warfare: what about decoys? Passive probes as well as active probes? What about the concept of minefields and/or static "leave behind" passive or active probes that would have life spans in hours or days that would allow coverage of large areas or specific pipelines?
Petrus Blackshell
Rifterlings
#35 - 2011-12-20 20:59:02 UTC
Came here expecting another lame manifesto about why hated people do what they do.

Left disappointed, but happy to have seen a good analysis of the current state of hiding in Eve, and reasonable ideas to make the situation better.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Fidelium Mortis
Minor Major Miners LLC
#36 - 2011-12-20 21:02:04 UTC
+1 like the ideas in general.

I especially like the idea of hideable terrain, and the introduction of more specialized ways to find people.

I would be a bit cautious about making the mechanics too specialized to the point where it would be annoying for a solo PvPer looking to hunt down a target in system is only limited to a specialized ship or module.

ICRS - Intergalactic Certified Rocket Surgeon

Killer Gandry
The Concilium Enterprises
#37 - 2011-12-20 21:05:33 UTC
Don't try to touch the cloaking mechanics.

The tears would drown all hamster and the game / forum would crash.

Diana Dour
Doomheim
#38 - 2011-12-20 21:19:01 UTC
I wanted to make a career change, become a space hermit, I wanted to set up a small POS in a dark region of space or be a bum/traveler/nomad.

I was going to fit out a completely sustainable and self sufficient Legion

Then I remembered no matter where I go in the universe someone with notice me in local, I will be hunted down, someone will notice me. They'll know if I am active in space/docked/killing NPC's

Even in a wormhole if I'm logged on I'll be found by someone in a matter of a couple days at most, if I kill any sleeper I will be found immediately

Some sort of Space God is broadcasting API info for no apparent reason.

Is this a space game? Like what the hell is this?

I though CCP said EVE was cold and dark? Dark? Not if you mean mysterious or anything relating to that at all, you can find as the OP said where everyone is, who everyone is, what corps they're in, which they've been in? You know exactly who and where everyone is! What kind of universe is that??? I don't know who or where my ******* neighbors are yet in EVE I know who and where AmarCitzen1239729834 is ?????? When he was born? His employment history? What the hell?

Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#39 - 2011-12-20 21:21:12 UTC  |  Edited by: Jaroslav Unwanted
***now i read it.***
Ottersmacker
Genos Occidere
HYDRA RELOADED
#40 - 2011-12-20 21:29:11 UTC  |  Edited by: Ottersmacker
some really cool ideas,especially the passive/active scanning and the way a probe would essentially be an illum round <3

also tactical environments (which would include hiding i suppose) have long been proposed and discussed but it never got any further than W-space effects :\

i just locked an open door.. strange, yet symbolically compelling.