These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Hiding in Eve- Why We Cloak

Author
Famble
Three's a Crowd
#41 - 2011-12-20 22:01:32 UTC
Posting in support of OP's vision.

If anyone ever looks at you and says,_ "Hold my beer, watch this,"_  you're probably going to want to pay attention.

Mors Sanctitatis
Death of Virtue
#42 - 2011-12-20 22:44:07 UTC
Fidelium Mortis wrote:
+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.


Fidelium-

A key point in my design is for *all* ships to have the capability of being configured to be 100% capable of hunting down targets all on their own. I'm very solo-PVP oriented and the last thing I would want to see happen is solo players being nerfed.

Specifically, I envision ships being able to be customized/tuned for specific roles, so if you're in a ship designed around solo PVP then perhaps you configure your sensor suite with more advanced active sensors, or you design your passive sensors to be better suited for sniffing out targets in a directional manner with longer range but less omni-directional capability. It would be easier for other targets to sneak up on you (less early warning) but your ship would be better equipped to search for targets at a longer range and with more precise info instead. Does any of this make sense?

The opposite would be defensive players where they would sacrifice active search capabilities for improved early warning/automated omni-directional detection. Key types of players that might use this configuration would be miners or mission runners, for example.
Hainnz
Imperial Academy
Amarr Empire
#43 - 2011-12-20 22:50:10 UTC
Mors Sanctitatis wrote:
The opposite would be defensive players where they would sacrifice active search capabilities for improved early warning/automated omni-directional detection. Key types of players that might use this configuration would be miners or mission runners, for example.


As long as it's possible to hide too. Right now it's impossible to hide unless cloaked, and even then other players know you are there. And of course if you are cloaked you can't do anything so you are stuck sitting there wasting time until the hunters get bored.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#44 - 2011-12-20 23:09:55 UTC
At one point you mentioned stationary measures that could watch over entire regions. I like this idea, but wonder if that range might be too broad. Constellation level seems more reasonable. Stupid ideas I had while reading it:

The ability to relay info received to fleet/corp/alliance members in system to remove their need to fit extra sensor equipment
The ability to relay info to out of system ships using specialized equipment or ships with specific roles that could rebroadcast it for friendlies in nearby systems
The ability to interfere with information collection directly (range reduction or degradation of info reported) or transmission (jamming relayed info)
Restricting access to types of info based on various criteria (can think of a few isolated instances this could be useful)?
And decoys, just because?
NARDAC
Republic Military School
Minmatar Republic
#45 - 2011-12-20 23:15:23 UTC
In summary:
You want to be able to sneak up on people and gank them. Sicne EVE won't let you "sneak up" becuase of local, you AFK cloak so they can't really know when you are on or not. You hope they will eventually assume you are AFK, and go out and PVE or mine while you are in local.... so you can come back, sneak up on them and gank them.


So, the answer to the question in the title is what everyone knows.

Your solution is to make it easy to hide so that it is easier to sneak up on people and gank them.

This is simple-minded 2 dimensional thinking where you have not through the consequences of your actions.

1) We make it easy to hide and sneak up on people and gank them.
2) People doing things like PVE and mining get ganked.
3) People stop doing all the things that get them ganked.
4) From lack fairly sae things to do in low/null, people move back to high sec.
5) You are right back to not being easy to gank people.


So, my tl;dr version. Make it easier to hide and sneak up on people to gank them, people stop doing anything that would make it easy to sneak up on them and gank them.


What % of the population lives in wormholes?
Mors Sanctitatis
Death of Virtue
#46 - 2011-12-20 23:33:37 UTC
Hainnz wrote:
Mors Sanctitatis wrote:
The opposite would be defensive players where they would sacrifice active search capabilities for improved early warning/automated omni-directional detection. Key types of players that might use this configuration would be miners or mission runners, for example.


As long as it's possible to hide too. Right now it's impossible to hide unless cloaked, and even then other players know you are there. And of course if you are cloaked you can't do anything so you are stuck sitting there wasting time until the hunters get bored.


I would absolutely design it so that players would be able to "hide" without being cloaked. Basically, the existing situation is like this:

Jump into system, if you see any targets in local, scan/probe them out, warp to their location, they're dead. OR, they're cloaked/docked/at a POS and you can't kill them.

My proposed changes:

You jump into a system, there's no local so you don't know who is there, or where they are. Your passive sensors can detect ships at a very limited range, so you can fly around and look for ships passively, or engage active sensors and look for targets, but you're going to possibly give yourself away.

Defensive ships could be hiding in the gravity "shadow" if you will of planets/moons/asteroids etc. and only by getting closer to those objects would your sensors be able to resolve the different sensor contacts and the user (you) be able to get a clear picture of whether or not there's a ship there as well as a moon etc., and if so, how many ships, what types etc.

Ship activity would increase one's signature: moving (the faster you're flying, the "hotter" the signature), mining, shooting targets, salvaging, deploying drones, tanking etc. Anything you do will increase your signature.

Defensively, ships could post up active probes to alert them of incoming ships at long range, but any ship that was hit by the probe's ping would know that someone is actively scanning for incoming ships. Depending on the attacking ship's configuration with regard to how stealthy they're set up and/or if they're a special case ship (CovOps, Recon etc.) then they might be able to sneak in without activating their own sensors and find the target without giving themselves away.

Conversely, the defensive ships could use passive omni-directional sensors, but in this mode the sensors are very short ranged. The range would be increased exponentially as the viewing cone is decreased. Think of a more tightly focused and powerful flashlight, vs a bare bulb illuminating a room. The flashlight will have a very narrow view but much greater range of detection.

Depending on a passive sensors detection of a ship's signature, a skilled operator might be able to discern what type of ship it is, what it's doing (mining laser emissions or asteroid dust would deliver different values to the sensors than autocannon fire and plasma from destroyed NPC wrecks) etc. without having to use active sensors to get an extremely accurate ID.

The more careful a ship's pilot is, the closer they can stalk their targets, getting very close before they strike, allowing their sensors to collect a large amount of accurate information about the target. Note that all of this would take minutes and seconds, not hours and hours, for a skilled pilot. But at the same time, it's not the current situation of "push button" results with little to no skill involved.

And smart defensive pilots will be able to "stack the deck" in their favor by flying ships that will best hide in their surrounding environment. If a system is in Minmatar space for example and there's lots of Minmatar NPC ships as well as player ships, a player could configure his ship with Minmatar spec MWDs or other various systems, even "spoofing" systems that would allow his ship to emulate or mimic other types of ships at a distance (signature wise, imagine a mining ship "smelling" like a Vagabond at 15 AU out for example).

The goal is to provide a wide variety of options to both offensive and defensive players so that the person with the most creativity and cunning wins, instead of just aimlessly flying around until someone happens upon another player in local like there is now.
Mors Sanctitatis
Death of Virtue
#47 - 2011-12-20 23:39:13 UTC
NARDAC wrote:
In summary:
You want to be able to sneak up on people and gank them. Sicne EVE won't let you "sneak up" becuase of local, you AFK cloak so they can't really know when you are on or not. You hope they will eventually assume you are AFK, and go out and PVE or mine while you are in local.... so you can come back, sneak up on them and gank them.


So, the answer to the question in the title is what everyone knows.

Your solution is to make it easy to hide so that it is easier to sneak up on people and gank them.

This is simple-minded 2 dimensional thinking where you have not through the consequences of your actions.

1) We make it easy to hide and sneak up on people and gank them.
2) People doing things like PVE and mining get ganked.
3) People stop doing all the things that get them ganked.
4) From lack fairly sae things to do in low/null, people move back to high sec.
5) You are right back to not being easy to gank people.


So, my tl;dr version. Make it easier to hide and sneak up on people to gank them, people stop doing anything that would make it easy to sneak up on them and gank them.


What % of the population lives in wormholes?


Players such as yourself positively REEK of carebear.

Your one dimensional thinking is pathetic and your lack of creativity even more so. Clearly you don't have the vision capable of contemplating the idea that just as many tools to hide/evade detection would be included as there would be tools to find and attack players.

So TL; DR: you're only focusing on the things that you fear most: being ganked by players who are far smarter than you, which is probably the whole of Eve.
Mors Sanctitatis
Death of Virtue
#48 - 2011-12-20 23:57:46 UTC
Tyberius Franklin wrote:
At one point you mentioned stationary measures that could watch over entire regions. I like this idea, but wonder if that range might be too broad. Constellation level seems more reasonable. Stupid ideas I had while reading it:

The ability to relay info received to fleet/corp/alliance members in system to remove their need to fit extra sensor equipment
The ability to relay info to out of system ships using specialized equipment or ships with specific roles that could rebroadcast it for friendlies in nearby systems
The ability to interfere with information collection directly (range reduction or degradation of info reported) or transmission (jamming relayed info)
Restricting access to types of info based on various criteria (can think of a few isolated instances this could be useful)?
And decoys, just because?


Tyberius:

I envision a massive, multi-layered strategic sensor approach. Allow me to provide more detail on my vision:

Every bit of information will have cost. The more precise the info, and with greater coverage comes massive MASSIVE increase in costs. Everything will have operating costs- information will flow to everyone in the organization, but it will be able to be controlled via standings or roles or some other mechanism so that for example certain corps will have access to alliance level assets to give constellation or regional level real time intelligence. Every member of these authorized corps need only look at their galactic map to view the composite view of every sensor they have access to.

From a tactical perspective, you can set gang permissions so that if anything pops up on a gang mates sensors, all gang mates have instant access to that sensor data. Basically, once in a gang, your view of the system is a composite of every sensor suite of every gang mate in your gang: a big array of sensors thousands of times more powerful than yours alone.

From a strategic perspective, it works much the same way. Any corp deployed assets could relay sensor information to the alliance level intelligence picture. All corps in the alliance would benefit from all other corp deployed assets, if the assets were configured to send that intel up the chain. Alliance level assets could be configured to distribute their intel to corps or individuals etc.

All of these strategic level intel sensors/assets, whether at a system, constellation or regional level, will have massive operating costs in terms of fuel. Information isn't free. You mention constellation vs. regional level sensors. I absolutely agree with you: constellation will be plenty large for most organizations, and indeed, most will only be able to afford constellation level assets. Regional sensors will be so expensive to operate on a continuing basis that only the richest and most powerful alliances will be able to operate them. And even then, it may be more cost efficient and provide better and more accurate intel to build multiple constellation level assets instead of a single regional sensor array. Additionally, regional sensors (as I envision it) won't allow for the same level of resolution and cycle times that a constellation or system level sensor would.

Under NO circumstances would any strategic asset be a viable replacement for tactical sensors. In other words: having a strategic sensor would never give you enough information in a timely manner that would enable you to be protected from hostiles at a reasonable level of protection. For that you will and should always need "boots on the ground" tactical sensors and awareness.

In even simpler terms: static strategic sensors deployed by individuals, corps or alliances etc. would never be good enough to replace "ship sensors", allowing people to basically ignore the job of maintaining their own awareness for the safety of their ships. Strategic sensors would simply add another layer of information over and above what would be available to the player. The smart players will be the ones who will be able to easily avoid detection to do their PVE or mining etc. and conversely, the smart players will be the ones who will be able to sneak past an enemy's defensive perimeter and kill the miners/PVE players that aren't paying attention.
Bartholemu Fu-Baz
The Scope
Gallente Federation
#49 - 2011-12-21 00:15:55 UTC
One thing to add (unless its there and I missed it).

We need to be able to tell who is sitting (within 250km or so) outside our stations before we undock.

What will **** people off is if they are ganked because someone forgot to implement the "look out the window" feature.

Making local only show recent speakers or delayed mode is a fine idea, although would increase the amount of people hit coming out of station during wardecs. I might even consider changes to the wardec system if this was done. Perhaps concord, police and station owners wouldn't appreciate firefights so close to their interests. Wardec needs some rethinking anyway, IMHO and apparently in general sentiment.
Hainnz
Imperial Academy
Amarr Empire
#50 - 2011-12-21 00:16:32 UTC  |  Edited by: Hainnz
Mors Sanctitatis wrote:
The goal is to provide a wide variety of options to both offensive and defensive players so that the person with the most creativity and cunning wins, instead of just aimlessly flying around until someone happens upon another player in local like there is now


I like your idea here, I really do. I don't like local and I hate mashing d-scan. Though I think you are approaching the problem a bit more from the view of a hunter rather than the hunted. (That is perfectly understandable.)

The old saying, "The best defense is a good offense," is true in EVE just as in everything else in the real world. Even with local and cloaking the best the hunted would ever be able to achieve is a complete stand-off, with the hunted actually losing out more than the hunter because whatever he or she was trying to do is now impossible until the hunters go away. I mean it's not like a group of pies lost their ships because some mission runner safed up and cloaked. :)

IMO, the ideal situation would be that if the hunted was on his toes and didn't make a mistake he would be a "safe" as he is now (warping off and cloaked) with a greater possibility of actually being able to do what he is in the system to do. In such a case the hunter would only get his kill if he got really lucky. Now before you say that makes things to easy for the carebears, keep in mind that eventually everyone makes mistakes, even the best players. (Bad players are going to make mistakes all the time.)

The other way around (which is where I think the current proposal is pointing), would be that if a hunter was really good he would be able to get his kill much more often than not (unless he got unlucky). I think that would be bad, because from the hunted's point of view it wouldn't matter how many inept hunters failed to catch him if all it took to lose his ship was for a good group of hunters to sweep through the system.

Regardless I think the current system could use some work and I like the basics of your idea. Hopefully CCP is think about such things too.

One other thing, if cloaks disappeared then something would have to be done about jump gates (I personally like the idea of celestial to celestial jump drives on sub-cap ships) because without cloaks there is very little getting through a competent camp.
Marcus Wilde
The Scope
Gallente Federation
#51 - 2011-12-21 00:18:59 UTC
+1 for the well thought out concepts.

When the OP mentioned "mines", think I wet my pants.Roll

Tears + Bucket = Win

YuuKnow
The Scope
#52 - 2011-12-21 00:47:33 UTC  |  Edited by: YuuKnow
Mors Sanctitatis wrote:
Currently, there's no advantage to being a small group. With the above concepts there will now be a very good reason to bring only what you need, or even possibly less than you would optimally require. Currently, Eve's game design only rewards the biggest and most numerous. CCP needs to build in more game design that rewards a player who is smarter than the rest and attempts to be as asymmetric as possible and do more with less.


This is so true... but in the RL jungle the wolf pack with the most wolves usually wins as well.

It would be however interesting to have more zones where small, flexible groups thrive. The fact that Eve warfare is centered around choke points most of the time I think is the problem. Static choke points are predictable and anticipated, so small, flexiblity, and mobility isn't as productive...

... I've got some ideas cooking that may grant a little more variety to low sec PvP, but they would grant some fundamental changes to low sec and I haven't matured them yet to survive the flamers/trollers... most players on the forums are afraid of change.... WIP.
Olleybear
Infinite Point
Pandemic Horde
#53 - 2011-12-21 02:38:09 UTC
Love the OP's ideas.

I felt like a kid in a toy store standing slack-jawed looking at all the nice toys.

Very good ideas.

Space should feel big. The OP's ideas will give it that feeling.

When it comes to PvP, I am like a chiwawa hanging from a grizzley bears pair of wrinklies for dear life.

Roscojameson
The Scope
Gallente Federation
#54 - 2011-12-21 04:11:05 UTC
Eve brings something to the gaming world that isn't seen anywhere else, warfare. Sure, you can PvP in just about any other game out there, but Eve has real warfare, with tangible goals and rewards.

Unfortunately, because of the near-perfect information available to anyone who wants it, the tactical aspect is turned into a matter of have more numbers or GTFO. The strategic aspect is watered down as you have no way to hide where you operate, how well you've upgraded your systems, or how many stations and POS's you have. Changing this will make the game a lot more fun.

You're ideas are probably the best I've seen for this. They may be a bit much and cause a lot of "screw that, too much work" but that's why we have empire space, where each empire has a communications array that every capsuleer has to register(fluff for current local mechanics)
Soldarius
Dreddit
Test Alliance Please Ignore
#55 - 2011-12-21 05:54:07 UTC
Forums tried to eat my post. C&P ftw.

OP has the most well thought out posts I've ever read on this forum. I enjoyed w-space much more than nulsec strictly because of the lack of instant intel immediate local in w-space. Stupid, lazy, or tired people get ganked. Alert and well-prepared people either escape or turn the tables on gankers.

OP talked about the various methods of detection and information gathering. I also have considered the ways that passive and active sensors suites could be implemented in Eve. It seems the commonly suggested method for passive sensors is an automatically updating feature like a "radar" sweep. I believe this would put undo stress on the servers, especially at the cluster level. Imagine a large fleet pinging the server for data every couple of seconds. Just having a fleet in system would cause TiDi to go crazy.

I agree that passive sensors should give less information overall or more general information than active sensors. I would also liek to point out that most passive sensors are more sensitive than active sensors simply because they are designed to detect emissions that are unintentional, non-directional, unfocused, or very weak.

Active sensors reverse this by, as the OP stated, shining a light in a dark room. The sensor emission bounces off the target and is detected by the original ship usually. This method will be much more reliable as far as detecting something's presence. But it won't tell you much about the object itself.

Perhaps the various racial sensors would be more effective at determining certain kinds of data, and have certain environmental weaknesses. Ex: Radar and Ladar or both forms of focused EM radiation. They are simply of different frequencies. Certain frequencies are effected more by environmental effects. The lower the frequency, the less things like gas clouds and rain interfere with them. However, lower frequencies cannot carry as much data as the higher frequencies. This is why fiber optics are more desireable for data transmissions than copper wires.

Ladar is more accurate, so long as it is not obstructed by gases or vapors. Radar is better at penetrating gases and vapors and thus tends to cover a longer range. But it doesn't tell you as much. Both of these are active systems.

Gravimetric sensors could be very effective at telling the mass of an object, as gravity is actually a fairly weak force, but has a long range effect. So it wouldn't be good at discerning if its one large object or several small objects. Magnetometric sensors are exactly the opposite, being a very strong force but only at close range. So they won't be able to tell the size so well. But they would be better at revealing numbers. Both of these are passive systems, as evidenced by the suffix "metric".

I see no reason why we could not have slots for customizing sensor suites in our ships, similar to rigs. But, that would kind of alter the racial flavor thing. I wouldn't cry if it didn't get implemented. But that doesn't mean we can't have the different sensors have better or worse detection modes.

In answer to the original question, why do I cloak? I cloak to make myself invisible to my prey. Unfortunately, immediate mode local makes that impossible. Only in w-space is this effective. Oh, and Romulans are the shiznit. Way more mysterious than Klingons, not that they don't have their own charm. (Klingons with charm, lol)

Cloaked ships already pay for the cloak by being unable to interact with anything. Trust me. That is annoying enough.

http://youtu.be/YVkUvmDQ3HY

Soldarius
Dreddit
Test Alliance Please Ignore
#56 - 2011-12-21 06:28:22 UTC
Forums tried to eat my post again. It failed again. Bear

Forgot something. Strategic sensor arrays for sov holding alliances sounds like a proper benefit for various sov levels. If you're on the approved list (blue) you are registered with the sensor system and are not reported. If an unknown ship is detected and does not respond or does not respond properly to interrogation (this can be automated), you get reported.

Its basically a military grade IFF system. In Eve it would be based off of the alliance standings. No need to make it any more difficult for the players than necessary.

Reporting can be done in a variety of ways. Eve mail would kinda suck and get missed a lot. Plus it would generate all sorts of spam. Designing a new UI element would require all sorts of DEV time and effort. Another 18 months?

How about integrating the sensor results with our in-space brackets and/or overview? This is basically a telemetry feed from another system. It would also tie in rather well with one idea posted to have shared telemetry and targeting data similar to that used for indirect fire. The shown result would not be warpable. But it would give a rough bearing and strength of the detected signal. Mouse over the report and you could get some more detailed info like signal racial type and strength.

This system could also be upgraded and customizable for better accuracy, detail, and/or range, leaving the actual benefits in the hands of the operators. These sensor arrays could be part of the IHUB. Or they could be indepenent things to shoot in space. Personally, I would not put all my eggs in one basket. Powerful sensor suites should not be easily defeated by direct countermeasures, nor be difficult to destroy by conventional means. Hiding from these sensors should be the preferred method of infiltration. Covert cloaks / black ops ftw.

While this would allow for extreme long-range combat, it can also be easily defeated by a single jamming ship. Might give Kitsune's or other EAFs like the Hyena a real role in combat. I can imagine supers launching salvos of limited AoE bombs from across the grid, or something like that. The same effect could be garnered by using remote sensor boosters, except supers are immune to EWAR and can no longer gain these bonuses.

Oh, yeah. CCP, plz give bombs an obvious AoE graphic like torps. That would be epic.

http://youtu.be/YVkUvmDQ3HY

Mors Sanctitatis
Death of Virtue
#57 - 2011-12-21 06:41:00 UTC
Hainnz wrote:


I like your idea here, I really do. I don't like local and I hate mashing d-scan. Though I think you are approaching the problem a bit more from the view of a hunter rather than the hunted. (That is perfectly understandable.)

The old saying, "The best defense is a good offense," is true in EVE just as in everything else in the real world. Even with local and cloaking the best the hunted would ever be able to achieve is a complete stand-off, with the hunted actually losing out more than the hunter because whatever he or she was trying to do is now impossible until the hunters go away. I mean it's not like a group of pies lost their ships because some mission runner safed up and cloaked. :)

IMO, the ideal situation would be that if the hunted was on his toes and didn't make a mistake he would be a "safe" as he is now (warping off and cloaked) with a greater possibility of actually being able to do what he is in the system to do. In such a case the hunter would only get his kill if he got really lucky. Now before you say that makes things to easy for the carebears, keep in mind that eventually everyone makes mistakes, even the best players. (Bad players are going to make mistakes all the time.)

The other way around (which is where I think the current proposal is pointing), would be that if a hunter was really good he would be able to get his kill much more often than not (unless he got unlucky). I think that would be bad, because from the hunted's point of view it wouldn't matter how many inept hunters failed to catch him if all it took to lose his ship was for a good group of hunters to sweep through the system.

Regardless I think the current system could use some work and I like the basics of your idea. Hopefully CCP is think about such things too.

One other thing, if cloaks disappeared then something would have to be done about jump gates (I personally like the idea of celestial to celestial jump drives on sub-cap ships) because without cloaks there is very little getting through a competent camp.


I know it may not look like it at first glance, but I'm actually in favor of the collective system being slightly weighted towards the defender. Ideally the system would be designed so that the general population of defensive players could effectively use the system to avoid being killed the majority of the time (say, 80-85% or so).

On the flip side, the system should be designed so that the top 1% of offensive players will be successful 98% of the time. I don't want it to be easy for the wolves to kill the sheep. Otherwise we'll run out of sheep very quickly.

Back in the day (I know, I keep saying that...), probing was exceptionally hard to accomplish if targets were very far away from celestial objects because you couldn't move probes around as you do now. You had to make bookmarks in the system and physically fly your ship to a location where you wanted to drop your probe. It was tedious and time consuming and required some skill and preparation. Hardly anyone did it. Mission runners felt safe. There were plenty of targets. Only a very rare few pirates had any success at all at killing a crafty and well prepared mission runner. I loved this situation. I was one of the few pirates who fully understood how to work the system to reliably kill mission runners, even with extremely limited tools. And then CCP introduced the "new and improved" probes and made it so easy that "anyone could do it" and ruined it for me and my fellow "experts".

So, rest assured, I do NOT want it to be easy for the hunters to find their targets. It needs to require skill and a deep understanding of complex game mechanics in order to be reliably successful. At first players will scream and cry and whine about how hard it is, but when a few top players figure out how to work the system they will be rewarded with access to a rich cache of targets that feel completely safe and comfortable mission running or mining with their faction fit navy ship of the month, just like it used to be.

That's kind of the whole point of Eve. It *should* be hard. It should be extremely hard in fact. If it was easy, everybody would be doing it. How can you aspire to be an elite expert at something when every 10 year old with a mouse can compete at the highest level with little to know experience?

By all means, please keep the discussion going with this point. I'm very interested to develop this point further into something that is actually fleshed out a bit.
Zleon Leigh
#58 - 2011-12-21 06:41:36 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.


Except - 3rd Party VOIP negates this idea

Incarna - Newest business example of mismanaged capital. CCP - Continuing to gank independent PI producers every day

PvP's latest  incentive program ** Unified Inventory **  'Cause you gotta kill something after trying to use it

Mors Sanctitatis
Death of Virtue
#59 - 2011-12-21 06:52:45 UTC
Soldarius wrote:
Forums tried to eat my post again. It failed again. Bear

Forgot something. Strategic sensor arrays for sov holding alliances sounds like a proper benefit for various sov levels. If you're on the approved list (blue) you are registered with the sensor system and are not reported. If an unknown ship is detected and does not respond or does not respond properly to interrogation (this can be automated), you get reported.

Its basically a military grade IFF system. In Eve it would be based off of the alliance standings. No need to make it any more difficult for the players than necessary.

Reporting can be done in a variety of ways. Eve mail would kinda suck and get missed a lot. Plus it would generate all sorts of spam. Designing a new UI element would require all sorts of DEV time and effort. Another 18 months?

How about integrating the sensor results with our in-space brackets and/or overview? This is basically a telemetry feed from another system. It would also tie in rather well with one idea posted to have shared telemetry and targeting data similar to that used for indirect fire. The shown result would not be warpable. But it would give a rough bearing and strength of the detected signal. Mouse over the report and you could get some more detailed info like signal racial type and strength.

This system could also be upgraded and customizable for better accuracy, detail, and/or range, leaving the actual benefits in the hands of the operators. These sensor arrays could be part of the IHUB. Or they could be indepenent things to shoot in space. Personally, I would not put all my eggs in one basket. Powerful sensor suites should not be easily defeated by direct countermeasures, nor be difficult to destroy by conventional means. Hiding from these sensors should be the preferred method of infiltration. Covert cloaks / black ops ftw.

While this would allow for extreme long-range combat, it can also be easily defeated by a single jamming ship. Might give Kitsune's or other EAFs like the Hyena a real role in combat. I can imagine supers launching salvos of limited AoE bombs from across the grid, or something like that. The same effect could be garnered by using remote sensor boosters, except supers are immune to EWAR and can no longer gain these bonuses.

Oh, yeah. CCP, plz give bombs an obvious AoE graphic like torps. That would be epic.


Great ideas in your last two posts!

Regarding the IFF idea: back in the day F-16s had what they called "TWI"s or Threat Warning Indicators. They would provide a count for threats, but no precise location etc.

I would be comfortable suggesting something similar that would be at a constellation or regional level that would offer a snapshot every 4-6 hours or so that reported a hostile count for the entire region. Anything with any more timely reporting and/or more specific location information would be pushing towards something that too closely resembles the current situation with local and the "active pilots in system in last 30 minutes" report in the galactic map.

I think that all strategic level sensors should provide very broad and general info that is just that: strategic. The info shouldn't be able to be acted upon in a tactical manner with any sort of reliability, but it should provide a broad overview and deliver a general picture of what is going on in the extended battle space. It should provide enough info so that players can move into the indicated areas with tactical sensors and prosecute the various targets that were indicated with the strategic sensors.

The last thing I want to see is passive sensors that spoon feed players information that are available only to the richest of the alliances.
Isabelle Evotori
Republic University
Minmatar Republic
#60 - 2011-12-21 06:58:48 UTC
Nice idea, Local chat always bothered me a bit. It would certainly spice things up in 0 sec.