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Hiding in Eve- Why We Cloak

Author
Bienator II
madmen of the skies
#61 - 2011-12-21 07:22:38 UTC
i would like to have local as on-grid only communication tool.
- delayed char removal everywhere
- delayed char addition in w-space

if you remove something you will have to add something to compensate the information loss a bit.
What is really needed is a low range radar which has lower range than a dscan but updates automatically.

this above is probably feasible as combination of rather little changes and can be improved later. It makes space more interesting already.

further ideas:
- if you dscan you expose yourself temporary in the radar even when you are far away
- you can adjust radar range (til max), but if you see someone you have the risk to expose yourself (skill based)
- radar range based on sensor strength

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#62 - 2011-12-21 07:46:27 UTC
Love this idea entirely. Ive always been one to advocate how easy it is to gather information in eve. When Eve started I remember fumbling about in the dark so to speak. To me space should always be vast and because of this you could be right next to one another and not know it if you didnt look in exactly the right place.

Now before I read the rest of the replies my only suggestion on the main point is this: Have the greatest area sensors to be on a constellation level and also of medium ability to be sought out and destroyed. Something a small to medium sized gang can destroy.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#63 - 2011-12-21 08:07:05 UTC
Mors Sanctitatis wrote:
The concept of ship stealth and detection: incorporating it into every module, every choice!

Imagine if different types of shield extenders increased your ship's signature across various different racial emissions spectrums. The same for various microwarp drives or afterburners. What if different types of armor plates provided lower signatures due to better signal absorption, at the expense of not providing as much EHP? What if passive shield/armor hardeners provided lower emissions spectrum than active did? What if using special (Tech 3?) ammo in your guns caused zero increase to your sig (silenced weapons anyone?), allowing you to quickly and quietly make a kill before anyone knows you're in the area?

On earth, not every ship is a submarine, but every submarine is a ship. In Eve, EVERY ship is a submarine. Some are just more stealthy than others. Dedicated Covert Ops and Recon class ships will have exceptional sensor suites and ultra low emissions in addition to active cloaking capabilities. I would recommend that these active cloaking abilities be of limited duration and require cap/fuel to use, similar to how diesel/electric submarines used to operate. You can "go dark" to sneak up on a target and then attack, but you'll eventually need to "surface" and refresh your air/recharge your batteries so to speak. All other ships simply wouldn't be allowed to cloak. Non Covert Ops cloaks would be replaced with "stealth modules" that would reduce a ship's signature, but wouldn't render it completely invisible/impossible to find like cloaks currently do.

There should be trade offs that would make currently "worthless" modules attractive: do you go for the best fitting, best performance, best efficiency or lowest sensor signature/emissions? Incorporating various sensor emissions capabilities into named modules seems like a good way to differentiate them, mitigating the "bigger is always better" game design that currently exists.

Sensor networking:

In addition to information, sharing it is just as important. Where Corps and Alliances will really benefit is in the sharing of information. If you're in a gang and you have a CovOps pilot with you, what if everything his sensors detected showed up on your tactical overlay? Now he truly is your eyes and ears for your whole gang! What if your ships could fire their weapons at targets he acquired, even though the targets are out of your lock range (but not weapons range)? Indirect fire, so to speak!

What if you're two systems away but an enemy blob arrives and your Alliance has regional and local static sensors installed in that system? You're able to look on the map and notice increased activity two systems over in the past 4 hours and are able to pack up your mining op in time to make it to safety. Unfortunately, the next day the enemy comes back in smaller ships and in fewer numbers and splits up into three different groups, arriving from three separate directions. Unable to detect the smaller ships in fewer numbers from long range, your sensors don't notify you until it's too late and you lose half your mining crew to the invaders.

The inability to manage large amounts of information will inherently limit the size and scope of space that a single Alliance/entity can effectively police and control. This is another positive byproduct of this concept: it will be very costly in TIME to control a lot of space. People will tend to settle on a reasonable and practical amount of space to control and stick with that. Controlling large swaths of space for little or no need will go away as it won't be cost effective to do so from a time standpoint.

Thoughts?



Balance for the first part would be hard. But interesting.

My reply is more geared to the cloak aspect.

Have a script nature on the cloaks. With script in it becomes active style that uses fuel at a set rate. Either like capacitor that needs to recharge to be used again or a consumable fuel based on some racial fuel types, assuming the easiest would be isotopes. When active the ship is the same as cloaks are now but can only do this as long as the fuel is available. In the passive mode no fuel is consumed but it can be scanned down. It would be harder than normal but still possible. So no more afk cloaking. Semi afk would work still.

Recons and Covert Ops would be exempt by ship class from fuel consumption or have a consumption bonus/reduction per level and would be the only ships to be able to.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Ciar Meara
PIE Inc.
Khimi Harar
#64 - 2011-12-21 08:08:31 UTC
I just think cloaking is cool.

- [img]http://go-dl1.eve-files.com/media/corp/janus/ceosig.jpg[/img] [yellow]English only please. Zymurgist[/yellow]

Mors Sanctitatis
Death of Virtue
#65 - 2011-12-21 08:37:53 UTC
Eternus8lux8lucis wrote:



Balance for the first part would be hard. But interesting.

My reply is more geared to the cloak aspect.

Have a script nature on the cloaks. With script in it becomes active style that uses fuel at a set rate. Either like capacitor that needs to recharge to be used again or a consumable fuel based on some racial fuel types, assuming the easiest would be isotopes. When active the ship is the same as cloaks are now but can only do this as long as the fuel is available. In the passive mode no fuel is consumed but it can be scanned down. It would be harder than normal but still possible. So no more afk cloaking. Semi afk would work still.

Recons and Covert Ops would be exempt by ship class from fuel consumption or have a consumption bonus/reduction per level and would be the only ships to be able to.


I would suggest that cloaks for "regular" ships be removed all together. Cloaks would still exist for dedicated cloaking ships: Recons and CovOps, but that's it. Regular ships would benefit from "stealthy" modules that you can fit to your ship to reduce their scan signatures and improve their stealth. The idea being that their difficulty to find via scanning would be their main form of protection (vs. being able to use a cloak).

I agree that CovOps cloaks should use fuel, but a combination of advanced modules, rigs and skills/ship bonuses should reduce fuel use. A CovOps ship specifically configured for long range deep space recon should have very little fuel use with an endurance measured in days or a week, not hours.
Terrorfrodo
Interbus Universal
#66 - 2011-12-21 08:44:01 UTC
I like the vision. However, this would tailor EVE to the needs and wishes of exploration-minded players. That suits me, but I think most others would be put off. The majority of players in 0.0 want quick and easy fights, and the majority of people in hisec want to be invincible. The latter will never invest any effort into being less vulnerable, and the former will never want to invest all the effort into intel-gathering.

So I think the proposed changes would reduce conflict and battles to a large degree because people couldn't easily find each other anymore.

The OP's vision is basically an enhanced version of existing w-space. And do you know why so few people want to live there? Because you have to put more effort into your game and things are less easy.

.

Mors Sanctitatis
Death of Virtue
#67 - 2011-12-21 09:01:58 UTC
Terrorfrodo wrote:
I like the vision. However, this would tailor EVE to the needs and wishes of exploration-minded players. That suits me, but I think most others would be put off. The majority of players in 0.0 want quick and easy fights, and the majority of people in hisec want to be invincible. The latter will never invest any effort into being less vulnerable, and the former will never want to invest all the effort into intel-gathering.

So I think the proposed changes would reduce conflict and battles to a large degree because people couldn't easily find each other anymore.

The OP's vision is basically an enhanced version of existing w-space. And do you know why so few people want to live there? Because you have to put more effort into your game and things are less easy.


I appreciate the feedback and the differing viewpoint!

Allow me to address a few of your (very valid) points:

Quick easy fights: the easiest way to get players to engage each other is to design opportunities for them to come together in a violent fashion. CCP needs to add in a wide variety of targets that are easily engaged by small gangs. This will force contact with the enemy and one of two things will happen: you'll see a fight or you'll watch one side's assets be steamrolled. The other answer to this is "are existing fights that 'quick and easy' as Eve is right now?" Personally, I don't think the changes would reduce the time investment required to actually find a fight over what we currently experience at the moment. I've roamed literally hundreds of systems without finding a decent fight. There will still be gates and chokepoints etc. around which to engage targets.

How invincible are high sec players at the moment? I think that they would theoretically be even more safe with the proposed changes if for no other reason than they could hide among the clutter of other player ships in crowded high sec systems.

The concept is significantly different from W-Space because there are fixed gates and known travel routes that never change. One of the key issues with W-Space is that travel between systems is exceptionally slow and tedious and if you don't have a ship specifically configured to simply locate the wormholes you're going to get stuck in a system and never get out. This is one of the key factors why I don't pirate in W-Space- it's too difficult to PVP and navigate with the same ship.

I do agree that the initial perception would be that it's "more work", but just like anything else, players would get used to it and accept it.
Paxarinus
Native Freshfood
Minmatar Republic
#68 - 2011-12-21 09:22:19 UTC
this sounds more then awesome!

+1
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#69 - 2011-12-21 09:41:50 UTC
I cant see this as a viable change to high sec. Only to low, null and WH space.


A buddy of mine that I showed this too expressed a distinct negative towards FW as he plays there. He, like others, likes the idea of quick PUG style combat. Which though I think this would increase the contact between groups or individuals to ascertain who, what, style information on a visual level is what a lot of people might not like due to the difficulty of scanning.

I do agree that people would eventually adapt and it would bring a LOT more conflict in the long run. Especially as if you have to get within a certain range visually to determine enemy status like FW or pirate/neutral. In areas like low sec it would make it ironically easier for the hunter to become the hunted and spring traps which makes me go giddy with the possibilities.

So given the idea of FW and how it is low sec heavy how do you envision this playing out there?

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Terrorfrodo
Interbus Universal
#70 - 2011-12-21 09:46:27 UTC
Mors Sanctitatis wrote:
The concept is significantly different from W-Space because there are fixed gates and known travel routes that never change. One of the key issues with W-Space is that travel between systems is exceptionally slow and tedious and if you don't have a ship specifically configured to simply locate the wormholes you're going to get stuck in a system and never get out. This is one of the key factors why I don't pirate in W-Space- it's too difficult to PVP and navigate with the same ship.


Good point.

Another possible problem: If local as we know it is removed and intel-gathering requires effort (which inevitably means that it is delayed too and not instant), this would probably give the larger force even more advantage in any fight.

Right now, when I roam with my 20 corpmates in null, engage a similar force and local suddenly spikes to 200, we know at once that we are being blobbed and have to get the **** out immediately. If we did not have the information at once, the enemy could easily tackle all of us and we all die.

What I'm saying is that the uncertainty would play to the advantage of entities who can rely on the fact that while they too may not know exactly what they will be facing, they can be sure that they will have the numbers 99 out of 100 times just because there aren't many other entities in the universe who are as big as them and if those had moved hundreds of pilots near their space they'd have noticed.

So, engaging superior forces in their space would be even more hopeless for small entities. Hiding and avoiding fights may work, but if you engage you are committed and probably can't get away.

.

Varr Dorn
Blue Flame Ore Excavations
#71 - 2011-12-21 10:00:10 UTC
I agree with many of the points the OP has made.

On Local, though, I'd like to see it this way: Local seems to be a info network generated between stations and jump gates. The jump gate registers when you come in, the station registers when you dock/undock, and it is broadcast as "local" as if it were a radio/television/internet information network.

Leave Local as it is in High-sec, but link everything to the number of stations and gates in low and null. In low sec, if there is only 1 station, then there should be a delay to the updates since it has to process and update everything itself. Treat it like a backwater relay station.

In Null, Players with stations should be able to build a POS structure/add-on that allows them to broadcast a local network. But give them the options as to access rights and what is displayed. I.e. if you fly into a system with only POS from another corporation, you don't see anything. But if you're part of the corporation/Alliance, then you get to see local as it is now.

The only problem with this second idea is that it gives a possibly overwhelming defensive bonus to the owners of the system, but coupled with other ideas in the OP, it might not be that bad.
Cpt Syrinx
Jovian Labs
Jovian Enterprises
#72 - 2011-12-21 11:00:36 UTC  |  Edited by: Cpt Syrinx
I like your ideas a lot. One that stood out to me was the idea of in-system phenomena and orbital bodies giving opportunities to hide limited operations in. Take your sensor-opaque nebula for instance, throw in some new player owned structures (maybe even NOT limiting them to corporations from the start this time). Fly a few 100 or 1000 km from the stellar entity's warp-in and set up either your little mobile home or a larger structure. Maybe even have this nebula prevent warping - conventional drives only.

Thoughts along these lines would bring a few thing EVE badly needs. 1) traffic, beyond station to gate to belt to moon to station to gate. 2) a proper sense of exploration. This sense lasts for about 3 hours when you start playing eve, and about 30 minutes every time you venture into some new kind of gameplay for the first time. That's it. Done, never to return. With a framework of limiting terrain, you get a sense of exploration again. You get to stumble upon all kinds of stuff, and better yet - its all player-made emergent stuff to find. You can't seed fake ambiance to compete with that.

A living universe does not come forth in a homogeneous playing field, no matter how its dressed up. Some new bit of framework to play in should be added to every expansion imho, such are the least-impact but most lasting additions.

The scanning changes are an interesting bunch of ideas as well, but game-changing. I'm convinced that, properly implemented, the jist of what you suggest would make the game much more interesting, but not with an enormous potential for the jita statue to get it again.
Gempei
Marvinovi pratele
#73 - 2011-12-21 11:40:48 UTC
+1
Steven Fonulique
SF Incorporated
#74 - 2011-12-21 12:02:14 UTC
Haven't read the all the replies to the entire thread but I think I picked up on all the posts made by the op and I gotta say man oh man I'm loving these ideas.

This discussion kinda started putting my brain into overdrive thinking about the basic eve mechanics currently used for travelling between solar systems etc. So I will come right out and and say it: jump gates suck. They are a result of a mechanic designed to split the single server up into more manageable granules and a sense of artificially trying to make the eve universe feel big by making long journeys through multiple solar systems take ages. Forcing people to use jump gates to enter potentially hostile space has a negative effect on solo and small gang play because the only way to avoid the blob on the other side is by simply not entering the solar system containing the blob. In my mind travelling from one solar system to the next should be a little bit more of a big deal than simply clicking jump once you're within range of this magical object.

I will start by saying this isn't an original idea at all but I think it has so much potential within eve. Remove jump gates entirely and give ships jump capabilities directly. In order to travel from your current solar system to the next your ship's computers have to calculate a safe arrival location in the target solar system taking longer the farther the solar system is away. You could use the current eve jump system as a guideline saying it would take 1 minute per "adjacent" solar system. Different ships would have different jump ranges and you could fit computer modules that shorten the time it takes to calculate your next safe jump.

From a game balance perspective once you tell your ship to jump it would start the calculation timer and once complete you will have a 10-15 second window to activate the jump or start the entire calculation process over from scratch. So that you can't just sit in place with a jump destination calculated and dissapear the moment things don't look good.

Local in it's current form also doesn't really make sense for a flying space ships in space kind of game. The way local works in w-space makes infinitely more sense. It should be viewed as communication frequency ships can broadcast to to hail other ships send out distress calls etc.

These mechanics would compliment the proposed changes to sensors and scanning quite well, you could introduce a module for recon ships that monitors jump activity in your solar system so that gate camp fleets could turn into solar system camp fleets that know they have at least 1 minute to find and blob their prey before they jump out of system again. Mining barges should have a special bonus allowing them to also equip this module so they can spot random roaming gangs enter the system where they are mining and get safe.

Sensors should be able to pick up when a ship is broadcasting it's location for fleet members to be able to jump to so that one can know if reinforcements are likely to be arriving from another solar system, again the calculation for resolving the jump to a broadcasting fleet member takes longer the farther one is away.

I'll stop here as I'm beginning to get a bit too bogged down in details.
Ma'kal
State War Academy
Caldari State
#75 - 2011-12-21 12:20:25 UTC
I think it would be great to have more varied ways of hiding in Eve. Being a sub sim fan myself I feel it would make Eve even more awesome. My question would be is it technically possible? But props to the OP to bringing a interesting angle to a old issue.
Arcathra
Technodyne Ltd.
#76 - 2011-12-21 12:36:25 UTC
Mors Sanctitatis wrote:
[a lot of stuff]

I like your ideas. A lot mor constructive than the typical "remove local" whiners. This could be very interesting and enhance the gameplay. But I'm not sure if small corps would actually benefit from this. Anyway, its worth to look at this mechanics closer.
Keno Skir
#77 - 2011-12-21 12:53:10 UTC
I like a lot of your ideas OP +1
Zowie Powers
Aliastra
Gallente Federation
#78 - 2011-12-21 13:42:24 UTC  |  Edited by: Zowie Powers
I didn't read it.

But Eve doesn't have a pause button. And I sometimes need one.

EDIT: Oh god, I just realised, the "Just dock up" fruitcakes are on the way. Oh god, oh god, oh god. Abandon thread. I don't mind Mr. Right, I just wish his first name wasn't Always.

ATX: The best of the rest.

Lucien Visteen
Imperial Academy
Amarr Empire
#79 - 2011-12-21 14:24:06 UTC
You have a lot of big posts, I haven't gotten to read through all of them so feel free to correct me if I'm wrong. But from what I can gather these rigs you propose, are the bonuses they give purely for the detection ability? If every ship can equip "stealth" rigs it might turn out a bit differently than you might envision since players have a tendency to work with what will be the safest for themselves, even if EVE is such a gritty and brutal place to be in.

So while good in theory, giving every ship every role might turn bad practise. But again feel free to correct me on this if I get it wrong.

Other than that. CCP listen to this man. I don't care how long it takes you to do it, but DO IT!

The ships hung in the sky in much the same way that bricks don't.

Tanya Powers
Doomheim
#80 - 2011-12-21 15:15:53 UTC
Jask Avan wrote:
+1
Information should be a skill, not handed to everyone on a silver platter.


+1 on this and more, information is not only some "skill" to learn but also dedication to this, invest time to fill "folders" of information about "x" player corp and only available to this player or those he wants to share with.

On the other side of the coin, Eve is about shooting everything that isn't blue, well sometimes even blues shoot each others (Test/Fa) so is it really interesting to implement something complicated like that when pvp IG is resumed to NBSI and numbers?