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Anti-Cloaking Probes

Author
YuuKnow
The Scope
#201 - 2011-12-22 01:10:05 UTC  |  Edited by: YuuKnow
Mag's wrote:
Wrong, AFKing is directly related to local in the method of psychological warfare.
The local debate is sooo much deeper than a simple anti-cloak probe and strikes at the fundamental mechanics of null sec and alliance sovereign itself. Its a topic in an entirely different level of impact than just a simple counter-cloak.

Quote:
No one with any sense of balance, wants the simple removal of local without a package of changes to take it's place. In that package could also be changes to cloaks. But they have to take into account all areas of eve when doing so and change the mechanic of cloaks in a way, as not to seriously affect their use.
Exactly. Like I said above, folks that are turning this into a "Remove Local" debate probably don't realize the major change to some of the fundamentals of Alliance space and warfare it would entail... whether good or bad. That's another discussion.

Quote:
Cloaks arrived in 2004, we 5 year olds were around when it happened.
Good.

Quote:
Yes and it breaks cloaks without addressing the cause for AFKing. It also adds another layer of intel power on top of the already powerful local intel channel. That is not a balanced approach.
Really? More of the "ITS BROKEN!" Seriously?Roll Personally I like cloaking and use it frequently. If this was something that would break cloaking all together I wouldn't propose it because I use cloaking myself... it does make it more challenging though.

The actuality is that invunerable *Cloaky* actually is what adds another layer of intel power on top of the already powerful local intel channel.

Quote:
They are balance and indeed do have counters. Oh and in terms of game play mechanics, RL analogies are always bad.
Perhaps you prefer a game of dragons, elves, and magic lollipops?Smile
YuuKnow
The Scope
#202 - 2011-12-22 01:19:34 UTC  |  Edited by: YuuKnow
Commandante Caldari wrote:
Probing a cloaker is in general a bad idea. If the ship is sitting around a gate, station etc. what is mainly useful for intel you just need to place the "anti-cloaker probes" there and catch the cloaker with one hit.
Not "Catch", but detect yes. This is by designTwisted

Here's what would hopefully happen.
-The cloaky is sitting at the gate spying and thinking he's invunerable.
-If he sees a anticloak probe show up on his overview then he better warp out, because it means that he/she has about 3 minutes before he's suspected. If he's smart he'll warp to a good distance and will just have to rely on the Dscan for the time being.
-If he/she is bold then he/she will warp back to the gate for short periods of time in order to update on direct visuals, but he won't be able to just sit there like they can do now.
-If he is at a safespot and gets the sense that he's being closed in on then he'll have to warp to a new location to keep them guessing.
YuuKnow
The Scope
#203 - 2011-12-22 01:42:06 UTC  |  Edited by: YuuKnow
Alx Warlord wrote:
Ok, so everyone agree that the only way to this gets balanced is that BOTH CHANGES, the probes that allow cloak DETECTION and the removal of CLOAKED SHIPS from the local, gets implemented together?

So this system will requires WORK on the parts of the hunted and the hunter makes for tension, excitement and most importantly, game play. Less "I win" buttons, more pilot vs pilot solutions.

  • This way there will be a end to the afk cloak problem, (that kill the game for allot of players)...
  • Stealth operations will depend more on strategies and RL Skill to run unnoticed...
  • If noticed will need some RL Skill and Strategies to not get caught.
  • There will be a counter to Cloak, as every tactic should have a counter tactic and risk...
  • There will be a possibility for CCP to adjust the DIFFICULT LEVEL of the detection adjusting the probe stats...
  • The game will make more Sense...

  • So we can keep the discussion from here...
    This is interesting... removing local from cloaked ships and cloak ships from local...

    ... could it be abused? I can image a 900 ship Goonswarm cruiser fleet (nothing against Goonswarm) sitting in waiting for attack in cloaked ships with no means to detect them. But with the means to possibly see something with anticloak probes, clueing that something may amiss, it wouldn't be too much of a I-WIN...

    It will need more rumination to flesh out all the repercussions however, but off hand... I like it.Cool
    Alx Warlord
    The Scope
    Gallente Federation
    #204 - 2011-12-22 03:33:28 UTC  |  Edited by: Alx Warlord
    YuuKnow wrote:
    Haruhi Hime wrote:
    This must have been mentioned earlier in the thread but I'm lazy to look back but:

    Doesn't flying in a random direction while cloaked afk completely beat out your "solution"?


    I don't think so.


    If you warp to 0 on the cloaked ship you will get the initial position, assuming the warp to 0 takes longer then the time to the ship moves 2km you will not decloak it initially.... But since the probes will still be on grid, you will just need a second scan to determinate the direction the ship is moving to (you can start the scan just as you initiate warp to gain some time).... so, if you move faster then it (since you can activate speed bost modules) and you now can align to the same direction it is moving as you align to the second probed location it will be just a matter of seconds to get closer then 2km decloking it...

    This means that there is a chance to decloak it, but it can be evaded if the cloaked have skill to avoid the hunter ( changing course or warping out)... An afk cloker would be easy tackled this way...

    As I said... this would be a extremely exciting game, for the hunter, and for the pray... ( it would be like that old kid game where the blinded hunter says marco, and the pray must say polo... but in this case the hunter kid have a knife Twisted )
    Haruhi Hime
    The Brony Herd
    #205 - 2011-12-22 04:33:17 UTC  |  Edited by: Haruhi Hime
    What if I orbit a random CAN
    at 100km CLAOKED ? HOW WILL U FIND ME THEN
    Gerrick Palivorn
    Caldari Provisions
    Caldari State
    #206 - 2011-12-22 06:22:46 UTC
    There are alot of passionate debates going on and some good discussions. Each side has valid points.

    With that out of the way there are a few things that need to be adressed.

    Anti-cloaking probes: An ok concept but would effect to many other parts of the game, namely wormholes, to actively put into practice.

    So lets really look at some new ways to actively encourage intel gathering so that there are viable ways besides local to know when someone is lurking. I have a few ideas, and I really want the wormhole population to chime in, I don't want to change the way wormholes work. These will be implimented if local is removed/modified.

    Active Scanning Module- A new mid-slot module that will pulse from the ship to give feedback on the surrounding area. This will detect cosmic signatures and anomolies, and will also detect ships including cloaked ones. There is a 30% chance of a false signature, decreased down to 5% with the skill Signature Analysis. The false signatures will be persistant, so it could remain in the area for a period of time. This will only see that a signature is there and will not give a scan ID, it will give a general direction of that signature from your current location, within 30 degrees, but not distances.

    - This will allow you to see large fleets of cloaked ships forming up in an area, but the single cloaker could just be an anomoly or a glitch, you don't know.
    - Range would be limited to 10 AU.
    - Its an active module so cloakers would have to decloak to use it.

    Sov Dependant Intel Probes- This will be set up on gates in systems with the appropriate upgrade in the IHUB. They are anchorable and have about half as much EHP as a small t1 bubble. They will broadcast system wide gate activations and the character name and standings status to the whole system, including reds. This broadcast will not be recieved if you are docked.

    - Somewhat passive intel device
    - Easily destroyable
    - Only indicates a gate activation, not an enemy on grid

    Cyno Delay - Cyno's should be delayed after decloaking, this delay should be equal to the sensor recalibration time that all ships are effected by from the decloak. 6 Seconds for Covops and Recons, 0 Seconds for Bombers and Black Ops, and 30+ seconds for non Covops cloaked ships.

    Targeted Cyno Jammers - Something brought up in another thread, I fully support the use and invention of targeted cyno jammers. This would be simular to a Warp Disruptor and Warp Scrambler. The weaker version the Cynosaural Disruptor would jam regular cyno's, while the shorter range, Cyno Scrambler would jam even Covops Cynos. Energy consumption on these modules should be high and fitting numbers should be high so that they can fit on a frigate, but at the sacrifice of being useless for anything else.

    I believe that if you give the power and ability to gather more effective intel through active interaction, rather than passive observance, the effect on the 'carebear' will be a sense of empowerment rather than dispare. Give them the tools to take control of there environment, this is where it all should come together. Combine that with the ability to prevent hotdrops and give suffiicient reaction time to counter the ambush will go a long way.

    Thanks for Reading, constructive comments are encouraged but not required.

    MMOs come and go, but Eve remains.  -Garresh-

    Lucien Visteen
    Imperial Academy
    Amarr Empire
    #207 - 2011-12-22 12:10:44 UTC
    Haruhi Hime wrote:
    What if I orbit a random CAN
    at 100km CLAOKED ? HOW WILL U FIND ME THEN


    If that movement is an input you make to break the cloak detection, then flying around at random might find you eventually. That is if you are not at the computer. If you are at your computer then you can also change direction, thus remain hidden.

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

    Ingvar Angst
    Nasty Pope Holding Corp
    #208 - 2011-12-22 12:27:29 UTC
    YuuKnow wrote:
    Commandante Caldari wrote:
    Probing a cloaker is in general a bad idea. If the ship is sitting around a gate, station etc. what is mainly useful for intel you just need to place the "anti-cloaker probes" there and catch the cloaker with one hit.
    Not "Catch", but detect yes. This is by designTwisted

    Here's what would hopefully happen.
    -The cloaky is sitting at the gate spying and thinking he's invunerable.
    -If he sees a anticloak probe show up on his overview then he better warp out, because it means that he/she has about 3 minutes before he's suspected. If he's smart he'll warp to a good distance and will just have to rely on the Dscan for the time being.
    -If he/she is bold then he/she will warp back to the gate for short periods of time in order to update on direct visuals, but he won't be able to just sit there like they can do now.
    -If he is at a safespot and gets the sense that he's being closed in on then he'll have to warp to a new location to keep them guessing.


    Notice something important here?

    You're completely leaving out the fact that by being able to detect cloaked ships with these probes you're breaking wormhole intel gathering. Simply being able to tell someone is in your hole cloaked is enough to spoil the intel.

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

    Lord Zim
    Gallente Federation
    #209 - 2011-12-22 12:32:02 UTC
    YuuKnow wrote:
    Alx Warlord wrote:
    Ok, so everyone agree that the only way to this gets balanced is that BOTH CHANGES, the probes that allow cloak DETECTION and the removal of CLOAKED SHIPS from the local, gets implemented together?

    So this system will requires WORK on the parts of the hunted and the hunter makes for tension, excitement and most importantly, game play. Less "I win" buttons, more pilot vs pilot solutions.

  • This way there will be a end to the afk cloak problem, (that kill the game for allot of players)...
  • Stealth operations will depend more on strategies and RL Skill to run unnoticed...
  • If noticed will need some RL Skill and Strategies to not get caught.
  • There will be a counter to Cloak, as every tactic should have a counter tactic and risk...
  • There will be a possibility for CCP to adjust the DIFFICULT LEVEL of the detection adjusting the probe stats...
  • The game will make more Sense...

  • So we can keep the discussion from here...
    This is interesting... removing local from cloaked ships and cloak ships from local...

    ... could it be abused? I can image a 900 ship Goonswarm cruiser fleet (nothing against Goonswarm) sitting in waiting for attack in cloaked ships with no means to detect them. But with the means to possibly see something with anticloak probes, clueing that something may amiss, it wouldn't be too much of a I-WIN...

    It will need more rumination to flesh out all the repercussions however, but off hand... I like it.Cool

    Add to all this a way for someone to be completely invisible if they've shut down everything except the cloak, and you've got a way of gathering intel covertly as well, while being weak as a kitten.

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat

    Ingvar Angst
    Nasty Pope Holding Corp
    #210 - 2011-12-22 13:00:26 UTC
    Lord Zim wrote:
    YuuKnow wrote:
    Alx Warlord wrote:
    Ok, so everyone agree that the only way to this gets balanced is that BOTH CHANGES, the probes that allow cloak DETECTION and the removal of CLOAKED SHIPS from the local, gets implemented together?

    So this system will requires WORK on the parts of the hunted and the hunter makes for tension, excitement and most importantly, game play. Less "I win" buttons, more pilot vs pilot solutions.

  • This way there will be a end to the afk cloak problem, (that kill the game for allot of players)...
  • Stealth operations will depend more on strategies and RL Skill to run unnoticed...
  • If noticed will need some RL Skill and Strategies to not get caught.
  • There will be a counter to Cloak, as every tactic should have a counter tactic and risk...
  • There will be a possibility for CCP to adjust the DIFFICULT LEVEL of the detection adjusting the probe stats...
  • The game will make more Sense...

  • So we can keep the discussion from here...
    This is interesting... removing local from cloaked ships and cloak ships from local...

    ... could it be abused? I can image a 900 ship Goonswarm cruiser fleet (nothing against Goonswarm) sitting in waiting for attack in cloaked ships with no means to detect them. But with the means to possibly see something with anticloak probes, clueing that something may amiss, it wouldn't be too much of a I-WIN...

    It will need more rumination to flesh out all the repercussions however, but off hand... I like it.Cool

    Add to all this a way for someone to be completely invisible if they've shut down everything except the cloak, and you've got a way of gathering intel covertly as well, while being weak as a kitten.


    Wow, you still sticking to this ship-crippling horrendously bad idea? Nothing like rendering a cloaking T3 completely useless when it decloaks.

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

    Lord Zim
    Gallente Federation
    #211 - 2011-12-22 13:13:03 UTC
    Ingvar Angst wrote:
    Wow, you still sticking to this ship-crippling horrendously bad idea? Nothing like rendering a cloaking T3 completely useless when it decloaks.

    And you're sticking to the idea of making nullsec a cloaker's paradise. What's your point?

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat

    Tippia
    Sunshine and Lollipops
    #212 - 2011-12-22 13:19:57 UTC
    YuuKnow wrote:
    I can image a 900 ship Goonswarm cruiser fleet (nothing against Goonswarm) sitting in waiting for attack in cloaked ships with no means to detect them.
    …except that they will automatically be detected — especially if there's that many of them. So no, that wouldn't be abused because the game makes it impossible.
    Lord Zim
    Gallente Federation
    #213 - 2011-12-22 13:26:11 UTC
    Tippia wrote:
    YuuKnow wrote:
    I can image a 900 ship Goonswarm cruiser fleet (nothing against Goonswarm) sitting in waiting for attack in cloaked ships with no means to detect them.
    …except that they will automatically be detected — especially if there's that many of them. So no, that wouldn't be abused because the game makes it impossible.

    I'd like to have some of this magic of yours.

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat

    Tippia
    Sunshine and Lollipops
    #214 - 2011-12-22 13:31:09 UTC
    Lord Zim wrote:
    I'd like to have some of this magic of yours.
    L2P Roll.

    If you don't even know the basics of the game, maybe you shouldn't try to “fix” the more intricate bits, hmm?
    Ingvar Angst
    Nasty Pope Holding Corp
    #215 - 2011-12-22 13:34:12 UTC
    Lord Zim wrote:
    Ingvar Angst wrote:
    Wow, you still sticking to this ship-crippling horrendously bad idea? Nothing like rendering a cloaking T3 completely useless when it decloaks.

    And you're sticking to the idea of making nullsec a cloaker's paradise. What's your point?


    I wonder how the smaller corps and alliances would react if null became this alleged "cloaker's paradise" instead of the supercap paradise it is?

    Personally, I'm sticking to the idea of not breaking wormholes.

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

    Lord Zim
    Gallente Federation
    #216 - 2011-12-22 13:48:09 UTC
    Tippia wrote:
    Lord Zim wrote:
    I'd like to have some of this magic of yours.
    L2P Roll.

    If you don't even know the basics of the game, maybe you shouldn't try to “fix” the more intricate bits, hmm?

    You're the one saying that a cloaked gang will be automatically found out, when it doesn't appear in local and doesn't appear on any form for scans, not me.

    I can only assume that you think there'll be a scout on all gates and all wormholes at all times during the day. In which case, heh, good luck with that pipedream.

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat

    Lord Zim
    Gallente Federation
    #217 - 2011-12-22 13:49:32 UTC
    Ingvar Angst wrote:
    I wonder how the smaller corps and alliances would react if null became this alleged "cloaker's paradise" instead of the supercap paradise it is?

    Personally, I'm sticking to the idea of not breaking wormholes.

    They'd run around in cloaked gangs for a few weeks before the carebears'll go back to empire, at which point these smaller corps and alliances would start whining yet again about how hard it is to get a gank.

    Meanwhile they'd have absolutely no impact on the already established alliances.

    Cyno's lit, bridge is up, but one pilot won't be jumping home.

    RIP Vile Rat

    Tippia
    Sunshine and Lollipops
    #218 - 2011-12-22 13:53:11 UTC
    Lord Zim wrote:
    You're the one saying that a cloaked gang will be automatically found out, when it doesn't appear in local and doesn't appear on any form for scans, not me.
    That's because I know what intel is available in the game, and you don't. That's also the reason why I understand why local needs to either have a hard counter — AFK cloaking — or needs to be adjusted to provide far less intel than it currently does.

    The supposed need for a counter-counter only shows how dependent people have become on their (otherwise) foolproof intel toll, which is a glaringly obvious indication of what the actual problem is and what part is is that needs to be adjusted… and it definitely isn't cloaking.
    Ingvar Angst
    Nasty Pope Holding Corp
    #219 - 2011-12-22 13:53:46 UTC
    Lord Zim wrote:
    Ingvar Angst wrote:
    I wonder how the smaller corps and alliances would react if null became this alleged "cloaker's paradise" instead of the supercap paradise it is?

    Personally, I'm sticking to the idea of not breaking wormholes.

    They'd run around in cloaked gangs for a few weeks before the carebears'll go back to empire, at which point these smaller corps and alliances would start whining yet again about how hard it is to get a gank.

    Meanwhile they'd have absolutely no impact on the already established alliances.


    You don't think the "already established alliances" would be affected by having their bot programs rendered nearly useless as rival alliances take advantage of being able to do a little economic warfare hunting bots?

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

    QFX
    Native Freshfood
    Minmatar Republic
    #220 - 2011-12-22 13:53:49 UTC
    This idea is stupid.
    Theres better ideas out there, like the no local one.

    Your idea would be obsolete since people just warp from one point to another every 3-5 minutes and done.