These forums have been archived and are now read-only.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

Combat Probing Rethink

Author
Lienzo
Amanuensis
#1 - 2015-03-06 20:48:26 UTC
Experimenting with probing in gangs has led me to think that probers spend too much time under the hood. Likewise, a lot of the results are all or nothing, making getting a warp-in for your on-grid gang pretty tricky vs small signatures.

I would propose a couple of things. First, a dedicated combat probe launcher with slightly reduced fitting requirements. Fitting a bit of tackle and tank along with a couple of drones isn't exactly OP with no other combat bonuses of note.

Secondly, it would be interesting if each target would resolve at its own rate. The familiar multipliers would still be the range of the probes, the number of probes within range, the signature of the target and the sensor strengths. However, instead of a flat cycle and a percentage of resolution, you would instead get a warp resolution timer.

Example: I have some probes out set to 16AU. There is a battleship in range of more than three of them. I hit the scan button and a number of filtered targets start registering. The timer on resolving the battleship stands at three hours, fourteen minutes and a few seconds ticking away. I halt the scan, get the familiar signal strength and estimated position based on available probe data. I then reposition probes, narrow the range, and begin scanning against. The BS is still there, but the timer now says thirty eight minutes and fifteen seconds to resolve target. Rinse and repeat.

Upside, no more targets that can't be probed, only unusually long times to resolve targets. Even small frigs and booster alts have to stay on their toes.

The next most important change is much simpler, but much more critical to quality of life. Mashing the "pinpoint formation" button should automatically form the search pattern on the grid we currently occupy. That way, we can activate probes from the window on the same grid, and not have to duck into the map window in the middle of a fight.

Other things I would find desirable would be a general d-scan change to show only generic or categorical information. The only unique identifiers are the signal ID tags in the probing window. Likewise, cloaked ships should be able to be probed. The visible spectrum is only 0.4-0.7µm or so. At some point the photons all blackbodies emit likely have to experience some kind of Stoke's shift.
Paranoid Loyd
#2 - 2015-03-06 20:52:27 UTC
That's a nice stealth AFK cloaking OP. Straight

If you want people to take you seriously remove the last paragraph.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Lienzo
Amanuensis
#3 - 2015-03-06 20:55:18 UTC
Duly noted.
Hrothgar Nilsson
#4 - 2015-03-06 21:21:23 UTC  |  Edited by: Hrothgar Nilsson
Quote:
Likewise, cloaked ships should be able to be probed. The visible spectrum is only 0.4-0.7µm or so. At some point the photons all blackbodies emit likely have to experience some kind of Stoke's shift.

EVE physics aren't based on real physics. It's a hodge-podge of very loosely interpreted stuff mixed with technobabble.

But even if we were to argue that cloaking is based on real-life physics, and constitutes invisibility only in the visible spectrum, objects would be able to be detected by things as mundane as radar, loud and clear. In the real world invisibility in the visible spectrum would pose no obstacle to radar, sonar, infrared imaging, uv imaging, etc.

The automatic doors at the grocery store would still open for an individual cloaked in the visible spectrum.

Which would imply EVE cloaking, if it were based on real world physics (which it isn't), takes place in a wider range of electromagnetic spectrum, to quote Brother Cavill, than the gelatinous orbs in our skulls are able to perceive.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#5 - 2015-03-06 22:27:48 UTC
Not needed for standard probing. The difficulty of fitting an expanded probe and tackle on the same ship is intentional.

The cloaking issues have their own sticky. I'm pretty sure this exact idea is in there somewhere.
Lugh Crow-Slave
#6 - 2015-03-06 22:33:06 UTC
so you want to be able to probe more passively rather than need to actively get a lock on your target?

-1

Lienzo
Amanuensis
#7 - 2015-03-06 23:28:52 UTC
Ines Tegator wrote:
Not needed for standard probing. The difficulty of fitting an expanded probe and tackle on the same ship is intentional.


But what does this intend, exactly?
Paranoid Loyd
#8 - 2015-03-06 23:49:14 UTC
It intends you have to make a choice.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Lienzo
Amanuensis
#9 - 2015-03-06 23:58:39 UTC
Whether to get a second sub, or to always fly in small gangs? Why no probing for solo players?
Kabark
Schilden
#10 - 2015-03-07 00:01:08 UTC
Train your scanning skills. Nuff said. You can scan out a Zephyr in a giffy with good skills and 8 probes. The only thing I would like to see is a more dedicated probe scanning ship. Take a recon cruiser, re-skin it as another type of recon ship and give it +20% to scan probe strength per level and -7.5% probe scan time per level. Give them 3-4 highs and standard mids and lows. No weapon or logi bonuses but give it a low sig radius and a -50% sig radius role bonus. An unarmed, untanked probe cruiser that has the dig radius of a frig leaving speed tanking or cloak it's only defense.
Lugh Crow-Slave
#11 - 2015-03-07 00:03:25 UTC
Lienzo wrote:
Whether to get a second sub, or to always fly in small gangs? Why no probing for solo players?


wait flying with more people can give you an advantage in an MMO?
Paranoid Loyd
#12 - 2015-03-07 00:04:15 UTC  |  Edited by: Paranoid Loyd
Lienzo wrote:
Whether to get a second sub, or to always fly in small gangs? Why no probing for solo players?

Get a T3 destroyer, T3 cruiser or some friends.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Lienzo
Amanuensis
#13 - 2015-03-07 00:04:37 UTC
I'm a little surprised that people are offended by the idea of probe formations automatically be formed around the grid where you eject them.

Then again, there are a lot of people on the F'n I board that would prefer everyone be forced to play with just one hand.
Alvatore DiMarco
Capricious Endeavours Ltd
#14 - 2015-03-07 00:07:35 UTC  |  Edited by: Alvatore DiMarco
Lienzo wrote:
Whether to get a second sub, or to always fly in small gangs? Why no probing for solo players?


Posting to confirm that as a solo player, there are plenty of ships available to me - some of them frigate-sized, even - that can fit a combat probe and tackle at the same time. Or in the case of ships that struggle, plenty of rigs and fititng mods to make this goal more achievable.

In regards to probes activating on-grid with you: That's exactly what they used to do. When the probing UI was "streamlined" to have the revised functionality we now see today, probes were deliberately changed to appear at the sun. CCP felt that having them activate on the same grid where they were launched was too great an advantage for combat probing and for hunting others down in general. You won't be seeing that change reverted unless something else comes along to replace the time that is currently taken up by moving the probes.

One last thing I'd like to say is that as a resident of Features & Ideas, I do not wish that anyone be forced to play EVE with only one hand. I do however wish that everyone be forced to play EVE with more than one brain cell.
Lugh Crow-Slave
#15 - 2015-03-07 00:30:21 UTC
Lienzo wrote:
I'm a little surprised that people are offended by the idea of probe formations automatically be formed around the grid where you eject them.

Then again, there are a lot of people on the F'n I board that would prefer everyone be forced to play with just one hand.



lol because being able to eject and hit scan to give you warp tos on anyship outside of 150 would cripple the snipe meta even more
McChicken Combo HalfMayo
The Happy Meal
#16 - 2015-03-07 01:26:42 UTC  |  Edited by: McChicken Combo HalfMayo
Lienzo wrote:
Ines Tegator wrote:
Not needed for standard probing. The difficulty of fitting an expanded probe and tackle on the same ship is intentional.


But what does this intend, exactly?

The intention is creating roles, leading to choices.

Not every ship is good at tackling for instance. You want high scan res and speed. Some ships are better than others and certain ships are specialists at the role.

Combat probing follows the same trend.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin