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[New structures] Observatory Arrays and Gates

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Author
Oxide Ammar
#201 - 2015-03-26 10:30:10 UTC
There is question just popped in my head this morning, If you are planning to give the ability to deploy gates in high sec what are your plans for its HP ? We don't expect couple of afk oracles will down it in easily....right ?

Lady Areola Fappington:  Solo PVP isn't dead!  You just need to make sure you have your booster, remote rep, cyno, and emergency Falcon alts logged in and ready before you do any solo PVPing.

Anthar Thebess
#202 - 2015-03-26 10:36:58 UTC
Oxide Ammar wrote:
There is question just popped in my head this morning, If you are planning to give the ability to deploy gates in high sec what are your plans for its HP ? We don't expect couple of afk oracles will down it in easily....right ?


No gates in higsec.
Lowsec maybe , if other side is in some null space.
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#203 - 2015-03-26 12:06:31 UTC  |  Edited by: Sayod Physulem
Cade Windstalker wrote:

I'll confess to being a little unclear on what you're responding to here. I'm assuming it's my post quoting you a page back but that doesn't seem to exactly fit. For one, unless things have changed drastically in the Uni in the last ~1.5 years, Unistas are only allowed in Sov Null under very specific circumstances and are otherwise not allowed in there under pain of eviction from the Uni.

Also you're missing the point a bit with AFK cloaking. The difference between a docked up character and one who is logged off is hair thin. Effectively the docked character can trash talk local, and the logged off one can't. A docked character is otherwise contained and no threat. They will show up on D-Scan or probes if they undock, while a cloaked character is capable of taking indirect action against characters in space without decloaking, and can decloak on-grid with far less warning than other ships appearing on grid. Not all of these are a problem, but on the whole the system is pretty one dimensional and without risk to the cloaked party as things stand.

None of this has anything to do with a Uni fleet looking for a fight though. If you want to provoke a fight with sov holders then attack their in-space assets, simple as that. No one should ever be absolutely forced to fight with no possible way of backing out just because someone comes looking to fight them.

Also, if installing an Observation Array means losing Local and with no comparable replacement I don't see many Null Alliances using them (at least for systems they actually intend to defend) since it's basically shooting yourself in the foot just so you can get a cast to doodle on.


I am sorry that was a little unclear - The first part was directed to your comment directly above and then I got a little off the track...

I talked about the range control you have if you can influence the warp speed, and then draw some weird transition to afk cloaking Oops

Concerning the Uni Rules:
"IVY members are permitted in non-NPC nullsec for PVP. Exempted from this is everything not PVP related (eg. Exploration, Mining, Ratting) which isn't allowed under any circumstances. Students may do escalations that take them into sov null. Students should not take part in any structure or sovereignty battles"

But except for the presentation of my argument I would stick with it:
A cloaker can d-scan and watch local - someone in a pos can do that too. And someone in a station can't be probed down and since you can't enter the station as an intruder you also don't really know where the people are.
Of course all these things are a little different and not exactly the same but I think you really can compare them.

And you may be frustrated that you can't find cloaked players, but the constantly wardecced Uni is also not happy about the fact that we can't force people out of stations...
It may feel unfair and there is some truth in it, but you need some safe zones in a online game. And amog them are stations, POSes and cloaking at a safespot.
And in null POSes and stations are the safe zones of the defenders and cloaking is the safety of the intruder.
Nerfing the cloak doesn't make the game better or in any way more fair.
Nikk Narrel
Moonlit Bonsai
#204 - 2015-03-26 13:17:26 UTC
Sayod Physulem wrote:
...

And you may be frustrated that you can't find cloaked players, but the constantly wardecced Uni is also not happy about the fact that we can't force people out of stations...
It may feel unfair and there is some truth in it, but you need some safe zones in a online game. And amog them are stations, POSes and cloaking at a safespot.
And in null POSes and stations are the safe zones of the defenders and cloaking is the safety of the intruder.
Nerfing the cloak doesn't make the game better or in any way more fair.

This may not be popular among some groups, but that does not make it less true.
GsyBoy
Doomheim
#205 - 2015-03-26 13:42:36 UTC
On the topic of local i think it should only be available for sov holders and postive standing members. There can be maybe specific fleet ships that would be required to provide roaming parties with this intel or scan module with spin up time like a cargo scanner.

Also needs a sort, there is a big advantage to your name being at the bottom of the list, i.e my hot-dropping toon that starts with a Z. Make it have the options of the overview and list on a 'time appearance in local' order.

https://www.twitch.tv/gsyboy

Nikk Narrel
Moonlit Bonsai
#206 - 2015-03-26 14:07:31 UTC
GsyBoy wrote:
On the topic of local i think it should only be available for sov holders and postive standing members. There can be maybe specific fleet ships that would be required to provide roaming parties with this intel or scan module with spin up time like a cargo scanner.

Also needs a sort, there is a big advantage to your name being at the bottom of the list, i.e my hot-dropping toon that starts with a Z. Make it have the options of the overview and list on a 'time appearance in local' order.

Assuming we considered local's intel contribution to the game to be neutral, in the current existing version....

You have just made it an enhanced, one sided tool.

The presence of active hostile craft, is exactly what creates content, especially in areas where opposing players are harder to find.
(Like in friendly sov null systems)
If you drive them away by making almost any other activity seem more productive, then what purpose is served by requiring active play for ISK grinding actions?

Unattended or automated play, should never be a practical choice in an MMO.
GsyBoy
Doomheim
#207 - 2015-03-26 14:18:37 UTC
Nikk Narrel wrote:
GsyBoy wrote:
On the topic of local i think it should only be available for sov holders and postive standing members. There can be maybe specific fleet ships that would be required to provide roaming parties with this intel or scan module with spin up time like a cargo scanner.

Also needs a sort, there is a big advantage to your name being at the bottom of the list, i.e my hot-dropping toon that starts with a Z. Make it have the options of the overview and list on a 'time appearance in local' order.

Assuming we considered local's intel contribution to the game to be neutral, in the current existing version....

You have just made it an enhanced, one sided tool.

The presence of active hostile craft, is exactly what creates content, especially in areas where opposing players are harder to find.
(Like in friendly sov null systems)
If you drive them away by making almost any other activity seem more productive, then what purpose is served by requiring active play for ISK grinding actions?

Unattended or automated play, should never be a practical choice in an MMO.


No, I dont not believe you have thought this through as deeply as you could. By given a clear advantage to the home fleets you are certain to get peeps to put more on the line be it mining fleets or ratting fleets, that rorqual pilot who thinks he has a few extra seconds to pick up that last can, etc. The common assumption will be that you can not see them, so when you turn up in a ship with the module, you immeditaely have the advantage.

https://www.twitch.tv/gsyboy

Aivlis Eldelbar
State War Academy
Caldari State
#208 - 2015-03-26 14:32:59 UTC
CCP Ytterbium wrote:

The current concept is to have the OAs be L size (no point having them XL so far, since XL are supposed to be huge space cities), but being fragile. They're giant space telescopes and the price they pay for giving such powerful intelligence edge is that they could become more vulnerable when active. They're not supposed to be homes where player can live, so far we are reluctant for players to moor or dock inside them.


Please, please, please give them a small mooring/docking capacity. I want to deploy one at a deep safe and be the mad scientist that lives at the deep space observatory! Lol
Nikk Narrel
Moonlit Bonsai
#209 - 2015-03-26 14:37:59 UTC
GsyBoy wrote:
Nikk Narrel wrote:
GsyBoy wrote:
On the topic of local i think it should only be available for sov holders and postive standing members. There can be maybe specific fleet ships that would be required to provide roaming parties with this intel or scan module with spin up time like a cargo scanner.

Also needs a sort, there is a big advantage to your name being at the bottom of the list, i.e my hot-dropping toon that starts with a Z. Make it have the options of the overview and list on a 'time appearance in local' order.

Assuming we considered local's intel contribution to the game to be neutral, in the current existing version....

You have just made it an enhanced, one sided tool.

The presence of active hostile craft, is exactly what creates content, especially in areas where opposing players are harder to find.
(Like in friendly sov null systems)
If you drive them away by making almost any other activity seem more productive, then what purpose is served by requiring active play for ISK grinding actions?

Unattended or automated play, should never be a practical choice in an MMO.


No, I dont not believe you have thought this through as deeply as you could. By given a clear advantage to the home fleets you are certain to get peeps to put more on the line be it mining fleets or ratting fleets, that rorqual pilot who thinks he has a few extra seconds to pick up that last can, etc. The common assumption will be that you can not see them, so when you turn up in a ship with the module, you immeditaely have the advantage.

Ok, so let's determine what is required for a hostile to engage such a fleet.

Do they need a similar module to find them, or will they get a heads up that an active detection system is present, because of the energy being dumped across the system to detect and identify all the pilots?
(The energy for an active detection system often being detectable by any compatible sensors, the AWACs like system you described should show up like a cyno beacon)

I could see something like that, but in the interests of protecting the friendly fleet, it should never be so close to them that by finding it, you find them as well.
GsyBoy
Doomheim
#210 - 2015-03-26 14:54:42 UTC  |  Edited by: GsyBoy
Nikk Narrel

Ok, so let's determine what is required for a hostile to engage such a fleet.

Do they need a similar module to find them, or will they get a heads up that an active detection system is present, because of the energy being dumped across the system to detect and identify all the pilots?
(The energy for an active detection system often being detectable by any compatible sensors, the [url=http://en.wikipedia.org/wiki/Airborne_early_warning_and_control wrote:
AWACs[/url] like system you described should show up like a cyno beacon)

I could see something like that, but in the interests of protecting the friendly fleet, it should never be so close to them that by finding it, you find them as well.


Not sure on details but believe this is where it is heading with ds bonus to recons, nullified inti's and these structures.

I would have the need for an alliance to have its own array in systems, which would notify the sov holder the same way as a tower, to see local or utilise a midslot mod like a cargo scanner (hunter).

https://www.twitch.tv/gsyboy

Hafwolf
Git R Done Resources
#211 - 2015-03-26 17:14:52 UTC
The idea of anchor able gates in any sec status is interesting.

An idea I like is a random one way gate. its a small gate that takes 2 minutes to setup. and when you jump you don't know where you will end up.

Player owned gates can be made so there is an entry gate and exit gate. if you want to travel 2 directions you have to have a gate of each type at each location. Also if gates are used in high sec maybe make them only used for moving structures or if they are used maybe make the jump fatigue really high so that the wait between uses for industrial and freighters is pretty long. And also maybe in high sec have some concord thing that makes them show up on overview as a warp to object when you get in system.


Maybe different size gates for different purposes.

Make a XL gate that takes a jump freighter to deploy .( Low or null sec only gate.)
Make a Large sized gates that have less range and ship capacity can be hauled in an industrial. (Maybe one way gates)
small gate that can be carried in a frigate that jumps you to a random system within range. (this would be pretty cool this would have like a 2ly range.)

Tessaline
Sharknado Generation
#212 - 2015-03-26 19:21:00 UTC
Hafwolf wrote:
The idea of anchor able gates in any sec status is interesting.

An idea I like is a random one way gate. its a small gate that takes 2 minutes to setup. and when you jump you don't know where you will end up.

Aside from the one way part, these are called wormholes.
Cade Windstalker
#213 - 2015-03-26 21:36:39 UTC
Fzhal wrote:
OH NOES! You just saved yourself 6 jumps and some ISK (for toll) by expending a few minutes of work and a PLEX per month. I see no problems here.

Of course, hacking to redirect tolls would take longer, possibly having to stay on grid uncloaked to keep tolls redirecting to you.


Better IMO to have the character that actually wants to make use of the gate be the one to take the hit though. Alternatively have whatever penalty or timer is applied be done on hacking or using a hacked gate you wouldn't otherwise have permissions for.

In general I'm a fan of risks applying to the pilots that deserve them, rather than letting people hide behind an alt where possible.

Sayod Physulem wrote:
I am sorry that was a little unclear - The first part was directed to your comment directly above and then I got a little off the track...

I talked about the range control you have if you can influence the warp speed, and then draw some weird transition to afk cloaking Oops

Concerning the Uni Rules:
"IVY members are permitted in non-NPC nullsec for PVP. Exempted from this is everything not PVP related (eg. Exploration, Mining, Ratting) which isn't allowed under any circumstances. Students may do escalations that take them into sov null. Students should not take part in any structure or sovereignty battles"

But except for the presentation of my argument I would stick with it:
A cloaker can d-scan and watch local - someone in a pos can do that too. And someone in a station can't be probed down and since you can't enter the station as an intruder you also don't really know where the people are.
Of course all these things are a little different and not exactly the same but I think you really can compare them.

And you may be frustrated that you can't find cloaked players, but the constantly wardecced Uni is also not happy about the fact that we can't force people out of stations...
It may feel unfair and there is some truth in it, but you need some safe zones in a online game. And amog them are stations, POSes and cloaking at a safespot.
And in null POSes and stations are the safe zones of the defenders and cloaking is the safety of the intruder.
Nerfing the cloak doesn't make the game better or in any way more fair.


Ah, then yes things have changed. As I said, last time I was around the Uni had a strict "no Sov Null" policy unless you ended up there by accident or asked permission from a director first. Either way that isn't really relevant to this discussion. If people don't want to fight there's not much you can do in any part of space except deny them whatever they would prefer to be doing.

Anyways, something of a moot point for the wider discussion.

If you have a POS deployed then you have an asset that is at least at some level of risk. If it's not your space then it's at significant risk, albeit after a few timers expire. It's also rather hard to jump a POS through a gate and move it to the next system.

Anyone not using a cloak out in space shows up on D-Scan, so the argument of not being able to tell if someone is in a station or not is moot, except when a cloak is involved. Also in High, Low, and NPC Null anyone can use the stations so it's not hard to confirm someone's location. Plus you can always just throw a bubble up on the station undock in Null and wait.

Believe me, I'm well aware of the 'fun' of Station Games, but CCP also took steps to mitigate those as well with the timers rework. Also someone in a station is still less threat than someone cloaked up in space AFK since they gain no intel beyond the local list and the people in the station.

My argument is simply that being cloaked, especially while AFK, should not be completely safe. You're in space, you have a distinct set of advantages over every other "safe" area in the game, and there is no amount of counter play that can be leveraged against you unless you do something phenomenally "drake full of BPOs through Rancer" stupid, you engage the enemy and get out-played, or you get nailed in the ~1 second after decloaking on a gate where the average cloaky is in any way vulnerable.

IMO, having some degree of counter-play available against cloaked ships does make the game better. It removes a distinctly imbalanced dynamic and opens up more gameplay options.

Also, small point of order. It's not "cloaked at a safe-spot" it's pretty much cloaked up period. I fly cloaky ships, I flew them in Uni back when you needed a certification for it, and I know what I'm doing around them. They're 100% safe on-grid unless you're close to a major travel lane or someone watches you cloak up and you're dumb enough not to move. Other than that, you have a higher chance of a meteor hitting you on the head than being decloaked, even by someone who knows you're on-grid and is looking for you.

I'm not coming at this from the perspective of some bitter person who thinks cloaks are completely unfair and need to be removed from the game. I've spent a lot of time in my cloaky ships (and accrued a few embarrassing loss mails because I did something I knew was stupid but wanted to see if it would work anyway) and I just don't care for the dynamic they create, where if I'm in a cloaky ship I'm basically immune to the enemy, but can still do things and have an impact without any risk to myself. That doesn't feel like Eve to me, that feels like World of Warcraft on a PvE server.
Nikk Narrel
Moonlit Bonsai
#214 - 2015-03-26 22:08:03 UTC
Cade Windstalker wrote:
...

I'm not coming at this from the perspective of some bitter person who thinks cloaks are completely unfair and need to be removed from the game. I've spent a lot of time in my cloaky ships (and accrued a few embarrassing loss mails because I did something I knew was stupid but wanted to see if it would work anyway) and I just don't care for the dynamic they create, where if I'm in a cloaky ship I'm basically immune to the enemy, but can still do things and have an impact without any risk to myself. That doesn't feel like Eve to me, that feels like World of Warcraft on a PvE server.

Cloaks right now do not seem to be truly in the game, as an immersive element.

Outside of travel and scouting, primarily by covops equipped hulls, cloaks are more of a way to step out of the game.
Very comparable to sitting in a POS, or docked in an Outpost.

You can't hit pause in EVE, but you can drop out of sight in exchange for handicapping your play options.
Strockhov
The Shire
#215 - 2015-03-27 01:27:42 UTC  |  Edited by: Strockhov
Intelligence gathering.
I’d love the ability to link up to an OA in one system and be able to activate a Directional scan from a second OA either in system or in another system. A basic 360 scan with variable ranges or just a fixed one.

I’d require the link up take place within 2km to break any cloaks.

The owner of the OA, just activates the module/service on the OA selecting the remote OA.

An attacker could capture the remote OA and access the network gaining access to the same data. Or the attacker can disable the service. To prevent it, the owner would need to prevent the capture or severe the remotes OA access to the network. To recover the ability they would need to recapture the OA.
Sabriz Adoudel
Move along there is nothing here
#216 - 2015-03-27 04:19:24 UTC
Player constructed gates in highsec will change the game enormously.

I see both good and bad ways this could go.

If they are functionally indestructible or close to it, they will be a terrible addition. If they allow players the option to deploy enormous resources to create a shortcut route between two hubs that other players can interdict - that has potential to add new forms of big group vs big group conflict in high.

I support the New Order and CODE. alliance. www.minerbumping.com

Daichi Yamato
Jabbersnarks and Wonderglass
#217 - 2015-03-27 04:20:25 UTC  |  Edited by: ISD Decoy
Querns wrote:

It never fails to amaze me that people think that an area of space that allows you to destroy anyone at will with no automatic consequences, as well as control/restrict their movement, is safer than an area of space where NPC police literally spawn to kill you if you deign to turn your weapons on another.

Would it hurt your ickle brainmeats to display some adaptability?


The mechanical rules of the game and NPC behaviour do not define security, safety or risk in a player-driven-PvP-sandbox.

For one, the fact that NPC police shoot criminals in hi-sec is *snip* Killboards/mails are not allowed to be linked in this forum. ~ ISD Decoy proven to provide little protection and many even question its ability to even act as a deterrent.

Your attackers arent disguised in a mass of static/false positives in null sec. Yeah, its safer for ratting.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Masao Kurata
Perkone
Caldari State
#218 - 2015-03-27 06:10:02 UTC  |  Edited by: ISD Decoy
*snip* Removed killmail quote. ~ ISD Decoy

HAHAHAHAHAHAHAHA.

Okay but seriously go suicide gank before saying that CONCORD, sentry guns or facpol are useless. And I don't mean as an F1 monkey in a fleet, solo or FC one yourself.

The volume of suicide ganking stems from two things: how incredibly target rich highsec is and sheer bloody-mindedness.
Sayod Physulem
Deep Core Mining Inc.
Caldari State
#219 - 2015-03-27 11:20:32 UTC  |  Edited by: Sayod Physulem
NPC station:
pros:
- 100% safe
- local intel
- station services
- undocking invulnerability
cons
- if people dock they can see you/ know where you are
- immobile

POSes:
pros:
- 100% safe at least for the reinforcement time
- local intel and d-scan intel
- fitting services
cons:
- can be seen on d-scan / people know where you are
- vulnerable to a larger fleet
- immobile

Outpost:
pros:
- 100% safe at least for the reinforcement time
- local intel
- station services
- people don't know where you are as they can't access the station - you could be cloaked right behind them
- undocking invulnerability
cons:
- vulnerable to larger fleets
- immobile

CovertOpsCloak:
pros:
- very mobile
- 100% safe at a safespot
- 99.9% safe on grid with other player
- 80% safe jumping through gates
- access to local and d-scan
- people don't know where you are
cons:
- no fitting service without decloaking/ mobile depot. Limited Cargo.
- paper thin tank (besides the stratios maybe)
- targeting delay after decloaking (except for stealth bombers)
- recloaking delay
- uses up a highslot

Standard Cloak:
pros:
- somewhat mobile
- 100% safe at a safespot
- 60% safe jumping through gates/ on grid with other players
- access to local and d-scan

- people can see you when you are warping so they know if you are on grid or not - but somewhat unclear were you are

cons:
- really slow with activated cloak
- reduced scan res
- targeting delay
- recloaking delay
- uses up a highslot
- have to decloak before warp
- no fitting service without decloaking/ mobile depot. Limited Cargo

Of course it is not the exact same - but there are pros and cons (and I probably forgot a lot for everything). But this doesn't mean it is not balanced. Everything has its use.
Nikk Narrel
Moonlit Bonsai
#220 - 2015-03-27 13:11:30 UTC  |  Edited by: ISD Decoy
*snip* Removed a quote of a quote quoting a killmail link. ~ ISD Decoy

He did not say they were useless.
You just refuted an argument noone made.

He said Concord were not much protection, (all they do is kill the ship aggressing, which can be an expected and acceptable loss to the attacking pilot).

For pilots planning to lose ships, in exchange for killing and possibly profiting from the kill made before Concord stops them, it can be profitable. That makes their deterrent ability limited to situations where profit would not be expected.