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[New structures] Observatory Arrays and Gates

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Masao Kurata
Perkone
Caldari State
#301 - 2015-04-01 22:52:40 UTC
Cade Windstalker wrote:
Please, please, please load a freighter up with T3 subsystems in Jita, fit it out however you want, set course for Amarr, and see how far you make it. Seriously, this is the most hilarious thing I've read in a while. If someone wants to gank your freighter in High Sec there is almost nothing you can do to stop them from doing it.


Fly it properly and nobody will even be able to scan it. That said a freighter full of T3 subsystems? You realise they're just 40 m3 each?
Dr Farallon
Moongoo Mining and Mixing
Goonswarm Federation
#302 - 2015-04-01 23:43:34 UTC  |  Edited by: Dr Farallon
afkalt wrote:
Fredric Wolf wrote:
You are missing the point where many null residents are ok with giving delayed local with the upcomming changes, they are only asking for a way to hunt the hunter as up until now had a free pass in null.


And that's fine - my fundamental contention since page 1 has only been for it not to get SAFER as a result of these changes.

edit: And for gates not to become massive fatigue avoidance mechanisms.


Lets put aside all your unsubstantiated assumptions about other players since clearly you don't understand the basics, and lets focus on other fundamental issues about why the Observation Array is a potentially good thing that can fix the currently broken game mechanics behind cloaking.

There should never come a time when an AFK player is allowed to be deep into enemy territory and completely safe to the degree that they can leave their character unattended for hours on end and expect to come home and find them alive and safe. It's a mechanic so broken that it's insulting to the people who live in the systems they camp. If your'e going to fly into enemy territory, the least that should be expected of you is to be at the controls and actively playing. That's not too much to ask, and having to dodge enemy patrols and countermeasures makes for more exciting and realistic game play both for the hunters and the hunted.

The discussion isn't really about *IF* cloaked campers should be de-cloaked and more about how often and under what circumstances. Should the Observation Array cover an entire constellation and pulse a de-cloaking wave throughout every system regularly? Should multiple OA's send out a stronger and/or more frequent pulse? Should a player's cloaking skill level and ship type affect his chances of being de-cloaked? These are far more interesting issues to discuss.

If you want to carry on about saving the sadistic vestiges of your broken AFK cloaked camping game mechanic there's other threads for that.
The Hamilton
Sebiestor Tribe
Minmatar Republic
#303 - 2015-04-02 06:35:20 UTC
Observation array bonuses.

Better scan time and strength within system.
Detects better mining belts that were otherwise hidden.
Gives fake D-scan signatures for ships that undock from the array for a short time.
Automatically scans for wormholes within a limited range.
Creates fake command node signatures within system.
Gives an auto D-scan in a specific and limited direction.
Scrambles autopilot and waypoint routes when in system.
Provides all ships with probes without the need for a probe launcher.

This list can go on and on. Seriously CCP must be scrapeing the bottom of the barrel if they need to come to us for this structure.
Alyssa Haginen
Doomheim
#304 - 2015-04-02 07:18:47 UTC  |  Edited by: Alyssa Haginen
• Observatory Arrays--This could tie in with either removing local player listing or allowing players to hide their transponder signal(name) from local.

I would like to see these apply effects system wide and possibly even a constellation wide version at a higher expense. One option for each O.A. at a time. A standings system allowing your allies not to be disrupted by O.A.'s activity and even reep the benefits.
/corp(Higher fuel cost)
/alliance(Highest fuel cost)
/the players you select(Could cost more on fuel) .

Some of the top requested options from both pvpers and pveers.

-- Removing your name from local.
I would rather see local player listing removed for 0.4 and below(at least all 0.0 and below) and then have O.A.'s used as system beacons. This way a fleet could come into a system and temporarily disrupt intelligence creating a need for hands on recon until a new O.A. is onlined. Or you could combine Solar System O.A.'s with the larger Constellation O.A. for a multi layer of protection.

-- Tracking cloaked ships
There should be a timed buffer of some sort to allow cloaked ships to still use their cloak but not over use it. My example, a cloaked ship jumps into a system with an O.A. set for tracking space disruptions/tachyon emissions. Allow the O.A. to gradually increase the sig strength of cloaked ships over a period of time. So when being combat scanned from start to finish a cloaked ship has 5-15 minutes before becoming visible to scanning.

-- Disrupting D-Scan
Looking for selective D-Scan Disruption. As long as your set blue to you can scan. If not, looks like you better have combat scan probes.

-- Disrupting the api/map information.
Easy enough, any player set to blue can still see information. If your not set to blue and the system is being disrupted, 'No Information Available' is what you see. I'm not sure how important this is compared to the other three.

Really local player listing and cloaking are the main areas that need attention. If you don't adjust both at the same time, one side will be overpowered. Not only that, making local intel a commodity rather then a constant you will bring that unknown feel back to EVE. All while still giving PvE players tools to assist them with cloaked hunters and other ships.

Last request, a new mod. The Transponder Disruptor, high slot-When active, the player is not listed in local regardless of sec status.
Rek Seven
University of Caille
Gallente Federation
#305 - 2015-04-02 10:59:54 UTC
Regarding the Observatory, will players be able to attack/hack these to disrupt their abilities and possibly switch off local?

I would like to play an EVE where scouts can fly ahead of the fleet to temporarily switch off local while their fleet passes through the system unseen.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#306 - 2015-04-02 13:04:50 UTC
Rek Seven wrote:
Regarding the Observatory, will players be able to attack/hack these to disrupt their abilities and possibly switch off local?

I would like to play an EVE where scouts can fly ahead of the fleet to temporarily switch off local while their fleet passes through the system unseen.

We will be able to damage/destroy them(and all other structures) one way or another

CEO of Lanate Industries

Citizen of Solitude

Cade Windstalker
#307 - 2015-04-02 13:36:30 UTC
afkalt wrote:
You lost me at freighters getting killed when flown competently. Sorry.

Scout. Webs. Home free, every time, without fail. Even the gankers will tell you this!


Then you haven't been talking to very smart gankers? I mean heck, there was a thread just last week about how unfair Machariel bumping was, and no amount of webs will stop a prepared Mach bumper from sending you flying off gate where you are now Tornado bait (who don't even have to be on-grid at the start of things).

afkalt wrote:
Cloaking only even exists as a form of psychological warfare because of local. Further I don't think you understand the difference between decisions a pilot makes borne out of fear vs things forced upon them, by mechanics. It's EXACTLY like the whole permit nonsense.

So on that basis we should probably stop, but try and remember it's a new world now - you're not getting dropped from the other side of the galaxy - so look at map stats, check out recent kills, know the bridgers, know the cyno alts and the passers by, keep an eye on intel for other people being attacked via cynos as then you have the fatigue window to not worry about that group, rat as a team...hell the list is pretty enormous (and ironically every high sec survival tip is valid)....but it's all little details like this which allow you to bash on even if the dreaded red is in system. Or you can let that guy ruin your entire evening, I know what I do.

PS: Domis are still selling for 100% of insurance....unless you're losing ships literally hand over fist and the insurance cost is kill you....I can't fathom how you couldnt make it work.


You are welcome to keep going if someone is cloaked up in system, of course, but with the understanding that you're probably going to lose a ship to him. Certainly at least once, because otherwise there's no guarantee you have his particular gank squad watch-listed. Also unless you're mandating the use of alts his friends can log off when you flit off to check out the surrounding systems.

As I said, removing Local removes AFK cloaking as a psychological warfare method, but it doesn't make the lack of counter-play to cloaky gameplay any less problematic. It just means that the AFK portion is completely unnecessary to get the drop on someone, you can just warp in and if there's no one watching the gate you can hit a safe, drop probes, and go to town immediately with no counter to you warping on grid and nuking the crap out of someone. Heck with no local you don't even need a Cyno, since you could have your entire cloaky fleet in-system without anyone knowing.

So yeah, no, your argument is full of holes. You're welcome to play how you like but don't go around declaring "it's all in your head! Cloakies can't hurt you!" when that's easily provably false.

Masao Kurata wrote:
Fly it properly and nobody will even be able to scan it. That said a freighter full of T3 subsystems? You realise they're just 40 m3 each?


Yup, the point was something that absolutely anyone would try to gank.
Zanquis
Hynix Galactic Industry
#308 - 2015-04-02 14:39:19 UTC  |  Edited by: Zanquis
Anti-Cloaking Structures

  • Add a factor of time, and a "soft" mechanic to ensure eventual loss of cloak. In my view, many cloaking ships have the specific purpose of allowing an active player to do a job with stealth. A passive structure based activity should not automatically disable any active gameplay and ship classes.
  • Have a system wide debuff that affects your active cloaking systems. This would be visible in the status indicator area. It would require a new type of BORDER around the icon to identify it as a passive system wide effect.
  • The system wide debuff should activate a "bracket" based capacitor cost to the cloak. This cost should be based on the % of the ships full capacitor. IT should start very low and increase exponentially as time progression places you in new "brackets". Eventually the cloaked ship will run cap dry, and de-cloak. This is best for afk cloaking because it will leave them cap dry when they are uncloaked. Perhaps a player uncloaked by the cap running dry would trigger a EMP explosion that is detectable on scan like an anomaly for 1 minute. Active players would likely decloak before the capacitor drain gets bad, or to avoid the final detectable emp explosion, and then re-cloak or escape as soon as possible.
  • The debuff should also add a recloak delay penalty cooldown timer to all ships. This must be a fixed number so it does affect specialty cloak ships that have no cooldown timers.
  • This would allow you to keep the focus on the modules function because it simply affects the attributes of the cloaking module
  • This would also allow you to individually tweak ships to, as you may way to keep the option open down the line for a ship that is better at infiltration for intelligence gathering (ex. Special cloak that ignores this effect, but has a cap cost that is not sustainable through passive cap regeneration, or required some other input in order to stay active like a fuel that must be reloaded in the same way that weapons load charges)


Example cloak brackets

@timecloaked(s)/%CapCostperSecond(% cap)/$RecloakPenalty(s)

Bracket 1: @0s/0.5%/5s
Bracket 2: @10s/2%/10s
Bracket 3: @30s/4%/30s
Bracket 4: @60s/8%/60s
Bracket 5: @120s/16%/300s
Bracket 6: @150s/100%/600s
Nikk Narrel
Moonlit Bonsai
#309 - 2015-04-02 15:23:32 UTC
The value of limiting cloaks, by either making them detectable or unable to sustain operation beyond a certain point without player action, has a limited and specific return.

It removes the player.

This is being pointed at as a desirable goal, for two reasons:

1. As an ideal, noone in space supposedly should be free of risk.
2. The potential threat is perceived as overwhelming to solo / small groups.

Point one is flawed, because this is a game.
We players need to have reliable means to leave play, without compromising our efforts achieved up to that point.
That means in some cases being able to log out. Logging out is not always able to preserve progress.
Since we established a need to preserve progress, we created the means to remain online, yet out of harm's way directly.
Docking in stations or inside POS protection grants this in neutral and friendly space.

But our progress in hostile space is of greater importance. Content is based off of player driven actions, above all else, in EVE.
Player driven conflict in space hostile to opposing players, is for all intents and purposes, comparable to an endangered species.
It is rare, in it's non consensual form.

Sure, we get to see lot's of scavengers, picking up kills off of pilots who made mistakes in fitting, or were not paying attention.
They are valuable in that they keep us on our toes, and teach us to improve our game.

We need a way for players to effectively halt their game in hostile circumstances.
It benefits gameplay, for reasons including prolonging conflict in areas otherwise lacking in such.
It is so easy to forget that without another player opposing you, all you have left to fight is time and NPC obstacles.
We wouldn't be playing an MMO if time and NPC challanges were genuinely satisfying.

Point two from above, is used as an excuse to blame cloaking for other issues.

PvE ships are not reliably confidant when facing a hostile player. So they run away instead of standing their ground.
Whether this means they need more fighting options, like anchored anti-player defenses of some kind, or simply improve their existing PvP options, is open for debate.
If the problem is more focused on hot dropping, then address that directly, and stop blaming the messenger.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#310 - 2015-04-02 15:54:43 UTC  |  Edited by: Fredric Wolf
Here is a thought I just had.

It will sever both parties pretty well with what they are asking for, turn of d-scan while cloaked. Only allow specific ships to be able to D-Scan while cloaked Force recons and Cov ops ships. But not allow stealth bombers to see d scan while cloaked. Would make interesting game play then as sure you can afk but at the same time you are not getting any intel either.

Edit: to expand on this further allow multiple towers to be put up in system say 6 at say predetermined grid points. Then allow any ship to interact with these inside a certain range. But allow Cov-Ops and Recons to be able to interact with these system wide and be used exactly as probes. This give the defender a nice tool to use but also opens up the ability for attackers to use the system against the defender if they are not paying attention and or not defending.
Sarah Eginald
Git R Done Resources
#311 - 2015-04-02 16:04:25 UTC
Hey a quick question this may have been asked about Observation arrays could they be used in high sec. This could be a good tool for high sec war dec's

Be able have a network setup to let your corp or alliance know if war targets are in the area.

Yes most high sec war corps hang out around jita but if these could be used as a grid to spot hostiles to setup traps or to avoid traps.

Also I think the idea to use your network to scan down weakness in your enemies network for sites of entries or area's to hide in system so you don't show up.
Masao Kurata
Perkone
Caldari State
#312 - 2015-04-02 16:26:29 UTC
Cade Windstalker wrote:
afkalt wrote:
You lost me at freighters getting killed when flown competently. Sorry.

Scout. Webs. Home free, every time, without fail. Even the gankers will tell you this!


Then you haven't been talking to very smart gankers? I mean heck, there was a thread just last week about how unfair Machariel bumping was, and no amount of webs will stop a prepared Mach bumper from sending you flying off gate where you are now Tornado bait (who don't even have to be on-grid at the start of things).


I think you missed the point of webbing. This isn't for after you start getting bumped, it's for every jump. Webbing you just after you start aligning for warp changes your alignment speed during alignment, sending you into warp in a couple of seconds. Nobody's bumping you in a couple of seconds. Also Tornadoes aren't used for freighter ganking normally, they're inefficient.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#313 - 2015-04-02 17:10:10 UTC
Seems to me that the OA is a counter to AFK cloaking, if that is the case then please have an AFK logout timer on those in station not doing anything because they populate local and they are AFK.
Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#314 - 2015-04-02 17:24:58 UTC
Metal Icarus wrote:
Seems to me that the OA is a counter to AFK cloaking, if that is the case then please have an AFK logout timer on those in station not doing anything because they populate local and they are AFK.


I am not opposed to this idea but what determines AFK? Is it just keyboard or mouse activity on the computer or within that characters window? I have multiple clients up regularly but might not tab into one for an extended period of time. Also there are programs out there the simulate mouse movement that would be a work around for either of these.

Not attacking your idea just asking questions about it.
Nikk Narrel
Moonlit Bonsai
#315 - 2015-04-02 17:29:14 UTC
Here's something I created as a response to something in a different thread, but it occurs to me that it might very well fit this thread best of all.
This can be cross linked into the OA with very little tweaking.

So, how do you combine genuine effort, (more than simply staring at a free chat window with intel), with play respecting mechanics?

I see this:
Anchor a limited life, cloaked probe at gates, or other sensitive location.
(Life span at max similar to other probes, a couple of hours)
This item will alert you to activity, such as gate flash or new items appearing / vanishing from it's overview.

Life span based on remote operator skill, such as the existing requirements for EW drones combined with the astrometric scanning skills already valued for probe use.
A player could mount up to 5 of these, with proper skills, in the same system they were in.

Potential for probes operating farther out than the same system, would need a dev to consider balance issues.
Metal Icarus
Star Frontiers
Brotherhood of Spacers
#316 - 2015-04-02 18:47:01 UTC
Fredric Wolf wrote:
Metal Icarus wrote:
Seems to me that the OA is a counter to AFK cloaking, if that is the case then please have an AFK logout timer on those in station not doing anything because they populate local and they are AFK.


I am not opposed to this idea but what determines AFK? Is it just keyboard or mouse activity on the computer or within that characters window? I have multiple clients up regularly but might not tab into one for an extended period of time. Also there are programs out there the simulate mouse movement that would be a work around for either of these.

Not attacking your idea just asking questions about it.


I would consider any input from a machine onto or over the client would be considered activity.
Nasar Vyron
S0utherN Comfort
#317 - 2015-04-02 19:05:48 UTC  |  Edited by: Nasar Vyron
A few ideas/thoughts:

1) I like the idea of finally being able to put weapons on them, but with a few caveats.
-Guns must be destructible
-Can be adjusted to attack based on desired alliance standings (ex: .1 or -.1 and below) and have a similar lock time to current pos guns (~30 seconds).
-They should be worthless in combating a ship merely flying from system to system.
-Their purpose should be more aimed at combating rats/player being tackled on gate by hostiles within their own sov.

2) I would limit stargates to just fitting modules and tie any bonus to other suggested structures. Any bonus that a stargate could apply would simply make more sense applied at the administration hub of the system or possibly a different structure altogether like an Interstellar Travel Hub.
-Duration of cloak effects after arrival
-Keeps log of of players entering/leaving system EDITED
-Distance from gate on arrival
-Agility/mass modifiers upon arrival

3) On my idea of an Interstellar Travel Hub I have ideas of bonuses that could be tied it along with what I have listed above.
-Can be fit with new version of current Jump Beacon.
-Can be fit with new version of current Jump Bridge.
-Area of influence around them that allows for reduced jump fatigue if jumping from one Travel Hub to another. But not from open space to a Travel Hub or vice versa.

4) Modifying of wormhole effects should be tied to the observatory or IHub itself.
-Rate of appearance and duration
-Arrival through a wormhole should not be tied to the bonuses of the Travel Hub idea. Meaning no announcement, alteration of cloak duration, mass/agility, etc.




That's pretty much it for me for these two structures. Just need to be careful to not make them too safe/overwhelming, but at the same time provide people a reason to want to use them or destroy them for strategic advantages.
Zappity
New Eden Tank Testing Services
#318 - 2015-04-02 19:10:35 UTC
Metal Icarus wrote:
Fredric Wolf wrote:
Metal Icarus wrote:
Seems to me that the OA is a counter to AFK cloaking, if that is the case then please have an AFK logout timer on those in station not doing anything because they populate local and they are AFK.


I am not opposed to this idea but what determines AFK? Is it just keyboard or mouse activity on the computer or within that characters window? I have multiple clients up regularly but might not tab into one for an extended period of time. Also there are programs out there the simulate mouse movement that would be a work around for either of these.

Not attacking your idea just asking questions about it.


I would consider any input from a machine onto or over the client would be considered activity.

This really invites a botting solution so I can't help but think it is a bad approach.

Zappity's Adventures for a taste of lowsec and nullsec.

ISD Dorrim Barstorlode
ISD Community Communications Liaisons
ISD Alliance
#319 - 2015-04-02 19:16:38 UTC
Removed some political discussion.

ISD Dorrim Barstorlode

Senior Lead

Community Communication Liaisons (CCLs)

Interstellar Services Department

Metal Icarus
Star Frontiers
Brotherhood of Spacers
#320 - 2015-04-02 20:53:59 UTC  |  Edited by: Metal Icarus
Zappity wrote:
Metal Icarus wrote:
Fredric Wolf wrote:
Metal Icarus wrote:
Seems to me that the OA is a counter to AFK cloaking, if that is the case then please have an AFK logout timer on those in station not doing anything because they populate local and they are AFK.


I am not opposed to this idea but what determines AFK? Is it just keyboard or mouse activity on the computer or within that characters window? I have multiple clients up regularly but might not tab into one for an extended period of time. Also there are programs out there the simulate mouse movement that would be a work around for either of these.

Not attacking your idea just asking questions about it.


I would consider any input from a machine onto or over the client would be considered activity.

This really invites a botting solution so I can't help but think it is a bad approach.


a botting solution for NOT being considered afk? What benefit would you get from purposely avoiding not being AFK while you are actually AFK?

Couldn't one just get a wireless mouse and leave it on the washer/dryer? If one truly wanted to be logged in and be in station and not be afk AND they went to that length to avoid it... and end up being banned for using a bot... ok

Because one could ALSO create a bot that just warps your ship between 2 or 3 safes continuously thus avoiding getting pinpointed.... and end up being banned for using a bot.