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[New structures] Observatory Arrays and Gates

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Dr Farallon
Moongoo Mining and Mixing
Goonswarm Federation
#321 - 2015-04-02 21:14:30 UTC
...the best AFK cloaking camping botter is a banned one.

On a side note, maybe the fix for that is the old suggestion of requiring some type of fuel to activate and maintain a cloak, that way it's not an infinite ability. But that's off topic.

No matter how the OA winds up working, the important thing (in my opinion) that the hunters have a realistic amount of time to probe down and chase their prey. It can't be as simple as de-cloak and re-cloak 10 seconds later. There should be more of a cloak fatigue timer which is started by the OA, perhaps one that lasts longer the longer you're cloaked.
Nikk Narrel
Moonlit Bonsai
#322 - 2015-04-02 21:24:42 UTC
Dr Farallon wrote:
...the best AFK cloaking camping botter is a banned one.

On a side note, maybe the fix for that is the old suggestion of requiring some type of fuel to activate and maintain a cloak, that way it's not an infinite ability. But that's off topic.

No matter how the OA winds up working, the important thing (in my opinion) that the hunters have a realistic amount of time to probe down and chase their prey. It can't be as simple as de-cloak and re-cloak 10 seconds later. There should be more of a cloak fatigue timer which is started by the OA, perhaps one that lasts longer the longer you're cloaked.

You're still harping on the cloaking issue, but it sounds like you aren't trying for resolution except where the cloaked player is ejected.

Why don't you redirect that passion towards suggestions for how the OA could promote encounters between cloaked craft, and the targets they desire to engage?
In many, if not most, cases the cloaked player is notable due to disrupting PvE.

Make that PvE player happy about not running, and the problem vanishes.
The cloaked player either confronts them, or the cloaked player is ignored.

On the PvE side: You either get a player to trade shots with, or you get to earn ISK.

Win / Win
Dr Farallon
Moongoo Mining and Mixing
Goonswarm Federation
#323 - 2015-04-02 21:44:21 UTC  |  Edited by: Dr Farallon
I'm harping on the cloaking issue because it is by far the most broken feature the Observation Array aims to fix. If you read my previous post I'm hoping the de-cloaking mechanic promotes a kind of realistic and enjoyable hunter vs. prey relationship that can be fun and challenging for everyone. I suppose, however, after years of ignoring the issue, I'd be just happy for CCP to do something... anything... about AFK cloaking campers.

The rest is just gravy for me.

I *do* think the OA has a ton of potential, and as long as it fixes the bigger problems right away I'm happy to see it fine tuned as we move forward. I would really like to see recon piloting as a real career path and not something people do with alts they pay hardly any attention to. I'd also like to see an enjoyable and challenging form of a game play emerge for those who choose to hunt them. Hell, I would make cloaking something akin to jumping with fatigue, ship exceptions, etc. It's something you choose to do sparingly and there's consequences to it. That would be exciting.
Nikk Narrel
Moonlit Bonsai
#324 - 2015-04-02 22:14:27 UTC
Dr Farallon wrote:
I'm harping on the cloaking issue because it is by far the most broken feature the Observation Array aims to fix. If you read my previous post I'm hoping the de-cloaking mechanic promotes a kind of realistic and enjoyable hunter vs. prey relationship that can be fun and challenging for everyone. I suppose, however, after years of ignoring the issue, I'd be just happy for CCP to do something... anything... about AFK cloaking campers.

The rest is just gravy for me.

I *do* think the OA has a ton of potential, and as long as it fixes the bigger problems right away I'm happy to see it fine tuned as we move forward. I would really like to see recon piloting as a real career path and not something people do with alts they pay hardly any attention to. I'd also like to see an enjoyable and challenging form of a game play emerge for those who choose to hunt them. Hell, I would make cloaking something akin to jumping with fatigue, ship exceptions, etc. It's something you choose to do sparingly and there's consequences to it. That would be exciting.

That sounds good, but I think the important detail that needs to be respected is this:
Players aren't going to do something unless motivated.

For a cloaked player, going behind enemy borders, I figure that usually means one of two things.
One, Scouting, or placing a specific spot under observation.

or Two, Trying to attack or harass PvE.

For the scouts, they aren't so likely to engage, and often are not even armed. Stopping these guys may well be against the games best interest, since their intel is what ends up creating the content we want.

The guys trying to harass PvE, they like min-maxxing as much as the next player, so want the most bang for their time / ISK.
Being able to hunt them is great, so long as this doesn't kill their chances of success in the process.
They won't bother if they know they won't win, who would waste time like that?
Masao Kurata
Perkone
Caldari State
#325 - 2015-04-02 22:25:12 UTC  |  Edited by: Masao Kurata
This whole thread has predictably turned into a AFK cloaking debate, there really should've been a whole thread dedicated to just that proposed feature.

AFK cloaking is ridiculous but it's done because of an equally ridiculous situation: most people only PVE in sov when they are absolutely safe and any PVE player can disengage at any time with no penalty. Countering AFK cloaking is looking at the wrong aspect, the real issue is how to make people PVE when they're at risk. The AFK cloaker is only there to change absolute safety from the norm to the exception and people don't want to decloak him to have a fight, they want him decloaked in order to restore absolute safety.

The angle that you should look at is the ease of disengaging from PVE. It is completely ridiculous that you can warp out of almost any PVE situation. Give most NPC tackle frigates scrams, not just points, increase their speed and make them keep transversal up while approaching, increase the proportion of tackle frigates and give the majority of cruisers and shorter ranged battleships long points. I'm not sure what to do to keep miners in belts, but mining is so terrible that it needs to be completely reimagined from the ground up.
Dr Farallon
Moongoo Mining and Mixing
Goonswarm Federation
#326 - 2015-04-03 00:32:53 UTC  |  Edited by: Dr Farallon
I see it differently. For residents of null-sec there is no such thing as absolute safety. Mining and ratting in null-sec always carries with it a risk of being killed by hot droppers and roaming gangs. If you don't pay attention you're going to die, at least that's the situation where I live. It may be different somewhere else. It's the existence of these threats that give the cloaked camper his power - because you don't know for certain he's AFK or just really patient - and there's no way to be pro-active and hunt him down to eliminate the threat.

What we should expect is a balance between the cloaked camper and the defender's ability to hunt him down. Recon ships should be able to spy and hunt in enemy systems, but they should always be moving and always at risk. The idea that a cloaked player can linger in an enemy system for more than a few minutes before he's probed down should be a thing of the past. Keep in mind he's on a combat missing in enemy territory - that should be exciting for all involved but currently it's not.

To be clear: I'm not saying to remove cloaking, but going into enemy territory under any circumstances should require your undivided attention. Maybe the OA will make that a reality, or maybe it will take a combination of things to sort this out. One thing is clear though - things cannot continue as they are now.

As for fixing ratting and mining... that's another topic and honestly I'm not sure what needs to be fixed about it. CCP seems to be constantly tweaking those aspects of the game to make it more compelling.
Cade Windstalker
#327 - 2015-04-03 04:14:32 UTC
So, it occurs to me that there are like a dozen other feature ideas in the OP for this thread dealing with the OA and Gates. Beyond a general wish that gates not circumvent the current Jump Fatigue mechanics (which seems like an unlike eventuality since they're talking about having them replace Jump Bridges) this thread has touched on things other than cloaky detection in a fairly limited manner.

I think between this thread and the actual AFK cloaking thread CCP are both well aware of the arguments for and against, and definitely aware of the player-base's concerns over this issue.

CCP Ytterbium wrote:

  • Observatory Arrays focus on intelligence gathering and disruption tools, like tampering with Star Map filters, D-scan disruption, ship intelligence disruption, player tracking capabilities or being able to pinpoint cloak users

  • Gates focus on movement, like warp speeds, agility and mass in the system they're deployed, affect jump capabilities, alter ship movement inside a solar system, allow vessels to travel to other solar system and modify wormhole behaviors.



  • tampering with Star Map filters - How much tampering? Should this affect info returned by API calls as well? How much more info should be available to the holding alliance? Graphs of system metrics/data over time? (everyone in Eve loves graphs, right?)
  • D-scan disruption - Maybe a range limitation, or the ability to call down a black-out over every ship on a grid area?
  • ship intelligence disruption - Maybe limit the effectiveness of Probes in the system where the structure is deployed? Maybe add a new probing skill that mitigates this but doesn't remove it? Boosts for friendly probes in system?
  • player tracking capabilities - Local replacement/tweaks? Something that pings out a mail to a list when someone enters a system, or would that be too much?
  • movement, like warp speeds, agility and mass in the system they're deployed - Small buff or something closer to a C1 wormhole effect? Percentage or flat increase? Everyone or just allies? Debuffs as well as buffs or just one or the other? Maybe only one or the other at a time?
  • affect jump capabilities - Just a replacement for Jump Bridges? Maybe let you hook a Titan up to one for a very long range Jump Portal but at the cost of an increased Jump Fatigue multiplier (in effect a one-way trip unless you hold the space on the other end convincingly afterwords)?
  • allow vessels to travel to other solar system - How far? Does the other end need a player-made gate as well or can they spit you out at an NPC gate? Do these gates induce Jump Fatigue? Do they use fuel? Taxes and tolls?
  • modify wormhole behaviors - Mass, mass limit, duration? All, some or none of those? Spawning frequency? Make them have a chance to spawn on-grid with the Gate? Tell you where one leads without poking your nose through it? How much of this stuff should be available in WH space?


So, lots of ideas and questions there to ask, ponder, debate, and hopefully help CCP develop these two structures into awesome stuff with a lot of potential. There are also other questions like how hard a gate should be to set up and what sort of fitting options they're going to have.

Thoughts?
Masao Kurata
Perkone
Caldari State
#328 - 2015-04-03 07:53:23 UTC
Dr Farallon wrote:
I see it differently. For residents of null-sec there is no such thing as absolute safety..


Except, y'know, when local is all blue, which is the situation you're trying to restore.
El Geo
Warcrows
THE OLD SCHOOL
#329 - 2015-04-03 08:00:00 UTC
Firstly I wanted to quote a post I made regarding AFK cloaking.

El Geo wrote:
AFK Cloaking doesnt seem a problem to anyone in w-space where there is no local, local is the real problem because the simple fact is without it there is no need to pretend to be afk cloaked for hours on end in the hope that someone will actually undock and do something stupid.

Personally I'd like to see this list implimented:

Arrow Local channel provided by local empire in 0.3 and above, 0.1 to 0.2 could be made available to the "owning militia" and players with high standing towards empire owner (8+ faction standings) - this provides a lore point of view and incentive's for militias to fight over systems and faction standing gains.

Arrow Similarly players in NPC nullsec could be provided the service by the local owning faction depending on standings, providing a good base to impliment pirate 'faction' warfare which in turn can provide not only better npc content but also more drivers for player conflict.

Arrow Local provided in SOV nullsec through attackable structure/system upgrade (probably outpost upgrade, limit to 1 per system), should be able to disrupt said structures effect by jamming, hacking or outright attacking said structure/module/upgrade, maybe said object could in itself be upgradeable allowing local channel to be available to neighbouring systems.

It's also worth noting that pve/mining players would need to be found by probing/dscan allowing the clever player an added layer of protection and without local nullsec could gain its risk factor back so rewards could also be increased.



In relation to this thread I'd like to add that observation arrays could provide functions to enhance the above list by use of modules/scripts and also feel these structures should be manipulated by both counter deployable's, hacking, jamming, damps and of course plain good old DPS. Idea's I liked in CCP Yitters list were:

Arrow D-scan disruption - Maybe a range limitation

Arrow ship intelligence disruption - Maybe limit the effectiveness of Probes in the system where the structure is deployed?

Arrow Maybe add a new probing skill that mitigates this but doesn't remove it? Boosts for friendly probes in system?

Arrow player tracking capabilities - Local replacement/tweaks?

Not sure about gates myself, being able to add defences would be great for player empire building but providing benefits within system is a bit strong, especially when people already complain so much about off grid boosts although if the additions were system wide for everyone, easily recognizable and easily destroyable by small gangs I don't think it would be too bad. and could provide good conflict drivers. Idea's I liked regarding gates were:

Arrow Affect jump capabilities - Maybe let you hook a Titan up to one for a very long range Jump Portal but at the cost of an increased Jump Fatigue multiplier (and fuel) (in effect a one-way trip unless you hold the space on the other end convincingly afterwords)?

Arrow Allow vessels to travel to other solar system to player-made (Owning SOV holders only, no blue usage) Jump Fatigue ofc with Taxes and tolls for maintenance.
Nikk Narrel
Moonlit Bonsai
#330 - 2015-04-03 13:25:37 UTC
Dr Farallon wrote:
I see it differently. For residents of null-sec there is no such thing as absolute safety. Mining and ratting in null-sec always carries with it a risk of being killed by hot droppers and roaming gangs. If you don't pay attention you're going to die, at least that's the situation where I live. ...

As for fixing ratting and mining... that's another topic and honestly I'm not sure what needs to be fixed about it. CCP seems to be constantly tweaking those aspects of the game to make it more compelling.

That is the problem, the part where you say pay attention or die.

As a miner, I feel like I have my hands tied by this second rate mechanic.
I am effectively forced to play whak a mole in reverse, as the only play option allowed.
(See hostile, react or risk becoming a statistic)

The problem with that, part one, is that I can react and avoid them, perfectly every time.
If I am not paying attention, or I screwed up and did not fit properly, I might have a problem, but that is on me.
It was my opportunity on a silver platter I failed to use, in that case.

Part two, why the heck am I trying to NOT fight this guy?
I play EVE to enjoy a good space battle, not run from them.
Am I to blindly accept that I can either join a roam or a fleet, and anything else hits a wall of diminishing returns so hard, it becomes a poor choice?

Why can't I enjoy good PvP while mining? Where is it written in stone that I have to run like a mouse?

Neutralize hot dropping's overwhelming potential, where it intersects with cloaking, and boost my confidence that I can take a covops attacker, and I will be delighted to gun down any player showing up with a ship to play against me.

And thank them for it, too.
The people who choose to play with you are valuable, we knew this truth as children, and this is still a game.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#331 - 2015-04-03 14:56:37 UTC
We speack about structure who can be disrupt by entices link (with 1 ship you know), and cost B and B isk. Your colloquy ship cost 50 M with all fit for bomber (ship of a lot of af cloacky.)

To speack more about structure i will just quote one on my message on other post to explain why cloaking must be nerved :

"Why remove not aft lacking, but clocking immunity from the game.

A) "Afk cloacking" :

-Make moral harassment : just illegal in my country in real life, if i want i can go in justice against CCP if they don't kick a perma clocker who i can proof he make this to make moral harassment (read forum easy to have proof).
-No counter mesure
-Get pvp without tae any risk for pvp player, you can be aft or not attack when you want. You are risk free. ( and active pve player is NEVER risk free for exemple).

B) Normal cloacking:

-More strategical battle if your bomber wing must move and don't just wait 2 H in a point for an enemy fleet coming. More dynamic battle you know ?

C) More content:

- Kill clocker who don't move provide content. Don't play in a system because one people can't be kill and can kill you is just... destroying content.


D)Local issue:

- Local or not : You can't be decloack so people can know you ar here and can't kill you. You are just free risk. Let's do end this remove perma clocking, let people kill you. Risk VS reward : You want good kill mail ? Ok take more risk , for the moment you are risk free.
- AFK cloacking is counter mesure to perfect intel/risk free for pve/other argument like this : In 0.0 the people who attack have all advantage ; you have free intel by a lot of website about mining in system, farming in system so you know where it's active before go in this system. You have free intel about number of target when you enter on the system by local (so local is not only help for people who far, but for rammer to). In fact the true counter of perfect intel of the local is ... you have intel without be in the system you to with farming/mining information.



Conclusion: Nerf cloacking will create more content in the game. Remove perma clocking, and you create more strategical battle, more interesting things,ect..."



So for structure, they are very interesting, open a lot of new strategy. I 'm very exited about this. But i have a lot of question like : Only PI to build ? Mineral ? Twice ? Can we have a range of cost ?

For bonus by structure : Yes a lot of interesting thing can improve stratgical aspect of the game and avoid : take a frigate go pewpew. You can have other player can make : build an empire, build a fortress and it help you in pvp. A good thing to integrate more the PVE/mining/indus in 0.0 environment.
Humang
Sudden Buggery
Sending Thots And Players
#332 - 2015-04-04 13:33:58 UTC
I can't say anything for nullsec, but what theses structures mean for w-space is something I am really interested in, but I'ld like to focus on the observation array.

While I don't think (and hope) that gates will be applicable to w-space, I can see many opportunity for Observation Arrays, both good and bad, so I have a few questions:

  1. Will operating theses arrays pose a significant investment for the owners?
  2. Are they passive or require input from the owner to perform/provide certain functions?
  3. Will/How they operate in tandem with each other in the same system/constellation/region?
  4. Will there be artificial limits on the number of theses (IE a max) or will it be a logistical limit?


And some random brainstorming for the cloak pin-pointing part:

  • Theses structure shouldn't be able to directly effect a cloaked ship on its own.
  • They should need input from a owner, or provide the owner with the information to act on, not just straight de-cloak a ship

  • The strength/speed of Observation arrays is dependent on the number in operation in the system.
  • The more that are active, the less time it takes to find a cloaked ship, but this would require that it be prohibitive to keep a large quantity of them running

  • A cloaked ship should have tools or tactics to make finding them difficult.
  • maybe not make it impossible to find, but very difficult based on the effort of the cloaked pilot

  • If given enough time, an aggressor should be able to turn theses structures against their owners
  • it could provide false intel, or provide information to the aggressor


There are just so many possibilities for theses and the other proposed structures, and I look forward to what CCP has in mind for them, I just hope that they keep an equal potential for both sides.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Cade Windstalker
#333 - 2015-04-04 18:16:35 UTC
Humang wrote:

  • The strength/speed of Observation arrays is dependent on the number in operation in the system.
  • The more that are active, the less time it takes to find a cloaked ship, but this would require that it be prohibitive to keep a large quantity of them running


    I think it would be better for everyone if we avoided having to spam corp-level structures around a system for them to be effective. If increased cost is a requirement then it's better to simply require costly upgrades to the base structure to achieve the desired effect.
    Philip Ogtaulmolfi
    We are not bad. Just unlucky
    #334 - 2015-04-04 19:13:12 UTC
    Cade Windstalker wrote:
    Humang wrote:

  • The strength/speed of Observation arrays is dependent on the number in operation in the system.
  • The more that are active, the less time it takes to find a cloaked ship, but this would require that it be prohibitive to keep a large quantity of them running


    I think it would be better for everyone if we avoided having to spam corp-level structures around a system for them to be effective. If increased cost is a requirement then it's better to simply require costly upgrades to the base structure to achieve the desired effect.


    The idea is that the attacker can reduce the effectiveness of the Observation network disabling several nodes.
    Cade Windstalker
    #335 - 2015-04-04 19:21:21 UTC
    Philip Ogtaulmolfi wrote:
    Cade Windstalker wrote:
    Humang wrote:

  • The strength/speed of Observation arrays is dependent on the number in operation in the system.
  • The more that are active, the less time it takes to find a cloaked ship, but this would require that it be prohibitive to keep a large quantity of them running


    I think it would be better for everyone if we avoided having to spam corp-level structures around a system for them to be effective. If increased cost is a requirement then it's better to simply require costly upgrades to the base structure to achieve the desired effect.


    The idea is that the attacker can reduce the effectiveness of the Observation network disabling several nodes.


    Hence why CCP is talking about networks around multiple systems. Obviously that doesn't work so well in a Wormhole but I don't think having dozens or hundreds of structures in one system works very well either. Just going by my own admittedly limited experience in wormholes (it's not like I've surveyed every occupied C5 or something of the sort) I'd say the average for a very occupied C5 isn't more than around 5-10 Large POSes. You're talking about something similar just in OAs and then we have the other new structures on top of that.

    IMO it would be a more desirable mechanic to let attackers anchor a small number of Jammers or something to do with the Entosis Link mechanics interfering with the OA.
    Humang
    Sudden Buggery
    Sending Thots And Players
    #336 - 2015-04-05 01:44:34 UTC
    I should clarify a bit more.

    What I intended was to build off EVE's risk vs reward style, where if you reduce the risk, you reduce the reward.

    If someone wants to secure themselves from cloaking ships, then they should pay a price for that security, ether though an increased operation and logistics price, or alternatively and for null/w-space in particular, a reduced anom spawn rate relative to the number of OAs in system.

    Plus to me it seemed kinda of silly to be able to pin point soothing in space from a single stationary position, so feasibly I only meant a max of 4 or so arrays, anything after that would return minuscule gains.

    1 would be enough to tell you there is someone cloaked in system
    2 would let you find them and for every addition array, it would halve the time maybe.

    AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

    Cade Windstalker
    #337 - 2015-04-05 04:35:58 UTC
    Humang wrote:
    I should clarify a bit more.

    What I intended was to build off EVE's risk vs reward style, where if you reduce the risk, you reduce the reward.

    If someone wants to secure themselves from cloaking ships, then they should pay a price for that security, ether though an increased operation and logistics price, or alternatively and for null/w-space in particular, a reduced anom spawn rate relative to the number of OAs in system.

    Plus to me it seemed kinda of silly to be able to pin point soothing in space from a single stationary position, so feasibly I only meant a max of 4 or so arrays, anything after that would return minuscule gains.

    1 would be enough to tell you there is someone cloaked in system
    2 would let you find them and for every addition array, it would halve the time maybe.


    You wouldn't necessarily use the single array to pinpoint the cloaked ship, but it might let you probe down a cloaked ship with your probes, with the OA acting as an additional processor or whatever bit of lore makes sense. (and no, I'm not advocating for "OA goes up and you can probe cloakies now", that would be too good IMO)

    Also the "price" can be paid in effort and preparation, rather than in some direct continuous cost. In this case the costs inherent in an Alliance or Corporation, the social relationships that give you backup to call if things go bad, and the material and financial costs to put up and maintain these structures are all costs incurred by the players using them.

    Basically my point here is that I don't think the added headache of maintaining more structures for the players, along with the added server load and other issues justifies what is basically a lore-based change.
    Dictateur Imperator
    KarmaFleet
    Goonswarm Federation
    #338 - 2015-04-05 08:39:15 UTC
    Humang wrote:
    I should clarify a bit more.

    What I intended was to build off EVE's risk vs reward style, where if you reduce the risk, you reduce the reward.

    If someone wants to secure themselves from cloaking ships, then they should pay a price for that security, ether though an increased operation and logistics price, or alternatively and for null/w-space in particular, a reduced anom spawn rate relative to the number of OAs in system.

    Plus to me it seemed kinda of silly to be able to pin point soothing in space from a single stationary position, so feasibly I only meant a max of 4 or so arrays, anything after that would return minuscule gains.

    1 would be enough to tell you there is someone cloaked in system
    2 would let you find them and for every addition array, it would halve the time maybe.



    In fact with this structure you have more risk : You can loose the structure, the reward is : you can find perma cloacker.

    Actually what is the RISK for a perma cloacker ?


    Adding to the game the OA is not reducing the risk in 0.0. YOuincrease isk, you must defend this building, you ad content for all play in 0.0. So yes it change the way to play in 0.0. But all the sov change, and with the new system this structure could be a must have, same for the gate to move fast.

    Humang
    Sudden Buggery
    Sending Thots And Players
    #339 - 2015-04-06 12:16:18 UTC
    Dictateur Imperator wrote:
    In fact with this structure you have more risk : You can loose the structure, the reward is : you can find perma cloacker.

    Actually what is the RISK for a perma cloacker ?

    Adding to the game the OA is not reducing the risk in 0.0. YOuincrease isk, you must defend this building, you ad content for all play in 0.0. So yes it change the way to play in 0.0. But all the sov change, and with the new system this structure could be a must have, same for the gate to move fast.


    This is exactly the point I am getting at, OAs allow for a true counter to someone cloaking in system all day where there was none before, but care should be taken so that it doesn't totally gimp short-term cloaking.

    The concern that I want to be addressed is "At what point is someone able to know that there is a cloaked ship in system"

    I have no problem with being able to find someone cloaked after a period of time, it is something that is needed and the "afk cloaking thread" is plenty proof of that. It would just be nice to have some numbers on: you have this much time till they know you are there, and this much time till they can find you.

    But yes, I was being over-zealous for the requirements of OA and their functions, I just really hope its not just an denial system for any kind of cloaking.

    AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

    Nikk Narrel
    Moonlit Bonsai
    #340 - 2015-04-06 13:32:46 UTC
    Dictateur Imperator wrote:
    In fact with this structure you have more risk : You can loose the structure, the reward is : you can find perma cloacker.

    Actually what is the RISK for a perma cloacker ?


    Adding to the game the OA is not reducing the risk in 0.0. YOuincrease isk, you must defend this building, you ad content for all play in 0.0. So yes it change the way to play in 0.0. But all the sov change, and with the new system this structure could be a must have, same for the gate to move fast.


    To answer your question, the risk is simple.


    That the players never come out to be attacked, at least not while you can react to them. Time invested has been wasted.
    (In the case of the hunting pilot trying to desensitize their possible targets)
    OR
    That they will be ignored, and their account will have been effectively idle for no resulting effect. (in the case of the competing alliance scenario below)


    To even consider using the so-called AFK cloaking tactic, their must be a benefit.
    You either intend to desensitize the local inhabitants to your name being listed, thereby neutralizing the intel, following which you will attack in some fashion.
    OR
    You are employed by a competing alliance, and they want to stress the systems by making the players either move or cease activities.