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[New structures] Observatory Arrays and Gates

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Teckos Pech
Hogyoku
Goonswarm Federation
#421 - 2015-04-15 18:52:45 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:

Yes, a cloaked and AFK player is not in the game. But there's no way to tell who is AFK and who isn't.


This is another thing that drives me nuts. You should not be able to tell, to be quite honest. Nowhere are you entitled to such intel. Further, you can often do things to revise your beliefs as to whether or not a player is AFK or not. For example, you see him in local (these comments apply to null I don't want to get side tracked with the Bravo Sierra issue of HS or even LS). You move next door to another system and he doesn't follow you, you should revise your initial beliefs as to the "AFKness" of the player in question.

Now if you are saying you can never be certain...well yeah. Asking for certainty is asking for ALOT.

Quote:
I think I actually remember the incident you're referring to but that was quite literally a one time thing (as far as I'm aware) and required the player in question to happen to be streaming and on-grid for that to work. In short it's an amazingly pedantic example, and if anything is the exception that proves the rule rather than a viable counter-argument.


Yes, but I actually have an example to counter your claim. You were and are wrong. My claim on the other hand is also true. And while AFK cloaking is sub-optimal "game play" simply removing it is unequivocally not balanced.

Edit:

Here are other things you can do to revise your beliefs regarding a players "AFKness":

1. looking up kill board activity.
2. the longer you are "next door" the more you should think he is AFK.
3. Age of the character, a character just barely old enough to fit a t1 cloaking device is probably not a huge threat and is just an AFK cloaker.
4. Talk to people in corp/alliance also using that system. When did he log in? Right after down time...you are Pacific time....chances are he's asleep.

Seriously, this isn't hard. You do this kind of thing all day in RL...do it in game. Roll

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#422 - 2015-04-15 19:13:16 UTC
Cade Windstalker wrote:


No, you're taking my statements too broadly. If you'll dig back a bit in this thread you'll note that I'm talking about the potential for the OA's to disrupt local or delay it.

What I've been saying to you in response is that A. ripping local out of the game entirely as an intel tool isn't viable because there are places OA's will not be anchorable and B. that CCP are unlikely to make any drastic changes to the basic functioning of local with the release of OAs for the same reason they won't remove POSes as soon as these new structures come into the game. Too many drastic changes too quickly is bad for the game.


Talking about taking statements too broadly. I have not said yank it out of the game, but to turn it into a chat channel in NS.

And CCP is already making drastic changes. Fozziesov will be drastic. Fatigue was drastic. So, you have examples where CCP has made bold moves.

Quote:
If you want increased activity in Null then removing perceived safety is the opposite of what you want to do. The vast majority of the player-base is risk averse to one degree or another, and everyone is capable of doing basic math comparing losses vs profits. If you can't make at least enough money to cover losses and other expenses then you won't do an activity.


I just got done saying you could go back to having the safety you currently have via local, maybe even better, but that it is destructable--i.e. players could come in and render it less safe possibly even make is so that it can be subverted...I don't see the problem you are talking about above.

Quote:
Ideally if the goal is increasing activity in Null what you want is an increase in perceived safety without actually increasing safety by that much, but still allowing players to relatively easily cover their losses.


Yes and I'm totally fine if the OA does this. Local on the other hand sucks because in your ideal there would be no way to counter it at all. Your ideal is unbalanced and not good.

Quote:
Actually, if you care to go back and stalk down my killboard you'll find a smattering of cloaky deaths (some of them rather embarrassing I'll admit). I fly cloaked ships, I fly them very well, and I've lost very few of them all things considered. I just dislike one sided mechanics like that which cloaking currently presents to players. The initiative is entirely with the cloaked player and until they decloak there is no viable counter-play option, whether they're AFK or not.


Local IS a one sided mechanic when it comes to PvE vs. PvP. Suppose I am PvEing away and you are out looking to cause trouble. You jump into where I'm ratting...I'm gone before you even get to the sanctum I was in. You have to hope I've gotten distracted, or hung up somehow...and even then in the standard sentry ratting platforms you'll likely warp in too far away to do much right away....so I'll still have time to boogie to safety. And there is absolutely nothing you can do about local. Nothing. Talk about a mechanic with zero counter...except AFK cloaking. Which you want to remove.

You have nothing to stand on here when it comes to balance. You are favoring an unbalanced solution.

Quote:
The cloak simply allows the player in question to pick their engagements...


This can be said for many ships/instances not just cloaked ones. Interceptors for example, have a great deal of latitude in deciding when to engage/disengaging. Even a gang of people in T1 cruisers with a scout will have some ability to pick their engagements.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#423 - 2015-04-15 21:29:16 UTC
Nikk Narrel wrote:
(1) Introducing counter play to PvE has a similar effect, and gives meaning to those PvE players actually making a better effort.
Doing this with cloaked players alone, leaves the PvE side with their perfect defense option, even acknowledging the killboards are filled with those who failed to meet it's requirements.
Neither side should have the ability to shut out the other, simply by meeting minimum requirements like that.

(2) When operating with a hostile in system, the least you can do is scout your environment.
Predictable safe spots like stations should expect such obvious tactics like a bubble being used. I would point out you are still expecting the PvE player to make obvious errors in judgement or preparation, to suggest this is a counter to their play.

When you diminish one side's ability to remain active in an area, balance dictates you make it a realistic probability that they can still achieve their goals in the time they have.
Like the many arguments implying an exodus from null to high sec, in the event PvE efforts should become too challenging, cloaked play only exists because of the positive expectation of reward for such play.
When the success of getting that reward drops too low, the play style withers.

Noone wants to be the downrange target in a shooting gallery. Having that become the dominant expected outcome for cloaked play would be bad.


(1) Realistically any reasonably fit and prepared PvP fit **** can shut out a PvE fitted one. The only difference between a regular ship and a cloaked one is that a cloaked one can do it while AFK. Any other ship has to be actively at the keyboard and worried about their own survival. It's also pretty clear from available evidence that calling avoiding getting tanked "minimum requirements" is at best a tautology, because the thing you're meeting minimum requirements for is not getting ganked. Therefore if you get ganked you weren't meeting minimum requirements. See my problem with the logic here?

(2) I'm also expecting any reasonable counter ability to cloaking to require the cloaky pilot to make a serious error in judgement in order for him to get caught. At present it's perfectly possible to warp around a system more or less infinitely between various celestial beacons, sites, and created safe spots in anything short of a Battleship and be basically impossible to scan down in any practical way.

In general I'm of the opinion that this won't have a significant impact on the actual risk or reward of PvE operations in Null Security space. AFK cloaking is annoying but seems to only account for a small number of actual kills. I can't say for sure without detailed stats and some way to determine which players were "AFK cloaking" but all reports from even the most ardent detractors indicate the practice isn't common, just excessively annoying when it does show up.

Also as I've said before, I fly cloakies in PvP and quite enjoy them. I'd describe my reaction to the Recon changes as somewhere north of ecstatic. I have no interest in cloaking losing all of its advantages, but I also feel like it should play more like the old DOS/Win 98 era submarine games, at least to an extent, with the cloaky playing hunter with advantage as well as prey who is hiding. This sort of mechanic could take any number of different forms, but you'd better believe I'll be slinging paragraphs and spreadsheets of opposition at any idea that I feel overly inconveniences cloakies as a whole or kills the class's gameplay.

Good discussion btw, pleasure hashing this out with you Big smile
Nikk Narrel
Moonlit Bonsai
#424 - 2015-04-15 22:00:14 UTC
Cade Windstalker wrote:
Nikk Narrel wrote:
(1) Introducing counter play to PvE has a similar effect, and gives meaning to those PvE players actually making a better effort.
Doing this with cloaked players alone, leaves the PvE side with their perfect defense option, even acknowledging the killboards are filled with those who failed to meet it's requirements.
Neither side should have the ability to shut out the other, simply by meeting minimum requirements like that.

(2) When operating with a hostile in system, the least you can do is scout your environment.
Predictable safe spots like stations should expect such obvious tactics like a bubble being used. I would point out you are still expecting the PvE player to make obvious errors in judgement or preparation, to suggest this is a counter to their play.

When you diminish one side's ability to remain active in an area, balance dictates you make it a realistic probability that they can still achieve their goals in the time they have.
Like the many arguments implying an exodus from null to high sec, in the event PvE efforts should become too challenging, cloaked play only exists because of the positive expectation of reward for such play.
When the success of getting that reward drops too low, the play style withers.

Noone wants to be the downrange target in a shooting gallery. Having that become the dominant expected outcome for cloaked play would be bad.


(1) Realistically any reasonably fit and prepared PvP fit **** can shut out a PvE fitted one. The only difference between a regular ship and a cloaked one is that a cloaked one can do it while AFK. Any other ship has to be actively at the keyboard and worried about their own survival. It's also pretty clear from available evidence that calling avoiding getting tanked "minimum requirements" is at best a tautology, because the thing you're meeting minimum requirements for is not getting ganked. Therefore if you get ganked you weren't meeting minimum requirements. See my problem with the logic here?

(2) I'm also expecting any reasonable counter ability to cloaking to require the cloaky pilot to make a serious error in judgement in order for him to get caught. At present it's perfectly possible to warp around a system more or less infinitely between various celestial beacons, sites, and created safe spots in anything short of a Battleship and be basically impossible to scan down in any practical way.

In general I'm of the opinion that this won't have a significant impact on the actual risk or reward of PvE operations in Null Security space. AFK cloaking is annoying but seems to only account for a small number of actual kills. I can't say for sure without detailed stats and some way to determine which players were "AFK cloaking" but all reports from even the most ardent detractors indicate the practice isn't common, just excessively annoying when it does show up.

Also as I've said before, I fly cloakies in PvP and quite enjoy them. I'd describe my reaction to the Recon changes as somewhere north of ecstatic. I have no interest in cloaking losing all of its advantages, but I also feel like it should play more like the old DOS/Win 98 era submarine games, at least to an extent, with the cloaky playing hunter with advantage as well as prey who is hiding. This sort of mechanic could take any number of different forms, but you'd better believe I'll be slinging paragraphs and spreadsheets of opposition at any idea that I feel overly inconveniences cloakies as a whole or kills the class's gameplay.

Good discussion btw, pleasure hashing this out with you Big smile


(1) Not referring to tanking. I was simply pointing out the response time advantage, which system inhabitants have over any newcomer.
If they can tailor a response to take advantage of that, which is not really difficult, a cloaked hostile would never catch anyone who managed to follow the response pattern correctly.
If they are bold enough to be active during the known presence of a hostile, that is different. I believe the PvE player should have no reason to abandon the field, due to concerns about meeting overwhelming force.
I respect the fact that perception right now paints the cloaked hostile with this detail. That really needs to change, in my opinion.

Being able to sneak into a system with overwhelming force is equally as bad as needing to sneak into a system, and having everyone know you are present before you even finish loading on your own client. Both should be reduced to manageable levels.

(2) I would love to see a genuine sensor array compromise.
I liked the sub sims from the 80's / 90's too, but it had weapons shooting into the dark, based on limited information, (Sonar), to hunt the sub.
It also had weapons shooting from the dark, with very specific short range targeting data. (Often a periscope)
The target either was proactively searching for the hidden threat, which could also draw attention to them, or they learned about the threat because of a torpedo.
In these fights, the hidden craft stayed hidden the whole time.
It was invisible to any ship not equipped with the sonar array capable of listening and or pinging for it.
Nikk Narrel
Moonlit Bonsai
#425 - 2015-04-16 16:17:19 UTC
Here is a wild thought.

What IF:

The Array worked best, when not located in the system it was observing, but in a nearby one.
(Same logic, as having a helicopter or satellite overhead to follow events on the ground. A view from above the events granting a different perspective)

The Observation Array gave you specific details, of a target system within X light-years, where X is based on the skill of the operator.

The info would include everything local had in it's pilot list, as well as intel on cloaked pilots, with a BM to a location, accurate to a limited skill vs skill opposed contest between the OA operator and said pilot.
(The BM would be unique, in that it would also include a heading the array expected at the time of observation)
Any meaningful amount of skill lacking on the OA side, would give either flawed location, heading, or both.

(This cloaked detection ability not available to arrays located inside the same system, just the local listing function)
Teckos Pech
Hogyoku
Goonswarm Federation
#426 - 2015-04-16 17:25:05 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:


AFK cloaking is annoying but seems to only account for a small number of actual kills. I can't say for sure without detailed stats and some way to determine which players were "AFK cloaking" but all reports from even the most ardent detractors indicate the practice isn't common, just excessively annoying when it does show up.


No AFK cloaked pilot has gotten any kills while both AFK and cloaked. Roll

If AFK cloaking is of no consequence then lets not nerf cloaks and leave the current balance in play vs. risking imbalance.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#427 - 2015-04-16 17:50:39 UTC
Question for all the "we have to keep local" people (keep in mind this is primarily for NS, not LS or HS).

If the OA can be set up to provide intel that is generally as good as what local currently provides and maybe in certain instances even better (e.g. you dock up to an OA and you can get the intel from all of your OAs)....isn't local then rather redundant? Safety/sercurity/risk levels are roughly the same and maybe even better (lets face it, the vast majority of us null sec dwellers have an alt we could park at an OA).

If local is redundant, if we have "clawed back the Bad Effects™ of removing local" with the proviso that the OA is destructable no longer 100% invulnerable (note the irony "we have to keep local" people)...then couldn't it be removed (or merely delayed as in WH space, so during certain instances it could still be a source of smack, etc.)?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#428 - 2015-04-17 01:35:06 UTC
Teckos Pech wrote:
No AFK cloaked pilot has gotten any kills whole both AFK and cloaked. Roll

If AFK cloaking is of no consequence then lets not nerf cloaks and leave the current balance in play vs. risking imbalance.


You're either being extremely pedantic or intentionally stupid. Either way please stop and I won't be responding to any more posts where you continue this tactic Big smile

If you don't understand the exact mechanisms by which the practice referred to as "AFK Cloaking" is used to impact the game world then there's an entire thread full of people that is not this one which would love to explain it to you.

Teckos Pech wrote:
Question for all the "we have to keep local" people (keep in mind this is primarily for NS, not LS or HS).

If the OA can be set up to provide intel that is generally as good as what local currently provides and maybe in certain instances even better (e.g. you dock up to an OA and you can get the intel from all of your OAs)....isn't local then rather redundant? Safety/sercurity/risk levels are roughly the same and maybe even better (lets face it, the vast majority of us null sec dwellers have an alt we could park at an OA).

If local is redundant, if we have "clawed back the Bad Effects™ of removing local" with the proviso that the OA is destructable no longer 100% invulnerable (note the irony "we have to keep local" people)...then couldn't it be removed (or merely delayed as in WH space, so during certain instances it could still be a source of smack, etc.)?


I don't *think* anyone is saying "we have to keep local". I'm certainly not, but I have very serious concerns about removing it or removing its intel properties and how and when that is done. I also think it's a significantly more prickly issue beyond just cloaked ships vs everyone else and painting it as something that has to be done to balance out counters to cloaking is a massively simplistic view of a very complex interaction that affects a lot more than just that.

As for the OA functionally replacing Local then what are we adding, exactly, by removing local (in terms of ? If the defenders can't keep an OA up or put one back up if it's destroyed then they're probably losing the system and therefore it's not safe to PvE there anyway. If the attackers can't hold the system then what's to stop the defenders from putting up a new OA? If the OA is squishy enough to easily destroy and can't be easily or quickly replaced then you're effectively depriving any group under threat from attack of local entirely, which will serve to push people away from PvE activities in Null entirely, which is also not desirable.
Cade Windstalker
#429 - 2015-04-17 01:36:13 UTC
Nikk Narrel wrote:
(1) Not referring to tanking. I was simply pointing out the response time advantage, which system inhabitants have over any newcomer.
If they can tailor a response to take advantage of that, which is not really difficult, a cloaked hostile would never catch anyone who managed to follow the response pattern correctly.
If they are bold enough to be active during the known presence of a hostile, that is different. I believe the PvE player should have no reason to abandon the field, due to concerns about meeting overwhelming force.
I respect the fact that perception right now paints the cloaked hostile with this detail. That really needs to change, in my opinion.

Being able to sneak into a system with overwhelming force is equally as bad as needing to sneak into a system, and having everyone know you are present before you even finish loading on your own client. Both should be reduced to manageable levels.

(2) I would love to see a genuine sensor array compromise.
I liked the sub sims from the 80's / 90's too, but it had weapons shooting into the dark, based on limited information, (Sonar), to hunt the sub.
It also had weapons shooting from the dark, with very specific short range targeting data. (Often a periscope)
The target either was proactively searching for the hidden threat, which could also draw attention to them, or they learned about the threat because of a torpedo.
In these fights, the hidden craft stayed hidden the whole time.
It was invisible to any ship not equipped with the sonar array capable of listening and or pinging for it.


(1) Fair points. I think the Power Projection changes have helped significantly with this. This might be something the OA could further help with by being up-gradable (at significant expense) to show system populations (but nothing else) within Jump Range of your system. Of course there would be ways around this (logging off or just waiting one system out, jumping, and then bridging, for example) but as I mentioned a decent part of this is about the perception of security granted by tools rather than the actual analyzed benefits.

(2) This more or less sums up why I feel cloaky gameplay should be developed into something with actual play and counter-play. There's a lot of potential here. We have the models to work off of it's just tricky to implement without swinging things too far one way or the other. I think there's the potential for a *ton* of fun though. As it is Bombers are probably one of the most fun things in Eve (at least in my opinion) and I think basing the entire cloaky/anti-cloaky meta around a sort of hit and run/cat and mouse style could be very successful.

Nikk Narrel wrote:
Here is a wild thought.

What IF:

The Array worked best, when not located in the system it was observing, but in a nearby one.
(Same logic, as having a helicopter or satellite overhead to follow events on the ground. A view from above the events granting a different perspective)

The Observation Array gave you specific details, of a target system within X light-years, where X is based on the skill of the operator.

The info would include everything local had in it's pilot list, as well as intel on cloaked pilots, with a BM to a location, accurate to a limited skill vs skill opposed contest between the OA operator and said pilot.
(The BM would be unique, in that it would also include a heading the array expected at the time of observation)
Any meaningful amount of skill lacking on the OA side, would give either flawed location, heading, or both.

(This cloaked detection ability not available to arrays located inside the same system, just the local listing function)


It's a further interesting way to incentivize controlling an entire constellation but on the other hand that would probable end up with a network of arrays just all watching each other's backs and also seriously penalizes sov holdings of one or two systems. Depends on what CCP what's in to incentivize or penalize here.

Also I don't think that the array should require someone to be actively operating it. That either ends up costing the player nothing through the use of an alt or requires that someone be sitting there clicking a button repeatedly instead of doing something more fun (seriously, we do not need "Cookie Clicker: The Intel Game" in Eve).
Teckos Pech
Hogyoku
Goonswarm Federation
#430 - 2015-04-17 04:19:01 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:


You're either being extremely pedantic or intentionally stupid. Either way please stop and I won't be responding to any more posts where you continue this tactic Big smile

If you don't understand the exact mechanisms by which the practice referred to as "AFK Cloaking" is used to impact the game world then there's an entire thread full of people that is not this one which would love to explain it to you.


Of course my first statement is entirely true...so true it has been stated by CCP Devs.

As for the second, I was merely highlighting you are once again wanting to have your cake and eat it too. You tell me to go listen to the Fanfest presentation and listen to the applause as some sort of indicator of the wide ranging support....for eliminating a form of play that is trivial?

Quote:
I don't *think* anyone is saying "we have to keep local". I'm certainly not, but I have very serious concerns about removing it or removing its intel properties and how and when that is done. I also think it's a significantly more prickly issue beyond just cloaked ships vs everyone else and painting it as something that has to be done to balance out counters to cloaking is a massively simplistic view of a very complex interaction that affects a lot more than just that.

As for the OA functionally replacing Local then what are we adding, exactly, by removing local (in terms of ? If the defenders can't keep an OA up or put one back up if it's destroyed then they're probably losing the system and therefore it's not safe to PvE there anyway. If the attackers can't hold the system then what's to stop the defenders from putting up a new OA? If the OA is squishy enough to easily destroy and can't be easily or quickly replaced then you're effectively depriving any group under threat from attack of local entirely, which will serve to push people away from PvE activities in Null entirely, which is also not desirable.


When I see that many words to answer two simple questions I have to think "dodged the question".

Lets start with a more simple question then, although I have my doubts you'll be able to give a straight and simple answer....

Is, at least one, of your objections to cloaks as they work now that they afford those ships and the pilots in those ships 100% invulnerability while cloaked in enemy territory?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#431 - 2015-04-17 04:27:13 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:

As for the OA functionally replacing Local then what are we adding, exactly, by removing local (in terms of ? If the defenders can't keep an OA up or put one back up if it's destroyed then they're probably losing the system and therefore it's not safe to PvE there anyway. If the attackers can't hold the system then what's to stop the defenders from putting up a new OA? If the OA is squishy enough to easily destroy and can't be easily or quickly replaced then you're effectively depriving any group under threat from attack of local entirely, which will serve to push people away from PvE activities in Null entirely, which is also not desirable.



A few additional points here....

1. All structures in null are almost surely going to be vulnerable to the entosis link so "squishiness" is not an issue. It will be vulnerable in the vulnerable window and any gang or even a solo pilot could take it down in about 25-35 minutes.

2. Who cares if the attackers can't "hold the system" the point is that for awhile at least they can counter the intel of those who anchored the OA. For somebody who has gone on and on about how cloaked pilots are 100% invulnerable you seem to be completely unaware of the 100% invulnerability of the current intel mechanic. The best that can be done to the intel local provides is to for an AFK pilot to turn it around on the system's PvE pilots.

3. At best a sov holder will be deprived of intel for the duration of their "vulnerability" window. Once that is passed another OA is anchored and nothing can be done to it for another 20ish hours or so. And of course there is nothing to stop the sov holders from showing with their own entosis link to stop the attacker.

Now...can you answer my questions?

Didn't think so.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Cade Windstalker
#432 - 2015-04-17 05:35:13 UTC
Teckos Pech wrote:
A few additional points here....

1. All structures in null are almost surely going to be vulnerable to the entosis link so "squishiness" is not an issue. It will be vulnerable in the vulnerable window and any gang or even a solo pilot could take it down in about 25-35 minutes.


There are still things like fitting on the structure and how the timers on these non-sov structures are going to be determined that need to be figured out, and it's always possible these structures could change in size and mechanics as well, since we've only been presented with high level ideas (Medium and smaller structures still die to damage, FYI).

That also assumes the pilot is entirely unopposed.

Teckos Pech wrote:
2. Who cares if the attackers can't "hold the system" the point is that for awhile at least they can counter the intel of those who anchored the OA. For somebody who has gone on and on about how cloaked pilots are 100% invulnerable you seem to be completely unaware of the 100% invulnerability of the current intel mechanic. The best that can be done to the intel local provides is to for an AFK pilot to turn it around on the system's PvE pilots.


You completely missed the point of the question. I asked because as far as we know even if you trash the structure there's nothing stopping you from just anchoring and onlining another. Since PvE pilots can't run when there's a hostile fleet in system anyways you're not actually changing the intel status in the system if the OA doesn't go down and stay down, let alone making the PvE pilots vulnerable or disrupting their ISK making.

Teckos Pech wrote:
3. At best a sov holder will be deprived of intel for the duration of their "vulnerability" window. Once that is passed another OA is anchored and nothing can be done to it for another 20ish hours or so. And of course there is nothing to stop the sov holders from showing with their own entosis link to stop the attacker.

Now...can you answer my questions?

Didn't think so.


There's nothing anywhere in any of the blog or forum posts that I can find or remember that says you can't online a new structure during the vulnerability period. In-fact since it's supposed to be when your corp is most active this wouldn't make much sense at all.

Teckos Pech wrote:
Is, at least one, of your objections to cloaks as they work now that they afford those ships and the pilots in those ships 100% invulnerability while cloaked in enemy territory?


Yes.

Teckos Pech wrote:
When I see that many words to answer two simple questions I have to think "dodged the question".


Which tells me you didn't actually bother to read anything of what I wrote, you just wrote it off and ignored it.

Now please and thank you keep the condescension and pedantic nit-picking of the English language out of your responses. It's disrespectful at best and a bad attempt at flame baiting at worst. If you actually want to keep having this discussion then have the discussion instead of hurling veiled insults at my intelligence.
Teckos Pech
Hogyoku
Goonswarm Federation
#433 - 2015-04-17 06:09:51 UTC  |  Edited by: Teckos Pech
Cade Windstalker wrote:

Teckos Pech wrote:
Is, at least one, of your objections to cloaks as they work now that they afford those ships and the pilots in those ships 100% invulnerability while cloaked in enemy territory?


Yes.


Then why aren't you objecting to the 100% invulnerable nature of local as an intel mechanic?

Cade Windstalker wrote:
Teckos Pech wrote:
When I see that many words to answer two simple questions I have to think "dodged the question".


Which tells me you didn't actually bother to read anything of what I wrote, you just wrote it off and ignored it.


Oh, no I read what you wrote and you did not answer the questions. You were blowing a lot of smoke and bravo sierra.

The questions are:

If the OA can get you to a level of intel that is as good and maybe even better than local is local then not redundant? If local is redundant why can't it be removed?

Simple questions....

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mag's
Azn Empire
#434 - 2015-04-17 07:32:07 UTC  |  Edited by: Mag's
Cade Windstalker wrote:
Teckos Pech wrote:
Leave local in HS and LS. I don't care, those places really aren't the issue when it comes to AFK cloaking and intel now is it.


Try being part of a High Sec war sometime. SeBo'd Recons off the undock are *very* popular, among other things, because they allow you to remain completely safe in a system without resorting to docking up where you can be bumped, insta-locked, and otherwise dealt with.

Similar deal in Low Sec.
Sorry but I have to call BS on this. Local isn't and never has been an issue, in high and low sec. Some may have complained about it in NPC null, but I don't recall that either. (Plus he was taking in regards to AFKing.)

I can quite honestly say in the 11 years I have played, this is the first time I've seen someone has claim it is. The only reason you do so, is to be contrary in the argument. In quite frankly, a transparent attempt to bolster yours. (It didn't)

I mean station games ffs.... really? Ridiculous.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Ix Method
Doomheim
#435 - 2015-04-17 12:43:40 UTC
Siphons are a bit underwhelming atm, perhaps the observatory stuff could tie in with these slightly in a similar way to the suggestions around AFK cloakers. Anything to make them a little more involved to counter than see it, shoot it really.

Travelling at the speed of love.

FT Diomedes
The Graduates
#436 - 2015-04-17 12:57:02 UTC
Local is a problem in every part of space, except WH space. Anything that automatically tells you that someone else is in the same room you are, no matter how large that room claims to be, makes space too small.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Teckos Pech
Hogyoku
Goonswarm Federation
#437 - 2015-04-17 18:26:00 UTC
Well, guess I'll ask again. Maybe people missed it the first two times. Roll

If the OA can get you to a level of intel that is as good and maybe even better than local is local then not redundant? If local is redundant why can't it be removed?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#438 - 2015-04-17 18:33:38 UTC
Just a general thought...will the intel the OA provides be available only to those who anchored it and maybe allies? Or would it be available to all?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Alundil
Rolled Out
#439 - 2015-04-17 18:40:39 UTC
Just had to point to the irony
Dr Farallon wrote:
afkalt wrote:
No, your issue is you can't tell if they are active and are crippled by your own fears.

Don't kid yourself people would hunt them, the'll safe up faster than you can say warp out. This is obvious because they can be hunted TODAY - bait marauder with a cyno, for example. The only thing stopping you....is you.


Once again, you're completely wrong in all of your assumptions. My issue is with the fact that I can't hunt them. I'm not crippled by fear - I'm blue balled by a system that has made a cloaking device and invulnerability switch.

Complaining of being blue balled. Go Figure

I'm right behind you

Fredric Wolf
Black Sheep Down
Tactical Narcotics Team
#440 - 2015-04-17 21:51:01 UTC
I think the declock function should use a fuel source like stront. This would help raise the price of it which it needs and is good for the game.