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Intel and D-Scan and Cloaks, Oh My!

Author
SandKid
Sunset Logistics Company
#1 - 2015-06-15 16:12:48 UTC  |  Edited by: SandKid
So let's talk local intel. (Dodges Bricks)

I'll get to it: the idea is not to remove local, but rather make it more dynamic. The changes I propose are as follows:

1) A player is not detected in local until they fire their warp drive (not mwd/mjd). Not 'attempting' to warp (alignment) but actually entering warp. They are then displayed until they leave the system...or:
2) A player that activates a cloaking module (any), is removed from local. Warping again will result in being added back.
3) warping while cloaked (covert ops) will not trigger local radar.
4) Portal Jumps (to a cyno) are not logged in local - only the cyno's location, as normal, is. Covert cynos function as normal also.

So these changes result in local being much sketchier on intel without being entirely without. A high-slot will have to be given up by those who want to 'hunt' a system by not being detected - they warp to their corner/safe, they pulse the cloak, and then wait for their prey. Covops fleets will be able to move with impunity...except Blops, which don't use covert cloaks. They will log in local as players as soon as they warp. Keep that in mind.

For cynos, jumping a fleet in won't spike local - until you actually move said fleet via warp. This is a reduction in intel - a defender/attacker doesn't know how big the enemy fleet is, only that a cyno was lit up. Unless they jump on grid, all you know is that a cyno was lit. Compared to current mechanics, what you're losing is the intel regarding WHO and HOW MANY jumped in, but not 'what' as local doesn't say that now.

So just D-Scan them, right? Unless they all light up a cloaking module right there, a dscan will answer that pretty quickly anyways. What if they are beyond D-Scan range? Suck it up and get some probes out there...we all know how this goes, nothing new.

Let's change D-Scan. (Dodges chairs)

1) D-Scan Range now affected by angle.
- 360 = 15 AU
- 180 = 20 AU
- 90 = 30 AU
- 60 = 45 AU
- 30 = 75 AU
- 15 = 125 AU

That's quite a buff to D-Scan...or is it? The more focused the D-Scan is, the further it sees. That cyno and its fleet then is easy to spot - line up 30 or 15 and scan! But what about other cases: pirates or FW for example.

A miner watching for pirates will have almost no luck detecting a pirate that is sitting at a safe 50 AU away - they'd have to aim the 30 and hope they see him. Pirate Joe used a cloak too to wipe his local sig...so the miner doesn't actually know if anyone is there. He must simply assume there is. The pirate can see the miner just fine though - he scanned all the celestials with ease. He doesn't see the anti-pirate though, also watching the miner, because he was in the system before the pirate.

A) Miner knows that two people - one of them a criminal - has entered the system in the last five minutes. He doesn't know if they are still there. All he can do is align and pray he gets home. Like usual.
B) Pirate knows where miner is (and thus his presence) but doesn't know about anti-pirate.
C) Anti-pirate knows about miner, knows a criminal entered the system. The pirate COULD be gone, or he may still be there hunting the miner. He doesn't have a way to verify without probes so he watches D-Scan of miner.
D) None of them know that a nullsec fleet with probes already found pirate and antipirate because they were busy watching miner at 30 degrees and didn't see the probes.

Oops.
SandKid
Sunset Logistics Company
#2 - 2015-06-15 16:13:02 UTC
FW: Fleet A warps into plex with a few ships. They show on local (having warped) and are sitting in plex. Fleet B is hunting for war targets - like Fleet A. They warp in then jump to a safe. (Fleet A notices local spike with war targets). Fleet B has cloaks so they can set a trap. They cloak and leave local. Fleet A sees local drop. Fleet C - who is allied with Fleet A - warps in, gets to safe and cloaks to reset.

1) FC A knows he has friends in system (he talked to them) and knows that Fleet B may be stalking the plex.
2) FC B knows fleet A and its composition with D-Scan focused on their plex.
3) FC C knows fleet A and knows Fleet B could still be in system.

FC B warps to the plex gate to try and take down fleet A. FC C sees this and goes to the aid of Fleet A, and he assumes to surprise Fleet B.

Fleet D, allies of Fleet B and who have been patiently waiting, fist pump and jump on top of Fleet C - outnumbering them significantly and routing them and their allies Fleet A.

By splitting forces and being patient, Fleet B and D and their FCs arranged a counter-trap and landed a huge fight. In normal circumstances, Fleet A might not have stayed in the system had it known the massive Fleet D was there waiting for them. If you've ever played hide and seek, you know that seeking is only fun if you actually find someone...otherwise you give up. Likewise, hiding is only fun until you get bored and start wondering where the seeker went...potentially losing the game because the seeker didn't give up yet.

These changes result in a local intel system that drives conflict through discovery. Active intel gathering - probes being the best - is always important. But by adding a level of "fog of war", conflicts have a better chance of taking place because FCs will have to make assumptions based on the intel they have. Right now, there is little guesswork (especially in lowsec) as to who or how many enemies are in the system with you.

The irony in these changes is that two aspiring spies could actually have a ball...

FC 1 and FC 2 are in the same alliance, but they never communicate with each other. Both go out on their usual patrols...and both have spies in them, who are working together for an enemy alliance. The spies arrange for the fleets to end up in the same system through false intel and then begin having the fleets hunt each other via d-scans (which don't identify players or corps). Spy 1 gets his FC to warp onto some bait set by his (real) alliance. Spy 2 gets her FC to jump on FC 1.

Much laughs are had when the two fleets collide - a few trigger happy idiots die - and the FCs see they were hunting each other.

Neither see the third fleet of the enemy alliance bearing down on them.

Thoughts?
Juan Mileghere
The Corporate Raiders
Safety.
#3 - 2015-06-15 18:06:28 UTC
I've always preferred that the only thing that triggers a local update is jumping into a system via stargate or interacting with a station, so WHs, Cynos, and to remove a person from local they have to log in a station or jump through any stargate so if they leave via WH and don't take a gate they appear there until they log off
SandKid
Sunset Logistics Company
#4 - 2015-06-15 18:38:18 UTC
Juan Mileghere wrote:
I've always preferred that the only thing that triggers a local update is jumping into a system via stargate or interacting with a station, so WHs, Cynos, and to remove a person from local they have to log in a station or jump through any stargate so if they leave via WH and don't take a gate they appear there until they log off


I can agree with this somewhat.

I don't say this in the post, but I would say that if you dock in a station you would show on local. Here's the general premise that drives my idea...

"Lore of Local Radars"

Every system has a "Local" radar that detects ship signatures and their pilot owners. As a jump-gate cloaks you on entry, the local radar doesn't know you've arrived. High Security mandates immediate registry to the local radar - hence the reason it works there. Low security and Null security have deployed local radars, but without any law enforcement they can only scan down active ship movements.

The local radar picks up the warp signature of a ship. Covert ops tech is designed to avoid this detection - so it isn't picked up by local radar when warping. Once the local radar reads a warp signature, it tracks it as best as it can. Interaction with celestial objects - stations and ihubs, for example - they register the ship to local also. However, when a ship cloaks it hides its warp core signature...it can't be scanned by the local radar (nor probes as we know). Without the ability to maintain a 'track' on the ship, the local radar isn't able to pinpoint the warp core again unless it fires. Hence, decloaking doesn't add back to local - only the actual warp of a ship does. This applies sitting next to celestial of any kind - only the act of interacting with it results in detection, not being in its presence.

Relative to Cynos, the cyno beacon is so powerful it distorts the local radar from being able to distinguish ship warp cores from it. As ships aren't actually warping but rather being 'tunneled' to the cyno, the local radar isn't able to establish what (if anything) is at the cyno beacon, only that it is there (which is why all pilots see it on their overview).

WHAT IT MEANS...

Covert Ops ships will be detected in local if they warp then activate their cloak. It will be imperative to activate the cloak in alignment. Otherwise, they will 'flash' the local radar between the gap of warping and them activating the cloak. It might only be a few seconds, but a scout watching local will see the movement and know that a covertops is in system as only a covert ship could 'flash' local so quickly...any other ship has to exit warp (even 100km) before they can activate the cloak again, a minimum of five seconds roughly.

Non covert fleets moving through systems (roams) will show in local as normal. They warp from the gate (appear in local) and don't disappear unless they fire a cloak or they jump out of the system. So for the vast majority of ships, local hasn't actually changed. What changes are tactics - specifically for spies, scanners, pirates...what I term as 'seekers'. They will use these new mechanics to their advantage.

Cynos are powerful tools of mobility, but defenders and attackers (through local in its current form) immediately know on arrival of the fleet how many and who they are. The D-Scan change gives defenders the advantage to easily know the enemy force (just scan the cyno) whereas covert attackers are able to enter a system truly undetected. By the time defenders (if not at a celestial) see the probes, its too late to call for help...

...Unless the defenders had a fleet in system, off local, already. For the purposes of hot drops, these changes make them potentially riskier as a defender can possibly set a trap. Remember: scan probes obviously pick up non-cloaked ships. A fleet not of covert ops has no choice but to warp (and register to local) or risk being probed down.
Madd Adda
#5 - 2015-06-15 20:25:25 UTC
Quote:
1) A player is not detected in local until they fire their warp drive (not mwd/mjd). Not 'attempting' to warp (alignment) but actually entering warp. They are then displayed until they leave the system...or:
2) A player that activates a cloaking module (any), is removed from local. Warping again will result in being added back.
3) warping while cloaked (covert ops) will not trigger local radar.
4) Portal Jumps (to a cyno) are not logged in local - only the cyno's location, as normal, is. Covert cynos function as normal also.


the whole reason you want this to happen is just to get the jump on people and have cyno alts around to jump you while not being detected.
1) I don't mind not being detected immediately by local when you enter a system and are under gate cloak, but not being detected by local until you warp makes no sense. Scouts on gates would be undetectable, and when cloaked, untraceable. If anything make 1 min after you enter enter system or when you engage warp NOT WHEN YOU ENTER WARP.
2)/3) this ties with cyno alts you want to warp in undetected and get the surprise attack in on the unsuspecting. Removing people from Local while cloaked is absurdly broken to start.

Even if people invade via jump bridge, defenders are most likely unprepared and would struggle to get ships together to counter, in the off chance they are prepared the invading fleet would still have the first strike.

Carebear extraordinaire

Arya Regnar
Darwins Right Hand
#6 - 2015-06-15 21:05:38 UTC
Sounds good to me.

EvE-Mail me if you need anything.

Lucien Visteen
Imperial Academy
Amarr Empire
#7 - 2015-06-15 21:19:38 UTC
My thoughts are that Local is not that great of an intel tool that people make it out to be. Sure, you can at any time see how many are in system with you, what their name is, how they look like, and their current allignment againts you. That is what you get at a glance. Any other information you have to dig up.

The crucial bit in that is the last one. You can instantly see what standing any entering player, or current player in system with you, has towards you in one of three different colours. Blue (ally), grey (neutral) and red (enemy). Remove that and you are effectively removing local as an early warning system, while it can still function as a sosial interaction tool.

In terms of D-scan, I don't use it enough to make any real opinion. Having the range increase while the "field of view" decrease seems fair. Kinda like a sniper using a scope vs. not using a scope.

What I would really like to see being implemented with the cloak is a passive / active system. The passive system would "hide" the ship from other players HUD and grant immunity from D-scan. But your ship can be probed, and if they spot your ship on grid they can target you as normal (I don't know how many consider it, but a frigate is really small. Without any sort of visual indication actually spotting one is slim to none, especially since most players, to my experience, plays "zoomed out"). You will also be revealed if you target the other player.

If you activate the cloak, you become invisible for a time. If you are using any non cov-ops ships, you will not be able to move while the cloak is active. Cov-ops ships will have a certain amount of mobility. Meaning here that the cloak, used actively, will become a defensive module.

I also think you should be able to sneak into a system. If you gain entry to a system without the use of a gate, then you should not count towards the total sum of players in that system, until you take an interactive action. The first warp after entering, should not count as an interactive action. Activating any module or using the D-scan counts as an interactive action. The tricky bit here I suppose is how to implement it.

These are my thougts. On the whole they tend to be not very popular thoughts, but I like to think they are different since most other suggestions to local is a delay of that instant early warning. And everyone else is like, don't toutch mah cloak!

My very last thougt is that, while it is not exclusively centered around the local vs. cloak debate, be prepared to have this thread derailed and / or closed. My suggestion is to look through your proposal a few more times, clean it up a little and, if this gets closed, repost it in the afk cloak sticky. It is always good to get more opinions on this matter.

The ships hung in the sky in much the same way that bricks don't.

Discomanco
We pooped on your lawn
#8 - 2015-06-15 21:21:01 UTC
Sounds nice and some good ideas.
One issue with the DScan though, which seems to be essential is that the client needs to be ported to 64bit only, or rewrite the DScan system completely.
DScan being 14.35AU / 2.147.483.647km is not a coincidence, this is the highest number a 32bit client can handle, so getting it above that would require a 64bit client, but would in return lock everyone out that uses a 32bit OS (yes those still exist).
Or a complete rewrite of the DScan system so it doesn't do per 1km, but maybe per 100km or 1000km - Not sure if that could work. It's likely to happen anyways some time, but I don't see it being soon.

Still sounds like a nice idea though
SandKid
Sunset Logistics Company
#9 - 2015-06-15 22:03:42 UTC
Discomanco wrote:
Sounds nice and some good ideas.
One issue with the DScan though, which seems to be essential is that the client needs to be ported to 64bit only, or rewrite the DScan system completely.
DScan being 14.35AU / 2.147.483.647km is not a coincidence, this is the highest number a 32bit client can handle, so getting it above that would require a 64bit client, but would in return lock everyone out that uses a 32bit OS (yes those still exist).
Or a complete rewrite of the DScan system so it doesn't do per 1km, but maybe per 100km or 1000km - Not sure if that could work. It's likely to happen anyways some time, but I don't see it being soon.

Still sounds like a nice idea though


Huh, I did not know that! Definitely a dev problem above this discussion, but thanks for the info!

If it did help, increments of 100km would make much more sense as that is talking 'grid' units effectively.
SandKid
Sunset Logistics Company
#10 - 2015-06-15 22:13:00 UTC
Madd Adda wrote:


the whole reason you want this to happen is just to get the jump on people and have cyno alts around to jump you while not being detected.
1) I don't mind not being detected immediately by local when you enter a system and are under gate cloak, but not being detected by local until you warp makes no sense. Scouts on gates would be undetectable, and when cloaked, untraceable. If anything make 1 min after you enter enter system or when you engage warp NOT WHEN YOU ENTER WARP.
2)/3) this ties with cyno alts you want to warp in undetected and get the surprise attack in on the unsuspecting. Removing people from Local while cloaked is absurdly broken to start.

Even if people invade via jump bridge, defenders are most likely unprepared and would struggle to get ships together to counter, in the off chance they are prepared the invading fleet would still have the first strike.


And this is a problem? I don't mean that in an insulting way...think about it.

An undetectable scout...for who? Defenders can very easily monitor the gates to their systems without any detection. A careless attacker (or even a scout) will be seen first. First advantage goes to the defender.

Second, keep in mind the fatigue changes to jumping - cynos are not a viable 'stealth' method for attackers. They still have to get within range of the enemy system to bridge. 5ly isn't that far. They are a means to mobilize a large fleet a large distance. If a defender wants to ward off a cyno getting inside their systems, they will have to actively watch their gates (which most already do, based on what you have said) or they will need to monitor the systems that a bridge could potentially form from. As we already know, this alone is why some systems in null are easier to defend (and thus more valuable) than others.

Keep in mind that a covert ship shows up on grid when It warps from a gate - you can't activate that cloak until you move to align. A scout on grid (for defender) will see that ship and be able to give the forewarning you are expecting, as normal. The difference is if he/she isn't there and paying attention - yeah, you just got snuck past.


SandKid
Sunset Logistics Company
#11 - 2015-06-15 22:27:37 UTC
Lucien Visteen wrote:
What you said...


All great points, let me address some...

First, while these changes have an impact on afk cloaking it isn't along the lines of the usual debate. I actually could care less about that debate (and I also think most folks involved in the matter feel the same too). Anyways, afk cloaking effectively ceases to exist - you wouldn't be in local because you're cloaked.

If you DO want to 'terrorize' someone with intel, don't cloak and warp around (which I think is a totally viable tactic)...exact same effect. For those who do pursue this method of disruption through fear, that's all you gotta do. Warp, cloak. Wait a bit. Warp, cloak. It'll **** miners or whoever off - or they'll bring defenses and you're wasting your time...or getting them to commit more resources for a stealth attack to target. Good either way. Enough on that. Short of it, the whole system proposed in OP is to introduce more 'assumptions', which lead to mistakes as well as clever tactics, both good for the game.

Cloaking modules work in and of themselves just fine. D-Scan needs to be able to detect ships not cloaked, regardless of type or what it's doing. D-Scan is a critical tool in EvE (and a well designed one for the most part). Its an active intel gathering tool. The intel it gives is well balanced - you know what, but not who, and without additional measurements, you don't really know where or how far. This is good.

As far as these changes go, the main goal is to not render local useless but rather transform it into a tool of intel that can be twisted and toyed with to the benefit of those wise enough to use it. Defenders can lay traps, attackers can stage spoofs on enemies, covert ops fleets gain more movement without gaining dmg and such, and cloaking modules as a whole become much more useful.

In a nutshell, the changes are intended to foster more conflict and daring FCs. Local in its current form incentivizes docking up - you know you're outnumbered just by looking at local. A big fleet should have the opportunity to clock a small, uninformed fleet. Likewise, a small fleet ought to be able to get the drop on a big opponent's assets through some careful planning and good intel gathering.
Lucien Visteen
Imperial Academy
Amarr Empire
#12 - 2015-06-16 00:00:39 UTC
This is the usual suggestion.
SandKid wrote:
Anyways, afk cloaking effectively ceases to exist - you wouldn't be in local because you're cloaked.

But it doesn't solve this problem
Quote:
You can instantly see what standing any entering player, or current player in system with you, has towards you in one of three different colours.
And it is a suggestion so heavily in favor of the agressor, its not even funny. Being killed because you did not know that the agressor was in the system... I'm all for making nullsec more dangerous, but that is just unfair.

The problem is that as soon as you are revealed, either from entering system, or from deactivating cloak (presuming that bit is implemented), people will know instantly what side you are on. And this, from what I gather, is the main issue people have with local. It is the achilles heel of the tool used for sosial interaction. And you even said as mutch yourself

If you remove that then all you know is what they are called, how they look like, and that they are in the same system as you. If you want to know more than that, then you have to gather intel.

But.

Those that bemoan locals strenght in terms of intel gathering, don't want to take that achilles heel away. To me that is rather silly. If you truly want to make gathering intel a thing, then that bit has to go.

The cloak works, sure. But I believe it could be so mutch more.

SandKid wrote:
Likewise, a small fleet ought to be able to get the drop on a big opponent's assets through some careful planning and good intel gathering.

Yeah, I like R&K. They do their work properly.

The ships hung in the sky in much the same way that bricks don't.

SandKid
Sunset Logistics Company
#13 - 2015-06-16 16:31:28 UTC
Yeah, I like R&K. They do their work properly.

AFK cloaking - I'm not sure there is a problem when the concept can't even exist under these mechanics. Again, if someone wants to use the tactic all they have to do is warp around. They won't be probed down doing so. If someone wants to collect intel quietly and undetected, they can do so also. The proposal, though not geared towards this 'problem', renders it non-existent to begin with and I personally think it actually gives a good compromise to both sides of that debate: you could potentially scan down the 'fearmongerer' and the spy can operate unseen if they so choose.

Remember: every player dedicated to intel gathering in scout ships is one less player that can be used effectively for attacking. This is neither an advantage or disadvantage, its how tactics work.

People are killed in WH not knowing about the aggressor's presence. Happens every hour. It's not unfair, it's zero security space in the depths of nowhere where the strongest will win every single time.

Now don't get me wrong, null and low should not be like WH space either - the "total removal of local" idea - for the fairly simple reason that among other things, that is a chief component of why WH space is what it is. It's supposed to be dangerous and, in your words, 'unfair'. Thing is, nothing in EvE is fair except whether or not you choose to undock.

Anyways, I'm not going psychological or game theory on this...the short is this: even with these mechanics, a defender will STILL know who the aggressor is and when they arrive by virtue of gathering intel. You reference R&K - prime example of intel gathering the way it ought to be.

Let's run the few scenarios:

1) Aggressor is covops fleet. Under OP mechanics, unless scout for defender is on grid at entry gate (which is entirely possible and, also, he can be undetected too) the covops fleet can fairly easily slip into defender target system and not be known until engagement. Sounds like the way stealth tactics are meant to work - there is a defense, but its a difficult to employ defense. On the flip side, covops ships are ewar centric - not dmg centric. They excel at harassment, not total loss.

2) Agressor is in normal fleet with cloaks. Defenders will see the fleet moving through entry systems - can't cloak in warp - and will have heads up, like usual.
-If aggressor is staging a trap in a system near to defender, it is possible for them to setup and be undetected through cloaking module if a scout wasn't present in the system when they arrived or passed through towards target system.
-At actual target system, aggressor will be seen in local the minute it warps - towards target or anywhere else - revealing its presence if it was somehow missed while warping through entry systems that are normally observed.
-If fleet has no cloaks, then the change in local is almost negligible - you will know they have entered system OR they are cloaked in next-door system because they left local. You have a error of intel "1" jump. You don't know which side of the gate they are on for certain.

3) Cyno Fleet. Cyno ship, if covops, is capable of penetrating defender target system undetected (like EX 1). Lighting Cyno naturally alerts defender system to the presence of an unknown (and thus probably enemy) cyno. Agressor jumps in and then proceeds to carry out its strategy of attack.
-Defender can D-Scan the cyno to see ship numbers and report what is needed to defend, as normal.
-Local will spike upon enemy warping, showing a definitive count (the Achilles heel you mention)...but not before.
-If the defender system has nobody in it...then it would have been a surprise attack under normal circumstance anyways.
-Who lights a cyno in your system and does let folks know they are doing it? Of course it's an enemy cyno!

Now if the cyno sneaking in really were a significant sticking point - I get the feeling from posts so far it is the ONLY sticking point on the OP proposal, perhaps the balance to this would be to restrict Covops to only using covops cynos? Would that help?

Also, you mention the 'social aspect of local' which CCP has referenced in the past...and I believe is a valid point. Local DOES exist in WH, it just doesn't track. This set of changes does not remove local and therefore keeps it in place for those who DO want to be seen and wish to communicate.