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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Herold Oldtimer
State War Academy
Caldari State
#2421 - 2015-07-02 18:47:13 UTC
Nikk Narrel wrote:
You sound like you have some insight into this.

Please share your thoughts, if indeed they can offer the solution.


I'd love to, but first I would like to ask a question.

What is it that makes local so powerful as an intel tool?
Mike Voidstar
Voidstar Free Flight Foundation
#2422 - 2015-07-02 19:04:59 UTC
Maria Dragoon wrote:
1 - The attacker only has the initiative until he encounters something that can beat him. Second, A person in low or null sec accepts the risk that a fleet will drop in the system, which will force him to relocate, often either safeing up, grabbing a ship to help beat back the attackers, or running, and relocating to somewhere else, the very nature of him picking to live in low or null sec, or hell even stepping foot in there, he accepts that there is a risk. He is not denied any game play. He simply has to face another challenge, how he chooses to react to something is also once again, part of his game played. He is not losing out due to the attackers, he losing out because of he reaction to the attackers.

2: I think you have game conditions vs game mechanics mixed. Let me explain. A mechanic is a tool that in game to help players play the game. Local as well as cloak is a MECHANIC, a condition is a set of goals to determine if one wins or lose. The points require before a systems flips is an example of a condition, which condition falls under mechanics. Local however, does not provide win or loss, or any way to measure it, instead it a tool, thus a game mechanic, much like cloaking doesn't mean that ship wins or lose, it simply a game mechanic. Please don't base your arguement that local is a condition that the game will always have to live with. Because I will tell you this now, it not, in fact a game condition, it a game mechanic, which has been changed in the past.

3: Local is balance has a number of different balancing mechanics. Assuming Local in itself perfectly balanced alone is infact, a fallacy. A straw man one I believe, for the fact that you don't take other mechanics into play when you consider if local is balanced or not.

4: This can be said about anything really. I can just as easily dock up, and never be forced into non-consensual PVP. I can be freely and eternally safe in my npc station, and never have to worry about your ****. But just like a cloaked person, you know what that means? I can't inteact with anyone outside, a cloak ship lacks the ability to attack you, it lacks the ability to light a cyno, it lacks the ability to do much of anything really besides saying "Hey he here guys!" He is infact less then eternally safe as a person who docked up, because the last I checked. Bubbles can't force people to undock.


1- Unless he is cloaked. The only way to force a cloak ship out of his cloak is to get close. As there isn't even a reliable way to get on grid, initiative stays completely with the cloaked ship at all times unless he chooses to put himself at risk by his own actions. To engage or not engage is purely his choice. Assuming the defender is a PvE pilot, who wishes to engage in PvE with a ship suited to such wether it be mining, rafting or whatever else, is forced from his chosen activity and into pvp, which his ship is usually pretty thoroughly unprepared for by the very nature of PvE. He can reship and try to meet the invader in the field, but we are now beyond the scope of the discussion and into purely consensual PvP from both parties.

2- Whatever you want to call it, Local is not equivalent to the use of a ship modules. It operates the same for every body, everywhere it exists. If it were to be balanced by other factors they would need to be equally universal, not the result of conditional factors like ship fitting. For instance you might balance local with dscan or other universal ship functions, but cloaking isn't anything like that. I don't claim it could not be changed, and I don't care if it does or does not. The imbalance of cloaks is a separate issue that should be balanced in its own right.

3- The fallacy is claiming that local is somehow providing a different function to you and to your prey. Both receive the same information, in the same way, and as close to the same time as technology allows. The problem is the sense of entitlement that the PvP pilots that exclusively hunt PvE ships feel at losing kills when the PvE ship executes what is often it's sole reasonable defense and leaves the field. There is no win condition for most PvE pilots in a PvP encounter, just loss and more severe loss. There are some who are baiting and are willing to engage, but that is not the average PvE pilot.

4- just as cloaks are not equivalent to mechanics like local, neither are they equivalent to structures like outposts or POS. In fact, POS can be brought down and outposts lost.... But if he chooses a cloak is eternal. Structures require significant effort and resources to put up, incur significant upkeep, and anything coming or going is conceivably at risk. Cloaks are only at risk while coming and going, and at that are still safer barring extremely bad luck, and in most cases retaining complete initiative on when or if a confrontation occurs.
Nikk Narrel
Moonlit Bonsai
#2423 - 2015-07-02 19:09:31 UTC
Herold Oldtimer wrote:
Nikk Narrel wrote:
You sound like you have some insight into this.

Please share your thoughts, if indeed they can offer the solution.


I'd love to, but first I would like to ask a question.

What is it that makes local so powerful as an intel tool?

The answer comes in two parts, as both together are required to make it powerful.

1. While limited, it offers absolute accuracy and reliability.
You may not know any details of the pilot, but you know they are in that system, and whether they are of a standing that concerns you officially.

2. The removal of regular presences from a system, that fit into the category of hostile or other.
The limited details provided become quite powerful when these other categories are normally absent.
The sudden presence of a pilot from a non-allied category stands out for immediate awareness and response.
Mike Voidstar
Voidstar Free Flight Foundation
#2424 - 2015-07-02 19:18:12 UTC  |  Edited by: Mike Voidstar
Nikk Narrel wrote:
Herold Oldtimer wrote:
Nikk Narrel wrote:
You sound like you have some insight into this.

Please share your thoughts, if indeed they can offer the solution.


I'd love to, but first I would like to ask a question.

What is it that makes local so powerful as an intel tool?

The answer comes in two parts, as both together are required to make it powerful.

1. While limited, it offers absolute accuracy and reliability.
You may not know any details of the pilot, but you know they are in that system, and whether they are of a standing that concerns you officially.

2. The removal of regular presences from a system, that fit into the category of hostile or other.
The limited details provided become quite powerful when these other categories are normally absent.
The sudden presence of a pilot from a non-allied category stands out for immediate awareness and response.


3. The lack of noise on the signal, which is only the case when effort is put forth and maintained to keep it clean.

You cover that in two, but cloaks also count as noise.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#2425 - 2015-07-02 19:32:54 UTC
Mike Voidstar wrote:
-snip-


Once again we are back at the start of our loop.

1- A cloak ship can be forced into non-consensual PVP, in fact there are a number of guides on how to do it. As for the said PVE pilot, again, he accepted the risks of being forced to defend his chosen picking grounds. It was his choice to go into low sec/null sec, so thus he accepts the fact that it part of his chosen game play that people are going to come around and attempt to exploit him. Which gets back to my original point. It of course going to be much harder to force someone into a losing position, if he at the peak of his strength, then when he at his weakness. Once again, we loop back to this. I don't understand how you continue to fail to see this point.

2- Local is in fact equal to your ship module. It is a tool that everyone has access to with little to arguably no skill required to train for it access, Cloaking is a module that takes a little bit of time to train for, but it is in fact a tool that ANYONE can have access to.

3 - the problem, with your strawman, is that you continue to look at it from one direction. Local has always provided a advatage to defending players, as it allows them to not only leave the field, so that their ship isn't nuked off the field. But it allows them to notify the rest of their corp/alliance where the enemy fleet is, and what numbers. Again, we just continue this loop, and again, we will return back to where we started. Maybe I should just start copy and pasting what I say, it will be much faster, and much easier.

4: again, another rehash. Cloak is a tool, just like local is a tool. They perform different functions and in turn, their functions allows for balance. A cloak isn't eternal. God, I still trying to figure out where the hell you all get this from. I'm starting to come under the assumption that people don't know how cloaking actually works.... yes poses can be loss, you are correct, and outposts can be flip, but cloaked ships can also, and often are, destroyed. I don't understand what your point was with this one.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Herold Oldtimer
State War Academy
Caldari State
#2426 - 2015-07-02 20:01:27 UTC
Thanks, and within those answers lies the solution.

Nikk Narrel wrote:
1...and whether they are of a standing that concerns you officially.
Nikk Narrel wrote:
2...The sudden presence of a pilot from a non-allied category stands out for immediate awareness and response.


It is too easy, at a glance, to tell if another player is hostile to you or not. Remove that, and its fixed. Simple as that. And if no one can tell at a glance if you are hostile, it should no longer be any concern if you go afk. So two birds with one stone.

Now why is it that both camps desperately try and have this stay in place, while still get their points across? Easy.

PvE players want their early warning system.
"Enemies" want their ISK deniability.
Mike Voidstar
Voidstar Free Flight Foundation
#2427 - 2015-07-02 20:23:38 UTC
Maria Dragoon wrote:
Mike Voidstar wrote:
-snip-


Once again we are back at the start of our loop.

1- A cloak ship can be forced into non-consensual PVP, in fact there are a number of guides on how to do it. As for the said PVE pilot, again, he accepted the risks of being forced to defend his chosen picking grounds. It was his choice to go into low sec/null sec, so thus he accepts the fact that it part of his chosen game play that people are going to come around and attempt to exploit him. Which gets back to my original point. It of course going to be much harder to force someone into a losing position, if he at the peak of his strength, then when he at his weakness. Once again, we loop back to this. I don't understand how you continue to fail to see this point.

2- Local is in fact equal to your ship module. It is a tool that everyone has access to with little to arguably no skill required to train for it access, Cloaking is a module that takes a little bit of time to train for, but it is in fact a tool that ANYONE can have access to.

3 - the problem, with your strawman, is that you continue to look at it from one direction. Local has always provided a advatage to defending players, as it allows them to not only leave the field, so that their ship isn't nuked off the field. But it allows them to notify the rest of their corp/alliance where the enemy fleet is, and what numbers. Again, we just continue this loop, and again, we will return back to where we started. Maybe I should just start copy and pasting what I say, it will be much faster, and much easier.

4: again, another rehash. Cloak is a tool, just like local is a tool. They perform different functions and in turn, their functions allows for balance. A cloak isn't eternal. God, I still trying to figure out where the hell you all get this from. I'm starting to come under the assumption that people don't know how cloaking actually works.... yes poses can be loss, you are correct, and outposts can be flip, but cloaked ships can also, and often are, destroyed. I don't understand what your point was with this one.


1- what is under discussion is afk camping. You can force a ship with a cloak into PvP, just not while it's using that cloak unless the pilot makes an error of some kind, and most certainly not once he has begun his camping. There is nothing to make him move unless he just wants to for some reason, and no way to get on grid unless he has chosen to set his camp up next to something. Yes, the PvE accepts that there will be some loss when he undocks... That still does not mean he won anything when he is forced to flee in the presence of hostiles. Lacking victory conditions for the PvE pilot is one of the main problems here preventing him from even attempting PvP. Those hostiles would have to remain for hours, if not days to make up the cost of his hull and pod in lost profit.

2- local is a pervasive game element. Cloaks are an optional module. Local performs identically for everyone. Cloaks only function for those that fit them, altered by skills. They are not in any way the same. Clearly we disagree here, but the differences seem very clear to me, while arguing the reverse seems to be reaching for a justification of a broken mechanic.

3- You can call it a loop, but you aren't addressing the fact that it player action causing your problem, not local. Local is just showing who is currently in system, to everyone, equally. Players are using that information in ways you don't like. Last I checked people doing things other people don't like was at the heart of EvE. Rather than seeking those that are nearly defenseless use this tool to find those that will engage and your problems finding a fight will be over. This once again touches more on motivating people to fight more than it does on the power or uses of local itself.

4- So you are claiming that cloaks cost enough cap that they can't be sustained? Perhaps some fuel? They require some sort of action to maintain over time? No. Unless the pilot chooses to shut it off or stupidly set his camp on grid with something else and then gets really, really unlucky that cloak is staying on till downtime. As soon as it's logged back in it can be recloaked within seconds until downtime again. It's as eternal as anything in EvE can be.
Maria Dragoon
Brutor Tribe
Minmatar Republic
#2428 - 2015-07-02 20:46:31 UTC
Mike Voidstar wrote:
Maria Dragoon wrote:
Mike Voidstar wrote:
-snip-


Once again we are back at the start of our loop.

1- A cloak ship can be forced into non-consensual PVP, in fact there are a number of guides on how to do it. As for the said PVE pilot, again, he accepted the risks of being forced to defend his chosen picking grounds. It was his choice to go into low sec/null sec, so thus he accepts the fact that it part of his chosen game play that people are going to come around and attempt to exploit him. Which gets back to my original point. It of course going to be much harder to force someone into a losing position, if he at the peak of his strength, then when he at his weakness. Once again, we loop back to this. I don't understand how you continue to fail to see this point.

2- Local is in fact equal to your ship module. It is a tool that everyone has access to with little to arguably no skill required to train for it access, Cloaking is a module that takes a little bit of time to train for, but it is in fact a tool that ANYONE can have access to.

3 - the problem, with your strawman, is that you continue to look at it from one direction. Local has always provided a advatage to defending players, as it allows them to not only leave the field, so that their ship isn't nuked off the field. But it allows them to notify the rest of their corp/alliance where the enemy fleet is, and what numbers. Again, we just continue this loop, and again, we will return back to where we started. Maybe I should just start copy and pasting what I say, it will be much faster, and much easier.

4: again, another rehash. Cloak is a tool, just like local is a tool. They perform different functions and in turn, their functions allows for balance. A cloak isn't eternal. God, I still trying to figure out where the hell you all get this from. I'm starting to come under the assumption that people don't know how cloaking actually works.... yes poses can be loss, you are correct, and outposts can be flip, but cloaked ships can also, and often are, destroyed. I don't understand what your point was with this one.


1- what is under discussion is afk camping. You can force a ship with a cloak into PvP, just not while it's using that cloak unless the pilot makes an error of some kind, and most certainly not once he has begun his camping. There is nothing to make him move unless he just wants to for some reason, and no way to get on grid unless he has chosen to set his camp up next to something. Yes, the PvE accepts that there will be some loss when he undocks... That still does not mean he won anything when he is forced to flee in the presence of hostiles. Lacking victory conditions for the PvE pilot is one of the main problems here preventing him from even attempting PvP. Those hostiles would have to remain for hours, if not days to make up the cost of his hull and pod in lost profit.

2- local is a pervasive game element. Cloaks are an optional module. Local performs identically for everyone. Cloaks only function for those that fit them, altered by skills. They are not in any way the same. Clearly we disagree here, but the differences seem very clear to me, while arguing the reverse seems to be reaching for a justification of a broken mechanic.

3- You can call it a loop, but you aren't addressing the fact that it player action causing your problem, not local. Local is just showing who is currently in system, to everyone, equally. Players are using that information in ways you don't like. Last I checked people doing things other people don't like was at the heart of EvE. Rather than seeking those that are nearly defenseless use this tool to find those that will engage and your problems finding a fight will be over. This once again touches more on motivating people to fight more than it does on the power or uses of local itself.

4- So you are claiming that cloaks cost enough cap that they can't be sustained? Perhaps some fuel? They require some sort of action to maintain over time? No. Unless the pilot chooses to shut it off or stupidly set his camp on grid with something else and then gets really, really unlucky that cloak is staying on till downtime. As soon as it's logged back in it can be recloaked within seconds until downtime again. It's as eternal as anything in EvE can be.



I'm honestly going to refuse to argue with you anymore. Your entire argument is built upon fallacy after fallacy. You are one of the examples of many people. On why cloak will never be changed. You use fallacies to base your argument upon. we can look at point 4 as an example.

You are basing the entire point around the strength of a cloak. And refuse to acknowledge the weakness side of cloaking. At it full optimal strength, of course a cloaker is going to control the battlefield, he made it into your system, dug himself a hole, and can now monitor you at will. So of course it going to be a ***** to uproot him.

The fact that you ignore the other side of cloaking (IE, the fact that he can't do anything while cloaked, ontop of that, he is vulnerable while moving to said system to entrench. )

You are just an example of why CCP will never change cloaking, so keep posting mate, these fallacies will continue to show ccp that people like you actually don't understand how cloaking vs local mechanics actually work.

I myself grow tired of arguing with someone that base their arguments upon fallacies.

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Dracvlad
Taishi Combine
Astral Alliance
#2429 - 2015-07-02 21:08:28 UTC
The link between local and AFK cloaking is a fallacy, there is nothing wrong with having a player who is on the ball being difficult to catch, yet the gank bears want easy kills. So they whine about having to AFK camp because of local, but lots of people get caught even with local and its got easier and easier and yet you still want it stupid easy... Most of you are too chicken to risk your pod in an interceptor and that is the issue, you want perfect drop of multiples BLOPS for execution kills so you can strut around saying how ace you are, but its just lame so very lame...

CCP an AFK flag is the only way, do it it makes sense!

When the going gets tough the Gankers get their CSM rep to change mechanics in their favour.

Blocked: Teckos Pech, Sonya Corvinus, baltec1, Shae Tadaruwa, Wander Prian, Daichi Yamato, Jonah Gravenstein, Merin Ryskin, Linus Gorp

Mike Voidstar
Voidstar Free Flight Foundation
#2430 - 2015-07-03 03:51:38 UTC
Maria Dragoon wrote:
Mike Voidstar wrote:
Maria Dragoon wrote:
Mike Voidstar wrote:
-snip-


Once again we are back at the start of our loop.

1- A cloak ship can be forced into non-consensual PVP, in fact there are a number of guides on how to do it. As for the said PVE pilot, again, he accepted the risks of being forced to defend his chosen picking grounds. It was his choice to go into low sec/null sec, so thus he accepts the fact that it part of his chosen game play that people are going to come around and attempt to exploit him. Which gets back to my original point. It of course going to be much harder to force someone into a losing position, if he at the peak of his strength, then when he at his weakness. Once again, we loop back to this. I don't understand how you continue to fail to see this point.

2- Local is in fact equal to your ship module. It is a tool that everyone has access to with little to arguably no skill required to train for it access, Cloaking is a module that takes a little bit of time to train for, but it is in fact a tool that ANYONE can have access to.

3 - the problem, with your strawman, is that you continue to look at it from one direction. Local has always provided a advatage to defending players, as it allows them to not only leave the field, so that their ship isn't nuked off the field. But it allows them to notify the rest of their corp/alliance where the enemy fleet is, and what numbers. Again, we just continue this loop, and again, we will return back to where we started. Maybe I should just start copy and pasting what I say, it will be much faster, and much easier.

4: again, another rehash. Cloak is a tool, just like local is a tool. They perform different functions and in turn, their functions allows for balance. A cloak isn't eternal. God, I still trying to figure out where the hell you all get this from. I'm starting to come under the assumption that people don't know how cloaking actually works.... yes poses can be loss, you are correct, and outposts can be flip, but cloaked ships can also, and often are, destroyed. I don't understand what your point was with this one.


1- what is under discussion is afk camping. You can force a ship with a cloak into PvP, just not while it's using that cloak unless the pilot makes an error of some kind, and most certainly not once he has begun his camping. There is nothing to make him move unless he just wants to for some reason, and no way to get on grid unless he has chosen to set his camp up next to something. Yes, the PvE accepts that there will be some loss when he undocks... That still does not mean he won anything when he is forced to flee in the presence of hostiles. Lacking victory conditions for the PvE pilot is one of the main problems here preventing him from even attempting PvP. Those hostiles would have to remain for hours, if not days to make up the cost of his hull and pod in lost profit.

2- local is a pervasive game element. Cloaks are an optional module. Local performs identically for everyone. Cloaks only function for those that fit them, altered by skills. They are not in any way the same. Clearly we disagree here, but the differences seem very clear to me, while arguing the reverse seems to be reaching for a justification of a broken mechanic.

3- You can call it a loop, but you aren't addressing the fact that it player action causing your problem, not local. Local is just showing who is currently in system, to everyone, equally. Players are using that information in ways you don't like. Last I checked people doing things other people don't like was at the heart of EvE. Rather than seeking those that are nearly defenseless use this tool to find those that will engage and your problems finding a fight will be over. This once again touches more on motivating people to fight more than it does on the power or uses of local itself.

4- So you are claiming that cloaks cost enough cap that they can't be sustained? Perhaps some fuel? They require some sort of action to maintain over time? No. Unless the pilot chooses to shut it off or stupidly set his camp on grid with something else and then gets really, really unlucky that cloak is staying on till downtime. As soon as it's logged back in it can be recloaked within seconds until downtime again. It's as eternal as anything in EvE can be.



I'm honestly going to refuse to argue with you anymore. Your entire argument is built upon fallacy after fallacy. You are one of the examples of many people. On why cloak will never be changed. You use fallacies to base your argument upon. we can look at point 4 as an example.

You are basing the entire point around the strength of a cloak. And refuse to acknowledge the weakness side of cloaking. At it full optimal strength, of course a cloaker is going to control the battlefield, he made it into your system, dug himself a hole, and can now monitor you at will. So of course it going to be a ***** to uproot him.

The fact that you ignore the other side of cloaking (IE, the fact that he can't do anything while cloaked, ontop of that, he is vulnerable while moving to said system to entrench. )

You are just an example of why CCP will never change cloaking, so keep posting mate, these fallacies will continue to show ccp that people like you actually don't understand how cloaking vs local mechanics actually work.

I myself grow tired of arguing with someone that base their arguments upon fallacies.


I am not ignoring your point. I just don't think a useful balance for cloaks are the moments that you can't use them. If the cloak is on, that's the end of the story untill the pilot chooses otherwise or made poor decisions. His moments of vulnerability are chosen by him, with freedom of both time and place, and completely informed of his surroundings. That is more advantage than any structure.
Teckos Pech
Hogyoku
Goonswarm Federation
#2431 - 2015-07-06 21:08:10 UTC
Mike Voidstar wrote:

I am not ignoring your point. I just don't think a useful balance for cloaks are the moments that you can't use them. If the cloak is on, that's the end of the story untill the pilot chooses otherwise or made poor decisions. His moments of vulnerability are chosen by him, with freedom of both time and place, and completely informed of his surroundings. That is more advantage than any structure.


Did you not read the post you were responding too? Part of the balance is what a cloak does when it is active. It prevents modules from being activated, prevents targeting, and as such imposes additional limitations.

And with those limitations come some benefits. You seem upset by the benefits, but ignore or downplay the limitations.

"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

Mike Voidstar
Voidstar Free Flight Foundation
#2432 - 2015-07-07 07:50:34 UTC
Sure, but those drawbacks do not balance the benefits of the module. Nothing else in the game provides the same level of safety combined with the freedom of movement and action that the cloak does. Not every threat a cloaked ship can carry needs a target, and regardless of the immediate threat you can't ignore their presence without being suicidal, so even 'helpless' the ship is effective- and for good reason.

Those reasons should not be immune to being disrupted by the actions of others.
Nikk Narrel
Moonlit Bonsai
#2433 - 2015-07-07 13:20:58 UTC
Mike Voidstar wrote:
...
you can't ignore their presence without being suicidal
...

This is the only actual issue here.

We often have no issues ignoring ships which are seen sitting behind POS fields, despite knowing they could emerge at any time and begin violent actions against us.

We often have no issues ignoring ships believed to be in an Outpost, despite being unable to dock and confirm their location.
(If you do not have docking rights, that ship could also be cloaked, you cannot confirm their location)
Docked ships could also emerge and commit violent actions against us.

We need to diminish the threat expectations for cloaked ships, so that they are not affecting play any more than the other two status postures do.

Whether this is due to increased fighting ability on the target's side, decreased ability on the cloaked side, or a balance of both.

A normal cloak should not need additional vulnerability to be balanced. But neither should it be so easily mistaken for an unmanageable threat.
Teckos Pech
Hogyoku
Goonswarm Federation
#2434 - 2015-07-07 17:21:36 UTC
Mike Voidstar wrote:
Sure, but those drawbacks do not balance the benefits of the module. Nothing else in the game provides the same level of safety combined with the freedom of movement and action that the cloak does. Not every threat a cloaked ship can carry needs a target, and regardless of the immediate threat you can't ignore their presence without being suicidal, so even 'helpless' the ship is effective- and for good reason.

Those reasons should not be immune to being disrupted by the actions of others.


An interceptor allows for quite a bit of safety and freedom of movement. In fact, I'd put it at the cloak level. You can't go AFK like with the cloak, that is about the only distinction.

And the obligatory part: when the vessel with a cloak has its cloak active, you too are 100% safe from that cloaked ship.

"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
#2435 - 2015-07-07 17:41:37 UTC
Nikk Narrel wrote:


Whether this is due to increased fighting ability on the target's side, decreased ability on the cloaked side, or a balance of both.


With this though, many cloaked ships are not that…robust. And keep in mind that many players are just as fearful of a cloaked velator as cloaked stealth bomber. Going after ships that already are not known for super awesome DPS or super awesome tanks strikes me as the wrong direction.

Perhaps look into the solo nature of ratting and damage specific rats leading to damage specific tanks...which in turns leaves the ratting ship vulnerable to an attacker who can shoot into the damage resist holes in the ratting ship's tank.

What do we see if we could drop in on people ratting in anomalies in null?

1. 1 ship in an anomaly (exceptions might be a noctis picking up loot/salvage, might have an alt in a second ratting ship)
2. The ship will be tanked to the specific damage types the rats do--i.e. if you are shooting serpentis rats you’ll be tanked for thermal/kinetic and will likely be very vulnerable to either EM or explosive damage.
3. The pilot shooting the rats will also likely be doing damage that the rats are most vulnerable too, so the prospective hunter could specialize his tank as well.

These three things leave the ratter very, very vulnerable not just too cloaked ships, but any ship that catches him. What are the solutions here?

1. Rat in a group—there is safety in numbers. Not only is every ship in the group less likely to be targeted by a single attacker, they also have more DPS to apply to any attacker.
2. Move more towards an omni-tank to better withstand the DPS of the attacker. While ratting solo this might not be feasible in a group it is.
3. Be able to change damage types if possible.

The thing is no player who is ratting right now will want to do any of these things. They are willing to trade off the increased probability of being killed for the increased ISK. So, if this is going to be addressed seriously, the rats need to be changed so that they can change damage types making solo ratting less feasible.

"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

Nikk Narrel
Moonlit Bonsai
#2436 - 2015-07-07 17:58:46 UTC
Teckos Pech wrote:
Nikk Narrel wrote:


Whether this is due to increased fighting ability on the target's side, decreased ability on the cloaked side, or a balance of both.


With this though, many cloaked ships are not that…robust. And keep in mind that many players are just as fearful of a cloaked velator as cloaked stealth bomber. Going after ships that already are not known for super awesome DPS or super awesome tanks strikes me as the wrong direction.

...

Actually, I would settle on the play style becoming more separated, when comparing basic cloaks to covert cloaks.

I view basic cloaks as primarily an AFK tool, or an emergency hiding option that locks you down for the duration.

Covert cloaks, by contrast, I see as intel gathering tools with few limits, but fragile when compared to non-cloaked ships.

Cyno use, by affecting so much in so many ways, deserves specific treatment in order to avoid chilling activities instead.
People expect it too often, and that is affecting too many players who cannot get past their own expectations about them.
Sure, the velator (and other noob ships) is a great way to learn EVE with, but shouldn't this amazingly powerful cyno module require more than a free noob ship to operate?
Mike Voidstar
Voidstar Free Flight Foundation
#2437 - 2015-07-08 08:53:44 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Sure, but those drawbacks do not balance the benefits of the module. Nothing else in the game provides the same level of safety combined with the freedom of movement and action that the cloak does. Not every threat a cloaked ship can carry needs a target, and regardless of the immediate threat you can't ignore their presence without being suicidal, so even 'helpless' the ship is effective- and for good reason.

Those reasons should not be immune to being disrupted by the actions of others.


An interceptor allows for quite a bit of safety and freedom of movement. In fact, I'd put it at the cloak level. You can't go AFK like with the cloak, that is about the only distinction.

And the obligatory part: when the vessel with a cloak has its cloak active, you too are 100% safe from that cloaked ship.



Right up till the moment he chooses to no longer be safe to be around. The moment he chooses, with unbreakable initiative and full knowledge of his surroundings at a place of his own choosing.

And I am fine with cloaks being that safe if they have to stay active like an interceptor to maintain it. That is the absolute core of the issue with my stance that cloaks are unbalanced.
Teckos Pech
Hogyoku
Goonswarm Federation
#2438 - 2015-07-08 17:17:39 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
Sure, but those drawbacks do not balance the benefits of the module. Nothing else in the game provides the same level of safety combined with the freedom of movement and action that the cloak does. Not every threat a cloaked ship can carry needs a target, and regardless of the immediate threat you can't ignore their presence without being suicidal, so even 'helpless' the ship is effective- and for good reason.

Those reasons should not be immune to being disrupted by the actions of others.


An interceptor allows for quite a bit of safety and freedom of movement. In fact, I'd put it at the cloak level. You can't go AFK like with the cloak, that is about the only distinction.

And the obligatory part: when the vessel with a cloak has its cloak active, you too are 100% safe from that cloaked ship.



Right up till the moment he chooses to no longer be safe to be around. The moment he chooses, with unbreakable initiative and full knowledge of his surroundings at a place of his own choosing.

And I am fine with cloaks being that safe if they have to stay active like an interceptor to maintain it. That is the absolute core of the issue with my stance that cloaks are unbalanced.


Bzzzzt wrong. The pilot will have knowledge of who is in system with him. He will have knowledge of what is on d-scan. That is it. Pretty much the same knowledge you have. He has no knowledge of who is “next door”, who is within cyno range, etc. You, on the other hand may very well know who is “next door”, sitting on a jump portal capable ship, etc.

And for ships that can fit covert ops cloaks the very idea is that they are stealthy, sneaky, etc. so if you are going to nerf them like this, then buff the combat capability. Make them much closer to something like a HAC at least then.

"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

Mike Voidstar
Voidstar Free Flight Foundation
#2439 - 2015-07-08 23:30:01 UTC
None of that knowledge of next door or cyno range is an affect or drawback of cloaks, nor even local I you insist on that being a balance point for a module.

The cloaked pilot has all the knowledge available through the game that it's possible for a ship in space to have, just like his opponent. He chooses the place. He chooses the time. He chooses if an encounter will take place, or not. He decides if he is 15km away or 150km away. He has absolute control over the beginning conditions of the encounter.

He has every advantage that his prey does, should he take the same pains to put it in place.

Now, if the cloak required constant vigilance and effort to keep the pilot safe, that would be balanced. Being so safe he can AFK for hours on end is wrong.
Teckos Pech
Hogyoku
Goonswarm Federation
#2440 - 2015-07-09 04:07:03 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
None of that knowledge of next door or cyno range is an affect or drawback of cloaks, nor even local I you insist on that being a balance point for a module.

The cloaked pilot has all the knowledge available through the game that it's possible for a ship in space to have, just like his opponent. He chooses the place. He chooses the time. He chooses if an encounter will take place, or not. He decides if he is 15km away or 150km away. He has absolute control over the beginning conditions of the encounter.

He has every advantage that his prey does, should he take the same pains to put it in place.

Now, if the cloak required constant vigilance and effort to keep the pilot safe, that would be balanced. Being so safe he can AFK for hours on end is wrong.


My point is that one of your big selling points is not as big as you are making it out to be. You even acknowledge it. The cloaked pilots information is the same as yours, in this regard the cloak offers, literally, no benefit. And you should have the benefit of an intel channel, he does not.

Further, the attack at a place of his choosing is also rather misleading. Have you warped into many anomalies like a sanctum in a cloaked ship? There is lots of stuff that can decloak you.

Also, the cloaked ship is usually in hostile space. Meaning no additional ships, if he is alone, no back up. If he is with a gang, well you guys are seriously lacking if you are letting a hostile gang run around your space like that and you deserve all the problems that entails. Chances are he has no POS either.

So again, you keep trying to only compare ships but the overall situations. Given the drawbacks of cloaked ships...well...I still disagree about their not being balanced.

Edit:

And if the pilot can choose the time and place of his engagement...well he isn't AFK is he?

So, off topic Mike.

"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