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AFK Cloaking™: Ideas, Discussion, and Proposals

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Mike Voidstar
Voidstar Free Flight Foundation
#2501 - 2015-07-17 06:48:01 UTC
No. Hell is as toasty as ever.

You do not understand the fundamental underpinnings of my stance.

I have no problem with PvP in all of it's forms. My issue is with the inherent bias not only toward PvP, but of PvP oriented ships over PvE oriented ships. That's why I would rather attack the base of the problem, which I see as a poor PvE setup that gives players no reason to engage.

PvP oriented players have no problem shooting others for pure sake of doing so. The entire basis of what constitutes risk and reward is completely different from the PvE mindset. Our basic disagreement stems mostly because you discount out of hand anything that isn't purely pvp oriented, and worse one that preserves the predator/prey pvp that is the primary focus of small scale engagements in EVE.

PvP is fine, it just does not deserve to have every single facet of a sandbox game warped to bias that playstyle, and create a system where any other playstyle exists only to put targets in space.

So while I will maintain that cloaks themselves are broken, I don't deny that stealth gameplay is both fun and valid. Cynos also have their place.

I have argued in the past that making cloaks and cynos mutually exclusive would be effective in curbing the abuses of cloaks as regards the afk camping. If one ship in local was representative of just itself, then the risk is quantifiable within a reasonable degree-- The ship could be a covert ship with expanded options but limited combat ability, it could be anything from a newbie frigate to a maurader---but it won't suddenly become a cap fleet or a titan invasion.

But just as I will argue that cloaks are broken on their own and that local is a separate issue, so is the force projection of cynos. Cynos and hotdropping represent cooperative play, and I will support active cooperative play over a passive module every time.
Nikk Narrel
Moonlit Bonsai
#2502 - 2015-07-17 13:16:44 UTC
Ok, Mike made some good points there.

How about this, as an option...

Make PvE ships capable of indirect PvP, on a meaningful level that more than balances the potential of a cloaked threat?

By indirect, I mean have PvE pilots able to set up fast-anchored objects that can support defending them.
These objects are impractical to use offensively in hostile space, because the act of setting them up can be easily interrupted, and thereby prevented.

While it would NOT play as such, the objects would have similarity to defenses in a two dimensional tower defense game.
They would react to capsuleers exclusively who were in their range, and of the standings specified by the owner.

Other things like an anchorable that restores either shields or armor, or possibly offers a temporary shield against attacks on the hopes that friendly forces can arrive quickly.

The whole defense of the PvE player is already resting on efforts made prior to the arrival of a hostile, that being the gate camps and places to get safe.
This would be no different. These would be more temporary, but still require proactive effort against an opponent not already known to be a threat.

Balancing these would be surprisingly easy, with optional limits about range needed between them, to allowances for how many could be on grid at the same time.
So riya
Quebec's Underdog League
Quebec United Legions
#2503 - 2015-07-17 14:33:36 UTC  |  Edited by: So riya
Null sec , , ghost camp everywhere waiting for drop 30 black op or more ......
i suggest all ship can just cloacking for 2 hour ...............after 2 hour auto decloacking



or use fuel for cloacking



afk = not play the game alot afk cloacking in null ,,,alot players do not make alot money for make pvp in null sec ,,less pvp ,less fun play this game !
Mike Voidstar
Voidstar Free Flight Foundation
#2504 - 2015-07-17 16:52:04 UTC
So riya wrote:
Null sec , , ghost camp everywhere waiting for drop 30 black op or more ......
i suggest all ship can just cloacking for 2 hour ...............after 2 hour auto decloacking



or use fuel for cloacking



afk = not play the game alot afk cloacking in null ,,,alot players do not make alot money for make pvp in null sec ,,less pvp ,less fun play this game !


There are far more nuanced solutions. I personally prefer specialized scanning ships that must engage to decloak. These ships could have limited combat ability similar to covert ops, and thus be in serious jeopardy against a combat craft unless operating as part of a fleet, and even so the cloaked ship might manage to escape before backup arrived, or be able to bring in its own backup.

Your solo PvE guy hunting the campers out of his way would not be safe from actively cloaking pilots, your afk cloaker is no longer perfectly safe, your alliance can work to secure space, your cloaker can try to escape or devour the hunting scout ship before he is caught. People that put in effort are rewarded, people that do not or go afk get eaten.
Mike Voidstar
Voidstar Free Flight Foundation
#2505 - 2015-07-17 17:01:44 UTC
Nikk Narrel wrote:
Ok, Mike made some good points there.

How about this, as an option...

Make PvE ships capable of indirect PvP, on a meaningful level that more than balances the potential of a cloaked threat?

By indirect, I mean have PvE pilots able to set up fast-anchored objects that can support defending them.
These objects are impractical to use offensively in hostile space, because the act of setting them up can be easily interrupted, and thereby prevented.

While it would NOT play as such, the objects would have similarity to defenses in a two dimensional tower defense game.
They would react to capsuleers exclusively who were in their range, and of the standings specified by the owner.

Other things like an anchorable that restores either shields or armor, or possibly offers a temporary shield against attacks on the hopes that friendly forces can arrive quickly.

The whole defense of the PvE player is already resting on efforts made prior to the arrival of a hostile, that being the gate camps and places to get safe.
This would be no different. These would be more temporary, but still require proactive effort against an opponent not already known to be a threat.

Balancing these would be surprisingly easy, with optional limits about range needed between them, to allowances for how many could be on grid at the same time.


Oddly, I once suggested almost the opposite, with deployable structures that put up small force fields to replace the current use of cloaks for camping. They could be knocked down with a reinforcement timer, allowing the ship opportunity to summon assistance or attempt escape.

You lose the complete safety of cloaks for comparable safety to a POS. With a reinforcement timer and possibly the need for fuel of some type- maybe something like cap injector charges, you could set up a home away from home. Ideally it would be big enough to hold a couple of battleships, a mobile depot, and maybe a few other deployable structures like the scan inhibitor or even those siphons... could be fun.
Nikk Narrel
Moonlit Bonsai
#2506 - 2015-07-17 18:00:56 UTC
Mike Voidstar wrote:
Oddly, I once suggested almost the opposite, with deployable structures that put up small force fields to replace the current use of cloaks for camping. They could be knocked down with a reinforcement timer, allowing the ship opportunity to summon assistance or attempt escape.

You lose the complete safety of cloaks for comparable safety to a POS. With a reinforcement timer and possibly the need for fuel of some type- maybe something like cap injector charges, you could set up a home away from home. Ideally it would be big enough to hold a couple of battleships, a mobile depot, and maybe a few other deployable structures like the scan inhibitor or even those siphons... could be fun.

That is not what I would call a terrible idea, but it sounds like it may carry a meaningful burden compared to the current system.
Considering the distance between staging area to activity area, the distance to carry needed items can become daunting.
Being the hostile means you are far from support, by comparison.
I believe we want to encourage visits by solo and small groups, and I think increasing the effort required will work against this goal.

The version I suggested, relying on the local residents, allows a local force to offer temporary protection during the setup phase.
Noone realistically expects PvP to babysit PvE long term, but for a brief 10 to 15 minute setup a roam equivalent could hang around till things were prepared.

PvE miner or ratter, having setup enough defenses to offset typical cloaked threats, can then operate with confidence.
Not impunity, or absolute safety, but rather knowing they had a good enough chance to work and survive so that camping them became trivialized as a concern.

Should the PvE player feel it necessary to flee, the defenses should both help this happen, as well as represent a consolation target for the hostile to shoot at. Defenders can appear in order to protect these defenses, promoting interaction on that level.
Mike Voidstar
Voidstar Free Flight Foundation
#2507 - 2015-07-17 19:22:09 UTC  |  Edited by: Mike Voidstar
Encouraging visits by solo and small groups does not seem to be an issue. Indeed, whole swaths of null sec see afk cloaked camps. There should be some burden to doing that. Defending space should have some meaningful reward as well as realistic chance for at least temporary success.

The use of fuel dependent deployables forces a supply chain to keep it up. Either you need more fuel, or you need to replace the deployable itself.

This would ideally come with a change to the functionality of cloaks such that they were huntable but still pretty safe so long as they were active, so the resupply and staging would work synergistically, you know where they are sleeping, and you can hunt them when awake. If you didn't sit on that reinforced force field you will come back to one just like it set up 10km away just to give you the finger while you reinforce it again.

It puts the burden of supply and camping on both sides of the equation.

Considering the goal is meaningful interaction, nothing that allows extended stays unchallenged in hostile space is going to fit the bill. If we are to be allowed meaningful ownership of space, which is the intention of sov, then there has to be a way to meaningfully secure it for whatever use you want to put it to. Otherwise just move on back to lowsec and shoot anything that isn't in your own fleet or something.

It seems to me most of the arguments center around never allowing any degree of security. That seems to me to be silly, when so much effort and resources get spent on owning some patch of space. The security should not be unassailable, but neither should breaching it be trivial compared to what it takes to put your name on it in the first place. Those breaches should be points of conflict, not staring contests.
Nikk Narrel
Moonlit Bonsai
#2508 - 2015-07-17 22:06:44 UTC
Mike Voidstar wrote:
Encouraging visits by solo and small groups does not seem to be an issue. Indeed, whole swaths of null sec see afk cloaked camps. There should be some burden to doing that. Defending space should have some meaningful reward as well as realistic chance for at least temporary success.

The use of fuel dependent deployables forces a supply chain to keep it up. Either you need more fuel, or you need to replace the deployable itself.

This would ideally come with a change to the functionality of cloaks such that they were huntable but still pretty safe so long as they were active, so the resupply and staging would work synergistically, you know where they are sleeping, and you can hunt them when awake. If you didn't sit on that reinforced force field you will come back to one just like it set up 10km away just to give you the finger while you reinforce it again.

It puts the burden of supply and camping on both sides of the equation.

Considering the goal is meaningful interaction, nothing that allows extended stays unchallenged in hostile space is going to fit the bill. If we are to be allowed meaningful ownership of space, which is the intention of sov, then there has to be a way to meaningfully secure it for whatever use you want to put it to. Otherwise just move on back to lowsec and shoot anything that isn't in your own fleet or something.

It seems to me most of the arguments center around never allowing any degree of security. That seems to me to be silly, when so much effort and resources get spent on owning some patch of space. The security should not be unassailable, but neither should breaching it be trivial compared to what it takes to put your name on it in the first place. Those breaches should be points of conflict, not staring contests.

I would suggest that the simpler ability to neutralize the threat currently associated with the cloak, would in turn make hunting them a far lower priority.

If I am doing PvE, and I can anchor various things around me that let me operate without an overwhelming expectation of hopelessness in an encounter, then why should I care about a supposed hostile in system?

It loses meaning, the same way it would be in low sec or high sec.
You still pay attention in low and high sec, but seeing non-allied players is not the same alarming event often portrayed in null right now.

I would focus on not allowing cynos on grid with opposing forces. Make that hot drop a non-event, rather than the reason the home team forfeited the game.
Mike Voidstar
Voidstar Free Flight Foundation
#2509 - 2015-07-17 22:36:59 UTC
There will always be people that want to hunt the other guy just for being there. Among the core concepts is the idea that being out in space is to be vulnerable to being hunted. Your idea for defenses would create issues with other hunters for the same reasons a segment of them currently don't like the agro mechanics of the rats--they don't want to be neutralized, particularly by npc forces. Ideally they prefer to remain unchallenged at all, which is why they whine now, but if you could deploy guns that could give pause to the average hotdropping gang they would go through the roof.

In addition those guns would get mounted everywhere. You would have deathstar levels of firepower at every gate, unless specifically limited against it, which would not make a lot of sense but we deal with plenty of space magic anyway.
Teckos Pech
Hogyoku
Goonswarm Federation
#2510 - 2015-07-17 23:55:20 UTC
Quote:
I have no problem with PvP in all of it's forms. My issue is with the inherent bias not only toward PvP, but of PvP oriented ships over PvE oriented ships. That's why I would rather attack the base of the problem, which I see as a poor PvE setup that gives players no reason to engage.

PvP oriented players have no problem shooting others for pure sake of doing so. The entire basis of what constitutes risk and reward is completely different from the PvE mindset. Our basic disagreement stems mostly because you discount out of hand anything that isn't purely pvp oriented, and worse one that preserves the predator/prey pvp that is the primary focus of small scale engagements in EVE.

PvP is fine, it just does not deserve to have every single facet of a sandbox game warped to bias that playstyle, and create a system where any other playstyle exists only to put targets in space.

So while I will maintain that cloaks themselves are broken, I don't deny that stealth gameplay is both fun and valid. Cynos also have their place.

I have argued in the past that making cloaks and cynos mutually exclusive would be effective in curbing the abuses of cloaks as regards the afk camping. If one ship in local was representative of just itself, then the risk is quantifiable within a reasonable degree-- The ship could be a covert ship with expanded options but limited combat ability, it could be anything from a newbie frigate to a maurader---but it won't suddenly become a cap fleet or a titan invasion.

But just as I will argue that cloaks are broken on their own and that local is a separate issue, so is the force projection of cynos. Cynos and hotdropping represent cooperative play, and I will support active cooperative play over a passive module every time.


This is a sandbox game with a very limited set of rules regarding what players can and cannot do. As such, PvP (broadly defined as one or more players having an impact on one or more other players) is going to be the dominant form of play. Nothing is being warped, this is just the way things will be.

This is a game where people are invariably going to end up as predator or prey. If you refuse to accept this your time in the game is going to be generally frustrating. Time and again, CCP has reinforced this view for the game (e.g. suicide ganking, bumping mining ships, cloaks, etc.) In each instance where somebody has wanted relief from some activity in game that they did not like they almost never get it from CCP.

And I am not discounting anything out of hand. Look, if I shoot a rock in an asteroid belt before you get to it that is a type of PvP. I got there first and got the resources before you did. And now you can't get those resources Granted, there are plenty of such resources so you will not be too upset. You’ll just look for another rock to shoot. That is what null sec alliances are like. A lot of fights take place over resources like moon goo and such. CCP wants conflict and from my perspective the more of it the better. So it isn’t me that is discounting things, IMO. And yes, every play style puts targets in space. What kind of target you are is up to you. If you undock in a PvE fit ship, yeah you’re a softer target than if you undock in a PvP ship relative to others in PvP ships. However, you’ll be a hard target to the NPCs. This is a game about choices and tradeoffs. If you elect to always undock in a PvE ship…well you made that choice and have to accept the resulting consequences.

You can’t say, I made a bad decision, in retrospect, so CCP please change the game. Especially when a priori your thought the decision was quite good.

And what you call abuse of cloaks is not abuse, it is using cloaks as they were intended to be used. And as I have already proven, AFK cloaking and local are inextricably linked. This is why a balanced solution is to revamp local/intel and cloaks…at the same time.

Anybody claiming that such an approach is to just get “easy” kills is just being obtuse and unwilling to look at things from the perspective of what is good for the game vs. what is good for me or my style of play. Hell, I’ve even stated I’d be happy if the new intel system in some ways provided even better intel than local does now. For example, having observatory arrays be linked in a constellation or even a region allowing one to access that information while say docked at the array. If you put an alt in the array, and have 1 or 2 other characters ratting or mining you could have an even better level of intel and safety. Of course, ideally the observatory array could be vulnerable to attack, either one that corrupts intel such hacking or simply taking them offline (destroying them even if it is in the vulnerable window). This way both sides get something.

Conflict is good for this game. It drives subscriptions, it drives industry and mining and invention. Huge amounts of ISK is destroyed via conflict. Putting more emphasis on PvE will likely not have those kinds of effects. Yes, I know some players really prefer PvE, but that is not what this game is about.


"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
#2511 - 2015-07-17 23:59:28 UTC  |  Edited by: Teckos Pech
BTW, want to have a PvE ship be more viable while undocked....have it so that the desired tank is an omni tank, not the highly specialized tank that most PvE ships have fitted. Yes, have the rats shift between damage types.

Now, if you want a PvE ship that can stand up to N attackers....then no. Sorry you are just going to be SOL on that one. The idea of having one single dominant ship or even ship class is never going to happen other wise we might as well stop calling this Eve Online and just call it [Dominant Ship] Online.

And yes there are plenty of examples of CCP doing exactly that when a certain ship or ship type gets to become the dominant style of play.

"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
#2512 - 2015-07-18 00:20:42 UTC
Mike Voidstar wrote:
There will always be people that want to hunt the other guy just for being there. Among the core concepts is the idea that being out in space is to be vulnerable to being hunted. Your idea for defenses would create issues with other hunters for the same reasons a segment of them currently don't like the agro mechanics of the rats--they don't want to be neutralized, particularly by npc forces. Ideally they prefer to remain unchallenged at all, which is why they whine now, but if you could deploy guns that could give pause to the average hotdropping gang they would go through the roof.

In addition those guns would get mounted everywhere. You would have deathstar levels of firepower at every gate, unless specifically limited against it, which would not make a lot of sense but we deal with plenty of space magic anyway.


No, it is the belief that you should not be protected by the NPCs...especially when you were just slaughtering them wholesale. It is a daft and goofy mechanic.

And deploying guns is just a bad, bad idea. It would be used and abused. How about I come into your space with a covert cloak and deploy said guns and use them against you. Put them at the undock of your station. How many guns per player? 2, 3, 10? That is a potentially huge force multiplier.

Yes, you can almost see the problem, but then you just go v0v it is just the PvP players whining when in reality it is just not good for the game.

"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

Barrogh Habalu
Imperial Shipment
Amarr Empire
#2513 - 2015-07-22 06:12:29 UTC
Teckos Pech wrote:
BTW, want to have a PvE ship be more viable while undocked....have it so that the desired tank is an omni tank, not the highly specialized tank that most PvE ships have fitted. Yes, have the rats shift between damage types.

And what's stopping people from using such fits right now? I mean, besides them sucking for intended purpose while still being SOL if jumped?
Teckos Pech
Hogyoku
Goonswarm Federation
#2514 - 2015-07-22 06:18:51 UTC
Barrogh Habalu wrote:
Teckos Pech wrote:
BTW, want to have a PvE ship be more viable while undocked....have it so that the desired tank is an omni tank, not the highly specialized tank that most PvE ships have fitted. Yes, have the rats shift between damage types.

And what's stopping people from using such fits right now? I mean, besides them sucking for intended purpose while still being SOL if jumped?


Nothing...

And there is the problem that if you are jumped he probably has back up. In which case, no amount of tank will likely help...unless a brand new wave of rats just spawned and they use ewar...in which case the rats become your buddies!

Goofy, I know. Straight

"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
#2515 - 2015-07-22 15:46:25 UTC
We are veering a bit off subject here.

The rats aren't protecting you, they are attacking the ewar, which is what they do. That's a clear cut case of come prepared for your intended purpose. Much as you want to tout the PvE guy should have a tank sufficient for rats and attackers alike, so should the attacker.

None of which has anything to do with AFK cloak camping.

I agreed that automatic guns to attack people who come at you were bad, especially without discussion of limiting where and how they are deployed.

But even if only deployed within a certain distance of an active ship, no where near stargates, stations, outpost or POS, meaning pretty much only in empty space or PvE content, still would those same kind of hunters complain about being challenged in their hunts.

Nikk has a point that the defenses for a PvE pilot are all in place before the hunt even begins, and guns of this nature would be no more than another level of the same idea. I would prefer to be able to bring aggression to my opponent rather than set up another arbitrary hurdle to his brining aggression to me.
Nikk Narrel
Moonlit Bonsai
#2516 - 2015-07-22 17:27:41 UTC
Mike Voidstar wrote:
...
Nikk has a point that the defenses for a PvE pilot are all in place before the hunt even begins, and guns of this nature would be no more than another level of the same idea. I would prefer to be able to bring aggression to my opponent rather than set up another arbitrary hurdle to his brining aggression to me.


I understand you want to take it to the hostile, but I am addressing options to encourage a PvE ship to remain in the field.

Like an ingredient for a cooking attempt, too little has no benefit, while too much makes the food bad.
There is a limited range for this idea, however, where it can produce improved play.

As I originally stated:
Balancing these would be surprisingly easy, with optional limits about range needed between them, to allowances for how many could be on grid at the same time.

Adding to this: no ability to anchor such objects on grid with gates or other primary items, (Outposts and POS's).

Now, the idea that a cloaked hostile COULD leave something like this on grid at a belt, or other encounter area for PvE?
If the residents avoid the areas while a hostile is present, sure, why can't they do this?

It would add another level of absentee player conflict, where the cloaked hostile could leave gifts and go elsewhere, instead of simply AFK Cloaking.
Mike Voidstar
Voidstar Free Flight Foundation
#2517 - 2015-07-22 18:49:40 UTC
I agree, to a point.

It still does not really address the afk cloaking issues, but it does alter the balance of it. It would eliminate the cloaked from ever being alone, limiting the tactic to organizing hotdrops as only frigate and cruiser sized ships get cov ops cloaks. The specifics of the changes would determine if this was a good or bad thing, but it would certainly be a change.

I don't really like inactive play, on either side. You don't need to be micromanaging things like a adhd ferret on a triple espresso, but some modicum of obligation to pay attention to your ship to be effective at a given goal should be required. Your guns don't really address that concept. The risk to the PvE pilot remains completely arbitrary and in the hands of his opponent, just with a higher bar to entry similar to high sec. It could honestly be argued at that point that system upgrades in the form of mercenary contracts for automatic NPC responses to attack similar to Concord are reasonable, perhaps fleets of Mordus, or with various other corps or even empire navies depending on Corp standings. Nothing invulnerable like Concord, but strong enough to be a real deterrent.

I am fine with the idea of covert operatives leaving gifts at certain points too... The guns themselves would not be cloaked and unscannable, though the nature of the contact could be hidden by a scan inhibitor deployable. Strong limitations would be needed to prevent abuse at certain points like stations, stargates and POS. A mini-POS plan, with a central control deployable that could allow for the placing of a certain amount of guns or other offensive structures could work.

Teckos Pech
Hogyoku
Goonswarm Federation
#2518 - 2015-07-22 19:21:45 UTC
Mike Voidstar wrote:
We are veering a bit off subject here.

The rats aren't protecting you, they are attacking the ewar, which is what they do. That's a clear cut case of come prepared for your intended purpose. Much as you want to tout the PvE guy should have a tank sufficient for rats and attackers alike, so should the attacker.

None of which has anything to do with AFK cloak camping.

I agreed that automatic guns to attack people who come at you were bad, especially without discussion of limiting where and how they are deployed.

But even if only deployed within a certain distance of an active ship, no where near stargates, stations, outpost or POS, meaning pretty much only in empty space or PvE content, still would those same kind of hunters complain about being challenged in their hunts.

Nikk has a point that the defenses for a PvE pilot are all in place before the hunt even begins, and guns of this nature would be no more than another level of the same idea. I would prefer to be able to bring aggression to my opponent rather than set up another arbitrary hurdle to his brining aggression to me.


As for rats, it is a dumb mechanic because rats in anomalies do not leave. I could maybe see it in belt ratting where they have been know to warp off, but not in anomalies. And most ewar does not work on rats. For example they have infinite cap. You cannot damp them, and pretty sure trying to jam them is useless too. So here we have a situation where using points is literally pointless. Using all other forms of ewar (except maybe target painters) is also useless...but for some reasons these rats will attack any ship using them.

As for the notion of anchoring guns, it is basically a way to continue with solo play in a game where solo play has always been a serious challenge. And for the most part the solo ratter ratting in his own sov is really not all that challenging. There is a way to get extra guns on grid if there is a cloaky camper...bring more people. If we go back like 300 posts (literally, I discussed this in my now locked thread) you can rat in a group. Heck you could rat in multiple groups all in the same fleet. Now you have the extra guns needed to engage that hostile. You can also fit a better omni tank as well without as much risk of losing your ship to the rats.

Trying to come up with a solution that continues to allow solo play in the face of a foe (AFK or not) who might bring friends...strikes me as...well not a good path to go down.

"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

Faelune
Tous Pour Un
#2519 - 2015-07-23 15:10:37 UTC  |  Edited by: Faelune
Do this device like a stealth submarine do usually, with tweak and trick. And after that what else? Concord? Never heard about!
Developp a new module or a web device to track submarine stealth machine. Right! Do it. And else? Kaboom! Conkordoken! good grief

Steal a Drifter device unknown from concord and Spice the high and null sec, developping an new sealth device for torpid . Voted!

If you didn't saw that torpedo, you watch clearly your sea and your sky like it isn't in real.
Mike Voidstar
Voidstar Free Flight Foundation
#2520 - 2015-07-23 17:17:27 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
We are veering a bit off subject here.

The rats aren't protecting you, they are attacking the ewar, which is what they do. That's a clear cut case of come prepared for your intended purpose. Much as you want to tout the PvE guy should have a tank sufficient for rats and attackers alike, so should the attacker.

None of which has anything to do with AFK cloak camping.

I agreed that automatic guns to attack people who come at you were bad, especially without discussion of limiting where and how they are deployed.

But even if only deployed within a certain distance of an active ship, no where near stargates, stations, outpost or POS, meaning pretty much only in empty space or PvE content, still would those same kind of hunters complain about being challenged in their hunts.

Nikk has a point that the defenses for a PvE pilot are all in place before the hunt even begins, and guns of this nature would be no more than another level of the same idea. I would prefer to be able to bring aggression to my opponent rather than set up another arbitrary hurdle to his brining aggression to me.


As for rats, it is a dumb mechanic because rats in anomalies do not leave. I could maybe see it in belt ratting where they have been know to warp off, but not in anomalies. And most ewar does not work on rats. For example they have infinite cap. You cannot damp them, and pretty sure trying to jam them is useless too. So here we have a situation where using points is literally pointless. Using all other forms of ewar (except maybe target painters) is also useless...but for some reasons these rats will attack any ship using them.

As for the notion of anchoring guns, it is basically a way to continue with solo play in a game where solo play has always been a serious challenge. And for the most part the solo ratter ratting in his own sov is really not all that challenging. There is a way to get extra guns on grid if there is a cloaky camper...bring more people. If we go back like 300 posts (literally, I discussed this in my now locked thread) you can rat in a group. Heck you could rat in multiple groups all in the same fleet. Now you have the extra guns needed to engage that hostile. You can also fit a better omni tank as well without as much risk of losing your ship to the rats.

Trying to come up with a solution that continues to allow solo play in the face of a foe (AFK or not) who might bring friends...strikes me as...well not a good path to go down.


I agree that just upping the ante against the camper is the wrong path. That's why I advocate being able to hunt him down instead. It returns it to a level playing field where he can bring friends, the locals can bring friends, everyone has to stay awake and aware to stay alive and be successful.

If the method of hunting him is similar in power to a covops scout then it's not a death sentence. If it's a toon in a newbie frigate it deserved to die anyway, and probably will. If it's something with more teeth, the cloak hunter can be killed quickly and the camp moved- he can't go afk, and he can be overpowered if he does not escape quick enough, but it becomes a contest rather than a default win for either side.

That camper can be in almost anything, and there are plenty of ships capable of devouring a cov-ops in seconds. Making them huntable does not mean perfect safety for the residents, it just restores a balance of effort for achieved effect.