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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Rende Crow
Baba Yagas
The Initiative.
#2561 - 2015-07-30 17:15:31 UTC
Nikk Narrel wrote:


A ratting ship? Hardly defenseless,



OMG, you must be trolling! A ratting ship in null space might as well be defenseless when you and a dozen of your small gang jump them. And you wonder why people dock up?
Nikk Narrel
Moonlit Bonsai
#2562 - 2015-07-30 18:14:55 UTC
Rende Crow wrote:
Nikk Narrel wrote:


A ratting ship? Hardly defenseless,



OMG, you must be trolling! A ratting ship in null space might as well be defenseless when you and a dozen of your small gang jump them. And you wonder why people dock up?

Wow, you must have interesting reading habits, considering you took that so far out of context, as to have a separate meaning from the original.

A ratting ship? Hardly defenseless, they are designed to grind through NPC opponents.
If being considered here, it suggests a hostile outside the range of NPC targets being involved.
(Different weapon types, and vulnerabilities)


Now, not for lack of reason, but you are also comparing one ship against a dozen, and implying that they are working without intel to the point where a dozen hostiles can reach their system prior to them being alerted.

Apparently the game rewards group play in PvP, but not so much with ratting or intel gathering.

I would suggest incentivizing group play better in other areas, as a solid step towards better circumstances here.
Rende Crow
Baba Yagas
The Initiative.
#2563 - 2015-07-30 19:07:52 UTC  |  Edited by: Rende Crow
I don't really feel I "missed the point". This whole thread is about afk cloaking in null space and you then chimed in saying that a ratting ship is not defenseless. I simply pointed out that it is, because MOST pvp in null space involves a 10 on 1 scenario and a ratting ship can't possibly win with those odds.

In any case, this is a little off topic so lets get back onto topic.


This thread pretty much boils down to:

1. People pointing out that someone cloaked can harass players in a system for days/weeks at a time with no counter, and that something like a log off timer or cloaks falling off after an hour or so would improve the issue.

2. Pvp white knights rushing to the defense of current cloaking and claiming that local intel is the issue.

3. Pvp white knights failing to realize that if you take away local intel and make it imperfect intel, then people in cloaked ships would have a MUCH easier time killing ratters. The end result would be ratting becoming impossible in null sec because cloaked ships would be able to sneak up on ratters on a daily basis.

Simply put the pro-cloak crowd has not provided a reasonable solution to AFK cloaking while the pro-ratter crowd has provided a somewhat decent solution, which is logoff / decloak timers.
Nikk Narrel
Moonlit Bonsai
#2564 - 2015-07-30 19:34:21 UTC
Rende Crow wrote:
I don't really feel I "missed the point". This whole thread is about afk cloaking in null space and you then chimed in saying that a ratting ship is not defenseless. I simply pointed out that it is, because MOST pvp in null space involves a 10 on 1 scenario and a ratting ship can't possibly win with those odds.

In any case, this is a little off topic so lets get back onto topic.


This thread pretty much boils down to:

1. People pointing out that someone cloaked can harass players in a system for days/weeks at a time with no counter, and that something like a log off timer or cloaks falling off after an hour or so would improve the issue.

2. Pvp white knights rushing to the defense of current cloaking and claiming that local intel is the issue.

3. Pvp white knights failing to realize that if you take away local intel and make it imperfect intel, then people in cloaked ships would have a MUCH easier time killing ratters. The end result would be ratting becoming impossible in null sec because cloaked ships would be able to sneak up on ratters on a daily basis.

Simply put the pro-cloak crowd has not provided a reasonable solution to AFK cloaking while the pro-ratter crowd has provided a somewhat decent solution, which is logoff / decloak timers.

1. There are always counters. They often involve some degree of compromise.
That cloaked player may or may not be AFK. If you KNEW one way or another, your frustration would be greatly reduced.
Whichever one they currently are, they can't be blamed for wanting you to believe the opposite is true. That is bluffing.

2. Actually, there is a four part issue involved.
First: Cloaks
Second: Local
Third: Cyno
Fourth: PvE ships are not competent in many PvP engagements

It takes all four together to form this dynamic.
If you eliminate ANY of the four as a supporting factor, the problem vanishes. Will the game be perfect then? Of course not, but this specific issue will be done with.

3. You know how you find a PvE player, in a blue doughnut system where you have no direct intel?
You use local.
The cloaked player is being fed the same intel as the sov resident. He knows when he should be patrolling for activity, because targets are listed plainly for them to see.
Local tells them when the targets have left, so they can chase to the next system, and hunt them.

Without local, the hunter is blind.

Sure, that d-scan works great. But now you need to use it in every single system, or risk missing a target that knows you are groping your way blindly with a stick, tap tapping in the hopes of spotting something promising.

As a miner, I could work under those conditions quite well.
Rende Crow
Baba Yagas
The Initiative.
#2565 - 2015-07-30 19:42:03 UTC  |  Edited by: Rende Crow
I've seen pvpers D-scan down people in 20 seconds flat. Get rid of local intel and the ratters wont stand a chance. A pvp frig will easily prevent a ratter from aligning to warp away until 39475439759834759873489 of their friends arrive to finish the job.
Nikk Narrel
Moonlit Bonsai
#2566 - 2015-07-30 19:59:12 UTC  |  Edited by: Nikk Narrel
Rende Crow wrote:
I've seen pvpers D-scan down people in 20 seconds flat. Get rid of local intel and the ratters wont stand a chance. A pvp frig will easily prevent a ratter from aligning to warp away until 39475439759834759873489 of their friends arrive to finish the job.

You are avoiding acknowledging a few important details.
You seem to ignore player driven intel, which is a major sov sided benefit for residents to use.

1. Cloaked scouts feeding intel for sov residents.
One account, with a cloaked ship at a gate, is enough to track passage through a pipeline system.
With enough players, it is not surprising to have full coverage of all key points of travel monitored.
A few bubbles around the right gate, and you have a lovely tarpit.

2. That cloaked hunter needs to check everywhere, or risk missing targets.
He no longer would have certain knowledge of target presence, so scanning everywhere, (within reason), becomes necessary.
(Map statistics can also be used by defenders, once they see they are a hotspot, relocate to less notable location, and the hunters only get told about past events, not current ones)
Mike Voidstar
Voidstar Free Flight Foundation
#2567 - 2015-07-30 20:21:00 UTC
1. Even your much touted intel channel relies on many people actively doing the work of keeping that space secure. They have to be awake and and aware to make reliable and timely reports. The power of local relies on active participation in securing space, and should not be significantly disrupted by afk activities.

This is very much like complaining you lost a 1 vs. 90 fight.


2. That cloaked hunter does not need to do anything but warp into a given system and start warping to belts at range to keep his cloak from dropping. In most decent systems you have small mining ops and ratters in the regular belts pretty often. Those guys would never see probes, and have no chance at all of avoiding the fight. As their ships were designed by CCP to rely on evasion for defense this seems pretty one sided.

He can put out probes, but if he is just roaming and looking for targets its not required, and since these are stable systems with known value, he can easily target the areas most likely frequented by his prey.
Nikk Narrel
Moonlit Bonsai
#2568 - 2015-07-30 21:07:01 UTC
Free like for your post.
You show good thinking, but my personal experiences allow me some responses you may not have considered.

Mike Voidstar wrote:
1. Even your much touted intel channel relies on many people actively doing the work of keeping that space secure. They have to be awake and and aware to make reliable and timely reports. The power of local relies on active participation in securing space, and should not be significantly disrupted by afk activities.

This is very much like complaining you lost a 1 vs. 90 fight.


2. That cloaked hunter does not need to do anything but warp into a given system and start warping to belts at range to keep his cloak from dropping. In most decent systems you have small mining ops and ratters in the regular belts pretty often. Those guys would never see probes, and have no chance at all of avoiding the fight. As their ships were designed by CCP to rely on evasion for defense this seems pretty one sided.

He can put out probes, but if he is just roaming and looking for targets its not required, and since these are stable systems with known value, he can easily target the areas most likely frequented by his prey.

1. I have a tendency to operate with a second account. Either for hauling or security purposes, I find it works too well to pass up on.
That is one of the reasons Nikk has such a sparse kill board... I tend to work support with him in ships unfit for combat.
Sticking my second account in a covert ship, and one to two systems away, is something I have done in the past.
It makes a heads up truly simple, and keeps my other account safe from hostile contact. Added to which, once my other ship was aligning to warp safely... I could relay the info into the intel channel for others to see. (Figure that delayed the info by 3 seconds)

A second account, in my experience, is not uncommon.
Enough players have them in order for your average PvE player to double as a scout, in a second location.

2. From a hunting perspective, avoiding hazards by warping at distance is smart, but time consuming.
Every alliance I was in, had intel channels constantly being updated by reports across the region about hostile movements being spotted.
Sure, some COULD rely on local heavily, but even those guys knew enough to align when you heard about trouble coming down the pipe.
Nyu Kaminari
Doomheim
#2569 - 2015-07-30 22:37:13 UTC
Please don't slap me. I'm going with probes as it seems a few people have mentioned this.

Surge probe launcher.
-30 min cool-down reduced by skills
-Fires one larger probe with radius and strength dependent on skills
-Senses the manipulation of light and wavelengths (chance to false read signatures from other entities)
-Manual control is limited to as many tries as allocated skill provides (No more than 5)
-Surge probes are unable to be D-scanned
-When the cool-down ends the surge probe moves automatically switching manual control off
-Probes in automatic mode home in on the target with accuracy based on manual control results
-Automatic mode places the probe 50-250 KM of the target and begins to roam quickly for 1 minute
-Probe detonates like a bomb if it wanders less then 2500 meters from target
-Explosion knocks the cloaking device offline until cap reaches 100% (Alert is broadcasted to probe user)

That's all I've got. Positive and negative feedback welcome.
Nikk Narrel
Moonlit Bonsai
#2570 - 2015-07-30 22:56:42 UTC
I gave you a like for an idea that seemed to reflect some effort behind it.

Nyu Kaminari wrote:
Please don't slap me. I'm going with probes as it seems a few people have mentioned this.

Surge probe launcher.
-30 min cool-down reduced by skills
-Fires one larger probe with radius and strength dependent on skills
-Senses the manipulation of light and wavelengths (chance to false read signatures from other entities)
-Manual control is limited to as many tries as allocated skill provides (No more than 5)
-Surge probes are unable to be D-scanned
-When the cool-down ends the surge probe moves automatically switching manual control off
-Probes in automatic mode home in on the target with accuracy based on manual control results
-Automatic mode places the probe 50-250 KM of the target and begins to roam quickly for 1 minute
-Probe detonates like a bomb if it wanders less then 2500 meters from target
-Explosion knocks the cloaking device offline until cap reaches 100% (Alert is broadcasted to probe user)

That's all I've got. Positive and negative feedback welcome.


This is an interesting idea, but it places all the burden of risk onto the cloaked player.
What are they getting in exchange for this added risk?
Nyu Kaminari
Doomheim
#2571 - 2015-07-31 02:17:07 UTC
Nikk Narrel wrote:
I gave you a like for an idea that seemed to reflect some effort behind it.

Nyu Kaminari wrote:
Please don't slap me. I'm going with probes as it seems a few people have mentioned this.

Surge probe launcher.
-30 min cool-down reduced by skills
-Fires one larger probe with radius and strength dependent on skills
-Senses the manipulation of light and wavelengths (chance to false read signatures from other entities)
-Manual control is limited to as many tries as allocated skill provides (No more than 5)
-Surge probes are unable to be D-scanned
-When the cool-down ends the surge probe moves automatically switching manual control off
-Probes in automatic mode home in on the target with accuracy based on manual control results
-Automatic mode places the probe 50-250 KM of the target and begins to roam quickly for 1 minute
-Probe detonates like a bomb if it wanders less then 2500 meters from target
-Explosion knocks the cloaking device offline until cap reaches 100% (Alert is broadcasted to probe user)

That's all I've got. Positive and negative feedback welcome.


This is an interesting idea, but it places all the burden of risk onto the cloaked player.
What are they getting in exchange for this added risk?


First off: Thanks!

You really have got me there and I admit that I've not come up with a contingency to benefit the cloaked
player. The thought was based around a fear dynamic promoting awareness for people who cloak in this
way. I'm not so much against it as much as I'd like to see the risks of scouting cloaked be brought in line
with the risks of something like not being able to eyeball local while mopping up rare spawns in belts.

Both sides would have to practice caution and awareness. Gets the blood pumping. You are right though
there needs to be a little something thrown in there for someone who has to remain active while cloaked
maybe some cool counter options or additional "modes" while cloaked. That of which I admit, I really can't
think of.

Ugh
Mike Voidstar
Voidstar Free Flight Foundation
#2572 - 2015-07-31 07:00:49 UTC
Nikk Narrel wrote:
Free like for your post.
You show good thinking, but my personal experiences allow me some responses you may not have considered.

Mike Voidstar wrote:
1. Even your much touted intel channel relies on many people actively doing the work of keeping that space secure. They have to be awake and and aware to make reliable and timely reports. The power of local relies on active participation in securing space, and should not be significantly disrupted by afk activities.

This is very much like complaining you lost a 1 vs. 90 fight.


2. That cloaked hunter does not need to do anything but warp into a given system and start warping to belts at range to keep his cloak from dropping. In most decent systems you have small mining ops and ratters in the regular belts pretty often. Those guys would never see probes, and have no chance at all of avoiding the fight. As their ships were designed by CCP to rely on evasion for defense this seems pretty one sided.

He can put out probes, but if he is just roaming and looking for targets its not required, and since these are stable systems with known value, he can easily target the areas most likely frequented by his prey.

1. I have a tendency to operate with a second account. Either for hauling or security purposes, I find it works too well to pass up on.
That is one of the reasons Nikk has such a sparse kill board... I tend to work support with him in ships unfit for combat.
Sticking my second account in a covert ship, and one to two systems away, is something I have done in the past.
It makes a heads up truly simple, and keeps my other account safe from hostile contact. Added to which, once my other ship was aligning to warp safely... I could relay the info into the intel channel for others to see. (Figure that delayed the info by 3 seconds)

A second account, in my experience, is not uncommon.
Enough players have them in order for your average PvE player to double as a scout, in a second location.

2. From a hunting perspective, avoiding hazards by warping at distance is smart, but time consuming.
Every alliance I was in, had intel channels constantly being updated by reports across the region about hostile movements being spotted.
Sure, some COULD rely on local heavily, but even those guys knew enough to align when you heard about trouble coming down the pipe.


From a balance perspective, there is no difference between an alt and a second player. The fact that you can leave an alt safely under a cloak for that purpose again argues for the cloak simply being too safe and effective.

We were discussing a scenario with imperfect local. Your intel channels are going to suffer from that too.
Janeway84
Insane's Asylum
#2573 - 2015-07-31 09:37:25 UTC
Give the nestor cov ops cloaking ability instead if the silly hacking bonuses. Roll
Nikk Narrel
Moonlit Bonsai
#2574 - 2015-07-31 13:28:24 UTC
With apologies for the missing previous comments, they can still be seen by scrolling up this thread.

Mike Voidstar wrote:

From a balance perspective, there is no difference between an alt and a second player. The fact that you can leave an alt safely under a cloak for that purpose again argues for the cloak simply being too safe and effective.

We were discussing a scenario with imperfect local. Your intel channels are going to suffer from that too.


Safety is a highly relative term.
In order for safety to have value, it must still allow you some meaningful return on your invested time.

With imperfect local, I can no longer sit in an Outpost, or safely behind the shields of a POS, and just relay the new names appearing in local chat.
I need to have four things, suddenly, as opposed to simply an active account windowed so I could see the local chat list:
The player, giving enough attention to at least hear gate activation, (not really good enough, outgoing traffic ID is missed by sound cues being relied on).
The character investing in the skills
The account, paid or plexed, so the character has game access
The ship itself. You will want something covert, in the event you need to relocate under duress.

Balance wise, I agree. The alt is no different than a second account.
Meta wise, that is not even close. As a player in PvE, having the alt makes me more capable, even though the alt itself has low play value on it's own. (When used in this manner)
As a totally different player, that low effort plus low return dynamic would be a game killing detail, that would make me want to go play something else entirely. Without that PvE side to justify my time on both accounts, it doesn't balance.
Mike Voidstar
Voidstar Free Flight Foundation
#2575 - 2015-07-31 18:55:44 UTC
Janeway84 wrote:
Give the nestor cov ops cloaking ability instead if the silly hacking bonuses. Roll



Well, on the one hand I think all the Black Ops battleships should be using the Cov Ops cloaks, or just as there are 2 varieties in the lower hull weights, another black ops battleship that lacks the jump capability but focuses on covert assault so uses the cov-ops cloak and isn't quite so paper thin.

On the other hand, as we have been discussing, it's my firm belief that cloaks as they stand right now are OP, and that needs to be addressed across all classes of ships.
Ulthanon Kaidos
Royal Amarr Institute
Amarr Empire
#2576 - 2015-08-01 13:18:31 UTC

  1. Give the new Observational Array structure a new module and charge; the Cloak Combat Scanner and Cloak Combat Probes.
  2. Allow players to sit in the OA and use this module.
  3. This module works like regular Core or Combat Probes, albeit with a very small scanning range per probe, and all these probes detect is whether there is a cloaked ship within their range. This cloaked signature can be scanned down and warped to.


Through this idea, AFK cloaking remains an option for the cloaked player, but they run the risk of being scanned down; the defenders can choose to install and fuel the OA and these modules (costing time and fuel) but are not forced to do so; and this mechanic would discourage AFK gameplay without prohibiting it, which is good because being able to influence the game while logged in but not at your computer is totally lame.
Ella Echerie
The Scope
Gallente Federation
#2577 - 2015-08-01 16:47:49 UTC  |  Edited by: Ella Echerie
Ulthanon Kaidos wrote:

  1. Give the new Observational Array structure a new module and charge; the Cloak Combat Scanner and Cloak Combat Probes.
  2. Allow players to sit in the OA and use this module.
  3. This module works like regular Core or Combat Probes, albeit with a very small scanning range per probe, and all these probes detect is whether there is a cloaked ship within their range. This cloaked signature can be scanned down and warped to.


I like something along these lines, as long as:
a) the scanning process takes a reasonably long time (perhaps 60s per scan and 8 or so scans required to pinpoint a target, unless you have a decent idea of their location to start with).
b) player using scanner will be in space and vulnerable

Ulthanon Kaidos wrote:
being able to influence the game while logged in but not at your computer is totally lame.

I think there are a lot of activities in eve that are influential and can be done semi-afk. Most of the others I can think of, however, carry a modicum of risk that scales inversely to the player's level of vigilance (ratting, mining, structure bashing, FW plexing etc). Cloaky camping should too.

Cloaky camping in and of itself is a legit way of disturbing systems and stalking prey, the problem is the 100% impunity that exists even when a player doesn't engage with the game. The cloak probe idea is a possible solution. Obviously this solution doesn't address local, which being closely related is a different debate and the issues extend beyond that of just cloaky camping.

EDIT: Having the probe scanner and some parameters that effect local chat tied to the OA is something I think would be ideal, and obviously some way for outsiders to effect these things with entosis ofc.
Ulthanon Kaidos
Royal Amarr Institute
Amarr Empire
#2578 - 2015-08-01 20:41:06 UTC
Teckos Pech
Hogyoku
Goonswarm Federation
#2579 - 2015-08-02 03:23:59 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Rende Crow wrote:
Arya Regnar wrote:
Nullbears still cry over the lack of complete 100% safetly I see...

They always dock up when you enter local and the only counter to that is cloaky camping.

You cant have counter to both unless you also fix local.



Lets see..... At the very least I am out ratting in a 600 million isk ship and have another 200 million of implants installed. You, the pvper, have no implants installed and a 10 million isk ship. The risk vs reward of fighting you is simply not worth it. Best case I get a 10 million kill mail, worst case I lose almost a billion. Since we all know you probably have another ten friends waiting to jump into the system and kill me, that worst case scenario happens the majority of the time if I fight you.

Of course I am going to dock up! But you have a counter to that! You can catch me before I do. I on the other hand have no counter to getting you out of cloak.


The missing component here is how often do you rat without being killed. If you are pulling in say, 50 million ISK, and it takes 30 hours before you are killed on average, you are way, way ahead of the game. Or, cry me a river. Roll


Just like to point out that your numbers equate to 1.5 Bill ISK. That's not way ahead of the game, for some ratters, especially those doing some of the more intense content that is not much above breaking even.

Now consider your *counter* is to keep a response fleet on standby every second of those 30 hours, presumably paid out of the proceeds from the content you are doing. At minimum that means your 50 million/hour just dropped by nearly half- assuming they are helping, and your "response fleet" is one guy. Make it 2 guys and now you may as well go do level 4s in high sec.

The reverse situation allows the camper to keep up the threat, but he only needs his buddies on standby when they actually intend to attack.

It would certainly be nice if I could see names in local and PvP fit a ship to face them.... But 99 times out of 100 they just endlessly cloak. They don't even have the dignity of the PvE pilots reason of having a ship unsuited for combat- they came for trouble and hid when it showed up.



1.5 billion - 600 million = 900 million. Looks like way ahead of the game to me. The return is 1.5x times the expected loss. And if you are shelling out 600 million for a ratting ship...FFS, stop and use an ishtar, you'll spend less than half and can get just as much ISK....which is why many call it the isktar. Now your are over 4x your loss.

You don't need a response fleet FFS. That is just dumb. One good ratting system can have up 10-15 people ratting, IMO. All of you get in fleet and rat. Now if one of you gets in trouble, ask for help and your buddies can come save you. I have not said you need to keep a fleet of inactive PvP ships sitting in system.

Now if you are being camped by a guy most likely AFK and you are very risk averse then get into a group and rat as a group. You can fit much more PvP oriented fits and if you are on TS you'll be paying much more attention, at the very least if you have 4-6 guys together chances are one of them will see when the camper becomes active--i.e. shows up on overview and/or D-scan.

Will it reduce your precious isk/hour? Maybe, depends since yeah, more people shooting the rats will lower your bounty payouts, but you'll also be going from anomaly to anomaly much faster...i.e. the bounty payouts will likely be rolling in faster. And so freaking way? The alternative is zero ISK/hour. Really, I've never seen somebody whine so freaking much. "Oh noes, my ISK/hour!!!!" /0\

And if 99/100 times they endlessly cloak...then ****ing undock for fooks sake. If the probability that he is going to go active in any given hour is 0.01 then you can expect to rat for 100 hours before he'll try to get you. In other words that is 50 million ISK*100 = 5 billion ISK before you expect to have to worry about him doing something....which may or may not succeed.

And as I have noted before, you can usually further refine those probability estimates by a bit of research. Check kill boards and find out when the guy is typically active.

You complain you can't secure your space, but a single guy in a cloaked ship sends you guys to the outpost/station and that's it. You wont move over a system, rat in groups, even do any research to find out when he is likely to be active, etc. What exactly do you mean by "securing your space"? Having CCP deal with these rough men who mean to do violence to you if they catch you in space unprepared?

"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
#2580 - 2015-08-02 03:28:32 UTC
Rende Crow wrote:
Teckos Pech wrote:


Local, is intdeed part of the problem. How do you know an AFK cloaked player is there? Because of local chat. No local chat...no AFK cloaking. Without local working as it does now, how would you know a player is cloaked in system? Probes? Nope. D-Scan? Nope. Local, well we already changed that, so nope. So, prey tell how exactly would you know if local is delayed or removed would you know a player has been there for hours cloaked at a safe? Explain the in game mechanic you'd use, or the player based methods.



Ok, so get rid of local and make it impossible to know if cloakers are out there (sarcasim).... but wait.... what is going to prevent null from becoming uninhabitable when every small gang and their mom starts cruising through SOV space in their cloaked ships? And before you say, WH space does it, WH space is fundamentally different due to no permanent entrances and way fewer people inhabiting it.

I get the feeling you don't understand game balance very well. So right back at you in your own words:

Teckos Pech wrote:
Seriously, if you are going to participate in this discussion you might want to learn the rudimentary aspects of it first.


I get the feeling you've trotted into this conversation after hundreds of posts and don't know your ass from a hole in the ground.

I have actually never argued for removing local by itself. I have always favored a balanced approach:

Change local/change the cloaking mechanics.

So maybe instead of assuming you should go read some of the thread.

And yes, that means learning the rudimentary aspects of the topic of discussion. We are way, way ahead of you on this so perhaps you should not be such a know-it-all twerp.

"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