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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Mike Voidstar
Voidstar Free Flight Foundation
#3241 - 2015-09-17 04:08:40 UTC
Oh no! The free availability of newbie frigates is invulnerable too! What should we do with all this free stuff in the game that's invulnerable.

Go play pong or something that has perfect balance you can understand.
Teckos Pech
Hogyoku
Goonswarm Federation
#3242 - 2015-09-17 04:31:52 UTC
Mike Voidstar wrote:
Oh no! The free availability of newbie frigates is invulnerable too! What should we do with all this free stuff in the game that's invulnerable.

Go play pong or something that has perfect balance you can understand.


Newbie frigates are not a problem. You know it too, so quite hilarious coming from the guy who calls others liar.

My point is you keep going on about how things should be vulnerable, but your most useful tool you do not want vulnerable...for other people, sure they can be vulnerable.

You quite clearly want to have your cake and eat it too. You are perhaps the most intellectually dishonest person in this thread, 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

Mike Voidstar
Voidstar Free Flight Foundation
#3243 - 2015-09-17 05:27:42 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Oh no! The free availability of newbie frigates is invulnerable too! What should we do with all this free stuff in the game that's invulnerable.

Go play pong or something that has perfect balance you can understand.


Newbie frigates are not a problem. You know it too, so quite hilarious coming from the guy who calls others liar.

My point is you keep going on about how things should be vulnerable, but your most useful tool you do not want vulnerable...for other people, sure they can be vulnerable.

You quite clearly want to have your cake and eat it too. You are perhaps the most intellectually dishonest person in this thread, Mike.


You know it's great that you have run out of logical arguments and feel the need to attack me directly, but I can't be all that intellectual if I am still replying to your insipid trollish drivel.

You are trying to draw equivalence between a universal game mechanic and something like a ship or module that can be owned. Local isn't public property because it's not property at all. I can see where you would be confused, as you also can't tell the difference between the gameplay of modules and structures either.
Teckos Pech
Hogyoku
Goonswarm Federation
#3244 - 2015-09-17 05:53:19 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
Oh no! The free availability of newbie frigates is invulnerable too! What should we do with all this free stuff in the game that's invulnerable.

Go play pong or something that has perfect balance you can understand.


Newbie frigates are not a problem. You know it too, so quite hilarious coming from the guy who calls others liar.

My point is you keep going on about how things should be vulnerable, but your most useful tool you do not want vulnerable...for other people, sure they can be vulnerable.

You quite clearly want to have your cake and eat it too. You are perhaps the most intellectually dishonest person in this thread, Mike.


You know it's great that you have run out of logical arguments and feel the need to attack me directly, but I can't be all that intellectual if I am still replying to your insipid trollish drivel.

You are trying to draw equivalence between a universal game mechanic and something like a ship or module that can be owned. Local isn't public property because it's not property at all. I can see where you would be confused, as you also can't tell the difference between the gameplay of modules and structures either.


Right, and calling people liar is not an attack? Spare me your faux indignation Mike.

Cloaks are a universal mechanic too. They works the same everywhere. That universal game mechanic thing is a load of nonsense. The point of ownership is a red herring.

I am quite aware of the difference between modules and something like local (you know that too, which just underscores yet again your inability to be intellectually honest). You keep dodging the point about how you want a benefit form something that is invulnerable to attack.

"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
#3245 - 2015-09-17 06:57:15 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
Oh no! The free availability of newbie frigates is invulnerable too! What should we do with all this free stuff in the game that's invulnerable.

Go play pong or something that has perfect balance you can understand.


Newbie frigates are not a problem. You know it too, so quite hilarious coming from the guy who calls others liar.

My point is you keep going on about how things should be vulnerable, but your most useful tool you do not want vulnerable...for other people, sure they can be vulnerable.

You quite clearly want to have your cake and eat it too. You are perhaps the most intellectually dishonest person in this thread, Mike.


You know it's great that you have run out of logical arguments and feel the need to attack me directly, but I can't be all that intellectual if I am still replying to your insipid trollish drivel.

You are trying to draw equivalence between a universal game mechanic and something like a ship or module that can be owned. Local isn't public property because it's not property at all. I can see where you would be confused, as you also can't tell the difference between the gameplay of modules and structures either.


Right, and calling people liar is not an attack? Spare me your faux indignation Mike.

Cloaks are a universal mechanic too. They works the same everywhere. That universal game mechanic thing is a load of nonsense. The point of ownership is a red herring.

I am quite aware of the difference between modules and something like local (you know that too, which just underscores yet again your inability to be intellectually honest). You keep dodging the point about how you want a benefit form something that is invulnerable to attack.



No, everyone benefits equally from local. How you use that benefit can be circumstantial, but the benefit is the same no matter who or where you are.

Cloaks are a module. The mechanics of cloaking are broken, because they allow you infinite safety for infinite time while undocked. They are also not universal. They have to be fit to your ship. Local is everywhere but wormholes, regardless of ship, even in a pod.

There is no equivalence between local and POS, Stations, or any other in game asset, and it should not be made out to be equivalent to modules either. All such comparasions are inherently flawed and useless, and any argument based upon such flawed and useless comparison is inherently invalid.

The only thing that makes cloaks in their current state balanced in any way is Dev Decree that since its used to harass PvE players it's ok. Other than that, it has no logical or consistent basis and simply exists as a double standard that some playstyles are more equal than others in the sandbox. It's like being given a shovel and pail in a real sandbox, but only if you promise to bonk the quiet kid over the head with them, otherwise you just get a stick and told to use your imagination.

That's not dishonesty, it's not dodging. It's plain, pure simple fact.
Lucas Kell
Solitude Trading
S.N.O.T.
#3246 - 2015-09-17 08:34:29 UTC  |  Edited by: Lucas Kell
Cidanel Afuran wrote:
no, PvE players don't reship to combat fits.
I didn't say they did. I said you wanted them to and they chose not to.

Cidanel Afuran wrote:
Direct question: how many hours have you personally spent in defense fleets in SMA in the last month?
I don't know as I don't log time, but whenever I'm on and there's one I'm I'm generally in it.

Cidanel Afuran wrote:
in stations and POS's you have a massive HIDE button as well. That was kinda sorta the point behind your carebear hypocrisy, tiger.
Except in those situations you achieve nothing and can be actively monitored by other players. People know you are there and not moving. Cloakers are not. Besides which, I'm suggesting that people in stations get logged out too.

Cidanel Afuran wrote:
You're fun. I would ask you to come and fight me, but I know you would just do what any WoW transplant would do and complain on forums without risking anything in fights in game.
No, I'd simply not do it because I have no interest in fighting you. I'm not a heavy PvPer. I do a bit with spectre and some with my alliance but that's it. The rest of the time I do industry and trading. And that's fine, because this is a sandbox game. Stop expecting everyone to do what you do and treating them like second rate players if they don't. Go live in your wormhole if that's what you like.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Teckos Pech
Hogyoku
Goonswarm Federation
#3247 - 2015-09-17 15:57:00 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:



No, everyone benefits equally from local. How you use that benefit can be circumstantial, but the benefit is the same no matter who or where you are.


Not true. We have gone over this time-and-again. The player already in system enjoys a distinct advantage.

Quote:
Cloaks are a module. The mechanics of cloaking are broken, because they allow you infinite safety for infinite time while undocked. They are also not universal. They have to be fit to your ship. Local is everywhere but wormholes, regardless of ship, even in a pod.


Not true. Cloaking ships die, therefore claims of 'infinite" safety are a...gasp...lie.

Quote:
There is no equivalence between local and POS, Stations, or any other in game asset, and it should not be made out to be equivalent to modules either. All such comparasions are inherently flawed and useless, and any argument based upon such flawed and useless comparison is inherently invalid.


These are things players use to help "secure" their space, except 1 is completely invulnerable to attack.

Quote:
The only thing that makes cloaks in their current state balanced in any way is Dev Decree that since its used to harass PvE players it's ok. Other than that, it has no logical or consistent basis and simply exists as a double standard that some playstyles are more equal than others in the sandbox. It's like being given a shovel and pail in a real sandbox, but only if you promise to bonk the quiet kid over the head with them, otherwise you just get a stick and told to use your imagination.

That's not dishonesty, it's not dodging. It's plain, pure simple fact.


First off something can be balanced, or not, irrespective of "Dev Decree". The only double standard I see is your insistence of "safety for me, but not for thee" stance.

So, we have dishonesty, dodging and attempts to pass off opinion as fact. Good job! Roll

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

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#3248 - 2015-09-17 17:10:58 UTC
1. Yes, it's the same. You get a name of everyone in system, as soon as you load just as they do. They have prepared to use it in a way you don't like, but that's your problem. How it gets used is circumstantial, but the benefit is the same.

2. Cloaked ships do not die, unless the pilot makes a mistake. Ships with a cloak die all the time when the cloak isn't in use, but the reverse is simple pilot error. The duration is infinite. There is no way to force an encounter on a cloaked ship unless the pilot has made an error. That qualifies as infinite safety, while undocked, and is therefore not consistent with EVE save by Dev Decree. You can twist what I say and call your interpretation a lie if you like, but that does not make it so. On the other hand, your outright fabrications are lies.

3. All of those things are things in space, one is a part of the basic client of the game. There is no equivalence.

4. This point was true, things can indeed be balanced without Dev Decree. The current state of cloaks is not among those things.

I am not advocating a mismatched case of safety for me and not for someone else. I am advocating a return to the ideal of anything undocked is at risk. You want to defend a mechanic so broken you can go afk all day and never be at any risk at all, while still having a serious effect on the locals of the system.

You want a double standard, and you are willing to turn yourself inside out and upside down to make it seem like that isn't so.
Nikk Narrel
Moonlit Bonsai
#3249 - 2015-09-17 18:01:16 UTC
I respect how you feel, Mike, but that dev decree implies judgment beyond anything simple or an arbitrary coin toss here.

The fact that you view local as proper and sensible, and cloaking in this context as OP, seems to show that the devs have a different perspective.

My opinion, for what that's worth, is that being logged in is the key defining point, not simply undocking.
I feel being in a station or POS, and being safe by that, is no less arbitrary than the cloak's protection.
Mike Voidstar
Voidstar Free Flight Foundation
#3250 - 2015-09-17 18:36:07 UTC
The dev decree specified that it was ok because it disrupted PvE.

That is the sole rationale offered. It's acknowledged that it's an issue, but it's important that isk making be disrupted. Apparently more important than any other consideration.

You can shift it to logging in means you are subject to non-consent, but even that does not make cloaks balanced. POS and stations are vulnerable in their own way, and even station traders have their own competition. Cloaks suffer nothing without pilot error or choice. There is no element of non-consent that can be thrust upon the user of an active cloak.

Even if that were not so, you have not cleared cloaks, just added POS and stations to the list of unbalanced game systems. However, as they are vulnerable on their own play levels, cloaks remain the only unbalanced factor.
Teckos Pech
Hogyoku
Goonswarm Federation
#3251 - 2015-09-17 20:06:04 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
1. Yes, it's the same. You get a name of everyone in system, as soon as you load just as they do. They have prepared to use it in a way you don't like, but that's your problem. How it gets used is circumstantial, but the benefit is the same.


Yes, and at the same time, if I am in system and you jump in, I will see you well before you see me or can even do anything. Kind of like how you can't do anything before that cloakers decloaks...geee. So, it does not work the same for everyone all the time everywhere, it depends on who is in system and who is jumping.

This is a fact. Not an opinion, a fact. It has been demonstrated over and over. Your blindness at this point can be characterized as either duplicity or deliberate obtuseness.

Quote:
2. Cloaked ships do not die, unless the pilot makes a mistake. Ships with a cloak die all the time when the cloak isn't in use, but the reverse is simple pilot error. The duration is infinite. There is no way to force an encounter on a cloaked ship unless the pilot has made an error. That qualifies as infinite safety, while undocked, and is therefore not consistent with EVE save by Dev Decree. You can twist what I say and call your interpretation a lie if you like, but that does not make it so. On the other hand, your outright fabrications are lies.


Kind of like a ratting ship. And you are wrong about infinite. I have seen examples of people killing stratios with ishtars. The ishtars look like ratting ships...but due to intel they refit and killed the stratios. So your "infinite" claims are total bravo sierra. Try again.

Quote:
3. All of those things are things in space, one is a part of the basic client of the game. There is no equivalence.


Intel should be in space. I know what galls you, I agree with you, things in space should be vulnerable. However, I want to extend that to intel, I want to put intel in space and make it vulnerable too. You don't like it because you do not want to play that way.

Quote:
4. This point was true, things can indeed be balanced without Dev Decree. The current state of cloaks is not among those things.

I am not advocating a mismatched case of safety for me and not for someone else. I am advocating a return to the ideal of anything undocked is at risk. You want to defend a mechanic so broken you can go afk all day and never be at any risk at all, while still having a serious effect on the locals of the system.

You want a double standard, and you are willing to turn yourself inside out and upside down to make it seem like that isn't so.


Cloaking and local are balanced but sub-optimal. You know the cloaker is there due to local and can avoid him/the risk he presents. The cloaker impacts you via local. As was pointed out these are all or nothing strategies and are not very good as they lead to sub-optimal game play.

Yes you absolutely are advocating mis-matched safety. You want less safety for cloakers which will translate into more safety for you. Pretty simple and hard to argue with.

And again you are simply being rather dishonest, I am not defending AFK cloaking, I'm just not advocating for a lop sided, unbalanced fix that you and others advocate. Make intel a part of the game that is vulnerable, make it so after a moderate amount of time a cloaked ship becomes capable of being scanned down. No more AFK, no more invulnerable source of intel.

"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
#3252 - 2015-09-17 20:11:10 UTC
Mike Voidstar wrote:
The dev decree specified that it was ok because it disrupted PvE.

That is the sole rationale offered. It's acknowledged that it's an issue, but it's important that isk making be disrupted. Apparently more important than any other consideration.

You can shift it to logging in means you are subject to non-consent, but even that does not make cloaks balanced. POS and stations are vulnerable in their own way, and even station traders have their own competition. Cloaks suffer nothing without pilot error or choice. There is no element of non-consent that can be thrust upon the user of an active cloak.

Even if that were not so, you have not cleared cloaks, just added POS and stations to the list of unbalanced game systems. However, as they are vulnerable on their own play levels, cloaks remain the only unbalanced factor.


That is a lie. A deliberate misrepresentation of what CCP Fozzie said in that interview. It was not the sole rationale offered.

PvE pilots suffer nothing without pilot error or choice.

"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

Cidanel Afuran
Grant Village
#3253 - 2015-09-17 20:59:27 UTC
Mike Voidstar wrote:
Careful Kettle, calling folks a troll while trolling can make you look sillier than you already do.

PvE do reship to combat fits, but that rarely results in a fight. Mostly they run and hide, wasting everyone's time. After a while they stop reshipping because it's pointless. Mostly it's newer players that do this because they haven't been worn down by that cycle yet.

Stations and POS are structures intended to provide safety to assets. Thus the many statements of "you consent to pvp when you undock". Cloaks are used while undocked, thus they should have some way of having PvP pushed on them even when active, though it need not be a random utility high mod on any ship.

You have already made your position clear though. The sandbox is all yours and everyone not playing your way can take a flying leap.


Sorry, I can't take you seriously when you claim PvE-ers reship when you have zero kills to date.

You obviously don't reship.

You have made YOUR position clear. You want WoW in space.

For the 1002nd time, no one cloaked has ever, ever, ever killed anyone. There is a way to counter cloaks. Bait them and shoot them in the face. You obviously don't do that. I get it Mike, you just want to make PvE-ing even safer than it already is in a PvP-centric game.

Lucas Kell wrote:
stuff, yet again


If PvE-ers are unwilling to reship to combat fits (which applies to most of them) then they can suffer the consequences of staying docked when unfriendlies are near by.

Given you've had zero kills in SMA space since burn provi, I find it a bit hard to believe you fleet up to defend your space.

You are doing nothing but adding tedium to game play for zero benefit, other than even further protecting bears. You also have an unbelievably narrow view of what people do while cloaked. I pointed that out before and you conveniently ignored it.

Obviously you aren't a heavy PvP-er. Which is the issue given this is a PvP-centric game. You're trying to change EVE to match a risk averse lifestyle.

But again, you agree to nerf local and I will agree to nerf cloaks.
Mike Voidstar
Voidstar Free Flight Foundation
#3254 - 2015-09-18 01:53:34 UTC
I'm not advocating more safety.

PvE pilots die regardless of pilot error. They get caught and killed all the time. They certainly are not so safe they can hang out in space all day while AFK.

Cloaked Camper-
Completely safe for as long he wants, even when AFK.
Becoming vunerable to attack is 100% by choice.
Zero need to be awake, aware, or in any way active while still effective.

PvE ratter or miner-
Completely safe so long as no one is present to attack Roll
Becoming vulnerable at the whim of their attacker
Must maintain constant vigilance and safe flying practices 100% of the time to maintain safety

Yeah, those two things are exactly equal...
Teckos Pech
Hogyoku
Goonswarm Federation
#3255 - 2015-09-18 02:58:36 UTC
Mike Voidstar wrote:
I'm not advocating more safety.

PvE pilots die regardless of pilot error. They get caught and killed all the time. They certainly are not so safe they can hang out in space all day while AFK.

Cloaked Camper-
Completely safe for as long he wants, even when AFK.
Becoming vunerable to attack is 100% by choice.
Zero need to be awake, aware, or in any way active while still effective.

PvE ratter or miner-
Completely safe so long as no one is present to attack Roll
Becoming vulnerable at the whim of their attacker
Must maintain constant vigilance and safe flying practices 100% of the time to maintain safety

Yeah, those two things are exactly equal...


Lets check these:

"Completely safe for as long he wants, even when AFK." Nope, only completely safe while cloaked at a safe.
"Completely safe so long as no one is present to attack Roll" Or is paying attention to local/inte
"Becoming vulnerable at the whim of their attacker " or having made an error or some bad luck.
"Must maintain constant vigilance and safe flying practices 100% of the time to maintain safety" yeah because it isn't like you aren't getting something for your actions.

Here you are wanting more safety while you do something that gives you in game resources and it is so wildly unfair that the guy who is cloaked at a safe and getting nothing.

And no, I do not believe you when you say PvE players die all the time regardless of luck.

And where did I say they were equal?

"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

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3256 - 2015-09-18 04:46:52 UTC  |  Edited by: Brokk Witgenstein
Cidanel Afuran wrote:
But again, you agree to nerf local and I will agree to nerf cloaks.


ummm... doesn't "nerfing local" automatically imply a BUFF to cloaks? As in: you don't even know if you're supposed to whip out your anti-cloaker probes if you don't even see a name in local?

This is something that has me confused for quite some time already: when local gets delayed or certain ships / pilots (cloaked or docked) don't even show up, that's a HUGE buff to cloaked ships, roaming interceptor gangs and regular joe's logged off in your station.

This would certainly have a major impact on all playstyles all the way from deep null to highsec warfare. I'm not opposed to change, but "nerf local, nerf cloak" is really too brief. Please elaborate how the end result would look, in your opinion.

If "nerf cloak" means "make it scannable using an observatory array", then it's not really nerfed at all if the pilot keeps moving. You'd only impact AFK pilots.

If "nerf local" means we have to anchor structures to regain the exact same local we have now, it's only nerfed in those areas of space where we can't anchor them. If it means cloaked pilot won't show up, then by "nerf local" you actually mean "buff cloak". In those areas where nobody in his right mind would anchor anything (FW lowsec for example), I assume "nerf local" means "delayed local" ? Hence, buff roaming gangs?

As you can see, many questions remain unresolved.

Somehow, I keep reading your "if you agree to nerf local I will agree to nerf cloaks" proposition as "if you agree to buff cloaks and roaming gangs, I will agree to not change cloaks unless they're AFK". This sounds like a bad deal.

I tried to find more information in the OA thread but it's all pretty vague at this point. From what I've read, however, I do not believe you'll get the local you want. Consider that CCP caters to many playstyles, and that what you want basically already exists in-game (WHs). I once tried it, and it was not a nice place to be. Being mostly alone in there (which is relevant because if you have the numbers, AFK cloaking also becomes irrelevant), the first sign of trouble usually was the astero scrambling me, followed by a shitload of Legions, Stratioses and Tengu's trying real hard to whore on the inevitable killmail. That was my wormhole career, in a nutshell, and it sounds like that's how you'd like nullsec to be. Not to mention clicking DScan 20 times per minute. Not my idea of good times.

Besides, it makes perfect sense to know there are people in your system; right now we have a perfectly reasonable progression of intel gained the closer to my ship you come. Overview has all the info except cloaked vessels. Then there's DScan, in a 14.3 AU radius, telling you "what" they're flying but not who. The next step is local chat, telling you "who" is in your system, but neither where nor what. And beyond that, you only get vague indications like number of jumps or NPCs killed. I don't know what more you honestly expect? How much more of an advantage do you want to give your cloaked ship? Already we cannot DScan it; the ONLY piece of intel available is that there is "someone" out there. Might be anything, anywhere.

If you cannot see that "nerf local" is a huge buff to hunters, especially cloaked hunters, then I think we're done talking here. Really.

If you, on the other hand, do realise this... then exactly how big of a "nerf cloak" are you willing to put on the line? Make the module cost 300 mil ISK, plus limited fuel, plus reduce implant efficiency by 50% ? Rendering the cyno generator ineffective for the first 80 seconds after decloak? How much nerf would be required to balance out total invisibility in your book?

Please detail your take on the "ideal situation", for further discussion. Thank you.
Teckos Pech
Hogyoku
Goonswarm Federation
#3257 - 2015-09-18 06:13:23 UTC  |  Edited by: Teckos Pech
Brokk Witgenstein wrote:
Cidanel Afuran wrote:
But again, you agree to nerf local and I will agree to nerf cloaks.


ummm... doesn't "nerfing local" automatically imply a BUFF to cloaks? As in: you don't even know if you're supposed to whip out your anti-cloaker probes if you don't even see a name in local?


Well let me see.....

Nerf local...

Then nerf cloaks....


Uhhhhmmm, in answer to your question, no.

Edit: And let me point out that Cidanel is being flexible. He'll accept a nerf to cloaks in exchange for a nerf to local. Lucas, Mike, et. al. on the other hand are not willing to make such a trade. At all. I think we know who are the dogmatists are, and who the pragmatists are.

"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

Lucas Kell
Solitude Trading
S.N.O.T.
#3258 - 2015-09-18 06:46:51 UTC
Cidanel Afuran wrote:
If PvE-ers are unwilling to reship to combat fits (which applies to most of them) then they can suffer the consequences of staying docked when unfriendlies are near by.
Which is fine, but those "unfriendlies" should have to be actively playing the game. Simple.

Cidanel Afuran wrote:
Given you've had zero kills in SMA space since burn provi, I find it a bit hard to believe you fleet up to defend your space.
I'm a logi pilot. My gun skills are terrible on this character. Like... really terrible.

Cidanel Afuran wrote:
You are doing nothing but adding tedium to game play for zero benefit, other than even further protecting bears. You also have an unbelievably narrow view of what people do while cloaked. I pointed that out before and you conveniently ignored it.
lol? Now I'm the one adding tedium? I don;t have a narrow view of anythign about cloaks. I don;t give a flying **** about cloaks. I think AFK players should be logged out, cloaked or not. How is that so difficult for you to understand? Cloak all you want, just be at your ******* PC if you want to stay logged in and affecting other players.

Cidanel Afuran wrote:
Obviously you aren't a heavy PvP-er. Which is the issue given this is a PvP-centric game. You're trying to change EVE to match a risk averse lifestyle.
Again, you misunderstand what "PvP" is. You think it's all about firing lasers at each others. You're wrong.

Cidanel Afuran wrote:
But again, you agree to nerf local and I will agree to nerf cloaks.
I haven't even asked to nerf cloaks. And of course you would. You're basically saying "Give me a massive and world changing benefit and I'll let you take away something that has nearly no impact on me because I actively play". Anyone would accept that. The long and short of it is that you want local gone so you can easily hunt down unarmed players, yet you have the nerve to call other people bears.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Lucas Kell
Solitude Trading
S.N.O.T.
#3259 - 2015-09-18 07:00:03 UTC  |  Edited by: Lucas Kell
Teckos Pech wrote:
Edit: And let me point out that Cidanel is being flexible. He'll accept a nerf to cloaks in exchange for a nerf to local. Lucas, Mike, et. al. on the other hand are not willing to make such a trade. At all. I think we know who are the dogmatists are, and who the pragmatists are.
LOL, no he's not. He's just saying he wants a massive buff to his playstyle so the barely noticeable nerf that won't even affect him can be in place.

Of course I'm not willing to make such a "trade". I believe that a player who is AFK should be logged out. I don't believe that in order for CCP to make such a change that there should be some sort of compensation for active players who are unaffected by such a change, and even if CCP were in the business of giving compensation I don't believe that it should be shockingly unbalanced.

I tell you what though, here's a more balanced deal. CCP should remove the ability to be AFK by implementing a logoff timer, and all ships capable of fitting a covops cloak should warp 0.1au faster.

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Shade Alidiana
PROSPERO Corporation
#3260 - 2015-09-18 07:30:59 UTC  |  Edited by: Shade Alidiana
After being shown all the stuff, reposting. Brief look through the topic didn't show similar stuff here.

I'll start it from an unusual point.
EVE Online universe looks close in some points to the Star Trek one, especially old EVE. And the old cloaking visual was resembling the ST universe one.
So... Cloaks there were with different levels of superiority and feature sets, so I suggest an overall change to the system.

All but the best cloaks have some emissions, that allow to counterdetect them. Let's say they "stink", and sensors can smell "cloaky ship somewhere there". This might work even for system-wide scans. The amount of smell might be accumulative, so if a cloaky ship stays in place for long, it would be easier to detect. Also, it should be delayed, just because it makes sense for the "smell-like" detection way.

There should be some cloak detection rating for ship depending on its sensor configuration (sensor strength, scan res, something else?), and some cloak strength for the cloaky ship (depending on some of its own parameters, starting from signature size and up to anything (mass? Makes sense with gravimetric sensors we have), but modified by the cloak itself). Detection should decrease with range, and if detection strength gets higher than cloak strength, the target will appear with decreased signature. Sig will never be the same as for uncloaked ship, let's do it this way:
cloaked sig = coeff * normal sig * (cloak detection - cloak strength) / cloak detection
with coeff being a balance feature to ensure you're not ending up with 120 m sig instead of 135 (kinda useless tradeoff, isn't it?)

Dropping out of cloak.
I suggest this to work this way: prototype cloak deactivates when targeted or hit (smartbombs, anyone?), improved - when shot at or hit, covert - when the pilot wants it, but hits would reduce cloak power.
Cloaky pilot should be notified when he can be detected by someone's sensors or when he's being targeted (I mean target acquiring process), since the cloak should be sensitive to this kind of attention. Passive targeters should be dealt with as they are now with current cloaks (never encountered this issue). Additionally, warp disrupion fields of any kind should probably decrease the cloak strength as well. The 2 km drop rule becomes unnecessary and might be disabled.

Additionally, in ST universe they used sensor networks of a large number of ships to catch cloaky vessels. I think this can be implemented with POS modules or deployables, setting up and controlling such a network can be a big fun. Also, if you don't let it exactly pinpoint target location, it wouldn't really ruin active cloak (given very active defenders).

Possibly, as in star trek nemesis, there should be a very rare super-advanced faction cloak that would allow shooting with some strength penalty while doing so. Maybe not necessarily a covert cloak, but should remain active when hit. I don't think it will bring much imbalance to the game, if priced accordingly.


TL;DR: what I am suggesting is a yet another way to make cloaky ships detectible, but a fun to fly and hunt. I tried to balance things out, and am still concerned about wormholes (I was kinda addicted to cloaks when lived there). I think most issues are addressed, except the geneal cloak hatred from some individuals.

P. S. additional complexity can be made with splitting cloak to sensor-specific versions as well as multispectral, same as our current sensor jammers. That would really make a lot of sense, but I don't really see the need.
Also, t1 covert cloak could be good as well. Possibly moving t2 one to cloaking 5 (or is it already there? I'm not sure)

The idea is fresh in my head, and I might tweak the post a few pore times.