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AFK Cloaking™: Ideas, Discussion, and Proposals

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Mike Voidstar
Voidstar Free Flight Foundation
#3261 - 2015-09-18 10:01:38 UTC  |  Edited by: Mike Voidstar
It's not a bad attempt, but honestly nothing is going to go anywhere with this topic.

The pro-afk crowd will not yield in any way that threatens their access to easy kills unless it comes with a change that grants them even easier access to easy kills. There is no amount of proactive effort to locate a cloaked ship that will make it acceptable unless they have their "win" button replaced with an even larger version.

I applaud your valient attempt, but you should either run now before they fire up the flame throwers, or prepare to defend yourself against the EVE equivalent of religious zealots who trust faith over reality under direct observation.


You do seem to be under some misconceptions however.

Under current mechanics a ship with an active cloak cannot be targeted at all by any means. You can force them to drop their cloak if you can get with in 2000 meters, however they don't show up on Dscan, overview, or even in space as a ripple. The only way to know a ship under a cloaks location is to watch it cloak and hope he does not move before you get to that spot.

The only real difference between cloaks are the prototype and improved versions can be fit on any ship and don't allow warping while cloaked, where the covert cloak allows warping while cloaked. All of them reduce the speed of the ship while cloaked, and do not allow any other modules to be active. They all have a delay after deactivation before you can target another ship, though the Covert hulls have bonuses to reduce that. You can use probes while cloaked, so long as you break cloak long enough to launch them. None of that other than warping matters for the most common combat tactic involving AFK Cloaking, as a Cyno does not require a target to light.
Nikk Narrel
Moonlit Bonsai
#3262 - 2015-09-18 13:43:50 UTC
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?

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.

...

Actually, your presumptions are off.

The end goal here is to force proactive effort onto both sides, in order to promote competition.
If the defending player received an automated warning, alerting them to hunt for cloaked players, that would actually trivialize cloaks.
PvE craft would still get their same warning to get safe, but the persisting side of the stalemate held by the cloaked would be eliminated.
AFK would no longer result in uncertainty, it would result in removal or kill mail for the cloaked player.

PvE effective win every time, with the stalemate breaking in their favor exclusively.

As a PvE player, I want to compete against other PvE players.
I want to make a better effort, and get better results because of it.
NOT have a default effort get me the same results, which only promotes multi-boxing farmers flying single player fleets to out harvest me by using sheer numbers.....
(Rant.... rant.... rant...)
An automated scanning device, which I NEED to activate, is both subject to human error and avoids tedious timed clicking which plagues the current d-scan.

What could it look like? The two links in my sig can answer that, although obviously other versions could exist.
Mike Voidstar
Voidstar Free Flight Foundation
#3263 - 2015-09-18 13:50:50 UTC
Nikk Narrel wrote:
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?

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.

...

Actually, your presumptions are off.

The end goal here is to force proactive effort onto both sides, in order to promote competition.
If the defending player received an automated warning, alerting them to hunt for cloaked players, that would actually trivialize cloaks.
PvE craft would still get their same warning to get safe, but the persisting side of the stalemate held by the cloaked would be eliminated.
AFK would no longer result in uncertainty, it would result in removal or kill mail for the cloaked player.

PvE effective win every time, with the stalemate breaking in their favor exclusively.

As a PvE player, I want to compete against other PvE players.
I want to make a better effort, and get better results because of it.
NOT have a default effort get me the same results, which only promotes multi-boxing farmers flying single player fleets to out harvest me by using sheer numbers.....
(Rant.... rant.... rant...)
An automated scanning device, which I NEED to activate, is both subject to human error and avoids tedious timed clicking which plagues the current d-scan.

What could it look like? The two links in my sig can answer that, although obviously other versions could exist.


If *you* want that sort of competition, then the sandbox has an answer. Fit up your miner, go shoot rocks, and don't sign into your intel network, cover up the local window, and fly dangerous.

congratulations, you have now achieved your wish without destroying the game for the rest of the PvE players.
Nikk Narrel
Moonlit Bonsai
#3264 - 2015-09-18 15:01:51 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:
...
An automated scanning device, which I NEED to activate, is both subject to human error and avoids tedious timed clicking which plagues the current d-scan.

What could it look like? The two links in my sig can answer that, although obviously other versions could exist.


If *you* want that sort of competition, then the sandbox has an answer. Fit up your miner, go shoot rocks, and don't sign into your intel network, cover up the local window, and fly dangerous.

congratulations, you have now achieved your wish without destroying the game for the rest of the PvE players.

Except for the part where my scanning device is not automated.
AND the part where single player fleets are still farming wildly.
AND the part where my scanning device cannot see cloaked presence, making it unable to replace local.
AND the fact that my efforts cannot give me the advantage, once I meet the same level of effort fleet-boy above me did.
(How trivial are these efforts? He is multi-boxing a fleet by himself to maximize income, since he also knows singular effort is meaningless beyond that point)

So, no.... I can't do it right now, unless I am also delusional about which game I am playing.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3265 - 2015-09-18 15:11:10 UTC
Nikk Narrel wrote:

The end goal here is to force proactive effort onto both sides, in order to promote competition.
If the defending player received an automated warning, alerting them to hunt for cloaked players, that would actually trivialize cloaks.

An automated scanning device, which I NEED to activate, is both subject to human error and avoids tedious timed clicking which plagues the current d-scan.

What could it look like? The two links in my sig can answer that, although obviously other versions could exist.


The two links in your sig are 30 more pages to grind (ffffuuuuu) - and appears to be the be more or the same cirklejerk we have here already. In short: that didn't exactly paint me a clear image, sorry bud.


Now, this "automated scanning device" of yours sounds a lot like DScan, minus the clicking. You want cloaked ships to show up on DScan or did I fail to comprehend? Because, you know ... there is such an automated scanning device, that tells you which players are in system with you: it's called local. Are you asking for something we already have?

I'm sorry and I don't mean to be an asshat ; but I simply do not understand which "proactive effort" you're talking about. Either we can know who is surrounding us, or we can't. Under the current mechanics, and not counting clicking DScan as active effort (because, you know, any monkey can click a button... it's not like you can "outclick" your opponent to demonstrate superior skill), an alliance intel channel and active gatecamps would count as effort.

Awaiting clarification - I shall inject another possibility of proactive effort: finding somebody requires scanning, triangulating, narrowing it down while the player being scanned sees your probes close in on him, as has to set up another safe/rolling safe/deep safe/GTFO/whatever. Sounds to me like you would like this process to be more involved on BOTH parties -- as in: the one being probed sets up a puzzle to be solved by the other party.

I could imagine every ship has a transponder code of sorts - say a 6 digit number. The prober needs to narrow this number down in Mastermind style, while the cloaker can see these attempts being made and gains the ability to cycle one digit in his transponder code once every minute. Thereby creating a situation where the cloaked ship can outsmart his opponent, and vice-versa. I suppose this is not what you had in mind; yet it goes to show what I would consider "active effort on both sides".

How does removing your presence from local, which is what I assumed "nerf local" meant, promote active gameplay? To play with someone, you need to be aware of his presence. One might limit this intel to the point where you get to see who's in local + the number of cloaked pilots; but that still doesn't give you anything to work with.

It's really simple: if you know there's an unknown entity in system, you'll dock up. And maybe grab a PvP ship, access your OA and try to play with it. If you do not know there's a stranger, there is no need to take action against it. Either way: the first action taken will still be to get your marauder or hulk off the field and reship.

I'm very confused about your post, in regards to "automated warning trivialises cloaks" (...not really, but let's roll with it) -- versus -- "an automated scanning device which you NEED to activate". Okay, so it's like a damage control: we undock and activate our auto scanners. What changed exactly? Where is my active effort? What options did I now gain I do not have under the current mechanics? This ...... sounds like a load of good intentions but does it really change anything?

I hope that, by posting these kinds of question, you will understand which part does not go into my brain, so that you can fill in the blanks or explain it more to-the-point. Maybe even a screenshot, if that were helpful.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3266 - 2015-09-18 15:53:21 UTC
Shade Alidiana wrote:

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.


Excerpt snipped for sake of briefness. YES that's what I would like to see! It's already been proposed, but I like how you named it: The Stink. Cool


In my book that would solve AFK cloaking plus some other cloak-related inconveniences. Unfortunately such ideas never make it past one or two appearances before somebody bogs down the thread with economy or the question how big of a carebear you actually are to dare propose such blasphemies. It's a pity - it's an excellent idea my friend!

Logging inactive people off also gets my vote: it solves AFK gameplay. It doesn't exactly address all grievances (cloaked boosters or eyes still get free reign) but by virtue of remaining very conservative in its impact (it ONLY impacts AFK cloakers, nobody else) I can't see anybody opposing it.

As for "nerf local", it's so vague I don't know what stance to take. I'm trying to figure that one out now.


"Stink" ... that made my day Sir. It's not a novel idea but your naming convention is impeccable. Have +1, a cookie and free hugs!
Teckos Pech
Hogyoku
Goonswarm Federation
#3267 - 2015-09-18 15:55:48 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:
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?

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.

...

Actually, your presumptions are off.

The end goal here is to force proactive effort onto both sides, in order to promote competition.
If the defending player received an automated warning, alerting them to hunt for cloaked players, that would actually trivialize cloaks.
PvE craft would still get their same warning to get safe, but the persisting side of the stalemate held by the cloaked would be eliminated.
AFK would no longer result in uncertainty, it would result in removal or kill mail for the cloaked player.

PvE effective win every time, with the stalemate breaking in their favor exclusively.

As a PvE player, I want to compete against other PvE players.
I want to make a better effort, and get better results because of it.
NOT have a default effort get me the same results, which only promotes multi-boxing farmers flying single player fleets to out harvest me by using sheer numbers.....
(Rant.... rant.... rant...)
An automated scanning device, which I NEED to activate, is both subject to human error and avoids tedious timed clicking which plagues the current d-scan.

What could it look like? The two links in my sig can answer that, although obviously other versions could exist.


If *you* want that sort of competition, then the sandbox has an answer. Fit up your miner, go shoot rocks, and don't sign into your intel network, cover up the local window, and fly dangerous.

congratulations, you have now achieved your wish without destroying the game for the rest of the PvE players.


However, CCP decided the opposite is the norm, that is it is not up to the player to decide all of these things. Your problem Mike is your starting assumptions are wildly at odds with the fundamental nature of this 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

Nikk Narrel
Moonlit Bonsai
#3268 - 2015-09-18 16:02:08 UTC
Brokk Witgenstein wrote:
Nikk Narrel wrote:

The end goal here is to force proactive effort onto both sides, in order to promote competition.
If the defending player received an automated warning, alerting them to hunt for cloaked players, that would actually trivialize cloaks.

An automated scanning device, which I NEED to activate, is both subject to human error and avoids tedious timed clicking which plagues the current d-scan.

What could it look like? The two links in my sig can answer that, although obviously other versions could exist.


The two links in your sig are 30 more pages to grind (ffffuuuuu) - and appears to be the be more or the same cirklejerk we have here already. In short: that didn't exactly paint me a clear image, sorry bud....

The first few entries in each thread is all you need, the OP was evolved to reflect current status, since too many couldn't be bothered to read past them.

(Post 4 or 5 has added details in one of my threads, not sure if it is one of these, nothing past the first page is anything but answering questions, or refuting bad assumptions)
Teckos Pech
Hogyoku
Goonswarm Federation
#3269 - 2015-09-18 16:09:30 UTC  |  Edited by: Teckos Pech
Brokk Witgenstein wrote:


As for "nerf local", it's so vague I don't know what stance to take. I'm trying to figure that one out now.


Well many proposals are not even really nerfs in the literal sense--i.e. it works less well than it did before. It is merely going from completely invulnerable to vulnerable. In fact, some suggestions could be seen as a buff. For example, the networked OA suggestions would allow the user, with possibly some limitations, to access intel for other OAs, say in a neighboring system (e.g. the constellation level).

So when people like Lucas and Mike light their hair on fire and run around screaming I just have to....Roll

I've even outlined how maybe changing the nature of PvE in NS could make it so that this whole discussion is pointless or at least not that much of a big deal...but I was called a liar and a troll by Lucas and 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
#3270 - 2015-09-18 16:28:39 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
Nikk Narrel wrote:
...
An automated scanning device, which I NEED to activate, is both subject to human error and avoids tedious timed clicking which plagues the current d-scan.

What could it look like? The two links in my sig can answer that, although obviously other versions could exist.


If *you* want that sort of competition, then the sandbox has an answer. Fit up your miner, go shoot rocks, and don't sign into your intel network, cover up the local window, and fly dangerous.

congratulations, you have now achieved your wish without destroying the game for the rest of the PvE players.

Except for the part where my scanning device is not automated.
AND the part where single player fleets are still farming wildly.
AND the part where my scanning device cannot see cloaked presence, making it unable to replace local.
AND the fact that my efforts cannot give me the advantage, once I meet the same level of effort fleet-boy above me did.
(How trivial are these efforts? He is multi-boxing a fleet by himself to maximize income, since he also knows singular effort is meaningless beyond that point)

So, no.... I can't do it right now, unless I am also delusional about which game I am playing.


1. Sure it is. Cover the local window, and at a later point uncover it again if you like. Silly, but it's what you asked for.
2. Not your problem. You wanted a specific kind of challenge in your PvE, and you can have it without forcing it on others.
3. Sure it does, unless you are wanting to hunt a cloaked ship. If that's the case you are on the wrong side of the discussion.
4. By the definitions laid out by the pro-afk camp, evasion is a win, so you will have your advantage. Again...you seem to be on the wrong side of the discussion.

This is actually what I have been arguing for in allowing the covert, recon and black ops hulls to scan cloaks. You don't need to do anything to local to achieve what you appear to want. If local is replaced by a trivial one time click the assumption will always be that it's in use, just as staying constantly vigilant, aligned, and using alts and/or Intel channels is assumed now, not to mention discounting other pilot errors or random occurrences like being stuck on rocks, scrambled by rats, or distracted by real life events.

Alts are the devil, but this discussion does not cover those. If fleet boy is using software to control that fleet all at once he is actually cheating in a way that can get all those accounts banned. We aren't discussing bots or isboxer, both of which are forbidden and outside any discussion of game balance. If fleet boy is managing a whole fleet with multiple pc's or Windows and a flurry of alt-tabbing then any competent hunter is going to be able to nab part of that fleet on a pretty regular basis, assuming he tries to engage in a system with multiple hostiles present.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3271 - 2015-09-18 16:29:17 UTC
I can totally see hacking into the enemy's network -- it would open the door for intelligence / counterintelligence, possibly even granting which pilot is in which system, flying which ship ... the strategic options are skyrocketing. In fact, a "Fleet Admiral" could simply stay docked and keep a close eye on enemy movements to direct his fleet commanders from there.

Somehow I get the feeling you and Nikk are talking about two different approaches though... I've been reading the posts in Nikk's signature and they seem to advocate delayed local, and dropping people in POS/docked/cloaked from your local chat window -- which is totally opposed to what an OA is supposed to do.

If anything, the OA would make local delayed for the "uninvited guest" (eg: the cloaker) whilst giving the sovholder complete intel as well as the ability to pinpoint cloakers. That's of course assuming your OA has not been hacked.

Another kind of game for sure - yet, I wonder if those claiming "local ought to change" are indeed all talking about the same changes.

Depending on how the OA works, it can either solve a lot of issues AND provide more immersive gameplay with an additional layer. Or it can turn all of nullsec into wormhole space + cynoes. Thus, it is very important that when we say "nerf local", we actually mean the same thing and the implications this has.

Do you now see why in-depth clarification is necessary? If Mike knew an OA would give him the ability to hunt cloakers (which he's been demanding from the start) and even gives him a view of what's coming down the pipe a few systems over, he wouldn't be panicing. The way it sounded some 100 pages ago, on the other hand ... that was gamebreaking stuff. It came across like "we simply remove local, so we can f*ck you in the butt any time we please without advance warning whatsoever". That's why he's so mad at you I think.
Mike Voidstar
Voidstar Free Flight Foundation
#3272 - 2015-09-18 16:31:19 UTC
Teckos Pech wrote:
Brokk Witgenstein wrote:


As for "nerf local", it's so vague I don't know what stance to take. I'm trying to figure that one out now.


Well many proposals are not even really nerfs in the literal sense--i.e. it works less well than it did before. It is merely going from completely invulnerable to vulnerable. In fact, some suggestions could be seen as a buff. For example, the networked OA suggestions would allow the user, with possibly some limitations, to access intel for other OAs, say in a neighboring system (e.g. the constellation level).

So when people like Lucas and Mike light their hair on fire and run around screaming I just have to....Roll

I've even outlined how maybe changing the nature of PvE in NS could make it so that this whole discussion is pointless or at least not that much of a big deal...but I was called a liar and a troll by Lucas and Mike.



By that logic what I suggest isn't a nerf to cloaking. It's just going from invulnerable to vulnerable. Roll
Mike Voidstar
Voidstar Free Flight Foundation
#3273 - 2015-09-18 16:44:09 UTC
Brokk Witgenstein wrote:
I can totally see hacking into the enemy's network -- it would open the door for intelligence / counterintelligence, possibly even granting which pilot is in which system, flying which ship ... the strategic options are skyrocketing. In fact, a "Fleet Admiral" could simply stay docked and keep a close eye on enemy movements to direct his fleet commanders from there.

Somehow I get the feeling you and Nikk are talking about two different approaches though... I've been reading the posts in Nikk's signature and they seem to advocate delayed local, and dropping people in POS/docked/cloaked from your local chat window -- which is totally opposed to what an OA is supposed to do.

If anything, the OA would make local delayed for the "uninvited guest" (eg: the cloaker) whilst giving the sovholder complete intel as well as the ability to pinpoint cloakers. That's of course assuming your OA has not been hacked.

Another kind of game for sure - yet, I wonder if those claiming "local ought to change" are indeed all talking about the same changes.

Depending on how the OA works, it can either solve a lot of issues AND provide more immersive gameplay with an additional layer. Or it can turn all of nullsec into wormhole space + cynoes. Thus, it is very important that when we say "nerf local", we actually mean the same thing and the implications this has.

Do you now see why in-depth clarification is necessary? If Mike knew an OA would give him the ability to hunt cloakers (which he's been demanding from the start) and even gives him a view of what's coming down the pipe a few systems over, he wouldn't be panicing. The way it sounded some 100 pages ago, on the other hand ... that was gamebreaking stuff. It came across like "we simply remove local, so we can f*ck you in the butt any time we please without advance warning whatsoever". That's why he's so mad at you I think.


I have only 2 issues with counting on the OA to magic bullet this entire discussion.

1. Any and all features at this time are suggestions. It may detect cloaks, it may not. It will likely take multiple OA per solar system to be effective, but what features will be enhanced, extended, and/or enabled by multiple OA are not known. It could do a lot of things, from making cloaks scannable, making cloaking impossible, or nothing at all. After all, we still have Fozzie in charge and ISK disruption as a primary point of balance to consider.

2. It's most likely not a deployable. Thus it's 99% useless to individuals and only useful to those with alliance level support in that space, as anything bigger than a deployable will be vaporized in non-secured space fairly quickly. In a way this impacts the other side of the discussion as much if not more- I can easily imagine AFK cloaked guards warding off solo hunters who cannot reliably cloak themselves. To me, that's just as bad.
Teckos Pech
Hogyoku
Goonswarm Federation
#3274 - 2015-09-18 17:45:37 UTC
Brokk Witgenstein wrote:
I can totally see hacking into the enemy's network -- it would open the door for intelligence / counterintelligence, possibly even granting which pilot is in which system, flying which ship ... the strategic options are skyrocketing. In fact, a "Fleet Admiral" could simply stay docked and keep a close eye on enemy movements to direct his fleet commanders from there.

Somehow I get the feeling you and Nikk are talking about two different approaches though... I've been reading the posts in Nikk's signature and they seem to advocate delayed local, and dropping people in POS/docked/cloaked from your local chat window -- which is totally opposed to what an OA is supposed to do.

If anything, the OA would make local delayed for the "uninvited guest" (eg: the cloaker) whilst giving the sovholder complete intel as well as the ability to pinpoint cloakers. That's of course assuming your OA has not been hacked.

Another kind of game for sure - yet, I wonder if those claiming "local ought to change" are indeed all talking about the same changes.

Depending on how the OA works, it can either solve a lot of issues AND provide more immersive gameplay with an additional layer. Or it can turn all of nullsec into wormhole space + cynoes. Thus, it is very important that when we say "nerf local", we actually mean the same thing and the implications this has.

Do you now see why in-depth clarification is necessary? If Mike knew an OA would give him the ability to hunt cloakers (which he's been demanding from the start) and even gives him a view of what's coming down the pipe a few systems over, he wouldn't be panicing. The way it sounded some 100 pages ago, on the other hand ... that was gamebreaking stuff. It came across like "we simply remove local, so we can f*ck you in the butt any time we please without advance warning whatsoever". That's why he's so mad at you I think.


Yeah, Nikk and I share an overall position, but he and I do have some differences. I don’t disagree with his suggestions I just prefer mine/the OA approach. And yeah, there is quite a lot riding on the OA and how it works. If done badly it could turn NS into a wasteland with people holding sov for things like POS fuel bonuses and not much else. Needless to say, contra Lucas’ claims, I do not advocate turning NS into a wasteland. I don’t think having a OA that for all intents and purposes replaces local and possibly even granting more intel than is currently available with existing mechanics would do this.

As for Mike, I have made that pitch to him before. I have pointed out that if the OA has a network capability and it does say, turn “local” into delayed for the intruder, but the residents can still see who is in system that it enhances his security so long as the OA is working “correctly” (i.e. hasn’t been hacked, if that is a feature). Yet he still thinks this is a bad idea and goes on and on about me wanting to have “infinite” safety when it should be apparent I want no such thing.

As for the idea of imposing surprise buttsex on him at my discretion, that is not the case. My view is I should be able to try and have a “reasonable” chance of success. Of course what is key there is what is “reasonable”. Clearly the number should be between in the interval (0,1) (note that the end points are excluded there). Is 0.5 too high? I don’t know, but probably. So we can refine it to (0,0.5). Is the mid-point of 0.25 still too high? Again, I don’t know. It is an issue of balance. We don’t want people leaving NS in droves, but then again we don’t want it so safe that that is also unbalancing.

And those probabilities would be for say the average PvP vs. the average PvE pilot. Skill/strategies on both sides should move the probability around as well. And skill should never drive the probability to the end points either (one of Lucas’ main complaints/claims). My guess is the probability will be considerably closer to 0 than to 0.5. After all, if the OA is working and Mike can see me coming a couple of systems away (assuming he checks his intel network) then he’ll have ample warning. Of course, if I can hack it and I manage to find out where Mike is and go in there and wait for him to undock and start PvEing again…well I’ll have my opportunity. Of course, Mike might undock in a ship to go check that the OA was not hacked…again I could have an opportunity (depending on what he undocks). Or if I disable the OA and he comes to re-enable it I could have my opportunity. There are all sorts of factors that could play here. For example, maybe I hacked the OA, so in the intel network I appear blue. Mike being suspicious and paranoid undocks in a fast ship and zips off to a jump bridge and…now I don’t know where Mike went. Mike proceeds to check the OA system finds it was hacked and ooops, the game is up for me. Now Mike knows I’m around and hostile and sounds the alarm and people start looking for me in earnest.

"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
#3275 - 2015-09-18 17:59:20 UTC  |  Edited by: Mike Voidstar
A concept for scanning cloaks that still leaves cloaks with a degree of stealth:

Make cloaks show up as a new type of signiture, "localized anomaly" or some such.

Put several more such signitures in every solar system, each spawning and despawning on a frequent basis, no more than a 2 hour lifespan similar to wrecks and cans. Maybe they are random space garbage or something. The benefit of an OA could be that such anomalies are tracked automatically, can be sorted by age, and with several they can show a plot of any movement. Thus checking out older contacts are more likely to be cloaked ships, while one that's over the maximum lifespan or moving is almost certainly your target. Coming out of cloaking and recloaking gives you a new anomaly ID.

You could go AFK for short periods with relative safety, but ongoing active effort would be needed to stay safe for longer periods. Solo operators could eliminate potential contacts one at a time with a fair degree of risk, while the OA would improve chances and an array of them would make it very risky.
Teckos Pech
Hogyoku
Goonswarm Federation
#3276 - 2015-09-18 18:01:58 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
After all, we still have Fozzie in charge and ISK disruption as a primary point of balance to consider.


Again, you have a fundamental problem in terms of what this game is about. Resource acquisition has ALWAYS been a Thing™ in game. Not just Fozzie. Go look at statements by CCP Falcon as well regarding ganking. The basic gist has been and hopefully will be, if player A wants to try and ruin player B's day...well player B had better HTFU and try to ruin A's day right back.

"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
#3277 - 2015-09-18 18:03:58 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
After all, we still have Fozzie in charge and ISK disruption as a primary point of balance to consider.


Again, you have a fundamental problem in terms of what this game is about. Resource acquisition has ALWAYS been a Thing™ in game. Not just Fozzie. Go look at statements by CCP Falcon as well regarding ganking. The basic gist has been and hopefully will be, if player A wants to try and ruin player B's day...well player B had better HTFU and try to ruing A's day right back.




Yes. I support that. Cloaking mechanics do not.
Teckos Pech
Hogyoku
Goonswarm Federation
#3278 - 2015-09-18 18:06:30 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
After all, we still have Fozzie in charge and ISK disruption as a primary point of balance to consider.


Again, you have a fundamental problem in terms of what this game is about. Resource acquisition has ALWAYS been a Thing™ in game. Not just Fozzie. Go look at statements by CCP Falcon as well regarding ganking. The basic gist has been and hopefully will be, if player A wants to try and ruin player B's day...well player B had better HTFU and try to ruing A's day right back.




Yes. I support that. Cloaking mechanics do not.


Then stop whining about Fozzie's statement. It is pretty likely the game is going to change regarding both cloaks and local/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
#3279 - 2015-09-18 18:16:54 UTC
Mike Voidstar wrote:
Brokk Witgenstein wrote:
I can totally see hacking into the enemy's network -- it would open the door for intelligence / counterintelligence, possibly even granting which pilot is in which system, flying which ship ... the strategic options are skyrocketing. In fact, a "Fleet Admiral" could simply stay docked and keep a close eye on enemy movements to direct his fleet commanders from there.

Somehow I get the feeling you and Nikk are talking about two different approaches though... I've been reading the posts in Nikk's signature and they seem to advocate delayed local, and dropping people in POS/docked/cloaked from your local chat window -- which is totally opposed to what an OA is supposed to do.

If anything, the OA would make local delayed for the "uninvited guest" (eg: the cloaker) whilst giving the sovholder complete intel as well as the ability to pinpoint cloakers. That's of course assuming your OA has not been hacked.

Another kind of game for sure - yet, I wonder if those claiming "local ought to change" are indeed all talking about the same changes.

Depending on how the OA works, it can either solve a lot of issues AND provide more immersive gameplay with an additional layer. Or it can turn all of nullsec into wormhole space + cynoes. Thus, it is very important that when we say "nerf local", we actually mean the same thing and the implications this has.

Do you now see why in-depth clarification is necessary? If Mike knew an OA would give him the ability to hunt cloakers (which he's been demanding from the start) and even gives him a view of what's coming down the pipe a few systems over, he wouldn't be panicing. The way it sounded some 100 pages ago, on the other hand ... that was gamebreaking stuff. It came across like "we simply remove local, so we can f*ck you in the butt any time we please without advance warning whatsoever". That's why he's so mad at you I think.


I have only 2 issues with counting on the OA to magic bullet this entire discussion.

1. Any and all features at this time are suggestions. It may detect cloaks, it may not. It will likely take multiple OA per solar system to be effective, but what features will be enhanced, extended, and/or enabled by multiple OA are not known. It could do a lot of things, from making cloaks scannable, making cloaking impossible, or nothing at all. After all, we still have Fozzie in charge and ISK disruption as a primary point of balance to consider.

2. It's most likely not a deployable. Thus it's 99% useless to individuals and only useful to those with alliance level support in that space, as anything bigger than a deployable will be vaporized in non-secured space fairly quickly. In a way this impacts the other side of the discussion as much if not more- I can easily imagine AFK cloaked guards warding off solo hunters who cannot reliably cloak themselves. To me, that's just as bad.


1. The OA is pretty clearly going to be the new platform for intel. Intel channels will likely still exist, but my guess is local will be getting heavily scrutinized and with the OA in game, local may very well change over to being delayed. Is it a sure thing? No, but the hints have been pretty obvious.

2. It seems fairly clear that the OA is not going to be a deployable, but NS has never really been intended for the solo player. People have done it, but usually with a number of alts. In this case, have an alt bring a blockade runner and deploy the OA(s) as you see fit. Will they become a target? Yes, working as intended. Will it be a target when it is least convenient? Yes quite possibly, again working as intended. When you start putting stuff in space, other players are going to try and steal it, kill it, set up an ambush near it, etc. I’ll give you the same answer to those who complain that they can’t solo haul in a freighter, go get some friends in game. Working as intended.

"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
#3280 - 2015-09-18 18:19:42 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
After all, we still have Fozzie in charge and ISK disruption as a primary point of balance to consider.


Again, you have a fundamental problem in terms of what this game is about. Resource acquisition has ALWAYS been a Thing™ in game. Not just Fozzie. Go look at statements by CCP Falcon as well regarding ganking. The basic gist has been and hopefully will be, if player A wants to try and ruin player B's day...well player B had better HTFU and try to ruing A's day right back.




Yes. I support that. Cloaking mechanics do not.


Then stop whining about Fozzie's statement. It is pretty likely the game is going to change regarding both cloaks and local/intel.


Fozzie's statement is not consistent with that ideal. Cloaked camping is given a specific pass on the getting your day ruined/ruined right back part because it's interfering with isk making.

Interfering with isk making is fine....so long as retaliation is possible. Cloaks allow that interference to continue without any mechanism to counter attack. The hostile in system is "ruining my day" by limiting my options and income severely, and is doing so in a manner completely out of keeping with the ideal of being able to "ruin it right back".

Fozzie's stance of the disruption being more important than the conflict is what makes it a bad mechanic. Allowing it to happen is fine, but allowing it to go on indefinitely with nothing in place to bring the fight to the intruder is unreasonable and not in keeping with previous design goals of driving conflict. Without a way to bring conflict to the intruder it's not driving conflict, it's just creating a one sided victory for the intruder.