These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Mike Voidstar
Voidstar Free Flight Foundation
#3521 - 2015-11-27 15:54:38 UTC
I am aware... But as a member of a smaller entity who apparently holds space...

Don't you want the option to confront the intruder?

Granted, if he wants to hunt you he has that right, but what about your right to hunt him?

Regardless of if you wish to use it or not, hunting the person hunting you should be encouraged and enabled at all levels of play.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3522 - 2015-11-27 16:23:15 UTC
Mike Voidstar wrote:
I am aware... But as a member of a smaller entity who apparently holds space...

Don't you want the option to confront the intruder?

Granted, if he wants to hunt you he has that right, but what about your right to hunt him?

Regardless of if you wish to use it or not, hunting the person hunting you should be encouraged and enabled at all levels of play.


Yes, I would. The nerf-cloak-nerf-local combo would work. Cloakbuster Probes would work. The Sonar idea had an alluring ring to it as well. But I don't think we're going to get any of that -- learning to deal with the issue is still your best bet; and any SMALL change towards that end I consider a win.

What you want and what I want is quite similar -- although we're both hunting for different reasons and hunting different prey. I can live with cloaks being safe -- that's after all what you pay for. There is still targeting delay; I don't know if you've ever tried hunting somebody but it's not as easy as it looks. The time it takes you to lock your target, you may find them out of scram range putting you at considerable risk yourself. If you DO manage to scram/web and bite down on the target, there's still a good chance friends will come pouring in any second now, so you've got to be quick and keep controlling range to maybe, as a last resort, disengage and GTFO. Once your cyno goes up -if you have one further gimping your fit-, there is no guarantee backup won't arrive and you find yourself losing a couple of Redeemers, juicy Falcons, a few Pilgrims ... and of course you'll still have to extract them afterwards.

Do you now see why the hunter does put a lot on the line? You didn't get to pick the engagement, that's true. But isn't the same true when you run into a gatecamp? It's not like you get to click "Undo - nope, I didn't jump that gate". Part of the fun is suddenly having to "wing it" and wiggling and rocking and rolling yourself through it.

Now back on topic - why did I bother to post at all? Well: T3s are too safe traveling from gate to gate, and that's something one might reasonable hope to get rid off. New mechanics may be too much to hope for, but taking away some of the nullified cloaky stuff improves your chances of catching some of the more fierce contenders out there. Giving you more options to defend your space. Some days, it seems like we're playing Interceptors online; and even the ratters in our space tend to use cloaky/nullified T3s to earn some bucks and waltz out, not a care in the world.

"Protect your space" sounds like a daft argument under those conditions. If only one could effectively STOP them, you wouldn't even be facing this problem. See where all this came from?
Captain Awkward
Republic University
Minmatar Republic
#3523 - 2015-11-27 16:23:43 UTC  |  Edited by: Captain Awkward
My 2 cents.

Looking at Risk vs reward vs effort there seems to be a huge missbalance.

While you are activly playing and drop something on a ratter, you actually risk that something to a counterdrop or bait. So there is risk vs reward vs effort. If that is balanced can be argued in a other thread.
So lets say we dont talk about beeing cloaked in system and dropping cynos or blops on ratters.

Lets talk purely about the AFK part. You can go shopping, take a shower or watch TV for hours while beeing cloaked AFK in a system and preventing people from ratting because they have absolutely no way of knowing if you are on your PC or AFK.
While the cloaky guy has absolutely 0% risk and absolutley 0% effort , he gets 100% tear reward by locking the system down.

The major problem in AFK cloaking does not come from the cloaking part, but from the AFK part.

The first solution that comes to mind would be to show in local that a player is AFK when he has not done anything within a specific amount of time. But people would obviously just use auto mouse clickers to go AFK just as easy as they do now.

I for my part hope, that we will have the option the decloak all ships in system with the new observatory arrays next year. If the player sitting in your system is at its PC he should be able to avoid capturing before he can recloak. If the is AFK, he can be kicked quite easiliy. Dont know if anyone is willing to risk his T3 nullified covops for AFK cloacing anymore.
Mike Voidstar
Voidstar Free Flight Foundation
#3524 - 2015-11-27 18:03:29 UTC
Unless that afk flag also locked the client so it didn't display any information while you are flagged, then it would just be abused, or result in no change.

I could accept a local delayed so long as a ship was still under gate cloak, which is something I saw recently. It would answer the only real injustice I see on hunters, which is people reacting before the client even loads.

I disagree that afk is the problem. It's the safety that makes afk an advantaged playstyle rather than a lethal liability.
Teckos Pech
Hogyoku
Goonswarm Federation
#3525 - 2015-11-27 18:27:02 UTC  |  Edited by: Teckos Pech
Brokk Witgenstein wrote:
ugly angel wrote:
Not sure if its been suggested but what about this:

Cloaks have a cycle time of 5 minutes.

But they don't have auto repeat.


But but I like my second-desktop scout?! Don't make me lose my scout because I was shooting something on my main please -- and tbh, bio break and a smoke would kill my Stratios under those rules. You serious??

People seem to forget that a scout, not doing ****, not shooting anybody, is STILL AN ACTIVE ACCOUNT. It's payed for and plexed. It's not just "not making any ISK" -- it's actually LOSING ISK at a rate of 40 mil ISK / day.


This, people use cloaks for all sorts of reasons, not just to AFK camp. This fix nerfs ALL to get a subset of players that are the problem.

No.

Edit: Let me clear here, I will never support a nerf that nerfs a whole set of players to get at a subset of players. This is lazy, sloppy and stupid game design. Consider the nerf to drones and boot carriers. Was it a nerf to all drone users? No. It was aimed at those large fleets that had just one guy doing pretty much everything, targeting and shooting. Everyone else just switched over to watching netflix.

So, fuel, non-repeating cycle times, cap use, etc. are bad because not only do they nerf AFK camping, but other play that is not AFK camping. If you propose these solutions you are lazy, sloppy, and...well you know the rest.

"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
#3526 - 2015-11-27 18:43:31 UTC
Mike Voidstar wrote:
I am aware... But as a member of a smaller entity who apparently holds space...

Don't you want the option to confront the intruder?

Granted, if he wants to hunt you he has that right, but what about your right to hunt him?

Regardless of if you wish to use it or not, hunting the person hunting you should be encouraged and enabled at all levels of play.


Let me see if I understand this...you want to "hunt" an intruder who is not at his keyboard and has only 1 module activated and who poses literally no threat?

Of course, you could try baiting him when he his no longer AFK. A hull tanked shield ship would be good. You could look like your are ratting, but then he slams into your substantial hull tank and you pop a cyno...people flow in and you bone him and any friends who came with him.

Oh....wait...that would take effort and even risk, at least compared to shooting a guy who AFK and can't defend himself, let alone attack you.

"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
#3527 - 2015-11-27 18:52:53 UTC
Captain Awkward wrote:
My 2 cents.

Looking at Risk vs reward vs effort there seems to be a huge missbalance.

While you are activly playing and drop something on a ratter, you actually risk that something to a counterdrop or bait. So there is risk vs reward vs effort. If that is balanced can be argued in a other thread.
So lets say we dont talk about beeing cloaked in system and dropping cynos or blops on ratters.

Lets talk purely about the AFK part. You can go shopping, take a shower or watch TV for hours while beeing cloaked AFK in a system and preventing people from ratting because they have absolutely no way of knowing if you are on your PC or AFK.
While the cloaky guy has absolutely 0% risk and absolutley 0% effort , he gets 100% tear reward by locking the system down.

The major problem in AFK cloaking does not come from the cloaking part, but from the AFK part.

The first solution that comes to mind would be to show in local that a player is AFK when he has not done anything within a specific amount of time. But people would obviously just use auto mouse clickers to go AFK just as easy as they do now.

I for my part hope, that we will have the option the decloak all ships in system with the new observatory arrays next year. If the player sitting in your system is at its PC he should be able to avoid capturing before he can recloak. If the is AFK, he can be kicked quite easiliy. Dont know if anyone is willing to risk his T3 nullified covops for AFK cloacing anymore.



Oh yeah, no abuse possible via an afk tag. None at all. Roll

So I open two clients. On one I get my AFK camper in position and oh...I can see who exactly is in system. I get to see local...and I wait long enough and there we go AFK tag. Now, if I'm sitting on the station as well I can watch who undocks and in what kind of ship.

My other guy is next door...and when I deem it appropriate I jump in and try to catch a ratter unawares.

Thanks for making it oh so much easeir to gather intel. Under the old system everyone just docked. Now, they'll undock feeling a higher degree of safety based on the somewhat misleading "AFK tag".

And if I was part of a gang, getting intel on which direction the juiciest target warped will greatly help in where I should position my dictor/hictor.

As for the observatory array you may get something, although a decloaking effect is unlikely, IMO. However, you can also kiss local good bye too. Twisted

"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
#3528 - 2015-11-27 23:49:41 UTC  |  Edited by: Mike Voidstar
Teckos Pech wrote:
Mike Voidstar wrote:
I am aware... But as a member of a smaller entity who apparently holds space...

Don't you want the option to confront the intruder?

Granted, if he wants to hunt you he has that right, but what about your right to hunt him?

Regardless of if you wish to use it or not, hunting the person hunting you should be encouraged and enabled at all levels of play.


Let me see if I understand this...you want to "hunt" an intruder who is not at his keyboard and has only 1 module activated and who poses literally no threat?

Of course, you could try baiting him when he his no longer AFK. A hull tanked shield ship would be good. You could look like your are ratting, but then he slams into your substantial hull tank and you pop a cyno...people flow in and you bone him and any friends who came with him.

Oh....wait...that would take effort and even risk, at least compared to shooting a guy who AFK and can't defend himself, let alone attack you.


We can rehash these tired arguments too...

No. I don't want to hunt an afk ship. He should not be so safe that he can afk all day in perfect safety. His afk status is just a red herring and completely irrelevant. We aren't talking about a bio break or other fairly contained time period. An intelligent pilot will not ignore a potential hostile in space. If you are in space then you are consenting to PvP. If you do not want to be susceptible to PvP then you need to get out of space.

That's what PvE pilots are doing that you hate so much. They aren't staying in space accomplishing any goal at all. They are giving up their entire playstyle to either reship and meet you in the field or else leaving entirely.

What I want is to deal with the issue at hand. Before I put a vulnerable ship in space that can't fight I want to deal with any hostiles currently in that space. If that hostile chooses to remain AFK that isn't my concern or my fault. I would not expect to remain unexploded if I left my ship AFK with a hostile hunting me. I would expect him to show up and shoot me.

And no.... Attempting to bait a camper isn't a reasonable solution. He is 100% safe, so he is going AFK for days at a time. Why should I be expected to give up my (and that of my backup) playstyle for days at a time if he isn't even going to be there. Every other pilot in space has to deal with the actions of others forcing them to do things they may not want to do, unless they take action against their antagonist, except the cloaked camper. He can't be forced from his spot, the best you can do is hope he is as stupid as he is hoping you are and takes the bait? No. That is BS. He needs to be susceptible to outside pressure of some sort like everyone else.
Teckos Pech
Hogyoku
Goonswarm Federation
#3529 - 2015-11-28 02:02:05 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
I am aware... But as a member of a smaller entity who apparently holds space...

Don't you want the option to confront the intruder?

Granted, if he wants to hunt you he has that right, but what about your right to hunt him?

Regardless of if you wish to use it or not, hunting the person hunting you should be encouraged and enabled at all levels of play.


Let me see if I understand this...you want to "hunt" an intruder who is not at his keyboard and has only 1 module activated and who poses literally no threat?

Of course, you could try baiting him when he his no longer AFK. A hull tanked shield ship would be good. You could look like your are ratting, but then he slams into your substantial hull tank and you pop a cyno...people flow in and you bone him and any friends who came with him.

Oh....wait...that would take effort and even risk, at least compared to shooting a guy who AFK and can't defend himself, let alone attack you.


We can rehash these tired arguments too...

No. I don't want to hunt an afk ship. He should not be so safe that he can afk all day in perfect safety. His afk status is just a red herring and completely irrelevant. We aren't talking about a bio break or other fairly contained time period. An intelligent pilot will not ignore a potential hostile in space. If you are in space then you are consenting to PvP. If you do not want to be susceptible to PvP then you need to get out of space.

That's what PvE pilots are doing that you hate so much. They aren't staying in space accomplishing any goal at all. They are giving up their entire playstyle to either reship and meet you in the field or else leaving entirely.

What I want is to deal with the issue at hand. Before I put a vulnerable ship in space that can't fight I want to deal with any hostiles currently in that space. If that hostile chooses to remain AFK that isn't my concern or my fault. I would not expect to remain unexploded if I left my ship AFK with a hostile hunting me. I would expect him to show up and shoot me.

And no.... Attempting to bait a camper isn't a reasonable solution. He is 100% safe, so he is going AFK for days at a time. Why should I be expected to give up my playstyle for days at a time if he isn't even going to be there. Every other pilot in space has to deal with the actions of others forcing them to do things they may not want to do, unless they take action against their antagonist, except the cloaked camper. He can't be forced from his spot, the best you can do is hope he is as stupid as he is hoping you are and takes the bait? No. That is BS. He needs to be susceptible to outside pressure of some sort like everyone else.


Once again we see you want to have safety without even expending a modicum of effort. And you absolutely want to hunt down AFK ships. Lets suppose a method for finding and AFK cloaked ship is put in the game...you seriously expect me to believe you will NOT use it? GMFB.

Moving systems, as I indicated, will tell you alot....like if he is AFK or not. Maybe not perfectly, but if he does not follow you chances are he is AFK.

Further, you want to make another player vulnerable but at the same make your PvE pilot safer.

"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
#3530 - 2015-11-28 02:12:50 UTC
No. I don't want to hunt afk ships. I expect them to not be afk once they lose that perfect safety. I expect they will either prepare to be found, or else leave. I expect when 100% safety goes away and simply going AFK is no longer the optimal gameplay that the will do something else.

Twist it how you like, only one side of this argument is 100% safe in their activity with no effort, and it isn't the guy watching local with his finger quivering over the warp button like a ferret on a tripple expresso.

Requiring that both sides be actively ensuring whatever safety they enjoy isn't advantageous to one side or the other. As I said a few posts up, a suggestion where you stay out of local for as long as you are under the gate cloak solves you only problem that AFK cloaking is supposedly solving.
Hiljah
Slap Fight Martial Artists
#3531 - 2015-11-28 23:37:34 UTC
Remove local.
Remove gated sites.
Remove map statistics.
Remove stations.
Make gate's location change, and require probing.

Then tell me if you still want your cloak to be scannable/need fuel/have a time limit.
Mike Voidstar
Voidstar Free Flight Foundation
#3532 - 2015-11-29 00:38:55 UTC
Pretty sure that setup is called a wormhole, only with more capitols.
Teckos Pech
Hogyoku
Goonswarm Federation
#3533 - 2015-11-29 06:01:00 UTC
Mike Voidstar wrote:
No. I don't want to hunt afk ships. I expect them to not be afk once they lose that perfect safety. I expect they will either prepare to be found, or else leave. I expect when 100% safety goes away and simply going AFK is no longer the optimal gameplay that the will do something else.

Twist it how you like, only one side of this argument is 100% safe in their activity with no effort, and it isn't the guy watching local with his finger quivering over the warp button like a ferret on a tripple expresso.

Requiring that both sides be actively ensuring whatever safety they enjoy isn't advantageous to one side or the other. As I said a few posts up, a suggestion where you stay out of local for as long as you are under the gate cloak solves you only problem that AFK cloaking is supposedly solving.



Wanting to do something and being able to are two very different things. So, I think it is safe to say you do want to hunt AFK ships knowing full well that said pilots will adapt and not remain AFK....thereby also boosting your safety, if only your perceived safety.

And the person is 100% safe while also 100% harmless, and after expending effort to get there.

"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
#3534 - 2015-11-29 10:05:32 UTC
Teckos Pech wrote:

And the person is 100% safe while also 100% harmless, and after expending effort to get there.


...and this bring me to why cloaky/nullified is such a bad combo. It is possible to catch them... but I think those cases were lag or plain old bad luck. 99% of the time, those T3s just zip through and post hilarious comments in local. ;-) Same for interceptors; so I can imagine ceptoring to your destination and blopsing in your hunter from there if/when CCP decides T3s need to stop laughing at any defense you put up.


Other that that though, I would agree there is really nothing wrong with the mechanics as they are today. When they're sitting still, consider them docked/POSed up. Free your mind. Don't let "fear of the neut in local" paralyse you. Highsec, lowsec, NPC null, wormholes, all have their fair share of neuts in system -- what does it bother you somebody else is logged in to the server? You can't expect recons to stop doing what they're meant to do: gathering intel, waiting for the opportune moment to strike, deep in hostile territory... that's their role.

Simply being able to catch them cloakies on the move would already go a long way imho -- it'd give us one more option besides baiting to flush them out or threaten them. It'd make the getting in/getting out part a lot harder, and then Teckos would be right: mosty safe, mostly harmless, and requiring effort to get there.

As I said before (I believe it was the very first thing I said in the very first post I made in this thread): I'm in favour of hunting them; yet that doesn't *have* to be in their safespot. If I can snag one jumping a gate, that'd be just as fine by me. Wouldn't be so "invulnerable" anymore now, would it? That's the real complaint I keep hearing, the one thing that bugs me too: they're 100% safe. Yet to be honest, my Machariel is also 100% safe when it's docked, and I can be docked up all day if I want to -- what business is it of yours?
Mike Voidstar
Voidstar Free Flight Foundation
#3535 - 2015-11-29 16:10:42 UTC
There are a few differences.

First, in Dock is meant to be safe. That's why stations and docking existis. Without the ability to secure assets in some way, no one would play a game where acquiring those assets requires any kind of effort. It works for games like battlefield, it would not work for EVE.

Second, no one outside a dock is meant to be safe. The very same argument being used to support afk camps against pve players applies to the camper himself. He is in open space, he should be at risk. Period. That is one of the most fundamental concepts of EVE, and one that is highly regarded all the way up until it is being applied to the camper. Then it's just unreasonable and suddenly seeking more safety for the guy forced to dock every time someone new pops into the system.

Third... If it's ok for a ship to choose when it's at risk at will, then that cuts both ways. Saying that a cloaked ship should only be at risk when it's jumping through a gate means that the pilot of that ship is immune to non-consensual PvP. He chooses when to jump, and even when he does it's a pretty simple to use a cloak to blow through a camp. Even without nullification it's pretty much just luck if a cloaking ship gets caught on a gate without prior notice. That's why I ask when it's OK for a PvE pilot to set up his stuff and be safe from being hunted for the next few weeks. If it's OK for the hunter, it's OK for the hunted.

The camper isn't harmless. He is forcing defensive responses that cause the resident to either abandon the space or reduce the value of operating in that space by around half. Saying that his presence can simply be ignored is dishonest in the extreme. Having to deal with other players is normal and a core part of EVE... but being able to threaten another player from perfect safety is not OK, except that Fozzie said so when it's just to interrupt PVE people.
Teckos Pech
Hogyoku
Goonswarm Federation
#3536 - 2015-11-29 21:19:25 UTC
Brokk Witgenstein wrote:
Teckos Pech wrote:

And the person is 100% safe while also 100% harmless, and after expending effort to get there.


...and this bring me to why cloaky/nullified is such a bad combo. It is possible to catch them... but I think those cases were lag or plain old bad luck. 99% of the time, those T3s just zip through and post hilarious comments in local. ;-) Same for interceptors; so I can imagine ceptoring to your destination and blopsing in your hunter from there if/when CCP decides T3s need to stop laughing at any defense you put up.


While I agree that the T3 cloaky and nullification is a problem, I do not agree as much for interceptors. First off your scenario above is not nearly as effortless/risk free as one thinks. Interceptors, for example, cannot fit a covert ops cyno, so you'll have to use a regular cyno...which shows up on the overview and the in game map and you'll be stuck there for 10 minutes. So while it would work with an interceptor another ship that can fit a covert ops cyno would work best. Factor in jump range nerfs and fatigue and this tactic, while theoretically possible, is not nearly as awesome as it once was. Now a BLOPs team might take a few days to get deep into hostile territory while in the past it would take maybe an couple of hours.

And as always, I'm fine with changing the cloaking mechanic as long as there is a way to make things less safe for non-cloakers--i.e. making intel sources vulnerable.

I find Mike's stance about local and cloaks either paradoxical or hypocritical.


  • Mike on local: Local has been in game all along and was intended by Devs.
  • Mike on cloaks: Cloaks while having been in game a very long time, their AFK camping use was not intended.


But how do we know that Devs intended the chat system to be used as an intel network with local being the supporting pillar? We don't. Not at all. Maybe that was their intent...or maybe not. However, cloaks were also intended to be in the game by the Devs. Their different uses...we don't know what the Dev's intentions were.

Cloaked players at a safe are completely incapable of doing not much more than a docked player can do. Local on the other hand is unassailable and provides hyper accurate information and even works as an early warning system.

"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
#3537 - 2015-11-29 21:31:39 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
There are a few differences.

First, in Dock is meant to be safe. That's why stations and docking existis.


The exact same thing can be said of cloaks.

Quote:
Without the ability to secure assets in some way, no one would play a game where acquiring those assets requires any kind of effort. It works for games like battlefield, it would not work for EVE.


Without the ability to move around with stealth NS would be considerably more safe than it currently is. One of the most common ships to kill semi-AFK ratters in Gurista space: stratios with neuts and amarr drones.

Quote:
Second, no one outside a dock is meant to be safe.


Really? The only way to be as safe as being docked is to use a cloak at a safe. But at the same time you are also completely harmless. The Devs have pointed this out many times on why they consider it balanced. The notion of safe is not an absolute concept but a relative one. Clearly one is relatively more safe in a 1.0 system than in a 0.5 system and 0.5 is relatively more safe than a 0.2 system. Safety also depends on your fit. More tank, all other factors held constant, the safer you are. If you can GTFO quickly then you are safer than the guy who cannot.

Quote:
Third... If it's ok for a ship to choose when it's at risk at will, then that cuts both ways. Saying that a cloaked ship should only be at risk when it's jumping through a gate means that the pilot of that ship is immune to non-consensual PvP.


Or engaging a hostile, or when warping (even in the same system). This is not as absolute and cut-and-dry as you like to paint it.

Quote:
That's why I ask when it's OK for a PvE pilot to set up his stuff and be safe from being hunted for the next few weeks. If it's OK for the hunter, it's OK for the hunted.


Sure, but under the exact same constraints, okay?


  • No activating defensive modules
  • No activating offensive modules
  • So, no ratting, no mining, no nothing, except d-scan. You just sit there and stare at your screen while you are 100% safe.
  • Oh and you have to fit a module to your high slots...we'll call it, a prototype cloaking device and you can use it at a safe spot too. Roll


Holy ****ing ****. You might as well just be docked or even logged off.

Edit: Mike if you come back and say, "No, I should be able to rat in perfect safety," it is quite clear that you are just being hugely hypocritical on this one. You have three options to be very safe in your ratting system:


  1. Docked
  2. Inside POS shields
  3. Also cloaked at a safe spot


Your stuff is safe, your ship is safe. What you are absolutely NOT and NEVER should be entitled to is to acquire in game assets with near absolute safety.

"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

Maccian
Republic Military School
Minmatar Republic
#3538 - 2015-11-29 22:01:00 UTC
I'd absolutely love a deployable mobile structure that prevents cloaking within its range of effect, similar to how faction warfare outpost becons work, it could be consumed i.e self destructs by itself after a period of time or it could run on scripts, and ofcourse be destroyed anytime by players. it could be fairly expensive because it would reap many rewards!
Mike Voidstar
Voidstar Free Flight Foundation
#3539 - 2015-11-30 02:09:35 UTC


You cannot acquire assets with any degree of safety. You have to be out in space, easily found and able to be engaged at will by any who come along. That the PvE person won't stay in space with hostiles present is irrelevant. They were not safe, they just weren't under current threat. It's not the same thing.

The cloaked ship however is safe under direct threat.

You will never be able to make stations and POS equivalent to a trivial to fit module. They are not the same sort of mechanic, not the same sort of effort to aquire, and simply not the same magnitude of play.

Cloaks enable stealth gameplay. That does not have to mean utter immunity to detection and danger, and in fact should not.
Teckos Pech
Hogyoku
Goonswarm Federation
#3540 - 2015-11-30 04:51:04 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:


You cannot acquire assets with any degree of safety. You have to be out in space, easily found and able to be engaged at will by any who come along. That the PvE person won't stay in space with hostiles present is irrelevant. They were not safe, they just weren't under current threat. It's not the same thing.

The cloaked ship however is safe under direct threat.

You will never be able to make stations and POS equivalent to a trivial to fit module. They are not the same sort of mechanic, not the same sort of effort to aquire, and simply not the same magnitude of play.

Cloaks enable stealth gameplay. That does not have to mean utter immunity to detection and danger, and in fact should not.



Good thing cloaks do not convey utter immunity. Roll

That link right there disproves your claim.

Care to come back to reality?

Edit: Oh no!

Edit 2: Why this cannot be! Mike has told me a cloak conveys utter immunity.

"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