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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#6121 - 2016-06-07 16:16:35 UTC
Mike Voidstar wrote:


So... Are you using the impotence to justify the safety or not?

If you are, then we know where that argument is going. If you aren't you have no point at all. Pick one and stop trying to make a point from 2 mutually exclusive arguments.

Or don't. We shall see if my son keeps his subscription active. If he doesn't you will win the argument by my having left the game.


Not in the simple minded way you are trying to use it to justify buffing your style of game play. My point is that the cloaked player can only maintain that level of safety by foregoing all the other potential uses of his ship. A freighter should be just as safe so long as it never hauls or goes to haul anything would be the closer analogous argument. And guess what kind of freighter that is…one that never undocks.

"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
#6122 - 2016-06-07 16:29:52 UTC
Mike Voidstar wrote:
In particular, on this day? It does not, except for locking me out of using smartbombs because some jackasses think it's funny to probe mission pockets and get CONCORD to kill you. With no way to look for enemies on grid, the safe play is simply not to play.


Translation: Risk for me, but not for thee.

See, when I decloak and engage I have no idea if you are bait and your buddies are going to show up. When we go use bombers in O1Y in Fade you just don’t play half assed. You do what Brokk says. You watch the guy as he starts to die, consider hitting overheat, are watching your overview for the response fleet which will shred you in seconds if they catch you…and they are absolutely on their way…about 30-50 of them in ceptors and svipuls. You have to pay attention in case the FC fails to fleet warp you out.

And guess what we lose ships. Sometimes the entire fleet is welped. The other night they managed to headshot the FC (luckily another dude wanted to head home so he ejected from his ship and let the FC have it and clone-taxied home). And slowly but surely we lost enough people that we had to call it a night.

Cloaks are not an “I win button”. Cloaks do not offer “utter invincibility” if you are going to use any of the potential such ships offer. You’d know this if you stepped out of the parts of the game you have limited yourself too and tried different types of play. You might die a lot…and in fact you probably will at first. But even that can be fun, when you change your attitude and realize…losing a ship is part of the game.

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

8 Golden Rules for EVE Online

Isaac Armer
The Soup Kitchen
#6123 - 2016-06-07 16:49:30 UTC  |  Edited by: Isaac Armer
Mike Voidstar wrote:
You have an extremely poor grasp of logic and reason.

It does not matter what the cloaked ship is doing. There are more things to do in space than earn isk and destroy isk directly. Often indirect activities are more effective.


I literally used your same logic against you. You saying I have a poor grasp of logic is simply you admitting your own logic is ridiculous. That was my entire point. Glad we agree on that, though.

You're not upset about indirect actions. You're upset about the direct actions that you perceive to follow them. You've been given counters to all of the above, you've stamped your foot like a child and refused to listen. You've had your own poorly thought out logic turned against you and stamped your foot at that again. I do thoroughly enjoy that you can't accept the double standard you put forth when someone flips what you say back onto yourself. Adorable.
Mike Voidstar
Voidstar Free Flight Foundation
#6124 - 2016-06-07 16:55:35 UTC
Teckos Pech wrote:
Mike Voidstar wrote:


So... Are you using the impotence to justify the safety or not?

If you are, then we know where that argument is going. If you aren't you have no point at all. Pick one and stop trying to make a point from 2 mutually exclusive arguments.

Or don't. We shall see if my son keeps his subscription active. If he doesn't you will win the argument by my having left the game.


Not in the simple minded way you are trying to use it to justify buffing your style of game play. My point is that the cloaked player can only maintain that level of safety by foregoing all the other potential uses of his ship. A freighter should be just as safe so long as it never hauls or goes to haul anything would be the closer analogous argument. And guess what kind of freighter that is…one that never undocks.


No, that would be a freighter that's docked.

What you are saying is that freighter should be safe so long as it's not moving very fast, but still outside the station, only a target when actually moving. If it sits still it becomes invulnerable.
Mike Voidstar
Voidstar Free Flight Foundation
#6125 - 2016-06-07 17:00:53 UTC
Isaac Armer wrote:
Mike Voidstar wrote:
You have an extremely poor grasp of logic and reason.

It does not matter what the cloaked ship is doing. There are more things to do in space than earn isk and destroy isk directly. Often indirect activities are more effective.


I literally used your same logic against you. You saying I have a poor grasp of logic is simply you admitting your own logic is ridiculous. That was my entire point. Glad we agree on that, though.

You're not upset about indirect actions. You're upset about the direct actions that you perceive to follow them. You've been given counters to all of the above, you've stamped your foot like a child and refused to listen. You've had your own poorly thought out logic turned against you and stamped your foot at that again. I do thoroughly enjoy that you can't accept the double standard you put forth when someone flips what you say back onto yourself. Adorable.


You don't get to tell me what I set value on. The only direct action I am concerned with is the ones that cannot be taken against a cloaked ship no matter what you do.

You didn't apply my logic, you just tried to use the words I said in reverse. Unfortunately this isn't an argument constructed on equal and opposite opinions, but rational logic following from accepted ideals.

Sometimes you can just reverse someone's words and it works out ok. In this case not. To do so you would have to construct your own rationale from the opposite side, which means you still need to justify a ship in space immune to hostile interaction. Get back to me when you have that.
Mike Voidstar
Voidstar Free Flight Foundation
#6126 - 2016-06-07 17:05:36 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Isaac Armer wrote:
Mike Voidstar wrote:
Excellent use of the Nuh Uhh defense. Absolutely impenetrable.

Next time you are doing PvE and Hostiles enter the system just sit there and do nothing. See how well local defends you. Repeat that experiment with a cloak. Observe the difference.


Next time you are cloaked anywhere, try to shoot a rat or shoot a player. Next time you're docked in station, try to shoot a rat or a player without undocking and see what happens! See how well cloaks or docking helps you out. See? I can use your logic too.

Listen to yourself talk for once. "Imma just sit here when reds come into system to prove a point about cloaks!" How much ISK have you earned while cloaked, and how much ISK have you destroyed while cloaked? I'd love for you to give me a specific number, but we both know you won't give me that.

"Live and learn" is a good motto to go by, you have the first part of that down, so that's something...I guess....


You have an extremely poor grasp of logic and reason.

It does not matter what the cloaked ship is doing. There are more things to do in space than earn isk and destroy isk directly. Often indirect activities are more effective.


No he has a good grasp. That was one of my points earlier. There is a considerable cost to having a cloaky camper sitting and cloaky camping. I have 4 alts that could cloaky camp 4 systems. You know what I don't do it. Not just because I don't want to take the time to get them into a system to cloaky camp (part of the costs you steadfastly refuse to acknowledge in your imbecilic posts), but those alts are worth much more to me to be sitting in a station doing invention. I make literally nothing while cloaky camping.

Now you could argue, well then why do it? Well I would do it if it was something important to my alliance. If we were to cloaky camp a set of systems for :reasons: then I’d do it. I accept the fact that I sometimes have to set aside personal gain (in game) to help the alliance meet a set of goals. Another reason another player might do it is to try and get kills (to me the costs here are just not worth it, which highlights again your sophomoric understanding of the notion of costs). Yet a third is to try and lower ADM indices. However, all of these things have solutions. I have enumerated a number of them. If people come in and cloaky camp your systems (either AFK or even worse ATK) you are being attacked. You should have people logging in, getting in fleet, you should have a response fleet, people in bait ships ratting, etc. If you aren’t doing this, you deserve to lose your space and whining here on the forums like a little girl is just pathetic and deserving of nothing short of contempt.

In short it does matter what that player is doing….and what he is NOT doing are very much part of the discussion. You have made arguments about costs and the benefits, but you realized they were losing arguments and so now you have fallen back to this: “if it is in space it should be vulnerable” angle. And you did it without even admitting that the arguments your cost/benefits claims were right and you were wrong. And you are still wrong because you cannot divorce these things (what is the player doing, what benefits does the player get, etc.) from the discussion of balance. If I have a ship in game that cannot be destroyed by any other player flown ship and only I have it. But it is sitting at a “safe” (i.e. it is not near anything, you’d need probes to find me…or even if I was visible anywhere in system in the overview…but again not on grid with anything else, no stations, no pocos, nothing) and I cannot move it….is that horribly unbalanced? I can only shoot what is on grid and in range. I would argue it may not be unbalanced because while I’m completely invulnerable the overall impact on the game is going to be minimal. Using your argument this would be horribly, horribly unbalanced.


No, it does not matter, because those were consensual choices you made.

The issue is you opting out of all hostile interaction while still in sapce, ' in play' as it were.

You are complaining that someone multiple jumps away in another solar system is 'safe' while claiming the need to be even more safe while in the solar system, and potentially even on grid.
Isaac Armer
The Soup Kitchen
#6127 - 2016-06-07 17:07:34 UTC
Mike Voidstar wrote:
You don't get to tell me what I set value on. The only direct action I am concerned with is the ones that cannot be taken against a cloaked ship no matter what you do.

You didn't apply my logic, you just tried to use the words I said in reverse. Unfortunately this isn't an argument constructed on equal and opposite opinions, but rational logic following from accepted ideals.

Sometimes you can just reverse someone's words and it works out ok. In this case not. To do so you would have to construct your own rationale from the opposite side, which means you still need to justify a ship in space immune to hostile interaction. Get back to me when you have that.


I'm confused Mike. First you said this about indirect actions:

Mike Voidstar wrote:
There are more things to do in space than earn isk and destroy isk directly. Often indirect activities are more effective.


You were given multiple indirect ways to hard-counter cloaked ships. Now you say you're concerned with no direct action against cloaks. Which is it? Indirect actions are more effective, or direct actions? Make up your mind please.


Look, you keep arguing that cloaks only benefit PvP, which is completely untrue. I've spent a very big chunk of the game solo exploring (both in the conventional sense of hacking data/relic sites as well as intel gathering of corps/alliances in hostile space). I have no guns fit, no cyno when doing that. Cloaks benefit me greatly as the PvE-er as well. That being said, I know what game I'm playing. When I'm ratting in null, I'm not actively hunting, I know I'm a potential target. I get great satisfaction out of laughing in the face of a PvP-er by escaping him while continuing to do my PvE for hours on end. EVE is a game of cat and mouse, and getting good at being the mouse is a lot of fun. If you don't want to accept the fact that you're on one end of the cat-and-mouse chase all the time (docked, undocked, cloaked, uncloaked, whatever), this isn't the right game for you.
Teckos Pech
Hogyoku
Goonswarm Federation
#6128 - 2016-06-07 17:21:50 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:


So... Are you using the impotence to justify the safety or not?

If you are, then we know where that argument is going. If you aren't you have no point at all. Pick one and stop trying to make a point from 2 mutually exclusive arguments.

Or don't. We shall see if my son keeps his subscription active. If he doesn't you will win the argument by my having left the game.


Not in the simple minded way you are trying to use it to justify buffing your style of game play. My point is that the cloaked player can only maintain that level of safety by foregoing all the other potential uses of his ship. A freighter should be just as safe so long as it never hauls or goes to haul anything would be the closer analogous argument. And guess what kind of freighter that is…one that never undocks.


No, that would be a freighter that's docked.

What you are saying is that freighter should be safe so long as it's not moving very fast, but still outside the station, only a target when actually moving. If it sits still it becomes invulnerable.


No a freighter sitting still can, in limited circumstances do useful stuff.

"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
#6129 - 2016-06-07 17:24:37 UTC
Mike Voidstar wrote:


No, it does not matter, because those were consensual choices you made.

The issue is you opting out of all hostile interaction while still in sapce, ' in play' as it were.


And it is a choice to sit at a safe and do nothing while cloaked. One I and I alone make.

Quote:
You are complaining that someone multiple jumps away in another solar system is 'safe' while claiming the need to be even more safe while in the solar system, and potentially even on grid.


WTFAYTA? I've read that several times and I don't know what I was supposedly complaining about....because it sure wasn't about the costs of cloaky camping.


"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
#6130 - 2016-06-07 17:56:26 UTC
Problem is, you should not have the choice to sit safely in space, especially in hostile territory. There should be a way for others to force you to move, regardless of what you choose to do or not do. Nonconsent should be a thing for everyone.

This is not a case of more effort for thee and less for me. You currently do not have any obligation to expend any effort at all. If you want to be that safe, park it in an npc station. It's what they are for.

It does not have to be casual or easy, but everyone in space should be vulnerable in some way.

Claiming that a ratter watching Intel channels and local is too safe is complaining that you don't threaten someone you aren't even in the solar system with, and that they should be forced to stay there with you. When does that end? When is it ok to get to safety if you don't want to play that way? I guess if they don't want to play with you they just should not play EvE at all right?

Congratulations on your pyrric victory.
Isaac Armer
The Soup Kitchen
#6131 - 2016-06-07 18:16:47 UTC
Mike Voidstar wrote:
Problem is, you should not have the choice to sit safely in space, especially in hostile territory. There should be a way for others to force you to move, regardless of what you choose to do or not do. Nonconsent should be a thing for everyone.

This is not a case of more effort for thee and less for me. You currently do not have any obligation to expend any effort at all. If you want to be that safe, park it in an npc station. It's what they are for.

It does not have to be casual or easy, but everyone in space should be vulnerable in some way.

Claiming that a ratter watching Intel channels and local is too safe is complaining that you don't threaten someone you aren't even in the solar system with, and that they should be forced to stay there with you. When does that end? When is it ok to get to safety if you don't want to play that way? I guess if they don't want to play with you they just should not play EvE at all right?

Congratulations on your pyrric victory.


You have said afk cloaking has an indirect affect on others, but you want a direct counter. We already have told you there are indirect ways to counter it.

Why should something that only benefits the hunter indirectly be countered directly instead of indirectly, as is the case today? If you want a direct counter, logically cloaking should be given a way to directly impact hostile space.

You can't have your cake and eat it too.
Teckos Pech
Hogyoku
Goonswarm Federation
#6132 - 2016-06-07 19:26:02 UTC
Mike Voidstar wrote:
Problem is, you should not have the choice to sit safely in space, especially in hostile territory. There should be a way for others to force you to move, regardless of what you choose to do or not do. Nonconsent should be a thing for everyone.

This is not a case of more effort for thee and less for me. You currently do not have any obligation to expend any effort at all. If you want to be that safe, park it in an npc station. It's what they are for.

It does not have to be casual or easy, but everyone in space should be vulnerable in some way.

Claiming that a ratter watching Intel channels and local is too safe is complaining that you don't threaten someone you aren't even in the solar system with, and that they should be forced to stay there with you. When does that end? When is it ok to get to safety if you don't want to play that way? I guess if they don't want to play with you they just should not play EvE at all right?

Congratulations on your pyrric victory.


Why not? Everyone has the choice to do this. Fit a cloak to your skiff and go sit at a safe. You’ll be eternally safe from CODE. in HS, and nobody can gank you in LS or NS. Of course you won’t be able to mine. Or if you run missions you won’t be able to run missions either. In fact, fitting a cloak and sitting at a safe will solve your problem with smart bombs and people probing you down. For two reasons, you won’t be able to turn on your smart bombs and he won’t be able to find 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
#6133 - 2016-06-07 19:32:18 UTC
Oh, and yeah…that whole argument about being able to pick engagements is a nice non-sequitur. It is a load of baloney because with the fixes Mike, et. al. have been discussing…and ATK player would still be able to pick and choose his engagements. So we can ignore this one. When it is raised just write, “So what? Your solution would not change that.”

"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

Wander Prian
Nosferatu Security Foundation
#6134 - 2016-06-07 20:05:57 UTC  |  Edited by: Wander Prian
I'll use my crystal ball and see how things are once these magical probes are in the game that allow you to scan cloaked ships. I'll use sov-null as a location since, this is where the whini... errr. problem seems to be in.

....

A manticore jumps into a sov-null system, where there's 3 people mining/ratting. Unfortunately his approach was already told in intel-channels and everyone but 1 is already docked up and once his name appreared in local, even the last one warped to safety. The manticore-pilot sees nothing in space, but decided to scout the system and maybe get some usefull bookmarks. 5 minutes after the manticore entered a system, one of the locals undocks in his cloaky scanner-ship, stops his ship inside docking-range and starts scanning for the manticore. He keeps doing it until the manticore either leaves or is killed. If the manticore tries to kil lthe scanner, he just docks up. The manticore has no other choice but to move along.


Congrats. You've finally gotten what you wanted. 100% safe and risk-free PVE.

EDIT: Editing out the fail-quote..

Wormholer for life.

Philip Shazih
Hedion University
Amarr Empire
#6135 - 2016-06-09 09:43:22 UTC  |  Edited by: Philip Shazih
I am firmely in the camp that is against claoky campers.
Dont get me wrong, null sec needs to stay risky but it needs to be balanced and cloaky camping is not.
Cloaky camping puts all the advantages in the hands of the attacker.
- cloaky camper had near perfect intell (he knows when he is active and when not)
- cloaky camper knows when something will happen and can ALWAYS choise his time and place
- this means the defender is always reacting and cant do anything proactive. Dont even start abaout baiting because have fun baiting someone that isnt even there.

Now the camper himself does not pose a threat, its the fleet he brings that is the threat.
I love doing hot drops myself, and we do a few a week. So far we have always found atleast 1 or2 targets each time.

We move a hunter from system to system, never staying longer then a few min in a system... see if there are targets, whether they ran, where they were etc etc... then move on to the next system. Maybe to cole back and use the info we gathered for the next pass through the system.

That is fun gameplay. Its also counterable (gatecamps) and atleast you KNOW the hunter is active so can set traps.

So here is my proposal:
While the new structure is active in sov null their is a delay between hitting the covert cyno button and when the mod is activated, the covert cyno decloaks you.
This delay would be based on how long you have been continuasly in the same system. If you have been in system for less then 20 min, no delay after that it inreases quickly... to a max of 30 sec.

This would means that hunters are relatively unaffected.
Afk cloaky guys would first have to move system (and thus give the pve guys the info that "hey i am active" AND take a risk by jumping a gate) otherwise the defender has 30 sec to respond.

You are ofcourse still vulnerable to a solo cloaky camper, but just fit pvp for that and you'll be fine.
DrysonBennington
Eagle's Talon's
#6136 - 2016-06-09 12:55:38 UTC
Nephyium wrote:
Can we give destroyer class ships the capability of detect cloaked ships, just like the real world destroyer that hunts submarine? Give them a specialized module that needs to be actively tracking cloaked ships. Or anti-cloaking drone equipped in high slot that are only for destroyers? And this way, destroyers can have another specialized role. Any ideas?


I was thinking that a new ship that would be able to deploy anti-cloak bubbles would be a great add-on to the environment. The anti-cloak bubble ship would be about the size of a destroyer and be able to deploy the bubble that would be 20 km in diameter and last up to 30 minutes depending one the pilots skills.

A cloaked ship passes through the bubble and is de-cloaked and wouldn't be able to cloak again for up to two minutes.

A Cloak Nullifying Sub Station would be a station that could be anchored to a moon or planet and then deploy a 20 km diameter anti-cloak bubble anywhere in the system that would last up to ten minutes with a ten minute recharge time in between each deployment. The station would be able to deploy up to five anti-cloak bubbles at time if needed.

Based on Nephyium's comment I would think that the Command Destroyer would fit this role perfectly. A module with special probes could be added that could be used to launch many small, up to 10, 5 km in diameter Anti-Cloak Probes that could be positioned on the map just like normal probes are able to positioned. A ship that is cloaked passed through the anti-cloak bubble and their cloak is nullified.

The Command Destroyer would also have a module that would increase the range of it's ship based anti-cloak field based on skills.

TI Level:

Level 1: 10km
Level 2: 15km
Level 3: 20km
Level 4: 25km
Level 3: 30km

TII Level:

Level 1: 35km + penalty of 15km to the warp bubble transport capabilities of the Command Destroyer
Level 2: 40km + penalty of 20km
Level 3: 45km + penalty of 25km
Level 4: 50km + penalty of 50km
Level 5: 60km + penalty of 60km

Basically the Tech II version is based off of the Polarized weapons systems that even if the anti-cloak system is fitted but is not being used the warp bubble transport system is effected.
Wander Prian
Nosferatu Security Foundation
#6137 - 2016-06-09 18:38:37 UTC
DrysonBennington wrote:
Nephyium wrote:
Can we give destroyer class ships the capability of detect cloaked ships, just like the real world destroyer that hunts submarine? Give them a specialized module that needs to be actively tracking cloaked ships. Or anti-cloaking drone equipped in high slot that are only for destroyers? And this way, destroyers can have another specialized role. Any ideas?


I was thinking that a new ship that would be able to deploy anti-cloak bubbles would be a great add-on to the environment. The anti-cloak bubble ship would be about the size of a destroyer and be able to deploy the bubble that would be 20 km in diameter and last up to 30 minutes depending one the pilots skills.

A cloaked ship passes through the bubble and is de-cloaked and wouldn't be able to cloak again for up to two minutes.

A Cloak Nullifying Sub Station would be a station that could be anchored to a moon or planet and then deploy a 20 km diameter anti-cloak bubble anywhere in the system that would last up to ten minutes with a ten minute recharge time in between each deployment. The station would be able to deploy up to five anti-cloak bubbles at time if needed.

Based on Nephyium's comment I would think that the Command Destroyer would fit this role perfectly. A module with special probes could be added that could be used to launch many small, up to 10, 5 km in diameter Anti-Cloak Probes that could be positioned on the map just like normal probes are able to positioned. A ship that is cloaked passed through the anti-cloak bubble and their cloak is nullified.

The Command Destroyer would also have a module that would increase the range of it's ship based anti-cloak field based on skills.

TI Level:

Level 1: 10km
Level 2: 15km
Level 3: 20km
Level 4: 25km
Level 3: 30km

TII Level:

Level 1: 35km + penalty of 15km to the warp bubble transport capabilities of the Command Destroyer
Level 2: 40km + penalty of 20km
Level 3: 45km + penalty of 25km
Level 4: 50km + penalty of 50km
Level 5: 60km + penalty of 60km

Basically the Tech II version is based off of the Polarized weapons systems that even if the anti-cloak system is fitted but is not being used the warp bubble transport system is effected.



It would be easier for CCP to just remove cloaks from the game as your "suggestion" would just completely break any valid gameplay when using them.

Wormholer for life.

Teckos Pech
Hogyoku
Goonswarm Federation
#6138 - 2016-06-10 20:28:30 UTC
Philip Shazih wrote:
I am firmely in the camp that is against claoky campers.
Dont get me wrong, null sec needs to stay risky but it needs to be balanced and cloaky camping is not.
Cloaky camping puts all the advantages in the hands of the attacker.
- cloaky camper had near perfect intell (he knows when he is active and when not)
- cloaky camper knows when something will happen and can ALWAYS choise his time and place
- this means the defender is always reacting and cant do anything proactive. Dont even start abaout baiting because have fun baiting someone that isnt even there.

[snip]


Stopping there because there are a lot of…issues with the above statements.

An AFK cloaking player does not have near perfect intel. He does know what the other ship is fit with (is it bait and does it have a cyno). If there is a station in system he does not know if people showing local are docked or undocked. He might be able to use d-scan to determine if other ships are in space, but even that is not reliable.

The player doing the camping does not always know what is going on. He does not know, if 15 guys are sitting on the gate in the next system waiting to attack once he engages.

Yes, you can be proactive. Get in fleet. Rat in a fleet. Even better rat in a group. Yes, you can try to bait him…and yeah, if he isn’t there then the baiting will fail….so go ratting. The problem is you just can’t bring yourself to rat when there is a non-blue in local. It’s kind of pathetic really.

"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
#6139 - 2016-06-10 20:32:26 UTC
Philip Shazih wrote:
So here is my proposal:
While the new structure is active in sov null their is a delay between hitting the covert cyno button and when the mod is activated, the covert cyno decloaks you.
This delay would be based on how long you have been continuasly in the same system. If you have been in system for less then 20 min, no delay after that it inreases quickly... to a max of 30 sec.

This would means that hunters are relatively unaffected.
Afk cloaky guys would first have to move system (and thus give the pve guys the info that "hey i am active" AND take a risk by jumping a gate) otherwise the defender has 30 sec to respond.

You are ofcourse still vulnerable to a solo cloaky camper, but just fit pvp for that and you'll be fine.


First off, cynos have already been nerfed via jump fatigue. Stop it with the freaking nerfs already. There is no need for a delay to a covert cyno.

Further, this can indeed negatively effect an active hunter…if he stays in the same system.

This is a bad proposal.

"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
#6140 - 2016-06-10 20:35:50 UTC
Wander Prian wrote:
DrysonBennington wrote:
Nephyium wrote:
Can we give destroyer class ships the capability of detect cloaked ships, just like the real world destroyer that hunts submarine? Give them a specialized module that needs to be actively tracking cloaked ships. Or anti-cloaking drone equipped in high slot that are only for destroyers? And this way, destroyers can have another specialized role. Any ideas?


I was thinking that a new ship that would be able to deploy anti-cloak bubbles would be a great add-on to the environment. The anti-cloak bubble ship would be about the size of a destroyer and be able to deploy the bubble that would be 20 km in diameter and last up to 30 minutes depending one the pilots skills.

A cloaked ship passes through the bubble and is de-cloaked and wouldn't be able to cloak again for up to two minutes.

A Cloak Nullifying Sub Station would be a station that could be anchored to a moon or planet and then deploy a 20 km diameter anti-cloak bubble anywhere in the system that would last up to ten minutes with a ten minute recharge time in between each deployment. The station would be able to deploy up to five anti-cloak bubbles at time if needed.

Based on Nephyium's comment I would think that the Command Destroyer would fit this role perfectly. A module with special probes could be added that could be used to launch many small, up to 10, 5 km in diameter Anti-Cloak Probes that could be positioned on the map just like normal probes are able to positioned. A ship that is cloaked passed through the anti-cloak bubble and their cloak is nullified.

The Command Destroyer would also have a module that would increase the range of it's ship based anti-cloak field based on skills.

TI Level:

Level 1: 10km
Level 2: 15km
Level 3: 20km
Level 4: 25km
Level 3: 30km

TII Level:

Level 1: 35km + penalty of 15km to the warp bubble transport capabilities of the Command Destroyer
Level 2: 40km + penalty of 20km
Level 3: 45km + penalty of 25km
Level 4: 50km + penalty of 50km
Level 5: 60km + penalty of 60km

Basically the Tech II version is based off of the Polarized weapons systems that even if the anti-cloak system is fitted but is not being used the warp bubble transport system is effected.



It would be easier for CCP to just remove cloaks from the game as your "suggestion" would just completely break any valid gameplay when using them.


Well, it would do **** all against an AFK camper with a cloak though. You don't pass through anything sitting at a safe and at a safe they'd have no way to deploy said decloaking sphere.

That's DrysonBennington for you, coming up with bad ideas that don't even address the actual topic under discussion. If people could get banned for shiptoasting he'd have been gone long ago.

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