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Player Features and Ideas Discussion

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Gate (plus counter) Probe

Skarlock Tremillion
Angry Rampant Space Gerbils
#1 - 2016-10-04 07:22:31 UTC
Ever wanted to see what's beyond that gate horizon? The Gate Probe is just for you!

Frustrated by gate probes crashing your gate camp? Then the Gate Probe ECM is just the thing!

I've often wondered what (just perhaps) is awaiting me as I jump through a gate in null. This is where I wondered about a new type of probe to attempt to give you that information. In addition you couldn't just add this without some form of counter measure to interfere with the probes scan.

What I'm not going to do in this post is suggest which skills are required and those that improve the use of both pieces of equipment. I will suggest some ways they can improve as skills progress though.

Gate Probe

- Launched from an Extended Probe Launcher
- Single use probe, it is lost once used
- Activates and enters a gate or wormhole if one is within 25km, can be recovered if not active
- Returns a burst scan of objects within 100km of the gate or wormhole it exits from, the accuracy is variable and improved by skills and by using more advanced probes, e.g. the actual number of ships detected has a chance to be incorrect at low skill levels, with increased accuracy of the report achievable

- The probe attempts to identify objects within 100km of the gate and return a high burst transmission (X+)5 seconds after arriving, the time before returning the results can be improved with skills or more advanced probes, with 5 seconds being the absolute fastest a probe can deploy and return a result
- Uncloaked ships, wrecks, warp bubbles and drones are all attempted to be detected (accuracy is determined by skills, e.g. if the
- Cloaked ships cannot be detected (perhaps this is something that may be made possible with more advanced probes and / or skills)
- The arrival of a probe and the timer before returning the results should be obvious to those camped at a gate, giving time to cloak or counter the probe
- The probe detonates at the end of the timer to power a trans-warp transmission back to the ship that launched it
- The transmission is sent back as a string of text, e.g. zeroshipsdetectedtwoprobesdetectedwarpbubblenotpresentfourshipwrecksdetected

- Time to return transmission
- Accuracy of detected objects
- Chance to detect cloaked ships
- Ship types present
- Drone types present
- Wreck types present

Gate Probe ECM

- High Slot fitting due to high power requirements
- Target a Gate Probe and activate Gate Probe ECM to use
- Attempts to interfere with the probe transmission, returning false information to the owner

- Overrides the probe scan results
- Returns number of ships (drones, wrecks etc) -X, skills and more advanced ECM increases the randomised value of X being larger
- Can return 'bubblepresent' as 'bubblenotpresent', chance for success determined by skills and ECM used
- Text errors commonly parsed when disruption occurs, e.g. zeroshiipsdetectedtwoprobesdetectedwarpbubblelenotpresentfourshipwrecksdetected, in this instance an extra 'i' in ships and an extra 'le' after bubble. The error rate is determined by skills and ECM used. It is these little glitches in the text string that have the chance of alerting the capsuleer who launched the probe that the results have been deliberately altered.

- Lowers (potentially to zero) the number of ships, drones, wrecks etc detected
- Increases chance to return a present warp bubble as not present
- Lowers the rate of errors in the returned text due to disruption, at highest level there is a good chance no errors will be returned

I hope that this suggestion will add an interesting new dynamic to gating into potentially hostile zones, with options that give both gate campers and potential targets a means of trying to determine or actively countering the detection of risk
Danika Princip
Goonswarm Federation
#2 - 2016-10-04 10:14:15 UTC
Use a scout.

And learn to search the forums.
#3 - 2016-10-04 10:36:53 UTC
Danika Princip wrote:
Use a scout.

And learn to search the forums.

Friends, they're not just for breakfast anymore.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Celthric Kanerian
Amarr Empire
#4 - 2016-10-04 10:46:38 UTC
As already stated, use a scout.
Christopher Mabata
State War Academy
Caldari State
#5 - 2016-10-04 15:53:46 UTC
Intelligence Channels also happen to be a thing, or knowing how to jump into a camp and get back to gate 50% of the time.

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El Expedicion
Flames of Exile
#6 - 2016-10-05 01:47:27 UTC
Years ago, when I was a young capsuleer, I was a gate probe. I did my job super effectively and ate my first podkill with pride. An entire fleet of battleships lived to fight another day because I was the best gate probe.

Why do you want to take jobs away from all of the fine new alpha clones joining the game in November? Aren't their lives hard enough?