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TII Probe Launcher Idea (New Probes)

Author
PopeUrban
El Expedicion
Flames of Exile
#21 - 2016-11-16 02:58:03 UTC  |  Edited by: PopeUrban
Serendipity Lost wrote:
PopeUrban wrote:
Not sure the covert probe bonus is worthwhile. You can already probe while cloaked, and you're already cloaked while setting up a safe to probe from. The only time a probing ship is uncloaked is the few seconds it uncloaks to actually launch probes. There's no way I would spend extra on a t2 probe just so I could launch it while cloaked. Nobody is uncloaked long enough to get scanned down in their safe in the first place.

A better bonus for covert t2 probes would be to give them a minimum dscan range so they're actually less detectable. Not full immunity, but something like a 5AU detection range. Close enough that someone in the site would still see the probes on the final scan, but might not be able to dscan the probes on the first pass.

I like the idea of t2 combat probes for wrecks though. Regular t2 probe seems kinda wasteful. Nobody with decent scanning skills really needs a higher tech core probe.

Only way I could see t2 probes working at all is if each probe has some cool special ability like the wreck scan, lower AU detection range, etc.

I think a bonus for the normal t2 probes would be an ability to get more detailed sig info, call it an "analyzer probe"

This probe could give you the ability to see the type/info of a scanned wormhole, number/type of clouds in a gas site, number/type of cans in a relic/data site and their status, etc. This would let the person doing the probing more easily value/catalog the sites without flying to them, and act on useful data like WH mass limits, which has situational uses that may make them valuable despite weaker scanning stats than the sisters probes. The idea being that once you've scanned down multiple sites you could park a single probe at each and have a better intel picture of the contents of those sites, but not the ships in them, which would be a middle ground between physically eyeballing the sites one at a time, or having the sites scanned down but not knowing much except their sig type since you can't scan ships, dictor bubbles, etc. with this "wide net" of analyzer probes.

Think of them like really long range survey scanners, only for gas, cans, and wormholes rather than how much ore is left in an asteroid. I guess you could also get a DED style threat assessment for combat sites too just for giggles even though its pretty easy to look up that info.

You'd just have an additional "eyeball" icon next to the little warp arrow on the site. Click that and it pops up a little window similar to survey scanner with the cans showing locked/open/looted, gas types/amounts/ and wormholes with types named and stable/critical indicators for mass/time. This information is current as of the last scan on the site.



The really good hunters use a fair amount of dscan to pinpoint the guy they are going to probe down before they engage probes. The norm is find the site via dscan. Get off dscan and drop probes OR drop them and immediately move the way above or below the plane of the system to get them off dscan. Take your time to place them well on the target and then hit scan. A good prober only gives you one (two at the most) scan cycles to see the probes on dscan. You're idea of limiting dscan immunity to outside of 5au would have little effect on how hunters scan down targets.


I'm guessing you don't spend a lot of time in wormholes. While that works just dandy in kspace, in wormholes it is often unclear if there is anyone around in the first place, and your probes just to track down the sites as the victim are the only indication a hunter has that you are in the area, and their probes are often the only indication the hunter has of the target.

This means that a lower detection radius of a probe means you can have a target that is less likely to see your probes when you DON'T know they are there yet.

Which means they're less likely to remain cloaked.

Which means they're more likely to uncloak in a site so you can pull in probes, figure out their site via dscan, and actually jump them.

Conversely it also means you're more likely, if cloaked and scanning, to be able to pick up an incoming ship entering a wormhole on dscan without that ship picking up your probes and knowing there's someone active in the system. This can be the difference between that guy decideing to stick around and hunt you, or move on.
Wachutu
Bohemian Veterans
Pandemic Horde
#22 - 2016-11-16 08:48:16 UTC  |  Edited by: Wachutu
Danika Princip wrote:
Count Szadek wrote:
elitatwo wrote:
Oh jeebus!

Now that insta-kill svipuls go away this guy wants insta-gank probes. How about no?


That wasn't the intention, could you explain how you feel there is insta-gank probes?


Imagine this: You are happily doing your thing in space, be it a wormhole, lowsec, nullsec, wherever. Right now, if you re active and paying attention to your d-scan, you know when someone is trying to probe you out and can take steps to protect yourself.

If you cannot see the probes on d-scan, there is literally nothing you can do to stop a cloaked guy you didn't even know was in system from warping in and tackling you. you will not even know he is there until he is on top of you. There is no way you can protect yourself from the guy.

D-scan helps to counter combat probes. Everything in this game has a counter. What is the counter to covert probes?



cloak ;)
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