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Player Features and Ideas Discussion

 
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Simple yet elegant solution to cloaky camping.

First post
Author
Satchel Darkmatter
Brave Newbies Inc.
Brave Collective
#1 - 2017-02-15 21:22:55 UTC
We all hate it when that camper, some Nerd with 10 accounts decides to park one of his alt's in your system and cloaks up, only ever moving or interacting with the game when the server restarts or some one actually takes something out that the camper feels is worth dropping on.

Just about every other mechanic in the game has a counter, some method of countering a players action, but for this style of play there is no counter, there is literally no way for you to find him, de-cloak him and attack him unless he wants to, but this is not a post about the cloaking mechanic because it is vital to the game and offers some amazing strategic gameplay.

So we need something that really just targets those specific people, and something that's easy for ccp to add without lots of man hours in development time.

So here it is.. two scenarios that might work. would affect campers but not really bother anyone else.

Radiation Attracting Sleepers

The act of Cloaking or having your ship cloaked generates small amounts of radiation, emitting from the device itself, the longer a player has his cloak active the more this radiation leaks out and builds up in the current grid(so orbiting a rock wouldn't help) once enough radiation has build up ai rat's would detect it as it interferes with their com's so they send out some frigate's to investigate this strange signal.

The frigs once landing on grid at a random spot within 100km of the player begin to just slowly wander around, if they do not bump into the cloaky camper and decloak him and enough time passes them some destroyers warp in and do the same, wander around with the frigs searching..

The longer the camper sits still the more rats pile in, eventually there should be enough that he gets bumped and the rats attack him, if he left it to late then the later waves of rats should start to have more deadly modules, starting with webs, then neuts, then scrams etc.

Cloaky camper has a choice in the above scenario, either move to a new spot and risk being seen by the locals or sit tight and risk the rats catching him.

Personally I think they should start getting rats after 10 minutes, and then a new wave every ten minutes, having to move once every ten minutes should be cake for an active player but will all but stop afk campers from just chilling out.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2017-02-15 21:31:42 UTC
Please link one kill, just one, of a person killed by a cloaked ship with an AFK player.

Literally one, in the entire history of eve.



Now explain why that is worth deleting cloaks.
Cade Windstalker
#3 - 2017-02-15 21:39:17 UTC
There's an entire stickied thread precisely to keep this stuff quarantined where it can't hurt any innocent brain cells by accident...
Wolfgang Jannesen
Imperial Academy
Amarr Empire
#4 - 2017-02-15 21:58:08 UTC
Cloaked camping is not a gameplay issue. /thread
ISD Chanisa Nemes
ISD Community Communications Liaisons
ISD Alliance
#5 - 2017-02-15 23:01:16 UTC
Quote:

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ISD Chanisa Nemes

Lieutenant

Community Communication Liaisons (CCLs)

Interstellar Services Department