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Player Features and Ideas Discussion

 
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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Teckos Pech
Hogyoku
Goonswarm Federation
#8881 - 2017-03-09 16:51:59 UTC
Mike Voidstar wrote:
Sorry, not being capable of aggression isn't an excuse for being immune to aggression.


So all your talk of balance was a lie?

Quote:
For instance, Pods and shuttles are very fragile, incapable of even mounting weapons, yet enjoy no similar protection. Mining ships, industrial ships, and freighters are also quite inoffensive, yet get no similar protection.


Pod's and shuttle's enter warp very fast so that killing them outside of bubbles is nearly impossible. Freighter's have a massive amount of EHP. Cloaked ships are nearly immune to attack while cloaked...but are also incapable of attacking.

Quote:
In fact, by your logic the targets the cloaked camper hunts should become immune to everything simply by taking their weapons offline- it's much more difficult and time consuming in the absence of a maintenance array from another ship or structure to bring those back up than it is to drop cloak and wait out the targeting delay.


Nope. A cloaked ship is immune to all attackers while cloaked and at a safe. And all targets are safe. Your extrapolation is inappropriate in that another potential (not in a cloaked/cloaking ship) attacker entering system is not safe from all attackers nor should his targets be immune.

Nice try Mike, but your logic is just wrong.

"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

Merin Ryskin
Peregrine Industries
#8882 - 2017-03-09 23:57:16 UTC
Mike Voidstar wrote:
For instance, Pods and shuttles are very fragile, incapable of even mounting weapons, yet enjoy no similar protection. Mining ships, industrial ships, and freighters are also quite inoffensive, yet get no similar protection.


That's because you're creating a straw man that only combat ships should be vulnerable, when the actual argument is that active ships should be vulnerable. An industrial ship can not kill anything, but it is still actively moving stuff from place to place. A mining barge (probably) can't kill anything, but it is still actively mining and making you ISK. An AFK cloaked ship is doing none of those things, it's just sitting there.

Quote:
In fact, by your logic the targets the cloaked camper hunts should become immune to everything simply by taking their weapons offline- it's much more difficult and time consuming in the absence of a maintenance array from another ship or structure to bring those back up than it is to drop cloak and wait out the targeting delay.


Or, instead of this ridiculous idea of taking weapons offline, they could just fit a cloak of their own if they want to be immune to attack while being unable to do anything but sit in space. In fact, there's another counter to cloaking: fit a cloak of your own, go AFK and do something else for a few hours, and wait for the cloaker to get frustrated with not being able to shoot you and move on to a new system.
Mike Voidstar
Voidstar Free Flight Foundation
#8883 - 2017-03-10 03:40:42 UTC  |  Edited by: Mike Voidstar
Teckos, you know better. I understand why you want to warp logic like that though.

However, if it's activity that is the issue, we can compromise there. Make a cloaked ship unable to control probes, unable to see the overview or the grid in space, unable to use d-scan, and be immobile and available to be scanned down for the recalibration time since the cloaked ship comes out of cloak at an unknown point in space instead of a station. You can still maneuver blind while cloaked, and warp via autopilot.

You want o draw equivalency to being docked, let's provide equitable weaknesses.
Merin Ryskin
Peregrine Industries
#8884 - 2017-03-10 04:24:36 UTC
Mike Voidstar wrote:
However, if it's activity that is the issue, we can compromise there. Make a cloaked ship unable to control probes, unable to see the overview or the grid in space, unable to use d-scan, and be immobile and available to be scanned down for the recalibration time since the cloaked ship comes out of cloak at an unknown point in space instead of a station. You can still maneuver blind while cloaked, and warp via autopilot.


IOW, remove the entire point of covert ops cloaks and the ships that use them. No thanks.
Mike Voidstar
Voidstar Free Flight Foundation
#8885 - 2017-03-10 04:28:30 UTC
So much for activity being the issue, and cloaked ships being inactive while cloaked.
Torves
Center for Advanced Studies
Gallente Federation
#8886 - 2017-03-10 04:40:56 UTC
This is a long topic so please understand if I didn't read most of the earlier post.

as far as AFK clocking I don't see a problem if it like AFK mining as the player isn't at his computer or not watching this eve client. I think the problem that people have is camping while clocked.

As far as my thought I think you need to remember that cloaking like all stealth technology is suppose to give you an advantage over others and we shouldn't do anything that will remove that fact just because it make thing difficult. Although reworking some of the clock mechanics maybe needed by the nature if stealth technology it will not be balanced. if you want to take away the advantage of a cloak than you might as well remove it from the game all together.

major changes aren't what is needed. a small change may make enough of a difference to give other ships a chance.

one of this changes my be adding a limit to how long you can stay clocked. it will still need to be long enough so not to destroy the game play. id say around 15 to 20 min with a 2 min cool down.

another way would be to introduce module designed to counter clocked ship with in reason.
I would recommend two types of modules
an active sensor the would send out a pose like a smart boom. this pulse would make a clocked ship look translucent for 20 sec and be able to be targeted for that time but the pulse would have limited range and long intervals. 5k for small 10k foe mid and 20k for large and a 90 sec interval. the fitting requirement would be similar to a booster of similar size and be mounted in a mid slot

a passive sensor would show sensor anomalies and allow you to target them with similar range as listed above but for every ship on grid there will be 2 to 5 anomalies depended on skill lv. the anomalies will have a signature radius of 5 so may take some time to target depending the ships sensor strength it will be fitting requirement would be half or a third of the active and be mounted in a low slot.

a clocked ship will know if a ship is using an active sensor duo to the visual effects but will only know about the passive when he is being targeted.

this may allow you to limit some of the power without removing the gameplay.
Teckos Pech
Hogyoku
Goonswarm Federation
#8887 - 2017-03-10 05:10:16 UTC
Mike Voidstar wrote:
Teckos, you know better. I understand why you want to warp logic like that though.

However, if it's activity that is the issue, we can compromise there. Make a cloaked ship unable to control probes, unable to see the overview or the grid in space, unable to use d-scan, and be immobile and available to be scanned down for the recalibration time since the cloaked ship comes out of cloak at an unknown point in space instead of a station. You can still maneuver blind while cloaked, and warp via autopilot.

You want o draw equivalency to being docked, let's provide equitable weaknesses.


If a cloaked ship has probes out you can see them on your overview and is a huge indicator the guy is NOT AFK.

And again, even if I am ATK at a safe and using d-scan that is part of the point of having a cloaking device. Get in there, get to safe, start collecting intel is one use of the covert ops cloaking device. I did that back when Goons turned off BoB's sov. I got into one of their staging systems and warped around and was looking for POS, titans, and so forth. Was I going to attack anyone? Nope, I was finding things out in the hopes somebody else might find it useful. But here you are wanting to remove that type of play...because you are simply bad at 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

Teckos Pech
Hogyoku
Goonswarm Federation
#8888 - 2017-03-10 05:13:18 UTC
Mike Voidstar wrote:
So much for activity being the issue, and cloaked ships being inactive while cloaked.


But as you have been made aware numerous times before, being active entails risk. Maybe not large risk, but risk none-the-less. If you use d-scan, find a POS and warp to it, you could be warping into an anchored bubble or warping next to an object in space and being decloaked.

The only way to maintain 100% safety is to sit a safe and use d-scan. Wow...horrible. Roll

"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
#8889 - 2017-03-10 05:14:35 UTC
Torves wrote:
This is a long topic so please understand if I didn't read most of the earlier post.

as far as AFK clocking I don't see a problem if it like AFK mining as the player isn't at his computer or not watching this eve client. I think the problem that people have is camping while clocked.

As far as my thought I think you need to remember that cloaking like all stealth technology is suppose to give you an advantage over others and we shouldn't do anything that will remove that fact just because it make thing difficult. Although reworking some of the clock mechanics maybe needed by the nature if stealth technology it will not be balanced. if you want to take away the advantage of a cloak than you might as well remove it from the game all together.

major changes aren't what is needed. a small change may make enough of a difference to give other ships a chance.

one of this changes my be adding a limit to how long you can stay clocked. it will still need to be long enough so not to destroy the game play. id say around 15 to 20 min with a 2 min cool down.

another way would be to introduce module designed to counter clocked ship with in reason.
I would recommend two types of modules
an active sensor the would send out a pose like a smart boom. this pulse would make a clocked ship look translucent for 20 sec and be able to be targeted for that time but the pulse would have limited range and long intervals. 5k for small 10k foe mid and 20k for large and a 90 sec interval. the fitting requirement would be similar to a booster of similar size and be mounted in a mid slot

a passive sensor would show sensor anomalies and allow you to target them with similar range as listed above but for every ship on grid there will be 2 to 5 anomalies depended on skill lv. the anomalies will have a signature radius of 5 so may take some time to target depending the ships sensor strength it will be fitting requirement would be half or a third of the active and be mounted in a low slot.

a clocked ship will know if a ship is using an active sensor duo to the visual effects but will only know about the passive when he is being targeted.

this may allow you to limit some of the power without removing the gameplay.


Nope.

You should not be allowed to retain the benefits of local while further enhancing your 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

Torves
Center for Advanced Studies
Gallente Federation
#8890 - 2017-03-10 05:29:20 UTC
what do you mean by retain the benefits of local? and how is me post improving the safety of the cloaked ship?
Van Doe
#8891 - 2017-03-10 06:29:56 UTC
There's a counter to stealth.
Drop cans in space to ensure a safety zone.
Now stfu and htfu

I'm not trolling, I create content for everyone to enjoy. afk cloaky in a system near you while posting in this forum.

Teckos Pech
Hogyoku
Goonswarm Federation
#8892 - 2017-03-10 07:10:09 UTC
Torves wrote:
what do you mean by retain the benefits of local? and how is me post improving the safety of the cloaked ship?


Local is the primary intel system in NS. Further, local will give a person already in system advanced warning somebody has entered system.

Your suggestions for cloaking devices will make you safer. It not only makes it difficult t AFK cloak, but also ATK cloak.

"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
#8893 - 2017-03-10 09:27:15 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Teckos, you know better. I understand why you want to warp logic like that though.

However, if it's activity that is the issue, we can compromise there. Make a cloaked ship unable to control probes, unable to see the overview or the grid in space, unable to use d-scan, and be immobile and available to be scanned down for the recalibration time since the cloaked ship comes out of cloak at an unknown point in space instead of a station. You can still maneuver blind while cloaked, and warp via autopilot.

You want o draw equivalency to being docked, let's provide equitable weaknesses.


If a cloaked ship has probes out you can see them on your overview and is a huge indicator the guy is NOT AFK.

And again, even if I am ATK at a safe and using d-scan that is part of the point of having a cloaking device. Get in there, get to safe, start collecting intel is one use of the covert ops cloaking device. I did that back when Goons turned off BoB's sov. I got into one of their staging systems and warped around and was looking for POS, titans, and so forth. Was I going to attack anyone? Nope, I was finding things out in the hopes somebody else might find it useful. But here you are wanting to remove that type of play...because you are simply bad at the game.


I agree with you there, which is why I would rather see a method of hunting cloaked ships put in place. It does not need to be quick, easy, or even especially cheap, but it should be possible and not out of reach for a small group.

However, since so many of you want to retain the current binary system while attempting to draw false equivalency to stations and such, then we can work that angle.

Merin Ryskin
Peregrine Industries
#8894 - 2017-03-10 09:52:32 UTC
Mike Voidstar wrote:
I agree with you there, which is why I would rather see a method of hunting cloaked ships put in place. It does not need to be quick, easy, or even especially cheap, but it should be possible and not out of reach for a small group.


But why? Why is a major nerf to cloaking required? Until you can answer that question any discussion of how to nerf cloaks is a solution in need of a problem. And you have utterly failed to provide a convincing answer besides "I really want to hunt cloaked ships".
Maria Dragoon
Brutor Tribe
Minmatar Republic
#8895 - 2017-03-10 16:55:26 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
Teckos, you know better. I understand why you want to warp logic like that though.

However, if it's activity that is the issue, we can compromise there. Make a cloaked ship unable to control probes, unable to see the overview or the grid in space, unable to use d-scan, and be immobile and available to be scanned down for the recalibration time since the cloaked ship comes out of cloak at an unknown point in space instead of a station. You can still maneuver blind while cloaked, and warp via autopilot.

You want o draw equivalency to being docked, let's provide equitable weaknesses.


If a cloaked ship has probes out you can see them on your overview and is a huge indicator the guy is NOT AFK.

And again, even if I am ATK at a safe and using d-scan that is part of the point of having a cloaking device. Get in there, get to safe, start collecting intel is one use of the covert ops cloaking device. I did that back when Goons turned off BoB's sov. I got into one of their staging systems and warped around and was looking for POS, titans, and so forth. Was I going to attack anyone? Nope, I was finding things out in the hopes somebody else might find it useful. But here you are wanting to remove that type of play...because you are simply bad at the game.


I agree with you there, which is why I would rather see a method of hunting cloaked ships put in place. It does not need to be quick, easy, or even especially cheap, but it should be possible and not out of reach for a small group.

However, since so many of you want to retain the current binary system while attempting to draw false equivalency to stations and such, then we can work that angle.




While you are at it, can you also put in a method for me to not have local scream my name out when I land inside a system?

Life is really simple, but we insist on making it complicated. Confucius

"A man who talks to people who aren't real is crazy. A man who talks to people who aren't real and writes down what they say is an author."

Van Doe
#8896 - 2017-03-10 17:25:38 UTC
Is anyone aware about that you can decloak someone already?

I'm not trolling, I create content for everyone to enjoy. afk cloaky in a system near you while posting in this forum.

Mike Voidstar
Voidstar Free Flight Foundation
#8897 - 2017-03-10 17:42:43 UTC
Sure, you can decloak someone by getting within 2k of them. Not terribly useful unless you already know where they are. Utterly useless if they aren't on grid. Currently it's not even possible to get on grid unless they choose to lurk near something that can be found. Mounting a strong enough static defense to dissuade them is one method of dealing with the problem, but should not be the single option available, especially since the level of threat scales from a single newbie ship all the way to a fleet of over 200 titans with few indications where in that spectrum they are until they choose to reveal it.

This is EVE, hunting someone in space is all the reason anyone should need to have it be possible. Beyond that there's the whole defending space thing, being proactive in your own defense, denial of Intel, and any number of other reasons. You all love to tout the non-consensual nature of the PvP in EVE, but cannot accept someone may force anything on a cloaked ship by any means.

The suggestion to have the gate cloak keep you out of local until you break it yourself was already dismissed as being irrelevant, as being immune to enemy interaction indefinitely was deemed more important.
Teckos Pech
Hogyoku
Goonswarm Federation
#8898 - 2017-03-10 20:36:31 UTC
Mike Voidstar wrote:
Sure, you can decloak someone by getting within 2k of them. Not terribly useful unless you already know where they are. Utterly useless if they aren't on grid. Currently it's not even possible to get on grid unless they choose to lurk near something that can be found. Mounting a strong enough static defense to dissuade them is one method of dealing with the problem, but should not be the single option available, especially since the level of threat scales from a single newbie ship all the way to a fleet of over 200 titans with few indications where in that spectrum they are until they choose to reveal it.

This is EVE, hunting someone in space is all the reason anyone should need to have it be possible. Beyond that there's the whole defending space thing, being proactive in your own defense, denial of Intel, and any number of other reasons. You all love to tout the non-consensual nature of the PvP in EVE, but cannot accept someone may force anything on a cloaked ship by any means.

The suggestion to have the gate cloak keep you out of local until you break it yourself was already dismissed as being irrelevant, as being immune to enemy interaction indefinitely was deemed more important.


Awfully helpful if you have a bubble up....warp to whatever the bubble is providing some defense for from different celestials to make sure it is "working" and also to drop cans.

"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
#8899 - 2017-03-10 20:47:38 UTC
Because everyone always warps to and from celestials without ever making bookmarks in between, always warps to zero. It's just not possible to trivially avoid those kinds of obstacles with half a brain cell while drunk and only half looking at the screen.
Teckos Pech
Hogyoku
Goonswarm Federation
#8900 - 2017-03-10 20:54:13 UTC  |  Edited by: Teckos Pech
Mike Voidstar wrote:
Because everyone always warps to and from celestials without ever making bookmarks in between, always warps to zero. It's just not possible to trivially avoid those kinds of obstacles with half a brain cell while drunk and only half looking at the screen.


It is possible to avoid them, and it is not trivial.

As usual we have Mike making everything he disapprove of super easy, while he and his kind bear all the burden. Roll

Edit: And how can an AFK player warp around? Roll

"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