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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Mike Voidstar
Voidstar Free Flight Foundation
#9161 - 2017-04-09 11:24:19 UTC
Not sure what your trying to prove there....


In each quote there I was pointing out that it was a problem.

Cloaking modules aren't stations, thus they should not be providing that level of safety.

I guess that's too hard for you to grasp though, so you are trying twist the meaning by taking it out of context. Yet you failed.
Teckos Pech
Hogyoku
Goonswarm Federation
#9162 - 2017-04-09 17:10:58 UTC
Mike Voidstar wrote:
Not sure what your trying to prove there....


In each quote there I was pointing out that it was a problem.

Cloaking modules aren't stations, thus they should not be providing that level of safety.

I guess that's too hard for you to grasp though, so you are trying twist the meaning by taking it out of context. Yet you failed.



Mike Voidstar wrote:
You guys just never give up on the false equivalence of cloaks vs. being docked. They aren't comparable.


What were you saying about false equivalency? What were you saying about logical fallacies.

I completely understand your argument though Mike. So does Sonya. In fact she was pointing out certain aspects of your argument, then you engaged equivocation because you did not like the implications.

"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
#9163 - 2017-04-09 17:28:54 UTC
See Mike you kinda hit the nail a few posts back. You are correct in that we have a position and argue from that position, but you were wrong in that we don't use fallacies, rhetorical loops, etc. We in fact use logical and consistent arguments. We don't have to jump around doing things like saying cloaks are like stations and the false equivalency that cloaks are like stations, and then jump through hoops to try and justify that obvious contradiction. So basically we have a position (no goal post moving) and over time we have refined the arguments against nerfing cloaks for the sake of nerfing cloaks.

"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

Sonya Corvinus
Grant Village
#9164 - 2017-04-09 18:44:27 UTC  |  Edited by: Sonya Corvinus
Mike Voidstar wrote:
Cloaking modules aren't stations, thus they should not be providing that level of safety.


Why? Stations give you safety and the ability to earn isk by trading, cloaks give you safety and a degree of mobility without the ability to earn isk. Balance.
Teckos Pech
Hogyoku
Goonswarm Federation
#9165 - 2017-04-09 19:22:37 UTC
Sonya Corvinus wrote:
Mike Voidstar wrote:
Cloaking modules aren't stations, thus they should not be providing that level of safety.


Why? Stations give you safety and the ability to earn isk by trading, cloaks give you safety and a degree of mobility without the ability to earn isk. Balance.


Don't forget jump clones which give a type of mobility too.

"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

Sonya Corvinus
Grant Village
#9166 - 2017-04-09 20:03:29 UTC
Teckos Pech wrote:
Don't forget jump clones which give a type of mobility too.


And basically risk free cyno-ing from citadel to citadel
B Caster
Aliastra
Gallente Federation
#9167 - 2017-04-10 20:50:10 UTC
I was lately thinking about something like super weapon to Fortizar and Keepstar class citadels. It would take huge amount of fuel
for activation and makeing it getting warming up for few minutes. at moment of initialize process of warming up anybody in the system will receive communicate on local about warming up of that module. And then the citadel will emit short, bright burning all active cloak modules flash in moment of warmup timer end. All AFK-ing campers will be decloaked and ready to be dead and module will enter into cooldown mode. There will be no AFK in cloak camp. Its a best solution. If u want to be cloaky camper u must be active, in other way u will be with out cloak and already probed.
Teckos Pech
Hogyoku
Goonswarm Federation
#9168 - 2017-04-10 21:16:17 UTC
B Caster wrote:
I was lately thinking about something like super weapon to Fortizar and Keepstar class citadels. It would take huge amount of fuel
for activation and makeing it getting warming up for few minutes. at moment of initialize process of warming up anybody in the system will receive communicate on local about warming up of that module. And then the citadel will emit short, bright burning all active cloak modules flash in moment of warmup timer end. All AFK-ing campers will be decloaked and ready to be dead and module will enter into cooldown mode. There will be no AFK in cloak camp. Its a best solution. If u want to be cloaky camper u must be active, in other way u will be with out cloak and already probed.


Why should an ATK cloak user have his game nerfed?

"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

Vic Jefferson
Stimulus
Rote Kapelle
#9169 - 2017-04-11 08:15:24 UTC
B Caster wrote:
I was lately thinking about something like super weapon to Fortizar and Keepstar class citadels. It would take huge amount of fuel
for activation and makeing it getting warming up for few minutes. at moment of initialize process of warming up anybody in the system will receive communicate on local about warming up of that module. And then the citadel will emit short, bright burning all active cloak modules flash in moment of warmup timer end. All AFK-ing campers will be decloaked and ready to be dead and module will enter into cooldown mode. There will be no AFK in cloak camp. Its a best solution. If u want to be cloaky camper u must be active, in other way u will be with out cloak and already probed.



This would be fine, if cloaks actually hid players in the first place, which they do not thanks to local. Local already provides the defender with perfect counter-play to active hunting, and that would give them perfect counter-play to passive hunting.

I just don't get where there is this idea that most people like cloaky camping. It's terrible and awful, but it's one of the only ways around local via intel saturation. I.E. people would generally be fine (outside of wormholes) if here was a module that countered cloaks if cloaks weren't already countered 100% by local.

Vote Vic Jefferson for CSM X.....XI.....XII?

George'o Santanigo
Thy Holding Corp
Bamboo Inc.
#9170 - 2017-04-11 09:45:56 UTC
Why cant you just set Cloaking on a 30 min timer. Every 30 minutes Cloak will need to be reactivated or the cloak comes down. Another idea if you are cloaked up and inactive after X amount of time it logs the pilot out of the game.
baltec1
Bat Country
Pandemic Horde
#9171 - 2017-04-11 10:36:22 UTC
George'o Santanigo wrote:
Why cant you just set Cloaking on a 30 min timer. Every 30 minutes Cloak will need to be reactivated or the cloak comes down. Another idea if you are cloaked up and inactive after X amount of time it logs the pilot out of the game.


Because AFK cloaking is the only counter to local based intel systems.
Mike Voidstar
Voidstar Free Flight Foundation
#9172 - 2017-04-11 13:12:51 UTC
Sonya Corvinus wrote:
Mike Voidstar wrote:
Cloaking modules aren't stations, thus they should not be providing that level of safety.


Why? Stations give you safety and the ability to earn isk by trading, cloaks give you safety and a degree of mobility without the ability to earn isk. Balance.



Because Stations aren't modules. It's really that simple. Modules provide a ship functionality in space. Stations are a safe place for your ship to park. They aren't the same, or even comparable except in the most superficial way.

Everything in space is supposed to be at risk of non-consensual PvP. That cannot be provided by a module, as a module must be on a ship that is in space to function.
Teckos Pech
Hogyoku
Goonswarm Federation
#9173 - 2017-04-11 16:40:38 UTC
Mike Voidstar wrote:
Sonya Corvinus wrote:
Mike Voidstar wrote:
Cloaking modules aren't stations, thus they should not be providing that level of safety.


Why? Stations give you safety and the ability to earn isk by trading, cloaks give you safety and a degree of mobility without the ability to earn isk. Balance.



Because Stations aren't modules. It's really that simple. Modules provide a ship functionality in space. Stations are a safe place for your ship to park. They aren't the same, or even comparable except in the most superficial way.

Everything in space is supposed to be at risk of non-consensual PvP. That cannot be provided by a module, as a module must be on a ship that is in space to function.


Look everybody, Mike's using a false equivalency. 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
#9174 - 2017-04-11 17:19:40 UTC
Sonya Corvinus wrote:
Mike Voidstar wrote:
Cloaking modules aren't stations, thus they should not be providing that level of safety.


Why? Stations give you safety and the ability to earn isk by trading, cloaks give you safety and a degree of mobility without the ability to earn isk. Balance.


I would add to this that the "station like safety" that Mike is going on about is only if you are at a safe you only know about and you do not move from it. Thus, the safety is very limiting…not unlike with a station. My point about jump clones is that you probably have more safe travel than you do with a cloak. If anyone is engaged in a false equivalency here it is Mike. Mike wants everyone to believe that once you slap on a cloak and activate the module that’s it. You are as safe as if you were in station. My arguments against this is that it is only true in a very limited context. It is not true if you are on grid with others. That means it is not true if you are near a station, a POS, some other structure. It is not true with gates. With a cloak you do not get the risk free travel you do with a station. Granted the station is limited in that you can only travel to where your JCs are. So with a cloak you trade off that absolute safety for a greater range of destinations. Why this is seen as unbalanced by Mike, IDK. Strikes me as reasonably balanced.

"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

Sonya Corvinus
Grant Village
#9175 - 2017-04-11 22:35:35 UTC  |  Edited by: Sonya Corvinus
Mike Voidstar wrote:
Because Stations aren't modules. It's really that simple. Modules provide a ship functionality in space. Stations are a safe place for your ship to park. They aren't the same, or even comparable except in the most superficial way.

Everything in space is supposed to be at risk of non-consensual PvP. That cannot be provided by a module, as a module must be on a ship that is in space to function.


Cloaked ships are at more risk of non-consensual PvP than a PvE-er in null watching local.
Martin Corwin
Doomheim
#9176 - 2017-04-12 15:14:25 UTC
AFK cloaking is not a counter to local based intel systems. AFK cloakers still show up in local and will be reported in intel systems based on local.

AFK cloaking is also not a requirement for hunting or intel gathering. If you are AFK, you can't watch what's happening in the system you are in. If you don't look for targets or intel you are neither hunting nor gathering intel.

AFK cloaking is, however, a tool of asymmetrical economic warfare. AFK camping an established and upgraded system will reduce member as well as alliance income and readiness, and render system upgrades useless. It can obviously be used to do harm.

AFK cloaking is not balanced. The only counterplay is for a larger group of players to be on constant alert, as neither the extent of inactivity nor the escalation potential can be known.


Proposal:
after 30min of being active, cloaking modules will enter a second mode where the ship can be probed (including model of ship) but is still not visible on grid or on d-scan. After 60min of being active, cloaking modules will force shutdown and enter a "reload" cycle of 2min. Reload cycles can be triggered at any point during module activity. Timer resets on gate jumps.
Mike Voidstar
Voidstar Free Flight Foundation
#9177 - 2017-04-12 16:17:57 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Sonya Corvinus wrote:
Mike Voidstar wrote:
Cloaking modules aren't stations, thus they should not be providing that level of safety.


Why? Stations give you safety and the ability to earn isk by trading, cloaks give you safety and a degree of mobility without the ability to earn isk. Balance.



Because Stations aren't modules. It's really that simple. Modules provide a ship functionality in space. Stations are a safe place for your ship to park. They aren't the same, or even comparable except in the most superficial way.

Everything in space is supposed to be at risk of non-consensual PvP. That cannot be provided by a module, as a module must be on a ship that is in space to function.


Look everybody, Mike's using a false equivalency. Roll



I am beginning to think you don't understand what that actually means. Did you sell your account or something? You used to be better than this.
Mike Voidstar
Voidstar Free Flight Foundation
#9178 - 2017-04-12 16:22:05 UTC
Teckos Pech wrote:
Sonya Corvinus wrote:
Mike Voidstar wrote:
Cloaking modules aren't stations, thus they should not be providing that level of safety.


Why? Stations give you safety and the ability to earn isk by trading, cloaks give you safety and a degree of mobility without the ability to earn isk. Balance.


I would add to this that the "station like safety" that Mike is going on about is only if you are at a safe you only know about and you do not move from it. Thus, the safety is very limiting…not unlike with a station. My point about jump clones is that you probably have more safe travel than you do with a cloak. If anyone is engaged in a false equivalency here it is Mike. Mike wants everyone to believe that once you slap on a cloak and activate the module that’s it. You are as safe as if you were in station. My arguments against this is that it is only true in a very limited context. It is not true if you are on grid with others. That means it is not true if you are near a station, a POS, some other structure. It is not true with gates. With a cloak you do not get the risk free travel you do with a station. Granted the station is limited in that you can only travel to where your JCs are. So with a cloak you trade off that absolute safety for a greater range of destinations. Why this is seen as unbalanced by Mike, IDK. Strikes me as reasonably balanced.



An interesting angle, but still full of tremendous differences in almost every important detail.

Sure you can travel with jumpclones---each of which had to get where it is somehow, and is also in a station and therefore out of the play area. In addition, the jumpclone requires a bit of training to get, a bit of ISK to buy, and more than a bit of faction grinding or else maintaining your own stations to create in the first place. All in all, much more effort than cloaking at a safespot requires.
Mike Voidstar
Voidstar Free Flight Foundation
#9179 - 2017-04-12 16:24:41 UTC
Sonya Corvinus wrote:
Mike Voidstar wrote:
Because Stations aren't modules. It's really that simple. Modules provide a ship functionality in space. Stations are a safe place for your ship to park. They aren't the same, or even comparable except in the most superficial way.

Everything in space is supposed to be at risk of non-consensual PvP. That cannot be provided by a module, as a module must be on a ship that is in space to function.


Cloaked ships are at more risk of non-consensual PvP than a PvE-er in null watching local.



I await with baited breath your disclosure of the methods used to hunt a cloaked ship that does not willfully engage in risky behavior.

Your PvE-er has to not only watch local, but take appropriate actions before the hunter arrives and react accordingly once he does.

Your Cloaked guy just has to sit there and not bump into anything.
Mike Voidstar
Voidstar Free Flight Foundation
#9180 - 2017-04-12 16:34:06 UTC
Martin Corwin wrote:
AFK cloaking is not a counter to local based intel systems. AFK cloakers still show up in local and will be reported in intel systems based on local.

AFK cloaking is also not a requirement for hunting or intel gathering. If you are AFK, you can't watch what's happening in the system you are in. If you don't look for targets or intel you are neither hunting nor gathering intel.

AFK cloaking is, however, a tool of asymmetrical economic warfare. AFK camping an established and upgraded system will reduce member as well as alliance income and readiness, and render system upgrades useless. It can obviously be used to do harm.

AFK cloaking is not balanced. The only counterplay is for a larger group of players to be on constant alert, as neither the extent of inactivity nor the escalation potential can be known.


Proposal:
after 30min of being active, cloaking modules will enter a second mode where the ship can be probed (including model of ship) but is still not visible on grid or on d-scan. After 60min of being active, cloaking modules will force shutdown and enter a "reload" cycle of 2min. Reload cycles can be triggered at any point during module activity. Timer resets on gate jumps.



There is no need for any special reload cycle on cloaks, they have one built in that is reduced on most cov-ops capable hulls.

Cloaks do require specific training to use, and work best on specialized hulls. I don't favor scanning them with casual effort from any generic ship. They should require equivalent effort to counter, which means combat compromised hulls, specialized equipment and specialized training.

Regardless, any such solutions should involve active gameplay not in direct control of the cloaking pilot, just as the 'solution' to the PvE pilot doing his thing involves active gameplay not in his direct control. Both should be forced to react to things they don't like so long as they remain in space.