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Cloak Hunters (reply to CSM minutes)

Author
BeanBagKing
The Order of Atlas
#1 - 2012-01-20 22:35:54 UTC
This isn't a complaint thread, but after reading the idea for "sub-hunters" in the latest CSM minutes, I wanted a place to put down the idea that I have so it could be referenced now/in the future.

CCP has stated its interest in creating a way to hunt down cloaked ships. I've had this idea for a while, but I don’t think I’ve ever dedicated a thread to it. Mostly I developed this idea in response to the “make cloaking devices take fuel/capacitor” ideas. I felt that the cloaking device itself didn’t need a change and would rather see new gameplay, roles, ships, and skill introduced, offering a wider variety of combat to eve players.

With this in mind I also didn’t want to destroy the role of covert ops as scouts, bombers, covert cynos, etc. My goal was to eliminate the “AFK cloaker”, mostly because I feel everything in eve should have a counter and nobody should be 100% safe, especially in space surrounded by hundreds of reds. In my mind there is something wrong about logging into eve, cloaking up at a safespot, and going to work/school/out drinking and still having an impact on gameplay because at any moment you could come back to the keyboard and light a covert cyno. The covert ops class/module is fine, so long as it has a counter.

The exact details of my suggestion can of course be tweeked, such as the ship used and the time it takes, but here’s the example.

First, I think this would be a great role for another T2 destroyer class. Destroyers just seem to “fit” the role of sub hunter. They’re pretty small and agile without quite being a frigate, they don’t have a ton of tank, but they can put out a decent amount of DPS. Plus… Destroyer! So we need a new T2 Destroyer class that can fit new probes/probe launcher. CCP could use the current expanded probe launcher and give the T2 destroyer a bonus to using it, or we could have a new one complete with new skills. A new type of probe charge would be needed.

These new probes have a 10 minute cycle time (They could also be 10-15 minutes, adjustable by skill level and/or ship bonus). That is, from the moment you hit scan, the scan takes 10 minutes to complete. There is no signal strength to this probe, it is always 100% on any cloaked object it finds. To successfully find one though the cloaked object cannot have changed grid and must be in the radius of at least 4 probes (to give you a single point). These probes are 64 AU, large enough to scan a small system in one swipe, but it could make scanning larger systems difficult.

Here are the reasons for some of this. The 10 minutes gives a scout plenty of time to change grids. All they would have to do, if they were active and at the keyboard, is warp to a planet and back to the gate or whatever they are watching. Probes will not find them. However, someone that is AFK will not have changed grids during this time. Signal strength always at 100 (as long as 4 probes get a hit) because, with a 10 minute scan time, trying to narrow a target down would take ages.

Once a signature is hit on you can warp to it. Once you land you still need to decloak the target though. So this favors small fleets working together, interceptors and the like spreading out on landing and people assigning drones to them so they can try to decloak the target. Signature location is given for where the target is at the end of the 10 minute cycle time. So an AFK cloaked target that was burning in some direction would have a head start (depending on the distance the fleet had to warp), but could still be found if ships spread out quick enough.

I think this makes cloaked ships virtually invulnerable so long as they are at the keyboard. Even if they stayed on grid for 10 minutes they could warp when the fleet is spotted on d-scan, or when they land and just aren’t in range to decloak. However, it makes it fairly easy to find a target that’s AFK and just burning in one direction.
Tikktokk Tokkzikk
V0LTA
WE FORM V0LTA
#2 - 2012-01-20 22:45:51 UTC
I'd prefer if it were 15 minutes. Also the probes should destroyed upon use to avoid permanent scanning. One problem though, this would encourage people to use bots (which is illegal and I do not support).
BeanBagKing
The Order of Atlas
#3 - 2012-01-20 22:55:09 UTC  |  Edited by: BeanBagKing
tikktokk tokkzikk wrote:
I'd prefer if it were 15 minutes.

Any specific reason why? Would you object to a base 15 and the ability to, say, lower it by 1 minute/skill level?

tikktokk tokkzikk wrote:
Also the probes should destroyed upon use to avoid permanent scanning.

Again, why? I guess I don't really care mostly because probes are cheap as all hell and you can pack hundreds of them in a ship. Not to mention if you're hunting down a cloaked target, your probably in a system where you can dock and get more anyway. I guess I just don't see much of a point in changing this mechanic to be different than the rest of the probes.

tikktokk tokkzikk wrote:
One problem though, this would encourage people to use bots (which is illegal and I do not support).

I've heard this argument before, my counter argument is that if you are going to start with the assumption that things like this will be scripted then we need to throw out half of the game play that already exists (mining, ratting, market orders, couriers, etc). A bot as it stands could already be make to warp from safespot to safespot, constantly creating new ones in warp. It would be almost impossible to find if it didn't reuse these. You could have to scan it down and warp to it and get tackle before it warped to it's next safe. I guess my point is that content should not be tossed out on the basis of the possibility of bots. If there's other problems with the idea so be it, but I don't think this is a illegitimate one.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#4 - 2012-01-20 23:26:21 UTC

A couple of thoughts:

1.) 64 au probe range means a competent prober will NEVER have their probes within scan range of the target they're hunting. I would much, much prefer shorter ranges (8 au) and shorter scanning periods to compensate (4-5 minute scans).

This means, if you randomly cloak off a gate, or some known celestial... you may be scanned down on the first attempt. If you cloak in the middle of space, it will take multiple scans to get a warpable result. At 64 AU's, it pretty much means in 90% of all eve systems, you can find a cloaker with a single scan, and that's just too easy!!! With 8 au scans, finding a cloaky at a deepsafe takes some time and effort!

2.) To get a hit, I agree the target needs to be on grid for the entirety of the scan! The scan length needs to be long enough that probing for cloakies running a gate camp is really not an option, unless you have 100+ km's worth of bubbles they're traveling through.

3.) Is the warp point the spot of their ship at the start or end of the scan?



BeanBagKing
The Order of Atlas
#5 - 2012-01-20 23:51:56 UTC
Gizznitt Malikite wrote:
1.) 64 au probe range means a competent prober will NEVER have their probes within scan range of the target they're hunting. I would much, much prefer shorter ranges (8 au) and shorter scanning periods to compensate (4-5 minute scans).

One reason I would like it to stay at 10 mins or so is so ships that aren't covert ops, but still have a cloaking device have plenty of chances to move around. Remember, while they have to warp decloaked all they have to do is decloak, warp to a new safe, cloak back up soon as they land, it should still be -very- difficult to find you. Still, this is an example of where you could tweek times and distances without affecting the overall idea. I think it would be best left up to CCP after some serious feedback from the players/CSM if they went with this idea. i.e. my response to this part is leave it up to the pros at game balancing.

Gizznitt Malikite wrote:
This means, if you randomly cloak off a gate, or some known celestial... you may be scanned down on the first attempt. If you cloak in the middle of space, it will take multiple scans to get a warpable result. At 64 AU's, it pretty much means in 90% of all eve systems, you can find a cloaker with a single scan, and that's just too easy!!! With 8 au scans, finding a cloaky at a deepsafe takes some time and effort!

This is true, you'd be scanned down on the first attempt, UNLESS you were at your keyboard and just warped to a new gate or celestial every 9 mins, 59 secs. Personally I don't see a problem with finding someone on the first attempt if they aren't making an effort to move around (which shouldn't be difficult). Again though, I think this would take some balancing that's better done by pros.

Gizznitt Malikite wrote:
3.) Is the warp point the spot of their ship at the start or end of the scan?

At the end of the scan. The theory behind this is that a bomber can easily do 400 m/s while cloaked. If it was from the start of the scan this would be 10mins*60sec/min*400m/s=240,000m, or 240km from the spot he was at when you started scanning. I'm pretty bad at math, but I think the volume of a sphere 240,000m in radius is 5.7 something to the 16th power. The mechanic would be pointless, you'd still never be able to find a cloaked target.




Alx Warlord
The Scope
Gallente Federation
#6 - 2012-03-16 00:48:23 UTC
Well, I think that is is only a matter of allowing it to probe normally the cloaked ships and warping to it, it would take a long time to scan it down anyway... and the cloaked could use the directional scan to detect the probes... Also the balance can be made on the probe strength.

I'm really sad about no more words of ccp since the last CSM meeting... And I hope for something in this fanfest....

There are to much benefits for the game introducing a T2 cloak hunter destroyer to be left aside.

- It would increase PVP! Forcing the detected ship into combat... probably oppening the cyno....
- It would increase the overall game quality, since AFK cloakers ruins the game of manny.
- It would increase the industry on nullsec, since afk cloakers will not sit on the system untill the Industrial level goes to 5.
- More people will play eve. Since manny goes play other games when there are afk cloakers in their system.
- Getting rid of afk cloaker, small alliances owning few systems would have a better game. So more people in nullsec.
- More people would be interested in going to WH space, since probing could show hidden treats making its environment more suitable for industry, and living.
- It would make the game more balanced.

And what will still happen with the introduction of cloak hunters?
- Cloaked ships would not be nerfed in the process
- SBs would still approach unnoticed the targed and drop bombs, keeping their role
- Force recons would still declok and atack surprized targets keeping their role.
- Spys, on anemy territory, would need to pay attention to their directional scanner, but they would still have their roles.

So bow, someone respecting the forum rules, and thinking, please, tell-me what are the cons on cloak hunter ships?

And please someone from CCP says that you guys keep thinking about this! There are allot of players expecting this!



MushroomMushroom
State War Academy
Caldari State
#7 - 2012-03-16 02:18:36 UTC  |  Edited by: MushroomMushroom
The problem is that it doesn't address the reason AFK cloakers AFK cloak in the first place.


If a single neutral comes into LOCAL in a 0.0 system, all the carebears in the system safe up/dock/log until the threat leaves. They will usually stay safed for hours even if the neutral remains cloaked. The moment the neutral leaves local, they resume what ever it was they were doing.

The OP says that everything in eve should have a counter, but the only effective counter to players who use Local as an intel tool is AFK cloaking. Without some balance that reduces the ability to use local as a perfectly accurate intel tool, carebears will be far to safe...

Edit: Actually, this approach could be the solution if you also removed local. Deploy scouts to the gates, do your anti cloaky scan, and then as long as your scouts are watching for gate fires, you know the system is free of cloaked ships. (Unless the log in afterwards, but your only trying to deal with people online)
Xorv
Questionable Acquisitions
#8 - 2012-03-16 02:53:26 UTC
BeanBagKing wrote:
My goal was to eliminate the “AFK cloaker”, mostly because I feel everything in eve should have a counter and nobody should be 100% safe


So, from this statement we can assume you also favor the removal of Local Chat Intel?

Alx Warlord
The Scope
Gallente Federation
#9 - 2012-03-16 03:22:01 UTC  |  Edited by: Alx Warlord
MushroomMushroom wrote:

Edit: Actually, this approach could be the solution if you also removed local. Deploy scouts to the gates, do your anti cloaky scan, and then as long as your scouts are watching for gate fires, you know the system is free of cloaked ships. (Unless the log in afterwards, but your only trying to deal with people online)


Removing local would intensify the danger level of null-sec and increase the intel difficulty... to a WH level... and there will be even less players there...

In fact, the use of local for intel is not a good excuse for its removal... everyone uses, including you, and it intensifies PVP, because you know that there are people there to hunt.

Also in WH Space, where there are no local, if there are a Intell system ( people watching the WH entrance becouse you live in a community there with POSses and Custom offices ...) there are AFK cloakers... and they act the same way, asking ransom, killing industrial ships, poding, killing minning barges, talking hi in local every hour and whatever... to people knows that he is there...

So, if you think that some group are carebers, good, so go take their system! you should make a fleet, and UNCLOAKED inside the system, bash their POS, kill their ships and what ever. PLAY the game. Use a recon to gather intel and and cyno people in! AFK cloaking just hurts the game!

And you are wrong about how people act. If an afk cloaker stays in a system for 6 days and the alliance only have 1 system then people will start stop playing EVE, and playing other games, until the point that they will not resume playing, and we only lose with this... we have lass people to kill/play with... this make EVE UNIVERSE less rich...

Also Afk cloaking is as damaging to the game as a BOT... both do their role as players are away not playing...



Althoug you have your point, The last CSM discussed It.... And they decided that the local as a intell toll the way it is must go...as the cloak hunter ship appearing must happen ... It is not a matter of "IF" but a matter of "HOW and WHEN".

So what we need to ask CCP is WHEN it will be this WHEN!
Blatant Forum Alt
Doomheim
#10 - 2012-03-16 08:32:43 UTC
BeanBagKing wrote:

With this in mind I also didn’t want to destroy the role of covert ops as scouts, bombers, covert cynos, etc. My goal was to eliminate the “AFK cloaker”, mostly because I feel everything in eve should have a counter and nobody should be 100% safe, especially in space surrounded by hundreds of reds. In my mind there is something wrong about logging into eve, cloaking up at a safespot, and going to work/school/out drinking and still having an impact on gameplay because at any moment you could come back to the keyboard and light a covert cyno. The covert ops class/module is fine, so long as it has a counter.


Remind me again how an afk cloaker can impact gameplay?

Oh yeah, thats right, it can do nothing. Nothing at all. Cloaks have a counter/balance - you cant do anything while cloaked. There is no need for a cloak hunter, you are trying to fix a problem that honestly does not exist.

If the nullbears dock up whenver they see a neutral sitting in local, that is their fault, they dont have to do that, they could continue mining or w/e. If the neutral actually shows up on grid, if you are aligned, you stand a decent chance of getting away before being popped, and if you have combat ships with you - like all null miners should - you are almost guarranteed to survive if this single neutral does try to pop you.
Misanthra
Alternative Enterprises
#11 - 2012-03-16 08:46:07 UTC  |  Edited by: Misanthra
BeanBagKing wrote:
ThisMy goal was to eliminate the “AFK cloaker”, mostly because I feel everything in eve should have a counter and nobody should be 100% safe,




ummm...if they are afk...what exaclty is the problem. YOu too are 100% safe.

Try ratting with a known afk cloaky in system. Its great. Had one a few ttimes, fun times. 2 server shutdowns unplanned in like 3 days so I knew for sure he was afk since he didn['t come back until after dt (I play oceanic tz). Was very happy about it. Its like staking a claim to your own belt system. Leave to go pick up the wreck cleaner...he stays there and scares off any who would jump in "my" system. Clean my loot up....my unknowing scarecrow does his job again while I get back in the ratter. Man has to make his isk, right? lol.
Robert Caldera
Caldera Trading and Investment
#12 - 2012-03-16 12:06:46 UTC  |  Edited by: Robert Caldera
BeanBagKing wrote:

With this in mind I also didn’t want to destroy the role of covert ops as scouts, bombers, covert cynos, etc. My goal was to eliminate the “AFK cloaker”, mostly because I feel everything in eve should have a counter and nobody should be 100% safe, especially in space surrounded by hundreds of reds.


afk cloak is all right and does not need a nerf.
its specifically designed for safety in space "surrounded by hundreds of reds".
docked is safe, in POS is safe, cloaked is also safe. get over.

The cloak is the only reason for you NOT BEING TOTALLY SAFE in space in the sea of blues.

I always prefer safety of few cloakers at the cost of the safety of the masses,
eve is already too much blob oriented, so giving the blob a tool in hand to secure their areas completely against all kinds of intrusion would shift the powers even more from small/single entities toward the blob.
MushroomMushroom
State War Academy
Caldari State
#13 - 2012-03-16 13:33:03 UTC
This idea would also break non-covert ops cloaks...

How is a non-afk player supposed to stay cloaked if they cannot warp off grid without decloaking?
MIrple
Black Sheep Down
Tactical Narcotics Team
#14 - 2012-03-16 20:36:57 UTC
I agree there should be a counter to cloaking. To do this fairly you need to change the way intel is gathered though. My approach to this is to change local to Consetation so there is still an intel tool but it only shows that people are in a large area not a specific system. That way if you make it past the entry system you have a nice area to play in fairly undetected till the cloak hunters come looking for you.

With your 10 minute time though I dont think it will work. like someone else already pointed out the speed that a cloaked ship can move at is to fast. All an afk cloaker would have to do is point in a direction and let his momentum keep him moving and he would be unscannable. I love the idea of this though.

I would make it so you have to scan down ships just like they are today but with special probes. you can warp to the point once its at 100% then from there you would need a new module that could make the target visible somehow. again not sure. so you can MWD toward the target.