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Overview Upgrade Suggestion (RADAR)

First post
Author
Nikk Narrel
Moonlit Bonsai
#1 - 2012-05-24 17:22:25 UTC  |  Edited by: CCP Phantom
For lack of a more familiar reference, players need a radar screen.
(Radar screen fails to explain the concept properly, but most will get the basic idea)

TL;DR: Add passive / active D-Scan information to the overview as an option.
Passive would be no effort, active would be toggled on to give a possible chance to detect if a cloaked vessel is in range, as well as boost effective range


Ships have sensors. USE THEM.
People want a convenient heads up display for important information, and without a doubt this should be considered important.

Here is a simple tip: Use the overview. It can do this surprisingly well.

Just add a category of items to the overview, call them sensor items. Highlight them in day-glo green or something so they stand out.
Your ship's sensor strength and your detecting abilities combine to give your current ship it's sensor range. You can't see whats outside your visual range, neither can your ship.
If you commit resources such as boosters, your active scan range will be more than your passive scan's, and may be invaluable to remember to use.

Got a cloak? Is your cloaking skill higher than their sensor skill? They can't see you until you get closer then.
The passive default scan will never see a cloaked vessel.
They will be warned a cloaked vessel is in range if they do active scans, just not details about how many or how far.
Active scans can be toggled on, but need to be reset after anything that moves you off your current grid, like undocking / changing systems / warping to another spot in system.

Logic: you must make an effort to detect someone making an effort to hide. If they are better at hiding, then they can get closer to you before you can know they are there.


I believe ships in your corp / alliance should automatically ID themselves once in range too, based on the friendly IFF concept.
This means you know if something is unspecified beyond ship type or model, you should be wary if in dangerous space...

Most pilots have just gotten so used to the idea that local hands them free intel, that they are simply resisting change.

A lot of them would probably like it, once they got used to it. It's a lot more realistic to use ship's sensors than to rely on chat gods to dispense intel wisdom...

CLARIFICATIONS:
First, two notes to keep in mind.
1> This won't let anyone hunt cloaked vessels. It has no means of locating or hunting them in a practical sense, just a proximity warning under the right conditions. Hunting cloaked vessels won't be recommended by myself unless local is delayed or removed entirely.
2> This does not remove local. It makes it obsolete, but it can be left in place.

1.) I won't push to have Local Chat removed here, but I have no problem making it obsolete by providing genuine intel tools. Chat needs can be easily met with local in delayed mode, in my opinion.

2.) Passive scanning is slightly more than the overview is right now. It just adds in all friendly ships in your sensor range due to IFF, and alerts you to others performing an active scan.
Active scanning is similar to the current D-Scan, except it should be able to auto-cycle at user set speed. You are broadcasting a signal based on your ship's sensor type visible to twice the range at which you get results from. Only results from unknown contacts will be given, as the IFF mentioned above will cancel returns from friendly vessels.
(If you want to scan without broadcasting your presence to the passive crowd, use probes. Just keep in mind the active users will see them and know someone is hunting)
Neither active nor passive gives warp usable information.

3.) Cloaking vessels, if not handed out by local, get to play cat and mouse more.
I follow the base logic that it takes effort to counter effort. Cloaking is an effort, so must the ability to be warned of it.
A cloaked vessel can certainly launch probes, once in a system, the same as they do already. They can use these probes the same way too.
A cloaked vessel can active scan, but at the cost of disrupting it's cloak the same as though they had manually toggled it off. Any penalty time applies before they can restore it, on top of which they would have broadcast their presence to every passive ship in range. For obvious tactical reasons, most will probably avoid doing this.
Detecting a cloaked vessel is only possible by active scanning.
The range it can be detected is based on a set of factors, listed in order of importance:
A> The skill of the cloaking pilot with cloaking verses the skill of the detecting pilot with sensors. (Electronics or better)
B> A bonus appropriate to the sensor strength of the detecting ship.
C> A bonus appropriate to the signature of the cloaked vessel, (smaller is easier to hide).
D> Number and quality of modules fitted on both ships that are involved.

The cloaked vessel is not in more danger of being decloaked at any time with this idea.
The potential target could be warned by local, or by active scanning and detecting probes, then finally by the means described above.

4.) Wormholes are a unique experience in EVE, and I have not spent enough time in them to say whether or not this would be a good fit for them. Unless CCP felt otherwise, I would leave them as is.

SEE post #4 for further details below!
Mary Annabelle
Moonlit Bonsai
#2 - 2012-05-24 18:55:40 UTC
You aren't really adding anything to the game, just giving it a more convenient means of display.
I would think this would be fairly easy to put in, because of that. Maybe I'm wrong?

The toggle on D-Scan is a nice touch, how often would it cycle?

I like having a reason to train up sensor skills. That electronics suite is neglected unless people care about probing usually...
Trollin
Perkone
Caldari State
#3 - 2012-05-24 19:06:09 UTC  |  Edited by: Trollin
Dradis - BSG

also

Image

We are our own worst enemy.

Nikk Narrel
Moonlit Bonsai
#4 - 2012-05-24 19:28:59 UTC  |  Edited by: Nikk Narrel
I am hijacking one of my early replies to continue the above idea details. (nothing meaningful lost)

What advantage can sov holders employ to help defend their space?

Using the previous example comparing sensors in active mode to shining a flashlight, sov holders can anchor and use street lights.

Now, that is the equivalent by analogy, obviously not a literal pole with a lamp on the end.

These would be anchorable signal Broadcasting Points, (BP), usable by friendly ships instead of an active scan's direct broadcast.
Like an active scan, any ship in range can tell the BP is present, and which direction it is.
Unlike an active scan, the sensors on friendly ships are able to use this broadcast signal to see other ships with. The same as if they had emitted the energy pulse but without giving themselves away by doing so.
One of the key differences, is that like other anchored system items, these would be on the overview.
An active scanning ship just gives sensor type and direction to an opposing ship's sensors.

This means that the sov advantage would be counter-able, and not overpowering.

Theory of operation: Each BP has a range for broadcasting. Any ship entering that range has a progressively weaker / stronger signal hitting them, based on the distance between the BP and the ship.
That ship in turn has a detectable interruption in the signal that any ship close enough can see with it's sensors.
(BP Range) - (distance from BP to target) = (range from target that target can be seen)
Sample: BP range is 20AU, and target ship is 15AU from the BP. 20 -15 = 5, So any friendly ship within 5AU of the target ship can see it on passive sensors with accuracy as if they had active scanned.

As shown by the basic formula, a ship on the edge of the BP won't be visible for a great distance, but a ship that lands close to the BP will be visible for a much greater distance.
Nikk Narrel
Moonlit Bonsai
#5 - 2012-05-24 19:37:15 UTC
Mary Annabelle wrote:
You aren't really adding anything to the game, just giving it a more convenient means of display.
I would think this would be fairly easy to put in, because of that. Maybe I'm wrong?

The toggle on D-Scan is a nice touch, how often would it cycle?

I like having a reason to train up sensor skills. That electronics suite is neglected unless people care about probing usually...

I think you may be right about it being easy to put in, only the guys coding can say for certain though.

I don't think calling it a cycle makes sense in this context. It is a constant active item. Folks in wormholes think in cycles because they manually trigger it, like a camera taking a still shot. This is more like a live video feed than a still image, to further that analogy.

I think ships in your corp / alliance should automatically ID themselves once in range too, based on the friendly IFF concept.
This means you know if something is unspecified beyond ship type or model, you should be wary if in dangerous space...
Mary Annabelle
Moonlit Bonsai
#6 - 2012-05-25 14:59:15 UTC
Nikk Narrel wrote:
Mary Annabelle wrote:
You aren't really adding anything to the game, just giving it a more convenient means of display.
I would think this would be fairly easy to put in, because of that. Maybe I'm wrong?

The toggle on D-Scan is a nice touch, how often would it cycle?

I like having a reason to train up sensor skills. That electronics suite is neglected unless people care about probing usually...

I think you may be right about it being easy to put in, only the guys coding can say for certain though.

I don't think calling it a cycle makes sense in this context. It is a constant active item. Folks in wormholes think in cycles because they manually trigger it, like a camera taking a still shot. This is more like a live video feed than a still image, to further that analogy.

I think ships in your corp / alliance should automatically ID themselves once in range too, based on the friendly IFF concept.
This means you know if something is unspecified beyond ship type or model, you should be wary if in dangerous space...

Agreed, the IFF instantly cleaning your scan results makes a lot of sense. Alliance and corp mates should automatically recognize each other.

It also gives a suspense element to being in space. You aren't supposed to know everything that's going on!

Make people think. They want to think.

They could play WoW if they wanted to stop thinking.
Leviathian
Caldari Provisions
Caldari State
#7 - 2012-05-25 15:35:48 UTC  |  Edited by: Leviathian
Support.

I'm all for short-range burst sensors instead of system-wide realtime sensors. A nerf on local, definitely, but not a complete lack of intel.

Adds difficulty (which despite the protests of so, so many people, EVE needs.), and doesn't completely destroy any intel gathering. infact I think it makes intel gathering more useful, which it SHOULD be. Intel is one of the main components of war, after all. having easy intel just makes it a bash eachother until we're all dead game.

Also, the D-Scan could use an overhaul to make it more intuitive, anyway. This could be a cool addition.

plus BSG is pure awesome.

PS: Radar is a much more logical, realistic approach to this game. Local is outdated and overabused. and i'm all for more realism to games.
Nikk Narrel
Moonlit Bonsai
#8 - 2012-05-25 16:38:12 UTC
Leviathian wrote:
Adds difficulty (which despite the protests of so, so many people, EVE needs.), and doesn't completely destroy any intel gathering. infact I think it makes intel gathering more useful, which it SHOULD be. Intel is one of the main components of war, after all. having easy intel just makes it a bash eachother until we're all dead game.

This is my point exactly.

Players who just want to be placed into two or more teams where they shoot it out... this does not describe space combat.

It describes dodge ball.

Space combat takes in all the elements of:

Things being outside your range to detect.
Ships being outclassed by you, and the reverse.
Teamwork meaning more than DPS being exchanged.

Being clever, and better prepared, are not rated as highly as they should be with current intel.

We're in space, not a primary school gymnasium.
Mary Annabelle
Moonlit Bonsai
#9 - 2012-05-25 19:51:51 UTC
I keep hearing arguments on different threads, things that imply EVE players hate taking the effort to do things.

Some might say players want a first person shooter, where they can look at a menu roster and see everyone on both sides at a glance.
In some games, it even tells you what kind of role they are playing.

WH pilots have shown we can play without local.

Is everyone else trying to say these pilots are that much better, and only they can do this?
Nikk Narrel
Moonlit Bonsai
#10 - 2012-05-29 13:19:11 UTC
Mary Annabelle wrote:
I keep hearing arguments on different threads, things that imply EVE players hate taking the effort to do things.

Some might say players want a first person shooter, where they can look at a menu roster and see everyone on both sides at a glance.
In some games, it even tells you what kind of role they are playing.

WH pilots have shown we can play without local.

Is everyone else trying to say these pilots are that much better, and only they can do this?

Aw heck no!

Most pilots have just gotten so used to the idea that local hands them free intel, that they are simply resisting change.

A lot of them would probably like it, once they got used to it. It's a lot more realistic to use ship's sensors than to rely on chat gods to dispense intel wisdom...
Nikk Narrel
Moonlit Bonsai
#11 - 2012-06-01 16:17:59 UTC
Nikk Narrel
Moonlit Bonsai
#12 - 2012-06-04 13:23:58 UTC
With so many pointing out how local causes problems, it is worth reminding people that there are other options that can work.

And not just work, but add to the feel and immersive appeal of the game.

The only negative aspect anyone pointed out, is that it requires a change. That's it, they pointed out how ANY change will result in players being unhappy.

You could make Caldari shuttles neon blue, and some would be mad about it.

But as most of us also know, we adapt. And after we adapted to this logical change, the game could become more enjoyable than it is, even now.
Gerrick Palivorn
Caldari Provisions
Caldari State
#13 - 2012-07-01 09:23:23 UTC
Bump for a great idea

MMOs come and go, but Eve remains.  -Garresh-

Nikk Narrel
Moonlit Bonsai
#14 - 2012-07-02 15:11:58 UTC
Gerrick Palivorn wrote:
Bump for a great idea

Appreciated.

I would really like to play in the game the Devs intended,
not just the one they compromised into as a result of some unexpected play styles.
Teshania
Aliastra
Gallente Federation
#15 - 2012-07-02 15:28:51 UTC
I love this!! And supported, a few things i can see as add ons..

Passive scanning and someone is active scanning, you might depending on senor strength of ship and how far out they are, get a ping from a general direction. Won't give you range.

ACTIVE Scanning causing your Sig to bloom, and/or Destabilize your cloak, (You have a good chance of being picked up on radar even if you are cloaked, its like screaming while you are in the shadows). When active Scanning you send out a ping link subs do in the ocean, and waiting to hear the bounce back to deter man general direction and range.


Now where is the Good stuff for this. Advanced Skill module for this.
IFF Newtorking. US airforce using something similar to this to create a battlefield view.

You put on a module that sends information to your Squad, of what you see while you are Scanning,Either Active or Passive. Since this is D-scan and limited range. You spread forces out. Think of it like this Your Ships become the probes themselves. But Do not give you enough information to ever Warp to. just gets you down to about 1AU.

Once you get updated Radar information from the network drop probes have fun ;)..

Soo you get 2-3 Active scanning ships supporting your cloakly fleet. So cloakly fleet gets and idea of where to put eyes. Since Active scanning in from a Cloaky would basicly Say, "OHH HEy i'm here, please shoot me" when on grid. Remaining Passive on cloaky would help you maintain your cloak.

We need a Bounty Button on the Forums

Nikk Narrel
Moonlit Bonsai
#16 - 2012-07-10 13:33:52 UTC
Agree with active scanning popping your cloak. You are broadcasting a data wave with the intent of studying the feedback created by objects it encounters. (These are basically reflections of that data wave modified by the circumstances of the object).

To assume you would not be visible at least during the broadcast period is bizarre.

That being said, there is a workaround already in the game. Using probes.
The obvious problem with this comes into play when you consider that the probes are visible to anyone watching for them.
Shish Tukay
Caldari Provisions
Caldari State
#17 - 2012-07-10 15:03:21 UTC
> D-Scan as a module

Yes.
Nikk Narrel
Moonlit Bonsai
#18 - 2012-07-12 13:27:58 UTC
Fidelium Mortis
Minor Major Miners LLC
#19 - 2012-07-12 13:46:44 UTC
The cloaking/scanning change would have to be evaluated more closely. Specifically, this would severely impact the effectiveness of the Pilgrim due to its short engagement range, and would practically render cloaks on black-ops, tackle stealthbombers and haulers as useless.

ICRS - Intergalactic Certified Rocket Surgeon

Teshania
Aliastra
Gallente Federation
#20 - 2012-07-12 14:14:59 UTC
Fidelium Mortis wrote:
The cloaking/scanning change would have to be evaluated more closely. Specifically, this would severely impact the effectiveness of the Pilgrim due to its short engagement range, and would practically render cloaks on black-ops, tackle stealthbombers and haulers as useless.


No it would not make them useless.. If they allowed for up linking of a passive D-scan mode, then you spread out get a general idea of the ones actively d-scan, then drop probes and have fun.

You can still warp around and see if they are being idiots and sitting in system wide known locations.

Yes if they where Activity D-scaning would disrupt the cloak. Think of a Sub in the ocean sending out a ping.. You really don't know its around tell they actively start trying to pinging around trying to find something..

Think of this suggestion as moving, To Sonar in space. With the ability to send information to others in your fleet to make a clearer picture.

We need a Bounty Button on the Forums

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