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Player Features and Ideas Discussion

 
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Upgrading Local to Eliminate All AFK Influence

First post
Author
Nikk Narrel
Moonlit Bonsai
#161 - 2013-06-29 13:41:59 UTC
Evangelina Nolen wrote:
I wonder how some of you would fare in space that doesn't have local.

Well, since I enjoy going to effort, and reward indexes would increase to match, I would do well.

But then, I want to mine in null, not high sec.
Sigras
Conglomo
#162 - 2013-06-30 09:18:32 UTC  |  Edited by: Sigras
Nikk Narrel wrote:
And I am pointing out that since cloaked ships need to make an effort to do any of those, detecting them should take effort as well.

The part about not seeing local was first suggested by me to begin with.

I agree completely, since cloaked ships require effort to give intel, the enemy should be required to put forth the exact same amount of effort to have the same intel provided to them.

cloaked ships can view local - no effort
cloaked ships can be seen in local - no effort

cloaked ships can probe out other ships and spy on them / provide warp-ins - moderate effort
fleets can fly patterns on the entire grid in the attempt to find a ship that may or may not be on grid - insurmountable effort

cloaked ships can use the D-scan to find enemy fleet locations and compositions - moderate effort
fleets cannot use the d-scan to find cloaked ships ever - impossible effort

see the problem?
Nikk Narrel
Moonlit Bonsai
#163 - 2013-06-30 20:16:36 UTC
Sigras wrote:
Nikk Narrel wrote:
And I am pointing out that since cloaked ships need to make an effort to do any of those, detecting them should take effort as well.

The part about not seeing local was first suggested by me to begin with.

I agree completely, since cloaked ships require effort to give intel, the enemy should be required to put forth the exact same amount of effort to have the same intel provided to them.

cloaked ships can view local - no effort
cloaked ships can be seen in local - no effort

cloaked ships can probe out other ships and spy on them / provide warp-ins - moderate effort
fleets can fly patterns on the entire grid in the attempt to find a ship that may or may not be on grid - insurmountable effort

cloaked ships can use the D-scan to find enemy fleet locations and compositions - moderate effort
fleets cannot use the d-scan to find cloaked ships ever - impossible effort

see the problem?

Which is why I suggest the combined changes as follows:
Cloaked ships cannot view local, or be seen in local

Fleet ships can use spotter modules and detect cloaked ships, as detailed:
https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453

This can be through probes, or directly on grid overview.
FloppieTheBanjoClown
Arcana Imperii Ltd.
#164 - 2013-06-30 22:00:37 UTC
Yet another "afk cloakers are so scary I want to nerf all uses of covert ops into oblivion" thread.

Founding member of the Belligerent Undesirables movement.

Nikk Narrel
Moonlit Bonsai
#165 - 2013-06-30 22:12:21 UTC
FloppieTheBanjoClown wrote:
Yet another "afk cloakers are so scary I want to nerf all uses of covert ops into oblivion" thread.

Oh, not at all.

In fact, you are one of the few in assuming I want AFK cloakers to be nerfed.

I want them to be able to get kills, and have PvE players like myself need to compete in order to survive.

Always being able to avoid fights, with trivial effort, frankly is boring the real null miners to tears.

(And yes, those that could deal with all the other effects involved already moved to a wh, where roughing it really happens)
Nikk Narrel
Moonlit Bonsai
#166 - 2013-07-12 16:54:13 UTC
Local... the atmosphere is becoming ripe to look at it more seriously.
Erutpar Ambient
The Scope
Gallente Federation
#167 - 2013-07-12 18:02:48 UTC
Nikk Narrel wrote:

Vessels cloaked in a system (They cannot target or fire, AFK Cloaked items are misleading)


I would like to point out that this is actually not true for stealth bombers. How would this system affect them?

Also though the other ships may not be able to fire immediately, they can activate a cyno from cloak status. This is what the vast majority of the fuss is about. How does this get addressed.

Everything else about this is fine. Just those 2 issues specifically.

...

And also maybe star map statistics. But that's another debate.
Nikk Narrel
Moonlit Bonsai
#168 - 2013-07-12 18:10:23 UTC
Erutpar Ambient wrote:
Nikk Narrel wrote:

Vessels cloaked in a system (They cannot target or fire, AFK Cloaked items are misleading)


I would like to point out that this is actually not true for stealth bombers. How would this system affect them?

Also though the other ships may not be able to fire immediately, they can activate a cyno from cloak status. This is what the vast majority of the fuss is about. How does this get addressed.

Everything else about this is fine. Just those 2 issues specifically.

...

And also maybe star map statistics. But that's another debate.

Stealth bombers do not need to target, if they use the bomb.
The bomb release cannot be done while maintaining a cloak, however. This is why they set up BMs before hand so they can insta warp after release, since they expect to be popped like soap bubbles otherwise.

The cyno cannot be done while cloaked either. There may be no targeting delay involved, but that doesn't mean anyone will ever see a cyno and wonder where the ship is that opened it.
Erutpar Ambient
The Scope
Gallente Federation
#169 - 2013-07-12 19:04:30 UTC
Nikk Narrel wrote:

Stealth bombers do not need to target, if they use the bomb.
The bomb release cannot be done while maintaining a cloak, however. This is why they set up BMs before hand so they can insta warp after release, since they expect to be popped like soap bubbles otherwise.

The cyno cannot be done while cloaked either. There may be no targeting delay involved, but that doesn't mean anyone will ever see a cyno and wonder where the ship is that opened it.


If they use bombs then yeah, doesn't matter. Stealth bombers also come in torpedo and cyno flavors too.

The cyno can be used "while" cloaked, it does however bring the ship out of cloak uppon use. Yes I know this is just seems like nitpicking at words but the implications are changed completely.

Being able to use modules and in the case of the bomber targeting and engaging while being cloaked are a big deal. If this change does get implement then in the case of the SB it would be paramount to removing local entirely. One cyno SB or a gang of SBs could fly from system to system totally undetected with unchecked force projection and would be able to gank anyone at will. They would not show up in the new local until they were already engaging a target if not after its long dead depending on the delay.

This is the problem you were trying to avoid in the first place was it not? Allowing cloaks to be in system without being detected while also allowing locals to go about their business without fear of a camper. Or was it just a "CovertOps" remove local thread disguised by pretending to be impartial or "a 3rd side of the arguement"?
Nikk Narrel
Moonlit Bonsai
#170 - 2013-07-12 19:49:42 UTC
Erutpar Ambient wrote:
Nikk Narrel wrote:

Stealth bombers do not need to target, if they use the bomb.
The bomb release cannot be done while maintaining a cloak, however. This is why they set up BMs before hand so they can insta warp after release, since they expect to be popped like soap bubbles otherwise.

The cyno cannot be done while cloaked either. There may be no targeting delay involved, but that doesn't mean anyone will ever see a cyno and wonder where the ship is that opened it.


If they use bombs then yeah, doesn't matter. Stealth bombers also come in torpedo and cyno flavors too.

The cyno can be used "while" cloaked, it does however bring the ship out of cloak uppon use. Yes I know this is just seems like nitpicking at words but the implications are changed completely.

Being able to use modules and in the case of the bomber targeting and engaging while being cloaked are a big deal. If this change does get implement then in the case of the SB it would be paramount to removing local entirely. One cyno SB or a gang of SBs could fly from system to system totally undetected with unchecked force projection and would be able to gank anyone at will. They would not show up in the new local until they were already engaging a target if not after its long dead depending on the delay.

This is the problem you were trying to avoid in the first place was it not? Allowing cloaks to be in system without being detected while also allowing locals to go about their business without fear of a camper. Or was it just a "CovertOps" remove local thread disguised by pretending to be impartial or "a 3rd side of the arguement"?

Ok, you are missing or assuming a few details.

One, when lighting a covert cyno, you are uncloaked for a full minute.
Two, when transitioning from a gate cloak to the ship's internal hardware, there is a gap of a couple of seconds while it goes active.

The first is screamingly obvious, despite having bypassed a gate for the ones bridging in. They will cause a spike briefly until
they are done loading system and activate their internal cloaks.
That flickering whenever they enter or leave a system, by bridge or gate, is still going to happen.

The truly hidden covops pilots who stay put in the system will be less obvious, but they still need to worry about being hunted down, as I described in the sister thread to this one.
https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453

The longer they are in any system that pays attention, the more likely it will be that someone does a proactive scan to check and see if there is a cloaked pilot around.
Arya Regnar
Darwins Right Hand
#171 - 2013-07-12 20:02:21 UTC
Another bad post with carebear OP.

EvE-Mail me if you need anything.

Nikk Narrel
Moonlit Bonsai
#172 - 2013-07-12 20:10:14 UTC
Arya Regnar wrote:
Another bad post with carebear OP.

Carebear?

Twisted

Sure, you can believe that...

Lots of carebears want to see cloaked vessels not listed in local chat... they can't be afraid of things they can't see!

lol
Erutpar Ambient
The Scope
Gallente Federation
#173 - 2013-07-12 21:27:48 UTC
Teckos Pech wrote:
Erutpar Ambient wrote:
You guys know what I say is true. Wh space works because of a lot of things. Mostly the reward vs risk ratio but also very much because of the lack of hotdrops. Which again does lower the risk quite a bit without affecting reward. Why do you think people are comforable ratting in dreads? Its because they're not worried about getting plopped on my a gang of supers.

In null sec the vast majority of the reward is in moon goo. Everything else is minimal. The only reason null sec would be considered safer than high sec at any time is because of player interaction. If we wernt able to set blue standing to our neighbors then everyone would be cloaky camping eachother 24/7. The only reason this isn't as rampant of a problem as it could be is because of the massive blueness of null sec.

If every system was camped 24/7 the cost of living in null would far out weigh the benefits.

I'm sure you guys will find a way to disagree with this of course.


I have no idea what you are trying to say here. The paragraph on WH space is reasonable. But then you veer off the rails after that. Sure a big part of the rewards in null are moon goo, but there are other resources, some that sit largely untapped. Null has lots of issues one of which is local as an intel tool. And it is a double edged sword...hence the reason it is balanced, although I'd argue not optimal.


What I'm saying is: The reason this (afk cloaking vs local) isn't a large enough issue to warrent immediate action is because of player interaction. If regions were fighting eachother instead of blue donuted then neighbors would more than likely be camping eachother constantly making it mostly impossible to perform any isk making activity. But thanks to the "blue donut" mentality of null and the ability to claim oceans of sov there is a physical barrier between hostile groups. Causing them to have to go far out of their way to mess with each other. Infact you could consider the huge sov fields an effect of the campy stuff. The larger your buffer between you and your enemies, the safer you'll be. God forbid your home system is in blops bridge range from a hostile system. How much ratting/mining do you think would be going on there?

As for local, yeah its balanced in a way now. Cloaks (covert ops especially) are not. Local gives intel away freely to anyone/everyone. Cloaks on the otherhand can probe, d-scan and visually see other ships where as other ships cannot probe,dscan or see them.

Maybe make a module or ship that can dscan cloaked ships. This would make a cloak hunter viable but also require very high player skill to be successful. Also could delay dscan recalibration on the ship/module so you can't just spam it constantly. Also instead of the shiptype/name it could just say "cloak field" so friendly cloakers might misslead you and you inadvertantly uncloak them while they're afk.

Seems like the least change possible to do something about it. And its easy enough to avoid detection if you're at your keyboard. Also seems funny if you screw over your corp/alliance mates and get them killed. (Accidentily or intentionally) :)
Eep Eep
Aliastra
Gallente Federation
#174 - 2013-07-12 21:32:01 UTC
I don't think it is a good idea. Psychological warfare is an amazing aspect of war (and eve).
Nikk Narrel
Moonlit Bonsai
#175 - 2013-07-12 21:34:59 UTC
Uhhh, Erutpar Ambient, that reply seems to be drawing from a different thread than this.... miss-post?
Nikk Narrel
Moonlit Bonsai
#176 - 2013-07-12 21:43:58 UTC
Eep Eep wrote:
I don't think it is a good idea. Psychological warfare is an amazing aspect of war (and eve).

Actually, it is still possible to mount quite a successful campaign using psyche warfare under this proposal.

It will not be possible in a more passive sense without more risk, but it's a given you can cause pilots to dock up.

They will know you are active.

They won't know where in the system you are, how you are watching them, or what it is you are flying.
Even if they figure out what you are flying, they won't know how it is fitted.

You just need to do two things:

One, move around based on a time expectation for someone scanning for you. It will take them time to position probes for this, and my sister thread proposal allows a ship to treat your cloak as if it did not exist for that hunting ship searching.

Two: Broadcast that you are in system, and watching people.
All PvE will dock up and reship as PvP to track you down, since that will become their priority.

You don't need to stay in the system. You won't show up on local either way. You will want to pop back in periodically, to remind them they are being thought about. You can hold multiple systems in check this way, so long as you are clever and move fast.

Expect bubbles to be placed if they figure out you are moving between systems though....
Erutpar Ambient
The Scope
Gallente Federation
#177 - 2013-07-12 22:13:54 UTC  |  Edited by: Erutpar Ambient
Nikk Narrel wrote:
Uhhh, Erutpar Ambient, that reply seems to be drawing from a different thread than this.... miss-post?

Its all related.

One affects the other affects another.

Basically what I'm saying is if you implement this change it will give covert ops cloaks too much power and utility.

Edit: maybe it was the wrong thread, who knows. Lol postin from my cell phone :p
Nikk Narrel
Moonlit Bonsai
#178 - 2013-07-12 22:42:06 UTC
Erutpar Ambient wrote:
Nikk Narrel wrote:
Uhhh, Erutpar Ambient, that reply seems to be drawing from a different thread than this.... miss-post?

Its all related.

One affects the other affects another.

Basically what I'm saying is if you implement this change it will give covert ops cloaks too much power and utility.

Edit: maybe it was the wrong thread, who knows. Lol postin from my cell phone :p

Yes, on it's own this would give the covops an advantage.

But, as I already pointed out above, this is a sister thread to it's other half, which deals with hunting the cloaked vessels.

Each half of this concept can be mixed and matched with others, but these are the two which bring together the best gameplay elements form the various ideas I have seen.

There is a third thread, which actually stands alone, and explains how to improve the overview for more practical intel gathering.
It is not needed in this context, but it is still useful if tied in.
Fishymonster
School of Applied Knowledge
Caldari State
#179 - 2013-07-13 01:12:52 UTC
The way to get rid of AFK cloaks is to require the cloak operator to actually be at their keyboard. Put a cycle timer on cloaks, 10 minutes with a 30 to 15 seconds variable cooldown. Variable meaning it could take 30 seconds to reactivate or 15, or any time in between. Someone afk could simply set up a keyboard macro to click their cloak button every 10 minutes and 31 seconds you say? If they are afk and someone is actively probing for them they will get a delayed sensor signal every cycle. Over a few cycles the prober could eventually lock and and get a warp in at which point the AFK pvper would become vulnerable to attack. The non-afk pvper would simply warp somewhere every 30 minutes and avoid all the efforts of the prober. All of a sudden you solve all these problems without creating any new ones for people playing the game CCP intended *CCP has stated their intentions that ONLY people that are actually at their keyboards should be able to have an affect on other players*. If you would rather be able to not show up in local to be able to sneak up easily on people, go play in wormholes.
Nikk Narrel
Moonlit Bonsai
#180 - 2013-07-13 15:47:11 UTC
Fishymonster wrote:
The way to get rid of AFK cloaks is to require the cloak operator to actually be at their keyboard. Put a cycle timer on cloaks, 10 minutes with a 30 to 15 seconds variable cooldown. Variable meaning it could take 30 seconds to reactivate or 15, or any time in between. Someone afk could simply set up a keyboard macro to click their cloak button every 10 minutes and 31 seconds you say? If they are afk and someone is actively probing for them they will get a delayed sensor signal every cycle. Over a few cycles the prober could eventually lock and and get a warp in at which point the AFK pvper would become vulnerable to attack. The non-afk pvper would simply warp somewhere every 30 minutes and avoid all the efforts of the prober. All of a sudden you solve all these problems without creating any new ones for people playing the game CCP intended *CCP has stated their intentions that ONLY people that are actually at their keyboards should be able to have an affect on other players*. If you would rather be able to not show up in local to be able to sneak up easily on people, go play in wormholes.

See, this is an example of a shortsighted idea.

Long story short, this makes PvE too safe, and rewards get nerfed to compensate.

Why do you hate rewards?