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AFK Cloaking Collection Thread

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#2961 - 2013-11-17 08:21:32 UTC
Andy Landen wrote:
Teckos Pech wrote:
Andy Landen wrote:
Teckos Pech wrote:

It also depends on how fast the hunting module works. The way I see it the main idea is to provide a strong and final disincentive to AFK cloaking. As such, the duration of the module before seeing results could be long enough to allow people to slip past a gate camp without being auto-killed, but still fast enough so that a guy in a fast cloaky ship can still be hunted down and killed.

This is something that would have to be figured out if it is actually implemented.

Edit: BTW, increasing the time duration of this hunting module would go someway towards solving the issue of using it in fleet combat. If the time duration is too long, then it wouldn't be very helpful...which strikes me as reasonable as a bomber wing is likely going to be active and we don't want to penalize that. I see the role of this module as to make AFK cloaking completely obsolete, and make BLOPs hunting a bit more challenging (i.e. slow boating into range of target when a ship with one of these modules in space would make things very interesting).

I see that the details are not worked out and I am not trying to pin you down to details which may make the idea look bad. But let's just consider this an idea in development and expect revisions and further evaluation. We cannot objectively evaluate the implications of the hunter module until we consider the specifics in key scenarios. Please elaborate on what a "time duration" is in relation to this module and how it affects the operation on scanning and on revealing cloaked ships on grid, or not. Would cloaked ships on grid not be revealed continuously? Would it take x seconds of running while out of gate cloak to reveal the ship for locking? Would it reveal the cloaked ship in waves synced to the cycling of the module? If you want to consider all of the above mechanics, I have no issue with that, but we will need to take them one at a time. Ultimately, I will want to assess whether the particular mechanic resolves the issue people have with afk cloakies, the topic of this thread. Even if the mechanic makes the afk cloaky issue worse, if the merits may greatly exceed the drawbacks, failure to solve this thread is not necessarily a deal breaker. So let's look at specifics. Which mechanics offer the greatest chances of directly and satisfactorily addressing the afk cloaky concerns?


Time duration...you need me to tell you that?

Look here and scroll down a bit....

It is the amount of time till the module is done with one cycle. In the above example the time duration is 20 seconds.

so what exactly happens after .. say .. 20s .. for the hunter module? THAT is what I am asking about.


It would give you either the location of the target--i.e. something you could warp to. Or if you are on grid it would let you see the target and lock them (provided they are in range), thus decloaking them.

The exact time duration would/could be set to ensure balance. But since an AFK player, by tdefinition, is not going to be able to do anything to avoid be decloaked for extended periods of time, even a fairly long time duration might work.

"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

Debora Tsung
Perkone
Caldari State
#2962 - 2013-11-17 18:22:13 UTC
Page two?!

NOT ON MY WATCH! X

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Andy Landen
Deep Core Mining Inc.
Caldari State
#2963 - 2013-11-17 21:31:34 UTC
Teckos Pech wrote:

It would give you either the location of the target--i.e. something you could warp to. Or if you are on grid it would let you see the target and lock them (provided they are in range), thus decloaking them.

The exact time duration would/could be set to ensure balance. But since an AFK player, by tdefinition, is not going to be able to do anything to avoid be decloaked for extended periods of time, even a fairly long time duration might work.

It sounds like what you are wanting is a module with a long cycle which provides either cloaky warpable signature scan results OR a lockable visual on cloaky ships on grid so that you can close the distance to lock the ship and thus decloak it. It seems that you see the module working at the end of each cycle to produce either a static visual marker on the overview of the location at the end of the last scan, or a continuous visual after a cycle has completed while on grid with the cloaky.

If I was going to propose such a mechanic, it would be called the covert scan probe and it would be like a combat probe but have the added ability to detect cloaked signatures. It would also be able to scan down containers, jet cans, and wrecks. There would be no ability to see a cloaky ship on overview. Warpable, bookmarkable scan results would be all it offered. The covert scan probe would receive special bonuses to strength, deviation, and time when it is used while a covert cloak is activated. The probe would not be seen on the dscan or the overview; the probes would be cloaked. No other changes would be needed in connection to this covert probing system.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#2964 - 2013-11-18 05:18:47 UTC
Andy Landen wrote:
It would also be able to scan down containers, jet cans, and wrecks.


Why? I don't see the need for these additional abilities of the probes/module/whatever.


Quote:
There would be no ability to see a cloaky ship on overview. Warpable, bookmarkable scan results would be all it offered. The covert scan probe would receive special bonuses to strength, deviation, and time when it is used while a covert cloak is activated. The probe would not be seen on the dscan or the overview; the probes would be cloaked. No other changes would be needed in connection to this covert probing system.


The idea of making a cloaking ship visible on overview for the ship with the module is so that if the cloaked ship is fit for speed he wont be able to avoid be decloaked by moving. If it takes 10 seconds to get to the spot scanned down the guy could be 6,000 meters or more a way. Lucas' point of trying to chase that guy down while still cloaked is valid.

"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

Electrique Wizard
Mutually Lucrative Business Proposals
#2965 - 2013-11-18 11:11:48 UTC
I dont see how being able to probe, find, warp and decloak probers is relevant to the discussion of AFK cloakers. This would be a massive nerf to normal cloaks aswel. That said, your idea is flawed and pretty terrible.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Andy Landen
Deep Core Mining Inc.
Caldari State
#2966 - 2013-11-18 14:46:33 UTC  |  Edited by: Andy Landen
Teckos Pech wrote:
Andy Landen wrote:
It would also be able to scan down containers, jet cans, and wrecks.


Why? I don't see the need for these additional abilities of the probes/module/whatever.

Smart players will discover new tactics with the new abilities. It may turn out to be easier to scan a wreck than a frigate in the same anomaly. It may turn out that someone is using a GSC floating out in open space away from structures and celestials for resupply during extended camping far behind enemy lines. One could also find long finished anomalies (previously assumed to be safe from scanning) and "interact" with the wrecks or players there (or attempt to decloak them). The number of possibilities for new tactics is endless and the ability is certainly an advanced one in the realm of the new advanced scanners. The bigger question would be why not. The ability to scan wrecks and containers certainly pales in comparison to giving the ability to BOTH see and lock AND decloak at substantial range, which I am inclined not to support; I don't want to break cloaking .. I love cloaking, just not afk cloaking with cyno.

Teckos Pech wrote:

Quote:
There would be no ability to see a cloaky ship on overview. Warpable, bookmarkable scan results would be all it offered. The covert scan probe would receive special bonuses to strength, deviation, and time when it is used while a covert cloak is activated. The probe would not be seen on the dscan or the overview; the probes would be cloaked. No other changes would be needed in connection to this covert probing system.


The idea of making a cloaking ship visible on overview for the ship with the module is so that if the cloaked ship is fit for speed he wont be able to avoid be decloaked by moving. If it takes 10 seconds to get to the spot scanned down the guy could be 6,000 meters or more a way. Lucas' point of trying to chase that guy down while still cloaked is valid.


He may be 6000m away or more in an unknown direction, but a second scan would yield a second result to which the ship could approach and therefore move in the general direction of the cloaked shipwith a good idea on range and ship type too. If it was a covert ops scanning, he could do it all cloaked and at higher speeds which makes it even more powerful .. without guaranteeing a cloaky kill. You can still try to chase the cloaky down with general ideas of the target's direction and distance, but you will have to decloak him (and yourself) the old fashion way of approaching with 2km. He might even be watching you with his own cloak probes, and evading cloak and dagger style.

Quote:
I dont see how being able to probe, find, warp and decloak probers is relevant to the discussion of AFK cloakers. This would be a massive nerf to normal cloaks aswel.

Elec, I believe that the idea is that if the afk cloaky can be hunted then players can stop his afk cloaky camping by killing him. It is relevant because those who are bothered by the camping now have a way to try to kill the camper. I agree that the part of their idea about locking and decloaking a ship is OP as a massive nerf to all cloaky vessels, which is why I submitted a counter proposal along similar lines without the ability to see, lock, and decloak cloakies with the module.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Teckos Pech
Hogyoku
Goonswarm Federation
#2967 - 2013-11-18 15:08:33 UTC
Electrique Wizard wrote:
I dont see how being able to probe, find, warp and decloak probers is relevant to the discussion of AFK cloakers. This would be a massive nerf to normal cloaks aswel. That said, your idea is flawed and pretty terrible.


You would also disappear from local when your cloak i activated. Which is a pretty powerful buff to 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

Electrique Wizard
Mutually Lucrative Business Proposals
#2968 - 2013-11-18 15:16:17 UTC
Teckos Pech wrote:
Electrique Wizard wrote:
I dont see how being able to probe, find, warp and decloak probers is relevant to the discussion of AFK cloakers. This would be a massive nerf to normal cloaks aswel. That said, your idea is flawed and pretty terrible.


You would also disappear from local when your cloak i activated. Which is a pretty powerful buff to cloaks.


Not really. Everyone and their mother has probes within reach. In your rented home system you'll have probes out 24/7. This doesnt really cost anything and you got your way: you're 100% safe from cloakies now. If you're on a roam or whatnot there's always probes near. Lets say you got a big fleet fight. People already bring probes to those. If you got your way bombers in fleet fights would be useless, because you mass-decloak them using your OP probes.

Ofcourse you dont care about that, you just want to afk rat in your carrier without any danger.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Teckos Pech
Hogyoku
Goonswarm Federation
#2969 - 2013-11-18 15:18:09 UTC
Andy Landen wrote:
Teckos Pech wrote:
Andy Landen wrote:
It would also be able to scan down containers, jet cans, and wrecks.


Why? I don't see the need for these additional abilities of the probes/module/whatever.

Smart players will discover new tactics with the new abilities. It may turn out to be easier to scan a wreck than a frigate in the same anomaly. It may turn out that someone is using a GSC floating out in open space away from structures and celestials for resupply during extended camping far behind enemy lines. One could also find long finished anomalies (previously assumed to be safe from scanning) and "interact" with the wrecks or players there (or attempt to decloak them). The number of possibilities for new tactics is endless and the ability is certainly an advanced one in the realm of the new advanced scanners. The bigger question would be why not. The ability to scan wrecks and containers certainly pales in comparison to giving the ability to BOTH see and lock AND decloak at substantial range, which I am inclined not to support; I don't want to break cloaking .. I love cloaking, just not afk cloaking with cyno.


Fine, but as Lucas notes just the change Nikk and I advocate would be a big change. I'd rather not make it too complicated at first. If there are benefits or perceived to be benefits to the game by introducing those features I'd prefer to do it later once the main function of this module is ironed out.

Quote:
He may be 6000m away or more in an unknown direction, but a second scan would yield a second result to which the ship could approach and therefore move in the general direction of the cloaked shipwith a good idea on range and ship type too. If it was a covert ops scanning, he could do it all cloaked and at higher speeds which makes it even more powerful .. without guaranteeing a cloaky kill. You can still try to chase the cloaky down with general ideas of the target's direction and distance, but you will have to decloak him (and yourself) the old fashion way of approaching with 2km. He might even be watching you with his own cloak probes, and evading cloak and dagger style.


I thought of that too, but without being able to see the ship if you try to run him down even with a second scan it would be quite easy to miss him. You have to be quite close to decloak so even a slight error in your trajectory vs. the targets could mean failure.

As for active cloakers, this is why I favor a longer scanning time. They'd have more time to move around thus making scanning difficult and keep the viability of the cloak for active players.

"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
#2970 - 2013-11-18 15:31:27 UTC
Electrique Wizard wrote:
Teckos Pech wrote:
Electrique Wizard wrote:
I dont see how being able to probe, find, warp and decloak probers is relevant to the discussion of AFK cloakers. This would be a massive nerf to normal cloaks aswel. That said, your idea is flawed and pretty terrible.


You would also disappear from local when your cloak i activated. Which is a pretty powerful buff to cloaks.


Not really. Everyone and their mother has probes within reach. In your rented home system you'll have probes out 24/7. This doesnt really cost anything and you got your way: you're 100% safe from cloakies now. If you're on a roam or whatnot there's always probes near. Lets say you got a big fleet fight. People already bring probes to those. If you got your way bombers in fleet fights would be useless, because you mass-decloak them using your OP probes.

Ofcourse you dont care about that, you just want to afk rat in your carrier without any danger.


You are only safe so long as you are looking for them with a ship/module dedicated to that activity. Will some players use them all the time? I suppose some poop-socking null ratters might, but you'll have to being doing it...as often as the cycle time lets you. And watch local. And watch your ratting ship. If it takes a minute (just an example) for the module to cycle and return results that is way more time than you currently have where you are essentially invisible to the guy except for a very brief period between gate cloak and cloaking device cloak.

Right now, that poop socking ratter has a total advantage over any active hunter. Enter his system and he'll bugger off to a POS, station, etc. Then he can go switch out his poop sock, get some more hot pockets and soda while waiting for you to leave. If you AFK cloak, my guess is most of these guys will switch systems. Get your cyno alt out to your secondary ratting system and jump out your carrier(s) and start working on filling up that clean sock.

And to be perfectly honest, this is just part of what I'd like to see implemented. I'd love to decouple intel from local. So that local is only a chat channel and any ship does not show in local...at all. However, there'd be an intel infrastructure that could be attacked and damaged and compromised.

The overall idea is to make active hunting and disrupting logistics and economic activities more interesting vs. logging in your alts in systems X, Y and Z and then going to work. The latter is effective, but it is also horrible game play.

And Dude, you might want to go back and read my posts. I don't rat. I hate it. Very boring. I have found other avenues of generating isk.

And I figure if I'm being vilified by both sides...I must really be on to a fantastic idea. P Of course, having some positive criticism would be better IMO. I know you hate the idea, so, how would you eliminate AFK cloaking, but still ensure that null is risky and hopefully more interesting?

"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

Nikk Narrel
Moonlit Bonsai
#2971 - 2013-11-18 15:46:54 UTC
Basing off of my cloak hunting module specifically, as referenced in the thread linked in my sig:

With the hunter module active, you can see the cloaked ship, if you would have been able to see it uncloaked.
With the hunter module active, you can lock the cloaked ship, if you would have been able to lock it uncloaked.
With the hunter module active, you can probe the cloaked ship, if you would have been able to probe it uncloaked.

Let's say you are going for maximum effect here, and using a falcon to hunt with.
You can target up to 120 KM away, but if they are in a frigate you won't catch them unless they are AFK.

You have to target and lock them first. This keeps them uncloaked so long as you are in range to maintain that lock.
After they are locked, others can see them and then lock them too. OR, you can shut down your hunting module, and try to shoot them yourself.
At the time you finish locking them, others can also begin trying to lock them. They will also know you uncloaked them.
Given a frigate's low signature, and time to warp, they will most likely be able to get off grid before DPS can be applied.

Ok, so lets say you want the ultimate scanning ship type, and use a Buzzard to hunt with. (Ultimate is a relative term, in this context, any ship able to mount a covert ops cloak can also use the hunting module uninterrupted by warping)
You can target up to 50 KM away, and you might be able to keep up with a frigate too.
But if they are in a cruiser, they can pop you, and you probably showed up on target before any cruisers you had supporting you.
They have to follow you, after all.

This is not only cat and mouse, it is rock / paper / scissors.
If you try to catch the wrong cloaked ship, it either will have an easy time evading you, or be a serious threat to take you out before help arrives in time.

I would suggest that the gate cloak effect leaves a lingering protection on ships newly arrived, guesstimated at twice the duration of a current gate cloak, which blocks ships from being detected in a system while still at gate vicinity.
This effect would drop once off grid from the gate, or the timer, whichever came first.
Electrique Wizard
Mutually Lucrative Business Proposals
#2972 - 2013-11-18 15:50:39 UTC  |  Edited by: Electrique Wizard
Nikk Narrel wrote:
Basing off of my cloak hunting module specifically, as referenced in the thread linked in my sig:

With the hunter module active, you can see the cloaked ship, if you would have been able to see it uncloaked.
With the hunter module active, you can lock the cloaked ship, if you would have been able to lock it uncloaked.
With the hunter module active, you can probe the cloaked ship, if you would have been able to probe it uncloaked.

Let's say you are going for maximum effect here, and using a falcon to hunt with.
You can target up to 120 KM away, but if they are in a frigate you won't catch them unless they are AFK.

You have to target and lock them first. This keeps them uncloaked so long as you are in range to maintain that lock.
After they are locked, others can see them and then lock them too. OR, you can shut down your hunting module, and try to shoot them yourself.
At the time you finish locking them, others can also begin trying to lock them. They will also know you uncloaked them.
Given a frigate's low signature, and time to warp, they will most likely be able to get off grid before DPS can be applied.

Ok, so lets say you want the ultimate scanning ship type, and use a Buzzard to hunt with. (Ultimate is a relative term, in this context, any ship able to mount a covert ops cloak can also use the hunting module uninterrupted by warping)
You can target up to 50 KM away, and you might be able to keep up with a frigate too.
But if they are in a cruiser, they can pop you, and you probably showed up on target before any cruisers you had supporting you.
They have to follow you, after all.

This is not only cat and mouse, it is rock / paper / scissors.
If you try to catch the wrong cloaked ship, it either will have an easy time evading you, or be a serious threat to take you out before help arrives in time.

I would suggest that the gate cloak effect leaves a lingering protection on ships newly arrived, guesstimated at twice the duration of a current gate cloak, which blocks ships from being detected in a system while still at gate vicinity.
This effect would drop once off grid from the gate, or the timer, whichever came first.



You still havent thought about the effect this "omgwtfwin" module has on legit cloaky gangs.
Its like me requesting a probe launcher that, when you find someone within a complex/mission you'd warp straight on top of them instead of to a gate or whatever. And while probing your target is unable to warp away or log off.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Nikk Narrel
Moonlit Bonsai
#2973 - 2013-11-18 16:04:28 UTC
Electrique Wizard wrote:

You still havent thought about the effect this "omgwtfwin" module has on legit cloaky gangs.

Yes, I have.

Like any change that goes this deep, common tactics and strategies will need to be adjusted.

The cloaky gang gains freedom from being listed in local, but also now needs to be alert for those able to detect them.
Being at a location with an overview beacon, you suddenly pay attention to what your target is doing.

If they are mining, and you see the little lasers, they can't see you. The lasers can't be used with a hunter module.
If you know they are in an exhumer or barge, and count full lasers active, they cannot even have the module equipped. No fitting room with full lasers.
If you see ANY ship, which is interacting with the environment by shooting, looting, or using drones, they can't have an active hunting module.

If they are just passing through a system, you are unlikely to spot them as they arrive, with the gate cloak effect blocking the hunting module as described above. Can they see them leave? Yes, assuming they were sitting on the right gate at the right time. They may even be able to put a warning into an intel channel before it is too late for the residents in the next system to react.
But it would need to be a quick warning, no time to put in a lot of details if it needs to be both typed in and read by the pilots who need to know.

Most importantly, it demands effort for defense, and we all know how human beings make mistakes, or simply forget to be consistent reliably.

This is a game, and put in simplest terms, opposed effort is like a tug of war. The side which does it better affects the other team, in the way they want.
Noone has an I-win button, or a perfect offense / defense.
There is always someone out there doing it better, and you may run across them at some point.
Teckos Pech
Hogyoku
Goonswarm Federation
#2974 - 2013-11-18 16:12:24 UTC  |  Edited by: Teckos Pech
Electrique Wizard wrote:



You still havent thought about the effect this "omgwtfwin" module has on legit cloaky gangs.
Its like me requesting a probe launcher that, when you find someone within a complex/mission you'd warp straight on top of them instead of to a gate or whatever. And while probing your target is unable to warp away or log off.


It would work like probes do now, so you wouldn't necessarily warp right on top of them. Also, this ship cannot cloak, and to get the warp in I think you'd need actual probes out (I'll have to recheck Nikk's thread/description--and if it doesn't it could be made as a requirement, thus potentially alerting the cloaked active player to the potential danger).

Heck, I wouldn't even mind if this module sent out a warning message to the cloaked ships that the module is in use (kind of like the active sonar some people have used as an analogy). To me the idea of this module is to ensure no more AFK cloaking. So only if you are AFK would you really need to fear this being an OMGWTFWIN module. As for active cloaking pilots it would create a game of cat and mouse.

The way I see it both sides will have to accept some degree of a nerf. I think cloakies should also get a countering buff...but only for active players. Active hunters, bomber wings, transport ships, etc. I don't want to nerf game play for active players.

Edit: And I don't think your comparison is valid.

With probes and a guy in a complex/anomaly, they show in local. Shortly after you hit the jump button at the gate you KNOW they are there in system. You KNOW, pooping out probes will likely be a wise idea.

With Nikk's changes you wouldn't necessarily KNOW a cloaky is in system. Especially if you jump into that system to rat, mine, etc. If the cloakies are in system and are cloaked up, you'd see local as clear. So now you'd have to send in a ship with this module and scan every system you plan on moving through/into.

Yes, current tactics might have to change some, but I don't see this as the OMGWTFWIN module. If anything the strenuous disagreement of guys like Lucas and Andy and now you suggest...this module might be quite balanced. P Makes everyone have to work. Oh no!! /o\ Big smile

Edit 2: Oh, and if you are in a cloaked vessel and you see somebody using combat scanner probes and you suspect this module is in use, and you are using D-scan and notice a ship closing on you...nothing stops you from warping. Even if they land on grid with you, you can still warp. Even if they lock you, you may still be able to warp (depends on if you are aligned out, their locking time, range, etc.).

"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

Electrique Wizard
Mutually Lucrative Business Proposals
#2975 - 2013-11-18 16:24:42 UTC
Again you're still not thinking about legit gangs of lets say stealth bombers that fight on grid. Bombing runs, etc would become impossible because you decloak anything ongrid. You have to think past your "but I want to mine in peace" mindset and think of the consequences for other uses of cloaks.

I am the Zodiac, I am the stars, You are the sorceress, my priestess of Mars, Queen of the night, swathed in satin black, Your ivory flesh upon my torture rack.

Nikk Narrel
Moonlit Bonsai
#2976 - 2013-11-18 16:35:07 UTC
Electrique Wizard wrote:
Again you're still not thinking about legit gangs of lets say stealth bombers that fight on grid. Bombing runs, etc would become impossible because you decloak anything ongrid. You have to think past your "but I want to mine in peace" mindset and think of the consequences for other uses of cloaks.

Decloak anything on grid? WTF?!

You can SEE them on grid. ONLY YOU, because you have the module active.
IF they are in targeting range of your ship, you can start to lock them.
If they are not in targeting range, or you already have the maximum number of locked targets for your ship, you can stare at them.

Like any ship being locked, this will warn them someone can see them.

If a bomber wing making a run wants to casually hang out in locking range of other ships, knowing that one or more might be able to see them, that is their judgement call to make.

They currently operate while being openly listed in local, so the idea they were surprising people always assumed a lack of effort on their opponents' part. While not the same one as before, still a lack of effort.
Teckos Pech
Hogyoku
Goonswarm Federation
#2977 - 2013-11-18 16:39:10 UTC  |  Edited by: Teckos Pech
Electrique Wizard wrote:
Again you're still not thinking about legit gangs of lets say stealth bombers that fight on grid. Bombing runs, etc would become impossible because you decloak anything ongrid. You have to think past your "but I want to mine in peace" mindset and think of the consequences for other uses of cloaks.


You don't decloak anything on grid until you lock it...and you have to be on grid and like with a cloak you cannot do anything else. So you'd be damn vulnerable.

Provide a more concrete example please. Like this:

Fleet/sov warfare. Two big fleets are starting to duke it out. One side has a bomber wing. The other side has one of these ships....

The bomber wing is on grid about to do their run. This ship warps in to decloak bombers....(Note decloaking is not automatic!)

What would you do as the FC with the bomber wing?

A. Shoot the **** out of the ship that might decloak your bomber wing?
B. Disengage and withdraw, because a ship with an OMGWTFWIN module showed up?
C. Keep shooting the last called primary?

Keep in mind this ship wtih this module will not be able to turn on any tank modules. So unless it is loaded down with things like a big plate and passive modules it wont have much tank.*

Also, the bomber wing can bugger off to a safe and try again. Nothing says they have to sit in place and wait to be decloaked.

Maybe the bombers will switch over to trying to scan down this ship and kill it.

And there is the whole issue of scan duration...how long to scan down those cloakies? This could be adjusted to make the use of a ship like this in fleet combat less of a threat, but for some guy who cloaks and goes AFK it is certain death.

So, how do you think this would be a problem for legit cloakies--i.e. cloaked ships with active pilots?

*The fleet with the scanning ship could use logistics on it, I suppose but then that means their logistics is not repping up the other ships in the fleet leaving them vulnerable. And there are trade offs here. Sure you could put this module on a battle ship with a couple of 1600mm plates and passive hardeners, but then it can't warp around quickly and its scan res means it wont target that fast. You could fit Sebos and hope you lock something before it warps off, but good luck with that. If you go for fast locking...you'll likely have to go with a smaller ship that has less tank and could quite possibly be alpha'd off the field.

Edit: The way I see it, if you are an active cloaker and you just aren't paying attention then yeah this module could be a big problem...but I think the bigger problem is you are NOT PAYING ATTENTION. [All caps for emphasis]

Edit 2: The above scenario would take very good timing BTW. You'd have to time it just right, and again the bomber wing always has the option of warping off as that ship warps in...visible to everyone...including the hostile fleet.

"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
#2978 - 2013-11-18 16:45:57 UTC
Nikk Narrel wrote:


If a bomber wing making a run wants to casually hang out in locking range of other ships, knowing that one or more might be able to see them, that is their judgement call to make.

They currently operate while being openly listed in local, so the idea they were surprising people always assumed a lack of effort on their opponents' part. While not the same one as before, still a lack of effort.


Or, you might want to bring the bomber wing in later when the hostile FC is occupied. A covert cyno to bypass any gate camp at a safe. Get in cloak up and the hostile FC might not even see the brief spike in local (or bring them in waves--i.e. 4 to 5 bombers at a time). Now you have the true element of surprise unless there is a guy in this ship sitting around scanning for precisely this kind of thing. Remember, once cloaked these bombers all disappear from local.

"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

Nikk Narrel
Moonlit Bonsai
#2979 - 2013-11-18 16:57:52 UTC
Teckos Pech wrote:
Nikk Narrel wrote:


If a bomber wing making a run wants to casually hang out in locking range of other ships, knowing that one or more might be able to see them, that is their judgement call to make.

They currently operate while being openly listed in local, so the idea they were surprising people always assumed a lack of effort on their opponents' part. While not the same one as before, still a lack of effort.


Or, you might want to bring the bomber wing in later when the hostile FC is occupied. A covert cyno to bypass any gate camp at a safe. Get in cloak up and the hostile FC might not even see the brief spike in local (or bring them in waves--i.e. 4 to 5 bombers at a time). Now you have the true element of surprise unless there is a guy in this ship sitting around scanning for precisely this kind of thing. Remember, once cloaked these bombers all disappear from local.

Another thing to keep in mind, it is a point of balance for the devs regarding whether the hunting module actually flags cloaked ships, as being cloaked.

To this point, I have always maintained, that the cloaked ship is visible exactly as if it were uncloaked to the operator of the hunting module.
To be certain, they would need to see if that pilot's name was also listed in local or not.
Andy Landen
Deep Core Mining Inc.
Caldari State
#2980 - 2013-11-18 18:34:06 UTC  |  Edited by: Andy Landen
I could definitely support ships entering a system through some point offgrid of the gates not being listed in local until they appear uncloaked at a known-space station, stargate, IHub, customs office, or local registry structure [below] (I'll call these "local" structures) OR until they chat in a known-space local chat channel.

I could support local listing all ships previously listed in local as disconnected after they cloak up, engage a jump drive to another system, or jump through a wormhole, until they appear at a "local" structure in any known system. Entering a system through an unmonitored (see local registry structure [below]) wh would not change any local listings, and each ship would remain listed as disconnected in the last previous known system, until it appear decloaked at one of the "local" structures.

The only exception would be that the listing would be removed upon logout and replaced upon login, even if logging was done away from those structures. The logging mechanic would be an extension of the contact list watch feature.

These adjustments to local should be balanced by themselves without needing a "hunter" module to counterbalance or justify them. The would reveal cloaky and wh activity. They would allow whs to mask activity.

I would probably also support the addition of a local registry structure to be anchored and onlined anywhere in space to report to local all decloaked ships appearing on grid. In unknown space, the listing would be isolated from all k-space local, so that a pilot could be listed in 1 k-space system local and multiple, isolated w-space locals with "disconnected" stamped on ships not visible to the registry structure. This would allow w-space to develop a very limited form of their own isolated local intel. The logging mechanic would affect these isolated listings. The isolated listings would be permanently dropped if a registry structure saw the ship leave the system through a wormhole or the k-space listings were updated for that pilot AND a member of the corp was in known space after the update and while the pilot was logged into known space.

These local mechanics changes follow the lore that local is tied to the gate system, but allows both stealth and logical mechanics. A stealth bomber could enter a system in known space through an unmonitored wh and strike a target with local notifying the target because his presence was not made known at a "local" structure, even for a brief period of time.

There still should be a 1 minute timer after decloak before a cyno can be lit/cycled. The auto-logoff will also still go well with this idea.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein