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AFK Cloaking Collection Thread

First post First post
Author
virgofire
Vay Mining Corporation
#961 - 2013-09-12 13:16:06 UTC
You have over simplified everything I said to make it seem your points are correct. Nothing you just posted deals with anything I just stated cause you have boiled it down to situations that never happen in game.

No afk cloaky pilot is a solo pilot, (of course there are a few exceptions) so even if I attempt to blow them up, they can still instantly pop a cyno before you can lock and fire back. So there is always a second, third or 10 other ships heading your way before you even have time to response.

You have ignored what I said about what I personally do, which is t2 production and i will add to that by saying that I also move my assests to another area and go about my business. This however doesnt solve the issue of someone sitting in the system that cant be removed.

If a person was in that system for a weekend or a week I could easily see it as viable game play but when a person sits in the same system for 2-6 months at a time, this isn't game play, to me its harassment. Especially if you kill them and they keep coming back.

I am tried of the argument at a cloaked ship can't do anything while cloaked, so it poses no danger. That's the same as saying a lion is harmless as long as its sleeping, though I ask you. Would you spend hours in a lions cage with a sleeping lion when you have no idea when he will be awake and you have no easy escape once he awakes. Covert ops can get into perfect position before striking, leaving you 0 warning before you are dropped on. Same as the lion suddenly waking up.

You again refuse to accept anything that is being posted. You are making up your own words, trying to imply that myself or other posters are saying them and then offering counter points that are completely useless.
TheGunslinger42
All Web Investigations
#962 - 2013-09-12 13:26:20 UTC  |  Edited by: TheGunslinger42
I didn't over simplify anything, I directly responded to the things you were saying.

I didn't say anything about your activities in null because they're kind of beside the point. It doesn't matter what you do in null, someone sitting in system with you - regardless of what you're doing at the time - is not harassment. It doesn't matter if they're there 30 minutes, two hours, two days or two decades. It is not harassment to simply be in a system against someone elses wishes. That's not how it works.

As for your comparison to the sleeping lion and the cage... the cage, in this analogy, is nullsec. It is an area in which you KNOW for there is risk and uncertainty, it is designed to be like that. You chose to be in the cage, so you have to accept the fact that there is a potential threat. If you can't accept that level of uncertainty and risk, then you are by all means free to get out of the cage (nullsec).

In fact, your comparison to the sleeping lion proves exactly what I was saying: That this entire "issue" is caused by some players being unwilling to do anything if there is a potential threat. They want to know, with absolute certainty, that there is no risk to them. They want the cage to be empty all of the time. You wouldn't complain to the designer of a cage upon finding out that the cage is being used to contain a lion. That's its function, it is the point of the cage.

You can't have it both ways. You can't have the rewards of nullsec space without the risk of the lion biting you from time to time. That's just the way it is.
Lucas Kell
Solitude Trading
S.N.O.T.
#963 - 2013-09-12 13:34:02 UTC
TheGunslinger42:
Let me simplify.
A cloaker, AFK or not, brings with it an inherent risk.
Risk mitigation requires null inhabitants to alter behavior.
You believe it's OK for a player to be able to affect the behavior of others while not playing, and that doing that 23/7 for months is not harassment.

Is that essentially what you are saying?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#964 - 2013-09-12 13:41:30 UTC
This all comes back to Local Chat, and the currently available pilot roster that updates instantly and completely to show all pilots present in a system, regardless of how active or what activity they are engaged in.

Benefitting PvE:
For most craft, to be honest you can fit ratting and mining craft by choice to safely operate in this manner, establishing pilot error as the failure to survive's cause. If you undock in a ship that cannot get safe, and you are wrong about your environment being safe, you have made an error.

That established, you can watch local, and by using the few seconds advance warning it enables, warp to a safe location BEFORE a hostile can break this chain of events.
A Venture can do this, and mine quite nicely with good yield.
A booster can sit in a POS, and make that mining yield even higher.
A BC can be fitted for ratting, fly aligned at 75%, mount tractor beams for loot retrieval in addition to any bounties.
(Short range fits, like ratting carriers, are logically reserved for safer systems. If you compromise your safety, you are gambling that you don't need the precautions, and that is a conscious choice you make)

Benefitting hostiles:
Local is your lifeline. Without it, you either need to scout all targets from scratch, or gamble that you will eventually find someone too slow to react in a popular location. Popular locations obviously from experience or map tracking of activities in game.
PvE players cannot hide in a system from you, local tells you the moment they are present, to the moment they leave.
You never need to wonder if you are scanning the wrong place, eventually they will either leave or appear to your sensors / probes.
You don't need to be active to present a threat. In situations where you KNOW you have risk averse players, simply being in the system is enough to make them stop, or use alts somewhere else. Warfare is the staple meta in null, and ALL is fair.
Perversely, to be able to hunt at any level, you need to desensitize the locals to your presence.
They KNOW you are still logged on and in system, BUT, they are not so quick to believe you are present continuously. They expect you need to eat, sleep, have possible family issues, possibly a job. For many players, being active more than a few hours exceeds what they can maintain, so over half the game day AFK really would mean "not even paying attention".

Local forces these tactics into use, on both sides.
For PvE to compete against other PvE, you MUST use the most effective tactics available, because your competition is going to do so. If that means running boosters, and operating till the last moment when a hostile appears in local, you do this.
Whether it is good gameplay is not an issue, you must do this or else your opponents will have the advantage it offers to themselves.
For hostiles, knowing that PvE will not undock despite your ship being undetectable, because they KNOW you are present, means you must devalue this intel in order to operate.

Now, if effort was required all around to gather intel, these absolute conditions would not exist this way.
But the current intel IS an absolute, never failing to report presence in either direction. The stalemates which so often result are simply the obvious reactions to this absolute.
JIeoH Mocc
brotherhood of desman
#965 - 2013-09-12 13:43:52 UTC  |  Edited by: JIeoH Mocc
Lucas Kell wrote:
TheGunslinger42:
Let me simplify.
A cloaker, AFK or not, brings with it an inherent risk.
Risk mitigation requires null inhabitants to alter behavior.
You believe it's OK for a player to be able to affect the behavior of others while not playing, and that doing that 23/7 for months is not harassment.

Is that essentially what you are saying?


How can you possibly tell, if the player is playing or not? You can detect if the guy is AFK or not? sounds like you got the solution.
Seem to kind of contradict yourself ... a guy who's not playing is not risk, since he's not playing, hence does not require mitigation?
Can't really use both arguments that negate one another, you see..
Nikk Narrel
Moonlit Bonsai
#966 - 2013-09-12 13:50:23 UTC
Lucas Kell wrote:
TheGunslinger42:
Let me simplify.
A cloaker, AFK or not, brings with it an inherent risk.
Risk mitigation requires null inhabitants to alter behavior.
You believe it's OK for a player to be able to affect the behavior of others while not playing, and that doing that 23/7 for months is not harassment.

Is that essentially what you are saying?

Being cloaked is not responsible for the alteration of behavior in others.

Awareness of player presence is.

A player being behind a POS shield, or docked in an outpost, also affects player behavior.
Other players, reacting to this, can attempt to wait for these players to expose themselves for violence.

If any of these, cloaked docked or shielded, are AFK, this does not mitigate the reactions of others to their presence.
Claiming this is specific to cloaking is disingenuous.
Claiming sov space should be free of hostiles, as a side argument, only has meaning if all intel gathered is based on effort.

A cloaked player, who could be mistaken for AFK, obviously has not interacted with any concerned. Any assumptions they make is their own business, and not the responsibility of a cloaked player.
Lucas Kell
Solitude Trading
S.N.O.T.
#967 - 2013-09-12 13:52:38 UTC
Nikk Narrel wrote:
This all comes back to Local Chat, and the currently available pilot roster that updates instantly and completely to show all pilots present in a system, regardless of how active or what activity they are engaged in.

Local is an entirely separate discussion. It's easy to say "Huzzah! The problem is local!" but removing local has so many other implications. Save that for another "Remove local" thread.

JIeoH Mocc wrote:
How can you possibly tell, if the player is playing or not? You can detect if the guy is AFK or not? sounds like you got the solution.
Seem to kind of contradict yourself ... a guy who's not playing is not risk, since he's not playing, hence does not require mitigation?
Can't really use both arguments that negate one another, you see..
You make literally no sense.
You CAN'T tell whether a player is AFK or not, that's the point. That's why an AFK cloaker adds exactly the same risk and an active cloaker. If you could tell, the issue would be resolved.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

JIeoH Mocc
brotherhood of desman
#968 - 2013-09-12 13:54:26 UTC
Lucas Kell wrote:
.
You CAN'T tell whether a player is AFK or not, that's the point. That's why an AFK cloaker adds exactly the same risk and an active cloaker. If you could tell, the issue would be resolved.


Exactly, which makes your argument of "someone who doesn't play makes others change their behaviour" invalid.
virgofire
Vay Mining Corporation
#969 - 2013-09-12 13:55:09 UTC
Again over simplified and I disagree with some of your views on how things are. I dont see null as the cage. I see the system as that cage. A person can move around in null and find other areas to work. But if they choose to work in a system with an afk camper, they have choosen to step into that cage and take the risk. My point of that statement was to point out that no one in their right mind would choose that option as it's likely they will get bit.

You are passing over my point entirely and over simplifing it. The camper is never just sitting there. They are active enough to provide the potential for a threat. This is enough to effect other players in that system and this limiting the operations in that system. I don't disagree with this tactic, however when it goes on for months at a time, I feel it pushes past normal game play and moves into the area of harassment. I understand you don't agree, but this is how I feel and why I am all for a change to help deal with this issue.

You do realize that I have pointed out that the suggestions in this thread are nothing more than a way to increase safety and not a solution for removing a camper. I am not asking for perfect safety, that would be something I could get by playing WoW.

I currently think that a afk camper is rewarded a lot more for camping a system than for the efford that is required to do it. They literally only have to be active twice a day and it's enough to get people to move assests and work elsewhere. To hold a system, a solo player could never increase military and industrial levels on their own to a level to be able to produce truly reward things in the system. So how is it balanced that a single player can bring that entire thing down.
Lucas Kell
Solitude Trading
S.N.O.T.
#970 - 2013-09-12 13:57:02 UTC
JIeoH Mocc wrote:
Lucas Kell wrote:
.
You CAN'T tell whether a player is AFK or not, that's the point. That's why an AFK cloaker adds exactly the same risk and an active cloaker. If you could tell, the issue would be resolved.


Exactly, which makes your argument of "someone who doesn't play makes others change their behaviour" invalid.

What? I think you need to explain how you made this jump.
If you can't tell the difference, then an AFK cloaker is as much risk as an active cloaker. Thus the AFK cloaker requires as much action as an active cloaker does.
Is English your first language?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Nikk Narrel
Moonlit Bonsai
#971 - 2013-09-12 14:01:36 UTC
Lucas Kell wrote:
Nikk Narrel wrote:
This all comes back to Local Chat, and the currently available pilot roster that updates instantly and completely to show all pilots present in a system, regardless of how active or what activity they are engaged in.

Local is an entirely separate discussion. It's easy to say "Huzzah! The problem is local!" but removing local has so many other implications. Save that for another "Remove local" thread.

Invalid statement. This is a thread concerning requests for changes to cloaking, which are specifically one sided and ignore the root causes of the issue.

This thread exists specifically to address these ideas that lack balance, as the ideas assume balance to not exist right now.

This assumption is tunnel visioned, and assumes that balance MUST also mean "not broken".

Local IS broken. Cloaking IS broken.
They are both broken due to the absolute nature of their effects in game.
You CANNOT hide from local. It will report your presence in any system, without flaw or error.
You CANNOT locate a cloaked vessel, (assuming circumstances often cited), the means to do so are not in game.

These points are most certainly tied together, as limiting effects currently in the game.

They are also, perversely for some points of view, quite balancing to each other. They BOTH deal with intel, very specifically.
Local gives absolute intel, flawlessly.
Cloaking absolutely denies specific location intel, again, flawlessly.
As they are both flawlessly absolute, they are in balance here.
Lucas Kell
Solitude Trading
S.N.O.T.
#972 - 2013-09-12 14:06:21 UTC
Nikk Narrel wrote:
Lucas Kell wrote:
Nikk Narrel wrote:
This all comes back to Local Chat, and the currently available pilot roster that updates instantly and completely to show all pilots present in a system, regardless of how active or what activity they are engaged in.

Local is an entirely separate discussion. It's easy to say "Huzzah! The problem is local!" but removing local has so many other implications. Save that for another "Remove local" thread.

Invalid statement. This is a thread concerning requests for changes to cloaking, which are specifically one sided and ignore the root causes of the issue.

This thread exists specifically to address these ideas that lack balance, as the ideas assume balance to not exist right now.

This assumption is tunnel visioned, and assumes that balance MUST also mean "not broken".

Local IS broken. Cloaking IS broken.
They are both broken due to the absolute nature of their effects in game.
You CANNOT hide from local. It will report your presence in any system, without flaw or error.
You CANNOT locate a cloaked vessel, (assuming circumstances often cited), the means to do so are not in game.

These points are most certainly tied together, as limiting effects currently in the game.

They are also, perversely for some points of view, quite balancing to each other. They BOTH deal with intel, very specifically.
Local gives absolute intel, flawlessly.
Cloaking absolutely denies specific location intel, again, flawlessly.
As they are both flawlessly absolute, they are in balance here.
You deem it invalid, it must be true!
Removing local is simply one solution to AFK cloaking, and it comes with literally hundreds of other and far worse polarised issues. Adding "lets remove local" simply derails the thread. It's a discussion to be had on it's own.



The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

JIeoH Mocc
brotherhood of desman
#973 - 2013-09-12 14:09:56 UTC  |  Edited by: JIeoH Mocc
Lucas Kell wrote:
JIeoH Mocc wrote:
Lucas Kell wrote:
.
You CAN'T tell whether a player is AFK or not, that's the point. That's why an AFK cloaker adds exactly the same risk and an active cloaker. If you could tell, the issue would be resolved.


Exactly, which makes your argument of "someone who doesn't play makes others change their behaviour" invalid.

What? I think you need to explain how you made this jump.
If you can't tell the difference, then an AFK cloaker is as much risk as an active cloaker. Thus the AFK cloaker requires as much action as an active cloaker does.
Is English your first language?


English is not my first language, but it's quite close to being one. In fact I speak, read and write 3 languages on basically equal level. Now, let's move to logic here, oblige me by reading carefully:

You have no way of knowing if anyone is AFK or not, hence you placing the "AFK" sticker is based only on your assumptions, right? You make these assumptions by your own stereotypical parameters, like "what's the reasonable time to be active in a game" for instance. Next step of your thinking is "Ah, he's online 23/7, but he's probably active for like 2-3 times/day.
Now in your post here :
Lucas Kell wrote:
TheGunslinger42:
You believe it's OK for a player to be able to affect the behavior of others while not playing, and that doing that 23/7 for months is not harassment.

You take it yet another level up, by saying "he's online 23/7, making others change behaviour, but he's NOT PLAYING!!!"
Basic logical flaws - you have no idea when the guy is active, yet you presume to set the "AFK" status on him.
Which is ridiculous, since if he's AFK or "not playing" - he poses no risk - please tell me how an AFK guy in EvE can cause you harm, by initiative. And no, if you follow straight forward logic - AFK cloaker presents no risk at all, since he's AFK. It's you not knowing gets your gears in motion. Well i am very sorry, i don't think that you should know this... Nullsec is risk averse enough as is.
Lucas Kell
Solitude Trading
S.N.O.T.
#974 - 2013-09-12 14:24:13 UTC
JIeoH Mocc wrote:
You have no way of knowing if anyone is AFK or not, hence you placing the "AFK" sticker is based only on your assumptions, right? You make these assumptions by your own stereotypical parameters, like "what's the reasonable time to be active in a game" for instance. Next step of your thinking is "Ah, he's online 23/7, but he's probably active for like 2-3 times/day.
No, I'm not placing an AFK sticker on anyone.

JIeoH Mocc wrote:
You take it yet another level up, by saying "he's online 23/7, making others change behaviour, but he's NOT PLAYING!!!"
He may be AFK, he may not. At any time his status can change.

JIeoH Mocc wrote:
Basic logical flaws - you have no idea when the guy is active, yet you presume to set the "AFK" status on him.
Again no, I don't put any status on him.

JIeoH Mocc wrote:
Which is ridiculous, since if he's AFK or "not playing" - he poses no risk - please tell me how an AFK guy in EvE can cause you harm, by initiative. And no, if you follow straight forward logic - AFK cloaker presents no risk at all, since he's AFK. It's you not knowing gets your gears in motion. Well i am very sorry, i don't think that you should know this... Nullsec is risk averse enough as is.

Which is ********...
You say "nullsec is risk averse enough", but that's because people can be hotdropped by a cloaker. The only way to avoid being hotdropped is to avoid all cloakers. So AFK or not, you have to avoid them.
Since cloakers can't be found you can't fight back, so the only options are to dock up, log off or leave.

The fact that an AFK cloaker can't act doesn't eliminate their risk if you can't tell them apart from a regular cloaker. If I had 2 guns, and 1 were loaded, and I asked if i can fire a random one at your head, chances are you'd say no, as you can't guarantee you'd survive. Could I then dance around you calling you a risk averse chicken because you didn't take a 50/50 chance on being shot in the head?

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

Zen Dijun
Absolute Order XVIII
Absolute Will
#975 - 2013-09-12 14:28:41 UTC
I agree with removing local!

CCP should add an inactivity timer. If a pilot doesn't do anything (touch the controls) for two solid hours, they should auto-logout. CCP spends so much time trying to ensure you have to be playing the game when you're logged in, it seems that AFK cloaking is counter-intuitive. Having an auto-logoff timer would also get rid of the AFK campers that sit in station endlessly doing the same thing. Of course, CCP just made it possible to enjoy AFK mining even more than ever with the rebalance of the mining barges... hmmmmmm

All that being said, the only true way to mitigate the threat is to have your own team providing some cover for your operations. EVE was meant to be played enmasse. So, if you don't like the AFK cloaker, then you should consider joining/creating a corp that can help you counter their tactics. If you are unable to enjoy those accommodations, then plan on moving around to find quiet systems. There are many possible resolutions to AFK idiots.

-- Zen
Nikk Narrel
Moonlit Bonsai
#976 - 2013-09-12 14:33:41 UTC
Lucas Kell wrote:
Nikk Narrel wrote:

Invalid statement. This is a thread concerning requests for changes to cloaking, which are specifically one sided and ignore the root causes of the issue.

This thread exists specifically to address these ideas that lack balance, as the ideas assume balance to not exist right now.

This assumption is tunnel visioned, and assumes that balance MUST also mean "not broken".

Local IS broken. Cloaking IS broken.
They are both broken due to the absolute nature of their effects in game.
You CANNOT hide from local. It will report your presence in any system, without flaw or error.
You CANNOT locate a cloaked vessel, (assuming circumstances often cited), the means to do so are not in game.

These points are most certainly tied together, as limiting effects currently in the game.

They are also, perversely for some points of view, quite balancing to each other. They BOTH deal with intel, very specifically.
Local gives absolute intel, flawlessly.
Cloaking absolutely denies specific location intel, again, flawlessly.
As they are both flawlessly absolute, they are in balance here.
You deem it invalid, it must be true!

I deem it invalid under the conditions established by the OP. These are arbitrary, and not subject to debate, as the author of the thread has made it plain this thread is a resource to document these ideas so presented.
Lucas Kell wrote:
Removing local is simply one solution to AFK cloaking, and it comes with literally hundreds of other and far worse polarised issues. Adding "lets remove local" simply derails the thread. It's a discussion to be had on it's own.

Removing local is a straw man. Noone is seriously advocating this as a perfect solution, and references to it are present to clarify what it does, and why cloaking exists in this form because of it.

REDUCING local to being just a chat channel, and limiting it's value towards intel, however, would go a long way in removing this entire issue.
The links in my signature below are quite specific to this, if you are interested in doing the research.
JIeoH Mocc
brotherhood of desman
#977 - 2013-09-12 14:35:14 UTC

Lucas Kell wrote:

You say "nullsec is risk averse enough", but that's because people can be hotdropped by a cloaker. The only way to avoid being hotdropped is to avoid all cloakers. So AFK or not, you have to avoid them.
Since cloakers can't be found you can't fight back, so the only options are to dock up, log off or leave.

That's wrong. stay aligned - warp out - laugh at the droppers. Avoiding the drop is only one of the options, and it's your choice.
Get a gang, get a scout, access the dropped ships - have a fight. It's after all, YOUR system, right?
Is it that hard?
Lucas Kell wrote:

The fact that an AFK cloaker

There you go again, and you said you don't call anyone AFK :(
Lucas Kell wrote:

can't act doesn't eliminate their risk if you can't tell them apart from a regular cloaker. If I had 2 guns, and 1 were loaded, and I asked if i can fire a random one at your head, chances are you'd say no, as you can't guarantee you'd survive. Could I then dance around you calling you a risk averse chicken because you didn't take a 50/50 chance on being shot in the head?


A very flawed analogy, since there are so many ways to deal with the "risk" of being camped by a cloaky, rather than just undock and die by it. You could attempt to fire one at my head without permission, and if i survive - you'd get blasted yourself since i don't carry empty guns =)
Lucas Kell
Solitude Trading
S.N.O.T.
#978 - 2013-09-12 14:35:50 UTC
Zen Dijun wrote:
All that being said, the only true way to mitigate the threat is to have your own team providing some cover for your operations. EVE was meant to be played enmasse. So, if you don't like the AFK cloaker, then you should consider joining/creating a corp that can help you counter their tactics. If you are unable to enjoy those accommodations, then plan on moving around to find quiet systems. There are many possible resolutions to AFK idiots.

It's easy to say have your own team, but since the cloaker is in control of whether he bridges his mates in, he has the advantage. He will only bridge in if they have a good chance of success (because he is also risk averse). And there could be a group of up to 254 other players on the other end of the jump.

We do move systems, and we're generally OK with that. But then people go on whining about how most of null is empty. Well of course it is, when there's a system with risk and a system with no risk, we move to the riskless system leaving the other empty. If you want more people in null, add a way to actively mitigate that risk. If not, then put up with the fact that we will move, leaving null mostly empty.

The Indecisive Noob - EVE fan blog.

Wholesale Trading - The new bulk trading mailing list.

JIeoH Mocc
brotherhood of desman
#979 - 2013-09-12 14:36:53 UTC
Zen Dijun wrote:
I agree with removing local!

CCP should add an inactivity timer. If a pilot doesn't do anything (touch the controls) for two solid hours, they should auto-logout. CCP spends so much time trying to ensure you have to be playing the game when you're logged in, it seems that AFK cloaking is counter-intuitive. Having an auto-logoff timer would also get rid of the AFK campers that sit in station endlessly doing the same thing. Of course, CCP just made it possible to enjoy AFK mining even more than ever with the rebalance of the mining barges... hmmmmmm

All that being said, the only true way to mitigate the threat is to have your own team providing some cover for your operations. EVE was meant to be played enmasse. So, if you don't like the AFK cloaker, then you should consider joining/creating a corp that can help you counter their tactics. If you are unable to enjoy those accommodations, then plan on moving around to find quiet systems. There are many possible resolutions to AFK idiots.

-- Zen


This is exactly AGAINST CCP policy, which was officially stated regarding log-off traps - CCP can't and won't tell anyone when to log-off/log-on.
Nikk Narrel
Moonlit Bonsai
#980 - 2013-09-12 14:37:06 UTC
Zen Dijun wrote:
I agree with removing local!

CCP should add an inactivity timer. If a pilot doesn't do anything (touch the controls) for two solid hours, they should auto-logout. CCP spends so much time trying to ensure you have to be playing the game when you're logged in, it seems that AFK cloaking is counter-intuitive. Having an auto-logoff timer would also get rid of the AFK campers that sit in station endlessly doing the same thing. Of course, CCP just made it possible to enjoy AFK mining even more than ever with the rebalance of the mining barges... hmmmmmm

All that being said, the only true way to mitigate the threat is to have your own team providing some cover for your operations. EVE was meant to be played enmasse. So, if you don't like the AFK cloaker, then you should consider joining/creating a corp that can help you counter their tactics. If you are unable to enjoy those accommodations, then plan on moving around to find quiet systems. There are many possible resolutions to AFK idiots.

-- Zen

While reducing local is a good start, there are better changes than simply an auto-logoff feature.
Hunting cloaked vessels is a logical next step, once local ceases to broadcast their presence for no effort.

It can be worked around, without violating the EULA, for one thing.
Being logged on passively has many positive game aspects, such as PvE boosting, and logging intel activity under specific circumstances.