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Cloak Hunting

Author
Teckos Pech
Hogyoku
Goonswarm Federation
#101 - 2013-05-16 20:24:02 UTC
Linkxsc162534 wrote:

To all the people screaming for local to be removed, why don't you move into a WH yourself?.


Because I don't want to live in W-space. The idea of having to scan down a way in and out is not appealing to me. Just not the way I want to play the game.

Now, stop with this lame response.

"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

Rayzilla Zaraki
Yin Jian Enterprises
#102 - 2013-05-16 20:25:35 UTC
Teckos Pech wrote:
Rayzilla Zaraki wrote:

I'm not going to discuss whether cloaking works as intended or not, that's not the point of this post. This is just an idea.


So you have no basis for which to make the suggestion. There is no issue of balance, countering other forms of game play...nothing. It is a suggestion that is just tossed out there without any consideration of its overall impact on the game.

Is that a fair representation of the above quote? Seems fair to me.


I think cloaking works fine. I use it all the time.

The whole idea, after revisions peppered throughout the thread is pretty well balanced. The gear I propose has positives and negatives and the prey in this case, has a respectable chance to escape detection. The hunted ship can also mount the same gear and hunt the hunter.

This is a method to hunt cloaked ships, not some lame system-wide magical field or a timer or cap drain. If a player wants to find a cloaked player, some work and skill will be involved.

Impact on the game - players in system to cause trouble will have to learn to evade detection and adapt tactics to do this. Something as simple as keeping yourself moving around goes a long way. There is even a proposal for decoys which could be used to mess with the collective psyche of an entire system.

For the AFK cloakers and the cloaked explorers (who might as well be AFK when they're positioning probes), I proposed a shut down method where they can be completely undetectable, the drawback for this is that they would have to be motionless. In this mode, they could be invisible in local but continue to monitor it for needed intel.

Is it perfect? Nope. Is it 100% balanced? We'd never know until it was play-tested, but I do believe it's a far cry closer than 99% of the offerings out there.

When I came up with this, I wasn't thinking about pwning AFK cloakers, it was more to hunt another cloaked ship ala attack submarines.

Gate campers are just Carebears with anger issues.

Teckos Pech
Hogyoku
Goonswarm Federation
#103 - 2013-05-16 20:26:12 UTC
Rayzilla Zaraki wrote:
Mag's wrote:
]The counters are as follows:
You can decloak them.
They cannot recloak while you are within decloak range and while they are locked.

Just because these counters are not to your liking, doesn't mean that cloaks need more. Cloaks are balanced, you seem to what to remove that balance.


You're funny. Space is big, remember? Forcing a decloak is like finding a needle in a haystack among a million haystacks. My proposal just shrinks it back down to one haystack.


See, this is what happens when you leave the discussion of balance out of your post.

If you fail to address balance your post/idea is incomplete.

"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

Rayzilla Zaraki
Yin Jian Enterprises
#104 - 2013-05-16 20:37:04 UTC
Teckos Pech wrote:
Rayzilla Zaraki wrote:
Mag's wrote:
]The counters are as follows:
You can decloak them.
They cannot recloak while you are within decloak range and while they are locked.

Just because these counters are not to your liking, doesn't mean that cloaks need more. Cloaks are balanced, you seem to what to remove that balance.


You're funny. Space is big, remember? Forcing a decloak is like finding a needle in a haystack among a million haystacks. My proposal just shrinks it back down to one haystack.


See, this is what happens when you leave the discussion of balance out of your post.

If you fail to address balance your post/idea is incomplete.


First, you have to get close to them to force a decloak. Needle in a pile of needles surrounded by piles of needles. It is a counter, but hardly a threat to the cloaked player.

This is what the whole idea was premised upon - getting close enough to decloak a ship. Obviously, doing that with another ship is pretty close to impossible unless the cloaker does something dumb like sit 3km off a starbase exit.

So, evolve that idea a little. Create a munition that has a large radius, low damage and throws out enough matter to force the decloak as if the ship were near something as small as a probe or light drone.

I suppose I could have stopped there - players would just carpet bomb entire areas to find the cloaked player.

To prevent that silliness, I took a page out of exploration and came up with a way to scan down a cloaked player and hunt him down.

Game breaking? Hardly. Game enhancing - definitely. Run silent, run deep, baby.

Gate campers are just Carebears with anger issues.

Teckos Pech
Hogyoku
Goonswarm Federation
#105 - 2013-05-16 20:57:02 UTC  |  Edited by: Teckos Pech
Rayzilla Zaraki wrote:


Is it perfect? Nope. Is it 100% balanced? We'd never know until it was play-tested, but I do believe it's a far cry closer than 99% of the offerings out there.

When I came up with this, I wasn't thinking about pwning AFK cloakers, it was more to hunt another cloaked ship ala attack submarines.


It doesn't have to be 100% balanced pre-play testing, but you are completely over looking the role of AFK cloaking. And why there is AFK cloaking.

The primary use of this idea will be to hunt down and kill AFK cloakers...well, once it is implemented AFK cloaking simply wont happen, but you get the point. It will be used to ensure that ratting systems are kept clear of AFK cloakers. It will mean ratting with near impunity since only somebody fairly bad at the game will not be able to get away when a hostile enters system.

"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
#106 - 2013-05-16 21:01:12 UTC
Rayzilla Zaraki wrote:
Teckos Pech wrote:
Rayzilla Zaraki wrote:
Mag's wrote:
]The counters are as follows:
You can decloak them.
They cannot recloak while you are within decloak range and while they are locked.

Just because these counters are not to your liking, doesn't mean that cloaks need more. Cloaks are balanced, you seem to what to remove that balance.


You're funny. Space is big, remember? Forcing a decloak is like finding a needle in a haystack among a million haystacks. My proposal just shrinks it back down to one haystack.


See, this is what happens when you leave the discussion of balance out of your post.

If you fail to address balance your post/idea is incomplete.


First, you have to get close to them to force a decloak. Needle in a pile of needles surrounded by piles of needles. It is a counter, but hardly a threat to the cloaked player.

This is what the whole idea was premised upon - getting close enough to decloak a ship. Obviously, doing that with another ship is pretty close to impossible unless the cloaker does something dumb like sit 3km off a starbase exit.

So, evolve that idea a little. Create a munition that has a large radius, low damage and throws out enough matter to force the decloak as if the ship were near something as small as a probe or light drone.

I suppose I could have stopped there - players would just carpet bomb entire areas to find the cloaked player.

To prevent that silliness, I took a page out of exploration and came up with a way to scan down a cloaked player and hunt him down.

Game breaking? Hardly. Game enhancing - definitely. Run silent, run deep, baby.


I know about decloaking. Mags was trying to drag you into a discussion of balance which you are resisting.

Tracking titans weren't game breaking, but they were unbalanced hence the nerf bat that was applied to them. You need to discuss balance...even though you don't seem to want to.

"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
#107 - 2013-05-16 21:11:50 UTC
Linkxsc162534 wrote:


What disadvantage is there to a cloak other then a usually "paper thin" tank.
Which isn't so bad actually, just noone ever fits them to have any survivability. Throw some gear on a bomber and it doesnt look too different then a kestrel that shoots bigger missiles. Regular T1 probers have no real tank either. With a T2 one though you can fit one out to fight with (and survive). Recons are great. So what major drawback do they really have?


For force recons a slight locking delay and crap DPS. For stealth bombers, crap DPS.

"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

Rayzilla Zaraki
Yin Jian Enterprises
#108 - 2013-05-16 21:29:11 UTC
Teckos Pech wrote:

I know about decloaking. Mags was trying to drag you into a discussion of balance which you are resisting.


I have discussed balance. Getting close enough to decloak a ship in the middle of space is so improbable that it can hardly be called a counter. I know it can be done as I had it done to me, but I made an incredibly noober than noob mistake. Won't do that again. There is enough effort and skill involved in this hunting mechanism that it will be a pretty specialized thing to do, it's not like every ship will be able to do this. The gear itself should be as limited to ships as Covert Ops cloaks. I could see it restricted to only ships capable of using Covert Ops cloaks. And, again, the cloaked "prey" is completely free to mount the same gear and hunt the hunter. Just like cloaking is argued to be a counter for cloaking, hunting will be a counter to hunting. Balance.

If this idea is unbalanced, then so are combat scanners and even the DScan. Why? Because it's just an enhanced version of those two items.

As far as AFK Cloakers go, you could be right, especially if they aren't given a mode to use where they are completely undetectable. I like the trade off for that being that you have to remain completely motionless and the only thing you can do is monitor local and use probes. But, if the Devs include this shutdown mode, then we're all good. But, I am sure AFK-ers and explorers will still have some risk as the same types who like to gate camp will probably go around looking for the AFK-ers and explorers for an easy kill.

Still, it is one of the more complete and fair ideas out there. I put it out there as someone who spends a lot of time cloaked in low and null sec. When I am probing a system, I'd prefer to be left alone, but if I am out there gathering intel or causing trouble, it seems kind of odd to not have someone who could find me.

I spent some of my down time today trying to build a viable Strategic Cruiser that can both cloak and is invisible to probes and DScan (I think?). There is another way it could be balanced - use those same mechanisms to render a ship immune to this module. AFK Cloakers and explorers rejoice! It only takes 2 ECCMs to hide a Buzzard.

Gate campers are just Carebears with anger issues.

Teckos Pech
Hogyoku
Goonswarm Federation
#109 - 2013-05-16 21:54:00 UTC
Rayzilla Zaraki wrote:


As far as AFK Cloakers go, you could be right, especially if they aren't given a mode to use where they are completely undetectable. I like the trade off for that being that you have to remain completely motionless and the only thing you can do is monitor local and use probes. But, if the Devs include this shutdown mode, then we're all good. But, I am sure AFK-ers and explorers will still have some risk as the same types who like to gate camp will probably go around looking for the AFK-ers and explorers for an easy kill.


See, here is the issue with the "shutdown mode". You might as well have an AFK ticker on the guys name in local.


The whole idea of AFK cloaking is the uncertainty and threat it represents. Is he there...is he AFK?

If I can answer that definitively I remove all risk. If I get out my ship with this new module and ping around system and never find him, then I can remove the risk or substantially reduce it (I suppose he could come back to the keyboard as soon as I undock in the PVE boat).

So the idea may not be bad...but we still need to do something about local since it could adversely impact AFK cloaking which is about the only counter to local as an intel tool.

"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
#110 - 2013-05-16 22:04:28 UTC
Here is a question I am not seeing addressed.

You are suggesting a means to hunt cloaked ships.
For PvE pilots, this will obviously become a hit squad covering multiple systems whenever a cloaked threat is suspected.
After all, unless local stops working it will simply tell them they have this problem.

How do we then threaten PvE targets?

It is openly acknowledged that they can get safe 100% of the time against any threat. Cloaked vessels are only notable here since they can't be scanned down and forced out any more than the PvE pilots can be forced to undock and be exposed.
In other words, they were countering each other.
Linkxsc162534
Apollo United Systems
#111 - 2013-05-16 22:08:22 UTC
Teckos Pech wrote:


For force recons a slight locking delay and crap DPS. For stealth bombers, crap DPS.


Crap DPS? lessee here, 187 with l5 skills, only counting the 3 launchers firing mjolnir on a manti. Goes to 328 if you switch to scourge. And 443 with scourge rage. Thats with a 3-4k volley damage. I think you're getting the wrong idea, a bomber is just that, a bomber. strike quickly en masse. Fire off a volley or 2, then get out before you can get shot at. I wish my other frigates could hit 350dps/3k volley just by loading the right ammo.

And as to the force recon. It REALLY SUCKs, that you can move around cloaked. Wait for the right moment when your gang needs it and then unleash webs out to 40km, Bonused Jams, almost double power neuts, or double ranged webs/scrams
All at the cost of maybe a half second to a second more lock time. I feel for the recons, I really really do.

Hmm for a falcon unskilled and unfit its 9.5 seconds on a frigate, and for the rook its 8. Skills change that to 7.6 and 6.4 respectively. If it really were so detrimental, theres always scanrez loaded sensor booster.

But then again, these ships aren't combat ships, they're support ships. You don't see logis havign great tanks or DPS either do you. A Blackbird doesn't have a good tank or fighting ability, but it does have its use over a recon in that it gets range on its jams on top of strength. And I could AFK cloak in a system JUST as easily with a BB as I could with a manticore as I could with a CNR.

Also, just for the humor of it. I think I'm gonna head down to null later tonite in a crow interceptor. Afk in a system for an hour or so in that, no cloak or anything, just speed. Work on a suit of chainmail while i do it.
Linkxsc162534
Apollo United Systems
#112 - 2013-05-16 22:11:17 UTC
Nikk Narrel wrote:
Here is a question I am not seeing addressed.

You are suggesting a means to hunt cloaked ships.
For PvE pilots, this will obviously become a hit squad covering multiple systems whenever a cloaked threat is suspected.
After all, unless local stops working it will simply tell them they have this problem.

How do we then threaten PvE targets?

It is openly acknowledged that they can get safe 100% of the time against any threat. Cloaked vessels are only notable here since they can't be scanned down and forced out any more than the PvE pilots can be forced to undock and be exposed.
In other words, they were countering each other.



Yes but in a world with no local or cloakies not appearing in local, unless they are spamming Dscan, or have someone waiting on every gate watching, They won't know when you're in system. Then oyu cna hunt to you're hearts content. Just watch Dscan yourself for any of the specialized ships that would be for cloaky hunting (which would be a highly active player skill intensive activity. They probably wouldn't even know that you're there for 5-10 minutes after you get in.)
Teckos Pech
Hogyoku
Goonswarm Federation
#113 - 2013-05-16 22:33:32 UTC
Linkxsc162534 wrote:
Teckos Pech wrote:


For force recons a slight locking delay and crap DPS. For stealth bombers, crap DPS.


Crap DPS? lessee here, 187 with l5 skills, only counting the 3 launchers firing mjolnir on a manti. Goes to 328 if you switch to scourge. And 443 with scourge rage. Thats with a 3-4k volley damage. I think you're getting the wrong idea, a bomber is just that, a bomber. strike quickly en masse. Fire off a volley or 2, then get out before you can get shot at. I wish my other frigates could hit 350dps/3k volley just by loading the right ammo.


Sure, 5-6 stealth bomber is a very serious threat. But the lone bomber for somebody who keeps his head? If you have sentries, drop them and kill the SB. Warrior IIs might work so long has he doesn't pop a cyno.

Quote:
And as to the force recon. It REALLY SUCKs, that you can move around cloaked. Wait for the right moment when your gang needs it and then unleash webs out to 40km, Bonused Jams, almost double power neuts, or double ranged webs/scrams All at the cost of maybe a half second to a second more lock time. I feel for the recons, I really really do.


You asked what the draw backs were. I listed them. Pointing to their advantages does not mean they don't have drawbacks. This really reminds me of a game of "Yeah, but...!!!!" Force recons are not WTF own boats. They have their purposes and uses.

Quote:
Also, just for the humor of it. I think I'm gonna head down to null later tonite in a crow interceptor. Afk in a system for an hour or so in that, no cloak or anything, just speed. Work on a suit of chainmail while i do it.



You do realize that doesn't work that well anymore, right? A guy with good scanning skills and equipment paired with a dramiel will almost surely catch you and kill you while you are working on that chainmail bikini. P

"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
#114 - 2013-05-16 22:35:35 UTC
Linkxsc162534 wrote:
Nikk Narrel wrote:
Here is a question I am not seeing addressed.

You are suggesting a means to hunt cloaked ships.
For PvE pilots, this will obviously become a hit squad covering multiple systems whenever a cloaked threat is suspected.
After all, unless local stops working it will simply tell them they have this problem.

How do we then threaten PvE targets?

It is openly acknowledged that they can get safe 100% of the time against any threat. Cloaked vessels are only notable here since they can't be scanned down and forced out any more than the PvE pilots can be forced to undock and be exposed.
In other words, they were countering each other.



Yes but in a world with no local or cloakies not appearing in local, unless they are spamming Dscan, or have someone waiting on every gate watching, They won't know when you're in system. Then oyu cna hunt to you're hearts content. Just watch Dscan yourself for any of the specialized ships that would be for cloaky hunting (which would be a highly active player skill intensive activity. They probably wouldn't even know that you're there for 5-10 minutes after you get in.)


Which is why CCP is not going to nerf cloaks or change local, at least not for awhile anyways. Merely removing local or removing cloaked ships from local would be a major boost to cloaks...too much of one absent some other method of gathering intel and/or detecting a cloaked ship.

Hence the reason why most people say: working as intended in these threads.

"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

Linkxsc162534
Apollo United Systems
#115 - 2013-05-16 22:55:15 UTC
Teckos Pech wrote:


You do realize that doesn't work that well anymore, right? A guy with good scanning skills and equipment paired with a dramiel will almost surely catch you and kill you while you are working on that chainmail bikini. P


So they catch me. At least in this case it was possible.

Actually my greater fear then a deadspace dram, would be them just dropping a sensorboosted Rokh or something in cause I'll be moving in a straight line. Actually any BS with a MJD could easily jump infront and force me off my path though. But at least it would be an interesting game of cat and mouse to play for a while.

And as sad as it may sound, Its actually a chain vest that I'm reworking part of for a friend because she wanted to try and make a suit, but forgot to account for her chest very well in the making.
Teckos Pech
Hogyoku
Goonswarm Federation
#116 - 2013-05-16 23:07:34 UTC
Quote:
So they catch me. At least in this case it was possible.


Which is more than can be said for a ratter who is aligned and paying attention to local and intel channels. P

"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

Linkxsc162534
Apollo United Systems
#117 - 2013-05-16 23:29:38 UTC
Teckos Pech wrote:
Quote:
So they catch me. At least in this case it was possible.


Which is more than can be said for a ratter who is aligned and paying attention to local and intel channels. P


Which brings us to that LOCAL debate again.

But really about this point after going and looking at all the arguments about cloaks and local going all the way back to at least 2009 (I got bored looking earlier than that). Local and cloaks aint gonna change. However much the forums argue that they should.


PERHAPS though, we could try a different step.
Make a new segment of null for players to move to (even farther out there). Massive systems hundreds of AUs across. No local. A new NPC enemy thats worse then sleepers.
But perhaps it could be that space that megacorps will be too much of wusses to move into, they wouldn't have local, and there would be no such thing as soloing sites. It would be so many jumps from empire, literally everything would have to be produced far out there. Perhaps even WHs couldn't leak into them.

Fringe worlds could be a nice name. and make them all rather dark since they're so far from the center of the cluster, even though they all have their own suns. Hell make some that aren't even planetary systems. Some are just a grouping of rocks that haven't coaleced yet. Others don't have a sun, just some planetoids and large comets that haven't gotten stuk in a regular system yet.


Could be fun. I'd go there.
Rayzilla Zaraki
Yin Jian Enterprises
#118 - 2013-05-17 00:15:09 UTC
Teckos Pech wrote:


See, here is the issue with the "shutdown mode". You might as well have an AFK ticker on the guys name in local.


The whole idea of AFK cloaking is the uncertainty and threat it represents. Is he there...is he AFK?

If I can answer that definitively I remove all risk. If I get out my ship with this new module and ping around system and never find him, then I can remove the risk or substantially reduce it (I suppose he could come back to the keyboard as soon as I undock in the PVE boat).

So the idea may not be bad...but we still need to do something about local since it could adversely impact AFK cloaking which is about the only counter to local as an intel tool.


Why might you as well have a ticker? Going into shutdown would essentially have the same effect as an AFK Cloaker does now. Sure, hunters will go out looking for the AFK Cloaker, but just because they don't locate him doesn't mean he isn't in system. If he wasn't in shutdown, a sneaky cloaker can evade detection indefinitely. Seeing someone in local and not being able to find him could mean he's AFK or it could mean he's really good at evading.

Gate campers are just Carebears with anger issues.

Rayzilla Zaraki
Yin Jian Enterprises
#119 - 2013-05-17 01:01:30 UTC  |  Edited by: Rayzilla Zaraki
I need to consolidate the various additions and adjustments so bear with me.


For the hunter -

DScan enhancement module: Capable of locating the rough position (25km radius sphere give or take) of a cloaked ship. This is accomplished by first setting the DScan to maximum range at 360 degrees. This will give a yes or no answer whether there is a cloaked ship in that area. The pilot then proceeds to travel through the system to the various warpable sites with the DScan still on 360 but with the range at a few hundred kilometers. This this will give a yes or no answer plus a rough direction. The player then narrows the scanning arc and lowers the range to scan down the cloaked ship's area. Once successful, the module will show a transparent red sphere in space and the hunter then uses the next module. I am not sure if this should be a high slot or medium slot module.

The next module is a sort of launcher that sends a missile to the area the first module found. The missile explodes sending matter out to a 25km radius. This will force a decloak if there is a hit of sufficient mass. Once decloaked, the ship can lock on normally. An alternate idea comes from the horrible "Star Trek: Generations" where they modified the sensor array to emit some sort of pulse to decloak the Klingons. Either make the decloaking module another mid slot or integrate it into the first module (it could go into a high slot or stay medium, depends on how much balance it needs - I could go either way on this).

Downfalls: these are skill- and technology-driven modules. The DScan module must score a "hit" on the cloaked ship. There is also a chance of false readings. The hunters odds increase with higher skill levels and better, more expensive gear. The launcher also has to score a "hit". Again, skill and meta level of the gear affects the chances.

Another possible downfall is that each time the hunter pings the DScan, the prey hears an audible "ping" and a notice briefly shows up on the HUD "Cloak scan ping detected" or something like that.

Technical: I was going to have the DScan module in a high slot, but I think it should be medium. Why? A page or two in to this thread, I decided it would be very interesting to have cloaked ships hunting cloaked ships. Cloaks already occupy a high slot and the launcher will occupy one as well (though it won't need a designated launcher slot).

For the prey -

First, there is nothing saying that the prey can't also carry these modules and hunt the hunter.

Counter-measures: The first counter-measure could be decoys peppered throughout the system. This can serve to both fool hunters and to freak out other players in the system if the hunters announce their presence ("We have multiple cloaked signals in the system!! Run away! Run away!!!). One-time use, just simply dropped from the cargo hold and will not cause the ship to decloak when deployed. I'm thinking a 5m3 unit sounds right. I think they'd need to be rather expensive otherwise they'll be littered all over the place!

The second counter-measure is vigilance and evasion. Watch the overview for a ship that flashes in and out for a split second. If you see one, assume you are being hunted.

Another countermeasure is to fit your ship to be un-probable using ECCM. Get your sensor strength ratio over 1.08 and you will be invisible to the DScan module. This can be done on a Buzzard with just two ECCMs. On a Strategic Cruiser, it takes 4. But, you will be able to either probe in peace or AFK Cloaky Camp to your heart's content. The bonus to this, I believe, is that if you are exploring and are smart enough to go somewhere remote to decloak and launch your probes, the chances of you getting ganked approach zero.

In lieu of the above, ships could be made to enter a shut down/silent running mode. They can watch local chat or they can use probes. I think I prefer the ECCM way. Although, that would require a change in the mechanics of the game to allow ECCM to run while cloaked. Hmm Or a specialized set of ECCM modules that work both cloaked and uncloaked. Probably cost big ISK, too.

Different cloak modules could have different levels of difficulty to scan. Likewise, they could also hamper the scanning, too, making scanning while uncloaked the best option for a clean signal.

I think that about covers it -

Hunt cloaked ships: CHECK

Allow hunted ships a chance to evade and counter: CHECK

Allow a mechanism that allows safe AFK-ing and exploration probing (and also allow players the ability to have the same relative safety they enjoy with the current cloak systems: CHECK

Not a one-button ridiculous idea: CHECK

Gate campers are just Carebears with anger issues.

Teckos Pech
Hogyoku
Goonswarm Federation
#120 - 2013-05-17 06:01:14 UTC
Linkxsc162534 wrote:


But really about this point after going and looking at all the arguments about cloaks and local going all the way back to at least 2009 (I got bored looking earlier than that). Local and cloaks aint gonna change. However much the forums argue that they should.


I agree, it isn't going to change in the foreseeable future. So just accept that AFK cloaking is a valid game mechanic/tactic. Working as intended.

"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