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Anchorable Object - A Decoy Ship

First post First post
Author
Batelle
Federal Navy Academy
#41 - 2013-08-20 15:54:05 UTC
I love this

additional details/ideas

deployment timer (1 minute maybe), during this timer it can clearly be seen as a decoy when on-grid. Perhaps if seen from d-scan while deploying appears as "device" or something, or maybe easier to have it just appear as a ship, with the on-grid timer being the only indication.

deploys as whatever ship you're in, BUT you need to use a specific version that matches your hull-size, and perhaps even race as well. Increased hull size corresponds to higher price and volume per unit.

-max limit of one decoy active per pilot
-perhaps even better than the above, max limit of one decoy per pilot per system, with an expiration timer (anywhere from 5 minutes to several hours) beginning once the owner leaves the system.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

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Sante Ixnay
University of Caille
Gallente Federation
#42 - 2013-08-20 16:21:45 UTC
CCP Rise wrote:
I'm imagining the scene in i-robot where they are looking through hundreds of robots for the one actual badass robot.

I would be that badass robot.


That's what all the decoy robots are saying.
Jysella Halcyon
Sebiestor Tribe
Minmatar Republic
#43 - 2013-08-20 18:05:35 UTC
Anchorable inflatable "tanks" for fake staging? plus whatever else people come up with? I like.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#44 - 2013-08-20 18:59:31 UTC

Random, off the cuff thought:

Perhaps you need install someone's corps in order to "duplicate them". That would be an awesome use of corpses that don't hurt the "implant" market. And could even add some value to certain people's corpses!

Elfi Wolfe
University of Caille
Gallente Federation
#45 - 2013-08-20 19:18:22 UTC
Interesting. Pirates/gankers up and see a miner and a domi in belt.

Now is miner a decoy and the domi is waiting for them.

Or is it a real miner and the domi a paper tiger.

Would ship scanners show it is a decoy or not?


Does the decoy go away if you leave grid?

Can the decoy show effects of a module? Ie scan module running or a target breaker.

Easest way is decoy is a duplicate of you ship when you launch it. Ie running same modules, course and speed.


Gate campers use it to make camp look bigger. Gate runners use it to give 2 targets going to warp to make it harder for gate campers. Gate blockade runners use it to send a cloaked decoy ahead of them. (oh wait need an exemption to cloak to allow you to be closer than 2000 m to only your own decoy.

Use decoys to leave a fake large fleet with in jump range of a battle.

Mining fleets leave fake targets for Gankers to waste time on.

Would it be a high utility? Would it be a large drone?

+1overall I think.

"Please point to the place on the doll where the carebear touched you."

Nikk Narrel
Moonlit Bonsai
#46 - 2013-08-20 20:09:29 UTC
Gizznitt Malikite wrote:

Random, off the cuff thought:

Perhaps you need install someone's corps in order to "duplicate them". That would be an awesome use of corpses that don't hurt the "implant" market. And could even add some value to certain people's corpses!


You rock.

Zombie rigging crosses over to decoy mechanic, lol
Orakkus
ImperiaI Federation
Goonswarm Federation
#47 - 2013-08-20 22:22:15 UTC
Gizznitt Malikite wrote:
I would like an anchorable object that you deploy in space (like a secure can), which creates a "decoy ship".

Details:
  • It would have a Sensor strength to make it scannable by probes.
  • It would have a paper thin tank (no matter what ship it was mimicking).
  • It would be single use, meaning once deployed it would stay in space until it "expired" or until it was destroyed.
  • It would be temporary.... probably lasting several hours, but perhaps a day or two (we should debate what is reasonable).
  • It would be smallish (like about the size of a mobile warp disruptor bubble, so any ship could utilize it).
  • It would be treated as disposable (think build costs similar to a small mobile warp disruptor bubble).

  • The simple version: It mimics your ship: If you deploy it in a taranis, it appears as a taranis, with your name, your corp ticker, your alliance ticker, your militia ticker, a speed of zero, et al, on everyone's overview (and dscan). If you deploy it in an Avatar, it appears as an Avatar with your name, your corp ticker, et al, on everyone's overview (and dscan).

    This more desireable, but harder to code version: Allow the deployer to chose a ship type to mimic.


    First off, +1 for sure.

    Second, I think this as far as I quoted at least, should be resaonably easy to do following current game mechanics. Have a "tech 1" version that just mimics your current ship and a "Tech 2" version that can mimic any ship. Just have a drop down menu set up that show up when you want to deploy it.

    Third, I can see the BIG problem being the same as what happened with cans before they had timers, basically someone getting the bright idea to spam a whole bunch of decoys in say, Jita, forcing near permanent TiDi, just for giggles. But I think that could be avoided if decoys are limited to one or two active per person and expiring in say an hour or two.

    He's not just famous, he's "IN" famous. - Ned Nederlander

    Mournful Conciousness
    Federal Navy Academy
    Gallente Federation
    #48 - 2013-08-21 00:20:33 UTC
    would the decoy also show up in local chat with your character details?

    If so, wouldn't that bring all 0-sec mining and missioning to a sudden and permanent standstill?

    I kind of like that idea though because it would allow you to create "false positive" threat indicators (a neutral in local).

    People begin to dismiss false positives very quickly, so local would no longer be a perfect threat detection system.

    Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

    Travasty Space
    Pilots of Epic
    #49 - 2013-08-21 01:00:52 UTC
    Mournful Conciousness wrote:
    would the decoy also show up in local chat with your character details?

    If so, wouldn't that bring all 0-sec mining and missioning to a sudden and permanent standstill?

    I kind of like that idea though because it would allow you to create "false positive" threat indicators (a neutral in local).

    People begin to dismiss false positives very quickly, so local would no longer be a perfect threat detection system.


    Combat probes as the decoy wouldn't be able to have a cloak.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #50 - 2013-08-21 01:19:31 UTC
    Mournful Conciousness wrote:
    would the decoy also show up in local chat with your character details?

    If so, wouldn't that bring all 0-sec mining and missioning to a sudden and permanent standstill?

    I kind of like that idea though because it would allow you to create "false positive" threat indicators (a neutral in local).

    People begin to dismiss false positives very quickly, so local would no longer be a perfect threat detection system.


    I personally think it would be neat if the decoy showed up in local chat, however I'm pretty sure this would polarize my idea between the "Nerf-dont Nerf Local" crowds. As such, I'll leave that discussion for another day.
    Commander Ted
    Caldari Provisions
    Caldari State
    #51 - 2013-08-21 03:13:20 UTC
    Id anchor a badger on a gate and wait. Anything to get more people to shoot **** and die.

    https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

    Luc Chastot
    #52 - 2013-08-21 04:56:04 UTC
    CCP Rise wrote:
    I'm imagining the scene in i-robot where they are looking through hundreds of robots for the one actual badass robot.

    I would be that badass robot.

    I wouldn't be so sure; unless you really wanted to say "ass bad".

    Make it idiot-proof and someone will make a better idiot.

    Albert Spear
    Non scholae sed vitae
    #53 - 2013-08-21 16:19:47 UTC
    In the real world there are many kinds of decoys and many uses for decoys - from hunting ducks to making missiles miss.

    If CCP wanted to take on decoys, they should decide what a range of decoy uses might be:
    1) make it look like someone/something is in local
    2) make it look like there is a sight in the system
    3) make it look like there are specific ships/assets in a particular location
    4) draw off missiles
    5) draw off tracking and locking systems (this is different from ECM only in that it does not prevent a lock, but causes a lock on something else)
    6) allow pre-jump intelligence
    7) make it seem like someone is in a station
    8) change the appearance/sensor readings on a ship (probably more ECM than decoy related)
    9) make it look like a ship left by 2 or more gates
    10) many more ways that decoys could be used

    I would hope that CCP would take the time before implementing any type of decoys to actually think through all the uses and how they fit/don't fit into EVE.

    I could see decoy POSes being setup in systems to attract fleets, and fleets of 3 or 4 pilots with a dozen decoys deployed around them while the real ships are stealth bombers waiting to make runs. I could see a decoy freighter making a run through a hostile system while the real fleet is waiting for the gankers to jump.

    Of course decoys can hold modules (or should be able to) to do things like triple point someone, so once they take the bait, they are stuck like flies to fly paper and the real fleet can chew them up.

    Decoys are so much fun - if you have a wide range of them and the imagination to use them well!
    NEONOVUS
    Mindstar Technology
    Goonswarm Federation
    #54 - 2013-08-21 20:41:50 UTC
    I approve
    Make the decoy launcher use a charge equivalent to hull size you are in to create the anchorable object.
    Then you must place a corpse into the hull to be able to anchor/online it.
    The corpse makes the decoy inherit its personal data, which since they cant be repackaged already exists in the corpse.

    No local or anything else it just shows up on scans and dscan.
    Perhaps make the ehp equivalent to the base hull (or generic decoy class)

    Would be really fun and I can see a lot of intriguing options here.

    Like which super is the real super?
    2 Nyxes 1 HIC
    DrysonBennington
    Eagle's Talon's
    #55 - 2013-08-21 21:10:37 UTC  |  Edited by: DrysonBennington
    If this becomes possible then so too should being able to anchor POS away from a Moon and player built Gates.

    Besides who needs decoys.....? That's why corporations have corporate members.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #56 - 2013-08-21 22:54:05 UTC
    DrysonBennington wrote:
    If this becomes possible then so too should being able to anchor POS away from a Moon and player built Gates.

    Besides who needs decoys.....? That's why corporations have corporate members.


    I don't understand what you mean...

    I can anchor a warp bubble anywhere in system, as long as it's not within 5 km's of another object. I was hoping for the same similarity with these "decoy ships".

    How do you go from anchorable decoy ships to anchorable POS's located anywhere in space?
    Pidgeon Saissore
    Tyrant's
    #57 - 2013-08-22 03:45:53 UTC
    There would have to be some limits on decoys.
    Something like having 5 active per character, maybe a new skill.
    Lasts about 3-4 hours.
    Tank about 1/3 of the base hull, no skill or module effects.
    Any ship scan reveals a decoy.

    To make a decoy convincing it could yellow / red box people though it wouldn't do anything.

    Also a different kind of decoy
    Med slot module that lets you imprint a false ship scan, cargo and fit as separate ones.
    Your imprint will be a saved fitting.
    This will not let you remove items from a cargo scan only add them.
    This would need to be an active module to keep people from simply autopiloting all day in their gank bait.
    Gizznitt Malikite
    Agony Unleashed
    Agony Empire
    #58 - 2013-11-13 16:25:32 UTC
    Pidgeon Saissore wrote:
    There would have to be some limits on decoys.
    Something like having 5 active per character, maybe a new skill.
    Lasts about 3-4 hours.
    Tank about 1/3 of the base hull, no skill or module effects.
    Any ship scan reveals a decoy.

    To make a decoy convincing it could yellow / red box people though it wouldn't do anything.

    Also a different kind of decoy
    Med slot module that lets you imprint a false ship scan, cargo and fit as separate ones.
    Your imprint will be a saved fitting.
    This will not let you remove items from a cargo scan only add them.
    This would need to be an active module to keep people from simply autopiloting all day in their gank bait.


    Limits are very much appropriate... something to discourage insane spam throughout the verse.

    To be honest, I don't particularly need the decoy to act like an opponent.... just as long as it appears on the overview to confuse an opponent at first glance.
    Nikk Narrel
    Moonlit Bonsai
    #59 - 2013-11-13 16:31:57 UTC
    Gizznitt Malikite wrote:
    Pidgeon Saissore wrote:
    There would have to be some limits on decoys.
    Something like having 5 active per character, maybe a new skill.
    Lasts about 3-4 hours.
    Tank about 1/3 of the base hull, no skill or module effects.
    Any ship scan reveals a decoy.

    To make a decoy convincing it could yellow / red box people though it wouldn't do anything.

    Also a different kind of decoy
    Med slot module that lets you imprint a false ship scan, cargo and fit as separate ones.
    Your imprint will be a saved fitting.
    This will not let you remove items from a cargo scan only add them.
    This would need to be an active module to keep people from simply autopiloting all day in their gank bait.


    Limits are very much appropriate... something to discourage insane spam throughout the verse.

    To be honest, I don't particularly need the decoy to act like an opponent.... just as long as it appears on the overview to confuse an opponent at first glance.

    Absolutely, make them last about as long as jet-cans do. Any active player can replace them as needed.
    Luna Arindale
    Caldari Independent Navy Reserve
    Curatores Veritatis Alliance
    #60 - 2013-11-13 17:06:57 UTC
    The first thing that popped to my mind when I read this was Firefly and the Crybabies. Can we please have this so I can mimic a personal carrier, then escape with my illegally salvaged goods. Twisted