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[IDEA] Removing Local and In-System Intel

Author
Yeep
The Scope
Gallente Federation
#41 - 2011-11-14 13:30:12 UTC
Goodgodyourface wrote:

Cause people to post scouts on gates or have a person DScan every once in a while? Oh no, making people actually be cautious in exchange for going to less-safe areas of the game!


Ahahahahahahahahahahahahahahaha

Hey guys, who wants to watch all the gates into our space for 3 hours while I rat? No? Nobody?
Endeavour Starfleet
#42 - 2011-11-14 13:35:15 UTC
Oh that will happen alright but it will be in one of the few "good" systems that BIG alliances use and charge and ARM AND LEG to make use of.

And to defeat it all you need to do is be willing to AFK cloak anyway. Who will know with no local?


"But BUT BUT I WANNA KILLZ THA GOLEMS!!!!111 REM0V3 L0C@L!!!"

It is about getting more free solo kills and free ganks.
Ingvar Angst
Nasty Pope Holding Corp
#43 - 2011-11-14 14:36:46 UTC
Endeavour Starfleet wrote:
Oh that will happen alright but it will be in one of the few "good" systems that BIG alliances use and charge and ARM AND LEG to make use of.

And to defeat it all you need to do is be willing to AFK cloak anyway. Who will know with no local?




You do realize that without local AFK cloaking as an isk-denial tactic is dead, right? The whole problem with afk cloaking is that people can see you in the system.

That being said, I don't think removing local totally is an answer... simply remove cloaked ships from local, remove a cloaked ship's access to local and implement a delay on cyno firing for a decloaking, non-black ops ship and you fix many problems while maintaining the element of dangerous space that null sec should have.

Six months in the hole... it changes a man.

Goodgodyourface
Republic Military School
Minmatar Republic
#44 - 2011-11-14 15:14:55 UTC
LOL @ everyone who has to believe I'm a Golem-killer. That's the ONLY way a person could want local removed as a game tool, eh?

I love the excuse of laziness:

Yeep wrote:
Goodgodyourface wrote:

Cause people to post scouts on gates or have a person DScan every once in a while? Oh no, making people actually be cautious in exchange for going to less-safe areas of the game!


Ahahahahahahahahahahahahahahaha

Hey guys, who wants to watch all the gates into our space for 3 hours while I rat? No? Nobody?


If the game had been the way it should have been from the beginning, you wouldn't be used to using the broken mechanic that is local. Then cowards like you wouldn't be the ones out doing lowsec ratting. People ***** about how easy some ISK faucets are, but then ***** about how hard said faucets would be to take advantage of by doing something like removing local. Make up your mind.
Vincent Gaines
Deep Core Mining Inc.
Caldari State
#45 - 2011-11-14 15:40:45 UTC  |  Edited by: Vincent Gaines
Delayed mode, replace it with the old on-grid blue HUD-spahere but to encompass the system:

Example from Second Genesis, bottom right corner.

Have the ships colored by standings, have them "ping" as if fading in and out so as to not be completely accurate.

If you see a lot of red showing up, you have trouble.

EDIT:

oh, if you're outside the 14AU range the "dot" shows up, just along the outside edge though.
cloaked ships don't show up (duh). If you want isk-denial post "I'm here, come find me or I'll find you" in delayed-local.

Did I mention that this makes the "autowarp on local pop" bots go away?

EDIT 2: what's to stop cloaked fleets being overpowered? Ah, good one. Well you want to know a way that a cloaked ship *might* be on grid? have the graphic distort... mind you it should also give false positives... all it would do is let you know there COULD be a cloaked ship, somewhere, on grid. Maybe.

Not a diplo. 

The above post was edited for spelling.

Yeep
The Scope
Gallente Federation
#46 - 2011-11-14 18:20:48 UTC
Goodgodyourface wrote:

If the game had been the way it should have been from the beginning, you wouldn't be used to using the broken mechanic that is local. Then cowards like you wouldn't be the ones out doing lowsec ratting. People ***** about how easy some ISK faucets are, but then ***** about how hard said faucets would be to take advantage of by doing something like removing local. Make up your mind.


Its not even that defensive gate camps are boring (they are, either nothing happens and you win or you get your **** pushed in. But I guess you're the expert on game design so you probably know that), its more that they don't work. You have to keep them up 23 hours a day forever and even then someone could just log on inside your space and all that effort was wasted. How about this, you get rid of local but ships logged out in unfriendly space never disappear. That sounds pretty fair.
Goodgodyourface
Republic Military School
Minmatar Republic
#47 - 2011-11-14 18:28:20 UTC
Yeep wrote:
Goodgodyourface wrote:

If the game had been the way it should have been from the beginning, you wouldn't be used to using the broken mechanic that is local. Then cowards like you wouldn't be the ones out doing lowsec ratting. People ***** about how easy some ISK faucets are, but then ***** about how hard said faucets would be to take advantage of by doing something like removing local. Make up your mind.


Its not even that defensive gate camps are boring (they are, either nothing happens and you win or you get your **** pushed in. But I guess you're the expert on game design so you probably know that), its more that they don't work. You have to keep them up 23 hours a day forever and even then someone could just log on inside your space and all that effort was wasted. How about this, you get rid of local but ships logged out in unfriendly space never disappear. That sounds pretty fair.


... Fine?

Goes back to my risk argument, if you want to risk going to LOW SECURITY space, then you will have LOW SECURITY of your assets.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#48 - 2011-11-14 18:36:09 UTC  |  Edited by: Gizznitt Malikite
Local definitely needs to be fixed...... Rynnik's ideas are an interesting start idea, and I support CCP looking into changes similar to these.

If they don't introduce a new intel system with the Winter Release, I'd like to see a 10-15 second delay on people appearing in and seeing local. This isn't overpowered, and will go a little way to forcing players to adapt when NOT provided such easy instant intel.
Endeavour Starfleet
#49 - 2011-11-14 20:12:06 UTC
Yes adapt. As in adapt to making sure they are in perfect formation for your gank.

You will NOT accept them doing anything but in perfect parade mode for the attack. Roll

Delayed local is the same as removing it. Big alliances gain more and more power.

Do NOT delay or remove local. If you need to remove it to improve chat replace it with an even better system.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#50 - 2011-11-14 20:38:54 UTC
Additional thoughts on Rynnik's Proposal:

I toy a lot with the idea of moving system local -> constellation local: IMO, the cons of this outway the benefits. It provides too much info, instantly, and this is the biggest problem of local now... your just giving even MORE notice about incoming gangs, and your making intraconstellation travel extremely safe. Overall, it would be a huge boon to the defenders becuase they have more time to ship up to fend off the attackers, they have more time to get their ships safe and out of harms way, and they pretty much negate the ability of an incoming gangt to hide a portion of their force nearby while they bait out some targets.

This is an MMO, so some type of local/area chat is very much needed. The ability to communicate with an unknown in your space is enormously beneficial, but I don't think delayed local like WH space is appropriate (BTW, why is it called delayed local.... WH local should be called Voluntary Local!!!). I think a truly delayed local is probably the best fit. A local where you do not show up in local, nor see local, for 60-120 seconds upon entering a system (i.e. long enough that fast moving gangs can traverse a system and completely avoid local, thereby undermining its value as an intel tool.

I do like the off-grid overview, however:
1.) I think the main overview should be left as is. Let offgrid celestials, beacons, etc show up there, if people want.
2.) I'm worried about my screen space with all these overviews. Ideally, I'd be able to have very specific settings (ships only, wrecks only, etc), so I could minimize the space I need.
3.) I thing the ability to remove individual items from the off-grid overview would be immensely useful (think similar to ignoring ships/sigs while probe scanning).
4.) Don't remove the dscanner without providing another tool to narrow down the location of targets by distance and direction!!!! As a matter of fact, I don't think they should remove the dscanner at all.

5.) The information coming in needs to be balanced. There needs to be warning of a potential threat, without instant identification that it is indeed a threat. Basically, if I come into system 30 AU from a target, upon decloaking, the target should get notified of a an unidentified ship in system. The target should be notified of my ship type by 30ish au's, and my standings at 14ish au. This way, they have time to react to a new person in system, but the threat level is ambiguous (unless its nearby).
6.) In order to balance the with the gate cloak, I would make the off-grid scanner inoperable until gate cloaked is broken. However, I would allow dscanner to work!! Truth be told, I fear this system significantly imbalances the cloak in general, especially covops cloaks. To prevent shifting the interceptor's role to SBs & Recons, I strongly suggest removing the ability to use the offgrid scanner while cloaked. Let ships use dscan, or uncloak, to get this intel.
Endeavour Starfleet
#51 - 2011-11-14 21:15:07 UTC  |  Edited by: Endeavour Starfleet
Gizznitt now for the few months one would stay and be your gank food. Do you want them at half speed to look ready to accept your gank or would you rather have the thrill of full speed for long trail like a fleeing zebra before your weapons hit? Roll

If you are going to propose removing or delaying local atleast come up with ideas for people to look pretty before they lose their craft and go back to hisec. (where y'all will cry more that nullsec continues to empty out)
Gizznitt Malikite
Agony Unleashed
Agony Empire
#52 - 2011-11-14 21:57:33 UTC
Endeavour Starfleet wrote:
Gizznitt now for the few months one would stay and be your gank food. Do you want them at half speed to look ready to accept your gank or would you rather have the thrill of full speed for long trail like a fleeing zebra before your weapons hit? Roll

If you are going to propose removing or delaying local atleast come up with ideas for people to look pretty before they lose their craft and go back to hisec. (where y'all will cry more that nullsec continues to empty out)


I don't see this problems you foretell. I really don't. I've lived in nullsec for most of my EvE career, typically PvE'ing in null on one character and PvPing on this toon. I've had lots of experience from both sides dealing with enemy cloakers and roaming gangs, and don't think this unbalances the system in some unfair manner.

Please explain why this system is sooo problematic?

Rynnik
Evasion Gaming
The Ancients.
#53 - 2011-11-15 00:06:25 UTC  |  Edited by: Rynnik
Endeavour Starfleet wrote:
If you need to remove it to improve chat replace it with an even better system.


Well I actually think what I outlined in the original posts could BE that even better system if CCP wanted it to be. I don't mind saying that I personally think a bit of intel nerf would be a healthy thing for the game, but I am not attached to that opinion and I have found both sides of the debate to be interesting. I definitely have a PvP bias in game as it is what I have fun doing (I can promise you I haven't missed any Golem kills lately however Pirate). CCP will balance the game though, and if they decide to balance it more in favour of the prey then the hunter then so be it.

The problem with local chat as 'THE' intel tool however is that there isn't really any balance options available to them. They either keep it as is, which they ALREADY said they aren't interested in doing, or they turn it off in some capacity, either permanently like in WHs or in some sort of delayed manner. Those are fairly crap options. What I am throwing around is an idea to replace the local chat as intel with something they can actually adjust in a variety of scalable ways, in a variety of types of space or other factors.

I see it like this from the carebear perspective:

As a smart carebear I have filled the spot where local chat used to be with a detached overview window that I use as my alarm system. Through use of filters I know that anything that is a threat will show up on that window as soon as my ship senors pick it up. That is what gives me my warning to get out of dodge (CCP can adjust ship sensors to give me the appropriate reaction time based on balance.)

This is pretty much the default under this new system, but I am particularly cagy so that isn't good enough for me. I also added gates to my 'alarm system' overview window, so now I can greatly increase my ship sensors effectiveness by focusing them on the in-gate which shows up in my alarm overview. As long as the gate is showing I know no one can slip into system through that gate without me getting warning. If I get lazy and have my focused ship senors (ala current d-scan) in the wrong direction I have made myself more vulnerable.

Through adjusting my behaviour and taking action I make myself safer and gather more specific intel to what I happen to be concerned with, alternatively by effectively using the intel tools pvpers can gain more or less information depending on their actions. This is the kind of system I believe could be positive - whether carebears end up safer or more vulnerable due to the change is entirely up to CCP and not something I am particularly interested in debating until we have a few details on what the system will be.
Rynnik
Evasion Gaming
The Ancients.
#54 - 2011-11-15 00:40:10 UTC
Gizznitt Malikite wrote:
I toy a lot with the idea of moving system local -> constellation local: IMO, the cons of this outway the benefits. It provides too much info, instantly, and this is the biggest problem of local now... your just giving even MORE notice about incoming gangs, and your making intraconstellation travel extremely safe. Overall, it would be a huge boon to the defenders becuase they have more time to ship up to fend off the attackers, they have more time to get their ships safe and out of harms way, and they pretty much negate the ability of an incoming gangt to hide a portion of their force nearby while they bait out some targets.

This is an MMO, so some type of local/area chat is very much needed. The ability to communicate with an unknown in your space is enormously beneficial, but I don't think delayed local like WH space is appropriate (BTW, why is it called delayed local.... WH local should be called Voluntary Local!!!). I think a truly delayed local is probably the best fit. A local where you do not show up in local, nor see local, for 60-120 seconds upon entering a system (i.e. long enough that fast moving gangs can traverse a system and completely avoid local, thereby undermining its value as an intel tool.


I never really thought of going to constellation chat as a buff to intel collection. But I can definitely see what you are saying about prep time for people who are also looking to pew pew and face a threat or even if the folks watching it simply become risk adverse enough that they get safe when a potential hostile enters that greater spanning intel 'catch all'. If that behaviour perpetuates it is also a big buff to AFK cloaking as in that case 1 can shut down an entire constellation rather then an entire system. Does that behaviour continue to build if you move it to an entire regional channel? Something even bigger? A Jita sized local everywhere you go? The Jita local spammers probably wouldn't mind that one. P

At the end of the day I am not sure what the solution to local chat is. I don't think 'voluntary local' is too much but I can understand others not wanting it.

I mean there are lots of things CCP could do ranging through various levels of ridiculous. Change local to not show who is talking? Ugh Change local to not having a member list and making the name unclickable so that least the person has to type and link a character name in chat if they care? Ugh The ideas just get worse and worse as I brainstorm it.

What if local stayed instant but went to a LY system instead of being tied to a constellation or something? Even change the LY 'range' in null so that it is something huge (as null tends to be emptier so it keeps the chanel 'fuller' and 'pin pointing' someone by presence in it should be tougher). In hi-sec greatly decrease the LY range so that it is much closer to 1 or a limited few systems (maybe not all congruent however). I don't know.

I don't have all the answers and am sure someone out there can do better then I just did thinking about it.
Rynnik
Evasion Gaming
The Ancients.
#55 - 2011-11-15 01:28:35 UTC  |  Edited by: Rynnik
Gizznitt Malikite wrote:
I do like the off-grid overview, however:
1.) I think the main overview should be left as is. Let offgrid celestials, beacons, etc show up there, if people want.


I know I didn't say it clearly enough looking back, but my intent is that my proposal should do this.

The UI needs an overhaul if it is to be 'THE' intel tool. Part of that in my mind, should be an increase in the filters and configurability available. If someone wants one window/tab/whatever to display output from either the on or off grid overview then they should absolutely be able to do that.

I didn't present it as 'two' overviews because I wanted the UI locked in like that. Rather I presented it in the way I did to make it clear that the information is gathered (not presented) through two entirely different systems. The on-grid stuff stays exactly like it is now. The off grid stuff is the stuff gathered by a ship sensor that can be configured through range and angle like the d-scanner can now, and which has a limited, delayed, or partial presentation of information which is scalable and balancable across a range of factors.

Gizznitt Malikite wrote:
2.) I'm worried about my screen space with all these overviews. Ideally, I'd be able to have very specific settings (ships only, wrecks only, etc), so I could minimize the space I need.


If the UI was done right what currently shows up in three windows with local chat, directional/system scan, and the overview could all be packed (through configurations and filters) onto one window. Alternatively if you demand to have every thing on its own specific window and all of them showing at once taking up every inch of your screen you should be able to I think.

Make the limitation on intel and how it is gathered be the limiting / balancing factor. NOT how you choose to display that information.

Gizznitt Malikite wrote:
3.) I thing the ability to remove individual items from the off-grid overview would be immensely useful (think similar to ignoring ships/sigs while probe scanning).


Agreed. Something like this would be slick.

Gizznitt Malikite wrote:
4.) Don't remove the dscanner without providing another tool to narrow down the location of targets by distance and direction!!!! As a matter of fact, I don't think they should remove the dscanner at all.


Wha? Gizz did you read what I wrote in the original post? Cry

The intent is to keep the full functionality of the d-scan in the overviewish presentation. You can still narrow and focus your ship senors towards off grid stuff by selecting range and angle. The only difference is not having to press the button and having the distance and direction automatically apply the appropriate overview filters.

---

Stupid 'too many quotes' forum limitation. P TBC.
Rynnik
Evasion Gaming
The Ancients.
#56 - 2011-11-15 01:29:25 UTC
Gizznitt Malikite wrote:
5.) The information coming in needs to be balanced. There needs to be warning of a potential threat, without instant identification that it is indeed a threat. Basically, if I come into system 30 AU from a target, upon decloaking, the target should get notified of a an unidentified ship in system. The target should be notified of my ship type by 30ish au's, and my standings at 14ish au. This way, they have time to react to a new person in system, but the threat level is ambiguous (unless its nearby).



Absolutely. I have avoided specific numbers and I don't know if 'unidentified flying objects' (sorry, I had to... Twisted) should show up at 14 AU, 30 AU, or 300 AU. But the basic gist of that is what I am proposing.

Gizznitt Malikite wrote:
6.) In order to balance the with the gate cloak, I would make the off-grid scanner inoperable until gate cloaked is broken. However, I would allow dscanner to work!! Truth be told, I fear this system significantly imbalances the cloak in general, especially covops cloaks. To prevent shifting the interceptor's role to SBs & Recons, I strongly suggest removing the ability to use the offgrid scanner while cloaked. Let ships use dscan, or uncloak, to get this intel.


I don't know if the gate cloak would be OP if you could gather information on this system with it. I don't think it would be much different then now.

I also don't mind the idea of cloaked ships becoming the favoured intel tools and I don't think SBs and recons would replace interceptors, but these are certainly the types of things I think we should be discussing on the off chance CCP is reading and actually considering this. Maybe nullified T3s would have to be 'intel' nerfed to keep them from being the Nullsec scouting must have. But I already think covops, SBs, and recons have enough down sides to keep from becomming overpowered in this system.
Endeavour Starfleet
#57 - 2011-11-15 03:22:37 UTC
Gizznitt Malikite wrote:
Endeavour Starfleet wrote:
Gizznitt now for the few months one would stay and be your gank food. Do you want them at half speed to look ready to accept your gank or would you rather have the thrill of full speed for long trail like a fleeing zebra before your weapons hit? Roll

If you are going to propose removing or delaying local atleast come up with ideas for people to look pretty before they lose their craft and go back to hisec. (where y'all will cry more that nullsec continues to empty out)


I don't see this problems you foretell. I really don't. I've lived in nullsec for most of my EvE career, typically PvE'ing in null on one character and PvPing on this toon. I've had lots of experience from both sides dealing with enemy cloakers and roaming gangs, and don't think this unbalances the system in some unfair manner.

Please explain why this system is sooo problematic?



Because big alliances have the power to "adapt" or make use of it in the full. Hell I suspect it wouldnt be long before their friends devise a system of HTML5 use and screen capture software to develop a pusedo local or super intel system just for them as well as plenty of Dscan spamming bot alts. Perfect for locking down a few "PVE" systems that cost an arm and a leg to rent or even use.

Small alliances wont get that. They will get filled with even more AFK cloakers and driven out. It is already bad enough with AFK cloakers killing them left and right when they dare to get out of the POS. Any local changes makes that many times worse.

Trust me when I say such a change means no null for me. And of course your "solution" by that point will simply be to nerf hisec to try to "force" people back. That is when MANY people simply leave the game.

This inst Star Trek Online, This isn't Mass effect. The intel is needed to get your ass in warp before the 'ceptor locks you down. You change that and give them even a few seconds and the resulting increase of solo ganks will be astronomical for the few short months people will stay and be targets.

Please stop pretending it is anything more than a huge buff to large alliances.
Yarkhan
Caldari Provisions
Caldari State
#58 - 2011-11-15 18:05:48 UTC  |  Edited by: Yarkhan
killorbekilled TBE wrote:
0.0 space should be like wh local, low sec delayed, and empire always there


+1 !


That would enhance cloaking tactics, and war-strategy.
1/2 AFK's perma scout would then be useless, replacing by in-space intel.

"roleplaying" 'speaking, hi-sec must stay self.
Navy BS at gates are giving intel.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#59 - 2011-11-15 18:10:14 UTC
Endeavour Starfleet wrote:

Because big alliances have the power to "adapt" or make use of it in the full. Hell I suspect it wouldnt be long before their friends devise a system of HTML5 use and screen capture software to develop a pusedo local or super intel system just for them as well as plenty of Dscan spamming bot alts. Perfect for locking down a few "PVE" systems that cost an arm and a leg to rent or even use.

Small alliances wont get that. They will get filled with even more AFK cloakers and driven out. It is already bad enough with AFK cloakers killing them left and right when they dare to get out of the POS. Any local changes makes that many times worse.

Trust me when I say such a change means no null for me. And of course your "solution" by that point will simply be to nerf hisec to try to "force" people back. That is when MANY people simply leave the game.

This inst Star Trek Online, This isn't Mass effect. The intel is needed to get your ass in warp before the 'ceptor locks you down. You change that and give them even a few seconds and the resulting increase of solo ganks will be astronomical for the few short months people will stay and be targets.

Please stop pretending it is anything more than a huge buff to large alliances.


????? So, this change is in favor of big alliances ?????

Lets forget that big alliances already have advantages like large JB networks to instantly move around a region, region wide intel channels, big blobs, titans to hotdrop, and can place several cloaky alts in any system.... but, changing the intel system system, so locals don't instantly know whether the new people in system are friendly or not gives big alliances an advantage???? And your evidence of this, is that they will create intel gathering bots and other third party software that enables them to create an artificial local, and thereby have an advantage.

Well... lets assume an alliance has people posted throughout the system to provide moreless instant intel when a new person comes into local. This would give the defenders an advantage..... so what! They won't be able to do this but to a few systems, and their secrets will leak out! Compare this to now, where those same bots are spread out into many regions, are not geographically isolated to a gate, meaning those bots can rat and earn income. So, this moves intel from region wide, to a much smaller area, especially for bigger alliances.... but its a change that favors big alliances??? It doesn't give them any more advantage than they already have, and they have to work pretty stupidly hard to get it.

I must be missing something, how is this such a big buff to large alliances?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#60 - 2011-11-15 19:13:26 UTC
Rynnik wrote:
Gizznitt Malikite wrote:
6.) In order to balance the with the gate cloak, I would make the off-grid scanner inoperable until gate cloaked is broken. However, I would allow dscanner to work!! Truth be told, I fear this system significantly imbalances the cloak in general, especially covops cloaks. To prevent shifting the interceptor's role to SBs & Recons, I strongly suggest removing the ability to use the offgrid scanner while cloaked. Let ships use dscan, or uncloak, to get this intel.


I don't know if the gate cloak would be OP if you could gather information on this system with it. I don't think it would be much different then now.

I also don't mind the idea of cloaked ships becoming the favoured intel tools and I don't think SBs and recons would replace interceptors, but these are certainly the types of things I think we should be discussing on the off chance CCP is reading and actually considering this. Maybe nullified T3s would have to be 'intel' nerfed to keep them from being the Nullsec scouting must have. But I already think covops, SBs, and recons have enough down sides to keep from becomming overpowered in this system.


1.) What is the difference between Nullsec and WH space with your intel changes? I don't see any differences. Decreasing null intel to WH style might seem reasonable, but there are HUGE differences in game play that significantly make this unbalanced. For most wormholes, there is no such thing as solo content. Your targets are almost always in a group, well tanked (often with RR), making them more dangerous to engage. Additionally, the rats themselves do enough damage to give most covert ships a short life expectency, and will more often than not switch targets to the new kid on the block. WH rewards are much higher than nullsec, and finally, WH traffic is highly limited, meaning the threat of an incoming gang is much lower than in nullsec. Ironically, since scanning for probes becomes automatic, life in a WH also becomes safer.

2.) I really think covert cloaks become OP in your system. The SB can instantly lock a target upon decloaking, such that no target can escape, and most BC's would have a hard time warping before a recon catches them. The truth is, I often rat with cloakies in system. Stay aligned, don't warp to zero, and stay alert, and 95% of the time you're uncatchable. Keeping up that diligence 100% of the time though, is not something I'd enjoy nor want to do. All covert ships can be reasonably well tanked, the target has NO warning that they are there before they attack, so why would you hunt with anything else?? (I'd really hate to deal with Noir with this change... yuck!!!) The truth is, the hunted deserves a little warning of potential danger. Its important for game balance, and under your intel scheme, covert cloaks break it! I personally think the unreconable minute of gate cloak is a little too much, allowing a pilot to more often than not locate a target and instantly warp to it from gate cloak.

-- Potential Gate cloak compromise: Anyone within scan range of the gate gets a gate activation notice....
-- Potential Cloak compromise: Severely limited offgrid scanning range while cloaked.... (except for covops, which should get an increased decloak-lock delay instead.)
-- Random Interceptor and Covops boon.... Increased scan range?

3.) Finally, I really think that local should still exist... but in a truly delayed mode (on the order of 120 seconds), where you can't see local, and local can't see you for that entire delay. I thought of increasing this to constellation, but I can't think of a reasonable delay, and I really want to maintain the uncertainty involved in going through a gate! This also limits cloaky camping, in the sense that its not any more powerful than it already is because the person will appear in local if they stay in system long enough.