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Player Features and Ideas Discussion

 
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Replacing Local

First post
Author
Shade Alidiana
PROSPERO Corporation
#21 - 2013-12-09 13:25:50 UTC
Interesting ideas here. I support both the minigame and sensor overlay dscanning, but I think scan strangth shoudn't be determined by probe resistance since battleships won't see a thing and some cruisers will likely perform very well. What about sensor strength alone?
Erutpar Ambient
The Scope
Gallente Federation
#22 - 2013-12-15 04:15:15 UTC
The ideas you guys have come up with are pretty interesting, but there are still a few things you need to account for before you can reasonably replace local. It is very important to retain a balance between the different entities this will impact.

Local is an extreme mechanic, but it balances the risk created by other extreme mechanics by causing stagnation. Here are the ones i can think of.

Local - Cloaking - Cyno - Star Map Info

Local: Extreme Intel (immediate threats)
Cloaking: (More specifically Covert Ops Cloaking) Extreme impunity + free intel
Cyno: Extreme force projection
Star Map Info: Extreme Intel (target prospecting)

Without Local, the synergy between Cloaking and Hot dropping would be an unmitigatable threat. This would cause a major increase in risk. Also the risk generated by Star Map Info showing every pilot in the game at a glace where null sec residents are active would go unmitigated there by increasing risk at least slightly.

Of course on the other hand these other mechanics in unison balance Local by cause stagnation.
Without Cloaking, systems can be cleared of hostiles. Major decrease in risk.
Without Hot drops, the maximum force a cloaked pilot can project is 1 ship. Major decrease in risk.
Without Star Map Info, pilots would have to do a lot more ground work resulting in less frequent random hostilities. At least a slight decrease in risk.

To fix any of these things you need to fix the rest. All of these mechanics are too extreme to be healthy for this game. They all need to be altered (nerfed) in some way. And i personally believe that Local should be the last of these changes.

On the flip side though, how hard would it be to find targets without Star Map and Local? Do we really want to empower the meta-game? These are some tough issues for sure.
Arthur Aihaken
CODE.d
#23 - 2013-12-15 04:32:14 UTC
Erutpar Ambient wrote:
Without Local, the synergy between Cloaking and Hot dropping would be an unmitigatable threat.

This is the same tired excuse that's been recycled every time someone suggests overhauling local. Don't care.

I am currently away, traveling through time and will be returning last week.

Arwen Ariniel
Shaolin Legacy
Preatoriani
#24 - 2013-12-15 11:26:28 UTC
Erutpar Ambient wrote:
Cloaking: (More specifically Covert Ops Cloaking) Extreme impunity + free intel
Cyno: Extreme force projection

Without Local, the synergy between Cloaking and Hot dropping would be an unmitigatable threat.

Guess what CCP, allready did something about that: Mobile cynosural Inhibitor.
Can't hotdrop if you can't cyno.

When it comes to the free intel, i can see your point. So only allow cloackies to gather passive intel (hey look, there is a ship).
And disallow the minigame while cloacked. From a lore perspective. The minigame requires actively using the sensors, which you can't, because you're cloacked.
MonkeyMagic Thiesant
24th Imperial Crusade
Amarr Empire
#25 - 2013-12-15 14:37:14 UTC
Perhaps what's needed is a third state of local for NS? WHs have no local, but for various reasons pointed out elsewhere, that's no use in null.

Off the top of my head: make NS local a constellation wide channel. Gives more longterm warning (ie someone in the area), but less precise and less immediate warning (someone in your system).

This would further distinguish the three areas of space in terms of the dynamics of local: empire space, null and whs, all very different.
Humang
Sudden Buggery
Sending Thots And Players
#26 - 2013-12-15 15:24:08 UTC
Just my opinion, but...

I always thought that local updates should be dependent on the sec-status of the system, for example every point of sec status under 0.5 should add 10 seconds or so to the update interval.

Simply put-

  1. You enter a 0.2 system.
  2. You local updates with the current list of known people in the system.
  3. The update interval passes (in 0.2 it would be 30 sec and this would be system based, not 30 sec after you enter)
  4. A new local list is compiled, adding new visitors and removing ones no longer present.

As a note, talking in local would still have the same effect as adding you to the local list instantly.

It would giver people a chance to catch the inattentive, but should aid against people loitering in system cloaked (and I use that in the lightest tense, anti-cloak threads are a menace)


Addition:
MonkeyMagic Thiesant wrote:
Perhaps what's needed is a third state of local for NS? WHs have no local, but for various reasons pointed out elsewhere, that's no use in null.

Off the top of my head: make NS local a constellation wide channel. Gives more longterm warning (ie someone in the area), but less precise and less immediate warning (someone in your system).

This would further distinguish the three areas of space in terms of the dynamics of local: empire space, null and whs, all very different.

I really like this idea, however I see it as trading one evil for another. As soon as a fleet enters a region, miners and ratters will know to just dock up and wait for them to pass, giving even less of a chance for people to catch them off-guard (constellation chat would be better, but its just a mid-point between the two)

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

MonkeyMagic Thiesant
24th Imperial Crusade
Amarr Empire
#27 - 2013-12-15 15:38:30 UTC  |  Edited by: MonkeyMagic Thiesant
Humang wrote:

I really like this idea, however I see it as trading one evil for another. As soon as a fleet enters a region, miners and ratters will know to just dock up and wait for them to pass, giving even less of a chance for people to catch them off-guard (constellation chat would be better, but its just a mid-point between the two)


Maybe maybe - perhaps depends on the numbers. In a lot of NS you have literally nobody else in local, or no neutrals. Is that the case for an entire constellation?

Might be the case that eve player density is enough for every constellation to have a few neutrals in it - even if just other ratters. If that was the case, ratters/miners would just have to get on with it regardless, and rely instead on dscan and alt eyes.
Tryaz
University of Caille
Gallente Federation
#28 - 2013-12-15 15:49:06 UTC
Arwen Ariniel wrote:
[...] So only allow cloackies to gather passive intel (hey look, there is a ship).
And disallow the minigame while cloacked. From a lore perspective. The minigame requires actively using the sensors, which you can't, because you're cloacked.


Haven't had time to read all these awesome responses yet but I love this suggestion! It makes so much sense too! I see the covert ops cloaking gameplay as allegorical with modern day submarine warfare (indulge me). In submarine warfare, passive sonar is used to gather information because active sonar (i.e sending out a ping) reveals your position. Surely this suggestion by Arwin makes perfect sense: a cloaked ship can't actively scan so must be content with a lower tier of information.

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Humang
Sudden Buggery
Sending Thots And Players
#29 - 2013-12-15 16:52:08 UTC
Tryaz wrote:
Submarine warfare, passive sonar is used to gather information because active sonar (i.e sending out a ping) reveals your position. Surely this suggestion by Arwin makes perfect sense: a cloaked ship can't actively scan so must be content with a lower tier of information.


This is interesting, could it be something like being able to see if people are actively d-scanning? hi-jacking their d-scan results, though at less accuracy, would be pretty cool.

AFK cloaking thread Summary - Provided by Paikis Good Post Etiquette - Provided by CCP Grayscale

Nikk Narrel
Moonlit Bonsai
#30 - 2013-12-15 16:57:54 UTC
I would suggest some aspects which evolved from past discussions. Here are the basics from a thread I made, for reference.
https://forums.eveonline.com/default.aspx?g=posts&t=112964&find=unread

Automated D-scan, but cycle time is based off of a combination of sensor strength combined with the range being used.
(Low sensor strength with maximum range resulting in longer cycle time, reflecting the burden being offset by processing time)

D-scan results being added to the overview, which is already your ship's list of known items sorted by player preference.

Sensor use being defined into three aspects, probes, active and passive.
Probes are as is currently, with the addition that they send out an active pulse like a ship does, to the specified range when activated.

Active use sends out a signal, detectable by other ships, to a range limited by your ships overall sensor strength and skill combination. (Higher skills letting you understand results from greater ranges)
The active pulse can be detected at 150% of range by others in this distance, further if they have higher sensor skills.

Cloaking ships cannot use active sensors without disrupting their cloak. The broadcast of energy being opposed to the needs of stealthy operations. Recloaking possible after normal delay by existing ship details.

Passive relies on existing signals reaching the ship, such as found from celestial beacons or other ships / probes broadcasting in active mode.

Active scanning can detect the simple and undefined presence of a cloak in use, within it's range. This is limited to the existence of such cloaking as a yes or no limit, not relating size, number, distance, or any other location detail except that it was within range of the sensors.

For areas where anchoring is possible, the placement of active broadcasting points calibrated to be readable by friendly ships as if they had broadcast the sensor pulse directly. Non friendly ships can locate the broadcast points, as if they were celestial beacons, and warp to them. These are destructible, requiring either defense or replacement to maintain as needed.
Lloyd Roses
Artificial Memories
#31 - 2013-12-15 18:13:15 UTC
If there is no local to indicate people jumping into system, I believe gate fire should be somewhat recognizable from afar. For example, said cloaky didn't show up in local - but the ratter's/miner's dscan still has chances to pick up gate-fire on xy-gate if he was actively looking in that direction or simply close enough to that gate.

With a bomber and it's whole hunting-specialization, it surely should have a formidable *passive sensor thingy*. Would be cool to suddenly see a green battleship-icon pinging in an anomaly on your system scanner!

To the submarine analogy, isn't dscanning itself the passive thing - and launching probes the active version?
Tryaz
University of Caille
Gallente Federation
#32 - 2013-12-15 19:46:10 UTC
Lloyd Roses wrote:
If there is no local to indicate people jumping into system, I believe gate fire should be somewhat recognizable from afar. For example, said cloaky didn't show up in local - but the ratter's/miner's dscan still has chances to pick up gate-fire on xy-gate if he was actively looking in that direction or simply close enough to that gate.

With a bomber and it's whole hunting-specialization, it surely should have a formidable *passive sensor thingy*. Would be cool to suddenly see a green battleship-icon pinging in an anomaly on your system scanner!

To the submarine analogy, isn't dscanning itself the passive thing - and launching probes the active version?


Really interesting idea Lloyd. Gate-fire registering on D-scan would certainly do something to offset the removal of Local. I'll add it to the OP

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#33 - 2013-12-15 19:51:04 UTC  |  Edited by: Tryaz
Nikk Narrel wrote:
I would suggest some aspects which evolved from past discussions. Here are the basics from a thread I made, for reference.
https://forums.eveonline.com/default.aspx?g=posts&t=112964&find=unread
[ibid]


This is great stuff Nikk, I'm adding it to the OP! Have a read of Batelle's idea (reply #6, p.1) for displaying Dscan results using the sensor overlay, personally I think that's preferable to cluttering up the overview.

Really interesting suggestion - and a fair one I think - to allow active scanning to reveal cloak-use nearby. I love the dichotomy that it presents PvE pilots with: do I active scan and reveal my presence or do I risk that there's a cloaker nearby? :D :D brilliatly evil!

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#34 - 2013-12-15 20:04:51 UTC
Humang wrote:
This is interesting, could it be something like being able to see if people are actively d-scanning? hi-jacking their d-scan results, though at less accuracy, would be pretty cool.


Yea that was my idea, that some aspect of clicking Scan on your D-scanner would be detectable by the passive scanning of other ships.

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Tryaz
University of Caille
Gallente Federation
#35 - 2013-12-15 20:17:18 UTC
MonkeyMagic Thiesant wrote:
Perhaps what's needed is a third state of local for NS? WHs have no local, but for various reasons pointed out elsewhere, that's no use in null.

Off the top of my head: make NS local a constellation wide channel. Gives more longterm warning (ie someone in the area), but less precise and less immediate warning (someone in your system).

This would further distinguish the three areas of space in terms of the dynamics of local: empire space, null and whs, all very different.


Great! Constellation wide Local is really interesting. Is a Region-wide local too much?

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Arwen Ariniel
Shaolin Legacy
Preatoriani
#36 - 2013-12-16 13:31:13 UTC
Nikk Narrel wrote:

D-scan results being added to the overview, which is already your ship's list of known items sorted by player preference.

Wow! Great write-up you made! Am truly loving how you worked it out.
Except for the dscan results being added to the overview :p

We allready have a dscan window, so imho it's best to show all shipcontacts in that window, and not clutter up the overview.
Added bonus, if you click on one of the contacts, the camera swings around, to show you the direction of the contact on the overlay ;)
Arwen Ariniel
Shaolin Legacy
Preatoriani
#37 - 2013-12-16 13:49:25 UTC
Tryaz wrote:
MonkeyMagic Thiesant wrote:
Perhaps what's needed is a third state of local for NS? WHs have no local, but for various reasons pointed out elsewhere, that's no use in null.

Off the top of my head: make NS local a constellation wide channel. Gives more longterm warning (ie someone in the area), but less precise and less immediate warning (someone in your system).

This would further distinguish the three areas of space in terms of the dynamics of local: empire space, null and whs, all very different.


Great! Constellation wide Local is really interesting. Is a Region-wide local too much?

Well, the entire idea of this discussion is to find a way to remove the intel gathering function from local, so it becomes again what it was supposed to be. A comms channel. And making local operate as in wormholes is simply the best solution to that.

Removing the possibility to hail someone in local is just bad. a lot of ppl autoreject chat invititations, so when ransoming someone, you still need a way to talk, and preferably without alerting the entire constellation or region about the fact that you're ransoming someone.

Now what we do are trying to invent with this thread, is a tool, that gives you that same information as local did. But not automatically, you'll have to play the game to get the intel. Play the minigame to identify an unknown target. Set up mobile sensors to get more acurate information faster.

And on a sidenote, those mobile sensors could even be used to get early warnings. Making it possible to scan from out of system, and have the information displayed on the maps. It would even add a new tactic to war. If you want to travel unnoticed through enemy space, you'll have to take out the sensors first. Alltho imho this is outside of this topic.
ll Kuray ll
Space Wolves ind.
Solyaris Chtonium
#38 - 2013-12-16 14:02:27 UTC  |  Edited by: ll Kuray ll
It's almost like an ideal opporunity for some sort of mobile unit. a mobile unit in a system will open up a chat window to those in corp/alliance. One window will report each system that contains a mobile unit. Mobile unit can be placed anywhere in system including a pos. Unit is a small destoyable item (no reinforce) and has small HP. Things that it will report:
Name, standings (excellent, good, neut, terible, bad, war target), corp, alliance, Ship, location (belt x1-v...), and warp to.

Intention is to create bring back the hit and run fleets.
Replace local and the number of intel channels
Provides corps/alliances at war intel on targets
Provides SOV holding alliances info on incursions
Provides attacking fleets positions of ratters/miners and also numbers in system perhaps
Can be although not inclusive to, placement in a pos

Perhaps unit also has a timer? higher anchoiring skill increases duration of unit... meaning the actual gathering of intel becomes a task.
Nikk Narrel
Moonlit Bonsai
#39 - 2013-12-16 14:09:10 UTC
Arwen Ariniel wrote:
Nikk Narrel wrote:

D-scan results being added to the overview, which is already your ship's list of known items sorted by player preference.

Wow! Great write-up you made! Am truly loving how you worked it out.
Except for the dscan results being added to the overview :p

We allready have a dscan window, so imho it's best to show all shipcontacts in that window, and not clutter up the overview.
Added bonus, if you click on one of the contacts, the camera swings around, to show you the direction of the contact on the overlay ;)

This, like anything else on the overview, would be optional based on the filters you pick.

You would always be able to use the existing window for D-Scan, if you preferred, and not display these contacts there.
Nikk Narrel
Moonlit Bonsai
#40 - 2013-12-16 14:12:47 UTC
ll Kuray ll wrote:
It's almost like an ideal opporunity for some sort of mobile unit. a mobile unit in a system will open up a chat window to those in corp/alliance. Each system that contains a mobile unit will report any intel to this chat channel. Mobile unit can be placed anywhere in system and will provide intel to the owners. Unit is a small destoyable item (no reinforce) and has small HP.

Intention is to create bring back the hit and run fleets.
Replace local and the number of intel channels
Provides corps/alliances at war intel on targets
Provides SOV holding alliances info on incursions
Provides attacking fleets positions of ratters/miners and also numbers in system perhaps
Can be although not inclusive to, placement in a pos

Perhaps unit also has a timer? higher anchoiring skill increases duration of unit... meaning the actual gathering of intel becomes a task.

This is basically an automated sensor buoy.

I would spin it to be divided into two types, an active that broadcast sensor energy for more information, in exchange for being easily spotted as a beacon you could warp to and destroy...
Vs a passive one, that relied on things entering grid with it, or detecting energy broadcast by others using active type detection methods.