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The 'Local' chat issue

Author
Mike Voidstar
Voidstar Free Flight Foundation
#141 - 2014-04-07 15:22:01 UTC
Justin Cody wrote:
Mike Voidstar wrote:
My point is that it's not zero effort to gain the benefit.

Local isn't your problem. The fact that the space you are hunting in has been cleared of hostiles is. It has been cleared, and stays clear due to the efforts of those holding the space.

You didn't build your own ship. Should you have to build every shred of ammo, every module, and every hull you use? Of course not, MMO's are all about group efforts and interactive play.

The same is true of what you are not liking here. The nullbears are hunting in space cleared by their allies. They deserve the chance to flee that they are using because they have allies keeping that space clear. Go hunt the guards and they won't be running so fast.


you have no idea of what it is that you are talking about.

Example:

Just now literaly in the last 5 minutes a 30 man gnosis gang with logistics (ospreys I believe) docked up in the face of our 12 man tech 3 gang...really 9 because 3 of ours were guardians. Why? because of local...they can see the spike even before we load grid. nullbears and miners are a problem because htey expect safety rather than to HTFU and be wary. You talk about cooperative game play but when I tell you that you should have PvPers guarding your mining fleet you insist that your mining fleet be able to go toe to toe with a pvp ship.

You're far too entitled.


I just wanted to address this in another way...

They did not dock because of local. They docked because they didnt want to fight you.

The problem goes back to the inherant valueless nature of space. Nothing you do can take the space from them. They cannot do what the want to do with you shooting them. They lose nothing more by docking, gain nothing from fighting, and stand to lose everything if they fight. Regardless of their chances, there is zero upside for them to engage.

As they are flying ships with the intent to evade hostile players, have no interest in just fighting for the sake of a fight, gain nothing, lose everything, have weaker ships, no option to disengage once they have engaged... Of course they ran. Not because of local... Because they dont want to fight.

I dont honestly understand your issue, beyond you feel entitled to pick a fight with anyone, anytime, anywhere, and force them to fight on your terms. They choose not to.

You have the same options everyone talks about... Bait them, or find someone who wont run.
Nikk Narrel
Moonlit Bonsai
#142 - 2014-04-07 15:32:01 UTC
Mike Voidstar wrote:
I just wanted to address this in another way...

They did not dock because of local. They docked because they didnt want to fight you.


Hi Mike!

THIS is correct.

But, I would clarify two details.

One, they did not dock up because of local, agreed. They were ABLE to know that a force larger than they felt capable of handling was inbound because of local, however.
Local was not the motivation, it was the alarm bell provided at no extra effort / cost.

The second part, in my opinion, is the central point that all of this centers around.
I would suggest, that these pilots knew they were not flying ships fitted for PvP, or else their obvious numbers advantage would have made it more compelling for them to shoot back.

The inherent conflict, that we complain of little interaction when the ships are NOT designed for interaction, is present.
I believe it needs to be addressed.

The recent dev post on exhumers for the next tiericide gives hope, in my opinion, as that Skiff has good fighting potential increases.
Justin Cody
War Firm
#143 - 2014-04-07 15:34:39 UTC
Mike Voidstar wrote:
Justin Cody wrote:
[quote=Mike Voidstar]

stuff we said



I just wanted to address this in another way...

They did not dock because of local. They docked because they didnt want to fight you.

The problem goes back to the inherant valueless nature of space. Nothing you do can take the space from them. They cannot do what the want to do with you shooting them. They lose nothing more by docking, gain nothing from fighting, and stand to lose everything if they fight. Regardless of their chances, there is zero upside for them to engage.

As they are flying ships with the intent to evade hostile players, have no interest in just fighting for the sake of a fight, gain nothing, lose everything, have weaker ships, no option to disengage once they have engaged... Of course they ran. Not because of local... Because they dont want to fight.

I dont honestly understand your issue, beyond you feel entitled to pick a fight with anyone, anytime, anywhere, and force them to fight on your terms. They choose not to.

You have the same options everyone talks about... Bait them, or find someone who wont run.


I don't disagree with you that Sov space is far too easily protected in a passive manner. I have other threads dealing with those issues. I think station services should be reduced in HP to more like that of a POCO (2-3M EHP instead of the 15M they are now).

On top of that I think all sov benefits should come from being connected to both the Ihub and a pos module like the cyno jammer. So if my gang of say 10-30 guys rolls into your system I can come incap that pos module. And if I do all your sites despawn within the next fuel consumption cycle of said POS.

At least then it would create and incentive for residents to *actually* live there and fight for territory when threatened as a small gang could interrupt isk making activities quite severely...even though they are not directly impacting control of the system.

It would also force miners to have protection beyond mere drones and maybe cap backup via a cyno. But this is about local chat...which is one part of the overall changes.

CCP has already stated that they want to overhaul null sec sov to be more like faction warfare with reasons for people to live there and to fight. Some of those changes by the way might come in the form of 'invited' NPC agents. Imagine if you will your alliance or corporation owning an outpost. You also have standings to NPC corps and at a certain level you could start inviting corporations to install agents there for missions. Space value increased!

Out posts may be made destructible in the future and a few years from now we might see a POS revamp. Change is afoot dear Voidstar!
Mike Voidstar
Voidstar Free Flight Foundation
#144 - 2014-04-07 15:57:01 UTC
I agree with both of you.

My stance about the need for local or its equivalent is based on the current mechanics. If ships are designed with evasion as a defense, they must have oportunity to evade. Denying them that is like giving miners a weapon that would let them mine out your hull right through the shields and armor while keeping you ecm'd.

The core of the issue is that space has too little value. Fleets are flown fit purely for PvE because the only value is time on task, and thus must maximise value per time unit. Since their value per time unit is near zero with you engaging them, they only stand to lose even more value by engaging and so at no point does it benefit them to fight unless that is what they enjoy.

Tie that awareness and value to something that can be attacked and you may indeed see more active defensive measures. I doubt it. Folks will be right back here complaining of blob defense and inability to catch lone miners due to intel upgrades within a week...
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#145 - 2014-04-07 18:30:48 UTC
I have no problem with the idea of warning radar, or it's equivalent giving approximate fleet sizes and maybe even ship types.

I do have a problem with my ship being essentially "me", broadcasting my life history, approximate skill points, kill and loss history and so on.

This game should be about the spaceships, not the people in them - at least during combat.

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".

Mike Voidstar
Voidstar Free Flight Foundation
#146 - 2014-04-07 18:58:59 UTC
Mournful Conciousness wrote:
I have no problem with the idea of warning radar, or it's equivalent giving approximate fleet sizes and maybe even ship types.

I do have a problem with my ship being essentially "me", broadcasting my life history, approximate skill points, kill and loss history and so on.

This game should be about the spaceships, not the people in them - at least during combat.



That would not solve the issue in the OP, because it would be trivial to use that to flee as soon as unexpected guests arrived.

The opportunity to run at all before landing on grid is the 'problem'. I doubt any solution that does not end in explosions will satisfy.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#147 - 2014-04-07 19:43:39 UTC
Mike Voidstar wrote:
Mournful Conciousness wrote:
I have no problem with the idea of warning radar, or it's equivalent giving approximate fleet sizes and maybe even ship types.

I do have a problem with my ship being essentially "me", broadcasting my life history, approximate skill points, kill and loss history and so on.

This game should be about the spaceships, not the people in them - at least during combat.



That would not solve the issue in the OP, because it would be trivial to use that to flee as soon as unexpected guests arrived.

The opportunity to run at all before landing on grid is the 'problem'. I doubt any solution that does not end in explosions will satisfy.


I think we're getting close to the root of the problem.

This ability to warp to exactly zero on a friendly, or cyno in a fleet from gazillions of miles away with zero error... it puts all fights firmly in the hands of the aggressors.

What if "warp to fleet member" had an error margin of 50-200km? And a cyno jump resulted in a similar (or worse) error?

Perhaps then the incentive to always flee could be reduced, since you could pick off a tackler or two while going - or at least see what you were up against.

At the moment, fights are either:
- I was tackled and now reside in a clone vat, or
- I evaded tackle and lived. Now I'm watching TV in my station to see how much boredom my attackers can stand.

They might be better if they were:
- I was tackled and dealt with the tackler. I was about to go for his buddy but then ships started dropping out of warp around me. I overheated my microwarp, pulled range and warped to safety. Close call, my heart is pumping, but man I feel good!

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".

Mike Voidstar
Voidstar Free Flight Foundation
#148 - 2014-04-08 02:37:47 UTC
Nikk Narrel wrote:

Hi Mike!

THIS is correct.

But, I would clarify two details.

One, they did not dock up because of local, agreed. They were ABLE to know that a force larger than they felt capable of handling was inbound because of local, however.
Local was not the motivation, it was the alarm bell provided at no extra effort / cost.



This is where you are incorrect. It does not come at no extra effort/cost. It is provided by the efforts and cost of their combat forces keeping the space clear of neutrals and hostiles. It is a direct result of persistant cooperative play. If no efforts to keep the space clear it would be flooded with neutrals and there would be no early warning, just like in high sec. No additional effort is needed because the work is ongoing by others, just like no additional work is needed to fly a ship you didnt produce yourself, even if it wasnt built when you were online.

There is absolutely no reason to deny alliance members this benefit. It is needed to make the space usable at all under the current ruleset.
Nikk Narrel
Moonlit Bonsai
#149 - 2014-04-08 14:11:41 UTC
Mike Voidstar wrote:
Nikk Narrel wrote:

Hi Mike!

THIS is correct.

But, I would clarify two details.

One, they did not dock up because of local, agreed. They were ABLE to know that a force larger than they felt capable of handling was inbound because of local, however.
Local was not the motivation, it was the alarm bell provided at no extra effort / cost.



This is where you are incorrect. It does not come at no extra effort/cost. It is provided by the efforts and cost of their combat forces keeping the space clear of neutrals and hostiles. It is a direct result of persistant cooperative play. If no efforts to keep the space clear it would be flooded with neutrals and there would be no early warning, just like in high sec. No additional effort is needed because the work is ongoing by others, just like no additional work is needed to fly a ship you didnt produce yourself, even if it wasnt built when you were online.

There is absolutely no reason to deny alliance members this benefit. It is needed to make the space usable at all under the current ruleset.

Local is not a tool.
A tool helps you perform a task, by giving you more leverage than you would otherwise have.
This does the job by itself. What you do with the information becomes your responsibility.

Local is like an automated player, reporting flawlessly all new arrivals into the system, in the form of an alphabetized list.
It goes so far as to include standings flags.

The free gift of certainty, along with being prompted exactly when to respond, is not something provided by your efforts here.
The absence of local's absolute reporting, even if some aspects are kept in place, would balance the effort driven ability to go beyond what local offers, to include hunting covert shipping.

But it is not a balanced proposal to be able to hunt cloaked vessels, if you are being prompted by this automated function.

And effectively forcing out stealth shipping by fuel or time limits simply resolves the stalemates in the favor of those not dependent on these. It should be quite obvious this would shift gameplay.
Zatar Sharisa
New Eden Heavy Industries Incorporated
#150 - 2014-04-10 00:51:16 UTC
Mournful Conciousness wrote:
They might be better if they were:
- I was tackled and dealt with the tackler. I was about to go for his buddy but then ships started dropping out of warp around me. I overheated my microwarp, pulled range and warped to safety. Close call, my heart is pumping, but man I feel good!



I like the way you think, sir, but then we'd have people upset because of the loss of bitter, bitter tears, as apparently you're supposed to take it for their team, and then offer up your frustrated wails or it's no fun at all.

I understand about indecision, but I don't care if I get behind.  People livin' in competition.  All I want is to have my peace of mind.

"Peace of Mind"  --  Boston

Mike Voidstar
Voidstar Free Flight Foundation
#151 - 2014-04-10 02:39:05 UTC  |  Edited by: Mike Voidstar
Nikk Narrel wrote:
Mike Voidstar wrote:
Nikk Narrel wrote:

Hi Mike!

THIS is correct.

But, I would clarify two details.

One, they did not dock up because of local, agreed. They were ABLE to know that a force larger than they felt capable of handling was inbound because of local, however.
Local was not the motivation, it was the alarm bell provided at no extra effort / cost.



This is where you are incorrect. It does not come at no extra effort/cost. It is provided by the efforts and cost of their combat forces keeping the space clear of neutrals and hostiles. It is a direct result of persistant cooperative play. If no efforts to keep the space clear it would be flooded with neutrals and there would be no early warning, just like in high sec. No additional effort is needed because the work is ongoing by others, just like no additional work is needed to fly a ship you didnt produce yourself, even if it wasnt built when you were online.

There is absolutely no reason to deny alliance members this benefit. It is needed to make the space usable at all under the current ruleset.

Local is not a tool.
A tool helps you perform a task, by giving you more leverage than you would otherwise have.
This does the job by itself. What you do with the information becomes your responsibility.

Local is like an automated player, reporting flawlessly all new arrivals into the system, in the form of an alphabetized list.
It goes so far as to include standings flags.

The free gift of certainty, along with being prompted exactly when to respond, is not something provided by your efforts here.
The absence of local's absolute reporting, even if some aspects are kept in place, would balance the effort driven ability to go beyond what local offers, to include hunting covert shipping.

But it is not a balanced proposal to be able to hunt cloaked vessels, if you are being prompted by this automated function.

And effectively forcing out stealth shipping by fuel or time limits simply resolves the stalemates in the favor of those not dependent on these. It should be quite obvious this would shift gameplay.



There is no resolution here, because there is an impasse where those that use the current broken cloaks will not accept the danger that everyone else in EVE is supposed to be subject to.

Local gives leverage for the task of Evasion. It is a baseline function. Local does not do anything for you automatically, you must choose to act. It is your responsibility to pay attention and react accordingly, regardless of your intentions of attack or evade. No more effort should be required to simply know the presence of another pilot--- it is beyond ridiculous to argue that a pilot must manually push a button every 5 seconds to get a reading, that *should* be automatic because that's what we build computers for. Local may provide too much information, but none of it other than presence of another pilot is what prompts evasion.

If you cannot accept that the bare minimum info of the presence of another pilot should be available at all times, then you cannot accept the existence of ships that rely on evasion in the current ruleset. If ships arrived outside of point range, or tackle was not indefinite, then there would be a different discussion occurring.

Under the current ruleset in K-space, local is required. If other changes are made, that can be revisited.

Regardless, cloaks that cannot be hunted are broken under the basic concept of EVE. You become completely safe. never subjected to non-consensual PvP, without even the need to put out the effort of watching local. Every argument about the perfect safety of local is utterly trumped by the absolutely inviolate safety of cloaks as they currently exist. They don't balance eachother, because local is balanced in the rule set. Cloaks are just broke.
Nikk Narrel
Moonlit Bonsai
#152 - 2014-04-10 13:49:46 UTC
Mike Voidstar wrote:
...

Regardless, cloaks that cannot be hunted are broken under the basic concept of EVE. You become completely safe. never subjected to non-consensual PvP, without even the need to put out the effort of watching local. Every argument about the perfect safety of local is utterly trumped by the absolutely inviolate safety of cloaks as they currently exist. They don't balance eachother, because local is balanced in the rule set. Cloaks are just broke.

What is good for one, is good for another.


---
Regardless, docked ships that cannot be hunted are broken under the basic concept of EVE. You become completely safe. never subjected to non-consensual PvP, without even the need to put out the effort of watching local. Every argument about the perfect safety of local is utterly trumped by the absolutely inviolate safety of docked ships as they currently exist. They don't balance each other, because local is balanced in the rule set. Docked ships are just broke.
---

The funny thing is, your statement makes perfect sense when substituting docked ships in exchange for cloaked ships.

Now, before you judge too quickly, and assume that you are being mocked, consider what local empowers.
Local empowers PvE ships, such as the ones I often use mining, to both know the threat exists, and when it has arrived.
This effectively let's me get into a POS, or dock up, before I can be attacked... but still make ISK up to that point.

I did not need to fit a module onto my ship to either dock with an outpost, or enter the shields of a POS.
While I am docked or inside the POS, I can refit my ship, change vessels, repair damage, etc.

If I am to use a cloak, I must sacrifice a high slot. If I am to use a vessel capable of cloaked warp, I must sacrifice that plus even more aspects the devs deemed appropriate to balance the ability.
I cannot repair cloaked.
I cannot change ammo cloaked.
I cannot launch probes cloaked.
I certainly cannot change ships cloaked.

The upshot, is that the group efforts have resulted in our version of safety having significant benefits, while that portable version is comparatively no frills basic protection only.

Oh, and local residents also have the option of swapping into a PvP craft, or even a similar cloaked ship. Whether a POS or outpost, I often do so since I want to play rather than twiddle my thumbs.

Like us, a pilot relying on a cloak to secure encounters not balanced to overwhelm will probably avoid interacting with ships in scenarios where they see little chance of a positive outcome.

That... that is my point.
BOTH sides are using a balanced ability to avoid overwhelming encounters where they end a play session, or simply just the tools they were playing with at the moment.

IF you want to fix this, shift the details so they no longer are motivated to avoid each other. Make them willing to encounter each other, and test each other's ability to fight.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#153 - 2014-04-10 13:58:14 UTC
If you want don't want a local then stay in wspace. All of new Eden has a local because concord has relays all through space rather they have a presence there or not. Wspace doesnot have this since you can't even have a straight transmission system out of holes that open and close all of the time.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#154 - 2014-04-10 14:35:14 UTC  |  Edited by: Mournful Conciousness
Agondray wrote:
If you want don't want a local then stay in wspace. All of new Eden has a local because concord has relays all through space rather they have a presence there or not. Wspace doesnot have this since you can't even have a straight transmission system out of holes that open and close all of the time.


But surely a ship ought to be able to switch off its transponder - even if that generates a system-wide warning by the gate:

"warning! a ship has transitioned the xxxx stargate showing no identification. Assumed to have hostile intent."

I think this would add a new twist to the game since if IFF were switched off, even friendlies might mistake you for a hostile (I suggest applying it to the overview also).

One could hail a ship directly (right-click->pilot->start conversation) and of course then you'd see who it was (if they responded).

This would be better wouldn't it? Offering more tactical interpersonal contact without losing the early warning facility of local in 0-sec?

EDIT: if this mechanic were enabled I would envisage switching off the transponder in hisec or lowsec to be a suspect offence - making you flashy yellow to all until 15 minutes after it was switched back on. There would also be a sec hit.

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".

Nikk Narrel
Moonlit Bonsai
#155 - 2014-04-10 14:36:17 UTC
Agondray wrote:
If you want don't want a local then stay in wspace. All of new Eden has a local because concord has relays all through space rather they have a presence there or not. Wspace doesnot have this since you can't even have a straight transmission system out of holes that open and close all of the time.

While I appreciate your opinion, I cannot speak for others present in this discussion.
The presumed story line explanation has already been heard, in multiple variations.

This discussion deals more with game play than story telling, however.

Did you have something to add, or were you seriously suggesting that Null and WH space are identical except for local?
Mike Voidstar
Voidstar Free Flight Foundation
#156 - 2014-04-10 16:09:42 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
...

Regardless, cloaks that cannot be hunted are broken under the basic concept of EVE. You become completely safe. never subjected to non-consensual PvP, without even the need to put out the effort of watching local. Every argument about the perfect safety of local is utterly trumped by the absolutely inviolate safety of cloaks as they currently exist. They don't balance eachother, because local is balanced in the rule set. Cloaks are just broke.

What is good for one, is good for another.


---
Regardless, docked ships that cannot be hunted are broken under the basic concept of EVE. You become completely safe. never subjected to non-consensual PvP, without even the need to put out the effort of watching local. Every argument about the perfect safety of local is utterly trumped by the absolutely inviolate safety of docked ships as they currently exist. They don't balance each other, because local is balanced in the rule set. Docked ships are just broke.
---

The funny thing is, your statement makes perfect sense when substituting docked ships in exchange for cloaked ships.

Now, before you judge too quickly, and assume that you are being mocked, consider what local empowers.
Local empowers PvE ships, such as the ones I often use mining, to both know the threat exists, and when it has arrived.
This effectively let's me get into a POS, or dock up, before I can be attacked... but still make ISK up to that point.

I did not need to fit a module onto my ship to either dock with an outpost, or enter the shields of a POS.
While I am docked or inside the POS, I can refit my ship, change vessels, repair damage, etc.

If I am to use a cloak, I must sacrifice a high slot. If I am to use a vessel capable of cloaked warp, I must sacrifice that plus even more aspects the devs deemed appropriate to balance the ability.
I cannot repair cloaked.
I cannot change ammo cloaked.
I cannot launch probes cloaked.
I certainly cannot change ships cloaked.

The upshot, is that the group efforts have resulted in our version of safety having significant benefits, while that portable version is comparatively no frills basic protection only.

Oh, and local residents also have the option of swapping into a PvP craft, or even a similar cloaked ship. Whether a POS or outpost, I often do so since I want to play rather than twiddle my thumbs.

Like us, a pilot relying on a cloak to secure encounters not balanced to overwhelm will probably avoid interacting with ships in scenarios where they see little chance of a positive outcome.

That... that is my point.
BOTH sides are using a balanced ability to avoid overwhelming encounters where they end a play session, or simply just the tools they were playing with at the moment.

IF you want to fix this, shift the details so they no longer are motivated to avoid each other. Make them willing to encounter each other, and test each other's ability to fight.



Incorrect.

Cloaked ships cannot be hunted at all. They are as safe as a docked ship, safer than one in a POS. They require nothing but a high slot and minimal ship resources to completely circumvent PVP in any fashion while remaining indefinitely in open, enemy, space. Docked and POS are supposed to be safe. There are systems with no stations, and if cloaks were not broken then you could more effectively hunt there, as a safe spotted cloakex ship could not remain undetected forever regardless of skill, equipment, effort or even luck. They are completely passive for the entire duration of their unlimited use.

Even a docked pilot can be hunted. You can verify its location, set up a camp and watch for it to undock, even bubble the undock to prevent the use of instawarp bookmarks. You can negate that pilot as a threat if you want to put in the active time and effort.... and that is in a place that is supposed to be safe. Not so with a cloaked ship.

Local provides you information that allows you to act, or not, as you choose. It is only effective if you are awake, aware, and paying attention. It loses that effectiveness in any area of space with poor traffick control and so relies on either good timing, remoteness or the efforts of many to remain effective. Using local to evade predators is active on the part of the pilot at all times.

Local is a demonstrably, independantly balanced and active mechanic. Cloaks are not. Arguments can be made that local provides too much detailed information, but its functional use as a tool to enable evasion is a game necessity that cannot change without several other core mechanical changes and an overall shift in the nature of EVE combat. Cloaks already violate many of those core principals and are broken as they stand.
Mike Voidstar
Voidstar Free Flight Foundation
#157 - 2014-04-10 16:10:42 UTC  |  Edited by: Mike Voidstar
Double post. Sorry.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#158 - 2014-04-10 16:15:32 UTC
Mike Voidstar wrote:
...


That is a reasonable position (despite the double post) and I am beginning to see your point of view.

How would you resolve this initial obstacle so that the discussion could move on to an improved local?

Would you advocate some kind of inactivity timer for a cloaked ship, or perhaps a cloak only working for a limited time before needing to "recharge"?

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".

Mike Voidstar
Voidstar Free Flight Foundation
#159 - 2014-04-10 16:33:44 UTC
Mournful Conciousness wrote:
Mike Voidstar wrote:
...


That is a reasonable position (despite the double post) and I am beginning to see your point of view.

How would you resolve this initial obstacle so that the discussion could move on to an improved local?

Would you advocate some kind of inactivity timer for a cloaked ship, or perhaps a cloak only working for a limited time before needing to "recharge"?


Neither. The only "improvement" local could withstand and remain balanced in the current game environment is to possibly not give all its current information unless a ship got closer... But that would be worse. If local displayed an empty contact that suddenly changed to pilot as the ship got closer it would be giving even more information than it does now, and the few prepared pilots willing to wait and see would have warning to flee.

The balance of local is independant from anything done to cloaks.

If I was to balance cloaks I would start with making them subject to probing, but at a high enough difficulty that only those dedicated to the task would be able to do it, with difficulty, depending on cloak quality. Cov-ops would need a max skilled pilot with implants and a bonused hull fit for scanning, while lesser cloaks would be more vunerable.

I would have all cloaks behave as cov-ops do now, to allow warping while cloaked, with difficulty to probe and cap draw as the primary differences.

I would finish by giving them a cap draw sufficient that they would require significant cap mods to be on all the time, severly compromising the ships combat effectiveness to maintain a persistant cloak, except on bonused hulls which already are balanced with cloaks in mind. Now that we have mobile depots this would allow stronger combat ships to penetrate space, refit and operate more conventionally.
Nikk Narrel
Moonlit Bonsai
#160 - 2014-04-10 16:42:22 UTC
So, your argument implies balance does not currently exist, since your solution set would undeniably shift future events more in favor of PvE play over cloaked threats.

Since the only other threat to PvE play, in this context, is massive blobs taking the space itself, the effective risk to PvE play is diminished significantly. I know of no competent player unable to avoid the marching band fleets as they move in to attack, so they are not a threat to PvE directly.

With reduced threat and consequent risk, how do you expect PvE balancing to be affected?