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My Proposal for Local Chat (Not a nerf or rant, just an idea)

Author
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#1 - 2014-08-26 15:45:56 UTC  |  Edited by: Bronson Hughes
Having (almost) everyone show up in Local in non-WH space is not only fine (to some extent), it fits with the lore. Each system has stargates, and these stargates control who can enter and leave a system, and they keep a record of who's in system. This is the "Traffic Control" we notice when we first try to go into a system after downtime.

But here's the thing. Traffic Control has (or should have) no way of knowing if a pilot has left system via means other than a stargate (Wormhole, Jump Drive, or Jump Bridge.)

So here's an idea. Keep Local largely as-is but pilots will not become visible in Local until they:

1. Enter a system via stargate.
2. Dock at a station.
3. Say something in Local Chat.

And here's the kicker: Pilots won't disappear from their previous Local channel until they show up in a new one.

Given the lack of stargates and stations in WH-space, this would leave Local in WH-space exactly as it is now.

Local in hisec would remain largely as it is now because the vast majority of traffic into or out of hisec is via stargate, but the presence of hisec wormholes and the ability to jump out of hisec would change it's dynamic slightly.

But Local in losec and nullsec would become more...dynamic. BlOps bridging would become more covert (only the covert cyno pilot would show up in local, assuming they weren't left there by another BlOps bridge). Non-hotdropped capitals would gain a certain element of surprise, assuming they didn't dock after jumping in. Wormholes would become far more useful for transit between points in K-space. And (I feel unfortunately), it would remove supercap pilots from Local entirely unless they talked in Local.


Having said all of that, I'm not a strong supporter of changing how Local works. I think it's largely fine just how it is. This is just an idea I'm pitching in to see what folks think.

Thoughts?

EDIT: From my reply below, adding for clarity.


I had thought about how Local handles pilots logging off. Initially, I was thinking that pilots would continue showing up in Local (whichever Local they happened to be in) when they logged out. This would make for some interesting gameplay options because you'd never know if, for example, that AFK cloaker was even really logged in or not, let alone at the keyboard.

But, I took it out of my proposal because of the density of logged out pilots in certain systems. Can you imagine the server strain and bandwidth issues if Jita Local tried to display the names and portraits of every single pilot logged off in Jita? As interesting as I think this would be from a gameplay perspective, I doubt the hardware could handle it effectively. So, for now, my idea has you disappearing from Local, whichever Local you may be in, when you log out, and then reappearing when you log in. It's just like it is now, except for the whole "I may not be where Local thinks I am" part.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

w3ak3stl1nk
Hedion University
#2 - 2014-08-26 15:49:43 UTC
Hot dropping friendly?

Is that my two cents or yours?

Velicitia
XS Tech
#3 - 2014-08-26 15:51:56 UTC
looks more solid than the other "fix local" plans.

Not sure having supers have "nope, you're never gonna see me!" is a good thing though.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

shimiku
Zircron Industries
#4 - 2014-08-26 15:52:25 UTC
so when i jump in to a system and cloak and log out then in again i will not apear in local
so now i can hot drop ppl with out them know it might happen / be prepared ?
Fer'isam K'ahn
SAS Veterinarians
#5 - 2014-08-26 16:06:01 UTC
+1 for innovation and logic. Reserve my judgement about implementation for now. Nice trail of thoughts. Big smile
Discomanco
We pooped on your lawn
#6 - 2014-08-26 16:36:03 UTC
shimiku wrote:
so when i jump in to a system and cloak and log out then in again i will not apear in local
so now i can hot drop ppl with out them know it might happen / be prepared ?

Depends on how the local is going to work out with the "Pilots won't disappear from their previous Local channel until they show up in a new one.".
Logging off might remove you from local (or may not), but once you log in, your previous Local was still the same, so you were never showed up in a new one?
I don't know, just a thought
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#7 - 2014-08-26 16:58:47 UTC
Discomanco wrote:
shimiku wrote:
so when i jump in to a system and cloak and log out then in again i will not apear in local
so now i can hot drop ppl with out them know it might happen / be prepared ?

Depends on how the local is going to work out with the "Pilots won't disappear from their previous Local channel until they show up in a new one.".
Logging off might remove you from local (or may not), but once you log in, your previous Local was still the same, so you were never showed up in a new one?
I don't know, just a thought

I had thought about how Local handles pilots logging off. Initially, I was thinking that pilots would continue showing up in Local (whichever Local they happened to be in) when they logged out. This would make for some interesting gameplay options because you'd never know if, for example, that AFK cloaker was even really logged in or not, let alone at the keyboard.

But, I took it out of my proposal because of the density of logged out pilots in certain systems. Can you imagine the server strain and bandwidth issues if Jita Local tried to display the names and portraits of every single pilot logged off in Jita? As interesting as I think this would be, I doubt the hardware could handle it effectively. So, for now, my idea has you disappearing from Local, whichever Local you may be in, when you log out, and reappearing when you log in. It's just like it is now, except for the whole "I may not be where Local thinks I am" part.

So, to answer the original question, if you show up in Local, you'll show up in Local until you show up in another Local. Logging out won't drop you from whichever Local you're in when you log back in.

Now, you could still get a "ghost" CovOps into any system without the logoff mechanic. Have another CovOps pilot enter the system via stargate (they'd be visible in Local), have them light a covert cyno, and then have a BlOps bridge you into system. You'd be cloaked, and not show up in Local, but it would take three pilots to accomplish and you'd be vulnerable to being probed out for at least a few moments while the covert cyno is up.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Mike Voidstar
Voidstar Free Flight Foundation
#8 - 2014-08-26 17:42:23 UTC
I can go along with this so long as it holds until the pilot does *anything* detectable---shoot a rat, warp, dock, launch probes, use Dscan.... anything at all but move at subwarp without a MWD out of sight of anything else. As soon as you are on grid with something that is monitored... you are now monitored.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#9 - 2014-08-26 17:46:15 UTC
Mike Voidstar wrote:
I can go along with this so long as it holds until the pilot does *anything* detectable---shoot a rat, warp, dock, launch probes, use Dscan.... anything at all but move at subwarp without a MWD out of sight of anything else. As soon as you are on grid with something that is monitored... you are now monitored.

I originally wanted to do something like that as well. You do something in local, you show up in Local. However, I have a feeling that implementing that would be quite a technical challenge. For the sake of simplicity, I kept the current WH-space mechanic of you say something in local, you show up in Local.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#10 - 2014-08-27 14:47:54 UTC
Bumping an idea that, at least so far, people haven't thought is horrible.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Aivlis Eldelbar
State War Academy
Caldari State
#11 - 2014-08-28 13:01:55 UTC
+1 for the innovative side of it, I can't say I've read this before.

It does sound hard to implement, though, and would lead to massive headaches if you're trying to hunt someone.
The downside of your proposal is of course the fact it buffs hotdroppers in null, as it allows them to seed undetectable cynoships into system via bridges, with no counterplay possible.

What makes WH local work so well is the nature of wormholes and the inability of unseen predators to summon their whole coalition on top of Random Mackinaw #1287981 with impunity. People are fine with not seing reds in local since if they got into system it's because the entrances were not being monitored, and even if something decloaks, it will have to kill you by it's own merits, not via an "I Win Button"

While your system is a decent, if complex, proposal, it needs mechanics more advanced than the ones present in w-space to decide if someone shows up in local. Dscan pings could be a way, as they are needed for active hunting, and it matches RL nicely (active radars can be detected at double their own range due to them radiating energy out, so if someone is pinging dscan they should be noticeable in some way). You could argue for this to only happen if the hunter used dscan close enough to a gate, station, etc... thus adding another element to make systems more diverse.

In all honesty, I don't see this happening in EVE with it's current developement direction, but best of luck with the idea, as it's quite nice.
Alvatore DiMarco
Capricious Endeavours Ltd
#12 - 2014-08-28 13:41:03 UTC
Since we're talking about lore, stargates will indeed know if you've left the system. The FTL communications we keep seeing referred to in the lore manifest themselves for us as the chat system. FTL communications are handled by fluid routers; these routers are embedded in each stargate just as a matter of simplicity. Every ship that is built has its own transmitter that matches with an identical one in the FTL communications backbone.

https://community.eveonline.com/backstory/scientific-articles/faster-than-light-communication/ <-- Here's the proper explanation.

So when you leave system, yes indeed the fluid router network will take notice. Even if you leave by a WH or cyno.
Zylona Femtov
Center for Advanced Studies
Gallente Federation
#13 - 2014-08-28 14:04:24 UTC
Bronson Hughes wrote:


So here's an idea. Keep Local largely as-is but pilots will not become visible in Local until they:

1. Enter a system via stargate.
2. Dock at a station.
3. Say something in Local Chat.




For once we have a reasonnable idea, that might work.

I would point out that only crossing a gate or log/unlog in station should be registered.
That for being logical with the Concord control.


If you arrived throught a wormhole or you log in space after downtime,
you shouldn't be visible in local until you speak out.

That might freakout people at war in hight sec and low sec might be more interesting to investigate if the usual pirate cannot see you directly at first, travelling in null might become tricky as most of the time it's allright.

I like this idea
Bristol Snogg
Velocity Industries Ltd
#14 - 2014-09-29 18:31:58 UTC
I have also been thinking about this and would like to add to the OP.

So lets consider the following. To appear in the local chat channel as already mentioned a pilot has to:

Enter a system via a stargate and...

A communication hub needs to be present in system.

So for High Sec, Low Sec and NPC 0.0 due to the presence of a NPC station this communication hub will already be built as is part of the station and so local members are displayed as per normal now.

However any NPC space that does not have a station there are two trains of thought;
a. Local does not get displayed unless members communicate in it, just like WH space
b. or CCP design a communication hub and anchor it around the sun so that the communication hub generates its power from the system sun. Imagine having this structure orbiting the sun, just visible in the glow. This will allow local to be displayed as per normal.


This brings us the non NPC space or 0.0 space owned by alliances etc

If an alliance want local members to be displayed then they will need to build in each system they own a communication hub which again can be anchored only around the sun.

If this structure is in system then local members are displayed as per normal. If the communication hub is not present then guess what, then local acts just like it does WH space. So this will be separate structure from the station.

Of course this is EVE and so this communication hub can be destroyed, but unfortunately is just another structure grinding scenario.

So in 0.0 space by not having a communication hub means that people entering the system can enter without being detected unless the people living in system use their D-Scan. Those that live in system can also be hidden unless those entering use their D-Scan.

In WH space the communication hub cannot be anchored due to the effects of WH space. So WH space does not change, it remains as is.
Daenika
Chambers of Shaolin
#15 - 2014-09-29 19:35:43 UTC  |  Edited by: Daenika
I'm....actually a huge fan of this idea, and it fits perfectly with lore. It would definitely make wormhole travel a LOT more powerful, but still leave limits (ie you can surprise jump someone in the system the wormhole is in, but not in the next system over, since you'd have to take a stargate to get there).

That said, I would amend it such that jumping to a cyno beacon places you in local, since they are anchored structures that are likely in Concord's database uplink. Ship-based cynos would work as you suggest. This is to further emphasize that you either need to have a cyno ship to jump to, or an escort fleet at the cyno beacon.

Also, since kills are logged in Concord's DB in k-space, it might make sense to add pilots to local once they've been logged on a killmail. This would allow single-instance ganks without allowing hordes to float in a system cloaked on a gate for every traveler through.

That said, I tend to agree with the above. I think Supers should have an innate exclusion to this, in that they always show up in local (large enough that the stargates automatically detect them, or a Concord-required transponder, or something).
Alundil
Rolled Out
#16 - 2014-09-29 19:58:44 UTC
Echoing other nods of approval. Of all of the ideas that have sought to "iterate" on local, this one seems a decent middle ground between ensuring that local is still present and functioning but doesn't offer free, limitless and instantaneous intel gathering.

Given that my personal preference is the wspace model of delayed until you say something, I DO realize that such a model would likely never be adopted by CCP for the kspace systems (as known is implied).

[LORE]
With that said, stargates and stations (and even jump bridges perhaps) are the only structures that one could reasonably assume would have transit records made available to CONCORD or whichever New Eden group is responsible for maintaining the "public" interstellar comm relays. All other methods of ingress/egress avoid, explicitly, any involvement with or reliance on CONCORD maintained structures.
[/LORE]

As for the actions that "get you reported in local" here's my breakdown:

**in 0.0**
Talking in local (duh)
Jumping a gate
Un/Docking in a station
Jumping in via Jump Bridge
interacting with an agent in space

**In high/low security**
the above (excluding things not possible in high/low)
gaining suspect/criminal flag

The reason I don't think that 0.0 local should report pilots with aggression is the same reasons they don't go flashy now. 0.0 = lawless space.

I'm right behind you

Angelique Duchemin
Team Evil
#17 - 2014-09-29 20:08:56 UTC
Local is fine.

With interceptor gangs jumping in and warping to all the sites within seconds, local keeps people paying attention or they get killed.

The good thing about local is that it makes people feel safe enough to rat in Carriers and bring out other expensive ships.

Ships that can then fall victim to smart gangs or to the pilot not paying attention.

People beg for a local nerf because they want free kills for little or no effort but once the risk-reward scales so far in the risk direction then they will just find other methods of income and you won't have anything to hunt.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Daenika
Chambers of Shaolin
#18 - 2014-09-29 20:28:15 UTC  |  Edited by: Daenika
Quote:
The reason I don't think that 0.0 local should report pilots with aggression is the same reasons they don't go flashy now. 0.0 = lawless space.


I tend to agree, but it's well established that kills, at least, get reported. That's why I suggested that pilots that post on a killmail show up in local. That's not aggression, just if you're actually on a killmail.

I would also add cyno beacons to the list. They use the same system as jump bridges.

Angelique Duchemin wrote:
People beg for a local nerf because they want free kills for little or no effort but once the risk-reward scales so far in the risk direction then they will just find other methods of income and you won't have anything to hunt.


No they don't. They want the possibility of a kill, period. As it stands now, even with an interceptor, you have a minimum of about 12-15 seconds from an interceptor pilot jumping into system until they land on grid with you, and that's if they pick the right anoms and it's relatively close to the gate. Even with hyperspatial accelerators and implants, inties still can't drop below about 10-12 seconds from initiating warp to landing on grid unless it's a very short warp.

Now, any stationary ship short of a capital can guarantee getting into warp in 8-10 seconds with the use of an AB or MWD. These ships are even largely immune to bubbles. It takes a warp-speed rigged dictor with implants a minimum of 10-20 seconds to get on grid with a station, even if the station is on the same celestial as the jump gate. The dictor can instantly deploy a bubble after leaving warp, but then must burn around (another 20-30 seconds, or more for large stations) to get other approach vectors. As long as the ratting ship initiates warp before the bubble on their approach vector is deployed (even if they are still aligning and have not yet entered warp at the time), they will land at zero on the station and instantly dock up. Even if they are coming from the same direction as the dictor, from hundreds of AU away, they'll sail clean through the bubble and land at zero.

Local is too powerful in its current state, and ratters have too much of an advantage in the balance.

Also note that this wouldn't do much for interceptor gangs, since those mostly roam through stargates. This would mostly be a thing for covert gangs moving around via wormholes or blops bridges.
Angelique Duchemin
Team Evil
#19 - 2014-09-29 20:43:04 UTC
Daenika wrote:
Quote:
The reason I don't think that 0.0 local should report pilots with aggression is the same reasons they don't go flashy now. 0.0 = lawless space.


I tend to agree, but it's well established that kills, at least, get reported. That's why I suggested that pilots that post on a killmail show up in local. That's not aggression, just if you're actually on a killmail.

I would also add cyno beacons to the list. They use the same system as jump bridges.

Angelique Duchemin wrote:
People beg for a local nerf because they want free kills for little or no effort but once the risk-reward scales so far in the risk direction then they will just find other methods of income and you won't have anything to hunt.


No they don't. They want the possibility of a kill, period. As it stands now, even with an interceptor, you have a minimum of about 12-15 seconds from an interceptor pilot jumping into system until they land on grid with you, and that's if they pick the right anoms and it's relatively close to the gate. Even with hyperspatial accelerators and implants, inties still can't drop below about 10-12 seconds from initiating warp to landing on grid unless it's a very short warp.

Now, any stationary ship short of a capital can guarantee getting into warp in 8-10 seconds with the use of an AB or MWD. These ships are even largely immune to bubbles. It takes a warp-speed rigged dictor with implants a minimum of 10-20 seconds to get on grid with a station, even if the station is on the same celestial as the jump gate. The dictor can instantly deploy a bubble after leaving warp, but then must burn around (another 20-30 seconds, or more for large stations) to get other approach vectors. As long as the ratting ship initiates warp before the bubble on their approach vector is deployed (even if they are still aligning and have not yet entered warp at the time), they will land at zero on the station and instantly dock up. Even if they are coming from the same direction as the dictor, from hundreds of AU away, they'll sail clean through the bubble and land at zero.

Local is too powerful in its current state, and ratters have too much of an advantage in the balance.

Also note that this wouldn't do much for interceptor gangs, since those mostly roam through stargates. This would mostly be a thing for covert gangs moving around via wormholes or blops bridges.


People are killing ratters in null all day every day. What are they doing right that you don't?

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Daenika
Chambers of Shaolin
#20 - 2014-09-29 20:59:31 UTC
Quote:
People are killing ratters in null all day every day. What are they doing right that you don't?


They are finding people that are afk or stupid. I myself lost a Rattlesnake to a hotdrop back in my FA days of yore when I went AFK for a bio with a neut in system. Careless people will lose their stuff regardless.

The problem is, if people are paying attention, they are 100% immune to ganks most of the time. Ratting carriers a bit less so, but battleships and below can completely negate any gank attempt purely through vigilance. It doesn't matter how skillful or prepared the ganking party, if the ratter hits "warp to station" as soon as a local enters system, they cannot be ganked with current mechanics. That's why afk cloaking is a thing, because it's the only way to catch otherwise watchful people, by making the presence of the neut so persistent that the only options are to give up on ratting in that system entirely, or rat with the neut in system and give up your local intel source.

This method would give gankers an option in certain circumstances. I recall a few weeks back when we had a system with literally 30 multiboxed characters mining in barges in a system. If a neut entered system, they initiated warp nearly instantly. Whether it was a bot or simply a vigilant person, there wasn't a single thing that could have been done about those miners. They were functionally mining in high sec, in that they had essentially zero risk of being ganked. I'm not sure even a log-in warp at belt in an interceptors would have been fast enough to catch them.
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