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AFK Cloaking™: Ideas, Discussion, and Proposals

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Teckos Pech
Hogyoku
Goonswarm Federation
#2361 - 2015-06-23 04:47:12 UTC
Ayara Itris wrote:
Mike Voidstar wrote:



2. Fly with support. This is a mixed bag of extra loss, as you tie up the time of everyone who is now babysitting you. The engagement never happens because the camper is camping to avoid this exact scenario, and the camper is now preventing the support fleet from playing instead of just the PvE pilot, because sitting around and not engaging your enemy for days on end isn't fun.

If PvE players flew with support, you know what I'd do? I'd get my guys together and we'd go fight them and have fun doing it. That's called content creation. Sure, I might not engage with my solo ganking ship, but I'll certainly call in some guys and both sides can have fun.


There is this too. Heck, a good system can keep 5-6 guys at least ratting away happily. Got a couple of systems nearby...that means 15-18 guys. Now you might get an actual engagement.

But Mike doesn't like that. He doesn't like PvP, he wants to just PvE. He doesn't even understand that in this game the basic idea is we players create the content....not CCP.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2362 - 2015-06-23 06:17:12 UTC  |  Edited by: Mike Voidstar
Teckos Pech wrote:
Mike Voidstar wrote:
I am not saying that the PvE player should not have to change anything.

I am saying he has no reasonable choices. He would love to hunt down the camper, but that guy is using a broken mechanic to be 100% safe while still being able to hunt others himself. That individual will never consent to PvP either when there is a chance he will lose, and unlike the people he is camping, his is immune to non-consensual PvP.

So the PvE choices are:

1. Fly Suicidal. Simply ignore the camper. This is exactly what the camper is hoping will happen, and sooner or later that gamble will cost you your ship.

2. Fly with support. This is a mixed bag of extra loss, as you tie up the time of everyone who is now babysitting you. The engagement never happens because the camper is camping to avoid this exact scenario, and the camper is now preventing the support fleet from playing instead of just the PvE pilot, because sitting around and not engaging your enemy for days on end isn't fun.

3. Don't Play. Either don't play in that space, or with the trivial cost of setting up alts to do this don't play anywhere the campers feel like setting up camp.

None of those choices are reasonably balanced choices for dealing with a camper who is so safe he can go afk for the next year or so. I am not saying the camper does not have his reasons for doing things that way. However, the point of the game is engagements. The PvE guy only looses in any engagement, because he wants to play other aspects of the game. Those other aspects do not have any win conditions for a PvP encounter. That's why he does not stay. Many people would stay with the right reasons---other pvp games are played constantly, but they don't involve half the players loosing no matter what they do.


FFS you don't have to hunt him, just make it so he can't do anything. 5 guys in ishars will almost surely dissuade all but some of the biggest blops gangs from dropping on you. And with 5 guys you can fit omni tanks and still burn through the anomalies. Yeah your precious isk/hour might take a hit, but you can stay in that system. PvP takes on many, many forms. It does not have to literally be shooting each other.


So one guy using a broken mechanic should be able to passively project enough threat to reduce the value of the space by a factor of at least half?
Just... You know... The guy decided that this space is now worth less, and there is no way to recover that loss in profitability.

The point is I would be perfectly fine with PvP if I could be proactive about it. Yes, my primary interest is PvE activities, but I am willing to defend the space I call home. All the things that I could do to dissuade that one camper from attacking he can do too...except he has no need, since he is using a broken mechanic to be 100% safe the whole time.

I love it when invaders actually stick around and challenge the defense. It just hardly ever works that way. It is almost always the case that as soon as combat forces undock they get back under cloaks and/or leave, only to come back 10 minutes later and do it all over again. My idea of fun play isn't squatting on a gate all night waiting for something to happen that hardly ever does.
Nikk Narrel
Moonlit Bonsai
#2363 - 2015-06-23 13:27:35 UTC
You cannot proactively engage a target who is immune to non-consensual attack.

I expect Mike will point at that, and see cloaked ships as the immune party.

Just as likely, it is the PvE pilots as well.

The cloaked ship is vulnerable at the travel bottlenecks. My old alliance used this as a means to limit their potential.
Quite successfully, I might add.

The PvE pilot is vulnerable to being caught off guard. Not paying attention, or simply being AFK while not bothering to dock up due to expectations of safety.

This is overly balanced, to the point the contest is locked unless one side or the other does something to void the circumstances.

We need to create unavoidable uncertainty on both sides, so the expectation of perfect safety and control is dropped like the training wheels on a child's bicycle.

Knowing what to expect is an advantage. Insisting on knowing what to expect is a handicap.
Mike Voidstar
Voidstar Free Flight Foundation
#2364 - 2015-06-23 14:33:20 UTC
Being caught because you went AFK in open space is perfectly fine and acceptable. Anyone so stupid as to not move to one of the safe areas designed into the game deserves to be hunted and destroyed.

Those areas are well known, easily found even when not on the overview, and involve having Sov or standings and putting out significant ISK. Home field advantage should actually offer one, currently those safe spots play second and third place to the trivial effort of equipping a cloak and hanging out in space.
Teckos Pech
Hogyoku
Goonswarm Federation
#2365 - 2015-06-23 15:33:08 UTC
Mike Voidstar wrote:
Being caught because you went AFK in open space is perfectly fine and acceptable. Anyone so stupid as to not move to one of the safe areas designed into the game deserves to be hunted and destroyed.

Those areas are well known, easily found even when not on the overview, and involve having Sov or standings and putting out significant ISK. Home field advantage should actually offer one, currently those safe spots play second and third place to the trivial effort of equipping a cloak and hanging out in space.


Still eating your cake and wanting it at the same time I see.

If there was a way to create uncertainty other than with cloaks...great. But there isn't, so too bad the cloak is the current best mechanism for that. Hopefully the observatory array (OA) will change all this.

And the answer to this question is,

Quote:
So one guy using a broken mechanic should be able to passively project enough threat to reduce the value of the space by a factor of at least half?


Yes. Although the mechanic is not broken. Working as intended. That is what uncertainty can do. It is why people tend not to like it. That is exactly what we want, IMO, in this game. In the game it keeps things exciting.

Consider this...suppose in the future we have the the OA and it has the following features (among others):

1. After a cloaked ship is stationary for "too long" it becomes probable (i.e. no more AFK cloaking).
2. The OA can be either destroyed or disabled by the entosis link (24/7, that is, it does not get the immunity window, at least for being disabled).
3. When the OA is disabled, local goes bye-bye until somebody from the alliance holding sov comes and does his entosis magic to get it back.

What would Mike do if a hostile comes in? Dock or POS up. After all he is PvEing in a ship that can't PvP. Suppose he decides to just wait out the interloper and said interloper then disables the OA. Now what? Well, Mike can no longer see local so he will not undock that PvE ship until he can. He may not even undock a PvP ship either. In fact, Mike might even go AFK in the hopes he can undock in a cheap ship with an entosis link to restore local.

So what has happened? A guy has come in and slashed the value of the system. And much of that time where value was lost he probably wasn't even in the system. And he created uncertainty as well.

Can we all guess who'll be back here on the forums a few weeks after such a mechanic goes live?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#2366 - 2015-06-23 18:14:47 UTC
Mike Voidstar wrote:
Being caught because you went AFK in open space is perfectly fine and acceptable. Anyone so stupid as to not move to one of the safe areas designed into the game deserves to be hunted and destroyed.

Those areas are well known, easily found even when not on the overview, and involve having Sov or standings and putting out significant ISK. Home field advantage should actually offer one, currently those safe spots play second and third place to the trivial effort of equipping a cloak and hanging out in space.

Home field advantage.

You can park a titan inside a POS, where it will be shielded from harm, every bit as protected as a cloaked ship.
The titan does not need a POS module, or in any way compromise it's fitting, for this protection.
To be clear, obviously this applies to any type of ship, not only the largest used in this example.

That hostile cannot do that, in your sov space.
Nor can he dock in a player built outpost, as docking permission can be set to deny him access.
That is your home field advantage. The ability to establish protective structures, which are exclusive to those you approve.

This is a game, intended to deny final or ultimate resolution.
These advantages are of great tactical and strategic value, but are not intended to entrench any one side beyond reasonable means to overcome.

They even allow solo and small group players, flying PvE ships, to stymie the efforts of potentially dozens of players intending to attack them. That is an often described concern regarding cloaked hostiles, that they will cyno in overwhelming forces.

That is quite a considerable home field advantage, especially considering the hostile forces must be online and ready to act, while the defensive forces only needed to pay attention, having built the structures in the past.
Defensive players not even online, having contributed previously to establishing a POS or outpost, effectively stopping dozens of other players from achieving their goal, without even being online.
Mike Voidstar
Voidstar Free Flight Foundation
#2367 - 2015-06-23 18:58:42 UTC
That's a lot of false equivalence.

To begin, those structures are intended to be safe. They also cost significant resources to maintain, or else shut off. They are also destructible, and not cheap to replace.

Yes, you can't kill them in a day. And? you can't force a cloak to shut off ever, short of rebooting the server. Good thing that happens every day, but then the camper is logged off. Effectively he needs no effort of any kind to maintain that greater security for all eternity.

The false equivalence continues with the actions that are circumscribed to maintain that security. You can't leave the POS and be safe. You don't get to track targets or do anything outside the POS shields at all.

Cloaks are safer, and they allow more freedom of action.
Nikk Narrel
Moonlit Bonsai
#2368 - 2015-06-23 21:12:24 UTC
Mike Voidstar wrote:
That's a lot of false equivalence.

To begin, those structures are intended to be safe. They also cost significant resources to maintain, or else shut off. They are also destructible, and not cheap to replace.

Yes, you can't kill them in a day. And? you can't force a cloak to shut off ever, short of rebooting the server. Good thing that happens every day, but then the camper is logged off. Effectively he needs no effort of any kind to maintain that greater security for all eternity.

The false equivalence continues with the actions that are circumscribed to maintain that security. You can't leave the POS and be safe. You don't get to track targets or do anything outside the POS shields at all.

Cloaks are safer, and they allow more freedom of action.

False equivalence?

The cloaked player is logged out, exactly the same as one in a POS or outpost, when the server reboots.

At that point, they all enjoy the protective stance of being logged out, the only posture which requires no effort to maintain.
All others must log back in, and in the case of the cloak using player, reactivate their protection.

Of course those structures are intended to be safe. They are also potential stockpiles of supplies, modules, and munitions, in addition to allowing players to reship into hulls more valued for changing needs.
And while being comparably safe in many ways, the cloak does not allow for resupply or reshipping.

Being destructible is not consequential to a player using the structure for cover, as the means to destroy such structures doesn't block occupants from either relocating directly, or simply logging out so they can have an ally scout the location prior to safely returning to the game.
Most players simply are not easily surprised by a blob overrunning their sov space. It hit's intel channels with notable reliability, in every case I have heard.
Teckos Pech
Hogyoku
Goonswarm Federation
#2369 - 2015-06-23 21:42:35 UTC
The POS and cloak are not equivalent. I’ll grant that, but they are similar in that they can offer considerable protection and each has its strength’s and weaknesses.

Let’s look at the cloak first. Yes, if you go to a safe, activate the cloak you are totally and completely immune from everything.[1] However, this safety does come at some cost. If you are using a covert cloak you can warp around, but that does increase your risks. For example you could land in a bubble with objects that can decloak you. You could just get unlucky and land near an object. If you want to change systems you will have to decloak and make yourself vulnerable. Twice. You cannot resupply, you cannot activate any other modules. You cannot do much of anything in the game. You cannot interact with others in the game except via chat and mail.

Let’s consider the POS. Here you are quite safe for a time. The POS does need fuel. A POS can be reinforced and then destroyed. However, unlike a cloaked ship you can store additional ships here, you can store modules. You can anchor guns and hardeners making it harder for people to lurk about (unless they are in a cloaked ship). Cyno jammers can also be anchored which are quite nice. You can anchor cyno beacons and jump bridges (you can’t anchor all of these last three at the same time of course). Like the cloak you only get the protection of the POS while you inside the shields and never leave the system. Your ability to interact with others is limited, but depending on the modules anchored it maybe more than with a cloak (i.e. if you have guns anchored and are a POS gunner you can shoot targets…and they can’t shoot you, just the POS).

I think this is fairly exhaustive. I’d say that a POS has almost much in common with a cloak in many regards. Granted nobody uses a POS to camp a system (although it is theoretically possible…but kind of weird, but if your goal is to provoke the people you are camping it certainly might work if you can get the time to anchor and online the POS and modules.). But, when people complain about the safety a cloak affords, I think it is on par, in the short term (1-2 days) with POS and in some ways might be better (guns, ships, ability to refit a ship, restock ammo, etc.). Over the longer term the cloak is superior in that it doesn’t need fuel and will not be shot/reinforced.

In the end, I don’t think the claim of false equivalency holds that much water. There some truth that a POS and cloak are not exactly the same, but in many ways they share traits.

[1]Not sure about AoE weapons, but unless you are cloaked near a structure your chances of taking damage from one of these is very, very remote.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2370 - 2015-06-24 01:38:15 UTC
A POS only lets you see what's on grid with it. It does not move. It's vulnerable to being camped. It's not a death sentence, but at least opportunity to catch things there exist. Unless you choose to shimmy up beside it, no one can hunt you from inside a POS.

A covert cloak lets you move about at will. You can gather any Intel you wish, wherever you wish. You can hunt others and be safe right up to the moment you choose to attack. The only dangers inherent to the cloak are the errors of the ships own pilot. At no point is the ship in danger of any kind unless the pilot chooses to make himself vulnerable through his own actions. The sticking point here is non-consent. If he is hiding in a POS, you have successfully disrupted his PVE activity. The same is not true for the cloak as he projects threat passively and must be considered unless you choose option 1- fly suicidal.

Resupply is a bit of a wash as well. While not as safe, you can cloak transports, load mobile depots up and bring enough fittings and ammo along to keep you operating until doomsday. I don't actually mind this, however, as any covert op with this much support is active and likely to actually be caught while doing something besides sitting, and would have to reveal itself for at least a few minutes to get the resupply done.

Teckos Pech
Hogyoku
Goonswarm Federation
#2371 - 2015-06-24 05:12:50 UTC
Mike Voidstar wrote:
A POS only lets you see what's on grid with it. It does not move. It's vulnerable to being camped. It's not a death sentence, but at least opportunity to catch things there exist. Unless you choose to shimmy up beside it, no one can hunt you from inside a POS.


Same as a a cloaked ship unless it warps which no longer makes the cloak 100% safe.

Quote:
A covert cloak lets you move about at will. You can gather any Intel you wish, wherever you wish. You can hunt others and be safe right up to the moment you choose to attack. The only dangers inherent to the cloak are the errors of the ships own pilot. At no point is the ship in danger of any kind unless the pilot chooses to make himself vulnerable through his own actions. The sticking point here is non-consent. If he is hiding in a POS, you have successfully disrupted his PVE activity. The same is not true for the cloak as he projects threat passively and must be considered unless you choose option 1- fly suicidal.


If you warp to any celestial you can end up being decloaked maybe even killed. So much for your 100% safety.

Quote:
Resupply is a bit of a wash as well. While not as safe, you can cloak transports, load mobile depots up and bring enough fittings and ammo along to keep you operating until doomsday. I don't actually mind this, however, as any covert op with this much support is active and likely to actually be caught while doing something besides sitting, and would have to reveal itself for at least a few minutes to get the resupply done.



Again, no longer 100%.

There goes your narrative.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2372 - 2015-06-24 09:59:09 UTC
Actually the narrative is unharmed.

In every case the cloak does not become vulnerable unless the pilot chooses. Even in the cases where it does become vulnerable, the time and place are chosen by the pilot of the cloaked ship, making the minimal danger a matter of pilot error.

Everyone knows not to warp to celestials, and if you do you warp at range. Someone still has to be there to catch you. Choices of the pilot determine if, when and where the danger occurs, with his total initiative control mitigating any risk to similar levels of leaving a POS or Outpost.

The issue is about Non-Consent. The cloaked pilot gets to be immune to all danger unless he chooses while still having the ability to project threat and degrade the security of the system.
Nikk Narrel
Moonlit Bonsai
#2373 - 2015-06-24 18:00:01 UTC
Mike Voidstar wrote:
...

The issue is about Non-Consent. The cloaked pilot gets to be immune to all danger unless he chooses while still having the ability to project threat and degrade the security of the system.

Non-consent is mutually available to both sides.

The seeming right to PvE in space which has no meaningful player presence, (when compared to the expected hostile threat), is not so well supported by arguments asking to make the hostile's position weaker.

PvE is time consuming, and often numbing to being highly attentive over time.
PvP, by frequent contrast, is quick bursts of intense activity that are expected to resolve themselves with finality.

Are we, as the players of this product, best served by having such a mismatched set of playstyles with the expectation of interaction?

The cloaked player, driven with a quite justifiable motive of running roughshod through an opposing alliance's economic support regions.
This is not a bad play style, nor can I honestly say it is best served by needing extended time investment to the point where many believe the pilot must be AFK significantly.

The PvE player, driven to get ISK in order to support, what? A circular play style where ISK is needed to further simply more of the same? No, and while I can believe exceptions do exist, I would put forth that many of these players want that ISK to do things unrelated to PvE so directly.

For my view on good content, we need either groups or solo / small groups to face targets which either cannot, or will not, run off the field.

POS bashing, while blob associated due to the resources needed, are a great example of this.
The defending team is not required to defend it, but the POS is an investment they will lose if the hostiles are not pushed back.

Give the PvE players a comparable target, for smaller engagements.
A roam, if not a solo or small group, should be able to threaten these targets with destruction.
The PvE player, by proxy represented by these assets, can either risk themselves by defending them, or sacrifice the assets by allowing them to be overwhelmed.

It seems a better path for gameplay, to me, than what we have now.
Teckos Pech
Hogyoku
Goonswarm Federation
#2374 - 2015-06-24 22:16:49 UTC
Mike Voidstar wrote:
Actually the narrative is unharmed.

In every case the cloak does not become vulnerable unless the pilot chooses. Even in the cases where it does become vulnerable, the time and place are chosen by the pilot of the cloaked ship, making the minimal danger a matter of pilot error.


This is just flat out not true. In the past I’ve gone hunting for moons/POS in regions we lived in. I did this in a ship with a covert ops cloak, and sometimes I’d warp in and there’d be a bubble placed in just the right spot to catch me and pull me in. Now, anchoring a few cans there might result in a decloak and depending on the POS modules you could end up dead. Same thing with warping to gates, you could end up landing near things that can decloak and going through the gate to the other side means a considerable amount of uncertainty…if there is a camp there they might catch you. Granted, a nullified T3 has the least to worry about, but those aren’t the only cloaked ships people fly.

Quote:
Everyone knows not to warp to celestials, and if you do you warp at range. Someone still has to be there to catch you. Choices of the pilot determine if, when and where the danger occurs, with his total initiative control mitigating any risk to similar levels of leaving a POS or Outpost.


Ok, so answer this question. You have never been in the system you are travelling to. So, how do you create those precious bookmarks? By warping to celestials at range. And if you are looking for things like…towers, why you’ll likely have to warp to a celestial. Again you can do it at range, but bubbles can still be anchored and cause you problems.

And YES choices of the cloaked pilot determine the risks/uncertainty they face. The only way to have no risks/uncertainty is to make no choices—i.e. do nothing. Which of course is boring as ****.

And the same thing with a POS. If I choose to the leave its protective cover, then I face risks/uncertainty. My choice again determines the danger occurs.

Quote:
The issue is about Non-Consent. The cloaked pilot gets to be immune to all danger unless he chooses while still having the ability to project threat and degrade the security of the system.


No. Or more accurately, not always and I’d even argue not usually. Your statement is true so long as I’m sitting parked at a safe and choose to do nothing. And if I choose to do nothing I am no threat to you. Your problem is you don’t know my choice…which is what makes this game fun (in general, I’ll grant that AFK cloaking is sub-optimal, but I also think it is balanced). You don’t always know what your opponent has done/will do. If there was always just one answer then the game would be boring…kind of like checkers, tic-tac-toe, and connect four. These are games that game theorists have designated as being “solved”. This means that the outcome can be predicted perfectly from any position so long as the players play perfectly. These games are by-and-large boring a **** for most adults. Do you play connect four? Tic-tac-toe? I don’t.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mike Voidstar
Voidstar Free Flight Foundation
#2375 - 2015-06-24 23:14:43 UTC
But there lies the imbalance in a cloak.

Regardless of which activities you are talking about, or how marginal any danger is, the cloak has the superior level of safety with greater choice in action.

In an outpost or POS your only option is to sit in it, or leave it and be in constant danger. The cloaked pilot does not need to be at a safe to be safe. He can be sitting 50km outside your POS, watching you sit in it.

Sure, you can run into bubbles, but as minor as that danger is, it's one suffered by all. It's not special to cloaks. So the cloak is always safer, and in any practical case completely safe except for the choices the pilot of the cloak.
Teckos Pech
Hogyoku
Goonswarm Federation
#2376 - 2015-06-25 04:59:01 UTC
Mike Voidstar wrote:
But there lies the imbalance in a cloak.

Regardless of which activities you are talking about, or how marginal any danger is, the cloak has the superior level of safety with greater choice in action.

In an outpost or POS your only option is to sit in it, or leave it and be in constant danger. The cloaked pilot does not need to be at a safe to be safe. He can be sitting 50km outside your POS, watching you sit in it.

Sure, you can run into bubbles, but as minor as that danger is, it's one suffered by all. It's not special to cloaks. So the cloak is always safer, and in any practical case completely safe except for the choices the pilot of the cloak.


Your attempt to define away the problems for your narrative are noted, but not really valid.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Nikk Narrel
Moonlit Bonsai
#2377 - 2015-06-25 13:14:47 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
But there lies the imbalance in a cloak.

Regardless of which activities you are talking about, or how marginal any danger is, the cloak has the superior level of safety with greater choice in action.

In an outpost or POS your only option is to sit in it, or leave it and be in constant danger. The cloaked pilot does not need to be at a safe to be safe. He can be sitting 50km outside your POS, watching you sit in it.

Sure, you can run into bubbles, but as minor as that danger is, it's one suffered by all. It's not special to cloaks. So the cloak is always safer, and in any practical case completely safe except for the choices the pilot of the cloak.


Your attempt to define away the problems for your narrative are noted, but not really valid.

The cloak is not the counter for a POS or an outpost.
In point of fact, it is meaningful to consider that the cloak is available as an option for ALL pilots who meet the requirements.
And this, despite your views that the cloak
Mike Voidstar wrote:
has the superior level of safety with greater choice in action.


It is also meaningful to consider, that the PvE pilots in question apparently consider the cloak to be too great of a burden to fit, so instead appear to be using these POS and Outpost options exclusively wherever possible.

So, their is your answer, sacrifice a fitting slot, and pop a cloak on those PvE ships!
With such obviously equal potential on both sides, that must be better, right?
Gauis Aldent
A Blessed Bean
Pandemic Horde
#2378 - 2015-06-26 17:49:25 UTC
Nikk Narrel wrote:

It is also meaningful to consider, that the PvE pilots in question apparently consider the cloak to be too great of a burden to fit, so instead appear to be using these POS and Outpost options exclusively wherever possible.

So, their is your answer, sacrifice a fitting slot, and pop a cloak on those PvE ships!
With such obviously equal potential on both sides, that must be better, right?


This. If its so powerful, why not use it?

I fly a covops cloaked ship a lot these days, but even before i trained up into it, I was reading discussions like this, and I am NOT unsympathetic to the concerns, but I don't see the cloak itself as the problem. It is an expensive fit, and its not perfect. Try cloaking up when someone shows up on grid and a rat has you locked. I have lost a cloaky ship that way (actually I slipped and clicked on the wrong bookmark for a warp out....but never mind that)

Now, I fly cov-ops because I do a lot of exploring. Jumping into holes, coming out in new regions, running data sites etc. I spend a fair amount of time far from systems where I can dock up, and some of the activities I engage in like scanning down whole systems and making tactical warp bookmarks to come back through with other ships later.... that can take long periods of time, especially in hostile territories with activity where I am loathe to drop cloak and pop my mwd. Sometimes I am AFK, other times I am just plain waiting for my ship to get where I want it so I can make a bookmark.

It does seem like local is OP and that is the problem more than anything. Maybe a delayed local mechanic, cloaks drop off local some amount of time after cloaking, and see local changes with a slight delay. (hand-wave: interference from your cloak interferes with reception of the local channel!)

That said, I wouldn't oppose some cloak hunting ability if it was not op. Maybe this.... with a mid slot module fit, two or more ships can link, and are capable of seeing cloaked ships on d-scan if Distance to ship is less than max distance/angle size (more narrow angle, longer effective distance) , but a successful ping alerts the cloaked ship as well. But really, you have to make it almost impossible to see anything at 360 or else you have way nerfed cov-ops in fleet battle.

So you lose a mid slot, and need a friend, but, if an afk cloak is on grid, you can likely hunt him down if you have skills and want to put in the work, if he is off grid, its going to be a massive pain and take forever, if he is in a good safe, and moving, its probably not even possible.

So it would be a brand new capability for fleets to know if they are alone, but it requires the active participation of two or more players, who give up a slot each, and have to keep moving their camera around to scan at low angles.....which seems like a decent expense.

I admit, I only half like the idea, but, I think it might have potential if well balanced. I like the idea of encouraging skilled coordination
Mike Voidstar
Voidstar Free Flight Foundation
#2379 - 2015-06-26 18:12:23 UTC  |  Edited by: Mike Voidstar
Nikk Narrel wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
But there lies the imbalance in a cloak.

Regardless of which activities you are talking about, or how marginal any danger is, the cloak has the superior level of safety with greater choice in action.

In an outpost or POS your only option is to sit in it, or leave it and be in constant danger. The cloaked pilot does not need to be at a safe to be safe. He can be sitting 50km outside your POS, watching you sit in it.

Sure, you can run into bubbles, but as minor as that danger is, it's one suffered by all. It's not special to cloaks. So the cloak is always safer, and in any practical case completely safe except for the choices the pilot of the cloak.


Your attempt to define away the problems for your narrative are noted, but not really valid.

The cloak is not the counter for a POS or an outpost.
In point of fact, it is meaningful to consider that the cloak is available as an option for ALL pilots who meet the requirements.
And this, despite your views that the cloak
Mike Voidstar wrote:
has the superior level of safety with greater choice in action.


It is also meaningful to consider, that the PvE pilots in question apparently consider the cloak to be too great of a burden to fit, so instead appear to be using these POS and Outpost options exclusively wherever possible.

So, their is your answer, sacrifice a fitting slot, and pop a cloak on those PvE ships!
With such obviously equal potential on both sides, that must be better, right?


As I am sure you know, many do. I know a couple of miners that keep their 'safe' barely past warp range and watch the rocks while they wait out hostiles.

Cloaks are completely trivial to fit. I have one on a T1 transport that I bought right after I trained the skill because I happened to be making a supply run when it finished training. No sacrifices in fit at all on anything I have ever wanted to put one on.

And no. It's not balanced when a PVE pilot does it either. Of course both sides will. It's too cheap and effective not to.

Many PvE pilots don't bother because like so many other modules that aren't either tank or damage it is useless against rats, but I know plenty that glued them into a utility high years ago and never removed them since.
Styphon the Black
Forced Euthanasia
#2380 - 2015-06-26 18:29:53 UTC
AFK cloaking is not a problem. It is only a problem for carebears. I have many afk cloakers that live in and around my area of space. Learn to deal with it. It isn't like they have an unfair advantage. It just that you can't "feel" safe knowing someone is in local with you.

Nothing needs to change in regard to the cloacking mechanic.