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AFK Cloaking™: Ideas, Discussion, and Proposals

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Mike Voidstar
Voidstar Free Flight Foundation
#3281 - 2015-09-18 18:25:36 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Brokk Witgenstein wrote:
I can totally see hacking into the enemy's network -- it would open the door for intelligence / counterintelligence, possibly even granting which pilot is in which system, flying which ship ... the strategic options are skyrocketing. In fact, a "Fleet Admiral" could simply stay docked and keep a close eye on enemy movements to direct his fleet commanders from there.

Somehow I get the feeling you and Nikk are talking about two different approaches though... I've been reading the posts in Nikk's signature and they seem to advocate delayed local, and dropping people in POS/docked/cloaked from your local chat window -- which is totally opposed to what an OA is supposed to do.

If anything, the OA would make local delayed for the "uninvited guest" (eg: the cloaker) whilst giving the sovholder complete intel as well as the ability to pinpoint cloakers. That's of course assuming your OA has not been hacked.

Another kind of game for sure - yet, I wonder if those claiming "local ought to change" are indeed all talking about the same changes.

Depending on how the OA works, it can either solve a lot of issues AND provide more immersive gameplay with an additional layer. Or it can turn all of nullsec into wormhole space + cynoes. Thus, it is very important that when we say "nerf local", we actually mean the same thing and the implications this has.

Do you now see why in-depth clarification is necessary? If Mike knew an OA would give him the ability to hunt cloakers (which he's been demanding from the start) and even gives him a view of what's coming down the pipe a few systems over, he wouldn't be panicing. The way it sounded some 100 pages ago, on the other hand ... that was gamebreaking stuff. It came across like "we simply remove local, so we can f*ck you in the butt any time we please without advance warning whatsoever". That's why he's so mad at you I think.


I have only 2 issues with counting on the OA to magic bullet this entire discussion.

1. Any and all features at this time are suggestions. It may detect cloaks, it may not. It will likely take multiple OA per solar system to be effective, but what features will be enhanced, extended, and/or enabled by multiple OA are not known. It could do a lot of things, from making cloaks scannable, making cloaking impossible, or nothing at all. After all, we still have Fozzie in charge and ISK disruption as a primary point of balance to consider.

2. It's most likely not a deployable. Thus it's 99% useless to individuals and only useful to those with alliance level support in that space, as anything bigger than a deployable will be vaporized in non-secured space fairly quickly. In a way this impacts the other side of the discussion as much if not more- I can easily imagine AFK cloaked guards warding off solo hunters who cannot reliably cloak themselves. To me, that's just as bad.


1. The OA is pretty clearly going to be the new platform for intel. Intel channels will likely still exist, but my guess is local will be getting heavily scrutinized and with the OA in game, local may very well change over to being delayed. Is it a sure thing? No, but the hints have been pretty obvious.

2. It seems fairly clear that the OA is not going to be a deployable, but NS has never really been intended for the solo player. People have done it, but usually with a number of alts. In this case, have an alt bring a blockade runner and deploy the OA(s) as you see fit. Will they become a target? Yes, working as intended. Will it be a target when it is least convenient? Yes quite possibly, again working as intended. When you start putting stuff in space, other players are going to try and steal it, kill it, set up an ambush near it, etc. I’ll give you the same answer to those who complain that they can’t solo haul in a freighter, go get some friends in game. Working as intended.



1. I have seen little to indicate local will change meaningfully. I don't really care as I see it as a separate issue from cloaking, for the purposes of this thread. It might, it might not. At worst it will add an annoyance to PvE as they will be maintained in whatever fashion makes them most useful. If they are what makes local possible, then local will still be there or the PvE won't be.

2. Yet you maintain that NS hunters should be perfectly safe in enemy space, while AFK, all day. Creating NS security is not a solo accomplishment, and breaking it should not be either.
Teckos Pech
Hogyoku
Goonswarm Federation
#3282 - 2015-09-18 19:01:48 UTC
Mike Voidstar wrote:


1. I have seen little to indicate local will change meaningfully. I don't really care as I see it as a separate issue from cloaking, for the purposes of this thread. It might, it might not. At worst it will add an annoyance to PvE as they will be maintained in whatever fashion makes them most useful. If they are what makes local possible, then local will still be there or the PvE won't be.

2. Yet you maintain that NS hunters should be perfectly safe in enemy space, while AFK, all day. Creating NS security is not a solo accomplishment, and breaking it should not be either.


1. To quote Mags’, how do you know there is an AFK cloaker in system?

2. Under the current mechanics, I’d prefer to keep cloaks as they are. Given a choice between the current mechanics and another set of mechanics I’d be in favor of dealing with both the interrelated issues of local and AFK cloaking.

"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

Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#3283 - 2015-09-18 19:15:58 UTC
Mike Voidstar wrote:
A concept for scanning cloaks that still leaves cloaks with a degree of stealth:

Make cloaks show up as a new type of signiture, "localized anomaly" or some such.

Put several more such signitures in every solar system, each spawning and despawning on a frequent basis, no more than a 2 hour lifespan similar to wrecks and cans. Maybe they are random space garbage or something.


He's on to something here: when false positives and random signatures clutter your probescanner, at least you'd have something to hide in! Nice one.
Teckos Pech
Hogyoku
Goonswarm Federation
#3284 - 2015-09-18 19:21:32 UTC
Brokk Witgenstein wrote:
Mike Voidstar wrote:
A concept for scanning cloaks that still leaves cloaks with a degree of stealth:

Make cloaks show up as a new type of signiture, "localized anomaly" or some such.

Put several more such signitures in every solar system, each spawning and despawning on a frequent basis, no more than a 2 hour lifespan similar to wrecks and cans. Maybe they are random space garbage or something.


He's on to something here: when false positives and random signatures clutter your probescanner, at least you'd have something to hide in! Nice one.


Cloaks are supposed to offer a degree of stealth, so no.

"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
#3285 - 2015-09-18 19:56:40 UTC
Really? You don't see a degree of stealth in that suggestion?

If the OA does locate cloaks you are going to have a bad day then.
Nikk Narrel
Moonlit Bonsai
#3286 - 2015-09-18 20:10:42 UTC
Mike Voidstar wrote:
Really? You don't see a degree of stealth in that suggestion?

If the OA does locate cloaks you are going to have a bad day then.

If either side is given genuine cause to stop playing, the game will suffer.

And I don't mean more difficult play, I mean where the best one side or the other can expect is to simply be a moving target, with no hope of out performing their opponent.
Teckos Pech
Hogyoku
Goonswarm Federation
#3287 - 2015-09-18 21:01:46 UTC
Nikk Narrel wrote:
Mike Voidstar wrote:
Really? You don't see a degree of stealth in that suggestion?

If the OA does locate cloaks you are going to have a bad day then.

If either side is given genuine cause to stop playing, the game will suffer.

And I don't mean more difficult play, I mean where the best one side or the other can expect is to simply be a moving target, with no hope of out performing their opponent.


Depends on how long it takes doesn’t it? If one can be cloaked safely for say an hour before becoming vulnerable to probes, then no. I will not have a bad day, or at least no worse than when I use cloaking ships now (as I’ve indicated, I don’t typically AFK cloak).

Personally, I’d have it be something like an hour and the following things would allow one to reset the clock:

1. Warping
2. Decloaking
3. Docking

All of these would reset the clock. The idea here is to make AFK cloaking no longer a viable tactic. Cloaks by active players are not the problem.

"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
#3288 - 2015-09-18 21:58:35 UTC
Teckos Pech wrote:
Nikk Narrel wrote:
Mike Voidstar wrote:
Really? You don't see a degree of stealth in that suggestion?

If the OA does locate cloaks you are going to have a bad day then.

If either side is given genuine cause to stop playing, the game will suffer.

And I don't mean more difficult play, I mean where the best one side or the other can expect is to simply be a moving target, with no hope of out performing their opponent.


Depends on how long it takes doesn’t it? If one can be cloaked safely for say an hour before becoming vulnerable to probes, then no. I will not have a bad day, or at least no worse than when I use cloaking ships now (as I’ve indicated, I don’t typically AFK cloak).

Personally, I’d have it be something like an hour and the following things would allow one to reset the clock:

1. Warping
2. Decloaking
3. Docking

All of these would reset the clock. The idea here is to make AFK cloaking no longer a viable tactic. Cloaks by active players are not the problem.

Time is definitely a factor.

I also include the lack of typical vulnerability currently enjoyed by PvE, in this context.
If you only had an hour, and they could easily wait you out, you are nothing more than a glorified target for them to hunt.
(Hunt, as in, catch you entering and leaving)
Mike Voidstar
Voidstar Free Flight Foundation
#3289 - 2015-09-19 00:19:05 UTC
Lack of vulnerability?

PvE are vulnerable at all times. Just because no one is there to shoot them does not mean they were not vulnerable. It is not remotely similar to the cloak that actively prevents hunters from taking any action against the ship at all.

In a system like I proposed your safety is the result of your own active effort. Even in the case of a network of OA you have very good odds of not being found for some time immediately after cloaking so long as you are stationary. You would be one of a dozen or so contacts that need to be checked out individually, and a new contact is born every few minutes as older ones desawn. If you are moving you make it obvious where you are in the event of a network, but your hunters simply arrive on grid, that does not guarantee they land close enough to decloak you. Some skill in evading hunters will be needed to set up safes if you plan to stay long term, but now you have your game of cat and mouse.

Teckos Pech
Hogyoku
Goonswarm Federation
#3290 - 2015-09-19 06:18:53 UTC
Mike Voidstar wrote:
Lack of vulnerability?

PvE are vulnerable at all times. Just because no one is there to shoot them does not mean they were not vulnerable. It is not remotely similar to the cloak that actively prevents hunters from taking any action against the ship at all.

In a system like I proposed your safety is the result of your own active effort. Even in the case of a network of OA you have very good odds of not being found for some time immediately after cloaking so long as you are stationary. You would be one of a dozen or so contacts that need to be checked out individually, and a new contact is born every few minutes as older ones desawn. If you are moving you make it obvious where you are in the event of a network, but your hunters simply arrive on grid, that does not guarantee they land close enough to decloak you. Some skill in evading hunters will be needed to set up safes if you plan to stay long term, but now you have your game of cat and mouse.



Would these new signatures be visible on the overview, in space or only via probes?

"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

Teckos Pech
Hogyoku
Goonswarm Federation
#3291 - 2015-09-19 06:19:46 UTC
Nikk Narrel wrote:
Teckos Pech wrote:
Nikk Narrel wrote:
Mike Voidstar wrote:
Really? You don't see a degree of stealth in that suggestion?

If the OA does locate cloaks you are going to have a bad day then.

If either side is given genuine cause to stop playing, the game will suffer.

And I don't mean more difficult play, I mean where the best one side or the other can expect is to simply be a moving target, with no hope of out performing their opponent.


Depends on how long it takes doesn’t it? If one can be cloaked safely for say an hour before becoming vulnerable to probes, then no. I will not have a bad day, or at least no worse than when I use cloaking ships now (as I’ve indicated, I don’t typically AFK cloak).

Personally, I’d have it be something like an hour and the following things would allow one to reset the clock:

1. Warping
2. Decloaking
3. Docking

All of these would reset the clock. The idea here is to make AFK cloaking no longer a viable tactic. Cloaks by active players are not the problem.

Time is definitely a factor.

I also include the lack of typical vulnerability currently enjoyed by PvE, in this context.
If you only had an hour, and they could easily wait you out, you are nothing more than a glorified target for them to hunt.
(Hunt, as in, catch you entering and leaving)


Unless of course I warp, at say the 37 minute mark, to a new safe in which case the counter starts over again.

"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
#3292 - 2015-09-19 07:45:09 UTC
Teckos Pech wrote:
Mike Voidstar wrote:
Lack of vulnerability?

PvE are vulnerable at all times. Just because no one is there to shoot them does not mean they were not vulnerable. It is not remotely similar to the cloak that actively prevents hunters from taking any action against the ship at all.

In a system like I proposed your safety is the result of your own active effort. Even in the case of a network of OA you have very good odds of not being found for some time immediately after cloaking so long as you are stationary. You would be one of a dozen or so contacts that need to be checked out individually, and a new contact is born every few minutes as older ones desawn. If you are moving you make it obvious where you are in the event of a network, but your hunters simply arrive on grid, that does not guarantee they land close enough to decloak you. Some skill in evading hunters will be needed to set up safes if you plan to stay long term, but now you have your game of cat and mouse.



Would these new signatures be visible on the overview, in space or only via probes?


Some of it would depend on the specifics of how the OA works. However, I would make the signatures visible only by probes, preferably only by probes launched by a covert/recon/black ops type ship, maybe to include the Sisters line. Other than that the better scans would come from interacting with the OA, or OA network.

I could see odd shenanigans occurring by hiding out near one of these wigs yourself, potentially fooling the unobservant into thinking there is nothing else there, or dropping the scan inhibitor deployable on a few of them to muddy waters and buy some time.

Depending on the number of sigs and the scanning skills of the pilot you could potentially evade a lone hunter forever watching for probes and with some preperation of multiple safes. Multiple hunters will clear the sigs faster, and probably force you to leave or explode after a while.
Teckos Pech
Hogyoku
Goonswarm Federation
#3293 - 2015-09-19 09:01:17 UTC
Mike Voidstar wrote:
Teckos Pech wrote:
Mike Voidstar wrote:
Lack of vulnerability?

PvE are vulnerable at all times. Just because no one is there to shoot them does not mean they were not vulnerable. It is not remotely similar to the cloak that actively prevents hunters from taking any action against the ship at all.

In a system like I proposed your safety is the result of your own active effort. Even in the case of a network of OA you have very good odds of not being found for some time immediately after cloaking so long as you are stationary. You would be one of a dozen or so contacts that need to be checked out individually, and a new contact is born every few minutes as older ones desawn. If you are moving you make it obvious where you are in the event of a network, but your hunters simply arrive on grid, that does not guarantee they land close enough to decloak you. Some skill in evading hunters will be needed to set up safes if you plan to stay long term, but now you have your game of cat and mouse.



Would these new signatures be visible on the overview, in space or only via probes?


Some of it would depend on the specifics of how the OA works. However, I would make the signatures visible only by probes, preferably only by probes launched by a covert/recon/black ops type ship, maybe to include the Sisters line. Other than that the better scans would come from interacting with the OA, or OA network.

I could see odd shenanigans occurring by hiding out near one of these wigs yourself, potentially fooling the unobservant into thinking there is nothing else there, or dropping the scan inhibitor deployable on a few of them to muddy waters and buy some time.

Depending on the number of sigs and the scanning skills of the pilot you could potentially evade a lone hunter forever watching for probes and with some preperation of multiple safes. Multiple hunters will clear the sigs faster, and probably force you to leave or explode after a while.


Interesting idea Mike. To be honest, it has some good elements to it.

"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
#3294 - 2015-09-21 14:55:58 UTC
Teckos Pech wrote:
Nikk Narrel wrote:

Time is definitely a factor.

I also include the lack of typical vulnerability currently enjoyed by PvE, in this context.
If you only had an hour, and they could easily wait you out, you are nothing more than a glorified target for them to hunt.
(Hunt, as in, catch you entering and leaving)


Unless of course I warp, at say the 37 minute mark, to a new safe in which case the counter starts over again.

By resetting the clock, you create the vague proof of non-AFK status.
You give them intel that you did something that resett the clock, before it expired.
Intel they did not have, until at least an hour had passed with your continued presence.

The uncertainty that encourages PvE players to undock, is greatly diminished by this, if not dispelled completely.

In a perverse twist, the PvE player needs enough confidence in that hostile being AFK, to consider activity.
In other words, they need to believe the thing they complain about, (AFK Cloaking), is really what is happening.
If they truly believe the hostile is attentively watching, and playing, then they consider the risk too great to act.

Kind of a catch 22.
They want the hostile to be active, even though that defines the conditions for their inactivity.
Mike Voidstar
Voidstar Free Flight Foundation
#3295 - 2015-09-21 15:06:52 UTC
I can't speak for all, but you aren't quite right.

I want the hostile to be active, or not there at all- just like everyone else that's doing something effective in game.

By being a hostile presence in space he is interacting with me in a way that is costly to me. That is entirely appropriate for an active player vs. an active player. It is not appropriate for an afk player- not so much because he is afk, but because despite being afk there is no way to counter his action without cutting my own throat.

Even if both players are active, there should be some interplay. He comes into system, and I can go about my PvE with whatever safeguards at reduced effectiveness, or I should have the option of at least attempting to force a confrontation. The opposite situation is true, he is forcing me to either react to him at my cost, and if I do not he can force a confrontation- also likely at my cost.
Teckos Pech
Hogyoku
Goonswarm Federation
#3296 - 2015-09-21 15:53:55 UTC
Nikk Narrel wrote:
Teckos Pech wrote:
Nikk Narrel wrote:

Time is definitely a factor.

I also include the lack of typical vulnerability currently enjoyed by PvE, in this context.
If you only had an hour, and they could easily wait you out, you are nothing more than a glorified target for them to hunt.
(Hunt, as in, catch you entering and leaving)


Unless of course I warp, at say the 37 minute mark, to a new safe in which case the counter starts over again.

By resetting the clock, you create the vague proof of non-AFK status.
You give them intel that you did something that resett the clock, before it expired.
Intel they did not have, until at least an hour had passed with your continued presence.

The uncertainty that encourages PvE players to undock, is greatly diminished by this, if not dispelled completely.

In a perverse twist, the PvE player needs enough confidence in that hostile being AFK, to consider activity.
In other words, they need to believe the thing they complain about, (AFK Cloaking), is really what is happening.
If they truly believe the hostile is attentively watching, and playing, then they consider the risk too great to act.

Kind of a catch 22.
They want the hostile to be active, even though that defines the conditions for their inactivity.


Oh, I get that Nikk, but AFK cloaking is highly likely to go away. In its place will hopefully be a vulnerable intel system. So if people turtle up it can be damaged/destroyed or subverted somehow. As you know my personal favorite is some sort of hacking...maybe the person who hacks the OA can set it so hostiles show up as blue in the new "local". If you click on them you'll see they are not. If they are on grid with you, you'll see they are not. But just being lazy and looking at the display could lead to bad things. Just an idea.

"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

punkgirl
Apocalypse Enterprises
#3297 - 2015-09-22 06:06:37 UTC
Just make them use cap each cycle.

And cap stops regenerating while cloaked....

Oh and while we're at it have class sized modules like ab, mwd, weapons. The larger ship fit the harder it is to fit and sustain.

I fixed eve what do I win.
Mike Voidstar
Voidstar Free Flight Foundation
#3298 - 2015-09-22 09:07:14 UTC
punkgirl wrote:
Just make them use cap each cycle.

And cap stops regenerating while cloaked....

Oh and while we're at it have class sized modules like ab, mwd, weapons. The larger ship fit the harder it is to fit and sustain.

I fixed eve what do I win.


You fixed nothing.

On the cloak side, you ruined the use of the module for everything. While making them huntable with a dedicated hunting ship impacts all cloaking use to one degree or another, it does not put a hard limit on them or impose something that can't be accounted for with some effort and adjustment. Right now they are way to safe, but that does not mean we should just make them arbitrarily shut off after a while. Activity should be limited by other player actions, not random mechanics.

On the other side, you changed little to nothing. You still have an unhuntable hostile lurking in system, blueballing most other activity. Since you cannot take any action against them until they run out of cap at some point, your solution has a guy with probes in system just scanning over and over waiting for the cloak to drop. If the cap use is severe enough that the cloak drops every 10 min or so, you have destroyed all cloaking, and if the interval is too long no one will bother trying because clicking scan every few seconds for an hour or two is stupid.

What you need is a way where cloaks enable hunting options not otherwise available, while not completely immunizing a cloaked ship from the repercussions of inhabiting hostile space. Thus you have interesting competitive play to prosecute or resolve a conflict rather than an automatic win via endless blueball on one or both sides of the fight.
punkgirl
Apocalypse Enterprises
#3299 - 2015-09-22 19:29:31 UTC
Mike Voidstar wrote:
punkgirl wrote:
Just make them use cap each cycle.

And cap stops regenerating while cloaked....

Oh and while we're at it have class sized modules like ab, mwd, weapons. The larger ship fit the harder it is to fit and sustain.

I fixed eve what do I win.


You fixed nothing.

On the cloak side, you ruined the use of the module for everything. While making them huntable with a dedicated hunting ship impacts all cloaking use to one degree or another, it does not put a hard limit on them or impose something that can't be accounted for with some effort and adjustment. Right now they are way to safe, but that does not mean we should just make them arbitrarily shut off after a while. Activity should be limited by other player actions, not random mechanics.

On the other side, you changed little to nothing. You still have an unhuntable hostile lurking in system, blueballing most other activity. Since you cannot take any action against them until they run out of cap at some point, your solution has a guy with probes in system just scanning over and over waiting for the cloak to drop. If the cap use is severe enough that the cloak drops every 10 min or so, you have destroyed all cloaking, and if the interval is too long no one will bother trying because clicking scan every few seconds for an hour or two is stupid.

What you need is a way where cloaks enable hunting options not otherwise available, while not completely immunizing a cloaked ship from the repercussions of inhabiting hostile space. Thus you have interesting competitive play to prosecute or resolve a conflict rather than an automatic win via endless blueball on one or both sides of the fight.


However ... The op mentioned multiple threads about fixing afk cloaking

How is requiring a fuel like sieging any better ? Clearly you were baiting me into an argument.

You succeeded and you win.


Mike Voidstar
Voidstar Free Flight Foundation
#3300 - 2015-09-22 22:40:11 UTC
While I understand there is quite a lot to read, the conversation has moved a bit from the OP.

My preferred solution involves allowing cloaks to be scanned by specialized combat probes, preferably only useable by the covert line of ships and anything with a scanning bonus.

They would show up as a 'localized Anomaly'. Each system would spawn a number of localized anomolies as false positives, each lasting no more than 2 hours, and numerous enough that there would always be one despawning and a new one created every 10-15 minutes. The false positives would have some random space garbage or something, and looting/destroyijg/whatever would despawn the Sig, though it would not change its respawn, so you don't clear them and have them all bunched up.

With just a lone ship with decent scanning skills you could eliminate each anomoly one by one until you found the cloakers grid. If the cloaked camper is stationary your odds of landing on him are pretty good. If he's active and looking for probes and such, he can move, warp away, etc.

Multiple hunters will clear the sigs fairly quickly. I am not opposed to other ideas for locating an on grid cloak, from it being a secondary function of the specialized probe launcher to some new kind of ewar or whatever. Just getting on grid with people warping to zero on you is a huge step in the right direction.

Assuming the OA is useful, I further suggested that a single OA automatically recorded all local anomalies as they appeared, and time stamped each. Any anomaly older than 2 hours is someone cloaked, and you can use that info to make educated guesses about any others. If the cloaker just arrived you check newer sigs, for instance. The discussion on OA suggested they get better with multiples, and my suggestion was that an OA network actually be able to plot movement of the localized anomalies, so a moving anomaly is your target, and it can be more effectively hunted with the additional info.

That setup allows for an active pilot a chance at evasion where his safety is not assured, yet he is unlikely to be immediately uncovered and can evade if he is active and on the ball.