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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
So riya
Quebec's Underdog League
Quebec United Legions
#3421 - 2015-10-30 06:10:29 UTC  |  Edited by: So riya
ALL cloacking module should be auto decloack after 1 hour activation and autoactive cloack module 2 minutes after autodecloack.


afk cloacking just take care about the 2 minutes autodecloack .
Mike Voidstar
Voidstar Free Flight Foundation
#3422 - 2015-10-30 06:31:01 UTC
Why?

The problem there is that it effectively does nothing, while harming a cloaks ability to cloak.

Don't get me wrong, I think the module is far too powerful so long as it remains as it is. However, adding a passive timer to it does nothing if the timer is too long.

IMO, anything longer than about 15 minutes is too long. The affect of a cloaked camp is to effectively end all reasonable PVE activity in the area until the camp is cleared or conditions exist that make continuing with that activity profitable again. Waiting out a timer to get only the chance to engage the enemy cutting the profits of your space in half is neither active nor fun for either side, and if it's too long no one will bother looking for camps which leaves us right where we are now. If it's too short you render the module useless for any other purpose as well.

Timers not influenced by outside activity of your enemies are not a good idea.

Now if a long timer did exist, and there were ways of putting pressure on the solar system to speed those timers up so that at maximum effect a cloak could stay active only about 5 minutes, giving them a chance to escape the area, that would be more reasonable. Whatever mechanism speeds up the timer should involve one or more active pilots, and some form of resource or other limit so that it cannot be left active at all times.

In that scenario the cloaked pilot can see the activity and has a chance to react. Defenders have to pick and choose which systems are worth clearing this way. The goal at all times should default to active play defeating passive play, and any ship in space being able to be challenged for the right to keep floating there.
Luanda Hunter
Caldari Provisions
Caldari State
#3423 - 2015-10-30 11:26:04 UTC
to give my 2cent: afk cloaky alts can ruin the life of an entire corp or alliance in the cost of, lets see... nothing. you only need an alt in a cloaky frig and a cyno, leave one 24/7 in an enemy system and producing isk is halted, nobody will even undock in an expensive ratting ship, i saw an entire 0sec renter ally dying because of that.
how to solve it?
there are many proposals like fuel, i dont like it cos once it runs out you cant ever cloak again until you dock somewhere and buy fuel again
timer, i dont like it cos it can run out while actively waiting or using alt as eye in front of your gate but forget to move
also none of these propose an added game content.

instead, what if a cloaked ship would still have a scannable sig but it couldnt ever be found to 100%. your probes would give only a near point within like 20 -50km depending on skills. warp there, drop a can, erect a bubble, use strategic layout etc so have a reference point and start running around, use dronebunnies, start smartbombing, drop a bomb etc to decloak / kill the ship. this way you could still infinitely cloak where it doesnt hurt anybody but it would give the enemy the chance if they want to play with you, they could.
Nikk Narrel
Moonlit Bonsai
#3424 - 2015-10-30 13:32:24 UTC
Mike Voidstar wrote:
We used to agree on this. It's unfortunate we don't anymore.

False equivalence of structures vs. Modules is not a good argument.

You can, practically at will, disrupt isk making so long as you keep moving. You should have no expectation of safety in actively hostile enemy space. You will get kills on the inattentive (your action trumps their passivity) or unlucky. Likewise with many fits you will be caught only by the lucky or hyper specialized and attentive so long as you remain evasive.

Your desire to keep all initiative in combat and be immune to countermeasures is not balanced. Non-consent should work both ways. The only way a cloaked ship would be as inoffensive as a docked ship is if they could fit zero offensive modules at all, including cyno, weapons, and all ewar. Their ability to hunt and set up an ambush from complete safety and without counter is much stronger than you want to admit.

Actually, for the most part, we still do agree on key points.

I am approaching this from a new direction, instead.

Lets say cloaking is more involved.
They already have pushed against station games, and bobbing into and out of POS shields while controlling drones and fighters, so why not tweak this side more?

If we prioritize the cloaks AFK supporting aspect, as well as its stealth, then the answer becomes more clear.

Decloaking should take MORE time, representing gradually shifting power back into normal systems that were otherwise locked out during cloaking itself.

The ship, if on grid, should appear a minimum of XX seconds before it can be active. (Say 30, as a rough example)
(This was whittled down in the past to demonstrate how bonuses from skilled cloak use could help, but non-skilled cloak use should still be that much worse)

Non covert cloaks should be penalized more than covert, but in most ways this is already present.

This shifts the value of local showing ALL players in reverse, as you would want it to alert you when they started decloaking, more than knowing they were simply present.

As a source of intel, I want to prioritize knowing about imminent threats, even if I no longer perceive the potential ones.
A docked or cloaked ship would be nice to know about, but neither should be confused with a clear and present danger.
Not if we want better gameplay.
Mara Rinn
Cosmic Goo Convertor
#3425 - 2015-11-07 06:48:46 UTC
Rena'Thras wrote:
Anchorables would use fuel (so they can't be set and forget) but have a range of several AUs based on tech level, deployables would be more localized, having ranges similar to (but perhaps somewhat larger than) bubbles, on the 10-40km order.


I'd always thought a deadspace projector would be a useful addition to mining fleets. Basically the same in operation as a warp disruptor bubble as projected by a HIC or deployable, but in only drops ships out of warp/jump/cloak at the edge of the bubble, doesn't prevent outbound warp, and has a range in the order of hundreds of kilometres.

So the one operation which is most affected by cloakers (mining) has a nifty tool to help protect itself. There is a risk factor too: in order for haulers to get to/from the mining operation the field needs to be dropped occasionally. This provides a window for an active and alert cloaky ganker to attack.

There's no need to alter cloaking or local, just the activities which cloaky campers take advantage of the most.
Cidanel Afuran
Grant Village
#3426 - 2015-11-11 17:15:27 UTC
Mike Voidstar wrote:
Counter-drop means you have a fleet on standby you are dividing your profits with. That brings the profit well below high sec values, and that should be obviously unacceptable. While you can fit a cyno mithout crippling yourself with most builds, asking a handful of people to sit around doing nothing while you play is unacceptable. The largest entities are capable of this sort of thing as standards, but smaller outfits are not. In general, unless you are further compromising your fit below profitable levels you probably won't survive anyway, even if your attackers are also destroyed, meaning you still lost your ship, still are losing time to reshipling, and thus you didn't win anything the PvE guy values. It's more loss than just not playing would have been, which is why people stay docked. It's not fear of loss, it's just mitigation. If they enjoyed PvP more, they would likely not be doing whatever it was they were doing that was primarily PvE.

Baiting is an entirely different. Bait ships for the most part are not profitable above high sec levels, nor intended to be. Someone baiting is pretending to do PvE, and any profits are completely secondary. They are in fact hunting, and all PvE consideration is right out the window.

So... For PvE guy it is pure loss across the board. For other guys it's a mixed bag. However, since campers aren't hunting other hunters, the balance of the camp vs. The PvE boat is the primary consideration.


Maximizing profit isn't a goal. Having fun is.

There is no such thing as a PvE guy. You consent to PvP when you undock. If you can't afford to have defense fleets set up to protect yourself, stay in HS, and change systems when someone you don't know shows up.
Mike Voidstar
Voidstar Free Flight Foundation
#3427 - 2015-11-12 08:17:46 UTC
We may all be logging into the same server and loading the same software, but we aren't all playing the same game. That's the nature of a sandbox.

I assure you that PvE guy isn't a mythical creature. There are a great many playing the game. Just because you don't like it and want him to play your way does not mean he has to enjoy the same things you do.

And for the umpty billionth time... it's not about *maximizing* profit. It's about being profitable at all. Maybe members of the big alliances can fly out willy nilly in any fit they want with massive standing fleets just a cyno away and two dozen 24/7 gatecamped systems between them and the nearest known hostile, but not everyone is playing that game. If it's not more profitable than high sec, then there is no point to being there.

As much as afk cloakers want to cry about how their broken mechanic enables the little guy, it's used as much or more against the little guy than it can ever be used against the suggested target.
Cidanel Afuran
Grant Village
#3428 - 2015-11-12 15:43:15 UTC
Mike Voidstar wrote:
We may all be logging into the same server and loading the same software, but we aren't all playing the same game. That's the nature of a sandbox.

I assure you that PvE guy isn't a mythical creature. There are a great many playing the game. Just because you don't like it and want him to play your way does not mean he has to enjoy the same things you do.

And for the umpty billionth time... it's not about *maximizing* profit. It's about being profitable at all. Maybe members of the big alliances can fly out willy nilly in any fit they want with massive standing fleets just a cyno away and two dozen 24/7 gatecamped systems between them and the nearest known hostile, but not everyone is playing that game. If it's not more profitable than high sec, then there is no point to being there.

As much as afk cloakers want to cry about how their broken mechanic enables the little guy, it's used as much or more against the little guy than it can ever be used against the suggested target.


As long as you cover the cost of ammo you are profitable. What are you even talking about?

You consent to PvP when you undock. Certain activities are more PvE, but there is no such thing as pure PvE in EVE.

You talk again and again about profitability. You can fly solo roaming in null/WHs and be profitable. I know. I've done it. Stop complaining already.
BABARR
Lowlife.
Snuffed Out
#3429 - 2015-11-13 00:18:04 UTC
Create "deep strong probe anti cloaky" very slow to use (like 15 or 30 min to scan) able to find cloaky ship.
+ fuel for cloak, or some capacitor use.
Mike Voidstar
Voidstar Free Flight Foundation
#3430 - 2015-11-13 04:25:55 UTC
Cidanel Afuran wrote:
Mike Voidstar wrote:
We may all be logging into the same server and loading the same software, but we aren't all playing the same game. That's the nature of a sandbox.

I assure you that PvE guy isn't a mythical creature. There are a great many playing the game. Just because you don't like it and want him to play your way does not mean he has to enjoy the same things you do.

And for the umpty billionth time... it's not about *maximizing* profit. It's about being profitable at all. Maybe members of the big alliances can fly out willy nilly in any fit they want with massive standing fleets just a cyno away and two dozen 24/7 gatecamped systems between them and the nearest known hostile, but not everyone is playing that game. If it's not more profitable than high sec, then there is no point to being there.

As much as afk cloakers want to cry about how their broken mechanic enables the little guy, it's used as much or more against the little guy than it can ever be used against the suggested target.


As long as you cover the cost of ammo you are profitable. What are you even talking about?

You consent to PvP when you undock. Certain activities are more PvE, but there is no such thing as pure PvE in EVE.

You talk again and again about profitability. You can fly solo roaming in null/WHs and be profitable. I know. I've done it. Stop complaining already.


Time vs. Value. We don't all enjoy the same things. To you, perhaps making a few ISK over the price of undocking is sufficient, because you like shooting people in the face and that's where your game begins and ends.

For the average PVE player, PvP may be unavoidable but it's not why we play or what we enjoy. It factors into the cost of doing what we do enjoy. High sec is supposed to be the least profit with least risk. That puts the floor on null profitability somewhere in the high end of high sec profits. Cloaked camps break that because as soon as you have to split the profits among multiple characters to make operating successfully worth less than just going to high sec.

You may just want to shoot people in the face, but if you render it pointless to be available to target then you deserve to have a hard time catching targets.
Anthar Thebess
#3431 - 2015-11-13 08:08:14 UTC
This topic can get 2000 pagers and no one will care.
CCP already stated that afk cloaking is fine in current form.
Sitting Bull Lakota
Poppins and Company
#3432 - 2015-11-13 10:38:36 UTC  |  Edited by: Sitting Bull Lakota
As soon as I enter any system where I clearly do not belong, people scramble to get back to their pos bubbles. I should just roll an army of cloaky cyno alts and seed them all over a region. I'll sell my service to any group that wants to shut down opposition pve region wide.
You don't know if I'm watching your system, the system 5 jumps out, all of the systems, or if I'm just yanking it to some hawt hawt badlyphotoshoppedmichaelcera posts on imgur. Doesn't matter. I could be right next to you ready to web-scram, light a candle, and drop a 20 man wrecking crew on your precious ratting thanny.
Every time you look at local chat, there I am. Haunting your safe space like some s*!(#lording oppressor. Don't bother renewing your subscruption at the end of the month.

Or, you could just recognize that that is the eve equivalent of a paranoid meth-fueled tweaker fantasy, and that the neutral in local is probably not fit to do more than 400ish dps. If he is even at the keyboard at all.
Seriously though, Local chat shouldn't be as good as it is. Maybe make it an anonymous list or something, I dunno.
Don't swim alone.
Cidanel Afuran
Grant Village
#3433 - 2015-11-13 17:02:23 UTC
Mike Voidstar wrote:
Time vs. Value. We don't all enjoy the same things. To you, perhaps making a few ISK over the price of undocking is sufficient, because you like shooting people in the face and that's where your game begins and ends.

For the average PVE player, PvP may be unavoidable but it's not why we play or what we enjoy. It factors into the cost of doing what we do enjoy. High sec is supposed to be the least profit with least risk. That puts the floor on null profitability somewhere in the high end of high sec profits. Cloaked camps break that because as soon as you have to split the profits among multiple characters to make operating successfully worth less than just going to high sec.

You may just want to shoot people in the face, but if you render it pointless to be available to target then you deserve to have a hard time catching targets.


This is a multiplayer game. Find friends to protect you. Don't play a game that has no PvE servers if you don't accept some form of PvP in your day to day life.

You've yet to explain why you are obsessing over profitability. You have no inherent right to maximum ISK/hr. PvE in a PvP fit ship if you're nervous about being ganked. It's not that hard.
Teckos Pech
Hogyoku
Goonswarm Federation
#3434 - 2015-11-13 19:18:50 UTC
BABARR wrote:
Create "deep strong probe anti cloaky" very slow to use (like 15 or 30 min to scan) able to find cloaky ship.
+ fuel for cloak, or some capacitor use.


No. Especially fuel/cap usage, or let me shoot you while cloaked.

"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
#3435 - 2015-11-14 04:48:00 UTC
Cidanel Afuran wrote:
Mike Voidstar wrote:
Time vs. Value. We don't all enjoy the same things. To you, perhaps making a few ISK over the price of undocking is sufficient, because you like shooting people in the face and that's where your game begins and ends.

For the average PVE player, PvP may be unavoidable but it's not why we play or what we enjoy. It factors into the cost of doing what we do enjoy. High sec is supposed to be the least profit with least risk. That puts the floor on null profitability somewhere in the high end of high sec profits. Cloaked camps break that because as soon as you have to split the profits among multiple characters to make operating successfully worth less than just going to high sec.

You may just want to shoot people in the face, but if you render it pointless to be available to target then you deserve to have a hard time catching targets.


This is a multiplayer game. Find friends to protect you. Don't play a game that has no PvE servers if you don't accept some form of PvP in your day to day life.

You've yet to explain why you are obsessing over profitability. You have no inherent right to maximum ISK/hr. PvE in a PvP fit ship if you're nervous about being ganked. It's not that hard.


You just can't accept a sandbox where people all have different goals and playstyles from your own.

It's *not* about maximum ISK/HR. However, there is a floor on minimum profitability that gets set by the mid-high end of high sec profitability. If you cannot operate at that level of profitability, then there is no point to coming to null space. That would be similar to telling you that you can operate under circumstances where you are allowed to fight, but every engagement will drop your kill/loss ratio, and not just to 50/50 but actually a good bit below that, with no way to counter except go back to high sec.

This becomes a problem because while there is no real problem accounting for PvP in the equation, with cloaked camps there is no counter to bring about a balance. Assuming we don't go with the fly suicidal option of just ignoring the camp, then the 'counter' drops the profits below that acceptable level of exceeding high sec income.

There is a gap between 'better than high sec' and 'max isk/hr'. Balance lies in that gap.
Cidanel Afuran
Grant Village
#3436 - 2015-11-14 20:01:52 UTC
Mike Voidstar wrote:
You just can't accept a sandbox where people all have different goals and playstyles from your own.

It's *not* about maximum ISK/HR. However, there is a floor on minimum profitability that gets set by the mid-high end of high sec profitability. If you cannot operate at that level of profitability, then there is no point to coming to null space. That would be similar to telling you that you can operate under circumstances where you are allowed to fight, but every engagement will drop your kill/loss ratio, and not just to 50/50 but actually a good bit below that, with no way to counter except go back to high sec.

This becomes a problem because while there is no real problem accounting for PvP in the equation, with cloaked camps there is no counter to bring about a balance. Assuming we don't go with the fly suicidal option of just ignoring the camp, then the 'counter' drops the profits below that acceptable level of exceeding high sec income.

There is a gap between 'better than high sec' and 'max isk/hr'. Balance lies in that gap.


It is a *you consent to PvP when undocking* sandbox. Which you are incapable of understanding.

The floor on profitability is replacing the ammo it takes to shoot rats. You have no business in null if you aren't able to defend yourself. As designed. The counter to cloaked campers is a defense fleet. Null is designed to be collaborative. Flying solo doing PvE in null has never been something that should exist.

Yes, yes if you aren't able to have a standing defense fleet you should go back to highsec. You can't have your cake and eat it to, mike. Working as designed.

The amount of whining you do to try and have max profit from null with none of the drawbacks/downsides of having to defend your space is astounding. I do enjoy seeing the mental gymnastics you have to go through to defend yourself, though
Mike Voidstar
Voidstar Free Flight Foundation
#3437 - 2015-11-14 20:08:08 UTC
Roll

It's fairly straight forward thought process.

If you are attacking me, I should be able to attack you back. If you are damaging me in some fashion, I should be able to retaliate.

Cloaked camps allow for you to place pressure on a system, dealing damage through the increased costs and lost use of the space. You are attacking, with no way to retaliate against you. Everything is on your side, with no chance at retribution.

The mental gymnastics are what those who wish to defend that broken mechanic have to go through.
Seraph IX Basarab
Outer Path
Seraphim Division
#3438 - 2015-11-16 01:20:18 UTC
Renter krabs and highseccers still the main voice of complaint against cloaky warfare. Your uncreativity in how to deal with your own defense is staggering.
Mike Voidstar
Voidstar Free Flight Foundation
#3439 - 2015-11-16 03:13:43 UTC
Enlighten us, oh elite one.
Seraph IX Basarab
Outer Path
Seraphim Division
#3440 - 2015-11-16 05:09:20 UTC
Mike Voidstar wrote:
Enlighten us, oh elite one.



There's literally no point. It's been explained and re-explained to you guys time and time again. You just choose to ignore it. If they're AFK they can't harm you, if they're active, they're playing the game. Plenty of people are krabbing just fine throughout 0.0, you guys are just incapable of adapting like they have. Go to highsec.