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AFK Cloaking™: Ideas, Discussion, and Proposals

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Author
Teckos Pech
Hogyoku
Goonswarm Federation
#3821 - 2015-12-06 06:26:05 UTC
Kaarous Aldurald wrote:
Jerghul wrote:

Its more a question of accepting that null sec afk-cloaky camping may negatively effect Eve player retention and think it fine that the developers look into it.


I can, with as much or more validity, say that highsec missions and mining negatively effect EVE player retention. (And I'd probably be right, given CCP's own numbers on the matter) And since highsec has more population, the effect on retention would be decidedly more pronounced.

So should we have CCP "look into" deleting highsec?

But of course you'll try to handwave that away.


Agreed, after running Damsel in Distress for the 50th time I could see a player say, "This is it...WTF, can't this idiot damsel not get into distress?" and then logins start to drop off, followed by canceling their subscription.

Problem is those players do not really understand the game. EVE is not about awesome missions and PvE content as that content, generally speaking, rather sucks hard.

The PvP is where the action is at, IMO. Either you love that, or hate it...and in the latter case you quite as you realize this is not the game for you.

Of those players I knew form my early days, those who chose PvE content over PvP are mostly gone. Whereas those who chose PvP have stuck around far, far longer.

"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
#3822 - 2015-12-06 06:27:14 UTC
Jerghul wrote:
Teckos Pech wrote:
Jerghul wrote:


Its more a question of accepting that null sec afk-cloaky camping may negatively effect Eve player retention and think it fine that the developers look into it.


Jergens-Hand-Lotion*,

There you go again, that AFK cloaking not only leads to less people being online, but that they quite. But you have no evidence of this. I have already pointed out that a player who is PvP oriented has the option of leaving a ****** group of players and finding one that wont buckle under the stress of some impotent cloaked ventures. The die hard carebear can always retreat toHS and run missions and mine there. Personally I find the claim risible.

"Oh no...AFK cloakers killed my alliance! I must quit the game."

vs.

Finding a better alliance that can handle such a challenge,
Just settling into HS and making do with that.

Yep....load of horseshit in an attempt to get a self-serving change pushed through.

*Can you guys learn to spell my name right for a ******* change?


Sorry about misspelling your name :).

Do I seriously seem more like a victim than a perpetrator?


Can you or can you not give us an example of AFK cloaking being the sharp tip of a sov war spear?

"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

Jerghul
Aliastra
Gallente Federation
#3823 - 2015-12-06 06:37:51 UTC
"Can you or can you not give us an example of AFK cloaking being the sharp tip of a sov war spear?"

Can I find examples of alliances I know have been subject to AFK camping and show they lost a lot of members when that happened?

Sure. God invented Dotlan for purposes like that.

Would that be meaningful? Nope.

Tell you what, lets pretend I did that, and you can immediately start on why player loss was actually due to other things, and besides, how many have actually left Eve, and do you know for sure they are not just taking a break anyway etc?

It would save me the wasted effort.

Blocked list: Teckos, Sonya, Wander, Baltec1

Mike Voidstar
Voidstar Free Flight Foundation
#3824 - 2015-12-06 08:15:17 UTC  |  Edited by: Mike Voidstar
Teckos Pech wrote:
Kaarous Aldurald wrote:
Jerghul wrote:

Its more a question of accepting that null sec afk-cloaky camping may negatively effect Eve player retention and think it fine that the developers look into it.


I can, with as much or more validity, say that highsec missions and mining negatively effect EVE player retention. (And I'd probably be right, given CCP's own numbers on the matter) And since highsec has more population, the effect on retention would be decidedly more pronounced.

So should we have CCP "look into" deleting highsec?

But of course you'll try to handwave that away.


Agreed, after running Damsel in Distress for the 50th time I could see a player say, "This is it...WTF, can't this idiot damsel not get into distress?" and then logins start to drop off, followed by canceling their subscription.

Problem is those players do not really understand the game. EVE is not about awesome missions and PvE content as that content, generally speaking, rather sucks hard.

The PvP is where the action is at, IMO. Either you love that, or hate it...and in the latter case you quite as you realize this is not the game for you.

Of those players I knew form my early days, those who chose PvE content over PvP are mostly gone. Whereas those who chose PvP have stuck around far, far longer.


So once again you and those like you are doing the sandbox 'right', and those that do other things are 'wrong'. Despite the fact that less than 20% of log ins engage in PvP?

It's wonderful that PvP is where the action is, for you. I guess so long as it's on your terms, with the risk pointed squarely away from you and towards your chosen prey.

I have tried getting involved in all the pvp you like so much, didn't like it and gave it up for various other things long ago. I have been around for a very long time myself. EVERYONE I have ever seen leave the game cited the silly pvp mechanics as the reason. Sure, the PvE is dull and stilted, and we would have enjoyed more PvP under other circumstances... but of the dozen or so personal friends I have played the game with, when each of them left, it was because of the ridiculous one sided nature of EVE pvp and the bias to toxic and predatory playstyles.

I don't have CCP's data, but several of my friends enjoy plenty of PvP. Each of them left, each of them got involved in PvP. All of them cited the PvP as the reason they left.

The complaint on the hunter side is that no one will stay and fight them. Given any chance at all, they would rather dock and wait for you to leave. That is a problem with deeper roots than risk aversion.

What you should be lobbying for is not more, and more lopsided, ways to force people to play as your targets. You should be lobbying for development of the game to give your targets something worth fighting for. Then, when they do try and fight for them, try actually fighting.

The dumbest thing about the defense of cloaks in their current condition is the argument that it's needed because otherwise you would be hunted and destroyed, and then the locals will just go back to what they wanted to do in the first place.

That to me sounds like working as intended, and should be exactly what you were after. Maybe you killed some miners, maybe you didn't. You came for PvP, and got PvP. Not all PvP is shooting fat, defenseless ships, nor should it realistically be that way past one or two targets of opportunity. Of course people pull those ships in. You can't tell me they don't ever reship and try to fight, because I have seen it first hand in ever 'sec of space. People quit trying because the aggressors aren't any more willing to engage a readied opponent than the defenders were to engage in their non-combat ships.

It's like there's this big playground, and most of the local kids like to play games like marbles. The kids from the next neighborhood over like to play football, but they want to win and so only like opponents without pads. They have taken to charging into the playground and just rolling the local kids as fast as they can, but when the locals go get their pads and try to make a real game the kids from the next neighborhood hide out. The pads keep the kids from being able to play marbles well-- it's hot and uncomfortable. Eventually they take off the pads, and out come the guys from the next neighborhood again. and repeat, until eventually the local kids just stop bothering to come out and play.

Everything you say about what should be the risk to PVE players is true of their hunters as well. The fact that it's not is what creates the stalemate, with one group sullenly waiting for the other guys to get out of the bushes. PVE is meant to drive confict- mission successful, except the cloaks make the hunters immune to the consequences of their actions. It stops being a contest, and simply becomes a one sided fight with only half a winner.

These threads have been around since cloaks were put in the game. It's not just SOV null, though that's where the conditions exist for the maximum pain of the situation to be felt, and so that's where the majority of the complaints originate. I have seen it in lo sec. About the only place you don't see complaints is high sec, because it's all but impossible to secure space there and control traffic.
Mag's
Azn Empire
#3825 - 2015-12-06 10:16:50 UTC
Well I give Jerghul his due, that's a new bit of Bravo Sierra to throw into the debate.

So over the last few pages he's been trying to claim this affects player retention, without any proof whatsoever?
And Mike has still been on his invulnerability line? Even though that's a two way street. But let's ignore one of the ways and simply focus on the cloaker?

I must say, it's all very interesting stuff. Please, do continue. Straight

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Morrigan LeSante
Perkone
Caldari State
#3826 - 2015-12-06 11:38:18 UTC
Here's a non anecdotal thought to consider.

If this is so powerful and makes people quit, why have MOA not shattered the CFC yet?

Now consider that this has not happened directly shows us that being "affected" by cloakers is a mindset and player choice.

Perhaps then sov null teaches us only the strong who are prepared to fight for their empire survive. That those who don't, who cower at the possibility of a fight, who run from the mere whisper of a faceless boogieman are ran out of their area.

Sounds a lot like it's working as intended to me.
Mike Voidstar
Voidstar Free Flight Foundation
#3827 - 2015-12-06 11:50:27 UTC
Mag's wrote:
Well I give Jerghul his due, that's a new bit of Bravo Sierra to throw into the debate.

So over the last few pages he's been trying to claim this affects player retention, without any proof whatsoever?
And Mike has still been on his invulnerability line? Even though that's a two way street. But let's ignore one of the ways and simply focus on the cloaker?

I must say, it's all very interesting stuff. Please, do continue. Straight


Except that the guy who docks and gives up his play to avoid a hunter wasn't invulnerable. He lost. He conceeded his opportunity to fight in order to mitigate the loss of a battle that he judged could not be won.

Now the cloak denies him an opportunity of a fight more equal, and continues to enforce his loss indefinitely. He can't reship and try again.

Jerghul
Aliastra
Gallente Federation
#3828 - 2015-12-06 12:19:05 UTC
Mag's wrote:
Well I give Jerghul his due, that's a new bit of Bravo Sierra to throw into the debate.

So over the last few pages he's been trying to claim this affects player retention, without any proof whatsoever?
And Mike has still been on his invulnerability line? Even though that's a two way street. But let's ignore one of the ways and simply focus on the cloaker?

I must say, it's all very interesting stuff. Please, do continue. Straight


It effects player retention (have more than 0 players quit Eve for lack of usable content in 0-sec systems?).

The only question is to what degree.

The degree of course is what should determine the level of Dev intervention.

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#3829 - 2015-12-06 12:22:01 UTC
Mike Voidstar wrote:
Mag's wrote:
Well I give Jerghul his due, that's a new bit of Bravo Sierra to throw into the debate.

So over the last few pages he's been trying to claim this affects player retention, without any proof whatsoever?
And Mike has still been on his invulnerability line? Even though that's a two way street. But let's ignore one of the ways and simply focus on the cloaker?

I must say, it's all very interesting stuff. Please, do continue. Straight


Except that the guy who docks and gives up his play to avoid a hunter wasn't invulnerable. He lost. He conceeded his opportunity to fight in order to mitigate the loss of a battle that he judged could not be won.

Now the cloak denies him an opportunity of a fight more equal, and continues to enforce his loss indefinitely. He can't reship and try again.



What opportunity to fight? You cannot fight a cloaked ship with an implicit cyno. Nor could you possibly call the afk camper a "hunter".

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#3830 - 2015-12-06 12:28:02 UTC
Morrigan LeSante wrote:
Here's a non anecdotal thought to consider.

If this is so powerful and makes people quit, why have MOA not shattered the CFC yet?

Now consider that this has not happened directly shows us that being "affected" by cloakers is a mindset and player choice.

Perhaps then sov null teaches us only the strong who are prepared to fight for their empire survive. That those who don't, who cower at the possibility of a fight, who run from the mere whisper of a faceless boogieman are ran out of their area.

Sounds a lot like it's working as intended to me.


Of course passive, contact adverse, content removing, 0-risk, and "no-cost" afk cloaky camping with an implicit cyno works to increase attrition as intended.

If it didn't work, people would not do it.

Blocked list: Teckos, Sonya, Wander, Baltec1

Jerghul
Aliastra
Gallente Federation
#3831 - 2015-12-06 12:34:05 UTC
"What you should be lobbying for is not more, and more lopsided, ways to force people to play as your targets. You should be lobbying for development of the game to give your targets something worth fighting for. Then, when they do try and fight for them, try actually fighting."



Cloaky afk camping with an implicit cyno is not PvP by design. The goal is to destroy activity, not ships.

I am lobbying for more, and more lopsided ways to force people to play as targets by wanting more small mandatory windows with pvp opportunity inserted into any afk cloaky camping sequence.



Blocked list: Teckos, Sonya, Wander, Baltec1

Kaarous Aldurald
Black Hydra Consortium.
#3832 - 2015-12-06 12:42:49 UTC
Mike Voidstar wrote:


I have been around for a very long time myself. EVERYONE I have ever seen leave the game cited the silly pvp mechanics as the reason.


Selection bias, or just your usual outright dishonesty.

Of course if you hang around with nothing but other bloated carebears, all you'll hear is that PvP is the reason why anyone quits.

CCP themselves disagree with you however. In fact, they called it a "myth" that PvP in this game negatively effects new player subscriptions. I can't imagine a more thorough condemnation of your claims than that. And since I already know that you are almost pathologically unable to tell the truth, I will take the developer's word over yours.


Quote:

What you should be lobbying for is not more, and more lopsided, ways to force people to play as your targets.


Oh, quite incorrect. This game has had non consensual PvP snipped away a bit at a time for years, and player subs have fallen commensurately.

It's long past time that CCP stops pursuing known policies of failure, and swings the pendulum the other way for once.


Quote:

The dumbest thing about the defense of cloaks in their current condition is the argument that it's needed because otherwise you would be hunted and destroyed, and then the locals will just go back to what they wanted to do in the first place.


That's not dumb at all.

It's suggesting that stealth be viable at all. What you want is for it to be unviable, so you are never surprised and never have any uncertainty.

You're basically asking for the removal of non consensual PvP in freaking nullsec.


Quote:

You came for PvP, and got PvP. Not all PvP is shooting fat, defenseless ships, nor should it realistically be that way past one or two targets of opportunity.


And here again you prove that you do not belong here.

"targets of opportunity" and "fat, defenseless ships" are EXACTLY what cloak ships are supposed to be killing, and pretty much nothing else. Cov ops ships are inherently weaker than most other ships of their class in and of themselves, and the cov ops cloak is deliberately intended to allow people to strike targets of opportunity.

I mean, come the **** on. You are literally admitting that you want cloaks to not work as intended, to satisfy the e-honor you're using as a false flag.

Guess what, chuckles? Cloaks are supposed to promote that kind of behavior.


Quote:

Everything you say about what should be the risk to PVE players is true of their hunters as well.


100% false.

Risk vs reward applies solely to activities that generate assets into the game world. Any and all PvE should be subject to risk or it should not exist. PvP content has it's risk determined by the actions of the respective participants.

You also totally do not understand cloaks.

Cloaking devices are probably the most balanced module concept in this game. You disappear from grid, and barring collisions you cannot be effected by other players. In exchange, you can activate no modules. (and for cov ops ships, you take a fairly hefty stat penalty, especially the frigates)

You can have as much effect on the grid as the grid can have on you. Less, in truth.

The mechanics of cloaks are perfectly balanced right now. But you don't want balance, in fact you hate the very concept of it. What you both are asking for is a deliberate imbalance in your favor. And you're asking for it for purely meta reasons, completely ignoring the facts and realities of both the game at large and the mechanics of cloaking devices.

It is not possible to be more wrong than you are.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Wander Prian
Nosferatu Security Foundation
#3833 - 2015-12-06 12:43:57 UTC
Jerghul wrote:
"What you should be lobbying for is not more, and more lopsided, ways to force people to play as your targets. You should be lobbying for development of the game to give your targets something worth fighting for. Then, when they do try and fight for them, try actually fighting."



Cloaky afk camping with an implicit cyno is not PvP by design. The goal is to destroy activity, not ships.

I am lobbying for more, and more lopsided ways to force people to play as targets by wanting more small mandatory windows with pvp opportunity inserted into any afk cloaky camping sequence.






You are making the assumption that people are quitting an alliance or even the game over not being able to do PVP in 100% safety. There is no way to prove that . There are far more important reasons for alliances fail-cascading than having a neutral in a ratting-system.

Wormholer for life.

Mike Voidstar
Voidstar Free Flight Foundation
#3834 - 2015-12-06 12:53:13 UTC  |  Edited by: Mike Voidstar
Wander Prian wrote:
Jerghul wrote:
"What you should be lobbying for is not more, and more lopsided, ways to force people to play as your targets. You should be lobbying for development of the game to give your targets something worth fighting for. Then, when they do try and fight for them, try actually fighting."



Cloaky afk camping with an implicit cyno is not PvP by design. The goal is to destroy activity, not ships.

I am lobbying for more, and more lopsided ways to force people to play as targets by wanting more small mandatory windows with pvp opportunity inserted into any afk cloaky camping sequence.






You are making the assumption that people are quitting an alliance or even the game over not being able to do PVP in 100% safety. There is no way to prove that . There are far more important reasons for alliances fail-cascading than having a neutral in a ratting-system.


You are defining automatically losing and abandoning the field as 100% safety. If they were safe they would continue their activity, much the way a cloaked camper does not bother to go anywhere.

consider the examples:

PVE goes afk, opponent enters field, locates PVE ship, PVE guy dies.

Camper activates cloak and goes AFK, opponent searches for camper, camper continues to camp forever as he is 100% safe.
Mag's
Azn Empire
#3835 - 2015-12-06 12:57:21 UTC  |  Edited by: Mag's
Mike Voidstar wrote:
Mag's wrote:
Well I give Jerghul his due, that's a new bit of Bravo Sierra to throw into the debate.

So over the last few pages he's been trying to claim this affects player retention, without any proof whatsoever?
And Mike has still been on his invulnerability line? Even though that's a two way street. But let's ignore one of the ways and simply focus on the cloaker?

I must say, it's all very interesting stuff. Please, do continue. Straight


Except that the guy who docks and gives up his play to avoid a hunter wasn't invulnerable. He lost. He conceeded his opportunity to fight in order to mitigate the loss of a battle that he judged could not be won.

Now the cloak denies him an opportunity of a fight more equal, and continues to enforce his loss indefinitely. He can't reship and try again.

I never mentioned docking. I'm talking about the two way street with regards to the clocker and the local ratter. When the clocker is invulnerable, as you call it, then they are from him. If what you mean is the cloak gives the him a better choice of when to attack, then yes that is true. But that's the point of the device, hence the name covert ops.
But please don't talk about invulnerability as if it only applies to him. That's simply false.

Jerghul wrote:
It effects player retention (have more than 0 players quit Eve for lack of usable content in 0-sec systems?).

The only question is to what degree.

The degree of course is what should determine the level of Dev intervention.
Anecdotal and guess work, doesn't equal proof or fact.
For example I can say I think that the amount that may have left due to AFK cloaking, was offset by new accounts made to create AFK cloakers.
I have no way of proving this, therefore it's as relevant as your hypothesis. As such it's pointless in regards to this discussion.

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

Jerghul
Aliastra
Gallente Federation
#3836 - 2015-12-06 12:57:46 UTC  |  Edited by: Jerghul
Wander Prian wrote:

You are making the assumption that people are quitting an alliance or even the game over not being able to do PVP in 100% safety. There is no way to prove that . There are far more important reasons for alliances fail-cascading than having a neutral in a ratting-system.


There are ways to prove that. Insert a red or neut into local, monitor what happens, compare what happened to a baseline.

PvE is not less safe (in fact it might be more safe as roaming small gangs and true hot droppers might also spend less time in an afk cloaky camped system).

Enduring afk cloaky camping with an implicit cyno never generates PvP. PvP is not its goal. It creates the perception of risk to reduce activity.

Mag's
I know anecdotal evidence is far from robust. Hence my recommending that Devs collect relevant data before deciding if intervention is required.

Blocked list: Teckos, Sonya, Wander, Baltec1

Kaarous Aldurald
Black Hydra Consortium.
#3837 - 2015-12-06 13:12:40 UTC
Anyone else starting to wonder if maybe Mike was ever an N3 renter? I've done just about all the shenanigans this game has to offer, and I never once got better tears than when I was cloaking their renters for eight months.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Mike Voidstar
Voidstar Free Flight Foundation
#3838 - 2015-12-06 13:13:19 UTC
Cidanel Afuran wrote:
Mike Voidstar wrote:
Bait isn't a counter. They must choose to take it.


Yes it is. You have to choose to engage anyone in any PvP in EVE.


Utterly false. One of the core tenants of the game is Non-Consensual PVP. Unless you mean the asinine statements about agreeing to PvP when you undock, or log in, or whatever. If this wasn't the case we would not have warp scramblers and disruptors, nor would anyone be bumping those freighters.

In the case of that cloaked camper, he gets to choose when and if he ever drops that cloak, until downtime. No outside force can take that choice from him, and he remains 100% safe so long as he isn't stupid and runs into something.

Cidanel Afuran wrote:
Mike Voidstar wrote:
Rat in PvP fit isn't counter. It makes you less attractive to attack, still inflicts financial damage, and they still get to choose if they attack.


Yes it is. How the hell would they know you are PvP fit, exactly, champ? Last time I checked people in cloaky ships in deep, dangerous territory don't fit ship scanners.


You are right. It's even less of a deterent than I claimed, and still counters nothing at all.




"Logged friends or standing fleet that didn't already exist is just wasting everyone's time, and isn't a counter unless he chooses to attack"

Actively being able to kill someone in your home system is now a 'waste of time'? Do you listen to yourself?



Without a way to force his hand, yes it's a waste of time. He chooses to attack or not to attack. He won't so long as that fleet is apparent, he will simply wait for a better opportunity because there is no counter to his tactics.





"In every case it hinges upon the camper choosing to break his camp voluntarily. That's not a counter, that's wishful thinking."

"In every case it hinges on the PvE-er being so risk averse that he chooses to no do anything if there is the slightest chance of maybe, possibly being shot. Harden up and undock, or stay in high sec."


PvE has no effective opportunities to do anything except endure without recourse or abandon the space completely.




"I am not the hypocrite here. I assume you want all that free Intel gone along with local too?"

"I want local, watch lists and killboards gone. All of them do nothing but help carebears like yourself turn EVE into hello kitty online. "


Hello Kitty Online would be several orders of magnitude more challenging than the risk free playstyle you are advocating for cloaked campers. I'd be all for watch lists and killboards being gone. If you don't like local just stay in your wormhole and the problem is solved.




"You want to nerf playstyles that you don't like without wanting to nerf parts of the game that literally do nothing but protect what you do (ie, local). That is the very definition of a hypocrite, kid."


I am actually going out of my way to look for compromises and find ways to impact anyone's playstyle as little as possible while still addressing the issue. What were trying to do? Right... Just be belligerent and derail all discussion.
Kaarous Aldurald
Black Hydra Consortium.
#3839 - 2015-12-06 13:20:02 UTC  |  Edited by: Kaarous Aldurald
Mike Voidstar wrote:

Utterly false. One of the core tenants of the game is Non-Consensual PVP.


And yet, you constantly argue to strip as much non consensual PvP out of this game as possible.

The last month of your post history are basically nothing else.

Quote:

In the case of that cloaked camper, he gets to choose when and if he ever drops that cloak, until downtime.


So, working as intended, since cloaks are very literally designed to do that. They exist to give someone with enough patience the ability to attack a target of opportunity.


Quote:

PvE has no effective opportunities to do anything except endure without recourse or abandon the space completely.


Hmm, it's almost like pure PvE playstyles have absolutely no place in sov nullsec, huh?


Quote:

I am actually going out of my way to look for compromises and find ways to impact anyone's playstyle as little as possible while still addressing the issue.


Lol.

[edit: Oh, and there is no "issue", besides local enabling cowardice.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Mike Voidstar
Voidstar Free Flight Foundation
#3840 - 2015-12-06 13:21:53 UTC  |  Edited by: Mike Voidstar
Mag's wrote:
Mike Voidstar wrote:
Mag's wrote:
Well I give Jerghul his due, that's a new bit of Bravo Sierra to throw into the debate.

So over the last few pages he's been trying to claim this affects player retention, without any proof whatsoever?
And Mike has still been on his invulnerability line? Even though that's a two way street. But let's ignore one of the ways and simply focus on the cloaker?

I must say, it's all very interesting stuff. Please, do continue. Straight


Except that the guy who docks and gives up his play to avoid a hunter wasn't invulnerable. He lost. He conceeded his opportunity to fight in order to mitigate the loss of a battle that he judged could not be won.

Now the cloak denies him an opportunity of a fight more equal, and continues to enforce his loss indefinitely. He can't reship and try again.

I never mentioned docking. I'm talking about the two way street with regards to the clocker and the local ratter. When the clocker is invulnerable, as you call it, then they are from him. If what you mean is the cloak gives the him a better choice of when to attack, then yes that is true. But that's the point of the device, hence the name covert ops.
But please don't talk about invulnerability as if it only applies to him. That's simply false.



No, it's outright invulnerability.

If I am out doing whatever activity I am doing, and I go AFK, and a hunter shows up then I am dead.

If the cloaked camper goes afk, and someone hunting him shows up, the cloaker is never in any kind of danger at all.


Local isn't a defense, it simply allows opportunity to take defensive action. Cloaking is a defense. It outright denies any offensive action from being taken in the first place.

If I am in a dock and I want to go and attack something, I must get into space at a known point, travel to my target and only then can I begin my attack, with whatever I am hunting reacting to my presence immediately. The cloaker can hunt his target, provide intel to any allies, and knows as much as can be known before making any decisions or initiating his attack. There are several points of failure for the local, while the cloaker has only pilot error.