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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
Morrigan LeSante
Perkone
Caldari State
#5661 - 2016-02-03 08:09:41 UTC
You keep repeating the lie that a cloak is 100% safe when well flown.

This is demonstrably false. There is no more skill involved in pressing "jump" at a gate whether you're the best AT player in existence, or my cat.

A cloak pretty damn safe if it NEVER moves. Ever ever. The minute you move or god forbid change systems that safety leaves your hands entirely and your survival depends 100% on the competence of the foe. And some of them are formidable indeed.
Thorian Baalnorn
State War Academy
Caldari State
#5662 - 2016-02-03 08:40:06 UTC  |  Edited by: Thorian Baalnorn
Mike Voidstar wrote:
If you want to play the numbers game on this you will certainly lose. PvP in total is a minority activity in game, according to ccp's own data.

What is getting sucked up is the devs stance that since its used to harass PvE players and slow ISK making in null then the imbalance is worth it.

That does not mean no problem exists. It does not mean a change isn't warranted. It certainly does not mean that those who are using cloaks to camp targets in perfect safety are any kind of majority.


While you think you are being logical, you are not. Of course pvp isnt going to be the major activity in eve. A game in which you have real losses when you pvp requires an income stream. Most people use PVE methods to gain income to fund pvp.
You assume that because you want changes made to a cloak they should be.DESPITE the fact you are in the minority of the player base that thinks they need to be changed. This is a major factor in if CCP will change something or not. And you will never gain enough support from the player base to get this changed. It would be an extremely unpopular move.

Covert cloaks are working as intended. They are working how CCP wanted them to work and how the majority of the player base wants them to work. The ability to be able to cloak for an indefinite length of time is an invaluable tool to not just people who pvp but anyone who lives in null. Covert cloaks are necessary for many activities in which you need to focus on other things on your screen while sitting in space in a dangerous system. Nerfing the cloak in some degree so that it was no longer as effective as it now would throw all the covert ship balances out of whack.

What it sounds like to me is you want to suck up the high rewards of null with very little of the risks. When someone threatens your little carebear land and you cant make them go away, you instead come to the forums and complain using nonsense as a claim of why it should be changed. You are not going to always be safe in null, get over it or go back to empire are run L4s.


I bolded and underlined the important part for you.

Edit to add: and lets not forget about the fact that you are completely free to move systems and continue to do whatever in another system. However you want the game to accommodate the fact you dont want to move systems to do your pve activities and thats just not how we roll. We are not here to cater to you, If a cloaked ship is such a big issue to you move systems, their are thousands that do not have any cloaked campers.

Sometimes you are the squirrel and sometimes you are the nut. Today, you are the nut and the squirrel is hungry.

Mike Voidstar
Voidstar Free Flight Foundation
#5663 - 2016-02-03 10:42:13 UTC
I seriously doubt you are correct.

These threads have been started consistently for nearly a decade by individual posters, many of whom apparently come to the forums for that reason alone and do not maintain a steady post history. In that time they get shouted down by a small group of regular forum posters who use the same prepared and tired arguments on each new thread.

This thread was started because of that phenomenon.

Just because that small group is persistent, and the type of player most affected by this tactic aren't the sort to post a lot does not mean that the loudest shouters are the most numerous.

Think about it. It's been a hotbutton issue for this long despite one side of the argument having gotten frustrated and left the room long ago. Even in this thread you get the occasional fresh meat to pipe in, and Teckos and his buddies immediately troll them into the ground until they leave again.

We get it. The gankbears like cloaks like they are because it lets them get easy and risk free kills with a little patience and a spare day or three. No big deal. But the underlying mechanic that allows it is fundamentally bad game design because it is too much safety combined with too much utility. Anything that did the same job that wasn't already entrenched would spark tears a.d rage of unprecedented levels from the same people supporting this. Hell, they already gush tears because their targets can warp, dock, etc... I really don't know why they don't just restrict themselves to rafting belts in high sec. Seems the perfect challenge level for them.
Robert Caldera
Caldera Trading and Investment
#5664 - 2016-02-03 13:27:20 UTC
there are too little kills on carebears and too much safety to carebears anyways, so cloak is fine.
Cidanel Afuran
Grant Village
#5665 - 2016-02-03 15:56:39 UTC
Mike Voidstar wrote:
If you want to play the numbers game on this you will certainly lose. PvP in total is a minority activity in game, according to ccp's own data.


No, active hunting is a somewhat low percentage of the game, relatively speaking. Literally 100% of players engage in PvP in some way, shape or form.
Thorian Baalnorn
State War Academy
Caldari State
#5666 - 2016-02-03 17:14:01 UTC
Mike Voidstar wrote:
I seriously doubt you are correct.

These threads have been started consistently for nearly a decade by individual posters, many of whom apparently come to the forums for that reason alone and do not maintain a steady post history. In that time they get shouted down by a small group of regular forum posters who use the same prepared and tired arguments on each new thread.

This thread was started because of that phenomenon.

Just because that small group is persistent, and the type of player most affected by this tactic aren't the sort to post a lot does not mean that the loudest shouters are the most numerous.

Think about it. It's been a hotbutton issue for this long despite one side of the argument having gotten frustrated and left the room long ago. Even in this thread you get the occasional fresh meat to pipe in, and Teckos and his buddies immediately troll them into the ground until they leave again.

We get it. The gankbears like cloaks like they are because it lets them get easy and risk free kills with a little patience and a spare day or three. No big deal. But the underlying mechanic that allows it is fundamentally bad game design because it is too much safety combined with too much utility. Anything that did the same job that wasn't already entrenched would spark tears a.d rage of unprecedented levels from the same people supporting this. Hell, they already gush tears because their targets can warp, dock, etc... I really don't know why they don't just restrict themselves to rafting belts in high sec. Seems the perfect challenge level for them.


I have literally never met anyone in game that has ever complained about cloaky camping...ever. Oh wait this one time, a nooblet complained because he couldnt rat in system because of a cloaky camper( who actually was probably a ratting bot). the response: " we own 4 regions, dumbass, rat somewhere else."

if you had players make a list of top 20 changes they would like to see to eve in the future this would make very very few list. In fact the only people that will likely have this on their list are newbs and players who dont utilize cloaked ships( noobs)

Sometimes you are the squirrel and sometimes you are the nut. Today, you are the nut and the squirrel is hungry.

Teckos Pech
Hogyoku
Goonswarm Federation
#5667 - 2016-02-03 19:24:50 UTC
Thorian Baalnorn wrote:
Mike Voidstar wrote:
I seriously doubt you are correct.

These threads have been started consistently for nearly a decade by individual posters, many of whom apparently come to the forums for that reason alone and do not maintain a steady post history. In that time they get shouted down by a small group of regular forum posters who use the same prepared and tired arguments on each new thread.

This thread was started because of that phenomenon.

Just because that small group is persistent, and the type of player most affected by this tactic aren't the sort to post a lot does not mean that the loudest shouters are the most numerous.

Think about it. It's been a hotbutton issue for this long despite one side of the argument having gotten frustrated and left the room long ago. Even in this thread you get the occasional fresh meat to pipe in, and Teckos and his buddies immediately troll them into the ground until they leave again.

We get it. The gankbears like cloaks like they are because it lets them get easy and risk free kills with a little patience and a spare day or three. No big deal. But the underlying mechanic that allows it is fundamentally bad game design because it is too much safety combined with too much utility. Anything that did the same job that wasn't already entrenched would spark tears a.d rage of unprecedented levels from the same people supporting this. Hell, they already gush tears because their targets can warp, dock, etc... I really don't know why they don't just restrict themselves to rafting belts in high sec. Seems the perfect challenge level for them.


I have literally never met anyone in game that has ever complained about cloaky camping...ever. Oh wait this one time, a nooblet complained because he couldnt rat in system because of a cloaky camper( who actually was probably a ratting bot). the response: " we own 4 regions, dumbass, rat somewhere else."

if you had players make a list of top 20 changes they would like to see to eve in the future this would make very very few list. In fact the only people that will likely have this on their list are newbs and players who dont utilize cloaked ships( noobs)


Over in GD there is a thread on the top 3 changes and I don't recall seeing anything about cloaks....for what it's worth.

"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

Zockhandra
Canadian Bacon.
Honorable Third Party
#5668 - 2016-02-04 16:28:42 UTC  |  Edited by: Zockhandra
Just gonna put this out there, because I've seen a few people claim that (mainly on the topic of blops drops) that cloaking is too 'safe'. Let me explain some very simple things to you.

Risk No.1 - I exist

First off lets start with blops. You might not think it, but its dangerous actually buying them and equipping them in highsec, they are known to be well equipped with expensive modules, and groups have been known to actively suicide gank them for it (they average 60k Ehp). Thats like your brand new ratting rattlesnake exploding as soon as you undock it from your 'home' system after buying it.


Risk No.2 - Not another jump

To actually get to your systems where you rat, (multiple jumps out towards the edge of the galaxy, often spanning more than 24 jumps) we have to send an alt through a potentially huge amount of systems, risking gate camps, bubbles, smartbmombs, or even worse Being scanned down the moment you cyno your blops through and caught before you even make it to your destination, forcing you to go and buy another 300mil recon, 60mil bomber or 800m T3.

Risk No.3 - Out of ******* Fuel

Thats right. We have limited fuel, and it can be at times very difficult to calculate exactly how much we need. This has NOT been made any easier by recent changes to the next point.

Risk No.4 - My hole

We can use wormholes to access new regions of space...oh wait no not really anymore. Since we had nullsec connections heavily nerfed (1/14 holes has a null connection in my experience), which is easily more than 2 hours of scanning (which leads to my final point), whilst taking the enourmous risk of being destroyed on entrance to a hole.....Thats not fun by the way.

Risk No.5 - Oh no you didnt

you can counter drop? Bait? Maybe even fight back? Dropping someone is NOT a guarenteed kill theres any number of things that can go wrong. I've had a Wyvern and a Chimera dropped on me before (thanks CFC), A tengu fleet bridged on to me and bombers decloak and try to drop other blops from third parties(RED alliance / Bombers Bar). The only thing that kept me safe was my experience and knowing where to align out to.

In one of my latest endeavours, i even had a hero naga provide a VERY big surprise and force me to use all of my cap charges in order to escape, and avoid his incoming friends. ( that's the end of that hunt just because one guy forced me to use up almost all my charges )


So to summarise, a whole load of you are moaning about how 'safe' it is to afk cloak? Its a welcome reprieve to the amount of effort that goes into planning, isk investment, risk taking and waiting for you to make a mistake before slaughtering your ridiculously expensive rattlesnakes, ishtars and dominix's. "Don't fly why you can't afford to lose'

If your still convinced that I'm wrong, re-read the above statement and ask yourself:

How many risks do you take going out and ratting, and how many would there be if we could not hunt properly?
The answer, without any real argument to counter (in case your wondering) Is ZERO.

Heres a quick list of things i need to kill you (+time scale):

1 drop boat (capable of covert cyno) - 200m-1.2b
1 blackops battleship - Easily 1.4bil
4 hours for moving and waiting on timers
2b spare incase my alt gets popped en-route (along with an additional 4 hours)
Backup fittings to try and escape (if nessecary)
Range of ammo (to match ship types)
Drones
A wormhole (or several maybe)
and my personal favourite:

Five days of free time, spent trying to catch some whining ratter who only has to be aligned and press warp to negate ALL of that preparation......Oh and then send abuse to me in local chat about:
-My heritage
-Mental status
-Sexual orientation
-Sexual status
-My relationship with my mother
-My inability to take you seriously

I hope clarify's just how dumb it sounds to us (blops pilots), when you call us 'too safe'.

From our eyes, YOU'RE the ones that are too safe. Thats why we destroy your ships :)

Shield are red, Armor is too, i slapped my heavy neut, all over you. Fingers crossed, broken shattered and burned, across from the bubble and into your hull.

Teckos Pech
Hogyoku
Goonswarm Federation
#5669 - 2016-02-06 17:55:24 UTC
Thanks for that post. My BLOPs experience is much more limited. We did it down in Fountain when we lived there. Usually trying to bait people who were not local sov holders or catch people who live in Fountain core out and about.

I have tried to point out that BLOPs work is not just sitting around under the safety of a cloak to various parties in this thread, but they are...well...not well informed and seem to prefer it that way. I'm going to bookmark that post and use it as a reference in the future.

"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

Mida Akhiko
Center for Advanced Studies
Gallente Federation
#5670 - 2016-02-07 15:18:22 UTC
Personally what I would like to see is a system that resembles something akin to this:

Cloaks now require some type of fuel. The fuel is fairly small, cheap, and long lasting. For example, a cloaky ship could fit 6 hours worth of fuel into their ship with room to spare for ammo.

They maintain their ability to instantly deactivate.

Cloaks now remove you from local after 5 minutes of sustained activation.

These two changes I feel would put cloaks into a really good place. It would maintain the need for people to be observant of local, since regardless of whether or not someone has a cloak, they will appear in local for at least five minutes. However, it does open some interesting implications for cloaks to be more, well, cloaky, and will allow for the setting up of ambushes. Intel would also play a very large role in how cloaks would be utilized out and null and the like. If you could learn when people long on for example, you could already have your guys in the system, cloaked and off local.

The reason I think this would be a good addition is while I'm fine with cloaky camping as a concept, I personally am not a fan of any behavior that largely consists of afking, be it mining, cloaky camping, whatever. This way if someone is stupid enough to forget that they are logged onto eve cloaked in a safe, they will eventually be punished for it.
Wander Prian
Nosferatu Security Foundation
#5671 - 2016-02-07 15:24:22 UTC
Mida Akhiko wrote:
Personally what I would like to see is a system that resembles something akin to this:

Cloaks now require some type of fuel. The fuel is fairly small, cheap, and long lasting. For example, a cloaky ship could fit 6 hours worth of fuel into their ship with room to spare for ammo.

They maintain their ability to instantly deactivate.

Cloaks now remove you from local after 5 minutes of sustained activation.

These two changes I feel would put cloaks into a really good place. It would maintain the need for people to be observant of local, since regardless of whether or not someone has a cloak, they will appear in local for at least five minutes. However, it does open some interesting implications for cloaks to be more, well, cloaky, and will allow for the setting up of ambushes. Intel would also play a very large role in how cloaks would be utilized out and null and the like. If you could learn when people long on for example, you could already have your guys in the system, cloaked and off local.

The reason I think this would be a good addition is while I'm fine with cloaky camping as a concept, I personally am not a fan of any behavior that largely consists of afking, be it mining, cloaky camping, whatever. This way if someone is stupid enough to forget that they are logged onto eve cloaked in a safe, they will eventually be punished for it.


*sigh* This again...

Any fuel-requirement you add will kill current long term scouting in wormholes, since you aren't guaranteed to have a valid route into the system and if you leave, you are risking getting rolled out

Wormholer for life.

Mida Akhiko
Center for Advanced Studies
Gallente Federation
#5672 - 2016-02-08 11:27:23 UTC  |  Edited by: Mida Akhiko
Wander Prian wrote:
Mida Akhiko wrote:
Personally what I would like to see is a system that resembles something akin to this:

Cloaks now require some type of fuel. The fuel is fairly small, cheap, and long lasting. For example, a cloaky ship could fit 6 hours worth of fuel into their ship with room to spare for ammo.

They maintain their ability to instantly deactivate.

Cloaks now remove you from local after 5 minutes of sustained activation.

These two changes I feel would put cloaks into a really good place. It would maintain the need for people to be observant of local, since regardless of whether or not someone has a cloak, they will appear in local for at least five minutes. However, it does open some interesting implications for cloaks to be more, well, cloaky, and will allow for the setting up of ambushes. Intel would also play a very large role in how cloaks would be utilized out and null and the like. If you could learn when people long on for example, you could already have your guys in the system, cloaked and off local.

The reason I think this would be a good addition is while I'm fine with cloaky camping as a concept, I personally am not a fan of any behavior that largely consists of afking, be it mining, cloaky camping, whatever. This way if someone is stupid enough to forget that they are logged onto eve cloaked in a safe, they will eventually be punished for it.


*sigh* This again...

Any fuel-requirement you add will kill current long term scouting in wormholes, since you aren't guaranteed to have a valid route into the system and if you leave, you are risking getting rolled out



To counter this they could release a new module that directly mines the fuel from some type of rock. Have a short cycle time, so literally you are only decloaked for like 30-40 seconds, an in return you get say 2 hours worth of fuel.

After all, aren't good scouts usually trained in foraging for resources to sustain operations?
Wander Prian
Nosferatu Security Foundation
#5673 - 2016-02-08 11:43:21 UTC
Mida Akhiko wrote:
Wander Prian wrote:
Mida Akhiko wrote:
Personally what I would like to see is a system that resembles something akin to this:

Cloaks now require some type of fuel. The fuel is fairly small, cheap, and long lasting. For example, a cloaky ship could fit 6 hours worth of fuel into their ship with room to spare for ammo.

They maintain their ability to instantly deactivate.

Cloaks now remove you from local after 5 minutes of sustained activation.

These two changes I feel would put cloaks into a really good place. It would maintain the need for people to be observant of local, since regardless of whether or not someone has a cloak, they will appear in local for at least five minutes. However, it does open some interesting implications for cloaks to be more, well, cloaky, and will allow for the setting up of ambushes. Intel would also play a very large role in how cloaks would be utilized out and null and the like. If you could learn when people long on for example, you could already have your guys in the system, cloaked and off local.

The reason I think this would be a good addition is while I'm fine with cloaky camping as a concept, I personally am not a fan of any behavior that largely consists of afking, be it mining, cloaky camping, whatever. This way if someone is stupid enough to forget that they are logged onto eve cloaked in a safe, they will eventually be punished for it.


*sigh* This again...

Any fuel-requirement you add will kill current long term scouting in wormholes, since you aren't guaranteed to have a valid route into the system and if you leave, you are risking getting rolled out



To counter this they could release a new module that directly mines the fuel from some type of rock. Have a short cycle time, so literally you are only decloaked for like 30-40 seconds, an in return you get say 2 hours worth of fuel.

After all, aren't good scouts usually trained in foraging for resources to sustain operations?


Or you just accept the fact that cloaks are balanced instead of trying to shoehorn some contrived way of nerfing them

Wormholer for life.

Mida Akhiko
Center for Advanced Studies
Gallente Federation
#5674 - 2016-02-08 14:44:48 UTC
Wander Prian wrote:
Mida Akhiko wrote:
Wander Prian wrote:
Mida Akhiko wrote:
Personally what I would like to see is a system that resembles something akin to this:

Cloaks now require some type of fuel. The fuel is fairly small, cheap, and long lasting. For example, a cloaky ship could fit 6 hours worth of fuel into their ship with room to spare for ammo.

They maintain their ability to instantly deactivate.

Cloaks now remove you from local after 5 minutes of sustained activation.

These two changes I feel would put cloaks into a really good place. It would maintain the need for people to be observant of local, since regardless of whether or not someone has a cloak, they will appear in local for at least five minutes. However, it does open some interesting implications for cloaks to be more, well, cloaky, and will allow for the setting up of ambushes. Intel would also play a very large role in how cloaks would be utilized out and null and the like. If you could learn when people long on for example, you could already have your guys in the system, cloaked and off local.

The reason I think this would be a good addition is while I'm fine with cloaky camping as a concept, I personally am not a fan of any behavior that largely consists of afking, be it mining, cloaky camping, whatever. This way if someone is stupid enough to forget that they are logged onto eve cloaked in a safe, they will eventually be punished for it.


*sigh* This again...

Any fuel-requirement you add will kill current long term scouting in wormholes, since you aren't guaranteed to have a valid route into the system and if you leave, you are risking getting rolled out



To counter this they could release a new module that directly mines the fuel from some type of rock. Have a short cycle time, so literally you are only decloaked for like 30-40 seconds, an in return you get say 2 hours worth of fuel.

After all, aren't good scouts usually trained in foraging for resources to sustain operations?


Or you just accept the fact that cloaks are balanced instead of trying to shoehorn some contrived way of nerfing them



Look at it this way. Name one other activity in eve that lets you get up, walk away from your keyboard for the next 23 hours, and return with 100% surety that your ship is still there. Don't worry, I'll wait.

That's my only complaint about cloaks. In a game designed around the premise that nothing is "safe," cloaks and cloaks alone break that mold.
Teckos Pech
Hogyoku
Goonswarm Federation
#5675 - 2016-02-08 16:11:54 UTC
Mida Akhiko wrote:
Personally what I would like to see is a system that resembles something akin to this:

Cloaks now require some type of fuel. The fuel is fairly small, cheap, and long lasting. For example, a cloaky ship could fit 6 hours worth of fuel into their ship with room to spare for ammo.

They maintain their ability to instantly deactivate.

Cloaks now remove you from local after 5 minutes of sustained activation.

These two changes I feel would put cloaks into a really good place. It would maintain the need for people to be observant of local, since regardless of whether or not someone has a cloak, they will appear in local for at least five minutes. However, it does open some interesting implications for cloaks to be more, well, cloaky, and will allow for the setting up of ambushes. Intel would also play a very large role in how cloaks would be utilized out and null and the like. If you could learn when people long on for example, you could already have your guys in the system, cloaked and off local.

The reason I think this would be a good addition is while I'm fine with cloaky camping as a concept, I personally am not a fan of any behavior that largely consists of afking, be it mining, cloaky camping, whatever. This way if someone is stupid enough to forget that they are logged onto eve cloaked in a safe, they will eventually be punished for it.


No, no fuel. Why nerf the play of ATK cloaking players to nerf AFK cloaking players?

Maybe we should nerf your preferred game play to nerf AFK cloakers? No? Geee, why not?

"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
#5676 - 2016-02-08 16:15:46 UTC
Mida Akhiko wrote:
Wander Prian wrote:
Mida Akhiko wrote:
Wander Prian wrote:
Mida Akhiko wrote:
Personally what I would like to see is a system that resembles something akin to this:

Cloaks now require some type of fuel. The fuel is fairly small, cheap, and long lasting. For example, a cloaky ship could fit 6 hours worth of fuel into their ship with room to spare for ammo.

They maintain their ability to instantly deactivate.

Cloaks now remove you from local after 5 minutes of sustained activation.

These two changes I feel would put cloaks into a really good place. It would maintain the need for people to be observant of local, since regardless of whether or not someone has a cloak, they will appear in local for at least five minutes. However, it does open some interesting implications for cloaks to be more, well, cloaky, and will allow for the setting up of ambushes. Intel would also play a very large role in how cloaks would be utilized out and null and the like. If you could learn when people long on for example, you could already have your guys in the system, cloaked and off local.

The reason I think this would be a good addition is while I'm fine with cloaky camping as a concept, I personally am not a fan of any behavior that largely consists of afking, be it mining, cloaky camping, whatever. This way if someone is stupid enough to forget that they are logged onto eve cloaked in a safe, they will eventually be punished for it.


*sigh* This again...

Any fuel-requirement you add will kill current long term scouting in wormholes, since you aren't guaranteed to have a valid route into the system and if you leave, you are risking getting rolled out



To counter this they could release a new module that directly mines the fuel from some type of rock. Have a short cycle time, so literally you are only decloaked for like 30-40 seconds, an in return you get say 2 hours worth of fuel.

After all, aren't good scouts usually trained in foraging for resources to sustain operations?


Or you just accept the fact that cloaks are balanced instead of trying to shoehorn some contrived way of nerfing them



Look at it this way. Name one other activity in eve that lets you get up, walk away from your keyboard for the next 23 hours, and return with 100% surety that your ship is still there. Don't worry, I'll wait.

That's my only complaint about cloaks. In a game designed around the premise that nothing is "safe," cloaks and cloaks alone break that mold.


Sitting in a POS.

And you are 100% safe from them.

"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

Cidanel Afuran
Grant Village
#5677 - 2016-02-08 18:26:10 UTC
Mida Akhiko wrote:
To counter this they could release a new module that directly mines the fuel from some type of rock. Have a short cycle time, so literally you are only decloaked for like 30-40 seconds, an in return you get say 2 hours worth of fuel.

After all, aren't good scouts usually trained in foraging for resources to sustain operations?


You've never spent any length of time in WHs, have you?

Mida Akhiko wrote:
Look at it this way. Name one other activity in eve that lets you get up, walk away from your keyboard for the next 23 hours, and return with 100% surety that your ship is still there. Don't worry, I'll wait.

That's my only complaint about cloaks. In a game designed around the premise that nothing is "safe," cloaks and cloaks alone break that mold.


POSes, stations, logoff traps, being in fleet with someone who can warp you away, etc.

Name a single person who has ever killed anyone or made a single ISK with an active cloak. Don't worry, I'll wait.
Mida Akhiko
Center for Advanced Studies
Gallente Federation
#5678 - 2016-02-09 04:48:52 UTC
Cidanel Afuran wrote:
Mida Akhiko wrote:
To counter this they could release a new module that directly mines the fuel from some type of rock. Have a short cycle time, so literally you are only decloaked for like 30-40 seconds, an in return you get say 2 hours worth of fuel.

After all, aren't good scouts usually trained in foraging for resources to sustain operations?


You've never spent any length of time in WHs, have you?

Mida Akhiko wrote:
Look at it this way. Name one other activity in eve that lets you get up, walk away from your keyboard for the next 23 hours, and return with 100% surety that your ship is still there. Don't worry, I'll wait.

That's my only complaint about cloaks. In a game designed around the premise that nothing is "safe," cloaks and cloaks alone break that mold.


POSes, stations, logoff traps, being in fleet with someone who can warp you away, etc.

Name a single person who has ever killed anyone or made a single ISK with an active cloak. Don't worry, I'll wait.


Ninja Miners. Match, Game, point.
Brokk Witgenstein
Sebiestor Tribe
Minmatar Republic
#5679 - 2016-02-09 07:58:32 UTC
Mida Akhiko wrote:
Cidanel Afuran wrote:

Name a single person who has ever killed anyone or made a single ISK with an active cloak. Don't worry, I'll wait.


Ninja Miners. Match, Game, point.


repeat: ACTIVE cloak. Checkmate.
Morrigan LeSante
Perkone
Caldari State
#5680 - 2016-02-09 08:46:37 UTC
Wander Prian wrote:
Mida Akhiko wrote:
Wander Prian wrote:
Mida Akhiko wrote:
Personally what I would like to see is a system that resembles something akin to this:

Cloaks now require some type of fuel. The fuel is fairly small, cheap, and long lasting. For example, a cloaky ship could fit 6 hours worth of fuel into their ship with room to spare for ammo.

They maintain their ability to instantly deactivate.

Cloaks now remove you from local after 5 minutes of sustained activation.

These two changes I feel would put cloaks into a really good place. It would maintain the need for people to be observant of local, since regardless of whether or not someone has a cloak, they will appear in local for at least five minutes. However, it does open some interesting implications for cloaks to be more, well, cloaky, and will allow for the setting up of ambushes. Intel would also play a very large role in how cloaks would be utilized out and null and the like. If you could learn when people long on for example, you could already have your guys in the system, cloaked and off local.

The reason I think this would be a good addition is while I'm fine with cloaky camping as a concept, I personally am not a fan of any behavior that largely consists of afking, be it mining, cloaky camping, whatever. This way if someone is stupid enough to forget that they are logged onto eve cloaked in a safe, they will eventually be punished for it.


*sigh* This again...

Any fuel-requirement you add will kill current long term scouting in wormholes, since you aren't guaranteed to have a valid route into the system and if you leave, you are risking getting rolled out



To counter this they could release a new module that directly mines the fuel from some type of rock. Have a short cycle time, so literally you are only decloaked for like 30-40 seconds, an in return you get say 2 hours worth of fuel.

After all, aren't good scouts usually trained in foraging for resources to sustain operations?


Or you just accept the fact that cloaks are balanced instead of trying to shoehorn some contrived way of nerfing them



In fairness to the poster, it's probably not actually a net nerf outside of WH because of the addition of the dropping from local part. However the anomaly squatters would never stand for it.

It does though, as you state, break WH.

If you just dropped out of local for after 5 minutes being cloaked, that would also fix the afk camping "problem".