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Player Features and Ideas Discussion

 
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AFK Cloaking™: Ideas, Discussion, and Proposals

First post First post
Author
El Geo
Warcrows
THE OLD SCHOOL
#1261 - 2015-02-26 21:10:30 UTC
Remove local unless local sov holder (inc npc holders) have upgrades that allow updating local in that system alone
GeeShizzle MacCloud
#1262 - 2015-02-26 23:25:56 UTC  |  Edited by: GeeShizzle MacCloud
El Geo wrote:
Remove local unless local sov holder (inc npc holders) have upgrades that allow updating local in that system alone


To further your suggestion sov space holders have to install services into structures including gates/stations/ihubs/pos's that report and upload characters it observes on its grid to local chat channels. these 'services' can be shot and disabled by hostiles.
They cannot upload data on characters in ships that are cloaked on the grid, or on grids where such a Structure with these services exist.

it also means we could have a 'watchtower' type new deployable that can have this service installed in, as a lower hp version of the ones installed in other places.

What this will mean is local chat becomes imperfect and with very exploitable caveats that would mean in unwatched systems of systems full of afk people sleeping in a station, entire capital groups can pass through almost unseen. and black ops can truely become black ops.

also characters in local that have left system by means of something other than a gate or grid where a watchtower or related POS module exists stays in local untill either downtime occurs or he appears elsewhere on either the sov holders local intel network, or an allies local intel network.

covert ops frigates could even have a role that means it auto updates local on what is observable on grid with it, meaning beyond scanning for PvE sites, it will actually have a very well defined role in covert intelligence gathering both in friendly space and hostile space.
handige harrie
Vereenigde Handels Compagnie
#1263 - 2015-02-27 00:30:00 UTC
change cloaks to be an active module that uses fuel.

Add small fuel bay to Stealth Bombers (smallest), Cov Ops, and the Tech 3 subsystem (biggest). Make the Fuel Bay on the Black Ops battleships larger (no need to thank me, bridging bros). Tweak which kind of fuel and how much is burned with how long you want players to be able to cloak. You can now play and hunt for hours, but you can't stay in one system and do nothing for days.



"Remove local unless local sov holder (inc npc holders) have upgrades that allow updating local in that system alone"

This doesn't change anything regarding AFK cloaking and has nothing to do with it.

Baddest poster ever

GeeShizzle MacCloud
#1264 - 2015-02-27 01:25:27 UTC
handige harrie wrote:


"Remove local unless local sov holder (inc npc holders) have upgrades that allow updating local in that system alone"

This doesn't change anything regarding AFK cloaking and has nothing to do with it.


its fairly well known that its not entirely cloaking thats broken, its the synergy of cloaking, cynos and local that has produced the issue of afk camping.

As many have mentioned in the past, someone cloaked and gone afk is no threat to you, but that someone cloaked but obvious in local and sporting a cyno that can bring in a fleet on top of you at a moments notice... THATS the issue.
Nikk Narrel
Moonlit Bonsai
#1265 - 2015-02-27 01:49:19 UTC
Haywoud Jablomi wrote:
Chance Ravinne wrote:
What exactly is the information that people who dislike cloaky camping want? The activity of the camper, or their ship type? Or their location?

I mean we can replace this with 10mn AB Confessors that can't be caught by the time they're combat probed down.


I personally advocate some way of being able to limit their cloak time or some way to hunt them. Personally feel their ability to float in space indefinately is a bit unbalanced.

Term use correction.

The ability to float in space indefinitely is not unbalanced. It quite possibly is BROKEN, but that is not the same thing as unbalanced.

The ability to use a meta-game element, a non consensual chat channel, in order to have effort free intel is equally broken.

Put in literal terms:
And while you are free to have any opinion you like, the dynamic frequently being seen is that the indefinite cloak is being used in response to that effort free intel. Since this behavior ties them together, and the consequence is that inactivity results, the explanation remaining is that they are balanced to the point no resolution is possible.

Put philosophically:
Local warns the residents that a hostile remains, despite the lack of in game means to have such awareness.
The cloak, being outed by a meta-game element, is a meta game element by association to it, and is balanced by this.

Sound like garbage?

Blunt facts:
We have awareness of cloaks in this context by means outside of gameplay.
The means to stop or limit cloaks are also outside of gameplay.

TL;DR: The awareness and vulnerability of cloaks MUST be on the same level, for it to be a viable game element.
Nikk Narrel
Moonlit Bonsai
#1266 - 2015-02-27 01:56:06 UTC
GeeShizzle MacCloud wrote:
handige harrie wrote:


"Remove local unless local sov holder (inc npc holders) have upgrades that allow updating local in that system alone"

This doesn't change anything regarding AFK cloaking and has nothing to do with it.


its fairly well known that its not entirely cloaking thats broken, its the synergy of cloaking, cynos and local that has produced the issue of afk camping.

As many have mentioned in the past, someone cloaked and gone afk is no threat to you, but that someone cloaked but obvious in local and sporting a cyno that can bring in a fleet on top of you at a moments notice... THATS the issue.


So, no effort on the part of the local resident is capable of catching the cloaked player. (Without consent or error of target being involved)
Equally, no effort on the part of the cloaked player is capable of catching the local resident. (Without consent or error of target being involved)

It is not an absence of balance here, it is two absolutes being thrown in, with a stalemate being the inevitable result.

Replace those absolutes with player effort on both sides, and we can play.
GeeShizzle MacCloud
#1267 - 2015-02-27 01:58:49 UTC
... we've finally found the guy who writes the corporate bullsh*t generator!



Praise the lord!
Haywoud Jablomi
Vay Mining Corporation
#1268 - 2015-02-27 04:10:28 UTC
Nikk. Your personal opinion doesnt equal game fact. If you read what I posted, i stated it was that I felt i was unbalanced. I did not say it WAS unbalanced.

Please dont correct my statements like your some form of game authority.

I still believe its unbalanced.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? Yes; there are no systems or locations in New Eden where PvP should be completely avoided" "However if you train cloak, you can avoid it all you want." (Modified)

Ramases Purvanen
School of Applied Knowledge
Caldari State
#1269 - 2015-02-27 05:56:15 UTC
CREATE a pos Module that sends out a pulse that decloaks the ship every 20 minutes making the person either move or cloak again.

gives the defenders a chance to combat probe the person down. this could also be useful for wormholes???
GeeShizzle MacCloud
#1270 - 2015-02-27 10:52:47 UTC
just make a restriction on fitting a cyno and covert ops cloak on a ship, where by one has to be offline at any one time or requires a mobile depot to swap the mods out.
RogueHunteer
Doomheim
#1271 - 2015-02-27 14:06:25 UTC  |  Edited by: RogueHunteer
no risk for cloak-er need to be risks.... this is sand box everything has a counter too it and this has none ... time this changes ..


make it easy... you have to warp every 15 minutes or you get decloaked. no more afk cloaker :))
Nikk Narrel
Moonlit Bonsai
#1272 - 2015-02-27 14:41:33 UTC
Haywoud Jablomi wrote:
Nikk. Your personal opinion doesnt equal game fact. If you read what I posted, i stated it was that I felt i was unbalanced. I did not say it WAS unbalanced.

Please dont correct my statements like your some form of game authority.

I still believe its unbalanced.

I can say I personally feel it is too balanced.

As to my personal opinion, I offered none in the context of the statement you seem to refer to.

What I did offer, was two direct observations, and a conclusion derived from them.

It is a FACT:
We have awareness of cloaks in this context by means outside of gameplay.
That pilot roster in local does not require any action inside the game, for your name to appear in it.
That pilot roster in local does not require any action inside the game, for you to see who else is present in your system.

It is a FACT:
The means to stop or limit cloaks are also outside of gameplay.
Awareness of a cloaked player in your system, cannot be achieved by any action on your part.

The cloak, like the intel which makes you aware of the player using it, are flawless.
CCP has kept these in the game, and by default they are the current balance of power.

If you do something which changes the probable outcomes, and gives greater benefit to one side over the other as a result, you change that balance.

I would like to see possible changes that grant less chance of a stalemate, and more likelihood of resolution.
I would like to see such resolution determined by player effort, and have generalized expectations of success equal on both sides.
Nikk Narrel
Moonlit Bonsai
#1273 - 2015-02-27 14:58:28 UTC
GeeShizzle MacCloud wrote:
... we've finally found the guy who writes the corporate bullsh*t generator!



Praise the lord!

What bull are you speaking so flippantly about?

I respect that we currently HAVE balance.
What seems obvious, is that we lack a means of resolution that many people are happy with.

I keep seeing suggestions that would make my mining much safer, by forcing the cloaked player to give up and leave, or else lose their defense and get popped.

This is EVE, if I wanted an easy game, there are many better options.
Plus, I think mindless grinding is simply a dull activity. I appreciate another player showing up to make the game interesting.

Plus, unlike many, I don't work so I can spin the ISK into PvP hulls and join fleets or roams. I just don't find that area interesting, as I feel it is too predictable.

What I do want, and appreciate, is the challenge of hunting my counterparts in other alliances.
They aren't just throwing themselves onto the nearest hostile ship, they take the time to survive, and avoid encounters where they feel uncertain about surviving.
Their motive to be present in space, like mine when I play that role, is to generate ISK and support my corp.

Is the cyno aspect an issue?
It kind of is an issue, but I know a decent way to solve that too.
It involves making a cyno something you never want to open in range of a hostile ship.
I believe CCP already took steps in this direction, when they decided that operating the cyno locked down the ship involved.
This takes it further, by making the cyno spool up first, before anyone can travel to it.

The balance to that, is the cyno beacon is only on the local grid to the ship during spool up, and only becomes visible system wide after becoming fully active.
(If they activate it off grid, you only see the warpable beacon once it finishes the spool-up)

I figure 30 seconds to a minute makes sense here.
Ben Ishikela
#1274 - 2015-02-27 15:43:48 UTC
Ines Tegator wrote:
(...original...)
1. A "ping" that identifies the number of active pilots in system.
2. Range dependent intel gathering.
3. Alter range with the angle function.
4. Cloaking: While on grid with a cloaker, allow Dscan to provide a vector to the cloaked target.
5. Cloaking: At close range report the number of cloaked ships within radius.
Lastly, integrate these new features into the UI somehow. (...). Improve on that.

wow..... i must say, i like your posts and ideas. Totaly going with this. +1, i support.

An additional idea about the 2nd point: What if there is a ship attribute that consists of scan resolution and 1/sensorStrength? That way sensible ships can dscan better. eccm disrupts dscan ability. Bigger ships are more dependend on scouts/friend-ships and are even more huntable. It feels more consistent that way. Also eve becomes more complicated/complex/interesting and id like that. After all meaningful complexitiy is one of eve's main strengths, isnt it?

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Nikk Narrel
Moonlit Bonsai
#1275 - 2015-02-27 15:58:43 UTC
Ben Ishikela wrote:
Ines Tegator wrote:
(...original...)
1. A "ping" that identifies the number of active pilots in system.
2. Range dependent intel gathering.
3. Alter range with the angle function.
4. Cloaking: While on grid with a cloaker, allow Dscan to provide a vector to the cloaked target.
5. Cloaking: At close range report the number of cloaked ships within radius.
Lastly, integrate these new features into the UI somehow. (...). Improve on that.

wow..... i must say, i like your posts and ideas. Totaly going with this. +1, i support.

An additional idea about the 2nd point: What if there is a ship attribute that consists of scan resolution and 1/sensorStrength? That way sensible ships can dscan better. eccm disrupts dscan ability. Bigger ships are more dependend on scouts/friend-ships and are even more huntable. It feels more consistent that way. Also eve becomes more complicated/complex/interesting and id like that. After all meaningful complexitiy is one of eve's main strengths, isnt it?

I am mixed on this one.

I respect the effort, but the conclusions she stated at the beginning are not necessarily solid foundations for the rest.

Example:
Ines Tegator wrote:
Local in Null currently provides the following information:
1. Number of pilots in system.
2. Name, Corp, etc, of all pilots in system.

#1 is essential to pvp and pve in all forms. If you don't know whether there are targets in system or not, you can't roam for targets. So this is something we need to keep...

I just don't see being alerted, specifically without effort, as necessary or essential.

That being said, I would not make the burden of effort something that would be an obstacle to enjoyable play.
(Something like automating d-scan for general radius awareness, pulsing at intervals that get longer as you extend the range of awareness)
This would make it an easy effort, and something MOST players would have no trouble with.

It would also allow the ship and fittings to have an impact on your area awareness.
You might trade some of your defense, in exchange for a larger radius at a faster interval pulse. This would effectively trade some of your ability to resist, for more of the ability to avoid.
Nikk Narrel
Moonlit Bonsai
#1276 - 2015-02-27 16:02:24 UTC
Just so noone assumes I am here to shoot down ideas without cause, I am reposting one of my ideas for defensive intel.

Originally posted november 5th, 2013, as a response in a long thread of other items.

Have local operate in degrees of quality.
Give it two dimensions for this as well.

Dimension one, quantity of intel.
Dimension two, quality of intel.

Dimension one, would give ship numbers, then types, finally pilot names.
Dimension two, would give presence of neutrals, reduce delay to zero, then give presence of cloaked vessels.

Dimension one structures, which would be harder targets, would be POS add ons.
Dimension two structures, which would be easier targets meant for roams or smaller gangs, would be only in open space away from overview beacon items. These would need to be scanned down.

Examples:
Dimension 1: Level 3
Dimension 2: Level 3
Full list of pilot names, with faction tag visible.
Ship type listed next to name, highlighted if cloaking active.

Dimension 1: Level 3
Dimension 2: Level 0
Full list of pilot names, with ship type next to name.
NO faction standings listed, not defining cloak status.
ALL UPDATES DELAYED by 30 to 60 seconds, (balance adjusting by devs)

Dimension 1: Level 1
Dimension 2: Level 3
No pilot names.
4 Numbers listed.
1st number is how many friendly pilots (2nd is how many are cloaked)
3rd number is how many neutral or hostile (4th is how many are cloaked)

And for the curious, here is the actual for the 0-3 combo.
(This tactical setup could be anchored on relatively short notice, and has no strategic side as the above do)

Dimension 1: Level 0
Dimension 2: Level 3
A single light indicator
Not lit if no other pilots present
Green light lit if all friendly
Yellow light lit if hostiles present
Red light lit if hostile cloaked present


I figure this eliminates any need for hunting cloaked ships specifically, although that can be sorted into if the devs see balanced opportunity.

If done carefully, it can actually be effective, and a good support for everyone having a great game play experience.

The two dimensional system has one side for sov level support, only truly threatened by massive blob warfare, which only offers mass level intel.
The other side is for pilot level, whether operating solo or in small groups. The intel is more detailed, as well as quicker to install or destroy, depending on your perspective.

Both benefit strongly when the other side is present.
RogueHunteer
Doomheim
#1277 - 2015-02-27 16:37:45 UTC
Nikk Narrel wrote:
Just so noone assumes I am here to shoot down ideas without cause, I am reposting one of my ideas for defensive intel.

Originally posted november 5th, 2013, as a response in a long thread of other items.

Have local operate in degrees of quality.
Give it two dimensions for this as well.

Dimension one, quantity of intel.
Dimension two, quality of intel.

Dimension one, would give ship numbers, then types, finally pilot names.
Dimension two, would give presence of neutrals, reduce delay to zero, then give presence of cloaked vessels.

Dimension one structures, which would be harder targets, would be POS add ons.
Dimension two structures, which would be easier targets meant for roams or smaller gangs, would be only in open space away from overview beacon items. These would need to be scanned down.

Examples:
Dimension 1: Level 3
Dimension 2: Level 3
Full list of pilot names, with faction tag visible.
Ship type listed next to name, highlighted if cloaking active.

Dimension 1: Level 3
Dimension 2: Level 0
Full list of pilot names, with ship type next to name.
NO faction standings listed, not defining cloak status.
ALL UPDATES DELAYED by 30 to 60 seconds, (balance adjusting by devs)

Dimension 1: Level 1
Dimension 2: Level 3
No pilot names.
4 Numbers listed.
1st number is how many friendly pilots (2nd is how many are cloaked)
3rd number is how many neutral or hostile (4th is how many are cloaked)

And for the curious, here is the actual for the 0-3 combo.
(This tactical setup could be anchored on relatively short notice, and has no strategic side as the above do)

Dimension 1: Level 0
Dimension 2: Level 3
A single light indicator
Not lit if no other pilots present
Green light lit if all friendly
Yellow light lit if hostiles present
Red light lit if hostile cloaked present


I figure this eliminates any need for hunting cloaked ships specifically, although that can be sorted into if the devs see balanced opportunity.

If done carefully, it can actually be effective, and a good support for everyone having a great game play experience.

The two dimensional system has one side for sov level support, only truly threatened by massive blob warfare, which only offers mass level intel.
The other side is for pilot level, whether operating solo or in small groups. The intel is more detailed, as well as quicker to install or destroy, depending on your perspective.

Both benefit strongly when the other side is present.




look this is not a mining game ... recon game.... people in field need to keep moving or been seen ...
keep warping every 15 or make it 5 mins or be delcoak... the the user stay at this keyboard... you can't go to sleep during recon times ?
Nikk Narrel
Moonlit Bonsai
#1278 - 2015-02-27 18:17:09 UTC
RogueHunteer wrote:
look this is not a mining game ... recon game.... people in field need to keep moving or been seen ...
keep warping every 15 or make it 5 mins or be delcoak... the the user stay at this keyboard... you can't go to sleep during recon times ?

Actually, this is a mining game.
AND... a recon game.
AND... a ratting game.
AND... a mission running game.
AND... a fleet game.
AND... a solo game.
AND... a small group game.
AND... you get the picture by now, I hope.

There is no single valid playstyle, which has priority over the rest.

EVE is a sandbox, which means it is whatever you want it to be, up to the point where other players become involved.
Once they become involved, they also get to insert their actions into the mix, and whatever comes out of that.

You don't have the right to tell other people how they may, or may not, play.
You do have to deal with their choices, when they overlap your own.

So if I want to play a certain way, you can either come and do something about it in the game, or accept it and move on.
Haywoud Jablomi
Vay Mining Corporation
#1279 - 2015-02-27 18:32:56 UTC
Quote:
I figure this eliminates any need for hunting cloaked ships specifically, although that can be sorted into if the devs see balanced opportunity.


You do realize that if you change local but dont allow cloaks to be hunted. You havent changed anything at all. Havent we already gone over all this already? Seriously

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? Yes; there are no systems or locations in New Eden where PvP should be completely avoided" "However if you train cloak, you can avoid it all you want." (Modified)

Nikk Narrel
Moonlit Bonsai
#1280 - 2015-02-27 18:36:53 UTC
Haywoud Jablomi wrote:
Quote:
I figure this eliminates any need for hunting cloaked ships specifically, although that can be sorted into if the devs see balanced opportunity.


You do realize that if you change local but dont allow cloaks to be hunted. You havent changed anything at all. Havent we already gone over all this already? Seriously

Leaving that as a balance issue, is like a code for saying this could work either way.

DO I expect something like this to happen, without being able to hunt cloaked ships? not likely.
But, I do have this nice link in my signature, where I explain how I would set up hunting cloaked ships as well.

The other link, as you may have discovered, is another alternate way to modify local.