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[New structures] Observatory Arrays and Gates

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Author
Lucien Visteen
Imperial Academy
Amarr Empire
#541 - 2015-07-17 15:45:21 UTC
Thoregon Aubaris wrote:
- removing local = yes, but thats what the OA is for, so no change there i suppose


No. Make it completely neutral instead.

The ships hung in the sky in much the same way that bricks don't.

Masao Kurata
Perkone
Caldari State
#542 - 2015-07-17 16:36:51 UTC  |  Edited by: Masao Kurata
Lucien Visteen wrote:
Thoregon Aubaris wrote:
- removing local = yes, but thats what the OA is for, so no change there i suppose


No. Make it completely neutral instead.


You know that'll just result in a lot of ctrl-a ctrl-c -> clipboard read by a program which polls the api for character's corporations and reports neutrals (I could write such a program in 20 minutes or so and it's completely allowed by the EULA), right? Enforcing more use of out of game tools is not positive.
Lucien Visteen
Imperial Academy
Amarr Empire
#543 - 2015-07-17 19:27:42 UTC  |  Edited by: Lucien Visteen
Masao Kurata wrote:
Lucien Visteen wrote:
Thoregon Aubaris wrote:
- removing local = yes, but thats what the OA is for, so no change there i suppose


No. Make it completely neutral instead.


You know that'll just result in a lot of ctrl-a ctrl-c -> clipboard read by a program which polls the api for character's corporations and reports neutrals (I could write such a program in 20 minutes or so and it's completely allowed by the EULA), right? Enforcing more use of out of game tools is not positive.


In other words, in your opinion, the tools ingame already availbale to us is not good enough.

And a couple of questions. How quickly can that tool tell you the standing of any new player entering the system? And would sutch a program automatically update itself whenever someone new enters the system?

The ships hung in the sky in much the same way that bricks don't.

GothicNightmare
Bondage Goat Zombie
Intergalactic Space Hobos
#544 - 2015-07-17 21:00:58 UTC
Ok here's my first question on this... How much of a delay on local are we talking?
If you delay local so that ratters/miners don't see people coming in right away, this would give "bear hunters" an edge, but how much of a delay are we talking about here?
If someone is using entosis on a station or sov structure and you go to scout it, do they show up 5 minutes later when they are almost done? Or are we talking about a 5-10 second delay (which is more than plenty for most gank fleets)

So with this in mind, this lovely little Observatory Array that is, in my opinion, a really cool idea, should have some ugradable nature to it. Stick the upgrade into the IHUB to have the array, the array shouldn't be cheap, but there should indeed be a way to benefit from holding sov and holding it in "relative" safety... that being said... make it based on system index.
We have system indexes right now that their ALMOST only function is, more anoms, more mining sites, better sov upgrades to the ihub. Yes I know the overall system index is now essential to the vulnerability time to have your stuff captured via entosis, but what if this mighty Observatory Array was based on index? I would say strategic since it seems fitting as it's a stratgic structure, but that index never wanes. Military index... now you have reason to *HAVE* to rat the system to keep the index up. If you have a military 5 ratting system, local shows up instantly (via the Observatory structure), if you have an industry 5 system with 0 military, you have a whole bunch of killmails. From 1-5 military dictates the amount of delay on the local.
Lets use small quick numbers here... say the local delay is 5 seconds, this is beyond plenty of time for the hyperceptor to be spread out and grabbing targets... but for the sake of this thread hear me out.

Military 0 = 5 seconds, Military 1 = 4, Military 2 = 3 seconds, Military 3 = 2 seconds, Military 4 = 1 second, Military 5 = instant local

This forces the SOV holder to have to dedicate the time needed to upkeep the system they love so dearly to help protect their people, and if they become lazy they have to suffer the wrath of the rapid gank fleets. Something like this should appeal to both sides, the gankers because they get a window of opportunity to harvest tears ( we all love tears ), and it gives the SOV holder oppotunity to upgrade and better defend the space they are busting their asses for.


Now the topic of cloaky afk...
this seems to be a love for the gankers hate for the gankees
Me: I love tears, harvesting tears from people who weren't expecting the unexpected allows you to say "welcome to EVE" or "welcome to the sandbox"
But the afk cloaking camper... is cowardly to me, you sit cloaked and wait for 1 or 2 easy targets that can't defend themselves, you murder them in cold blood (yes I know this is what ganking means) and call yourself pro and go home laughing about it. So lets take the very commonly used phrase by every ganking troll and entity out there.. "risk vs. reward"... what's the risk of 1 guy sitting in styem for a week or two, 23/7 waiting for that one guy to get complacent and the incomes the cyno. The reward is being able to gank that one complacent idiot... but the risk? There is the risk of a possibl bait counter gank, but most carebears (i'm a carebear and a tear harvester, I've seen and been on both sides of this) don't think about that or have that capability. Hell most (i said most, not all) afk cloaky gankers don't pick targets that can do that... so the risk is... almost none.
The defender should have a chance at finding you, and this Observatory Array is that chance. Now i see the original post says pinpointing the cloaked afk... ok make this index based as well?

Here's the pitch... give the guy cloaked a chance as well...
-the prototype cloaking device has in it's description "the fact that the module creates high sensor disruption while fitted and can not operate unless at minimum velocity."
Ok, lets use this. Activate the Observatory Array, do your scanner sweep, get a ping for a a spacial diruption (since cloaks technically don't make you invisible they bend light around the ship to hide it with the background), a prototype cloak = easier to ping, T2 cloak more difficult, and covert ops the most difficult (but all still able to be found eventually). If you do a scan, make it act like a sonar. You send a ping, and the target ship (or ships) recieve the same ping and alerts them to a "sonar like activity" which... essentially this would be the best comparison. If you are NOT afk, you get a chance to move before a second sweep perfectly finds you, if you are afk, you get a free chance to wake up out of the clone bay and try again.
This should again appeal to both sides, the gankers get a chance to stay alive and watch for targets of opportunity, the SOV holders a chance to defend themselves and their space from the would be assailants

As for the 1 way jump gates? I love it. Essentially a titan bridge without the titan and with risk of being scattered, as I read before, the sudden gank potential would be amusing to say the least. Though I say make the gates so they decay. Since for a titan bridge you have the fuel cost of briding a bunch of people out, it should also cost a little bit (not a lot) to replace/rebuild/redeploy the gate to jump again, otherwise... pretty cool and fun idea.
GothicNightmare
Bondage Goat Zombie
Intergalactic Space Hobos
#545 - 2015-07-17 21:39:38 UTC
You already have the cloak targetting delay, which is close to 10s with a standard cloak, or are being tackled by a bomber, which is paper thin.

Then you have the lock time of the tackler, another several seconds.

So you're either tackled by a bomber which can easily be shut down to free yourself (no, I'm not gonna tell you how, l2p) or you're as afk as the afk cloaker who just got you. Honestly, most of my kills when hunting for a blops group have been afkers and people who were just bad at EVE.

Please, tell me more about how you can't warp away because you were watching kpop while tabbed out and lost your domi.
[/quote]


I've always told people, if you're dumb enough to get caught, you probably deserve the killmail that is coming.
I rat in a carrier, the easy part is getting out if someone comes in system, the hard part is if someone comes in when you're in mid warp from one site to another. I had that happen and he landed at my site before I did, I got lucky enough to blap him before his cyno friend showed up, but that's the risk you take, that was just unlucky timing. If i'm watching tv and I'm suddenly caught... well... see you on the killboards!! LoL. You consent to pvp the moment you undock or hell even log on... so yeah I agree with you here, being caught by a cloaky is your own damn fault. :P
Masao Kurata
Perkone
Caldari State
#546 - 2015-07-18 06:52:47 UTC  |  Edited by: Masao Kurata
Lucien Visteen wrote:
In other words, in your opinion, the tools ingame already availbale to us is not good enough.


Uh no, in my opinion if you take away functionality that can be easily replaced by an external program at the cost of being ever so slightly more inconvenient, everyone will use that program and nothing will change except that you made people's lives worse.

Quote:
And a couple of questions. How quickly can that tool tell you the standing of any new player entering the system? And would sutch a program automatically update itself whenever someone new enters the system?


Under a second after you press ctrl-c. It would not automatically update, you click on local and press ctrl-a, ctrl-c.

To clarify I do think local in nullsec needs changes, but your suggested change is ineffectual.
Lucien Visteen
Imperial Academy
Amarr Empire
#547 - 2015-07-18 17:06:08 UTC
Masao Kurata wrote:
To clarify I do think local in nullsec needs changes, but your suggested change is ineffectual.

I am not talking about locals ability to show you player information, that is bare bones (as it should be since its a chat) and already handled better by third party software. If you are basing your counter around this, then yeah, my suggestion would be ineffectual.

The one thing, the only thing, that makes local so powerful as it is, is its ability to instantly tell you what standing any new player have. It's ability to warn you about hostiles is so good, that every other system, suggested or already in place, is rendered moot because of this. And this fact is used by both the system owners and the agressors to great effect.

System agressors use locals ability to project their threat and deny isk. I'm not going to go into a long debate about that since it is already discussed at lenghts in this thread: AFK Cloaking™: Ideas, Discussion, and Proposals, and CCP themselves have admitted it is the best way of doing that.

For the system owners I would like to point to this sentence.

GothicNightmare wrote:
I rat in a carrier, the easy part is getting out if someone comes in system,

That speaks for itself really.

Make local neutral and it will no longer be so good at warning you of potential threats, and it can not be used as effectively to project your threat, and you will need to factor in human error and responsive ability. With local out of the way we can also start to talk about other systems. So yeah, I believe it is the step local needs to take.

The ships hung in the sky in much the same way that bricks don't.

Teckos Pech
Hogyoku
Goonswarm Federation
#548 - 2015-07-18 19:27:17 UTC
Nikk Narrel wrote:
Give the OA a slot machine function, where it offers a 1 in 10 chance of randomly ejecting an online player from whichever outpost or POS they happen to be sitting in.


Seriously though:
Have the OA offer a hacking option, so that a hostile player who succeeds will appear as a friendly in the overview, local chat, or whichever systems emerges from this design.
To use an analogy from today, they are given a fake ID.
Effects of hack persist until player leaves system, or is offline longer than 15 minutes.
(This would resett on downtime as well)

Turnabout is fair play.


This please. Otherwise we might as well let the standard gates be lockable too. Roll

"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

Masao Kurata
Perkone
Caldari State
#549 - 2015-07-18 20:40:42 UTC
Lucien Visteen wrote:
GothicNightmare wrote:
I rat in a carrier, the easy part is getting out if someone comes in system,

That speaks for itself really.


Honestly I think the better message to take away is that it's too easy to disengage from almost all pve activities. You are hardly ever pointed during pve, this is why it is so easy to rat and mine in safety.
Teckos Pech
Hogyoku
Goonswarm Federation
#550 - 2015-07-18 21:23:10 UTC
Lucien Visteen wrote:
Masao Kurata wrote:
To clarify I do think local in nullsec needs changes, but your suggested change is ineffectual.

I am not talking about locals ability to show you player information, that is bare bones (as it should be since its a chat) and already handled better by third party software. If you are basing your counter around this, then yeah, my suggestion would be ineffectual.

The one thing, the only thing, that makes local so powerful as it is, is its ability to instantly tell you what standing any new player have. It's ability to warn you about hostiles is so good, that every other system, suggested or already in place, is rendered moot because of this. And this fact is used by both the system owners and the agressors to great effect.

System agressors use locals ability to project their threat and deny isk. I'm not going to go into a long debate about that since it is already discussed at lenghts in this thread: AFK Cloaking™: Ideas, Discussion, and Proposals, and CCP themselves have admitted it is the best way of doing that.

For the system owners I would like to point to this sentence.

GothicNightmare wrote:
I rat in a carrier, the easy part is getting out if someone comes in system,

That speaks for itself really.

Make local neutral and it will no longer be so good at warning you of potential threats, and it can not be used as effectively to project your threat, and you will need to factor in human error and responsive ability. With local out of the way we can also start to talk about other systems. So yeah, I believe it is the step local needs to take.


The above is a rather nice and concise summary of the issues surrounding local. It is used both defensively and even offensively. I would also add that unlike many other things in game it is completely invulnerable except by AFK cloaking. Take that away and leave local unchanged, then you are in effect buffing the home field advantage and all that that entails (e.g. even more ISK entering the economy and that will almost surely translate into higher PLEX prices).

With these changes the default needs and in fact must be that there is no more intel from local. At least in sov space. Further, any new intel system absolutely must be vulnerable. I'd even argue that to some extent it should vulnerable outside of the vulnerable window for sov structures.

In fact, I'll toss this out again. Something like the OA should NOT be considered a sov structure--i.e. it does not grant one sovereignty, or in other words things like the TCU, IHUB and outposts should be considered sov structures in terms of the vulnerability window. Maybe the OA can't be destroyed except in the vulnerability window, but it should be disabled (i.e. no intel or minimal intel) and it could be returned to operating condition if it is entosis'd by the sov holding alliance, or something like that.

"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
#551 - 2015-07-18 21:37:21 UTC
CCP Ytterbium wrote:
Ulrik Elristan wrote:
The OAs look to me like a huge home defense advantage. Do you plan on having smaller OAs be very easy to deploy (read fast and non bulky) to counter this ?
I'm especially concerned with the cloaky pinpointing. If local is disrupted AND d-scan is disrupted, how are you supposed to get intel without being able to relay on stealth ?


The current concept is to have the OAs be L size (no point having them XL so far, since XL are supposed to be huge space cities), but being fragile. They're giant space telescopes and the price they pay for giving such powerful intelligence edge is that they could become more vulnerable when active. They're not supposed to be homes where player can live, so far we are reluctant for players to moor or dock inside them.

We want to be careful with deployables (S structures), have too many of them and you go back to spam city, besides having to carry a large amount of them around in a cargohold could become a hassle. The way to counter those could be the one explained above, due to their vulnerability they could be easy to disrupt through entosis link / direct damage, but those are just ideas so far.


So going back and re-reading some of the earlier posts I came across this.

I note the idea that the OA will likely be "fragile" i.e. it might be taken down more easily than many other structures. And since you do not need it for holding sov (i.e. it is not a necessary requirement, that is you can hold sov without one of these) it should be far more vulnerable. Even if attacking one outside of the vulnerability window does not destroy it, but disables it indefinitely.

Another idea is that if you can come up with a capture mechanic maybe hostile forces can use it for their advantage....

This kind of thing would help with the concern that alliances will become focused just on their window of vulnerability and exclude players in other TZs, Now you might want some guys who can go out there and check things out, muster some level of defense, etc.

"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

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#552 - 2015-07-19 06:38:54 UTC
CCP Nullarbor wrote:
Sharing an idea I heard on the Fanfest pub crawl Bear

A one way directional jump bridge module.

1. You fuel it up and get everyone within range
2. Pick a rough destination on the map, no cyno required
3. Click the button and launch the fleet into the unknown
4. Based on the distance travelling the fleet does not necessarily land in the system they were aiming for
5. The fleet itself may also be scattered out over a system or even constellation
6. Everyone gets some amount of jump fatigue of course
7. You have to slow boat / pod express back

Could be an interesting day tripping mechanic.

This is a nice solution. Would be nice if all this was also applied to standard gates without the random system mechanic. Spawning 14km from a gate is I think a big factor discouraging players jumping into hostile space especially now bubbles and tackle cover many times the radius of the spawn area around gates.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Scott Bacon
Forging Industries
Silent Infinity
#553 - 2015-07-27 17:59:08 UTC
If you want to promote risk and conflict, making space less safe for industry activity is not the way to do it. In order to build and fit PvP ships, I have to engage in nullbear activities like mining. The harder it is to do these nullbear activities, the less time and isk I'll have for real PvP.

Those arguing against things like being able to find cloaky campers are either misguided, or extremely lazy. They want easy kills, and want to be able to afk in space without risk. THEY are the ones who want less risk -- less risk for them -- they want easy travel and easy kills. Give me tools to make it easier to protect home space for industry and I'll be able to build and fly more PvP ships and bring more of the real PvP they claim they want.

Guess who gets less safety and more conflict? The cloaky camper who camps and does nothing for 8 hours, or the cloaky camper who gets scanned down by an OA and blown up within 15 minutes? In the latter case, yay for the cloaky camper! They got the conflict they were looking for!
Teckos Pech
Hogyoku
Goonswarm Federation
#554 - 2015-07-27 22:18:10 UTC
Scott Bacon wrote:
If you want to promote risk and conflict, making space less safe for industry activity is not the way to do it. In order to build and fit PvP ships, I have to engage in nullbear activities like mining. The harder it is to do these nullbear activities, the less time and isk I'll have for real PvP.

Those arguing against things like being able to find cloaky campers are either misguided, or extremely lazy. They want easy kills, and want to be able to afk in space without risk. THEY are the ones who want less risk -- less risk for them -- they want easy travel and easy kills. Give me tools to make it easier to protect home space for industry and I'll be able to build and fly more PvP ships and bring more of the real PvP they claim they want.

Guess who gets less safety and more conflict? The cloaky camper who camps and does nothing for 8 hours, or the cloaky camper who gets scanned down by an OA and blown up within 15 minutes? In the latter case, yay for the cloaky camper! They got the conflict they were looking for!


This notion of easy kills has been debunked.

The fact is you are mentally lazy and refuse to look for solutions given the current mechanics that have been outlined many, many times before. For example, if there are 5 of you ratting in a fleet in PvP ships you'll have nothing to fear of that cloaky camper. Nothing.

I know next you will whine, "Cyno!!!" Yeah, they can always bring more numbers....but depending on the system so can you. Get people all in the same fleet that are in your system or even nearby systems. Try using a mobile cyno inhibitor. Yes, yes, I know covert ops cyno (is there no end to your whine?). If 4-5 guys in PvE ships can't handle some bombers...good lord. Oh, and you can use things like intel channels. A 25 man bomber gang should be noticed by somebody...and if not, for crying out loud go out and look around. Securing your space should take more than complaining to CCP.

And spare us about risk...you wont even undock when there is a very high probability the guy is AFK. Talk about not liking risk! Roll

"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

FT Diomedes
The Graduates
#555 - 2015-07-28 09:39:47 UTC
Teckos Pech wrote:


you wont even undock when there is a very high probability the guy is AFK.


The best part about undocking is that the guy all the sudden is no longer AFK, because he attacks you! Now you both win! He is no longer AFK camping you. Blink

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Ulthanon Kaidos
Royal Amarr Institute
Amarr Empire
#556 - 2015-07-30 15:16:00 UTC
Observation Arrays

For Observation Arrays, I have to work under a pair of assumptions; each assumption changes some fundamental characteristics of the OA. The first assumption is that null-sec Local will be removed as a baseline feature. Under that assumption,


  • Observational Arrays should, to some degree, return some version of Local Chat to their system. Keep in mind that doing so would burn fuel continuously; CCP has also stated that players will be able to anchor more than one OA in a system, so I think it would be fair to state that multiple OAs should return Local to its current state of operation, at the cost of all that fuel constantly running.
  • Other options for Local, should an alliance not have enough OAs for "Full Local" functionality (or if they're not turned on at a given time) could be: No local at all; a 'Doorbell' that provides a soft inbound/outbound noise played system-wide when a ship enters or leaves (but with no counter); or a 'Local Counter' as mentioned elsewhere that shows the number of ships, but not who.


Now, if we work under the assumption that null-sec local will remain as a baseline feature, then they obviously won't influence the Local Chat window since it wouldn't be going anywhere in the first place. Anyway, moving on.

If we envision OAs in the fitting window shown for stations, a multitude of different functionality options appear before us. For instance,

  • If an OA can be sat in, we'll assume it has a host of scanning equipment (because duh). We could tie OA scanning into the Beta Map and allow it to visually show us where D-scan pings come up; it could be equipped/rigged to scan down any signatures in its range; it could be equipped with specialized scanners that can penetrate cloaks.

  • After all, remember: the problem isn't cloaky campers, the problem is afk cloaky campers. If a dude has the day off and decides to spend it cloak-burning safes, bouncing around your system, ganking your Retrievers and then disappearing again- he deserves to do this. That player is active, and that's the key; he or she could dodge an OA scan by moving. An afk cloaky camper would get caught, which is good because that gameplay is totally lame.

    Disabling Observational Arrays

    Obviously shooting it or entosising it would turn it off, but here's a thought: Ships that entosis it or shoot it cause an alarm to go off, much like an ESS does today. "Ulthanon is attacking the OA!", and then everyone warps in and dumpsters me. Sadness reigns.

    BUT, I have another option. I can fly a CovOps! And if I come in with my Data Module*, I can hack the OA into submission without triggering a system-wide warning. Maybe upon successful hack, I can chose one or more of its intelligence streams to turn off. Maybe I shut down local. Maybe I make all of the anoms in the system go to 0%, needing them to be scanned down like signatures. The what can be debated but it adds an interesting dynamic that exploration ships have never had before.

    Obviously, if I fail the hack, I get locked out of the system and the warning is broadcast. Now everyone knows to scan for my Buzzard and I am once again hunted down like the dog I am. Maybe failure disables my cloak for a time!

    As for the OA's module slots, maybe these would be more toward anti-hacking defenses than actual launchers or turrets. Perhaps certain rigs/mods increase the system core's strength, while others have an increased chance to spawn Restoration Nodes. In this way, we keep the OA's theme intact (lightly defended but highly advanced), we encourage active gameplay (discouraging afk campers and passive OA boosts), we add a new and interesting dimension to a previously PvE-only skillset and we balance risk with reward for both sov-holders and hunting gangs.
    Nortion Adoulin
    Not Listed
    #557 - 2015-08-08 18:34:29 UTC
    Idea for OP use and effects.

    Ok a lot has been said about what everyone wants them to do but how about what thay can allow you to do indirectly.
    Using existing game mechanics could Observation platform be used to effect local condition similar to those available by wormhole phenomena effects. While a stellar anomaly has multiple effects and pumps out vast amounts of energy effecting conditions as a by product could Observation platform be tuned to have a limited effect to just one aspect. Any effect will have to be careful to be less powerful than the natural one produced buy a stellar anomaly and some effects are not possible to reproduce.

    No 200% small weapon damage of a Wolf Rayet
    But possible to get -20% Signature Rad

    The ability to hamper Sensor types i.e. Gravimetric or Ladar may be possible but as with all effects everyone gets the same penalties and bonuses. Effectively adjusting local conditions to advantage but not really by that much. Buy targeting only one effect an OP could give a small % effect buy itself and grater one if linked to others in the same system doing the same thing. Some effects may be exclusive of each other so having lots of OP’s may not make that much of a difference and limits on how many can be linked together for one task.

    1 x OP = 1% Sig Rad with stacking x = 1.5
    2x OP = 1.5 % Sig Rad
    3x OP = 2.25% Sig Rad

    Buy using a set up like this any alterations to effect can easily be altered to do any rebalancing by changing the stacking multiplier to enhance or reduce effects.
    This is also a system that is in use in EVE WH space at this time so a lot of technical problems are already dealt with.

    AFK CLOAKING

    An OP could be set up to hamper cloaked ships but would not be able to de-cloak them. One or more OP could emit a field that over time statures cloaked ships and increases the signature to probes.
    The mechanic would work similar to Overheating damage but the ship picks up a Signature penalty for every cycle of the cloak. This may only be 0.2% per cycle but it would add up over time and a small covert-ops ships are going to take longer to build up signature strength than a black-op battleship or a cloaked T3.

    This only happens when the cloak is running and is not removed until the ship can dock up and De-gauss itself. Careful use of the cloak and running with it off at times is necessary to do deep penetrations if the route in and out is heavily damped.
    This would allow the skill of the scanning player to effect how long it’s going to take to hunt down a ship while the cloaked ship will have to wonder if its some new player with limited skill in a T1 who is only going to get a pinpoint after 150% saturation or some guy with top end T2 ship and fittings along with some groovy implants as well who will be on you at 40% saturation.

    The nice thing is logging out has no effect as when you log back in you still have that sig penalty so there no escaping there.

    This could be another recovered Sleeper tech because they can detect cloaked ships already.

    WH groups can finally get those cloak ships that invade and refuse to fight if they stay to long and it would add more depth to recon ships and counter measures. It would not take long for a random probe sweep to pick up a cloaked ship but nailing it down is going to be a lot harder.
    Also the cloaked ship has to guess when to cut and run before he got so large a signature he’s easy for anyone to probe down. He also probably got to run through other system that may also add to his signature if he’s cloaked.
    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #558 - 2015-08-08 20:50:40 UTC
    Nortion Adoulin wrote:


    AFK CLOAKING

    An OP could be set up to hamper cloaked ships but would not be able to de-cloak them. One or more OP could emit a field that over time statures cloaked ships and increases the signature to probes.
    The mechanic would work similar to Overheating damage but the ship picks up a Signature penalty for every cycle of the cloak. This may only be 0.2% per cycle but it would add up over time and a small covert-ops ships are going to take longer to build up signature strength than a black-op battleship or a cloaked T3.

    This only happens when the cloak is running and is not removed until the ship can dock up and De-gauss itself. Careful use of the cloak and running with it off at times is necessary to do deep penetrations if the route in and out is heavily damped.
    This would allow the skill of the scanning player to effect how long it’s going to take to hunt down a ship while the cloaked ship will have to wonder if its some new player with limited skill in a T1 who is only going to get a pinpoint after 150% saturation or some guy with top end T2 ship and fittings along with some groovy implants as well who will be on you at 40% saturation.

    The nice thing is logging out has no effect as when you log back in you still have that sig penalty so there no escaping there.

    This could be another recovered Sleeper tech because they can detect cloaked ships already.

    WH groups can finally get those cloak ships that invade and refuse to fight if they stay to long and it would add more depth to recon ships and counter measures. It would not take long for a random probe sweep to pick up a cloaked ship but nailing it down is going to be a lot harder.
    Also the cloaked ship has to guess when to cut and run before he got so large a signature he’s easy for anyone to probe down. He also probably got to run through other system that may also add to his signature if he’s cloaked.


    No to the docking part. Changing systems or decloaking and then cloaking should be sufficient. The idea is to render AFK cloaking an unsustainable tactic. Not make using a cloak increasingly difficult. There isn't a problem with cloaked ships. The issue people don't like is AFK cloaking. In exchange, local and intel gathering becomes vulnerable.

    "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

    Nortion Adoulin
    Not Listed
    #559 - 2015-08-08 21:49:44 UTC  |  Edited by: Nortion Adoulin
    Its a proposal feel free to change and adapt it to something you think is better. But do you think the basic concept is acceptable and workable.

    Would a ship be able to earth itself in any way like at a star or some other way. Think of alternates and help build something that player like and would enhance eve.
    Nikk Narrel
    Moonlit Bonsai
    #560 - 2015-08-10 13:24:05 UTC
    Teckos Pech wrote:
    Nortion Adoulin wrote:


    AFK CLOAKING

    ...


    No to the docking part. Changing systems or decloaking and then cloaking should be sufficient. The idea is to render AFK cloaking an unsustainable tactic. Not make using a cloak increasingly difficult. There isn't a problem with cloaked ships. The issue people don't like is AFK cloaking. In exchange, local and intel gathering becomes vulnerable.

    Not even necessarily unsustainable.

    The key point is that it no longer forms a perceived obstacle to play.
    Noone should care about whether a player is AFK cloaked or AFK docked, until they are ready to stop being AFK.
    That includes any fears over being unable to predict such a return to play.