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a few things to consider

Author
snowballfred
Republic Military School
Minmatar Republic
#1 - 2016-03-07 10:25:12 UTC
Been playing eve for a while now here is a few thoughts


Random ship explosions and debris !
-wrecks that are intractable ie collides with shields and moves about etc etc . thus giving a massive fleet battle a real devistating look to it .

Collisions ! (that would be cool as)

!? A way to locate cloaked ships ?!
-so for example a ship cant be detected after cloaking im fine with this but after like 5 hours or maybe ten that ship should start to emit heat or some form of cool scify thought up reason that its emitting said emission, and that emission gets larger over time kinda like jump fatigue thus making it easier to scan.

"your spatial coherence timer is reaching its limits and will begin to emit a low level radiation that may be detectable to other capsuleers in your current system"

there would of course need a special scanning module and probes to find said thing and im going with lvl 5 scanning and a specific set of skills to make it fair that not jus anyone could scan the cloaked ship down


!?system security status able to be modified?!
So this mainly applies to null regions of space (kind of) so as ive been in null for a while now ive noticed that the security status is always the same and always wondered why considering that its supposed to be based on how "active that system is" or "dangerous" but really that seems like a drop of the ball , i mean we have strategic/military/indy levels that are changeable and thus dictate what happens in the system but i think it should go further than that i think once all at lvl 5 then a new modifier should come into play that attributes to the security status thus gaining the holders of that system more rats sites and possible officer and faction spawns and anomalies etc etc . and for systems that don't have any activity i think that particular systems sec status should increase capping out at -0.0

more than just 2 types of tech 2 projectile ammo ?
snowballfred
Republic Military School
Minmatar Republic
#2 - 2016-03-07 10:34:42 UTC
in relation to the sec status part of that id like to add that having it drop back to -0.0 should entail the systems sov being dropped because currently one alliance pretty much just takes a whole region over and and rents about 15-20% leaving loads of dead systems in between pockets of renter players thus making it harder for new corps or adventurous types from attempting to claim a pocket for them selfs whilst not over reaching due to sec status requirements ie 10 man corp doesn't take 2 systems because they can only sustain one at a time ... and so on
Mephiztopheleze
Laphroaig Inc.
#3 - 2016-03-07 10:41:38 UTC
I certainly agree that cloaky ships should have some kind of method to find them. Not an easy one, but some method nonetheless.

snowballfred wrote:
more than just 2 types of tech 2 projectile ammo ?


Projectile weapons already use zero cap and can select their damage profile. These are a pretty powerful advantage over both Hybrids and Lazorz.

Occasional Resident Newbie Correspondent for TMC: http://themittani.com/search/site/mephiztopheleze

This is my Forum Main. My Combat Alt is sambo Inkura

snowballfred
Republic Military School
Minmatar Republic
#4 - 2016-03-07 10:46:37 UTC
Mephiztopheleze wrote:

Projectile weapons already use zero cap and can select their damage profile. These are a pretty powerful advantage over both Hybrids and Lazorz.



i guess so but the dps for certain applications is less than than the other types of t2 ammo out there ie pve , and for the most part the t2 ammo is well a tad **** for even pvp having no real major bonus that benefits its use

.

yea cloaking should be looked over again in a big way .
morion
Lighting Build
#5 - 2016-03-07 12:49:30 UTC
Dynamic security and resources +1

Years of stagnation is fine yet Underwhelming.
Ibutho Inkosi
Doomheim
#6 - 2016-03-07 21:23:44 UTC
Posting in a "grrrr cloakies" thread.

As long as the tale of the hunt is told by the hunter, and not the lion, it will favor the hunter.

snowballfred
Republic Military School
Minmatar Republic
#7 - 2016-03-07 21:39:40 UTC
Ibutho Inkosi wrote:
Posting in a "grrrr cloakies" thread.



lol its not a grr cloakies thread i just think the mechanic needs to be reworked .
im more into hearing peoples opinions on some of that other stuff i wrote about . like cool fracking explosions and debris

Neuntausend
Republic Military School
Minmatar Republic
#8 - 2016-03-07 21:43:36 UTC
What kinds of T2 ammo are you missing? There's a long range and a short range type. For everything inbetween you have faction.
snowballfred
Republic Military School
Minmatar Republic
#9 - 2016-03-07 21:48:05 UTC
Neuntausend wrote:
What kinds of T2 ammo are you missing? There's a long range and a short range type. For everything inbetween you have faction.




i guess so man but the differences across the t2 missiles for examples (which cover all damage types) vs the t1 versions is pretty vast and that is the same for LaZors and so on .
It's just a thought mind you
Trevor Dalech
Nobody in Local
Deepwater Hooligans
#10 - 2016-03-07 21:48:17 UTC
What's wrong with cloaked ships? I use them to catch carebears all the time!!! They seem to be working just fine!

Of course that annoying targeting delay after decloaking could be lowered a bit, that would result in more explosions. Explosions are good!
Isaac Armer
The Soup Kitchen
#11 - 2016-03-07 23:05:19 UTC
someone cloaked can't do anything to you until they de-cloak, so there's really no problem with them right now
Aldran Gentlharp
Unidentified Murderers and Young Hack Offenders
#12 - 2016-03-07 23:46:11 UTC
Isaac Armer wrote:
someone cloaked can't do anything to you until they de-cloak, so there's really no problem with them right now


The same bullshit then every thread that contains something about cloakys.

1. Everything in eve have a counter measure exept cloakys
2. there is a major difference with cloakys in WH and cloakys in 0.0. The WH cloaky has to kill the Enemy by themselve he can't bring his friends in with a cyno, the 0.0 cloaky just opens a cyno you never know if he has 1, 2 or 200 friends behind.

How to solve this?
i don't know but my favorite is. Give the Cloak Modules some kind of Fuel. Make different Cloak modules for different Ship sizes to adjust the fuel consumptionand give them a cargo like you do with with cap boosters and charges.
snowballfred
Republic Military School
Minmatar Republic
#13 - 2016-03-07 23:57:09 UTC
ok you guys are fired up about this cloak business so if you haven't got anything constructive to say about it just dont say anything at all . . why not talk about the sec status things or maybe ya know ... explosions and other **** , i personally when in a battle would like chunks of ships to bounce off my shields
Ralph King-Griffin
New Eden Tech Support
#14 - 2016-03-08 00:02:42 UTC  |  Edited by: Ralph King-Griffin
snowballfred wrote:
ok you guys are fired up about this cloak business so if you haven't got anything constructive to say about it just dont say anything at all

this quote is from two years ago
Paikis wrote:

This thread comes up on almost a weekly basis. In fact, I'd be surprised if there wasn't a nerf cloaking thread in the first 2 pages on this forum section. Almost every single one of them goes like this:

1. OP posts a post with a new (lol) idea that always boils down to some variation of the following:
- "There's a big meanie who is sitting in my system and not doing anything, but I don't know where he is and I can't ever just go next door. I can't find said meanie and even though I know that he's probably at work and poses no threat at all, I wont do anything in my system that I absolutely can't leave ever because he might not be at work and I might lose a ship. CCP please stop the meanie from being able to do nothing to me because he's probably at work"

2. Thread gets trolled because its been done literally to death. This horse has been beaten so hard and so often that it's little more than a memory of a memory of a red smear on the grass, and yet it STILL WONT DIE! In fact it's been done so many times that this particular horse is now undead; even if it does die, it will still be remembered and parodied.

3. Someone comes along and suggests that AFK cloakers can't hurt you, because they are, by their very definition, AFK. No one ever lost a ship to someone who ISN'T PLAYING THE GAME.

4. Someone else comes along and points out that while the cloaker might be AFK, he might not be, and so we have Schrodinger's Hot Dropper. The cyno pilot who might be AFK... but he might not be as well, and you will only know for sure when he decloaks, points and lights his candle. (Yes, I know this isn't how the cat works)

5. Someone else comes along and suggests that you use bait and setup a TARP. Or have a defence fleet on standby. Heaven forbid you have to actually fight to defend your space.

6. A further person comes along and suggests that the problem isn't cloaking AFK in your system that you can't possibly leave ever, but that you KNOW that the person is AFK in your system... and perhaps local should be removed because free 100% accurate intel is probably not the best thing in the game and if you didn't know that the big meanie was in your system, you wouldn't be worried about leaving the undock/POS.

7. Then another person pokes their head in and complains that local is 100% NEEDED because D-Scan and probing are such bad mechanics, and IF YOU TAKE MY LOCAL AWAY IM QUITTING FOREVER AND NO YOU CAN'T HAVE MY STUFF!

8. Someone asks if they can have 7's stuff.

We end up with another thread which goes on for pages and pages between complains about local, defence fleets, inability to just go next door, people who aren't playing the game but are playing the meta, lots of bickering and in the end nothing gets solved. CCP wont remove cloaking because it would mess with waaay too many things and it creates content (which is a good thing) by removing content (which is a bad thing) but they can't really think of any way to do it without a complete overhaul of the local and scanning systems.

Now that I've had this entire thread's conversation, can we just let it die? Please?
NovaCat13
Ember Interstellar Inc.
The Curatores Veritatis Auxiliary
#15 - 2016-03-08 00:21:17 UTC
That poor horse

Just say NO to Dailies

Isaac Armer
The Soup Kitchen
#16 - 2016-03-08 00:41:33 UTC
Aldran Gentlharp wrote:
The same bullshit then every thread that contains something about cloakys.

1. Everything in eve have a counter measure exept cloakys
2. there is a major difference with cloakys in WH and cloakys in 0.0. The WH cloaky has to kill the Enemy by themselve he can't bring his friends in with a cyno, the 0.0 cloaky just opens a cyno you never know if he has 1, 2 or 200 friends behind.

How to solve this?
i don't know but my favorite is. Give the Cloak Modules some kind of Fuel. Make different Cloak modules for different Ship sizes to adjust the fuel consumptionand give them a cargo like you do with with cap boosters and charges.


Local is the counter to cloaks. Someone watching local when ratting/mining should die 0% of the time. Any nerf to cloaks has to come with a nerf to local.

I spend 99% of my time doing solo exploration in deep low/null and almost never die because of local. In fact, I've never died while doing a site purely because of how overpowered local chat is as a source of intel against cloaky hunters.
Neuntausend
Republic Military School
Minmatar Republic
#17 - 2016-03-08 00:44:36 UTC
snowballfred wrote:
ok you guys are fired up about this cloak business so if you haven't got anything constructive to say about it just dont say anything at all . . why not talk about the sec status things or maybe ya know ... explosions and other **** , i personally when in a battle would like chunks of ships to bounce off my shields


Yeah, well... don't touch that subject, if you want constructive comments. Posting in GD doesn't exactly help in that regard either.
snowballfred
Republic Military School
Minmatar Republic
#18 - 2016-03-08 02:12:28 UTC
hahaha you guys crack me up . no i dont have a cloaky camper in my system and no im not getting trolled it was just a thought to add a new mechanic into the game , i mean look at it this way afk miners die as do afk ratters so why not afk campers that haven't been paying enough attention to their camper and let its cloak start to emit some form of scan-able readout .

i actually havent really ever used the forums so i dont know whats been posted or not so sorry if its a foul subject it just came into my head when i was cloaked up in a neut system and thought it was totally op that i was just sitting here disrupting their gameplay and there was nothing that they could do that was all .

what do you guys think about a degrading sec status if the system remains empty ? and a growing sec status for systems that are being utilized , so one indy/strategic/millitary are all at lvl 5 then a new bar shows up showing the progress across the board that would increase the sec value of that system or in nulls case decrease it
Nat Silverguard
Aideron Robotics
Aideron Robotics.
#19 - 2016-03-08 08:44:11 UTC
Aldran Gentlharp wrote:
Isaac Armer wrote:
someone cloaked can't do anything to you until they de-cloak, so there's really no problem with them right now


The same bullshit then every thread that contains something about cloakys.

1. Everything in eve have a counter measure exept cloakys
2. there is a major difference with cloakys in WH and cloakys in 0.0. The WH cloaky has to kill the Enemy by themselve he can't bring his friends in with a cyno, the 0.0 cloaky just opens a cyno you never know if he has 1, 2 or 200 friends behind.

How to solve this?
i don't know but my favorite is. Give the Cloak Modules some kind of Fuel. Make different Cloak modules for different Ship sizes to adjust the fuel consumptionand give them a cargo like you do with with cap boosters and charges.


jimmies rustled. Shocked

Just Add Water

Conrad Makbure
Center for Advanced Studies
Gallente Federation
#20 - 2016-03-09 03:23:51 UTC
Aldran Gentlharp wrote:
Isaac Armer wrote:
someone cloaked can't do anything to you until they de-cloak, so there's really no problem with them right now


The same bullshit then every thread that contains something about cloakys.

1. Everything in eve have a counter measure exept cloakys
2. there is a major difference with cloakys in WH and cloakys in 0.0. The WH cloaky has to kill the Enemy by themselve he can't bring his friends in with a cyno, the 0.0 cloaky just opens a cyno you never know if he has 1, 2 or 200 friends behind.

How to solve this?
i don't know but my favorite is. Give the Cloak Modules some kind of Fuel. Make different Cloak modules for different Ship sizes to adjust the fuel consumptionand give them a cargo like you do with with cap boosters and charges.



Yeah, no. Like a cap booster? No. Uses too much cargo; dumb idea. How about something that makes more sense like cap usage as the 'fuel', cloak draws from the capacitor pool after a while and then the useage slowly grows exponentially the longer the cloak remains running. If people want, they can use a booster module to get cap back up to 100%. Oh, and this would only affect regular cloak, not covert ops cloak - don't even go there for a 'change'.

Or how about we just leave it the way it is now?
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