These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next page
 

Gate Probe Idea

Author
Mary Annabelle
Moonlit Bonsai
#1 - 2012-01-31 15:29:11 UTC
Here is a thought: gates are being used as surprise ganking platforms for kills.

While this is a way to get killmails, it is also one of the bottlenecks for nullsec appeal. People point to this as one of the reasons they avoid null sec.

Ok, fit a new probe onto scouting vessels. (IE, requires a probe launcher)

The vessel will probably want to cloak, and in a safer area than on top of the gate itself, before using this new tool.

The probe becomes an unmanned drone, it flies through the gate, using the transponder of the pilot, and is transported like a ship to the other side.

There it is controllable until destroyed. The probe has no warp ability, so must be dropped off near the gate before the host ship gets safe. It cannot scout the target system beyond what is on grid with the gate itself.

The probe, because it uses the pilot's ID, will show up in local as the pilot. (The pilot sees the probe's POV instead of their own for the duration, including local, which is why they want to get safe first, as they are sitting doing nothing in their actual system)

Upon either destruction, or retrieval, the pilot is again in command of their actual craft. (The probe can gate back, or be offlined to be picked up by the host ship when it comes through in person)
Simi Kusoni
HelloKittyFanclub
#2 - 2012-01-31 16:12:36 UTC
No.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2012-01-31 17:14:47 UTC

So, you want to launch a secondary craft from your ship, that allows you to go through a gate and see what's there... and when its destroyed or run its course, you reappear back in your ship?

You're taking the risk to your ship and pod, and moving it to a 'probe'.... I just don't see this as appropriate.. especially since there is a much better and viable option that maintains the risk paradigm: Get in a fast moving and moderately tanked ship and go through the gate to see what's there. If it is safe... continue on... if it is NOT safe, power back to gate and leave the system. Many, MANY ships can safely scout a gate with little danger. And if you want to move your big or shiny ship..... then get someone else to scout you.... Why do we even need this???

Freya Chang
Flare And Neutron Equities
#4 - 2012-01-31 17:25:40 UTC  |  Edited by: Freya Chang
Simi Kusoni wrote:
No.


CCP just need to beef up the ECM Burst so that it absolutely fooks up the camping blouses long enough for a lone scout to get thru and give them something real to worry about.
Simi Kusoni
HelloKittyFanclub
#5 - 2012-01-31 18:06:14 UTC
Freya Chang wrote:
Simi Kusoni wrote:
No.


CCP just need to beef up the ECM Burst so that it absolutely fooks up the camping blouses long enough for a lone scout to get thru and give them something real to worry about.

Wait, now I know where I recognize that name. The crabbit was in rage wasn't it?

Anyway, yeah, lol@ECM Bursts.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Mary Annabelle
Moonlit Bonsai
#6 - 2012-01-31 18:54:53 UTC
Gizznitt Malikite wrote:

So, you want to launch a secondary craft from your ship, that allows you to go through a gate and see what's there... and when its destroyed or run its course, you reappear back in your ship?

You're taking the risk to your ship and pod, and moving it to a 'probe'.... I just don't see this as appropriate.. especially since there is a much better and viable option that maintains the risk paradigm: Get in a fast moving and moderately tanked ship and go through the gate to see what's there. If it is safe... continue on... if it is NOT safe, power back to gate and leave the system. Many, MANY ships can safely scout a gate with little danger. And if you want to move your big or shiny ship..... then get someone else to scout you.... Why do we even need this???


Oh, that's the easy part. And in answering that, I define the logic for your previous points.

We need this because scouting is about taking a low combat value ship, and looking ahead of a group in order for them to plan on problems. Battleships won't be using it, nor will most desirable targets.
What logic dictates a scout ship can probe an entire system, but can't see the other side of a gate?

It is complicated, this odd acceptance of gate camps. Cheapest tactic around, yet it is accepted more by tradition than logic.
Being honest, you can look at gate camps in one of two ways.

One, it is spawn camping, taking advantage of your ship appearing unexpectedly in harm's way. You do not appear in range to gate out, you must instead give the campers a free shot at you.
Two, it is a bypass to cloaking ship penalties. After all, until you pop up in the new system, you cannot see these ships, they are not in a local list to be warned by, and they have no penalty to targeting caused by decloaking. Add to this, you are flat-footed, and need to orient yourself and decide on a strategy before your token cloaking effect wears off.

Either way, it gives the camping side an overwhelming advantage. For whatever reason, it is the accepted cheap source of kill mails, and the main block to solo play for many, which reduces the number of players in null sec.
Simi Kusoni
HelloKittyFanclub
#7 - 2012-01-31 18:58:27 UTC
Mary Annabelle wrote:
Two, it is a bypass to cloaking ship penalties. After all, until you pop up in the new system, you cannot see these ships, they are not in a local list to be warned by, and they have no penalty to targeting caused by decloaking. Add to this, you are flat-footed, and need to orient yourself and decide on a strategy before your token cloaking effect wears off.

Either way, it gives the camping side an overwhelming advantage. For whatever reason, it is the accepted cheap source of kill mails, and the main block to solo play for many, which reduces the number of players in null sec.

1) Cloaks still work, very well in fact.

2) Ever heard of bubbles? You're still going to die in bubble camps. Or are you going to avoid every system with people in?

3) This is null sec, it isn't meant to be 100% safe. It's too safe as it is, as long as you aren't a complete idiot.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Gizznitt Malikite
Agony Unleashed
Agony Empire
#8 - 2012-01-31 20:03:55 UTC
Mary Annabelle wrote:
Gizznitt Malikite wrote:

So, you want to launch a secondary craft from your ship, that allows you to go through a gate and see what's there... and when its destroyed or run its course, you reappear back in your ship?

You're taking the risk to your ship and pod, and moving it to a 'probe'.... I just don't see this as appropriate.. especially since there is a much better and viable option that maintains the risk paradigm: Get in a fast moving and moderately tanked ship and go through the gate to see what's there. If it is safe... continue on... if it is NOT safe, power back to gate and leave the system. Many, MANY ships can safely scout a gate with little danger. And if you want to move your big or shiny ship..... then get someone else to scout you.... Why do we even need this???


Oh, that's the easy part. And in answering that, I define the logic for your previous points.

We need this because scouting is about taking a low combat value ship, and looking ahead of a group in order for them to plan on problems. Battleships won't be using it, nor will most desirable targets.
What logic dictates a scout ship can probe an entire system, but can't see the other side of a gate?

It is complicated, this odd acceptance of gate camps. Cheapest tactic around, yet it is accepted more by tradition than logic.
Being honest, you can look at gate camps in one of two ways.

One, it is spawn camping, taking advantage of your ship appearing unexpectedly in harm's way. You do not appear in range to gate out, you must instead give the campers a free shot at you.
Two, it is a bypass to cloaking ship penalties. After all, until you pop up in the new system, you cannot see these ships, they are not in a local list to be warned by, and they have no penalty to targeting caused by decloaking. Add to this, you are flat-footed, and need to orient yourself and decide on a strategy before your token cloaking effect wears off.

Either way, it gives the camping side an overwhelming advantage. For whatever reason, it is the accepted cheap source of kill mails, and the main block to solo play for many, which reduces the number of players in null sec.


I'm trying to understand your reasoning:

1.) "We need this because scouting is about taking a low combat value ship, and looking ahead of a group in order for them to plan on problems." --- We already have this... Scouts take low value ships through a gate, and look ahead of a group in order for them to plan on problems. We don't need a probe to do this, as again, we already HAVE SHIPS to do this.

2.) "What logic dictates a scout ship can probe an entire system, but can't see the other side of a gate?" -- Oh, I don't know... perhaps it's because a system is typically under 300 au's wide, whereas different systems are LIGHT YEARS Apart.
FYI, 1 LY == 63,000+ au.

3.) "One, it is spawn camping, taking advantage of your ship appearing unexpectedly in harm's way. You do not appear in range to gate out, you must instead give the campers a free shot at you." -- And in exchange for this "free shot at you", you currently get full intel on how many pilots are in system, their alliances, the number of ships on grid, and whether the force you're scouting for can effectively engage the targets. That's a pretty fair trade off for intel, especially since there are MANY SHIPS that can easily navigate either through the gate camp, or return back to the gate with an extremely high success rate.

4.) "Add to this, you are flat-footed, and need to orient yourself and decide on a strategy before your token cloaking effect wears off."-- oh, how terrible... you get a full minute of free cloak, with no decloaking delays, to assess the situation. Yes some people are initially caught flat-footed, but they have adequate compensation for this IMO.

5.) "it is a bypass to cloaking ship penalties." -- But the gate campers you're refering to aren't cloaked... True, your scout doesn't have information on them before he enters system, but this is different from cloaking. They don't have information on you, until you enter system either. True, they can have scouts sentry the entry gate... but you can send a "low value ships through a gate" to assess what's there too... Your on equal footing.

6.) "it is spawn camping... For whatever reason, it is the accepted cheap source of kill mails, and the main block to solo play for many, which reduces the number of players in null sec. " -- While it is a form of spawn camping, it is the ONLY method to effectively limit the players that enter "your" systems. It's true many gatecampers are cowerdly, risk adverse gankers, but gatecamping as a whole is a low energy, strategic activity that creates flash points for escallating fights, forms the hurdles in the nullsec/lowsec obstacle course, and will be completely uneffected by your suggested probe.

I'll ask again, because you have yet to give a satisfactory answer: Why do we even need this????
Mary Annabelle
Moonlit Bonsai
#9 - 2012-01-31 20:20:10 UTC
Mary Annabelle wrote:
Two, it is a bypass to cloaking ship penalties. After all, until you pop up in the new system, you cannot see these ships, they are not in a local list to be warned by, and they have no penalty to targeting caused by decloaking. Add to this, you are flat-footed, and need to orient yourself and decide on a strategy before your token cloaking effect wears off.

Either way, it gives the camping side an overwhelming advantage. For whatever reason, it is the accepted cheap source of kill mails, and the main block to solo play for many, which reduces the number of players in null sec.


Simi Kusoni wrote:

1) Cloaks still work, very well in fact.
Not relevant. In fact, cloaks are almost a joke if you can isolate such a small area with certainty, and know to look for them. They already paid for their cloaking ability by having reduced combat ability. This is shooting fish in a barrel, not skill.

2) Ever heard of bubbles? You're still going to die in bubble camps. Or are you going to avoid every system with people in?
A bubble on a probe will probably result in a lost probe. You don't scout for land mines by stomping your feet, you use a tool. Same idea.

3) This is null sec, it isn't meant to be 100% safe. It's too safe as it is, as long as you aren't a complete idiot.
The idiots won't be affected by this, and will still show up on schedule to hand over kill mails.

Aglais
Ice-Storm
#10 - 2012-01-31 20:37:47 UTC
A good scout in a fleet ceptor can probably perform this role, not get caught, and report information back as soon as they actually get it over whatever comms you're using. The thing is, rather than everyone thinking that they can solo every piece of space ever, why not gather into small gangs to take on null? Have scouts, tackle, etc. regardless of what you're doing, move as a gang, you probably won't get ****** over unless you run head on into a 90-man subcap fleet trying to get from their staging area to some other fight.
Xorv
Questionable Acquisitions
#11 - 2012-01-31 20:45:13 UTC
Mary Annabelle wrote:
It is complicated, this odd acceptance of gate camps. Cheapest tactic around, yet it is accepted more by tradition than logic.
Being honest, you can look at gate camps in one of two ways.

One, it is spawn camping, taking advantage of your ship appearing unexpectedly in harm's way. You do not appear in range to gate out, you must instead give the campers a free shot at you.


I actually agree with this part... mostly.

On the other hand gates are one of the few places that players can catch other players in Nullsec. So while I agree that jumping people on zone-in from a gate isn't great gameplay, you need to open up other possible means of catching someone before taking it away.

I think players should be vulnerable when they're actually doing something in a system, not traveling between systems. So I would suggest removing Local Chat Intel and then extend the possible warp in point from a gate at least tenfold to 150km +. There's no need for your probes, which sound like they would be really hard for CCP to code.
Mary Annabelle
Moonlit Bonsai
#12 - 2012-01-31 20:47:46 UTC
Gizznitt Malikite wrote:
I'm trying to understand your reasoning:

1.) "We need this because scouting is about taking a low combat value ship, and looking ahead of a group in order for them to plan on problems." --- We already have this... Scouts take low value ships through a gate, and look ahead of a group in order for them to plan on problems. We don't need a probe to do this, as again, we already HAVE SHIPS to do this.
>>>Ok, Allow me to clarify, I mean the T2 ships, not anything designed to spot problems by running into it headfirst. The scout ships are intended to have great sensors and probes. Same with the recons. Make it skill intensive, but scouting is not meant to be high risk on the same level as sticking your head in the door, and hoping noone hits you with a gank bat.

2.) "What logic dictates a scout ship can probe an entire system, but can't see the other side of a gate?" -- Oh, I don't know... perhaps it's because a system is typically under 300 au's wide, whereas different systems are LIGHT YEARS Apart.
FYI, 1 LY == 63,000+ au.

>>>That distance is trivial, thanks to the communications tech in the background story of EVE. The same thing that allows chat rooms for pilots, jump clones, and even medical clones. They explained it, briefly, as some type of synchronized force connecting two points, allowing any distance between them. A warp incapable drone is hardly taxing on this level.

3.) "One, it is spawn camping, taking advantage of your ship appearing unexpectedly in harm's way. You do not appear in range to gate out, you must instead give the campers a free shot at you." -- And in exchange for this "free shot at you", you currently get full intel on how many pilots are in system, their alliances, the number of ships on grid, and whether the force you're scouting for can effectively engage the targets. That's a pretty fair trade off for intel, especially since there are MANY SHIPS that can easily navigate either through the gate camp, or return back to the gate with an extremely high success rate.
>>>A determined gate camp will catch nearly anything, and pop targets the moment the token cloak expires. I am sure you have run into some casual gank attempts at gates, those are not worth even discussing.

4.) "Add to this, you are flat-footed, and need to orient yourself and decide on a strategy before your token cloaking effect wears off."-- oh, how terrible... you get a full minute of free cloak, with no decloaking delays, to assess the situation. Yes some people are initially caught flat-footed, but they have adequate compensation for this IMO.
>>>The term of the cloak is there to remove the advantage gained by delays in game clients loading. I am sure there are many who have more time than they need, but scouting is not about sticking your head into an oven to see if it is hot. You can do that better in a battleship.

5.) "it is a bypass to cloaking ship penalties." -- But the gate campers you're refering to aren't cloaked... True, your scout doesn't have information on them before he enters system, but this is different from cloaking. They don't have information on you, until you enter system either. True, they can have scouts sentry the entry gate... but you can send a "low value ships through a gate" to assess what's there too... Your on equal footing.
>>>it's not like cloaking? True, with regular cloaking, you still have a possible warning in local, and cloaked ships cannot fight as effectively. It sounds like an even greater advantage, now that you point it out.
And it's not a low value ship, these things are pricey. It's a low COMBAT value ship, referring to how they fight poorly in exchange for being able to sneak around and scout. The probe itself could be expensive, but probably not more than a cheap t1 frigate.

6.) "it is spawn camping... For whatever reason, it is the accepted cheap source of kill mails, and the main block to solo play for many, which reduces the number of players in null sec. " -- While it is a form of spawn camping, it is the ONLY method to effectively limit the players that enter "your" systems. It's true many gatecampers are cowerdly, risk adverse gankers, but gatecamping as a whole is a low energy, strategic activity that creates flash points for escallating fights, forms the hurdles in the nullsec/lowsec obstacle course, and will be completely uneffected by your suggested probe.
>>>Who said ANYTHING about wanting to stop them, or make them easy to bypass in travel? The scouting is simply so a well prepared player can give his fleet an advantage, rather than blind jumping into an ambush. It's the whole point of scouting, from a defensive view.

I'll ask again, because you have yet to give a satisfactory answer: Why do we even need this????
>>>See the answers above for details, but it amounts to scouting should be more practical than tap dancing in a mine field, you use tools so you don't put yourself in harm's way.

Mary Annabelle
Moonlit Bonsai
#13 - 2012-01-31 20:50:23 UTC
Xorv wrote:
Mary Annabelle wrote:
It is complicated, this odd acceptance of gate camps. Cheapest tactic around, yet it is accepted more by tradition than logic.
Being honest, you can look at gate camps in one of two ways.

One, it is spawn camping, taking advantage of your ship appearing unexpectedly in harm's way. You do not appear in range to gate out, you must instead give the campers a free shot at you.


I actually agree with this part... mostly.

On the other hand gates are one of the few places that players can catch other players in Nullsec. So while I agree that jumping people on zone-in from a gate isn't great gameplay, you need to open up other possible means of catching someone before taking it away.

I think players should be vulnerable when they're actually doing something in a system, not traveling between systems. So I would suggest removing Local Chat Intel and then extend the possible warp in point from a gate at least tenfold to 150km +. There's no need for your probes, which sound like they would be really hard for CCP to code.

YES, exactly.

Being popular aside, current gate camps are abused to get cheap killmails. I agree, it should be possible to keep people from passing bottlenecks, but that does not equal ambush for killmails either.
Simi Kusoni
HelloKittyFanclub
#14 - 2012-01-31 20:53:27 UTC
Mary Annabelle wrote:
Not relevant. In fact, cloaks are almost a joke if you can isolate such a small area with certainty, and know to look for them. They already paid for their cloaking ability by having reduced combat ability. This is shooting fish in a barrel, not skill.

Wait, so you want a ship that can cloak and is fully combat viable? The idea of a cloak is to avoid combat, and even then some ships are still very useful in PvP even with cloaks. Ala recons, stealth bombers, T3s with covert subs etc.

As for avoiding combat... if you can't manage that an acceptable amount of the time in a cloaked ship, then you should probably go back to high sec until you're a little more experienced.

Mary Annabelle wrote:
2) Ever heard of bubbles? You're still going to die in bubble camps. Or are you going to avoid every system with people in?
A bubble on a probe will probably result in a lost probe. You don't scout for land mines by stomping your feet, you use a tool. Same idea.

Erm, so this probe can scout an entire system now?

Mary Annabelle wrote:
3) This is null sec, it isn't meant to be 100% safe. It's too safe as it is, as long as you aren't a complete idiot.
The idiots won't be affected by this, and will still show up on schedule to hand over kill mails.

People who think they "need" this tool to move around in null are already idiots. This is just lowering the bar in terms of skill required to safely navigate in Eve.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Mary Annabelle
Moonlit Bonsai
#15 - 2012-01-31 21:03:38 UTC
Simi Kusoni wrote:
Mary Annabelle wrote:
Not relevant. In fact, cloaks are almost a joke if you can isolate such a small area with certainty, and know to look for them. They already paid for their cloaking ability by having reduced combat ability. This is shooting fish in a barrel, not skill.

Wait, so you want a ship that can cloak and is fully combat viable? The idea of a cloak is to avoid combat, and even then some ships are still very useful in PvP even with cloaks. Ala recons, stealth bombers, T3s with covert subs etc.
>>>ROFL, way off topic. I am not referring to ways to get past gate camps, but avoid them with the respect due something that dangerous.

As for avoiding combat... if you can't manage that an acceptable amount of the time in a cloaked ship, then you should probably go back to high sec until you're a little more experienced.
>>>Cloaking solves everything? Maybe for some.

Mary Annabelle wrote:
2) Ever heard of bubbles? You're still going to die in bubble camps. Or are you going to avoid every system with people in?
A bubble on a probe will probably result in a lost probe. You don't scout for land mines by stomping your feet, you use a tool. Same idea.

Erm, so this probe can scout an entire system now?
>>>No, not at all. They have other probes already in the game for this type of ship to do that.

Mary Annabelle wrote:
3) This is null sec, it isn't meant to be 100% safe. It's too safe as it is, as long as you aren't a complete idiot.
The idiots won't be affected by this, and will still show up on schedule to hand over kill mails.

People who think they "need" this tool to move around in null are already idiots. This is just lowering the bar in terms of skill required to safely navigate in Eve.
>>>Noone needs a tool to do anything, and most people won't bother to use it. Only people who train up scouting ships like CovOps and Recons could use it in the first place. Your supply of idiots is not threatened by this, as they probably don't rely on anything involving foresight anyways.

Simi Kusoni
HelloKittyFanclub
#16 - 2012-01-31 21:18:17 UTC  |  Edited by: Simi Kusoni
Mary Annabelle wrote:
>>>ROFL, way off topic. I am not referring to ways to get past gate camps, but avoid them with the respect due something that dangerous.

Not really, given that you complained about covert ops ships sacrificing their combat ability.

As for avoiding them, you can. With a scout that has a cloak.

Mary Annabelle wrote:
>>>Cloaking solves everything? Maybe for some.

Well, yes it does. What is your point? If you don't want to use a covert ops scout, use a cheap frigate or an interceptor.

Mary Annabelle wrote:
>>>No, not at all. They have other probes already in the game for this type of ship to do that.

Then you are still going to get caught in bubbles...

Mary Annabelle wrote:
>>>Noone needs a tool to do anything, and most people won't bother to use it. Only people who train up scouting ships like CovOps and Recons could use it in the first place. Your supply of idiots is not threatened by this, as they probably don't rely on anything involving foresight anyways.

If these people have already trained covert ops and recons, and most people won't use it, then it's redundant. Given the amount of design work required for this, not to mention the programming behind having a ship operated in one system by a player who very well may be on an entirely different node... this is just pointless.

*P.S. please use quotes like a normal person.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#17 - 2012-01-31 21:23:34 UTC  |  Edited by: Abdiel Kavash
Mary Annabelle wrote:
It is complicated, this odd acceptance of gate camps. Cheapest tactic around, yet it is accepted more by tradition than logic.
Being honest, you can look at gate camps in one of two ways.

One, it is spawn camping, taking advantage of your ship appearing unexpectedly in harm's way. You do not appear in range to gate out, you must instead give the campers a free shot at you.

It is not spawn camping, at least not in the generally understood sense in FPS games. You don't choose to spawn, and when you spawn in most games you don't choose where you spawn. Therefore in an FPS there is no way to avoid a spawn camp. Also, in FPSs, you usually don't start with a full set of gear, and are therefore very vulnerable until you can find a decent gun or armor.

However, gatecamps are very easy to detect, using common tools like the map, intel, or scouts. You have a choice to either jump in a camp or avoid it. Even after jumping, you have a choice to fight, to run, or to gatecrash. You have 60 seconds to become fully aware of your situation and make that decision. A better analogy from an FPS might be defending that one corridor that leads to your flag.


The mechanic you propose would completely defeat the purpose of having scouts, and the counter of killing the scouts to blind the enemy fleet.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#18 - 2012-01-31 22:26:42 UTC  |  Edited by: Gizznitt Malikite
Mary Annabelle wrote:
it amounts to scouting should be more practical than tap dancing in a mine field, you use tools so you don't put yourself in harm's way.


First, do you have any concept of historical military operations? How do you think military commanders gain intelligence on what their enemy is doing? While scouts are given training and tools to mitigate much of their personal risk, deep reconnaissance missions always involve putting the scout in "harm's way".

Now, this is what I'm getting from you: In a nutshell, you want a tool to mitigate the risks to your assets when scouting a potential gate camp.

Lets take a moment to lightly gloss over the game mechanic awkwardness and vulnerabilities to your main ship while scouting with this probe-thingy, and accept that somehow your primary ship will be cloaked and safe while you're exploring the other side of a gate.

What I'm saying, I feel that this tool is essentially a drone to replace an important fleet role that already has a dedicated class of ships to it. The covert ops ship class is fitted with a powerful tool (the covert ops cloak) that allows them to be piloted through almost all gate camps with a very LOW risk of ship loss. They are fast and agile enough to quickly power out of bubbles, avoid decloakers, and provide extended intel on a gate camp. And while it is possible to have an unlucky incident, and its possible to create highly efficient and nearly impenetrable gate camps, these are extremely rare. Piloted ships are also superior to your drone precisely because the pilot is at risk. If you want the intel, you need to risk something...

Wait... there's more: for the poor pilot that can't afford the 20m isk covops, there are many t1 frigates that can successfully scout 70% of the gate camps without getting destroyed. Additionally, for the low-on-friends gangs, there are many t2 frigates that can successfully scout 95% of the gate camps in EvE without getting destroyed while playing additional fleet roles (like tackle).

Essentially, your idea comes across as a ship module for non-scout-quality ships to provide it with a scout-like ship/drone that they can pilot through a gate and get intel without any risks to their pod, and an inconsequential risk to their drone-scout-thingy. To this, I say NO... Scout ships are already available in the game. You don't need a module, you need a friend...

Again, why do we need this? What makes it better and more appropriate to the game than having a scout in a scout-capable ship actually go through the gate and give reconnaissance?

P.S., if your answers are 1.) So you can fly your big ship safely through nullsec without a scout, and/or 2.) So you only risk a probe, rather than a pod and scout ship, when checking for a gate camp, then you really don't understand nullsec, and shouldn't be venturing here in the first place. Do you seriously think that nullsec needs to be made safer??
Mary Annabelle
Moonlit Bonsai
#19 - 2012-01-31 22:31:04 UTC
Simi Kusoni wrote:
If these people have already trained covert ops and recons, and most people won't use it, then it's redundant. Given the amount of design work required for this, not to mention the programming behind having a ship operated in one system by a player who very well may be on an entirely different node... this is just pointless.

*P.S. please use quotes like a normal person.


Eh, neither one of us used quotes like a normal person there.

But to answer this specific: Most people gives credit to the detail that most people don't train covert ops and recons. The ones that DO train this, they will be quite likely to pick this up too, as it would be a natural aspect of probing to them.

As to my complaining about covert ops ships combat ability, you assume I am complaining. I am simply pointing out the obvious, for anyone that does the comparison.

We have CovOps to hunt and scout with. Covert Ops in any game is intelligence gathering, which is what this class of ships was meant to be doing. These ships are expensive for their type, and skill intensive. Demeaning their role by using suicide frigates is wasteful on all counts.

Interceptors are not for scouting, their use in this area is not intended, even their name tells you their role. They are meant to be the fastest ships in order to CATCH other ships, anything else is a detail extended into unintended areas.
Mary Annabelle
Moonlit Bonsai
#20 - 2012-01-31 22:38:06 UTC
Abdiel Kavash wrote:
Mary Annabelle wrote:
It is complicated, this odd acceptance of gate camps. Cheapest tactic around, yet it is accepted more by tradition than logic.
Being honest, you can look at gate camps in one of two ways.

One, it is spawn camping, taking advantage of your ship appearing unexpectedly in harm's way. You do not appear in range to gate out, you must instead give the campers a free shot at you.

It is not spawn camping, at least not in the generally understood sense in FPS games. You don't choose to spawn, and when you spawn in most games you don't choose where you spawn. Therefore in an FPS there is no way to avoid a spawn camp. Also, in FPSs, you usually don't start with a full set of gear, and are therefore very vulnerable until you can find a decent gun or armor.

However, gatecamps are very easy to detect, using common tools like the map, intel, or scouts. You have a choice to either jump in a camp or avoid it. Even after jumping, you have a choice to fight, to run, or to gatecrash. You have 60 seconds to become fully aware of your situation and make that decision. A better analogy from an FPS might be defending that one corridor that leads to your flag.


The mechanic you propose would completely defeat the purpose of having scouts, and the counter of killing the scouts to blind the enemy fleet.


Spawn Camping is the best analogy for this, as a spawn is any place in a game where you appear predictably, and have no forewarning of possible opponents presence. All gates are spawn points, same as the exit dock from outposts, although you have more intel from outposts potentially due to local chat.

The whole point of this is for CovOps ships or Recons to be able to check on gate camps, using their probes the way they check anything else in the game. They gather intelligence using finesse and stealth, not sticking their head in the door, and shouting 'Anyone home?'.

Like any other type of probing, it is specialized to these ship types, and these ship types are not good for anything else of game significance.
123Next page