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Anticloak

Author
Atum
Eclipse Industrials
Quantum Forge
#1 - 2012-04-13 14:49:13 UTC  |  Edited by: Atum
Had a brain wave while scribbling in the "Carebearing 2.0" devblog thread... back in the days of yore, there was a System Scanning POS module. I never really did get the hang of using them, but the memory stuck, and it's given me an idea for a new anit-cloaking POS module. This would be a sov-requiring module, just like a CSAA, but unlike the CSAA, must be anchored OUTSIDE the force field, just like weapons/ECM/travel, and therefore can also be disabled just like wep/ECM/travael. Limit of one module per system (like a jump bridge/cyno array), and maybe requiring an iHub upgrade. Using the module would require someone with the POS gunning role to fly to the control tower, link up with it, and fire the anti-cloak pulse. That pulse will then disrupt *ALL* cloaks in the system (friend and foe alike) for some period (5m maybe... not too long, just long enough for a semi-experienced prober). The module itself will have double the disruption time as its ROF (5m decloak pulse = 10m recharge).

Anticipated effects:
- Active spies will be forced to bounce around planets/moons/safes roughly every 30s or so to keep from getting probed out until the disruption effect wears off. Being active, though, they were probably moving between anoms/belts gathering intel or looking for targets of opportunity already.
- AFK's will meet with fiery death.
- Friendly ships will be forced to meet up at a common point and their sigs quickly placed on ignore, lest they clutter up the probe team's search with noise, resulting in a temporary disruption of friendly activity (Hey, finding these people shouldn't be too easy!Twisted)
- The double-time recharge cost should prevent constant spamming/abuse of the module. If the infiltrator is already active enough to evade probing for _m, that's good enough to prove they're not AFK.
- Satisfies CCP Sreegs' desire to twist the knife when it comes to botting (for a day or two, anyway), since automating the same warp-to pattern while uncloaked would represent a big "Look at me!!" flag.
Robert Caldera
Caldera Trading and Investment
#2 - 2012-04-13 15:04:43 UTC
ah there is it again.
f*ck off.
Atum
Eclipse Industrials
Quantum Forge
#3 - 2012-04-13 15:16:58 UTC
Robert Caldera wrote:
ah there is it again.
f*ck off.

Well, come on, don't just bash it, come up with an idea that protects active players and punishes deadbeats.
L0rdF1end
Tactical Grace.
Vanguard.
#4 - 2012-04-13 15:34:39 UTC
Robert Caldera wrote:
ah there is it again.
f*ck off.


Robert loves these threads really, and that's pretty polite for him.
But seriously, this topic has been beaten to death, I would suggest looking at some of the other threads before posting.
Atum
Eclipse Industrials
Quantum Forge
#5 - 2012-04-13 15:49:28 UTC
L0rdF1end wrote:
Robert loves these threads really, and that's pretty polite for him.
But seriously, this topic has been beaten to death, I would suggest looking at some of the other threads before posting.

I have, and I've posted in them from time to time, but the problem I've found with almost all of them (apart from trolls) is that they've generally been weighted too far in favor of the defender. I've seen (for example) the 'cloak fuel' idea, and the 'cloak detector probes', and a bunch of others. Cloakers *should* be able to disrupt things, but they need to be playing an active part in making that happen, not just leaving the client running while they run the kids to soccer practice or somesuch. If they're active, they should be able to make life miserable, opening covert cynos, dropping bombs, reporting on the CSAA being anchored, etc. If they're not active, the defender should have some kind of tool to get rid of them, but having/using that tool must come with a price tag attached.

What I think is really what is going to drive this, and maybe even make megalliances start paying attention... is with the drone poo + meta 0 nerfs inbound, they're going to have to either start mining for themselves, or import staggering amounts of stuff from empire. Once they get fed up with it, they're going to go whining back to CCP about how broken AFK cloaking is, and I'm worried the pendulum will swing (as it often does) too far in the other direction.
Nikk Narrel
Moonlit Bonsai
#6 - 2012-04-13 15:54:55 UTC
Atum wrote:
- AFK's will meet with fiery death.

This seems to be the main goal of your idea, the rest being details.

It is not that cloaks should not change, but this stalemate effect is countering the free intel being given out by local.

We have right now, a case of: "I know you are there, but I cannot find you"
(Absolute presence awareness countered by absolute location concealment)

You cannot change one side without the other, and still have balance.

Too much focus on how to remove AFK cloaking. You are addressing a symptom of a problem, not the problem itself.

If you want to remove AFK cloaking's game impact, remove cloaked ships from displaying in local.

When this is done, it becomes reasonable to consider means to hunt cloaked vessels. NOT before this happens.

So long as people in a system magically know cloaked pilots are present with them, cloaked vessels should not be vulnerable to being hunted effectively.

Cloaking will be earned when cloaking awareness is earned. Balance must be maintained.
Atum
Eclipse Industrials
Quantum Forge
#7 - 2012-04-13 16:35:13 UTC  |  Edited by: Atum
Nikk Narrel wrote:
Atum wrote:
AFK's will meet with fiery death.

This seems to be the main goal of your idea, the rest being details

It is the end result of my idea, yes, but the real goal is to make sure you're actually doing something. Thinking about your comment, of course, has now presented a hole in my original idea, that being "what if someone's stepped out to drop a deuce?" To which an answer of broadcasting in local "Anti-Cloak pulse detected! Systems will be unable to compensate in _m_s!" countdown presents itself. I want players who take an active part in disrupting the activities of the local residents to be able to protect themselves, but end the ability for people to do so risk-free

Nikk Narrel wrote:
It is not that cloaks should not change, but this stalemate effect is countering the free intel being given out by local

We have right now, a case of: "I know you are there, but I cannot find you
(Absolute presence awareness countered by absolute location concealment

You cannot change one side without the other, and still have balance

Too much focus on how to remove AFK cloaking. You are addressing a symptom of a problem, not the problem itself.

This is where I think most people come to loggerheads. Local was never intended to be an intel tool, but (like jetcan mining) it became one through emergence. I view the problem as being more like anti-submarine warfare. Let's say we've been at war for, ohh... 116 years (only because that's how long the Hundred Years War actually lasted, and I needed a big number). Because we've been at war for so long, all traditional wireline communications are gone, and wireless is the only option. Let's also assume our spies have somehow made copies of each others' one-time pads, so we don't even bother with encryption anymore. I *know* you have a sub in the area, but being a sub, it will stay hidden if I do nothing. However, I have a tool (SONAR) in my destroyer with which I can attempt to find it. BUT, if I use that tool, you'll be able to hear me coming long before I'm actually able to detect you. Thus, if you're paying attention, you can evade me. If you do nothing, you're toast

Nikk Narrel wrote:
If you want to remove AFK cloaking's game impact, remove cloaked ships from displaying in local

When this is done, it becomes reasonable to consider means to hunt cloaked vessels. NOT before this happens.

So long as people in a system magically know cloaked pilots are present with them, cloaked vessels should not be vulnerable to being hunted effectively.

Removing cloakies from local, IIRC, was an exploit that someone paid dearly for. If you must have an in-game reason for it, use this: When our Earthling ancestors designed and built the gates, one of the rules was that a jump gate at the point of origin must inform the destination gate that it is sending a ship through of x mass with p pilot. If it doesn't arrive, send condolences to the next of kin. The destination gate then accepts the pilot and links them into the communication network. This code lives so deep within the programming, and is so arcane and cryptic that even the Jove can't figure it out, that simply accessing it could disrupt the quantum computations necessary for it to work. It also provides the rationale for "no local in wormholes." No gates = no local

Nikk Narrel wrote:
Cloaking will be earned when cloaking awareness is earned. Balance must be maintained.

The problem is that as it currently stands, things are unbalanced in favor of the aggressor. There are no means with which the defender can seek out and remove the intruder. Thus, the aggressor can do damage to the defender's economy, while putting themselves at zero risk apart from the initial infiltration (except if you use a cov-op nullified T3, but that's a different story).
Nikk Narrel
Moonlit Bonsai
#8 - 2012-04-13 17:34:02 UTC
Atum wrote:
Removing cloakies from local, IIRC, was an exploit that someone paid dearly for. If you must have an in-game reason for it, use this: When our Earthling ancestors designed and built the gates, one of the rules was that a jump gate at the point of origin must inform the destination gate that it is sending a ship through of x mass with p pilot. If it doesn't arrive, send condolences to the next of kin. The destination gate then accepts the pilot and links them into the communication network. This code lives so deep within the programming, and is so arcane and cryptic that even the Jove can't figure it out, that simply accessing it could disrupt the quantum computations necessary for it to work. It also provides the rationale for "no local in wormholes." No gates = no local

For a moment, I will entertain this logic, if just to point out the flaw in it.
Pilots can enter and exit by means of gates, yes.
They have at least three other options, which defy the explanation you give, and demonstrate how local behaves as a flawless intel tool.
1. Pilots can log in and out of the game, and local tracks this perfectly.
2. Pilot's can bridge into systems, by means of covops or titan hardware, not even considering corp owned JBs, and local tracks this perfectly.
3. Pilots can jump clone into systems, and local tracks this perfectly.

Atum wrote:
Nikk Narrel wrote:
Cloaking will be earned when cloaking awareness is earned. Balance must be maintained.

The problem is that as it currently stands, things are unbalanced in favor of the aggressor. There are no means with which the defender can seek out and remove the intruder. Thus, the aggressor can do damage to the defender's economy, while putting themselves at zero risk apart from the initial infiltration (except if you use a cov-op nullified T3, but that's a different story).

It only seems to favor the aggressor because people have grown used to having local do this for them.
People should be vigilant, and use their ships sensors to guard their safety, not rely on some chat tool that accidentally does it for them.

Ship sensors should be up to the task, but have been ignored because local does the job for you. Biggest change I would recommend, is D-Scan having the ability to auto-cycle, and some means to have a degree of warning about cloaked vessels, the details of which CCP probably can fill in easily.

Balance can exist, but it requires people to do their own work for a change, and not rely on a tool that was never intended for this purpose.
Kahega Amielden
Rifterlings
#9 - 2012-04-13 17:39:25 UTC
Quote:
When our Earthling ancestors designed and built the gates, one of the rules was that a jump gate at the point of origin must inform the destination gate that it is sending a ship through of x mass with p pilot. If it doesn't arrive, send condolences to the next of kin. The destination gate then accepts the pilot and links them into the communication network. This code lives so deep within the programming, and is so arcane and cryptic that even the Jove can't figure it out, that simply accessing it could disrupt the quantum computations necessary for it to work. It also provides the rationale for "no local in wormholes." No gates = no local


Not bad, though by this, entering a k-space system via a wormhole would not put you in local.
Atum
Eclipse Industrials
Quantum Forge
#10 - 2012-04-13 17:48:19 UTC
Nikk Narrel wrote:

For a moment, I will entertain this logic, if just to point out the flaw in it
Pilots can enter and exit by means of gates, yes
They have at least three other options, which defy the explanation you give, and demonstrate how local behaves as a flawless intel tool
1. Pilots can log in and out of the game, and local tracks this perfectly
2. Pilot's can bridge into systems, by means of covops or titan hardware, not even considering corp owned JBs, and local tracks this perfectly
3. Pilots can jump clone into systems, and local tracks this perfectly.

We can go 'round and 'round about that, and I'll just say "Because our ancestors were bright enough to require immediate linking with the network as a condition to using the gates." But really, we'd just and up rehashing arguments made pro- and anti- local for years now

Nikk Narrel wrote:
It only seems to favor the aggressor because people have grown used to having local do this for them.
People should be vigilant, and use their ships sensors to guard their safety, not rely on some chat tool that accidentally does it for them.

Whether it's right or not, emergence within the sandbox has made it this way. If someone doesn't like it, they can come over to W-space with me

Nikk Narrel wrote:
Ship sensors should be up to the task, but have been ignored because local does the job for you. Biggest change I would recommend, is D-Scan having the ability to auto-cycle, and some means to have a degree of warning about cloaked vessels,

I like this idea, if for no better reason than spamming d-scan is even less fun than watching local while goons are visiting Roll It still needs some kind of mechanism by which to hunt those cloakies, though.

Nikk Narrel wrote:
the details of which CCP probably can fill in easily.

Except they haven't, which brings us to AFK cloaking being a risk-free way of disrupting your enemies

Nikk Narrel wrote:
Balance can exist, but it requires people to do their own work for a change, and not rely on a tool that was never intended for this purpose.

Agreed. I'm presenting an idea that requires work for both parties... the aggressor if they want to remain hidden, the defender if they want to engage.
Atum
Eclipse Industrials
Quantum Forge
#11 - 2012-04-13 17:55:13 UTC
Kahega Amielden wrote:
Quote:
When our Earthling ancestors designed and built the gates, one of the rules was that a jump gate at the point of origin must inform the destination gate that it is sending a ship through of x mass with p pilot. If it doesn't arrive, send condolences to the next of kin. The destination gate then accepts the pilot and links them into the communication network. This code lives so deep within the programming, and is so arcane and cryptic that even the Jove can't figure it out, that simply accessing it could disrupt the quantum computations necessary for it to work. It also provides the rationale for "no local in wormholes." No gates = no local


Not bad, though by this, entering a k-space system via a wormhole would not put you in local.

Yeah, plinked this at the top of my reply to Nikk while you were typing. Gotta love our ancestors :)
Nikk Narrel
Moonlit Bonsai
#12 - 2012-04-13 20:17:01 UTC
Atum wrote:
Agreed. I'm presenting an idea that requires work for both parties... the aggressor if they want to remain hidden, the defender if they want to engage.

I have also worked on this puzzle, here is what i arrived at:

Balancing the idea that people deserve to be warned of cloaked ships, I advocate a skill for detection and the autocycling of D-Scan. (Cycling time to be determined by CCP for balance, etc)
It won't tell friend from foe if they are cloaked, but it will do two things:

1 It will auto-cycle your directional scan continuously
2 It will warn once a cloaked vessel enters range, and can be set to issue an audible alarm or a visual red flashing light.
(How much range is fair? Your skill with detection combined with your ship's sensor strength)

I doubt anyone feels being cloaked should mean free kill mails from anyone soloing, we are here to encourage teamwork, not demand it, and this has the feel of something that allows self reliance without diminishing cloaks unfairly.

The skill doesn't help you, unless you learn it, and use it. Nothing is free.

As to dealing with the cloaked vessels:
Here is what I came up with. You get to hunt cloaked ships, so long as you cannot spot them in local. I don't care if this means local chat is gone completely, or cloaking just removes you from being listed with no other changes.

You ARE trying to find a needle in a haystack, so you should need special tools. Any of the existing probing ships works fine on this, but they will need to use T2 Counter CovOp probes.

Gameplay effect: Since noone will be getting free intel on cloaked vessels, and they can now be hunted by enemy covops, deadly little games of cat and mouse can begin.
The first step of each game, unless people are psychic or making blind assumptions, will be to first figure out that the CovOps is present to be found, since they are not visible in local.
Nikk Narrel
Moonlit Bonsai
#13 - 2012-04-13 20:21:14 UTC
Almost left this out:
How to pop that cloak.

Recall the T2 Counter CovOps probes mentioned above? They are what must be used for this.

After scanning down the cloaked vessel, the probes can be right clicked singly, or as a group, to fly into range of the target they just located. (right click menu is on the scan results menu for this)
(Probe warps to scanned grid, then MWD's to within 2k of cloaked vessel and orbits, denying it the ability to maintain cloak)

It might be a problem for the hunter if they send just the probes, as an obviously prepared cloaker will destroy probes if nothing else is there to provide a reason for them to survive.

Like anything being hunted, the hunter must provide the means to stop them from running away over and over.

Gate camps won't find this very useful, as probing down the newly arrived cloaked vessel will allow the vessel in question to leave before it completes.
Ganthrithor
School of Applied Knowledge
Caldari State
#14 - 2012-04-13 20:52:36 UTC
God these threads are so painfully bad.

Nobody is going to nerf cloaking. At this stage in EVE's existence, AFK cloaking is literally one of the last remaining ways to disrupt income and get non-consensual PVP. That being said, AFK cloaking DOES NOT GUARANTEE non-consensual PVP. Awful pubbies tend to forget this, but there are several options available to "victims of AFK cloaking." If you don't want to risk your precious ship, you could:

- Log out (almost always the right thing to do when you find yourself playing EVE Online)
- Go somewhere else
- Go about your business in a fleet with 20 of your closest farmer friends
- Rat in a fit that's more capable of defending itself from whatever the cloaker is flying
- Rat while paying attention and fighting aligned
- Fit a bait ship, bait the cloaker out, and kill them
- Jam your system and rat in a cap / supercap (please do this :3)
- ???

But some of you (a large number, actually), refuse to do any of these things. Instead, you come straight to EVE-O and ***** about how you can't farm ISK all day 100% risk-free. After all, that's way easier than doing the things on the list.

Face it: EVE is a game that is SO biased in favor of the defender / person who wants to avoid PvP than it is towards potential attackers. If you don't agree, odds are you lack understanding of existing game mechanics. As someone who's spent literally years hunting people in nullsec, let me tell you, there's a thousand ways to not-die to AFK cloakers / hostiles in general if you know what you're doing and are willing to put in the effort required. Two kinds of people end up dead: the ignorant, and the lazy. Luckily, a healthy chunk of EVE players fall into those categories (although these days its more of the latter than the former).
Atum
Eclipse Industrials
Quantum Forge
#15 - 2012-04-13 21:15:25 UTC
Nikk Narrel wrote:
I have also worked on this puzzle, here is what i arrived at:

Much as the idea appeals to me (and yes, I did say I liked it, so go ahead and call me two-faced), I'm not all that keen with actually going ahead and automating the d-scan. My problem with it is two-fold. First, it would be immediately abused by botters just like local already is. Second, taken in small numbers (say, fifteen pilots in a WH) it's no big deal, but when you've got a large 500 vs. 500 fleet engagement with missiles flying, drones+fighters buzzing, ECM/ECCM, and who knows what else going on, even a small percentage of pilots auto-scanning will bring the simulation to a griding halt as the server updates each individual client with new data (tactical TiDi?? Hmm...)

Going with a specialized T2 Anti-cloak probe is an idea I could get behind. It requires the use of a dedicated probing platform (just like existing search methods), uses pre-existing concepts of finding stuff, and any additional coding would be minimal (even less than my POS module idea). I don't like the idea of not showing up in local (that's what W-space is for, and changing local changes the existing paradigm), especially since the cloaker (let's say a bomber fleet) could move with impunity into an attack posture and deliver their payload without any warning at all that something is amiss. Likewise, I'm not sure I'm game with the idea that probes get on grid, then suddenly turn into drones that MWD and whiz around the cloaker like a couple of mosquitos. It solves the problem of the cloaker just flying along at 300m/s to avoid being pinned down, but no other object functions in this manner, which makes me nervous.

Ganthrithor wrote:
AFK cloaking is literally one of the last remaining ways to disrupt income and get non-consensual PVP.

I think you've become jaded by all the other anti-cloaking carebear threads that have come before, and I find it interesting that you call this "non-consensual PVP." In reality, it's "non-consensual non-PVP," as in, "I *WANT* to come turn your ship into a ball of molten slag, but have no means of finding you to make it happen!" I want to risk my precious ship! I want to come at you with points and webs and rockets and anything else I can use against you in what may be a hopelessly misguided adventure, but at the very least will result in a blaze of glory for one of us :)
Alx Warlord
The Scope
Gallente Federation
#16 - 2012-04-13 21:21:55 UTC
Guys, come on, show industrialists some love!!! =D
AstarothPrime
Pecunia Infinita
#17 - 2012-04-13 21:36:24 UTC
Nah, no need for something "anticloak"

Just add some sort of fuel to cloaky ships which runs out upon IDK, 5-6 hours of constant cloakyness, just to get rid 2 week old perma-cloaky-rifter-cyno.

I.
Nikk Narrel
Moonlit Bonsai
#18 - 2012-04-13 21:43:36 UTC
I find it ironic that anyone believes the current AFK cloaking dynamic was at all intended. Think about cloaking, what it is supposed to be.
Only in a wormhole does it actually meet it's job description.

Anyplace with local chat outside a wormhole, and the carebears are given free heads up that a hostile is present.
Abso-freekin-lutely free. Zero effort, just glance over at that local chat, and bang, you know immediately someone hostile is in system.

Now, people can't find them, despite knowing they are there. This is called a STALEMATE.
Only by desperate meta-gaming does it have any value. Many of the real cloakers find this boring. Oh sure, some of us are also meta-gamers, and they make use of this stalemate to mess with people...

Understand this, some cloakers want to hunt and be hunted. We don't even fly cloaked vessels as much as we would like to, as we are frustrated by the hunt killing effect local has on us.

TL/DR: Cloaking was NOT put in the game for this meta-gaming BS, but that's all it is good for too often
Nariya Kentaya
Ministry of War
Amarr Empire
#19 - 2012-04-13 21:46:58 UTC
Nikk Narrel wrote:
Atum wrote:
Removing cloakies from local, IIRC, was an exploit that someone paid dearly for. If you must have an in-game reason for it, use this: When our Earthling ancestors designed and built the gates, one of the rules was that a jump gate at the point of origin must inform the destination gate that it is sending a ship through of x mass with p pilot. If it doesn't arrive, send condolences to the next of kin. The destination gate then accepts the pilot and links them into the communication network. This code lives so deep within the programming, and is so arcane and cryptic that even the Jove can't figure it out, that simply accessing it could disrupt the quantum computations necessary for it to work. It also provides the rationale for "no local in wormholes." No gates = no local

For a moment, I will entertain this logic, if just to point out the flaw in it.
Pilots can enter and exit by means of gates, yes.
They have at least three other options, which defy the explanation you give, and demonstrate how local behaves as a flawless intel tool.
1. Pilots can log in and out of the game, and local tracks this perfectly.
2. Pilot's can bridge into systems, by means of covops or titan hardware, not even considering corp owned JBs, and local tracks this perfectly.
3. Pilots can jump clone into systems, and local tracks this perfectly.

Atum wrote:
Nikk Narrel wrote:
Cloaking will be earned when cloaking awareness is earned. Balance must be maintained.

The problem is that as it currently stands, things are unbalanced in favor of the aggressor. There are no means with which the defender can seek out and remove the intruder. Thus, the aggressor can do damage to the defender's economy, while putting themselves at zero risk apart from the initial infiltration (except if you use a cov-op nullified T3, but that's a different story).

It only seems to favor the aggressor because people have grown used to having local do this for them.
People should be vigilant, and use their ships sensors to guard their safety, not rely on some chat tool that accidentally does it for them.

Ship sensors should be up to the task, but have been ignored because local does the job for you. Biggest change I would recommend, is D-Scan having the ability to auto-cycle, and some means to have a degree of warning about cloaked vessels, the details of which CCP probably can fill in easily.

Balance can exist, but it requires people to do their own work for a change, and not rely on a tool that was never intended for this purpose.

a good example would be wormholes, we deal with cloaked people in T3's,a dn ebcause teya re in T3's, theya re actually a threat. but instead of hidnig and complaining, what do we do? we play a little predator v predator.

set out soem tasty bait, look like your ebing completely ignorant of their presence, and when they come to bite, BOOM, 1400mm artillery to the face, and if i recall, 1400mm artillery serves VERY WELL as a cloaking-counter.


but if your problem is with AFK CLOAKERS, the ones who ARE AFK, and therefore WILL NEVER ATTACK YOU, then your being a whiney little bearcub and need to just leave the area your in, because obviosuly you dont have the bravado to hold it form someone who WILL fight.
Mary Annabelle
Moonlit Bonsai
#20 - 2012-04-13 21:57:48 UTC
I would rather mine with some kind of warning set up, make it local to my ship off of the Dscan, thats fine.

Think about it.

I detect a cloak, notify buddies they have a target to hunt, bam, problem solved. No more AFK haunting, and some other pilots are now enjoying chasing each other merrily around the system.

Win / Win

And I am sure some miners will forget to use that Dscan, or assume their buddies are and not bother, so the hunter gets to eat the weakly prepared.

Less competition.
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