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Spazz21
Amarr Angha Fatal Ascension
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Posted - 2011.03.09 01:07:00 -
[1]
This is a proposal to re-use the System Scanning Array in order to scan for Cloaked Ships.
The Problem: People Away From the Keyboard Cloaking in Systems gives them an advantage over people. One can assume the "AFK Cloaky" isn't there and find out that they are there. There really isn't a direct way to counter this.
Possible solution: To Redo System Scanning Array that will work like regular combat probe scanning but giving it the ability to find cloaked ships. In order to keep it fair so not every cloaked ship becomes useless by being scanned instantly, here are some ideas for balance. -Require Certain Sov level with I Hub upgrade. -Have a timed delay on Online Scanning Module. Such as "Online" >>> 15min Scan Boot up >>> "Online and Scanning". -Require Anchor V and a new skill on the same level as Starbase Defense Management(or use that skill too). -Have it cycle through a PI or Ice Product Item to keep in "Online and Scanning", kind of like Siege Mode.
I figure some of that would be good to have so the player can't just go to tower and turn on the Scanning Array to find the cloaky instantly, so if someone does plan on a BOP Hot Drop, they got like 15-30mins to do so(or however else long). And having the cycle timer would prevent the scanner from staying on 23/7. This way, it gives the owner of the system a chance to get rid of afk cloakies. Since they can just sit there for however long they want to do a hot drop/gank, why should they be safe and have nothing directly to preventing them. EvE is about Nothing being safe where ever you go.
Thank You. |
Ephemeron
Black Aces Against ALL Authorities
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Posted - 2011.03.09 01:16:00 -
[2]
Easier and much more appropriate solution: nerf local already.
We need to fix the damn local chat for many reasons, and AFK cloakers is just one small issue. This game would be so much better if we had proper scanner ranges, such as 15 AU sphere of scanning rather than arbitrary system wide player identification tool.
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Captain Dorja
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Posted - 2011.03.09 01:52:00 -
[3]
Ephemeron, you appear to have totally missed the point. Removing local would make an AFK cloaky more impossible to counter. The sterling intelligence of Black Aces made manifest once more.
Few points on the OP.
I think it's a decent idea, but the penalities had better be massive. We all know alliances are rich. Unless it costs so much to online the scanner that it's only worth running for an hour or so per day, this whole idea wouldn't work. Making the module also extremely costly would be good, and also very hard to transport. Essentially making it such a pain in the ass to use/install/purchase/and run.
In principle I think this is a decent idea, but if CCP doesn't do it exactly right, it would end up being very game breaking, and as some things like Supercarriers can show, CCP has a habit of accidently ruining everything.
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GeeShizzle MacCloud
Caldari
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Posted - 2011.03.09 02:23:00 -
[4]
i completely understand the annoyances of afk cloakys, but i would add that if scanning for cloakys becomes possible that it takes in to account the deficiencies of current probe mechanics in the sense that if you set up a ship to be unprobeable, it should still be unprobeable.
i would add though to this that cov ops cloaks should get a sig radius percentage penalty when onlined (even when not activated) so that cov ops cloak fitted ships could possibly be scanned out where as 'unprobeable' ships without cloaks couldnt.
this would have the effect of afk cloakys couldnt cloak but would be unprobeable, and that cloaked afk's would be remotely probeable.
as an intelligence tactic, a fit on the same ship with the cov-ops cloak offlined would be unprobable but scanable on d-scan providing that afk red in system alarm bells etc situation. the same fit when the cloak is onlined would be remotely probeable, but more usefull at intel gathering.
IF and only IF probing cloaky ships becomes possible it should be a reserved ability with maxxed lvl5 probing requirements. max skills, ship bonuses, module bonuses and probe bonuses should be the minimum requirement to scan out frig sized cloaked signatures.
CSM Prop 1 CSM Prop 2 |
Tiny Mongo
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Posted - 2011.03.09 05:43:00 -
[5]
Forgive my noobness but what is the actual reason that AFK cloaked ships are bad? Honestly if they are afk, what "advantage" do they actually gain - they aren't actively playing.
Cloaky ships have a built in counter if they can fit a cov ops cloak they already do terrible dps. If they fit an improved cloak they nerf their scan res and lose the instant lock abilitiy of the cov ops pilot - am I missing something?
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Imigo Montoya
Hysterically Unforgiving Wildly Inappropriate.
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Posted - 2011.03.09 06:30:00 -
[6]
Originally by: Tiny Mongo Forgive my noobness but what is the actual reason that AFK cloaked ships are bad? Honestly if they are afk, what "advantage" do they actually gain - they aren't actively playing.
Cloaky ships have a built in counter if they can fit a cov ops cloak they already do terrible dps. If they fit an improved cloak they nerf their scan res and lose the instant lock abilitiy of the cov ops pilot - am I missing something?
Nope, you haven't missed a thing. In fact you've concisely pointed out why Cloaking (AFK or otherwise) is working as it should.
If you have a hostile cloaky ship in your system, get together with your corp/alliance mates and go about your business as usual. If they uncloak to attack you, smash them to bits. Sometimes the best counters are the simplest.
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ShahFluffers
Ice Fire Warriors
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Posted - 2011.03.09 06:44:00 -
[7]
Edited by: ShahFluffers on 09/03/2011 06:44:47
Originally by: Imigo Montoya
If you have a hostile cloaky ship in your system, get together with your corp/alliance mates and go about your business as usual. If they uncloak to attack you, smash them to bits. Sometimes the best counters are the simplest.
B-but... what about the 0.0 person who can't be asked/bothered to endure the hassle of setting up a defensive fleet. What about HIS solo playstyle??? Why are you using logic?? Logic has no place here!! They should be able to kill anything that enters their system, no questions asked... rabble rabble rabble.
[/sarcasm]
Not Supported. Grow a spine and adapt your ships/tactics to the threat like everyone else. _______________________
"Just because I seem like an idiot doesn't mean I am one." ~Unknown |
GeeShizzle MacCloud
Caldari
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Posted - 2011.03.09 11:04:00 -
[8]
think he may be referring to cloaky t3s or cov ops that jump into a system uncontested and then sit afk cloaked for up to an hour or more while the defence fleet scurries around achieving bugger all. then pops a core probe or scans sanctums and havens out and either ****s out of the blue solo or pops a cov ops cyno and murders sum1 with his buddies.
its a genuine **** with an entire system tactic that works if you get a rep in any area of null sec space. CSM Prop 1 CSM Prop 2 |
Imigo Montoya
Hysterically Unforgiving Wildly Inappropriate.
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Posted - 2011.03.09 11:38:00 -
[9]
Originally by: GeeShizzle MacCloud think he may be referring to cloaky t3s or cov ops that jump into a system uncontested and then sit afk cloaked for up to an hour or more while the defence fleet scurries around achieving bugger all. then pops a core probe or scans sanctums and havens out and either ****s out of the blue solo or pops a cov ops cyno and murders sum1 with his buddies.
its a genuine **** with an entire system tactic that works if you get a rep in any area of null sec space.
He may well be, but my comment still stands as it is.
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Hirana Yoshida
Behavioral Affront
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Posted - 2011.03.09 11:57:00 -
[10]
It would just result it that module becoming a "must have" like jammers and bridges.
All you need is the ability to send a 'ping' that reveals all objects to regular probes. Makes it useless without probing support and won't hurt legitimate cloakers as much as a permanent de-cloak like that which you suggest.
Has to be a separate pos module or similarly exposed so that it can be knocked out.
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Baaldor
Igneus Auctorita Gentlemen's Agreement
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Posted - 2011.03.09 12:02:00 -
[11]
Originally by: Hirana Yoshida It would just result it that module becoming a "must have" like jammers and bridges.
All you need is the ability to send a 'ping' that reveals all objects to regular probes. Makes it useless without probing support and won't hurt legitimate cloakers as much as a permanent de-cloak like that which you suggest.
Has to be a separate pos module or similarly exposed so that it can be knocked out.
No, the idea is utter crap, along with all the other anti-cloaking whine threads.
Gas this thread.
tia.
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Kwashi
Adhocracy Incorporated
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Posted - 2011.03.09 14:59:00 -
[12]
In wormspace, afk cloaking doesn't work well, since it's primarily a tool of terror and psy-ops. Remove local and the problem is gone - they must actually take action to prove they are still there.
Yes, lack of local makes cloaky attacks more likely to succeed when they attack. But it also makes locking down a system with an AFK person very difficult.
Also, if you wanted to propose a sov upgrade that allowed some sort of system scanner sweep to reveal local momentarily at the cost of pos resources, I'd be behind that :)
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GeeShizzle MacCloud
Caldari
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Posted - 2011.03.09 15:19:00 -
[13]
like the above posters thoughts on this! although im not too sure local will dissapear but having a delayed local list would be good... much like some chat channels having delayed chat member lists.
you could have a reduced delay dependant on sov and no local chat on contested/unclaimed systems.
afk cloakies are really an issue when theyre in fleet formation systems as afk cloakies would be reporting numbers in systems cloaked off grid somewhere.
delayed local wouldnt stop this kind of intel... just require the cloakies to be somewhere on grid to fleet formup loactions reporting overview numbers which tbh would still be relatively safe. CSM Prop 1 CSM Prop 2 |
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