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Nikk Narrel
Infinite Improbability Inc Mordus Angels
288
|
Posted - 2012.05.24 17:22:00 -
[1] - Quote
Forget local. With this idea, it becomes optional, if not obsolete.
For lack of a more familiar reference, players need a radar screen. (Radar screen fails to explain the concept properly, but most will get the basic idea)
Ships have sensors. USE THEM. People want a convenient heads up display for important information, and without a doubt this should be considered important.
Here is a simple tip: Use the overview. It can do this surprisingly well.
Just add a category of items to the overview, call them sensor items. Highlight them in day-glo green or something so they stand out. Your ship's sensor strength and your detecting abilities combine to give your current ship it's sensor range. You can't see whats outside your visual range, neither can your ship.
Got a cloak? Is your cloaking skill higher than their sensor skill? They can't see you until you get closer then. The passive default scan will never see a cloaked vessel. They will be warned a cloaked vessel is in range if they do active scans, just not details about how many or how far. Active scans can be toggled on, but need to be reset after anything that moves you off your current grid, like undocking / changing systems / warping to another spot in system.
Logic: you must make an effort to detect someone making an effort to hide. If they are better at hiding, then they can get closer to you before you can know they are there.
|

Mary Annabelle
State War Academy Caldari State
44
|
Posted - 2012.05.24 18:55:00 -
[2] - Quote
You aren't really adding anything to the game, just giving it a more convenient means of display. I would think this would be fairly easy to put in, because of that. Maybe I'm wrong?
The toggle on D-Scan is a nice touch, how often would it cycle?
I like having a reason to train up sensor skills. That electronics suite is neglected unless people care about probing usually... |

Trollin
52
|
Posted - 2012.05.24 19:06:00 -
[3] - Quote
Dradis - BSG . |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
290
|
Posted - 2012.05.24 19:28:00 -
[4] - Quote
BSG, very cool stuff, their art department made it look high tech with a gritty element. I think the idea is we are ready to believe in space flight so long as they don't bring a vacuum cleaner, lol.
The dradis looks really cool, but I think the overview itself has more functional value. We are already used to it for 'On Grid' intelligence gathering, and target sorting. Adding sensor contacts to this list, (along with the existing nav beacons and local grid items), I feel will be more intuitive and easy to use. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
290
|
Posted - 2012.05.24 19:37:00 -
[5] - Quote
Mary Annabelle wrote:You aren't really adding anything to the game, just giving it a more convenient means of display. I would think this would be fairly easy to put in, because of that. Maybe I'm wrong?
The toggle on D-Scan is a nice touch, how often would it cycle?
I like having a reason to train up sensor skills. That electronics suite is neglected unless people care about probing usually... I think you may be right about it being easy to put in, only the guys coding can say for certain though.
I don't think calling it a cycle makes sense in this context. It is a constant active item. Folks in wormholes think in cycles because they manually trigger it, like a camera taking a still shot. This is more like a live video feed than a still image, to further that analogy.
I think ships in your corp / alliance should automatically ID themselves once in range too, based on the friendly IFF concept. This means you know if something is unspecified beyond ship type or model, you should be wary if in dangerous space...
|

Mary Annabelle
State War Academy Caldari State
47
|
Posted - 2012.05.25 14:59:00 -
[6] - Quote
Nikk Narrel wrote:Mary Annabelle wrote:You aren't really adding anything to the game, just giving it a more convenient means of display. I would think this would be fairly easy to put in, because of that. Maybe I'm wrong?
The toggle on D-Scan is a nice touch, how often would it cycle?
I like having a reason to train up sensor skills. That electronics suite is neglected unless people care about probing usually... I think you may be right about it being easy to put in, only the guys coding can say for certain though. I don't think calling it a cycle makes sense in this context. It is a constant active item. Folks in wormholes think in cycles because they manually trigger it, like a camera taking a still shot. This is more like a live video feed than a still image, to further that analogy. I think ships in your corp / alliance should automatically ID themselves once in range too, based on the friendly IFF concept. This means you know if something is unspecified beyond ship type or model, you should be wary if in dangerous space... Agreed, the IFF instantly cleaning your scan results makes a lot of sense. Alliance and corp mates should automatically recognize each other.
It also gives a suspense element to being in space. You aren't supposed to know everything that's going on!
Make people think. They want to think.
They could play WoW if they wanted to stop thinking. |

Leviathian
Black Core Federation Intrepid Crossing
7
|
Posted - 2012.05.25 15:35:00 -
[7] - Quote
Support.
I'm all for short-range burst sensors instead of system-wide realtime sensors. A nerf on local, definitely, but not a complete lack of intel.
Adds difficulty (which despite the protests of so, so many people, EVE needs.), and doesn't completely destroy any intel gathering. infact I think it makes intel gathering more useful, which it SHOULD be. Intel is one of the main components of war, after all. having easy intel just makes it a bash eachother until we're all dead game.
Also, the D-Scan could use an overhaul to make it more intuitive, anyway. This could be a cool addition.
plus BSG is pure awesome.
PS: Radar is a much more logical, realistic approach to this game. Local is outdated and overabused. and i'm all for more realism to games. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
295
|
Posted - 2012.05.25 16:38:00 -
[8] - Quote
Leviathian wrote:Adds difficulty (which despite the protests of so, so many people, EVE needs.), and doesn't completely destroy any intel gathering. infact I think it makes intel gathering more useful, which it SHOULD be. Intel is one of the main components of war, after all. having easy intel just makes it a bash eachother until we're all dead game. This is my point exactly.
Players who just want to be placed into two or more teams where they shoot it out... this does not describe space combat.
It describes dodge ball.
Space combat takes in all the elements of:
Things being outside your range to detect. Ships being outclassed by you, and the reverse. Teamwork meaning more than DPS being exchanged.
Being clever, and better prepared, are not rated as highly as they should be with current intel.
We're in space, not a primary school gymnasium. |

Mary Annabelle
State War Academy Caldari State
50
|
Posted - 2012.05.25 19:51:00 -
[9] - Quote
I keep hearing arguments on different threads, things that imply EVE players hate taking the effort to do things.
Some might say players want a first person shooter, where they can look at a menu roster and see everyone on both sides at a glance. In some games, it even tells you what kind of role they are playing.
WH pilots have shown we can play without local.
Is everyone else trying to say these pilots are that much better, and only they can do this? |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
298
|
Posted - 2012.05.29 13:19:00 -
[10] - Quote
Mary Annabelle wrote:I keep hearing arguments on different threads, things that imply EVE players hate taking the effort to do things.
Some might say players want a first person shooter, where they can look at a menu roster and see everyone on both sides at a glance. In some games, it even tells you what kind of role they are playing.
WH pilots have shown we can play without local.
Is everyone else trying to say these pilots are that much better, and only they can do this? Aw heck no!
Most pilots have just gotten so used to the idea that local hands them free intel, that they are simply resisting change.
A lot of them would probably like it, once they got used to it. It's a lot more realistic to use ship's sensors than to rely on chat gods to dispense intel wisdom... |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
313
|
Posted - 2012.06.01 16:17:00 -
[11] - Quote
Updated OP |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
313
|
Posted - 2012.06.04 13:23:00 -
[12] - Quote
With so many pointing out how local causes problems, it is worth reminding people that there are other options that can work.
And not just work, but add to the feel and immersive appeal of the game.
The only negative aspect anyone pointed out, is that it requires a change. That's it, they pointed out how ANY change will result in players being unhappy.
You could make Caldari shuttles neon blue, and some would be mad about it.
But as most of us also know, we adapt. And after we adapted to this logical change, the game could become more enjoyable than it is, even now. |

Gerrick Palivorn
Caldari Provisions Caldari State
280
|
Posted - 2012.07.01 09:23:00 -
[13] - Quote
Bump for a great idea |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
364
|
Posted - 2012.07.02 15:11:00 -
[14] - Quote
Gerrick Palivorn wrote:Bump for a great idea Appreciated.
I would really like to play in the game the Devs intended, not just the one they compromised into as a result of some unexpected play styles. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
31
|
Posted - 2012.07.02 15:28:00 -
[15] - Quote
I love this!! And supported, a few things i can see as add ons..
Passive scanning and someone is active scanning, you might depending on senor strength of ship and how far out they are, get a ping from a general direction. Won't give you range.
ACTIVE Scanning causing your Sig to bloom, and/or Destabilize your cloak, (You have a good chance of being picked up on radar even if you are cloaked, its like screaming while you are in the shadows). When active Scanning you send out a ping link subs do in the ocean, and waiting to hear the bounce back to deter man general direction and range.
Now where is the Good stuff for this. Advanced Skill module for this. IFF Newtorking. US airforce using something similar to this to create a battlefield view.
You put on a module that sends information to your Squad, of what you see while you are Scanning,Either Active or Passive. Since this is D-scan and limited range. You spread forces out. Think of it like this Your Ships become the probes themselves. But Do not give you enough information to ever Warp to. just gets you down to about 1AU.
Once you get updated Radar information from the network drop probes have fun ;)..
Soo you get 2-3 Active scanning ships supporting your cloakly fleet. So cloakly fleet gets and idea of where to put eyes. Since Active scanning in from a Cloaky would basicly Say, "OHH HEy i'm here, please shoot me" when on grid. Remaining Passive on cloaky would help you maintain your cloak. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
382
|
Posted - 2012.07.10 13:33:00 -
[16] - Quote
Agree with active scanning popping your cloak. You are broadcasting a data wave with the intent of studying the feedback created by objects it encounters. (These are basically reflections of that data wave modified by the circumstances of the object).
To assume you would not be visible at least during the broadcast period is bizarre.
That being said, there is a workaround already in the game. Using probes. The obvious problem with this comes into play when you consider that the probes are visible to anyone watching for them. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Shish Tukay
Blue Republic RvB - BLUE Republic
13
|
Posted - 2012.07.10 15:03:00 -
[17] - Quote
> D-Scan as a module
Yes. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
401
|
Posted - 2012.07.12 13:27:00 -
[18] - Quote
Bumping to increase views Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Fidelium Mortis
Quantum Cats Syndicate
101
|
Posted - 2012.07.12 13:46:00 -
[19] - Quote
The cloaking/scanning change would have to be evaluated more closely. Specifically, this would severely impact the effectiveness of the Pilgrim due to its short engagement range, and would practically render cloaks on black-ops, tackle stealthbombers and haulers as useless. ICRS - Intergalactic Certified Rocket Surgeon |

Teshania
Aliastra Gallente Federation
32
|
Posted - 2012.07.12 14:14:00 -
[20] - Quote
Fidelium Mortis wrote:The cloaking/scanning change would have to be evaluated more closely. Specifically, this would severely impact the effectiveness of the Pilgrim due to its short engagement range, and would practically render cloaks on black-ops, tackle stealthbombers and haulers as useless.
No it would not make them useless.. If they allowed for up linking of a passive D-scan mode, then you spread out get a general idea of the ones actively d-scan, then drop probes and have fun.
You can still warp around and see if they are being idiots and sitting in system wide known locations.
Yes if they where Activity D-scaning would disrupt the cloak. Think of a Sub in the ocean sending out a ping.. You really don't know its around tell they actively start trying to pinging around trying to find something..
Think of this suggestion as moving, To Sonar in space. With the ability to send information to others in your fleet to make a clearer picture. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
403
|
Posted - 2012.07.12 14:20:00 -
[21] - Quote
Fidelium Mortis wrote:The cloaking/scanning change would have to be evaluated more closely. Specifically, this would severely impact the effectiveness of the Pilgrim due to its short engagement range, and would practically render cloaks on black-ops, tackle stealthbombers and haulers as useless. Not entirely true.
Let us consider your point, from the viewpoint of both sides you mentioned.
Cloaking should be effectively a contest of skills. The detection abilities of the target versus the cloaking abilities of the hunter.
From the potential targets of these cloaked vessels: Now, if they only trained the bare minimum in their sensor related skills, they would be half blind already. A properly skilled cloaking pilot could easily get on grid with them regardless of whether they active scanned or not, simply because they made too little effort preparing these skills. On the other hand, if they trained their sensory skills to the max, and the cloaking pilot only had theirs up to basic required levels, then the target would be aware of them long before they got near the target's grid. Should the skills be relatively equal, then the ships and module's effects would determine the results. A sensor booster on a ship with good sensors can give you that edge if your skills are even. But the target pilot needs to plan ahead and make the effort and sacrifices required to have this gear.
The hunting ship, cloaked in this case: Your target can never see you using passive sensors alone. They need to take an action in order to have a chance spotting you. They need to active sensor scan. If you have your skills at best possible levels, then the best they can do is match you on skills, and then it all comes down to hardware comparisons between the two ships. If they do NOT have best possible skills, and you do, you have them cold. Pop your cyno, line up the bomber for the run, whatever it is you begin your attack with. You made more effort than they did, and here is the payoff. If you went off joyriding in a ship you barely had the skills to fly, anyone active scanning has a good chance spotting you. You are an amateur in this case, and the results will follow.
Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
403
|
Posted - 2012.07.13 20:54:00 -
[22] - Quote
Teshania wrote:Now where is the Good stuff for this. Advanced Skill module for this. IFF Newtorking. US airforce using something similar to this to create a battlefield view.
You put on a module that sends information to your Squad, of what you see while you are Scanning,Either Active or Passive. Since this is D-scan and limited range. You spread forces out. Think of it like this Your Ships become the probes themselves. But Do not give you enough information to ever Warp to. just gets you down to about 1AU.
Once you get updated Radar information from the network drop probes have fun ;)..
Soo you get 2-3 Active scanning ships supporting your cloakly fleet. So cloakly fleet gets and idea of where to put eyes. Since Active scanning in from a Cloaky would basicly Say, "OHH HEy i'm here, please shoot me" when on grid. Remaining Passive on cloaky would help you maintain your cloak. Mesh Networking of sensors for fleeted ships, limited to local system only.
Possibly a module, it might also need a function of a coordinating command ship. (It looks at a map the same way a prober does, but sees what the ships detect instead of the probes) Each ship linked by the module feeds back it's local sensor data, giving the command ship a combined sensor map of the system. (Imagine how computers take several pictures and combine them into one panoramic view, same idea) Said command ship can make bookmarks off of the locations the fleet ships occupy, on their behalf. Even while they are warping. The net effect is that the command ship can coordinate and analyze data to hunt targets faster and more efficiently than any single ship, so long as they have good scouts working with them. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
32
|
Posted - 2012.07.13 21:24:00 -
[23] - Quote
Nikk Narrel wrote:Teshania wrote:Now where is the Good stuff for this. Advanced Skill module for this. IFF Newtorking. US airforce using something similar to this to create a battlefield view.
You put on a module that sends information to your Squad, of what you see while you are Scanning,Either Active or Passive. Since this is D-scan and limited range. You spread forces out. Think of it like this Your Ships become the probes themselves. But Do not give you enough information to ever Warp to. just gets you down to about 1AU.
Once you get updated Radar information from the network drop probes have fun ;)..
Soo you get 2-3 Active scanning ships supporting your cloakly fleet. So cloakly fleet gets and idea of where to put eyes. Since Active scanning in from a Cloaky would basicly Say, "OHH HEy i'm here, please shoot me" when on grid. Remaining Passive on cloaky would help you maintain your cloak. Mesh Networking of sensors for fleeted ships, limited to local system only. Possibly a module, it might also need a function of a coordinating command ship. (It looks at a map the same way a prober does, but sees what the ships detect instead of the probes) Each ship linked by the module feeds back it's local sensor data, giving the command ship a combined sensor map of the system. (Imagine how computers take several pictures and combine them into one panoramic view, same idea) Said command ship can make bookmarks off of the locations the fleet ships occupy, on their behalf. Even while they are warping. The net effect is that the command ship can coordinate and analyze data to hunt targets faster and more efficiently than any single ship, so long as they have good scouts working with them.
That is the basic concept. I do agree all data would have to be up linked to a 'Command Sensor Type Ship' Although This method would never allow for exact Pinpointing of Enemy(s) ships. IT how ever would get you close enough to drop probes and scan them down in 1~3 sweeps of probes.
IE Command sensor ship (Cloaky?!? maybe.) Scout ships x4 with active Sensors + Uplinks Covert ops Scan Frig
Would get you with in 1~2 AU of your target if your scouts are good and know what they are doing. Scan ship drops Probes and scans down target for warp in point.
Slow Method Command Sensor Ship (Cloaky) 10 Stealth bombers with Passive Sensors + Uplink 1 Covert Ops Scan frig
Bomber pack Warps to Celestial at random ranges, and waits for enemy to start Actively Scanning.. Bombers that cannot "See active Scan pings" move into range at different bodies and different ranges (Think of them as probes need to triangulate) All information is sent to Command Sensor ship Bombers move around tell they get best available data. This can be slow, cause it depends how active the target ship is active on its pings. Command ship can get within 3-8 AU Depending on number of 'Passive' Scouts it has. Drop probes have fun. 
|

Nikk Narrel
Infinite Improbability Inc Mordus Angels
404
|
Posted - 2012.07.17 16:12:00 -
[24] - Quote
Bumping.
People becoming self sufficient on their intel will make the game more immersive. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
State War Academy Caldari State
58
|
Posted - 2012.07.18 15:08:00 -
[25] - Quote
Teshania wrote:Command sensor ship (Cloaky?!? maybe.) Scout ships x4 with active Sensors + Uplinks Covert ops Scan Frig
Whoa... I sense a role for Black Ops ships here...
Intel and front line combat have never been aspects that mixed well, and it is a given the BLOPS is not a front line ship.
Add this intel coordinator function to it, and you just created the full package!
BLOPS bridges over it's intel fleet, and sets up surveillance. Quietly they map out locations for the regular fleet, and set up watching posts.
Total spy novel feel to it! |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
414
|
Posted - 2012.07.20 16:19:00 -
[26] - Quote
Mary Annabelle wrote:Teshania wrote:Command sensor ship (Cloaky?!? maybe.) Scout ships x4 with active Sensors + Uplinks Covert ops Scan Frig Whoa... I sense a role for Black Ops ships here... Intel and front line combat have never been aspects that mixed well, and it is a given the BLOPS is not a front line ship. Add this intel coordinator function to it, and you just created the full package! BLOPS bridges over it's intel fleet, and sets up surveillance. Quietly they map out locations for the regular fleet, and set up watching posts. Total spy novel feel to it! That would definitely fit in with what I believe they intended Black Ops ships to be. Behind the lines coordinating of actions, and why not intel while they are at it. (Behind the lines here obviously meaning not on grid fighting directly, they are obviously cloaked deep in enemy territory in this context.)
I think that would be fantastic. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
433
|
Posted - 2012.07.26 14:06:00 -
[27] - Quote
Bumping for Overview enhancing potential Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Krotch Vader
Tribal Liberation Force Minmatar Republic
2
|
Posted - 2012.07.26 14:11:00 -
[28] - Quote
Nikk Narrel wrote:TL;DR: Add passive / active D-Scan information to the overview as an option. Passive would be no effort, active would be toggled on to give a possible chance to detect if a cloaked vessel is in range, as well as boost effective range So we get a spaceship with working sensors, that we actually rely on to know whats going on?
How did we end up with local for this instead? |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
434
|
Posted - 2012.07.26 14:57:00 -
[29] - Quote
Krotch Vader wrote:Nikk Narrel wrote:TL;DR: Add passive / active D-Scan information to the overview as an option. Passive would be no effort, active would be toggled on to give a possible chance to detect if a cloaked vessel is in range, as well as boost effective range So we get a spaceship with working sensors, that we actually rely on to know whats going on? How did we end up with local for this instead? My best guess, local was never meant to be used for this.
It just happened, and by the time they realized it was being used more for intel than anything else it was too late to change it without causing issues. A lot of players hate any change, even if it makes sense and is eventually seen by most as a good thing. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
438
|
Posted - 2012.07.27 19:15:00 -
[30] - Quote
Bumping for those who did not see it yet. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Sang-in Tiers
Hedion University Amarr Empire
22
|
Posted - 2012.07.27 20:03:00 -
[31] - Quote
Sounds cool. +1 |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
442
|
Posted - 2012.07.29 01:49:00 -
[32] - Quote
Bumping an idea for self reliance and practical value. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Americe Zane
Dovahkiin. Rebel Alliance of New Eden
24
|
Posted - 2012.07.29 09:46:00 -
[33] - Quote
Sounds to me like a nerf to cloaking. The rest of the idea is alright as long as it leaves cloaking alone. |

Tchulen
Trumpets and Bookmarks The Omega Industries
192
|
Posted - 2012.07.30 09:10:00 -
[34] - Quote
Nikk Narrel wrote:Cloaking should be effectively a contest of skills. The detection abilities of the target versus the cloaking abilities of the hunter.
Agreed as long as the result of the contest with maxed out skills is in favour of the cloaked ship. The issue with it being the other way around is everyone would just max out the skill required to see cloaked ships as quickly as possible and then cloaks would become pointless.
Other than that, great idea. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
449
|
Posted - 2012.07.30 14:18:00 -
[35] - Quote
Tchulen wrote:Nikk Narrel wrote:Cloaking should be effectively a contest of skills. The detection abilities of the target versus the cloaking abilities of the hunter. Agreed as long as the result of the contest with maxed out skills is in favour of the cloaked ship. The issue with it being the other way around is everyone would just max out the skill required to see cloaked ships as quickly as possible and then cloaks would become pointless. Other than that, great idea. Maxxed out skill points and fitted ships will always take a backseat to actual pilot skills.
The cloaking ship will know who is looking for it. At that point, it becomes a choice as to whether they try to engage. A ship specifically fitted to hunt cloaked vessels is most practical to be avoided, and will be active scanning persistently.
Broadcasting active sensor scans lights up your ship, which is exactly why cloaked vessels would rely on passive or probes. The invisible object holding a searchlight is not covert so much as confused.
A predatory cloaked ship doesn't necessarily hunt the most difficult target, either. There are plenty of targets less challenging who are not going to active scan for fear of attracting attention. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
449
|
Posted - 2012.07.30 14:24:00 -
[36] - Quote
Americe Zane wrote:Sounds to me like a nerf to cloaking. The rest of the idea is alright as long as it leaves cloaking alone. Not at all.
It creates an environment where cloaking becomes more skilled.
It also makes local pointless, by placing genuine intel tools at the pilot's use.
Now, if local were to be delayed, or even removed, then actually hunting cloaked vessels might be balanced. This is not that. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Tchulen
Trumpets and Bookmarks The Omega Industries
193
|
Posted - 2012.07.30 15:13:00 -
[37] - Quote
Nikk Narrel wrote: Maxxed out skill points and fitted ships will always take a backseat to actual pilot skills.
The cloaking ship will know who is looking for it. At that point, it becomes a choice as to whether they try to engage. A ship specifically fitted to hunt cloaked vessels is most practical to be avoided, and will be active scanning persistently.
Broadcasting active sensor scans lights up your ship, which is exactly why cloaked vessels would rely on passive or probes. The invisible object holding a searchlight is not covert so much as confused.
A predatory cloaked ship doesn't necessarily hunt the most difficult target, either. There are plenty of targets less challenging who are not going to active scan for fear of attracting attention.
Yeah, ok, you make some fair points. Because you can't actually find a cloaked vessel, only tell it's there, it's basically an equivalent, albeit not as powerful, intel tool to Local.
It would change wormholes though. I can see some people would say it would "ruin" wormholes but I wouldn't agree with that. It would mean you couldn't go into a WH in a cov ops cloaked tengu and be basically immune from detection. You couldn't be hunted down but someone could potentially know you're there. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
454
|
Posted - 2012.07.31 17:35:00 -
[38] - Quote
Tchulen wrote:Nikk Narrel wrote: Maxxed out skill points and fitted ships will always take a backseat to actual pilot skills.
The cloaking ship will know who is looking for it. At that point, it becomes a choice as to whether they try to engage. A ship specifically fitted to hunt cloaked vessels is most practical to be avoided, and will be active scanning persistently.
Broadcasting active sensor scans lights up your ship, which is exactly why cloaked vessels would rely on passive or probes. The invisible object holding a searchlight is not covert so much as confused.
A predatory cloaked ship doesn't necessarily hunt the most difficult target, either. There are plenty of targets less challenging who are not going to active scan for fear of attracting attention.
Yeah, ok, you make some fair points. Because you can't actually find a cloaked vessel, only tell it's there, it's basically an equivalent, albeit not as powerful, intel tool to Local. It would change wormholes though. I can see some people would say it would "ruin" wormholes but I wouldn't agree with that. It would mean you couldn't go into a WH in a cov ops cloaked tengu and be basically immune from detection. You couldn't be hunted down but someone could potentially know you're there. This is why it makes sense, in my opinion.
A highly skilled and clever pilot will be able to cloak effectively after these changes, and I would expect many would appreciate the more interactive nature.
I highly skilled and clever pilot trying to trick others, cloaking or not, will find many opportunities too. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
34
|
Posted - 2012.07.31 18:23:00 -
[39] - Quote
Tchulen wrote:Nikk Narrel wrote:Cloaking should be effectively a contest of skills. The detection abilities of the target versus the cloaking abilities of the hunter. Agreed as long as the result of the contest with maxed out skills is in favour of the cloaked ship. The issue with it being the other way around is everyone would just max out the skill required to see cloaked ships as quickly as possible and then cloaks would become pointless. Other than that, great idea.
For a Pilot to find a Cloaked Pilot with these methods, they Would have to be using ACTIVE scanners, with fleet support, (So many damn ships) Trying to find the cloaky.
This means ALLL those ships gives away position trying to find the cloakly pilot, And the Cloaky pilot would be able to see them like the blazing sun with all the ACTIVE pings being through out there. So there fore they would be able to gtfo before even being found.
Cloakies still win as long as they are not afk.  |

Mary Annabelle
Moonlit Bonsai
61
|
Posted - 2012.07.31 21:20:00 -
[40] - Quote
Tchulen wrote:Because you can't actually find a cloaked vessel, only tell it's there, it's basically an equivalent, albeit not as powerful, intel tool to Local. I would say it is more powerful than local. All local will tell you is something is in the system with you, and provides absolutely no other context. You could have a huge list in local, but almost all docked up in a station.
Unless you know who was in the station, that info isn't much use.
This sounds like you can run silent with passive sensors, and avoid contact unless you are willing to risk it. And that IFF thing lets you know friendly targets, so you know not to worry about them.
I would rather mine with this than local. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
468
|
Posted - 2012.08.01 17:34:00 -
[41] - Quote
Mary Annabelle wrote:Tchulen wrote:Because you can't actually find a cloaked vessel, only tell it's there, it's basically an equivalent, albeit not as powerful, intel tool to Local. I would say it is more powerful than local. All local will tell you is something is in the system with you, and provides absolutely no other context. You could have a huge list in local, but almost all docked up in a station. Unless you know who was in the station, that info isn't much use. This sounds like you can run silent with passive sensors, and avoid contact unless you are willing to risk it. And that IFF thing lets you know friendly targets, so you know not to worry about them. I would rather mine with this than local. Specifically, you can weigh the value of using your active sensors.
If you think someone will find you without active scanning, then passive scanning alone will not give you security for practical purposes. You need to know they are coming in order to react, if them being on grid is too late.
From a proactive viewpoint, teamwork in EVE is worth more than the sum of it's parts. A scout watching over you is always a good idea, and here is a new possible role they can perform. Overwatch: The scout deliberately goes off grid from the miners, and active scans on a regular and frequent basis. He should expect to be hunted, so he should be kept aligned and at warping speed. He uses his active sensors to see probes and possibly hostile ships. Since he is at least in the same fleet as the mining group, the IFF flags their sensor returns automatically. (He can even set the overview to exclude them entirely, the same way we can exclude fleet already)
The moment a probe or hostile ship is in range, the mining group can be alerted. This scout can be near the mining group, or he can be placed where a hostile is expected to bottleneck. Just bear in mind that ships can log out anywhere, so they can also log in the same way. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Gizznitt Malikite
Agony Unleashed Agony Empire
430
|
Posted - 2012.08.01 18:35:00 -
[42] - Quote
A couple thoughts that I'd like clarification:
1.) It sounds like: You're removing local in place of a radar-like intel system. The scan range of your ship is based on its sensor strength. All scanned information is loaded into your overview (I'd prefer to have a second overview I so I can monitor long range on side of the screen and on-grid stuff on the other, but that's not terribly relevant atm).
2.) I don't understand what you mean by active scanning verse passive scanning. Passive means you get to see what is within radar range automatically. Active means what? Does active scanning require a you to press a button for each active sweep? Active scanning appears to have benefits, but can you explain what the pros AND cons of active scanning are?
3.) Cloaking: You mentioned you can scan a cloaked ship when actively scanning, but not when you are passively scanning? Can you please elaborate. Assume max skills on both pilots (because people will max their intel gathering skills if they are important). Now if there is a drake ratting in a belt, and an enemy arazu comes into system from a distant gate. When does the ratter know that there is a new ship in system? When do they know its an enemy? How does this change change when the ratter is active scanning vs passive scanning? Also, from the Arazu's perspective, when does the arazu know there is a target in system? When would an arazu pilot fear being detected? When would an arazu pilot fear being decloaked?
4.) I would highly recommend you leave WH's alone. Leave delayed only chat, and make it so this intel system doesn't working in W-space for whatever lore reason.
|

Nikk Narrel
Infinite Improbability Inc Mordus Angels
468
|
Posted - 2012.08.01 19:28:00 -
[43] - Quote
Gizznitt Malikite wrote: A couple thoughts that I'd like clarification:
1.) It sounds like: You're removing local in place of a radar-like intel system. The scan range of your ship is based on its sensor strength. All scanned information is loaded into your overview (I'd prefer to have a second overview I so I can monitor long range on side of the screen and on-grid stuff on the other, but that's not terribly relevant atm).
2.) I don't understand what you mean by active scanning verse passive scanning. Passive means you get to see what is within radar range automatically. Active means what? Does active scanning require a you to press a button for each active sweep? Active scanning appears to have benefits, but can you explain what the pros AND cons of active scanning are?
3.) Cloaking: You mentioned you can scan a cloaked ship when actively scanning, but not when you are passively scanning? Can you please elaborate. Assume max skills on both pilots (because people will max their intel gathering skills if they are important). Now if there is a drake ratting in a belt, and an enemy arazu comes into system from a distant gate. When does the ratter know that there is a new ship in system? When do they know its an enemy? How does this change change when the ratter is active scanning vs passive scanning? Also, from the Arazu's perspective, when does the arazu know there is a target in system? When would an arazu pilot fear being detected? When would an arazu pilot fear being decloaked?
4.) I would highly recommend you leave WH's alone. Leave delayed only chat, and make it so this intel system doesn't working in W-space for whatever lore reason.
First, two notes to keep in mind. 1> This won't let anyone hunt cloaked vessels. It has no means of locating or hunting them in a practical sense, just a proximity warning under the right conditions. Hunting cloaked vessels won't be recommended by myself unless local is delayed or removed entirely. 2> This does not remove local. It makes it obsolete, but it can be left in place.
1.) Your first point is essentially correct, with the exception that local can still be present. I won't push to have it removed here, but I have no problem making it obsolete by providing genuine intel tools. Chat needs can be easily met with local in delayed mode, in my opinion.
2.) Passive scanning is slightly more than the overview is right now. It just adds in all friendly ships in your sensor range due to IFF, and alerts you to others performing an active scan. Active scanning is similar to the current D-Scan, except it should be able to auto-cycle at user set speed. You are broadcasting a signal based on your ship's sensor type visible to twice the range at which you get results from. Only results from unknown contacts will be given, as the IFF mentioned above will cancel returns from friendly vessels. (If you want to scan without broadcasting your presence to the passive crowd, use probes. Just keep in mind the active users will see them and know someone is hunting) Neither active nor passive gives warp usable information.
3.) Cloaking vessels, if not handed out by local, get to play cat and mouse more. I follow the base logic that it takes effort to counter effort. Cloaking is an effort, so must the ability to be warned of it. A cloaked vessel can certainly launch probes, once in a system, the same as they do already. They can use these probes the same way too. A cloaked vessel can active scan, but at the cost of disrupting it's cloak the same as though they had manually toggled it off. Any penalty time applies before they can restore it, on top of which they would have broadcast their presence to every passive ship in range. For obvious tactical reasons, most will probably avoid doing this. Detecting a cloaked vessel is only possible by active scanning. The range it can be detected is based on a set of factors, listed in order of importance: A> The skill of the cloaking pilot with cloaking verses the skill of the detecting pilot with sensors. (Electronics or better) B> A bonus appropriate to the sensor strength of the detecting ship. C> A bonus appropriate to the signature of the cloaked vessel, (smaller is easier to hide). D> Number and quality of modules fitted on both ships that are involved.
The cloaked vessel is not in more danger of being decloaked at any time with this idea. The potential target could be warned by local, or by active scanning and detecting probes, then finally by the means described above.
4.) Wormholes are a unique experience in EVE, and I have not spent enough time in them to say whether or not this would be a good fit for them. Unless CCP felt otherwise, I would leave them as is. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
37
|
Posted - 2012.08.02 14:08:00 -
[44] - Quote
Gizznitt Malikite wrote: A couple thoughts that I'd like clarification:
1.) It sounds like: You're removing local in place of a radar-like intel system. The scan range of your ship is based on its sensor strength. All scanned information is loaded into your overview (I'd prefer to have a second overview I so I can monitor long range on side of the screen and on-grid stuff on the other, but that's not terribly relevant atm).
2.) I don't understand what you mean by active scanning verse passive scanning. Passive means you get to see what is within radar range automatically. Active means what? Does active scanning require a you to press a button for each active sweep? Active scanning appears to have benefits, but can you explain what the pros AND cons of active scanning are?
3.) Cloaking: You mentioned you can scan a cloaked ship when actively scanning, but not when you are passively scanning? Can you please elaborate. Assume max skills on both pilots (because people will max their intel gathering skills if they are important). Now if there is a drake ratting in a belt, and an enemy arazu comes into system from a distant gate. When does the ratter know that there is a new ship in system? When do they know its an enemy? How does this change change when the ratter is active scanning vs passive scanning? Also, from the Arazu's perspective, when does the arazu know there is a target in system? When would an arazu pilot fear being detected? When would an arazu pilot fear being decloaked?
4.) I would highly recommend you leave WH's alone. Leave delayed only chat, and make it so this intel system doesn't working in W-space for whatever lore reason.
Been in and out of WH lately.. And i do like it there with no local makes you a little crazy pressing D-scan every few seconds.
With this method, it *could* make your WH safer, because you will have people actively scanning, it if the Fleep comp is correct, all that D-scan information would be shared and complied with the rest of the fleet..
Secondly with all the cloakies in WH, they could find their targets just as fast, or even faster, with the "home Fleets" constantly looking out with active scanners while running sites o.O
Its a double edge sword. IT can help you and hurt you its all in the fleet make up and FCs of the fleet and getting their fleets to move how and when they want them to. Plus it would make the game more realistic. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
470
|
Posted - 2012.08.02 14:22:00 -
[45] - Quote
I can see scouting for fleets becoming more of a skilled job from this, and more in demand.
A fleet doesn't want to broadcast it's size and location to possible enemies, so they send out scouts to active scan and report.
A fleet wanting to make a false impression of their location can also send scouts to be spotted in other systems by possible enemies.
The strategies and tactics feel more real. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
37
|
Posted - 2012.08.02 14:43:00 -
[46] - Quote
Nikk Narrel wrote:I can see scouting for fleets becoming more of a skilled job from this, and more in demand.
A fleet doesn't want to broadcast it's size and location to possible enemies, so they send out scouts to active scan and report.
A fleet wanting to make a false impression of their location can also send scouts to be spotted in other systems by possible enemies.
The strategies and tactics feel more real.
I see scout fleets, and Decoy fleets becoming huge roles with a change like this.
Passive scanners would still play a Huge roles, Due to mainly being used my cloaky ships cause you don't want to give away your position if you are cloaked trying to hide..
But passive scanners will only work If your target is actively scanning.
I truly Believe Black Ops Ships, and Scanner Probe Ships while become the norm of a scout fleet, With SB as dps support.
Black ops Ships would become a Scanner IFF Hub to display information coming in from Active and Passive information.
Also Command Ships, would be good in this role as while For the non Cloakly Fleets. For once the Cloak Fleet has found target and set information back to Engaging fleet, The Command Ship would be good to Recieve and transmite the Fleets Information from sensors to create an overall tactile system view.
One big note i would like to through out there is, A sensor System like this would be used to generate a System Tactical overview. It would not be Grid Overview! |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
471
|
Posted - 2012.08.02 14:51:00 -
[47] - Quote
Teshania wrote:Black ops Ships would become a Scanner IFF Hub to display information coming in from Active and Passive information.
Also Command Ships, would be good in this role as while For the non Cloakly Fleets. For once the Cloak Fleet has found target and set information back to Engaging fleet, The Command Ship would be good to Recieve and transmite the Fleets Information from sensors to create an overall tactile system view.
One big note i would like to through out there is, A sensor System like this would be used to generate a System Tactical overview. It would not be Grid Overview! I can certainly see command ships or black ops coordinating intel like this. It feels like a natural progression.
For this level, I think they might use the system map instead of the overview. The same way it displays contacts from probe information, it could be displaying information periodically updated from reports by the field ships active scanning. Your would want dedicated ships for those roles, with best possible sensor ability and pilot skills.
Intel would become a valuable asset even more. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
37
|
Posted - 2012.08.02 15:10:00 -
[48] - Quote
Nikk Narrel wrote:Teshania wrote:Black ops Ships would become a Scanner IFF Hub to display information coming in from Active and Passive information.
Also Command Ships, would be good in this role as while For the non Cloakly Fleets. For once the Cloak Fleet has found target and set information back to Engaging fleet, The Command Ship would be good to Recieve and transmite the Fleets Information from sensors to create an overall tactile system view.
One big note i would like to through out there is, A sensor System like this would be used to generate a System Tactical overview. It would not be Grid Overview! I can certainly see command ships or black ops coordinating intel like this. It feels like a natural progression. For this level, I think they might use the system map instead of the overview. The same way it displays contacts from probe information, it could be displaying information periodically updated from reports by the field ships active scanning. Your would want dedicated ships for those roles, with best possible sensor ability and pilot skills. Intel would become a valuable asset even more.
Total Agree that it should be displayed On the Map overview for the system.
Here is a Thought To bring this into big overview picture.
Ship levels.
Fleet Command Ships// Moms and Titans. Wing/System Intel Ships (Black OPS <<>> Command Ships) Scan Ships (boosted Active/Passive Sensors) Combat Ships (Passive/Some Active Sensors)
The Wing/System intel Ships Update System Map for Everyone in system around every 1-5mins (Skill Dependent)
Wing/System Report Data back to MOMs/Titan Ships. Things Ships would Relay information to People in Fleet not IN system with scout force, and update their maps every 5-15 Mins Depending on Skills and distance from system with scout group/Group engaging the enemy. Moms and Titans pilots could Broadcast a system map to fleet memebers so they could easly pull up that system to view intel. |

Saede Riordan
Alexylva Paradox
17
|
Posted - 2012.08.02 16:34:00 -
[49] - Quote
Signed, all of it. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
473
|
Posted - 2012.08.02 19:13:00 -
[50] - Quote
There is a potential synergy effect to consider, if we follow the path of fleets using Intel Coordinating Command, (ICC), ships. (Just came up with the name, open to suggestion if anyone has better version)
The inputs, as received from multiple scanning vessels able to cross reference and triangulate, could be capable of generating warp capable points of reference. This is based off of similar behavior with ships using probes. The scanning ships basically act as the probes here.
The difference is that the linked ships, regardless of what scanning mode, can provide multiple aspects of reference to an active scan broadcast. This, if enough are able to provide data, can allow the ICC ship to generate a bookmark to the active scanning ship's location at time of scan.
Just like probes, the linked ships can coordinate their active scans to locate objects in overlapping range if enough contribute data.
Unlike probes, pilot coordination is required, causing this to be more involved for group effort. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
37
|
Posted - 2012.08.02 19:28:00 -
[51] - Quote
Nikk Narrel wrote:There is a potential synergy effect to consider, if we follow the path of fleets using Intel Coordinating Command, (ICC), ships. (Just came up with the name, open to suggestion if anyone has better version)
The inputs, as received from multiple scanning vessels able to cross reference and triangulate, could be capable of generating warp capable points of reference. This is based off of similar behavior with ships using probes. The scanning ships basically act as the probes here.
The difference is that the linked ships, regardless of what scanning mode, can provide multiple aspects of reference to an active scan broadcast. This, if enough are able to provide data, can allow the ICC ship to generate a bookmark to the active scanning ship's location at time of scan.
Just like probes, the linked ships can coordinate their active scans to locate objects in overlapping range if enough contribute data.
Unlike probes, pilot coordination is required, causing this to be more involved for group effort.
I like the Intel Coordinating Command, ICC, Ships. sounds fitting.
Basically this is what i have been getting at. Is the ships themselves at as probes.
BUT with this being said there NEEDS to be 1 major draw back, with the network of ships in support of ICC, you could never get a bookmark using this method (Can never get a pin point position).
Do threat though Why ?!? With the ICC Wing it can get you with 1-2 AUs of a ship or Fleet you are trying to scout out, Close enough to Drop probes and Make 1-2 Sweeps with the Probes to GET the bookmark..
The Sweeps done by the Probe are uploaded to the ICC Ship (For Detailed Exact Location, Which becomes the bookmark, and transferred to the rest of the ICC Wing. IF there is an ICC Mother Ship/Titan then it will be pushed out to the rest of the fleet ;)
Combat probes still need to have a use!! Granted at 1-2 AUs mean about 30-45sec of Scanning, Its a last line of Ohh **** someone knows where i'm at. (If the pilot is paying attention) Its not really enough time though for someone to go **** probes, gotta move, unless they are in something FAST and Agile.
|

Nikk Narrel
Infinite Improbability Inc Mordus Angels
474
|
Posted - 2012.08.02 19:37:00 -
[52] - Quote
Teshania wrote:I like the Intel Coordinating Command, ICC, Ships. sounds fitting.
Basically this is what i have been getting at. Is the ships themselves at as probes.
BUT with this being said there NEEDS to be 1 major draw back, with the network of ships in support of ICC, you could never get a bookmark using this method (Can never get a pin point position).
Do threat though Why ?!? With the ICC Wing it can get you with 1-2 AUs of a ship or Fleet you are trying to scout out, Close enough to Drop probes and Make 1-2 Sweeps with the Probes to GET the bookmark..
The Sweeps done by the Probe are uploaded to the ICC Ship (For Detailed Exact Location, Which becomes the bookmark, and transferred to the rest of the ICC Wing. IF there is an ICC Mother Ship/Titan then it will be pushed out to the rest of the fleet ;)
Combat probes still need to have a use!! Granted at 1-2 AUs mean about 30-45sec of Scanning, Its a last line of Ohh **** someone knows where i'm at. (If the pilot is paying attention) Its not really enough time though for someone to go **** probes, gotta move, unless they are in something FAST and Agile. I see your idea.
I would suggest instead that the ICC ship be able to create scan points for the field ships. Either through a fleet warp function, or click to accept warp direction, the field ship should be able to go to this location.
It should then be able to drop probe(s) and coordinate with the other field ships to triangulate. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Deena Amaj
Native Freshfood Minmatar Republic
22
|
Posted - 2012.08.03 17:47:00 -
[53] - Quote
Awesome idea @ OP.
I agree that Overview/Dscan is far too revealing and adding in some skill and suspense to sensorial games would make it more fun.
I had a similar idea of overview/dscan only revealling basic T1 hull name rather than all those infos about - well about everything. I bet overview could even tell if he or she is picking their noses right now. Anyhow, the idea was ignored/trolled.
Good to see that this one is apparently the better one and I really hope this gets through somehow. It would really bring more sense to scouting and intel. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
478
|
Posted - 2012.08.03 22:37:00 -
[54] - Quote
Exactly.
Our short range sensors are used exclusively by us. We don't look anywhere but the overview for our short range sensor results, and it works well. Since we also have beacons for stellar objects, we are already showing objects beyond our short range sensors.
We already know how to filter these objects, so we see what we need when we need to see it. We even make tabs on the overview for different needs we anticipate for in-system information at a glance.
Adding long range sensor data to this list, and of course letting us sort and arrange it as we do other overview items, is the most practical approach I can think of.
The sheer level of quality of intel will be under our control. Active scan, but do so knowing you will be revealing your presence to others in range. Passive scan, but know that you may not be warned of others also flying quietly, and they may be hostile.
Your ship, your choice. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
477
|
Posted - 2012.08.04 18:40:00 -
[55] - Quote
bump within a bump (Bump-ception!) Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
477
|
Posted - 2012.08.05 13:02:00 -
[56] - Quote
This is the bump within the previous bump.  Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
479
|
Posted - 2012.08.06 16:04:00 -
[57] - Quote
Inside the last bump, another bump... Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
61
|
Posted - 2012.08.07 14:12:00 -
[58] - Quote
Want!
And no more mentioning of wiggles, you sick sick man.... |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
483
|
Posted - 2012.08.07 15:57:00 -
[59] - Quote
For those who believe that Local Chat is needed for intel, please ask yourself this:
Is it telling you who is attacking you? Of course not. Your overview does that.
Ok, then does it at least tell you when someone is on grid with you, and possibly going to attack? (Cloaked) Of course not. At best you can see there is a pilot who is not blue to you in system. My idea would give you a chance.
Does it tell you who is near your grid, scanning your location and possibly going to attack? Of course not. At best you can see there is a pilot who is not blue to you in system. My idea would give you a chance.
Does it give you information about who is at least near you in the system, so you know your surroundings? Of course not. At best you can see there is a pilot who is not blue to you in system. My idea would give you a chance. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
61
|
Posted - 2012.08.08 14:19:00 -
[60] - Quote
Nikk Narrel wrote:For those who believe that Local Chat is needed for intel, please ask yourself this:
Is it telling you who is attacking you? Of course not. Your overview does that.
Ok, then does it at least tell you when someone is on grid with you, and possibly going to attack? (Cloaked) Of course not. At best you can see there is a pilot who is not blue to you in system. My idea would give you a chance.
Does it tell you who is near your grid, scanning your location and possibly going to attack? Of course not. At best you can see there is a pilot who is not blue to you in system. My idea would give you a chance.
Does it give you information about who is at least near you in the system, so you know your surroundings? Of course not. At best you can see there is a pilot who is not blue to you in system. My idea would give you a chance. I can't argue with those entirely.
Now, a war dec can be different, local can tell us to hide from them. Maybe even hunt them, if we aren't solo. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
488
|
Posted - 2012.08.08 14:28:00 -
[61] - Quote
If you are in high sec, the strategy changes.
They can easily use an out of corp alt to scout you down, and prep a group out of system to overwhelm you. Group then warps directly to you thanks to the scout.
In low or null, every non blue pilot is a threat already. A war dec has no impact except to remove security hits or responses. They knew you were in system to be hunted the moment they saw you on that local chat menu. Since you are limited to reactive options by local, you can choose to run, fight, or ignore them.
IF they actually needed to search the system to just find if you were present, that would be different. Those agent finders might be more useful even. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
38
|
Posted - 2012.08.09 20:05:00 -
[62] - Quote
Nikk Narrel wrote:If you are in high sec, the strategy changes.
They can easily use an out of corp alt to scout you down, and prep a group out of system to overwhelm you. Group then warps directly to you thanks to the scout.
In low or null, every non blue pilot is a threat already. A war dec has no impact except to remove security hits or responses. They knew you were in system to be hunted the moment they saw you on that local chat menu. Since you are limited to reactive options by local, you can choose to run, fight, or ignore them.
IF they actually needed to search the system to just find if you were present, that would be different. Those agent finders might be more useful even.
Agent finders are useful in highsec war times, though, if this was to be put in place it would make agent finders work even harder. Though if i still think we should go to a Delayed Local if not remove it altogether. It would less the server load. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
490
|
Posted - 2012.08.13 13:47:00 -
[63] - Quote
Teshania wrote:Nikk Narrel wrote:If you are in high sec, the strategy changes.
They can easily use an out of corp alt to scout you down, and prep a group out of system to overwhelm you. Group then warps directly to you thanks to the scout.
In low or null, every non blue pilot is a threat already. A war dec has no impact except to remove security hits or responses. They knew you were in system to be hunted the moment they saw you on that local chat menu. Since you are limited to reactive options by local, you can choose to run, fight, or ignore them.
IF they actually needed to search the system to just find if you were present, that would be different. Those agent finders might be more useful even. Agent finders are useful in highsec war times, though, if this was to be put in place it would make agent finders work even harder. Though if i still think we should go to a Delayed Local if not remove it altogether. It would less the server load. Delayed local would likely be less server load, although I don't know if it would make a big difference.
Still, it might just counter the load for the toggled active sensor use, which makes sense. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
38
|
Posted - 2012.08.13 18:06:00 -
[64] - Quote
Nikk Narrel wrote:Teshania wrote:Nikk Narrel wrote:If you are in high sec, the strategy changes.
They can easily use an out of corp alt to scout you down, and prep a group out of system to overwhelm you. Group then warps directly to you thanks to the scout.
In low or null, every non blue pilot is a threat already. A war dec has no impact except to remove security hits or responses. They knew you were in system to be hunted the moment they saw you on that local chat menu. Since you are limited to reactive options by local, you can choose to run, fight, or ignore them.
IF they actually needed to search the system to just find if you were present, that would be different. Those agent finders might be more useful even. Agent finders are useful in highsec war times, though, if this was to be put in place it would make agent finders work even harder. Though if i still think we should go to a Delayed Local if not remove it altogether. It would less the server load. Delayed local would likely be less server load, although I don't know if it would make a big difference. Still, it might just counter the load for the toggled active sensor use, which makes sense.
True it might not change the Server load. Depending on how Active people are using the scanner mods.. Be it active or passive. |

Teshania
Aliastra Gallente Federation
40
|
Posted - 2012.08.20 17:59:00 -
[65] - Quote
Bump  |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
494
|
Posted - 2012.08.21 19:19:00 -
[66] - Quote
Using sensors not local chat.
We are hunting with space ships, not social networks. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
40
|
Posted - 2012.08.23 12:43:00 -
[67] - Quote
Drop local or make it like worm whole.. And put the tools into the players hands, and make it realistic. Take a page out of the Navy about sonar, and a page out of the airforce about Radar and smile.
Devs Keep going we want to make the game more Social and more of a group effort. This would help and promote Group Efforts. Get people to play more together. Give new roles and tactics with in the game. Will fit right in to Tieriside for Ships being redone.
|

Nikk Narrel
Infinite Improbability Inc Mordus Angels
507
|
Posted - 2012.08.23 14:44:00 -
[68] - Quote
It may be interesting to note the following:
I believe that it is possible if not likely that local chat being used for system awareness of targets and threats is actually getting in the way of social interaction.
Let me rephrase that to be more straightforward.
Because people are using Local as a tool for offense and defense, they are avoiding using it for actual social action like chatting.
Why?
Because for every hunter looking for targets, seeing one chatty in local puts their name in front of the hunter more often. If you are not safely docked up, they are seeing advertisements about you being present with every chat you enter. Even if you are safely docked, they may want to object to your comments with weapons on their ship.
Why would a cautious player risk drawing attention to themselves by chatting in local? Their corp mates are in a separate channel, as is their fleet partners.
Local can't truly be a social tool so long as it is used for hunting. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
513
|
Posted - 2012.08.26 22:19:00 -
[69] - Quote
Bumping for continued attention and consideration. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Krotch Vader
Tribal Liberation Force Minmatar Republic
3
|
Posted - 2012.08.27 15:49:00 -
[70] - Quote
Best version of true sensor use I seen yet.
We aint playin some cheesecake Team Halo Fortress whatever. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
513
|
Posted - 2012.08.27 21:28:00 -
[71] - Quote
Krotch Vader wrote:Best version of true sensor use I seen yet.
We aint playin some cheesecake Team Halo Fortress whatever. I tend to agree with this Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
40
|
Posted - 2012.08.28 00:50:00 -
[72] - Quote
Krotch Vader wrote:Best version of true sensor use I seen yet.
We aint playin some cheesecake Team Halo Fortress whatever.
/agree |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
514
|
Posted - 2012.08.28 14:46:00 -
[73] - Quote
An actual radar screen, dradis lookalike, etc.
The concept is one I like. That being said, there are serious difficulties involved with using it.
One, we are dealing with a three dimensional grid. The stereotype radar screen is two dimensional often, which doesn't really convey what we have to understand. Add to that we are simulating depth with perspective tricks on a two dimensional computer monitor. If we ever get genuine 3d, that will be a game changer with potential.
Closest in game I can see, is if you activate the tactical overlay. It enables the range circles, but is only relating to objects on the same plane as you for actual distance. Objects above and below the plane can have lines showing their relative positions on the plane, but this ignores their real distance from you.
If you hover the mouse onto a weapon, it shows a more useful sphere for range, allowing you to see that the targets are in range or not.
You can only identify one range at a time in this manner, as overlapping spheres will pretty much only show you the biggest range. The smaller spheres become difficult to see at all, not having a clear view.
The overview, which we use already for objects on grid with us, lets us sort by distance, type, name, whatever. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
514
|
Posted - 2012.08.28 21:02:00 -
[74] - Quote
Here is an aspect I have been refining, and I think I have it ready to roll out.
What advantage can sov holders employ to help defend their space?
Using the previous example comparing sensors in active mode to shining a flashlight, sov holders can anchor and use street lights.
Now, that is the equivalent by analogy, obviously not a literal pole with a lamp on the end.
These would be anchorable signal Broadcasting Points, (BP), usable by friendly ships instead of an active scan's direct broadcast. Like an active scan, any ship in range can tell the BP is present, and which direction it is. Unlike an active scan, the sensors on friendly ships are able to use this broadcast signal to see other ships with. The same as if they had emitted the energy pulse but without giving themselves away by doing so.
Theory of operation: Each BP has a range for broadcasting. Any ship entering that range has a progressively weaker / stronger signal hitting them, based on the distance between the BP and the ship. That ship in turn has a detectable interruption in the signal that any ship close enough can see with it's sensors. (BP Range) - (distance from BP to target) = (range from target that target can be seen) Sample: BP range is 20AU, and target ship is 15AU from the BP. 20 -15 = 5, So any friendly ship within 5AU of the target ship can see it on passive sensors with accuracy as if they had active scanned.
As shown by the basic formula, a ship on the edge of the BP won't be visible for a great distance, but a ship that lands close to the BP will be visible for a much greater distance. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
520
|
Posted - 2012.08.30 14:54:00 -
[75] - Quote
Bump.
The part about Broadcast Points I think needs to be seen more. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Krotch Vader
Tribal Liberation Force Minmatar Republic
3
|
Posted - 2012.08.30 17:56:00 -
[76] - Quote
So the whole streetlamp broadcastin point is just to let pilots have a home system advantage. Since the invaders can't see anything but the lamps, they either active scan or stay blind.
Sounds simple enough. I am assumin that these lamps would be a target for attackers then. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
520
|
Posted - 2012.08.30 18:05:00 -
[77] - Quote
Krotch Vader wrote:So the whole streetlamp broadcastin point is just to let pilots have a home system advantage. Since the invaders can't see anything but the lamps, they either active scan or stay blind.
Sounds simple enough. I am assumin that these lamps would be a target for attackers then. That would be the general idea, yes.
One of the key differences, is that like other anchored system items, these would be on the overview. An active scanning ship just gives sensor type and direction to an opposing ship's sensors.
This means that the sov advantage would be counter-able, and not overpowering. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
525
|
Posted - 2012.08.31 15:54:00 -
[78] - Quote
Bump for attention Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Loius Woo
PATRIOT KNIGHTS
194
|
Posted - 2012.08.31 19:23:00 -
[79] - Quote
I like all of your ideas and I like the depth and rigor that the idea is taking on.
May I suggest that you write up a composite description that captures all of the things you have stated or mentioned in a bit more detail and then post that single long summary in this thread. If it is well received here, then i would take it to a new thread, link to this thread for reference, and then continue the discussion there.
It tends to keep things simple, easy to understand the current state of the idea, and it facilitates future discussions. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
527
|
Posted - 2012.08.31 21:08:00 -
[80] - Quote
Loius Woo wrote:I like all of your ideas and I like the depth and rigor that the idea is taking on.
May I suggest that you write up a composite description that captures all of the things you have stated or mentioned in a bit more detail and then post that single long summary in this thread. If it is well received here, then i would take it to a new thread, link to this thread for reference, and then continue the discussion there.
It tends to keep things simple, easy to understand the current state of the idea, and it facilitates future discussions. I have been trying to do that.
The OP, as well as the number 4 post, are the collected aspects of this idea. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
547
|
Posted - 2012.09.10 14:16:00 -
[81] - Quote
I see something on sensors, unidentified vessel nearing our grid.
Enabling active shield hardeners, launching drones. Fleet stand by to deliver that welcome basket....
(Now doesn't that sound better and more interesting than: Hey look, some neut just showed up in local!) Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
70
|
Posted - 2012.09.10 20:45:00 -
[82] - Quote
Captain, I canna break da laws of physics!
This would be more fun, just thinking how EVE probably meant to be. |

Saede Riordan
Alexylva Paradox
73
|
Posted - 2012.09.11 01:06:00 -
[83] - Quote
This is the third "lets add sonar to eve" topic in the last three months, and I agree with all of them. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
551
|
Posted - 2012.09.11 16:54:00 -
[84] - Quote
Saede Riordan wrote:This is the third "lets add sonar to eve" topic in the last three months, and I agree with all of them. Awesome, thank you.
I started this thread back in May, and it has evolved and grown to it's current form.
(The OP and post number 4 together are the current version of the idea)
It would mean an opportunity to make more effort for better results in game for those that wanted it. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Elshar Khandar
The Jolly Slavers
31
|
Posted - 2012.09.11 20:11:00 -
[85] - Quote
Saede Riordan wrote:This is the third "lets add sonar to eve" topic in the last three months, and I agree with all of them.
I have an issue with it being called sonar because of what that actually is but the concept Nik has suggested I certainly can get behind.
+1 |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
556
|
Posted - 2012.09.12 15:58:00 -
[86] - Quote
Elshar Khandar wrote:Saede Riordan wrote:This is the third "lets add sonar to eve" topic in the last three months, and I agree with all of them. I have an issue with it being called sonar because of what that actually is but the concept Nik has suggested I certainly can get behind. +1 True, actual sonar is soundwave centric, which obviously won't exist in the vacuum of space. I think the basic idea we can both agree was meant to be about how it is used in general. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
71
|
Posted - 2012.09.14 20:49:00 -
[87] - Quote
Nikk Narrel wrote:I see something on sensors, unidentified vessel nearing our grid.
Enabling active shield hardeners, launching drones. Fleet stand by to deliver that welcome basket....
(Now doesn't that sound better and more interesting than: Hey look, some neut just showed up in local!) Well duh!
It sounds like you are playing a spaceship game when you talk about sensors and unidentified vessels.
The welcome basket part, I dunno there.... |

Krops Vont
3 Sun Empire
1
|
Posted - 2012.09.17 01:34:00 -
[88] - Quote
+1 for the idea and adding realism to the internet spaceship game p.s bump |

Nevyn Auscent
Altruism. Brosefs.
0
|
Posted - 2012.09.17 02:57:00 -
[89] - Quote
+1 & bump. Love the idea, and it adds value to the scanning skills as depth to a character rather than a probing alt or plex running tengu only. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
572
|
Posted - 2012.09.17 19:59:00 -
[90] - Quote
Thank you gentlemen for the bumps and endorsement!
Mary Annabelle wrote:Nikk Narrel wrote:I see something on sensors, unidentified vessel nearing our grid.
Enabling active shield hardeners, launching drones. Fleet stand by to deliver that welcome basket....
(Now doesn't that sound better and more interesting than: Hey look, some neut just showed up in local!) Well duh! It sounds like you are playing a spaceship game when you talk about sensors and unidentified vessels. The welcome basket part, I dunno there.... What? No basket? A little wine, some cheese, a single unit of tritanium... traditional item! Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Weitkunat
Moira. Villore Accords
0
|
Posted - 2012.09.17 22:03:00 -
[91] - Quote
+1, has my endorsement. Would give more meaning to the sensor strength value and modules like backup arrays and sensor boosters. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
572
|
Posted - 2012.09.18 13:57:00 -
[92] - Quote
Weitkunat wrote:+1, has my endorsement. Would give more meaning to the sensor strength value and modules like backup arrays and sensor boosters. Agreed, obviously by me.
I can't help thinking this is what EVE is capable of, and deserves. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
573
|
Posted - 2012.09.19 22:17:00 -
[93] - Quote
Bump
Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
72
|
Posted - 2012.09.20 16:49:00 -
[94] - Quote
Friendly bump in sensor range! |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
578
|
Posted - 2012.09.21 13:55:00 -
[95] - Quote
Mary Annabelle wrote:Friendly bump in sensor range! Why, thank you for your lovely bump!
(Places it on coffee table) Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
580
|
Posted - 2012.09.24 21:09:00 -
[96] - Quote
Dusts off recent collection of bumps...
Maybe if I move them to the left of the stereo.... Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
584
|
Posted - 2012.09.25 19:38:00 -
[97] - Quote
Someone spilled coffee on the bump collection.
They are now small and brownish.... Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
584
|
Posted - 2012.09.26 13:41:00 -
[98] - Quote
Question of the day:
What is more useful to know? In this question, you already know the target in question is not blue to you. If it was blue, you would be given the pilot's ID thanks to their IFF automatically.
Would you rather know the Pilot's name,
OR
Would you rather know what class of ship being flown? Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Suliux
Autocannons Anonymous Late Night Alliance
1
|
Posted - 2012.09.26 16:18:00 -
[99] - Quote
Listen to this wise OP CCP, there is wisdom in this thread. |

Callic Veratar
Power of the Phoenix
252
|
Posted - 2012.09.26 17:02:00 -
[100] - Quote
There've been discussions about this for a while. The first time I remember, we actually had CCP Cascade responding a bit: http://eve-search.com/thread/1567644-0
I love the idea of combining the Overview, D-Scan, Local, and Tactical Overlay into a proper intel system rather than the current four independent systems. I had some ideas in the previous thread that suggested linking scanning capabilities to system security so a Marauder's sensors in a 1.0 system would be more effective than the best Covert Ops fit in a C6.
Other fun things started popping up like signal spoofers or false positives and negatives, but that should be left until the system has a solid base. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
604
|
Posted - 2012.10.06 17:32:00 -
[101] - Quote
Bump for reference and more views Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Hans Momaki
State War Academy Caldari State
22
|
Posted - 2012.10.08 17:38:00 -
[102] - Quote
Oh well, I should read first :D
Actually, what's the difference between local and a system which scans the system every 0.5 seconds ( if you let players do this, they will do ) and warns you if there's someone dangerous? |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
604
|
Posted - 2012.10.08 17:46:00 -
[103] - Quote
Hans Momaki wrote:I know you probably don't care about it, but:
D-SCAN .... [...] D-SCAN,
is not a funny nor a gameplay-enhancing feature, and although Intel through local is OP, I can't support a "feature" forcing players to do so. It's flawed mechanic in WH allready, no need to enhance this. I could not agree with you more, regarding the value of something that does not force you to repeatedly click a button.
If you had read my OP, you would have noticed in three places where I agree, and specify how that would not be an issue.
Nikk Narrel wrote:TL;DR: Add passive / active D-Scan information to the overview as an option. Passive would be no effort, active would be toggled on to give a possible chance to detect if a cloaked vessel is in range, as well as boost effective range
...
Active scans can be toggled on, but need to be reset after anything that moves you off your current grid, like undocking / changing systems / warping to another spot in system.
...
Active scanning is similar to the current D-Scan, except it should be able to auto-cycle at user set speed. And here you thought I wanted something you objected to... Nope!
We are on the same page. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
604
|
Posted - 2012.10.08 17:52:00 -
[104] - Quote
Hans Momaki wrote:Oh well, I should read first :D
Actually, what's the difference between local and a system which scans the system every 0.5 seconds ( if you let players do this, they will do ) and warns you if there's someone dangerous? I will let the devs balance ranges of user cycling for the auto toggle.
They should understand that manual clicking will be done if the toggle is not fast enough, but we must accept that manually or automated toggling must fit into server load ranges.
That said, I think it will be fairly easy to have.
Difference to local?
Strategic value of information has quality levels. Someone traveling through a system will be reported by local as in the system, alongside the gank minded fellow hunting for PvE fitted targets.
You can configure your sensors, and note the relative direction and distance to know them apart, at least to the degree possible.
The guy two asteroid belts over and getting closer probably is not just passing through, while the guy moving between gates is. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
75
|
Posted - 2012.10.08 17:57:00 -
[105] - Quote
Nikk Narrel wrote:Difference to local?
Strategic value of information has quality levels. Someone traveling through a system will be reported by local as in the system, alongside the gank minded fellow hunting for PvE fitted targets.
You can configure your sensors, and note the relative direction and distance to know them apart, at least to the degree possible.
The guy two asteroid belts over and getting closer probably is not just passing through, while the guy moving between gates is. I gotta qualify this. The guy hunting will want to look like he is not hunting. Same way duck hunters use duck calls, and hide in camo covers, so the ducks won't be warned as easy.
Both sides are going to pick up tricks and strategies to get what they want, and the better players won't be as easily fooled.
I think this is how it should be. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
604
|
Posted - 2012.10.08 18:00:00 -
[106] - Quote
True enough, pilots are pushed into an all or nothing attitude by the simplistic nature of using local for intel.
I am hoping more people realize the value of using sensors over chat channels for this. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Hans Momaki
State War Academy Caldari State
22
|
Posted - 2012.10.08 18:27:00 -
[107] - Quote
The problem as it is is the following:
Players with a specific mindest will have a huge benefit , while players with a different mindest will get a huge kick in their balls.
The first group are those piwates, which are allways looking for an easy kill. I do live in 0.0. and most neutrals are those kind of piwates. They do everything they can to kill macks/hulks, but everytime instantly warped off as soon as I docked off in a combat ship. These kinds of players shouldn't be supported - they shouldn't have it easier as they have it currently. They get an easy kill or don't fight at all.. (this is so bad for various reasons)
The targets of these players are often PvE-dudes, mining or plexing or just grinding anoms. Especially miners do have no chance whatsoever in "got caught" - scenarios, and all the piwate needs to do is just checking dotlan for Ice-belts/PvE activity, warp to the belt, lock on, point, kill. If it's easy to get such a kill, it should be easy to avoid it aswell. That's what local is doing. Considering the Effort vs Effort to counter - ratio, this is allready pretty unbalanced.
I know (!) that eve is driven by stuff blowing up, and ppl want to fight (!). However, local will only enhance those kind of "piwate" behaviour, and this in return is not good for eve.
More "Piwate" activity is less SoV-driven conflict. If you like to fight, go out and join some major alliance, and create incentives to fight over (this is currently not happening that often, although highly needed). Create more player-driven conflicts, that is way better than removing the only safety PvE'rs have. And keep in mind, that especially less mining is not good for the economy, since it will drive prices up, and higher prices means more farming PvE for these piwates aswell.
And consider aswell that farming anoms in carriers is pretty huge ISK-faucet (which drives inflation) right now - would this happen in such dimensions if the space where it's done would be contested regularly?...
End of the line - consider the whole picture, instead of "how to make my playstyle easier". This is what happened with your suggestion, and it's a bad suggestion because of it.
However, I do agree that local is pretty much OP for warfare and tactics. Thats a valid point aswell. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
604
|
Posted - 2012.10.08 18:42:00 -
[108] - Quote
Hans Momaki wrote:End of the line - consider the whole picture, instead of "how to make my playstyle easier". This is what happened with your suggestion, and it's a bad suggestion because of it. You misunderstand me.
I mine more than anything else, mostly on my alts. I also fly Logis, and CovOps up to and including black ops.
Parts of my "playstyle" would be changed, definitely.
The part you find me not agreeing with you about, is this:
This will give both miners and your piwates the ability to put in more effort, in exchange for better results. Miners are not delicate flowers. Played properly, they are the backbone of many corps and alliances with the ability to draw out the foolish into exposing themselves to local fleets.
Teamwork, combined with the intel that I suggested in the OP, would make mining ops the worst target to consider in low or null.
Now, if you refer to solo players without support, they will always be at a disadvantage outside of high sec. This idea hardly makes that any worse, and in fact gives them the chance to use their wits to better survive.
Try not to make so many assumptions on my motivations. If you have questions or points to raise, I will be happy to respond. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Hans Momaki
State War Academy Caldari State
22
|
Posted - 2012.10.08 22:18:00 -
[109] - Quote
Nikk Narrel wrote:Hans Momaki wrote:End of the line - consider the whole picture, instead of "how to make my playstyle easier". This is what happened with your suggestion, and it's a bad suggestion because of it. You misunderstand me. I mine more than anything else, mostly on my alts. I also fly Logis, and CovOps up to and including black ops. Parts of my " playstyle" would be changed, definitely. The part you find me not agreeing with you about, is this: This will give both miners and your piwates the ability to put in more effort, in exchange for better results. Miners are not delicate flowers. Played properly, they are the backbone of many corps and alliances with the ability to draw out the foolish into exposing themselves to local fleets. Teamwork, combined with the intel that I suggested in the OP, would make mining ops the worst target to consider in low or null. Now, if you refer to solo players without support, they will always be at a disadvantage outside of high sec. This idea hardly makes that any worse, and in fact gives them the chance to use their wits to better survive. Try not to make so many assumptions on my motivations. If you have questions or points to raise, I will be happy to respond.
First of, I appologize if you are not that kind of "piwate" ( Those are the peeps most upset about local, usually coming up with "remove Intel so I can haz more miners on KB, because it bugs me that they are warping off!").
Actually, what you really want to do is more effort for less reward.
Currently, all you need is local and a quick D-scan to know whats going on. It is easy enough - you see a neut in local - you hit D-Scan - you see how many (local) and which ships (D-SCAN). If it's a cloacky - you won't see any unfamiliar ship.
Your suggestions will result in less reward, for more effort. I have to upgrade my ship's sensor strength, or add additional effort in form of dedicated scan-ships/pilots, for a "oh, there might be something" on my overview?
On the other side, cloaky's won't be detectable in a reasonable timeframe (i.e - you can't detect them before it is too late)?
srsly?
|

Loius Woo
Sebiestor Tribe Minmatar Republic
217
|
Posted - 2012.10.09 01:48:00 -
[110] - Quote
Hans Momaki wrote:Nikk Narrel wrote:Hans Momaki wrote:End of the line - consider the whole picture, instead of "how to make my playstyle easier". This is what happened with your suggestion, and it's a bad suggestion because of it. You misunderstand me. I mine more than anything else, mostly on my alts. I also fly Logis, and CovOps up to and including black ops. Parts of my " playstyle" would be changed, definitely. The part you find me not agreeing with you about, is this: This will give both miners and your piwates the ability to put in more effort, in exchange for better results. Miners are not delicate flowers. Played properly, they are the backbone of many corps and alliances with the ability to draw out the foolish into exposing themselves to local fleets. Teamwork, combined with the intel that I suggested in the OP, would make mining ops the worst target to consider in low or null. Now, if you refer to solo players without support, they will always be at a disadvantage outside of high sec. This idea hardly makes that any worse, and in fact gives them the chance to use their wits to better survive. Try not to make so many assumptions on my motivations. If you have questions or points to raise, I will be happy to respond. First of, I appologize if you are not that kind of "piwate" ( Those are the peeps most upset about local, usually coming up with "remove Intel so I can haz more miners on KB, because it bugs me that they are warping off!"). Actually, what you really want to do is more effort for less reward. Currently, all you need is local and a quick D-scan to know whats going on. It is easy enough - you see a neut in local - you hit D-Scan - you see how many (local) and which ships (D-SCAN). If it's a cloacky - you won't see any unfamiliar ship. Your suggestions will result in less reward, for more effort. I have to upgrade my ship's sensor strength, or add additional effort in form of dedicated scan-ships/pilots, for a "oh, there might be something" on my overview? On the other side, cloaky's won't be detectable in a reasonable timeframe (i.e - you can't detect them before it is too late)? srsly?
You are an idiot and you just don't get it.
Thanks for playing.
Good day. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
613
|
Posted - 2012.10.09 13:42:00 -
[111] - Quote
Hans Momaki wrote:Actually, what you really want to do is more effort for less reward.
Currently, all you need is local and a quick D-scan to know whats going on. It is easy enough - you see a neut in local - you hit D-Scan - you see how many (local) and which ships (D-SCAN). If it's a cloacky - you won't see any unfamiliar ship.
Your suggestions will result in less reward, for more effort. I have to upgrade my ship's sensor strength, or add additional effort in form of dedicated scan-ships/pilots, for a "oh, there might be something" on my overview?
On the other side, cloaky's won't be detectable in a reasonable timeframe (i.e - you can't detect them before it is too late)? That which has no value is often free.
Local as intel is at best improvising. You have no quality judgement possible on the information, since it was meant simply to let you know who would be able to see your comments in a chat channel.
Are they AFK / Docked / Cloaked while AFK / Mining / Ratting / Missioning / Bearing down on your position with a fleet or a cyno with a fleet behind it?
Local will never clarify this. Nor should it be expected to. You know that person can see your chat comment if they look at their local chat window. It's responsibility to you ends there.
Your ship's sensors should be used for all tactical and strategic information of a first hand nature. Chat channels should be used to chat, and while that can certainly include comments about intel, it should always be considered second hand at best.
This is a space ship game with a social aspect. Not a social network game using space ships. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Aliastra Gallente Federation
43
|
Posted - 2012.10.09 20:45:00 -
[112] - Quote
Nikk Narrel wrote:[quote=Hans Momaki] This is a space ship game with a social aspect. Not a social network game using space ships.
Liked |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
621
|
Posted - 2012.10.10 17:51:00 -
[113] - Quote
Teshania wrote:Nikk Narrel wrote:[quote=Hans Momaki] This is a space ship game with a social aspect. Not a social network game using space ships. Liked Thank you much! :)
Bump for more... Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
622
|
Posted - 2012.10.12 13:34:00 -
[114] - Quote
Imagine playing a game where you had to rely on sensors to know what was around you.
If knowing was important to you, you could learn how to use your sensors better. Many would seek different paths, giving you an advantage because you could know more about what was around your ship than they could.
For special missions, where your sensor skills were of primary value, you could use ships with specialized sensor capabilities, and modules designed to enhance that hardware even more. You are the scout, maybe even one employing covert means to spy on those who oppose your allies successes.
Now imagine that all being meaningless, because a chat channel hands out the intel for free, even things that should not be available such as stealth ships.
Let's leave the social aspects to the chat channel. Intel is worth only what it takes to earn it.
Let's make intel valuable. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
624
|
Posted - 2012.10.15 14:47:00 -
[115] - Quote
Imagine cloaked ships not showing up in local, at least not in a way that was useful as intel.
Imagine any value intel had required it to be gained by your ship sensors. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
76
|
Posted - 2012.10.15 16:20:00 -
[116] - Quote
YES!
(bump) |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
632
|
Posted - 2012.10.18 20:28:00 -
[117] - Quote
Mary Annabelle wrote:YES!
(bump) More bumps! I love these things!
...reaches for pancake bump syrup.... Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Devon Krah'tor
Magis.Erudire.Ratus.Knoen
2
|
Posted - 2012.10.24 16:13:00 -
[118] - Quote
+1 Immersive intel gathering/ships sensors vs CHATBOX
do it ccp Greater.Insight.Skill.Knowledge |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
643
|
Posted - 2012.10.24 20:08:00 -
[119] - Quote
Devon Krah'tor wrote:+1 Immersive intel gathering/ships sensors vs CHATBOX
do it ccp It is good to know the ideas have some traction! Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Bender 01000010
EVE-RO Fidelas Constans
47
|
Posted - 2012.10.25 08:37:00 -
[120] - Quote
+1 |

Teshania
Aliastra Gallente Federation
44
|
Posted - 2012.11.06 13:06:00 -
[121] - Quote
When can my space ship sensor panel up and running, i'm tired of beating on the damn thing to get something worth a damn to display being some what realistic, and all i keep getting is static, some numbers... Really come on get with the times, i feel like i'm flying something built and designed back on Earth itself o.O is this not suppose to be NEW Eden?!?! |

Captain CarlCosmogasm
Cosmogasm
3
|
Posted - 2012.11.15 16:24:00 -
[122] - Quote
I like the ideas.
I don't think a ship should be able to detect or identify a shuttle at the same range it would detect or identify a battleship. Scan quality should depend on the target's range, its sig radius, and the focus (angular width) of the scan. Also just because a scan has a 10+ AU range doesn't mean it should have the fidelity to detect something that far out, let alone identify it. Think of the current scan probe system for reference. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
17
|
Posted - 2012.11.15 17:21:00 -
[123] - Quote
+1
Ill be honest, I havent read the whole thread, but heres my take on it.
I like the idea of 'sonar in space'. I think that it opens some possibilities that haven't previously been available.
Passive - Pings increase and decrease in their spacing dependant on D-scan range setting, giving more accurate readouts at closer ranges. Various objects can be picked up depending on the D-scan/overview settings. Ping time could also be decreased by the appropriate sensor skill
Active - Perhaps a good role for an active module. During activation, replaces passive radar output with active output. 3 second cycle, 1 ping per cycle. Low to medium activation cost. Very close range, 20km +7.5% per level in appropriate sensor skill, (max being 27.5km.) Capable of detecting the presence of a cloaked vessel, (not its identity, size or designation, just its prescence and approximate direction and distance.) The downside of active pinging is massively increased signature radius as well as an obvious audio/visual output, (the sneaky T3 stalking you will be able to see and hear your active pinging effort, not to mention that you will be lit up like a Christmas tree.)
(This active range would allow an opportunity to get advance warning of close up stalkers, as well as nail afk cloakers if you know their safespot. Even has potential for interupting cloakers at gates.
Also, maybe have the radar show up in a colour appropriate to the ships racial alignment.
Every other "NERF AFK CLAOKING TOO OP BLAH BLAH BLAH" thread I've read I have been against the ability to detect cloaking in any form. But this seems pretty cool, interesting, innovative and has a suitable downside. If there was ever going to be a way to spot cloakers, this is the only way I can see it being even remotely viable. MODULAR DRONES
MORE ORE SHIPS |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
729
|
Posted - 2012.11.15 17:28:00 -
[124] - Quote
Hakan MacTrew wrote:I like the idea of 'sonar in space'. I think that it opens some possibilities that haven't previously been available. Sonar in space, as many would point out, is not what this is. (Sonar being sound based, no sound in space, blah blah blah)
Accepting that, sonar is an excellent analogy for this. Energy waves react and behave a lot like we expect sonar to do in movies about submarines hunting each other.
With a few tweaks, it COULD be the basis of hunting any ship, including cloaked. Please understand, however, I am not advocating for hunting cloaked vessels unless it is balanced. Balance has been discussed and agreed upon for this, as cloaked vessel awareness must be earned by effort. (You gotta figure out they are there using effort, no chat channel roster cheat sheet tipping you off) (Translation: they are not listed and known to be present because of local chat) Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
18
|
Posted - 2012.11.16 13:34:00 -
[125] - Quote
I do understand the rudimentary laws of physics, including no sound in a vacuum. It was meant as an analogy. Energy waves seem the most likely candidate, totally with you on that one.
You gave me an idea though. It's probably come up before, but how about removing cloakers from local? Not only could no-one tell if they were there, but they can't see anyone else either. Cloaky Intel gathering would be a lot harder. MODULAR DRONES
MORE ORE SHIPS |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
741
|
Posted - 2012.11.16 14:37:00 -
[126] - Quote
Hakan MacTrew wrote:I do understand the rudimentary laws of physics, including no sound in a vacuum. It was meant as an analogy. Energy waves seem the most likely candidate, totally with you on that one.
You gave me an idea though. It's probably come up before, but how about removing cloakers from local? Not only could no-one tell if they were there, but they can't see anyone else either. Cloaky Intel gathering would be a lot harder. Indeed it has been suggested. By many others and myself.
It is also the best solution I have ever heard for it, then and now. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Penny Ibramovic
Wormhole Engineers Greater Realms
40
|
Posted - 2012.11.16 16:31:00 -
[127] - Quote
Nikk Narrel wrote:4.) Wormholes are a unique experience in EVE, and I have not spent enough time in them to say whether or not this would be a good fit for them. Unless CCP felt otherwise, I would leave them as is.
This would be terrible for w-space. See, for example, how to hunt in w-space using d-scan. Passive d-scan would not offer enough information to hunt a target, and any active ping would immediately reveal your presence.
Yes, it is possible to use probes, but the whole concept revolves around using d-scan to know where to put your probes so that they are visible for as short a time as possible.
This active/passive radar would fundamentally change w-space for the poorer. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
741
|
Posted - 2012.11.16 17:02:00 -
[128] - Quote
Penny Ibramovic wrote:Nikk Narrel wrote:4.) Wormholes are a unique experience in EVE, and I have not spent enough time in them to say whether or not this would be a good fit for them. Unless CCP felt otherwise, I would leave them as is. This would be terrible for w-space. See, for example, how to hunt in w-space using d-scan. Passive d-scan would not offer enough information to hunt a target, and any active ping would immediately reveal your presence. Yes, it is possible to use probes, but the whole concept revolves around using d-scan to know where to put your probes so that they are visible for as short a time as possible. This active/passive radar would fundamentally change w-space for the poorer. As you noted, I would not try to enforce this onto W-space without better informed guidance.
As you mentioned probes, it might be worth noting a cloaked vessel can certainly use probes, and D-Scan can certainly see probes.
Passive, as you may infer, is great at taking in data without exposing you. This would include probe data, since in order to gather their data, probes effectively emit an active scan pulse. Now, the passive ship won't get the data from the probes, but they will know the probes are out there, and possibly a general sense of direction and / or distance. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
18
|
Posted - 2012.11.16 18:58:00 -
[129] - Quote
Penny Ibramovic wrote:Nikk Narrel wrote:4.) Wormholes are a unique experience in EVE, and I have not spent enough time in them to say whether or not this would be a good fit for them. Unless CCP felt otherwise, I would leave them as is. This would be terrible for w-space. See, for example, how to hunt in w-space using d-scan. Passive d-scan would not offer enough information to hunt a target, and any active ping would immediately reveal your presence. Yes, it is possible to use probes, but the whole concept revolves around using d-scan to know where to put your probes so that they are visible for as short a time as possible. This active/passive radar would fundamentally change w-space for the poorer.
I think my take on the passive/active radar would still work well with W-Space. I suggest the passive radar be used in conjuction with the overview, giving a 3D readout of the overview. I would give the passive radar a range of about 1,000km, roughly double the size of a grid
I would keep the current D-scan as well, it is a radar in its own right, (it just cannot tell you where someone is without a lot of leg work. MODULAR DRONES
MORE ORE SHIPS |

zus
Celestial Argonauts HELL4S
18
|
Posted - 2012.11.16 20:59:00 -
[130] - Quote
Sounds good it makes sense. |

Ellente Fervens
Saiph Industries Talocan United
3
|
Posted - 2012.11.16 22:04:00 -
[131] - Quote
Posting here cause you dropped by my suggestion.
I completely agree dscan needs a rework and this seems like a reasonable direction to take it.
I just wanted something that could be put in the game now rather than something that may require and entire production cycle to sort out.
|

Nikk Narrel
Infinite Improbability Inc Mordus Angels
772
|
Posted - 2012.12.04 20:40:00 -
[132] - Quote
Bumping for attention. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
791
|
Posted - 2012.12.11 17:37:00 -
[133] - Quote
Bumping for Intel tool reference Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
87
|
Posted - 2012.12.19 19:23:00 -
[134] - Quote
The OP here: This this this!!!
Someone please raise the bar on intel, this is really dumbing down the game to levels of duhhhh...
Seriously, it's like local blurts out: Simon says GET SAFE every time the wrong pilot enters. Where is the effort being made to earn that intel? |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
949
|
Posted - 2012.12.31 14:30:00 -
[135] - Quote
Mary Annabelle wrote:The OP here: This this this!!!
Someone please raise the bar on intel, this is really dumbing down the game to levels of duhhhh...
Seriously, it's like local blurts out: Simon says GET SAFE every time the wrong pilot enters. Where is the effort being made to earn that intel? Suggesting an effort needs to be made is the first step.
I see it being taken for granted too much that local is not only the proper source for intel, but that the counter being used needs to be nerfed so the more risk averse can operate in a less stressful environment.
That's about one step away from needing to ask permission before engaging in PvP, since local can reliably be used to avoid unwanted fights. If only those AFK cloaked vessels would stop messing it up... Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
986
|
Posted - 2013.01.04 19:20:00 -
[136] - Quote
Bumping for blueberry muffins.
What? Pilots need more than just burritos and hot pockets... just sayin! Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Maximus Andendare
Future Corps Sleeper Social Club
51
|
Posted - 2013.01.05 03:27:00 -
[137] - Quote
Tchulen wrote:Nikk Narrel wrote:Cloaking should be effectively a contest of skills. The detection abilities of the target versus the cloaking abilities of the hunter. Agreed as long as the result of the contest with maxed out skills is in favour of the cloaked ship. The issue with it being the other way around is everyone would just max out the skill required to see cloaked ships as quickly as possible and then cloaks would become pointless. Other than that, great idea. The simple fix to this issue of "zomg my cloaking ship can't gather all the intel and be completely safe doing it!" is just to exploit that we already have ships that are specifically designed to be sensor platforms.
Anathemas, Helioses, Buzzards and Cheetahs are all specialized T2 ships that are designed to be scanning platforms. All they'd need is a role bonus or similar that'd enable them to gather intelligence via their sensors and not negatively impact their cloaks.
To the OP, this idea is fantastic. I've been wondering what sort of changes will be made to local to lower its position as a huge crutch that doesn't really require people to use their brains and intel networks. I mean, in wormhole space, we deal with the lack of information in local all the time, and we still get good fights and have intel about our surroundings.
edit: also to the OP, I abhor people who bump their own threads. If people care about what you posted or what you have to say, then your thread will live on organically without you having the need to bump it. |

Mary Annabelle
Moonlit Bonsai
99
|
Posted - 2013.01.07 17:26:00 -
[138] - Quote
Maximus Andendare wrote:edit: also to the OP, I abhor people who bump their own threads. If people care about what you posted or what you have to say, then your thread will live on organically without you having the need to bump it.
LOL
Popular ideas, maybe. Joelinux did an amazing popular thread about a frozen corpse needing clothes. It was a lot of fun, no kidding.
Good ideas--- everyone else expects someone else to jump over it, maybe they think that they don't say the right things well enough. Its not that a good idea needs help, but its the one that actually deserves it. |

Jessica Danikov
Ubuntu Inc. The Fourth District
60
|
Posted - 2013.01.09 14:26:00 -
[139] - Quote
Nikk Narrel wrote:Mary Annabelle wrote:WH pilots have shown we can play without local.
Is everyone else trying to say these pilots are that much better, and only they can do this? Aw heck no! Most pilots have just gotten so used to the idea that local hands them free intel, that they are simply resisting change.
Everyone resists change, otherwise life would be chaos.
I wouldn't say that WH pilots are better (well, a little bit, they just have different skills/mentalities/habits). What they have done is chosen a different experience- that's the beauty of EVE, you're offered that choice, rather than having some twerps believing that a certain form of gameplay is superior and should be forced on everyone.
One of the biggest aspects of EVE is attention- as you get deeper into EVE, the game requires more and more attention for you to survive. In hisec, you can get away with watching local while at war, and maybe d-scan while in expensive ships. In lowsec and nullsec, local becomes more important, intel channels start to play a part, and d-scan can be more useful in dealing with situations. Finally, in w-space, d-scan and a good, friendly gang become the only tools in your disposal.
W-space is a very intensive and often draining form of gameplay. Some people burn out or bore of all the scanning and probing involved and will take breaks. Nullsec is the same, some people need to retreat to hisec for a gentler experience. There's nothing wrong with that, if anything it's a quality of EVE. There is some shame in that some people are so attached to their safety-net that they never explore beyond it, and they already have to enjoy general derision by the greater community for that activity, but ultimately they pay subscription and help keep the game afloat, so they will always be catered to by people who do understand that EVE is not a one-note game and has a lot of things for an arrangement of people with different tastes and attitudes. People who think that great features like not having local in w-space should be homogenised across null or all of EVE are just totally missing the point.
EVE isn't broken like this. Your attitude is the problem. You do have good and interesting ideas, and by all means, go out there, implement them, see if they make for an interesting game. However, EVE is not your playground and your idea is far too complex and untested for the EVE community to be your test guinea pig for something that might not even work, and it's a joke that you think that such a radical change might get lifted out from the forums, let alone occur at all.
There are some pitfalls with your idea that would be worth discussion, but not inside the context of trying to unnecessarily wedge them into EVE. |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
1018
|
Posted - 2013.01.09 15:03:00 -
[140] - Quote
I shortened this for simplicity, her post is visible in complete form above this, obviously.Jessica Danikov wrote:Everyone resists change, otherwise life would be chaos... Oh my.
You must forgive my non acceptance of your base logic, as I disagree with it. You are connecting resistance to change as an idealistic issue. While possibly noble in specific cases, more often it is simply because change takes effort, and human nature despises any effort that is not seen as necessary.
That is the biggest obstacle EVE has in this case: the human nature of the players is pushing them to compete with the least possible amount of effort, and frankly free intel caters to this shamelessly. The problem is that we have a section of the game meant for this play style, high sec. The fact that local chat can be used to effectively duplicate it is exactly what created AFK Cloaking.
The experience in high sec belongs exclusively in high sec. The rewards in low and null were never meant to be offered without accepting higher levels of risk, and that is not happening here.
My idea offers a reasonable means of properly playing the game, one where use of a chat channel offers a lesser reward than can be achieved by proper effort with real sensors. Right now it is foolish to use sensors, as the chat channel gives more useful information according to most needs. That is a perfect example of a broken mechanic.
WH space is not defined by a single difference, as your argument suggests. You are simply pointing out it's more notable one, the difference in local chat. There are three other major differences alone that make it drastically different from null sec, let alone low or high sec. For reference: No Outposts, No Market, and specifically limited access for entry, make this section of space a unique play experience above and beyond the simple absence of local chat's pilot roster alone.
As to my idea being expected for direct insertion, don't be ridiculous. No idea on these forums stands scrutiny with that expectation.
It simply offers a more balanced and mutually play respective approach than: "nerf cloaks K thnx bye!" Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Mary Annabelle
Moonlit Bonsai
101
|
Posted - 2013.01.10 19:03:00 -
[141] - Quote
Change equals chaos?
LOL for screwy arguments based off that one. |

Mary Annabelle
Moonlit Bonsai
101
|
Posted - 2013.01.20 18:32:00 -
[142] - Quote
Still have not seen a comprehensive sensor idea better than this one. |

Nick Asir
Triple Helix Corporation
6
|
Posted - 2013.01.20 19:03:00 -
[143] - Quote
eve is already submarines in space, makes sense to add sonar type sensors. |

Nikk Narrel
Infinite Improbability Inc Unclaimed.
1284
|
Posted - 2013.02.07 20:57:00 -
[144] - Quote
Nick Asir wrote:eve is already submarines in space, makes sense to add sonar type sensors. Inspired by sonar indeed.
And somewhat fitting, considering the comparison to fluidic space I have heard the flying described as. (Limited top speed, ships slow down on their own when not under power, etc) Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Unclaimed.
1313
|
Posted - 2013.02.12 23:17:00 -
[145] - Quote
Intel should be competitive, and demand effort.
I want to be able to make a better effort than my counterpart, and succeed more than he does because of it.
This is a competitive game. Let's compete. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Teshania
Skittish Endeavors
50
|
Posted - 2013.02.13 18:33:00 -
[146] - Quote
This would bring in a good "Real" aspect into the game, by implementing a GUI Read out of a "D-Scan" type mod that can been used Tactile and relayed to the bigger Fleets. This would be Ideal to create small "Wolf" packs in eve, and make it a valuable asset to any FC in this game, regardless of what there end mission is. |

Sarok Zateki
Marabu Red Cat Nomad Society
1
|
Posted - 2013.02.15 04:08:00 -
[147] - Quote
will add immersion to the game, help with the hostile in system warp out problem, and keep current "occupations" still viable.
and those wolfpacks could be used to secure areas before a fleet battle. |

anishamora
Atelierele Grivita
17
|
Posted - 2013.02.15 08:27:00 -
[148] - Quote
I really really like the idea. I mean, let's face it, people that usually use D-Scan will mash the button every second causing unnecessary traffic/load (as little as it might be) and it's an artificial hindrance - make it cycle at regular intervals.
I also agree with the proposed changes to interaction with allies, cloaked ships and local (that needs to lose it's free-intel role). |

Nikk Narrel
Infinite Improbability Inc Unclaimed.
1442
|
Posted - 2013.03.11 21:18:00 -
[149] - Quote
anishamora wrote:I really really like the idea. I mean, let's face it, people that usually use D-Scan will mash the button every second causing unnecessary traffic/load (as little as it might be) and it's an artificial hindrance - make it cycle at regular intervals.
I also agree with the proposed changes to interaction with allies, cloaked ships and local (that needs to lose it's free-intel role). I agree.
We can have a lot of fun if we get to play, and not just watch local chat do it for us. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Daenel
Perkone Caldari State
0
|
Posted - 2013.03.15 17:41:00 -
[150] - Quote
Bump for an awesome idea, one of the better ones around to actually make gathering intel more interesting. Paired with delayed local in null it would make using sensors a lot more important than currently.
For WH space it would save a lot of hassle of spamming the scan button although as for cloaking it'd have to be very carefully balanced not to make it useless. |

Nikk Narrel
Infinite Improbability Inc Unclaimed.
1479
|
Posted - 2013.03.15 18:04:00 -
[151] - Quote
Daenel wrote:Bump for an awesome idea, one of the better ones around to actually make gathering intel more interesting. Paired with delayed local in null it would make using sensors a lot more important than currently.
For WH space it would save a lot of hassle of spamming the scan button although as for cloaking it'd have to be very carefully balanced not to make it useless. Thank you for your feedback, it is appreciated. I wish more were able to see this as objectively as you seem to.
I hate to state the obvious after seeing so many threads do the same, but players relying on local has become a center point for too much game play.
Because of it, and players trying to counter it, we have AFK Cloaking, Hot Dropping, and dumbing down of strategies to the point where blobbing is the only practical option far too often.
I really wish they would test this for themselves, and not just the extreme example of wormhole space either. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Unclaimed.
1669
|
Posted - 2013.04.30 19:59:00 -
[152] - Quote
Bump for radar.
We don't need to be carried when we can walk on our own. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Unclaimed.
1684
|
Posted - 2013.05.08 20:57:00 -
[153] - Quote
It's about having fun, and not just watching from the distance. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

joshua mckayne
Laststar Industries Inc. The Aurora Shadow
2
|
Posted - 2013.05.15 03:16:00 -
[154] - Quote
+1 for a great system idea. |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
1934
|
Posted - 2013.06.24 19:38:00 -
[155] - Quote
joshua mckayne wrote:+1 for a great system idea. I appreciate the positive feedback, Thank you!
Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2082
|
Posted - 2013.07.16 15:57:00 -
[156] - Quote
It's that time again, D-Scan is being mentioned! Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Wormerling
Pegasus Unity Bloody Artillery
190
|
Posted - 2013.07.19 20:02:00 -
[157] - Quote
Okay, the head post is pretty vague, but I guess I've caught the idea while reading though thread posts. I'm going to leave a positive feedback, but some particular points look dispute. That way I'm supporting the general mind of the author and of the most people who posted there as well. My main concerns include cloaking detection, equipment that have to be used in the process, and the idea of skills impact on the system. But let me start from the beginning.
Local First of all, my vision of the problem of local chat: local shouldn't be used to gather intel. Period. I personally support the following solution: http://oldforums.eveonline.com/?a=topic&threadID=990533 In a nutshell. There are two modes: broadcast and silent. While in broadcast mode you see and can chat with everyone who are also in broadecast mode in the same system. People in silent mode doesn't see anyone in chat at all. This is spiritually close to what is proposed in this thread for d-scan, so I suggest below that local is either works like this or it is in delayed mode.
Scanning games This said, I want to point out my vision of the scanning overall. I'm seeing it as a game between two or more parties with no shoots made. These two parties are usually attacker and defender (of course one may easily think of the other possibilities but l'm going to stop on this case as the most important). In this game the so called defender loses when it's location is revealed. The attacker loses when his identity is revealed before defender has lost. It's really simple.
How it works now We all know how the scanning system is currently working, but I'll examine it from the perspective of the game. The defender is sitting in drake and killing rats or mining rocks in a mining barge and constantly hitting the scan button looking for an unkown vessel or probes on scan overview. The attacker is trying to cloak after jump or drop his scanning probes as fast as he could and rely on God and the laziness of the defender. This is just plain, stupid and as a consquence is not fun at all. I believe many of us wished this activity was less repetitive and involved more intelligence for both the attacker and the defender.
My vision Here comes the author with his idea described in the head post. My point of view is as follows. The system shouldn't require using any ship equipment or largely rely on skills. Then I think that a speparate customizeable overview should be used for all non-grid objects in space (yes, gates, planets and the other warpable objects included too, but it isn't important for the following discusstion). The d-scan window works well for this kind of overview, but needs lots of love from developpers to include customizeable persets (that are independent from general overview) and other stuff (more about it below). In this case an act of active scan happens when pilot hits the scan button: the ship sends a burst of gravitational waves to scan the surroundings and by that act reveals it's own identity in some way. There should be an option to put this activity in the repeat mode when scan is automatically hit every N seconds (where N is customizeable). In this terminology the passive mode is just a strategy when pilot doesn't use the scan button at all, but only watches the scan overview window for active scans (as proposed they appear automatically on overview in some form).
D-Scan result strength Now let me elaborate deeper into my vision on how the new scanning system should work. D-Scan results should also have some kind of "strength" much like probe results. The important difference here that I want to stress is that at 100% it doesn't give you a warpable point like with probes. After all, probes should remain probes and D-Scan is proposed to be used for intelligence. A 100% D-Scan result only shows the maximum intelligence possible: the name of the object, approximate distance and direction on the sky overlay (pretty accurate), and if it's the ship it shows the pilot or says that the ship is empty (for POSes, containers and wrecks shows the owner as well). At 0% it shows only that there is an indefinite object and probably it's mass and very vague information about distance and direction. Then the palette of various result strengths from 0% to 100% may gradually increase the accuracy of distance and direction detection and show the class of an object (ship, deployable equipment or structure) at approx 35% and class of the ship at let's say 75% (of course numbers aren't important ATM).
The look of D-Scan overview Further about D-Scan overview. The overview must automatically collapse all similar results under folders. For example I don't want to see a list of 68 indefinite objects each occupying a separate line, I just want to see one folded line that says there are 168 of them with a total mass of 42b kg. Then I probably don't want to see 12 containers or 50 wrecks as well and so on. That way, only results that are at 100% are showing each on separate line with the rest gathered by their type under folds that I can open any time and look specificaly when I need. This is not everything. Since the delayed nature of the scanning results there should be a column that shows the age of the result. I may want to sort my D-Scan overview by age to see new results appear on top of the list. Moreover, the difference between the current and the previous scan result should be highlighted in color: I want to see new results in some color that is slowly fading out with time.
More in the next post. |

Wormerling
Pegasus Unity Bloody Artillery
190
|
Posted - 2013.07.19 20:02:00 -
[158] - Quote
D-Scan sky overlay These active-passive scan games require some kind of visual notification on the sky. I'm talking about a D-Scan sky overlay. When someone is actively scanning and you catch his signal there is a blink on the skyscaper that is represented by an oval blob of some color (sorry, this is the best I can describe it). The intencity of the blink, the accuracy of the origin point and the fuzziness of the blob depend on the strength of the incoming signal. For instance if someone scans from a distant point you may only receive barely noticeable redness (let's say red is the color) of the sky without a particular direction in the whole plane of the system (much like a milky way is seen on the sky). But if there is a strong scan happening right nearby then you will see a strong blink in a particular direction (like a lighthouse blinks in the night). These blinks doesn't completely fade away from overlay but leave a shadow of color behind. Shadows for each object in the systm sum up and give a static view of the D-Scan results distribution over the skyscaper. I'm sorry for vaguness of the description but when this overlay is on it should look much like planetary resources view projected to the sky that shows approximate distribution of scanning results. Hopefully you'll understand me there.
Range and angle Both active and passive scanning is using these 2 adjustable properties. Objects can't be scanned outside of the cone set by double angle, double range and camera direction. Angle and range here work like falloff for guns, with 50% scanning strength at a distance of range (the same with the angle). The less is the overall volume of the figure the better is the scanning strength of the scan attempt. This implies that if you want to scan distant objects you have to use a long range (which isn't limited to 15au), but that also implies that nearby objects will be seen very faded. On the other hand, if you want to focus on the closer range you won't be able to see the long range results at all. The same with the angle. And the same mechanics also applies to passive scan: you can put it on maxiumum range to catch every active scan in the system, but then you may miss important information if an active scan appears right near to you. It's similar to adjusting your photocamera lens: you can have a great zoom, but you miss short distance objects, or you can adjust it to macro level, but then you can't see anything farther than your nose.
As an addition to range and angle discussion is that an active scan isn't detected from out of the cone described above. In other words, if you didn't found anything, anything didn't found you. Gravitational waves are only send in the particular direction, limited to a particular distance and aren't caught outside.
Passive vs active I can't fully describe why but I feel the following must be the rule of the thumb: the signal strength of the an active scan attempt should be more powerful than the strength of the revealing signal that it sends to the universe. For example, you had an active scan attempt and found an enemy ship at 50% signal strength. You can be sure that the enemy in passive mode receives a base signal from you at strength of 25% (once again, numbers are irrelevant). This signal is a subject to further angle and distance modifiers that depend on the angle and range settings of the enemy ship, but generally the revealing power of the active scan should be stronger than it's unmasking weakness.
Passive scan detection barrier I believe there should be a border below which active scan attempts aren't recognized by passive scanner and are identified a space noise. Let's say if an active scanning attempt reaches you with strength of 10% or less then you aren't notified about it. I believe there should be a little room to stay in the dark with the active scan. That way a cautious pilot may deliberately adjust the strength of the active scan signal to remain unseen by passive observers. This pilot of course won't be getting more information than that there is an object of the approximate mass out there. But don't forget that the passive observer-hunter may also adjust angle and range to amplify weak active scan attempts.
Cloaking I'm very catious besides changing every cloaking mechanics, even if it's only a notification about presence of a cloaky ship. I would stop on the following solution: cloaked ships may do active scan attempts without decloaking on grid overview, but these attempts reveal them on the D-Scan overview for passive observers. People that are actively scanning still can't see any cloaked ships.
Fleet I've seen proposals to share a D-Scan overview with your fleet members. Once again, while this is a nice idea in a nutshell that I'm also carrying for a while, I'm not sure how it should be implemented. In particular if you think carefully how the two or more D-Scan overview results from different ship should compare? The scan result is just an imprint of a particular moment. There might be a ship on your overview that isn't on it's place anymore, this ship may be scanned by your fleet memeber at a different location, then what? both scanning results of the same ship should appear on your overview and the overview of your fleet member? or what? This is a point of great nicety.
Special equipment As I've said I think this ability to passively and actively scan should be available without special equipment. The strength of the active scanning and the sensitivity of the passive scan should depend on the ship scan resolution and signature radius (and/or a mass) of the target ship. I don't think any special modules are necessary, because all equipment that is there to improve or reduce these parameters could be used for the purpose of scanning.
More in the next post. |

Wormerling
Pegasus Unity Bloody Artillery
190
|
Posted - 2013.07.19 20:03:00 -
[159] - Quote
An example Let's say there is a drake ratting in the system. There are two main strategies that drake pilot can take, both have their cons and pros.
The first one is to silently sit there and don't hit the scan button at all. In this case he won't be visible to passive scan observers-hunters. If anyone would try to activate the scan to find drake it's pilot will be immediately notified. However this strategy isn't perfect because drake pilot is run the danger of combat probes, which don't show up on passive scan. That way anyone can probe drake for free.
The second strategy is to set active scan to a fast full strength repeat to look for enemy probes and ships. This time drake pilot is run the danger of cloaked ships that passively see him for free on their overviews. If it's a publicly available spot they can simply warp there and catch drake, if it's a hidden location they will still need to drop probes, but it will be much easier because they already know the position of the drake. |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2120
|
Posted - 2013.07.19 20:20:00 -
[160] - Quote
Very interesting, Wormerling.
Your suggestions would also constitute an overall improvement of the game.
Myself, I kept my ideas modular, since key aspects were not entirely interdependent upon one another. That being said, they do work better as a group.
They happened to evolve at different points, so they are not part of the OP, but are mentioned occasionally in the thread as need indicated.
Here, try this out for size:
Local fixing, so it is still social and yet doesn't offer intel beyond logical limits: https://forums.eveonline.com/default.aspx?g=posts&m=2369739#post2369739
How to hunt cloaked vessels, using as much as possible to balance them fairly: https://forums.eveonline.com/default.aspx?g=posts&m=2668453#post2668453 (Yes, the title specifies the condition that local not hand out their presence for free, a condition which is satisfied by the first thread above)
Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Wormerling
Pegasus Unity Bloody Artillery
191
|
Posted - 2013.07.19 20:41:00 -
[161] - Quote
Oh yes, I know how it happens. There is usually much more that we can say at once. The discussion usually enlights some aspects you forgot to mention. Thanks for links, I'll read them when I got more time. Concepts live within us, evolve and some day you find time to post somthing. I have still to understand your concept more clearly, but as I've said I think our general directions of view match. Thanks. |

gawrshmapooo
Es and Whizz Hedonistic Imperative
22
|
Posted - 2013.07.19 21:58:00 -
[162] - Quote
Furthermore, similar to how submarines rely on passive sonar rather than passive sonar for obvious reasons, going active would make you easier to find, because all the energy involved in active sweeps is easy to track.
Where would combat probes figure in to this? |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2120
|
Posted - 2013.07.19 22:11:00 -
[163] - Quote
gawrshmapooo wrote:Furthermore, similar to how submarines rely on passive sonar rather than passive sonar for obvious reasons, going active would make you easier to find, because all the energy involved in active sweeps is easy to track.
Where would combat probes figure in to this? Probes of any type have a benefit as well as a cost to use.
Benefit: increased range to detect, as current use already defines.
Cost: with scanning now easier and more likely to occur, they are each another opportunity for someone to become aware that someone is watching. Spotting the probe means a ship that launched them is very likely active nearby, especially if the probe is not in the same spot between consecutive scans.
You just alerted your target that they are being hunted. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
2524
|
Posted - 2013.08.19 18:09:00 -
[164] - Quote
Thoughts on active and passive sensor modes:
I would institute active and passive sensor modes.
Passive would emit no energy, and only receive energy from natural and artificial sources. Near a star, where energy is all over and bouncing off of everything, it can be both easier and harder to figure out what you are seeing. Like trying to hear a conversation at an airport, the background noise keeps drowning out what you are looking for. In those circumstances, using an active scanner would be harder for another ship to notice. The artificial signal is buried underneath the wash of energy naturally present.
On the system rim, or other places with low amounts of energy presence that might interfere with sensors, passive mode could be more than enough to use for protection. A sensor signal needs to reach you, and then back again to the sending ship, for an active signal to reveal you. A sensor signal that reaches you, but is not coherent enough to reach back to the sending ship, does not reveal you, but you now know someone with an active sensor array is looking around. Your next move could get you to safety, if they are coming in the wrong direction to avoid you.
I would have detection of warp energy, at the entry and exit points of warp tunnels, give a non specific energy wave to any passive sensor in range. (No significant range here, but if you are close to it you know someone warped in or out close by) (You may not be able to determine if it was coming or going, just a warp burp) Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Phaade
Debitum Naturae WHY so Seri0Us
69
|
Posted - 2013.08.19 18:36:00 -
[165] - Quote
+1 |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
3039
|
Posted - 2013.10.19 13:11:00 -
[166] - Quote
Bumping for another look Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Nikk Narrel
Infinite Improbability Inc Ex Cinere Scriptor
3062
|
Posted - 2013.10.25 19:23:00 -
[167] - Quote
Nikk Narrel wrote:Bumping for blueberry muffins.
What? Pilots need more than just burritos and hot pockets... just sayin! I have since revised this, to correct an error.
Pilots should also have chocolate cake.
The galley has been updated on level three, get some! Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

joshua mckayne
Bubblewrap.
4
|
Posted - 2013.11.11 00:55:00 -
[168] - Quote
this is one of the better ideas i have seen in regards to intel. i love it! i hope ccp would put this or something similar into the game. |

Nikk Narrel
Infinite Improbability Inc Insidious Empire
3219
|
Posted - 2013.11.11 20:25:00 -
[169] - Quote
joshua mckayne wrote:this is one of the better ideas i have seen in regards to intel. i love it! i hope ccp would put this or something similar into the game. Agreed.
It puts player effort as the source for the results, and offers opposing effort a fair chance to counter them. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Wormerling
Pegasus Unity
207
|
Posted - 2013.11.20 07:55:00 -
[170] - Quote
Quote:Passive would emit no energy, and only receive energy from natural and artificial sources. Near a star, where energy is all over and bouncing off of everything, it can be both easier and harder to figure out what you are seeing. Like trying to hear a conversation at an airport, the background noise keeps drowning out what you are looking for. In those circumstances, using an active scanner would be harder for another ship to notice. The artificial signal is buried underneath the wash of energy naturally present. Don't forget that near the sun active scan must emit hundreed times more energy as well, because the scanning ship must receive the signal back and distinguish it as well. It's actually a nice idea as it is: to have areas in the system where scanning is less or more efficient. It doesn't matter how you explain the thing: EVE is not real in any way, it does only matter how it fits into gameplay.
Quote:I would have detection of warp energy, at the entry and exit points of warp tunnels, give a non specific energy wave to any passive sensor in range. (No significant range here, but if you are close to it you know someone warped in or out close by) (You may not be able to determine if it was coming or going, just a warp burp) This is a nice idea as well. I was thinking of it in context of removing warp gates and making a free travel between stars. It worked this way: when you do an interstellar jump you manage to land at a random point in the system. The energy that is emitted upon exit is so strong it can be detected as a warpable point for a passive scanner. The same works for a preparation for an interstellar jump: while drives are heating they emit large amounts of energy and are able to be detected by the scanner. |

Nikk Narrel
Moonlit Bonsai
3543
|
Posted - 2013.12.09 16:52:00 -
[171] - Quote
Bump with small note:
This idea can coexist next to current local, because it doesn't give a means to actually hunt cloaked ships, just know that something undefined is using a cloak in your range.
That being said, it can be more relevant for that virtue alone, you know a cloak is operating within your range, not just at some remote corner of the system itself. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Harlon Cordarii
Asurient Collective
13
|
Posted - 2013.12.09 20:35:00 -
[172] - Quote
+1
This is probably one of the best threads I've found in the Ideas section. I wonder how difficult it would be to implement. I like the idea that a ship's sensor strength plays a larger role than just keeping yourself from getting jammed.
It's also worth noting that the lack of single word negative comments such as, "no," is very refreshing. |

Nikk Narrel
Moonlit Bonsai
3882
|
Posted - 2014.01.14 18:33:00 -
[173] - Quote
The overview is already in the game.
The players being able to choose whether they want sensor contacts added in is simply a step in it's evolution.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Nikk Narrel
Moonlit Bonsai
3955
|
Posted - 2014.02.18 18:01:00 -
[174] - Quote
Give a man a fish, and he may be confused by it.
I mean, seriously, why are you going around handing out fish? Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Nikk Narrel
Moonlit Bonsai
4042
|
Posted - 2014.03.18 16:27:00 -
[175] - Quote
For those seeking sensor improvement, I think this thread is a good read.
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Grayland Aubaris
Ocellus Technology
36
|
Posted - 2014.03.18 22:43:00 -
[176] - Quote
Not sure if anyone has brought this up, but there used to be a radar of sorts in EVE back in the day ...
EVE online Radar |

Mazzara
Gale Force Contractors
7
|
Posted - 2014.03.18 23:36:00 -
[177] - Quote
+1 I dont care for most peoples anti-local ideas, but yours op is pretty good. Im game! |

Nikk Narrel
Moonlit Bonsai
4046
|
Posted - 2014.03.19 13:00:00 -
[178] - Quote
Mazzara wrote:+1 I dont care for most peoples anti-local ideas, but yours op is pretty good. Im game! Much appreciated.
I hope many more come to see this the same way. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Rahh Serves
Collective Industrial Confederation Silent Forge
0
|
Posted - 2014.03.19 13:11:00 -
[179] - Quote
i know i m a carebear in your eyes i dont like the idea since i mine and 2-3 sec delay means death without exeption even skiffs are spacedust
and not all people have x accs or are in corps with 100 active members |

Nikk Narrel
Moonlit Bonsai
4047
|
Posted - 2014.03.19 13:25:00 -
[180] - Quote
Rahh Serves wrote:i know i m a carebear in your eyes i dont like the idea since i mine and 2-3 sec delay means death without exeption even skiffs are spacedust
and not all people have x accs or are in corps with 100 active members and no pvp guy i know would protect a mining ship while mining never ever and i play 4 years eve mostly in 0.0 Hello Rahh Serves!
I am a miner, as well. Judging from your reply, this is not what you expect, since you point out that you are a miner in a way that implies I need to consider a different viewpoint.
I believe you are missing some things, which your assumptions have glossed over from your view. We are competing with each other.
Every single miner, is competing with every other single miner.
Maybe you have friends, and are in a corporation. Maybe you give some of that ore to the corporation as dues or tribute, cancelling your effective competition for that ore, at least as far as the other corp members are concerned.
BUT, every rock you mine out, is denied to the next guy. Sure, a similar rock might respawn, and they might use that instead, but until it does, you have denied them access to the ore no longer present as a result of your actions.
As a secondary effect, the more ore that gets mined and sold, the less ore the market needs, and the prices rise and fall based on the market's needs. You sell more ore, the next guy finds the prices that much lower when he shows up. Someone buys up more ore reserves, the prices go back up. Basic supply and demand economics, which means the guy who sells to the highest prices makes the most ISK.
Most players want to be that guy, making the most ISK.
You stop gathering ore to sell, when you stop mining. If your competition explodes due to a hostile, and you don't, you suddenly have an advantage that translates into higher potential profit. If the key to not exploding when others do, is increased effort, that then defines how you compete, in order to make more ISK. At least, as a miner.
o7
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Nikk Narrel
Moonlit Bonsai
4164
|
Posted - 2014.04.23 20:14:00 -
[181] - Quote
Let's compete with intel. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Yakima DWB
Baited Sting Interstellar ConVicts
8
|
Posted - 2014.04.24 00:55:00 -
[182] - Quote
+1 |

Phaade
Perimeter Defense Systems Templis CALSF
162
|
Posted - 2014.04.24 07:22:00 -
[183] - Quote
Love it.
Should have been in the game years ago.
CCP doesn't have the required equipment to make a change like this, unfortunately. |

Alvatore DiMarco
Capricious Endeavours Ltd
2140
|
Posted - 2014.04.24 14:49:00 -
[184] - Quote
This thread is from 2012 and it's somehow still unlocked? I'm impressed.
Anyway, I looked over the OP and I like the general premise.
(Did I already post in this? I'm not going to read 10 pages from two years ago..) |

Nikk Narrel
Moonlit Bonsai
4168
|
Posted - 2014.04.24 15:22:00 -
[185] - Quote
Alvatore DiMarco wrote:This thread is from 2012 and it's somehow still unlocked? I'm impressed.
Anyway, I looked over the OP and I like the general premise.
(Did I already post in this? I'm not going to read 10 pages from two years ago..) I feel the spirit of this idea holds what many of us hope for in EVE.
Will it ever be made into part of the game? Maybe, but at the very least I hope the devs know this spirit is waiting here.
(BTW, I checked, this is your first post here, so Welcome!)
 Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Nikk Narrel
Moonlit Bonsai
4254
|
Posted - 2014.06.02 17:49:00 -
[186] - Quote
Every so often I see references to players considering how useful it would be to have options, like adding bookmarks or scan data to the overview.
(I still think it is odd to have some of these points of interest not on the overview, rather than as highlighted click here items)
Sometimes the existing tool such as the overview is perfect, in my opinion. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |
|

ISD Ezwal
ISD Community Communications Liaisons
1472

|
Posted - 2014.06.03 00:29:00 -
[187] - Quote
There are and have been many discussions on the same subject..
As such, thread closed.
The rules: 16. Redundant and re-posted threads will be locked.
As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
|
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CCP Phantom
C C P C C P Alliance
4490

|
Posted - 2014.07.09 15:44:00 -
[188] - Quote
Unlocked upon request of OP. CCP Phantom - Senior Community Representative - Volunteer Manager |
|

Nikk Narrel
Moonlit Bonsai
4307
|
Posted - 2014.07.09 15:59:00 -
[189] - Quote
Discussion restored, as per the generous action of the above poster.
Please note this thread is NOT about anything but improving our intel tools, using the Overview as the basic framework to build with. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Jessica Danikov
Clan Shadow Wolf Fatal Ascension
364
|
Posted - 2014.07.10 03:35:00 -
[190] - Quote
If we're really going to nercromance this thread, let do some statistics:
Currently has 188 posts made over a ~15 month period (444 days) = 0.42 posts per day Of which 71 have minimal to no content (including +1s and bumps) = 0.26 posts of substance per day overall 108 posts are by the OP = 57% of the thread contribution 29 posts are bumps (15% of the total). 22 of the bumps are by the OP (20% of their personal contribution) If we assume an even ratio of content-to-noise (71/188 = 38% noise) for non-OP posts, there are only 50 non-OP posts of content = 0.11 posts of substance per day not by the OP
I'm not saying this thread doesn't have value, just that it's dead, Jim, and it's painful to see a dead horse resurrected like this. All that can be said has been said- the last post of any substance was 4 months ago.
I don't know when the thread was locked, but the fact that the OP had the thread restored and then proceeded to fail to add new content adds weight to the fact that this thread isn't going anywhere. It should have never been unlocked and needs to go back in the archives where it belongs.
Radar/Sonar... it's a nice idea, plenty of people are in favour of it in a vague sense and have wonderful ideas about how it might work and how cool it might be, but nobody knows how to turn it into a solid, balanced game mechanic and we're hoping developers will be inspired by this thread and one day come up with something like it.
/thread |

Thorr VonAsgard
Never Surrender.
41
|
Posted - 2014.07.10 09:12:00 -
[191] - Quote
It's the same than having the d-scan auto-refresh.
But to easy to avoid fight. |

Nikk Narrel
Moonlit Bonsai
4313
|
Posted - 2014.07.10 13:07:00 -
[192] - Quote
Jessica Danikov wrote:I'm not saying this thread doesn't have value, just that it's dead, Jim, and it's painful to see a dead horse resurrected like this. All that can be said has been said- the last post of any substance was 4 months ago.
I don't know when the thread was locked, but the fact that the OP had the thread restored and then proceeded to fail to add new content adds weight to the fact that this thread isn't going anywhere. It should have never been unlocked and needs to go back in the archives where it belongs.
Radar/Sonar... it's a nice idea, plenty of people are in favour of it in a vague sense and have wonderful ideas about how it might work and how cool it might be, but nobody knows how to turn it into a solid, balanced game mechanic and we're hoping developers will be inspired by this thread and one day come up with something like it.
/thread The forums have rules. Since this thread has defined the topic, it owns the topic by default.
If someone else wants to try a different approach, AKA new content, that would violate the integrity of the thread by nature. A different approach would require a separate thread.
We can refine the idea, we can discuss points of the idea, but the core of the idea defines the thread and must be respected.
Now, there is quite a bit specific to this, not at all vague, especially when you consider post 4's addition of how to handle sov's potential benefit by anchoring broadcast points.
If you think something is too vague, or needs areas defined that have been left out, say so. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Nikk Narrel
Moonlit Bonsai
4313
|
Posted - 2014.07.10 13:12:00 -
[193] - Quote
Thorr VonAsgard wrote:It's the same than having the d-scan auto-refresh.
But to easy to avoid fight. It does not add any method to make avoiding fights easier.
It does make avoiding fights more likely, IF pilots make the effort and pay attention to details. That is most definitely not easier, however, since it demands attention to detail as well as additional effort.
If you consider how often pilots fail to notice a new name appearing in local, as an example, then add in the details that they would need to restart the system with every session change... (every time they come out of warp for most ships, in fact)... The chances for human error or bad judgement multiply greatly. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Thorr VonAsgard
Never Surrender.
41
|
Posted - 2014.07.10 13:46:00 -
[194] - Quote
Mmmh yeah, see like that, It could be a solution.
The pilot will still need to be active and refresh the dscan when non moving. |

Nikk Narrel
Moonlit Bonsai
4313
|
Posted - 2014.07.10 13:56:00 -
[195] - Quote
Thorr VonAsgard wrote:Mmmh yeah, see like that, It could be a solution.
The pilot will still need to be active and refresh the dscan when non moving. Specifically, the idea permits ships that remain on grid with no session change events to have their d-scan cycle continuously.
This would populate the overview, and in many cases be difficult to notice.
For cases where the overview has enough items to enable scrolling: The pilots would need to reverse sort by distance to see any scan item, or use name sorting and hope the items weren't pushed out of view that way. To see things more local, they would need to toggle it back.
It might even be desirable to have a second overview opened, with a special filter selection to only see scanned items. Possibly by filtering their single overview to eliminate enough so they can reliably see the farther items listed as well.
I think that all of this is significantly more effort, and has value most for those pilots interested in raising the quality of their efforts. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Nikk Narrel
Moonlit Bonsai
4352
|
Posted - 2014.08.12 15:13:00 -
[196] - Quote
Another option would be to have d-scan relate to ship speed and sensor boosting. D-scan could be a continuous effect, otherwise. (The ships with counters to energy broadcasting, like the noted ships with covops ability, would be the only ones capable of maintaining detection capability in warp) As pointed out before, sensors would be manually activated or shut down, as they would act similar to a beacon by sending out energy in active mode, which many opponents could detect.
Ship speed could reduce the effectiveness of sensors, as the ship would be throwing out energy in order to maintain it's momentum. (I know, space in theory lacks resistance needing to be overcome, but EVE plays this way) This energy being output by ship propulsion could possibly create a blind spot, simply reduce range by drowning out fainter items, or even both.
Sensor boosting, would work to increase range and reduce blindspots.
Quite possibly they could cancel each other's effects, depending on which had more impact on results for the net result.
Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Nikk Narrel
Moonlit Bonsai
4377
|
Posted - 2014.09.10 13:54:00 -
[197] - Quote
I believe the cycle time for scanning should consider range, both in distance and the degree it is limited to only a narrow directional cone rather than a sphere in every direction.
(I think that I already implied these limits, but did not state them clearly enough for some) This would allow faster cycle time for scans that were not maximum range & directionality.
Restated simply, your cycle time between scan updates would take less time if you were looking at a smaller section of space.
Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |
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