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Oarta
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Posted - 2009.08.18 04:46:00 -
[1]
I know there have been many suggestions and outcries about AFK cloakers. I have not agreed with many of them as they are either to complex to implement and force the Cloaker to work against a system (like having to hit random keys to stay cloaked) or too simple (such as them showing up on D-scan and normal probing them down.)
A cloaked ship, should have some sort of player driven counter; something which another player can work against the cloak itself. I also believe the only totally safe place should be offline or in a station. Otherwise the players should have to be aware of the game and react do dangers.
To this I would like to see a Battleship Sized High Slot Module which could be used to deactivate a cloak as if something had passed within 2,000 meters. The Module should have a long activation time of like 5 minutes with the drawback of being unable to move, dock, or cloak (Similar to Cyno Gens). Additionally, only after the 5 Minute cycle has completed, would a single pulse be sent out to deactivate all cloaks in a system as of the ship has come in close proximity of another object. It would be an instant effect; the cloaker could just reactive their cloak and remain hidden.
This would allow for a tiny chance, during the de-cloak and re-cloak activation time, for someone to be seen or targeted. At the same time, because of the long duration until activation, it would require planning to use and could be easily seen coming.
As for those who choose to cloak and go away from their keyboards for long durations, they would be put on the same field as all of the other pilots; where there is always a danger to be in space and not pay attention.
In all I think this would allow for cloaked Intel gathering with almost no risk, however, for the tenacious players it would give them the possibility of running out a permanently cloaked foe.
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Drake Draconis
Minmatar Shadow Cadre
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Posted - 2009.08.18 06:04:00 -
[2]
Edited by: Drake Draconis on 18/08/2009 06:05:43
Originally by: Oarta
To this I would like to see a Battleship Sized High Slot Module which could be used to deactivate a cloak as if something had passed within 2,000 meters.
Cloaking Devices deactivate automatically if your within 2,500 meters of ANY objects... including the infamous beacon bug.
There is a cool down period of ?????? ( I Don't know because I only use Covert Ops... it changed since apoc.. feel free to fill in the blank Cloak Buff's)
If you can't target the ship in that time period... you got serious issues.
Blockade Runners have a 5 second cool down AFAIK this applies to others as well who use COV OPS.
Not supported.
Learn to play the game before you come up with suggestions.
Not this Epic Fail tripe you wrote up. ========================= CEO of Shadow Cadre http://www.shadowcadre.com ========================= |

Oarta
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Posted - 2009.08.18 07:04:00 -
[3]
My apologies for having mistyped the deactivation distance, I wasn't aware such a typographical mistake constituted as not knowing how to play. It has been corrected and I also clarified the sentence as it seems it might have confused some players. This is meant to have a Solar System Wide Effect, not close range.
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jemos
Gallente
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Posted - 2009.08.18 07:16:00 -
[4]
I'm not to shure, But last time I took my trusted Helios out on a flight <1 week ago, I could cloak up withing 2500m, but outside 2000 meters. Not to shure how this allpies to normal not "covert ops" cloaks though.
On topic. Nay,there's no real reason to decloak other players unless they're at a gate. And with current eve economics, it's IMO easier to just DD the hell out of a gate to see how many kills you have! 
Originally by: FireT
If you have capitals..... well for the love of Raptor Pope, use them before they rust away. 
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darius mclever
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Posted - 2009.08.18 08:51:00 -
[5]
another try to solve a non existing problem?
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El Liptonez
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Posted - 2009.08.18 09:25:00 -
[6]
To be honest this is the best Idea of nerf cloak whine to date. But cloaks still don't need to be nerfed.
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Lord Cath
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Posted - 2009.08.18 10:54:00 -
[7]
Originally by: Oarta the 5 Minute cycle has completed, would a single pulse be sent out to deactivate all cloaks in a system as of the ship has come in close proximity of another object. It would be an instant effect; the cloaker could just reactive their cloak and remain hidden.
the problem with this is when you are scanning out stuff while cloaked, you're not going to be paying too much attention to your cloak. If the pulse deactivates it, it might take a while for the scanner to realise this. Also if someone is scouting he's all of a sudden going to get noticed, even though his cloak will be deactivated for only a short while... that is if I understand what you're saying correctly..
not supported.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.08.18 10:59:00 -
[8]
Again: Nothing is broken. Nothing needs to be fixed.
No support. ~ Santiago Fahahrri Galactic Geographic |

Brengholl
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Posted - 2009.08.18 11:13:00 -
[9]
i like the idea, the best nerf cloaks idea i've seen
how about that module from OP can only be fitted to black-ops, that would make sense. those ships need a bit of love as i see things
it would make those modules rare and expensive to carry around so most of the non-broken cloaking mechanic would stay as is, but there would still be something you can do about cloakers.
no support until my black-ops addendum to the idea is proposed
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Hun Jakuza
24th Imperial Guard
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Posted - 2009.08.18 11:25:00 -
[10]
/Supported
Maybe cap should be taken for the cloak modules, when ships are move in cloak.
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De'Veldrin
Minmatar Special Projects Executive
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Posted - 2009.08.18 14:18:00 -
[11]
I would support a fuel requirement for cloaking (be it cap or something else) but not this.
There is nothing in game that currently affects an entire system at one time - not even a DDD does that (to my knowledge - Drake will correct me if I'm wrong I'm sure ). --Vel
Experience is what you get right after you need it.
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Drake Draconis
Minmatar Shadow Cadre
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Posted - 2009.08.18 14:26:00 -
[12]
Originally by: De'Veldrin I would support a fuel requirement for cloaking (be it cap or something else) but not this.
There is nothing in game that currently affects an entire system at one time - not even a DDD does that (to my knowledge - Drake will correct me if I'm wrong I'm sure ).
The only thing that "Affects systems" on a major scale is a cynosuarial field being broadcasted... if you wana call it that.
As for the OP's snide statement.... nice ninja edit.... that was not a typo... that is a feeble attempt to fix something yet again for the billionth time that will never come to pass.
STOP FIXING SOMETHING THAT IS MEANT TO WORK THE WAY IT WAS INTENDED. ========================= CEO of Shadow Cadre http://www.shadowcadre.com ========================= |

Hoo Is
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Posted - 2009.08.18 17:13:00 -
[13]
Nerf local, that will fix the cloaking problem.
Make ALL local like WH Local ---- a reply which adds nothing to a thread or results in a thread being bumped with no new discussion worthy content is considered spam and as such warrants a forum ban |

Mister Xerox
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Posted - 2009.08.18 17:19:00 -
[14]
Unfortunately the macros would immediately be coded to counter this. The macro would merely look for the activation state of the cloak and re-enable it when it gets pulsed.
The only possible counters are few that will not break the ability entirely.
A) - limited classes of ships that can fit a cloak of any sort.
This is the most logical and most easily coded, but would cause far too much uproar from... well... everyone.
B) - Cloaks only reduce sig rad, they don't make you 'invisible' except to overview.
I.e. non-covert Ops cloaks only reduce your signature radius substantially (by 85-99% depending on meta/tech) but you can still be scanned out. This will put a massive crimp in macro-ratters more than anything else. Your AFK annoyance/spy is in a Cov-Ops ship (frig, recon, or Strat) and those would be totally undetectable still. Black-Ops would have to be re-coded to be likewise invisible while fitting a non-covert Ops cloak (after all, no one wants these things to be able to warp while cloaked... nooo, no they don't...)
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Borntorule
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Posted - 2009.08.18 18:03:00 -
[15]
Originally by: darius mclever another try to solve a non existing problem?
Hm aren't you wondering why there are so many trying to fix it if there is really not a problem?
And proposal not supported, I think it is a horrible idea, there are lots of better ideas for the cloaking problem. |

darius mclever
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Posted - 2009.08.18 18:26:00 -
[16]
Originally by: Borntorule
Originally by: darius mclever another try to solve a non existing problem?
Hm aren't you wondering why there are so many trying to fix it if there is really not a problem?
And proposal not supported, I think it is a horrible idea, there are lots of better ideas for the cloaking problem.
yes. they want to carebear risk free in 0.0.
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Santiago Fahahrri
Galactic Geographic
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Posted - 2009.08.18 19:04:00 -
[17]
Originally by: Borntorule Hm aren't you wondering why there are so many trying to fix it if there is really not a problem?
Aren't you wondering why there are more threads on this topic than there is support for any of the threads?
Vocal minority is still the minority. ~ Santiago Fahahrri Galactic Geographic |

needrandomnamegenerator
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Posted - 2009.08.18 20:48:00 -
[18]
I too, have a long term solution for solving the AFK cloaker problem:
REMOVE LOCAL, YOU'LL HAVE NO IDEA HE'S EVEN THERE WILL YOU.
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