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Thread Statistics | Show CCP posts - 4 post(s) |
OMGWTFResearch
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Posted - 2011.08.15 20:31:00 -
[1]
Help small scale combat by introducing a ship type that can eventually decloak ships anywhere in system with the use of heavy skills and a probe launcher that works only with that ship.
Making the module very expensive to make would make it viable to use the destroyer which would give that ship a valuable role again and make it a serious target for once.
This would also remove the incentive to be away from the keyboard cloaked. |
OMGWTFResearch
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Posted - 2011.08.17 11:14:00 -
[2]
Originally by: Hansipoo So how about AFK cloaking? Is small gang "disruption" actually going to be active? Or are big alliances still going to have an afk cloaker in every system?
We have proposed an idea to remove the incentive to walk away from your computer cloaked in a system for long periods of time while protecting those who are actively in the client using the cloak.
My part of the proposal would be a very high cost, very high skill module or probe launcher that only fits on a destroyer hull. A person using this module would "scan" a random point in space generated every time a cloak is activated (And goes away when it shuts down obviously) This would be FAR FAR FAR slower than scanning for ships and would only have the effect at the end of a decloak. This will mean it cant be used to camp areas to keep any cloaker out.
To add extra balance and to prevent any major disruption to the intended active uses. A warning would come up once the scan process has started with a final warning soon before the decloak actually happens. (perhaps 15-30 seconds after point is found) An active cloaker would simply warp away. Recloak and the process starts again.
You can see how this protects active cloakers while removing the incentive to go AFK. This would fix the issue and help improve the system and the game itself. |
OMGWTFResearch
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Posted - 2011.08.17 13:58:00 -
[3]
Originally by: Jack Tronic
Originally by: OMGWTFResearch
Originally by: Hansipoo So how about AFK cloaking? Is small gang "disruption" actually going to be active? Or are big alliances still going to have an afk cloaker in every system?
We have proposed an idea to remove the incentive to walk away from your computer cloaked in a system for long periods of time while protecting those who are actively in the client using the cloak.
My part of the proposal would be a very high cost, very high skill module or probe launcher that only fits on a destroyer hull. A person using this module would "scan" a random point in space generated every time a cloak is activated (And goes away when it shuts down obviously) This would be FAR FAR FAR slower than scanning for ships and would only have the effect at the end of a decloak. This will mean it cant be used to camp areas to keep any cloaker out.
To add extra balance and to prevent any major disruption to the intended active uses. A warning would come up once the scan process has started with a final warning soon before the decloak actually happens. (perhaps 15-30 seconds after point is found) An active cloaker would simply warp away. Recloak and the process starts again.
You can see how this protects active cloakers while removing the incentive to go AFK. This would fix the issue and help improve the system and the game itself.
wspace will be made almost completely safe and turned into high sec, cloakies need to actively sit watching sites, wormholes or other poses without leaving visual, forcing them to warp off is the most ridicilous part of your idea because theres no intel to gain anywhere else often times.
Off grid bookmark. Quick warp back within moments. A smart cloaker will not be affected considering the time it would take to find this spot. This will only add risk to the AFK part. |
OMGWTFResearch
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Posted - 2011.08.17 14:00:00 -
[4]
Originally by: Newt Rondanse OK, fine, you don't like AFK cloaking, I have a fix for it.
A real fix.
After a half hour of inactivity your client is disconnected from the server.
There. Now nobody can fly into a system, cloak up, and go on a date while keeping people paranoid.
None of this stupid making it harder for people to talk to each other. For goodness sake, smacktalk is important!
That would fix the issue but could also affect other activities. Also a bot could easily beat that. The Destroyer module idea would add in a new layer of gameplay. While fixing the issue. |
OMGWTFResearch
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Posted - 2011.08.17 14:27:00 -
[5]
As I said before things such as fleet bonuses. You want to target things where AFK is an advantage not harm other activities.
Like I said before it IS a solution but I think a module for the destroyer is a far better one. |
OMGWTFResearch
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Posted - 2011.08.17 15:26:00 -
[6]
Edited by: OMGWTFResearch on 17/08/2011 15:27:24 Ok let me ask directly. Are you for or against this?
Originally by: OMGWTFResearch
Originally by: Hansipoo So how about AFK cloaking? Is small gang "disruption" actually going to be active? Or are big alliances still going to have an afk cloaker in every system?
We have proposed an idea to remove the incentive to walk away from your computer cloaked in a system for long periods of time while protecting those who are actively in the client using the cloak.
My part of the proposal would be a very high cost, very high skill module or probe launcher that only fits on a destroyer hull. A person using this module would "scan" a random point in space generated every time a cloak is activated (And goes away when it shuts down obviously) This would be FAR FAR FAR slower than scanning for ships and would only have the effect at the end of a decloak. This will mean it cant be used to camp areas to keep any cloaker out.
To add extra balance and to prevent any major disruption to the intended active uses. A warning would come up once the scan process has started with a final warning soon before the decloak actually happens. (perhaps 15-30 seconds after point is found) An active cloaker would simply warp away. Recloak and the process starts again.
You can see how this protects active cloakers while removing the incentive to go AFK. This would fix the issue and help improve the system and the game itself.
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