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Quesa
D00M. Northern Coalition.
30
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Posted - 2014.09.06 23:36:00 -
[1] - Quote
Background: This is not an idea that came directly from the notion of changing the functionality of local nor is it for the sole purpose of nerfing AFK cloaking. I honestly don't know how I feel about AFK cloaking, I often think it's a cheap and effective way of watching a single grid (proto cloak and ibis) and I'm not really sure if it's something that needs to be nerfed or at least have a counter to. Although this suggestion will definitely offer that counter - it honestly isn't why I came up with it. Additionally, while this could be a change that eventually would make it easier to remove the current nullSec Local channel functionality in trade for something more like WH-Space has (which I would absolutely love) I also understand that there would need to be a significant change in how the d-scan works before that and this suggestion would not be that change.
I personally enjoy covert ops and blops far more than standard gangs. They offer a different play-style so this idea, interestingly enough, would make what I like to do the most...more difficult or at least have some added risk.
Why I came up with this: I initially came up with this while looking over an idea to counter cloakies in another thread. I've never liked how the previous ideas always seemed slapped together and if added to the game wouldn't really fit in well. I figured there had to be a better way of using the same type of actions that are already in the game so the addition would be more natural and make sense.
I thought this would be a cool way of countering cloaking ships that would allow us to expand the current scanning skill group and offer additional content for those who enjoy doing covert stuff in the game. Cloakys' hunting cloakys', to me, just feels right and fun.
The Idea:
If we suppose that Eve's cloaking technology works by bending light around it's hull and trapping it's own emissions then couldn't we work this into a d-scan or combat probe style procedure where instead of scanning for readily identifiable signatures, you're scanning for thermal signatures?
Those ships which sit still will eventually trap so much radiation that the area around their ship will begin to increase in temperature (it's thermal signature) and in order to slowly and safely bleed this off without emitting a large enough thermal signature to track, it must be moving so the heat can dissipate instead of accumulate and eventually bloom.
Larger ships would put out larger amounts of heat thus ships like a cloaked super-carrier would become detectable far quicker than a cloaked carrier, etc etc. I think those ships designed to be reconnaissance hulls (those ships which can fit covert ops cloaks) should be much more difficult to detect and ships like covert ops frigates/bombers should be even more difficult. I also believe that scanning down a thermal signature should require more time than we currently see with combat probing as well.
I see this utilizing the ship scanning equipment already available in the game as well as the d-scan when a pilot switches to 'thermal view' in which ships/deployables/wrecks visually emit a thermal signature if caught in the d-scan angle and the thermal disparities will be more pronounced and thermal signatures will increase in resolution (looking more and more like a ship and less like a blob of color) as the d-scan angle tightens. The d-scan thermal view sensitivity would be based off some base number modified by the scanning modifiers found in ships, subsystems, rigs or modules.
How this might work:
- A pilot attempting to thermal scan down a recon would drop thermal probes. These thermal probes would act identically to how combat probing works now, with a much longer scan time (maybe 60 seconds).
- After reducing scan probe radius down far enough, the scanner will be able to distinguish between structures and ships on a grid. (its important to note that you cannot get a direct warp-to result, only a grid where a ship is located).
- Once on grid, the scanner would then have to decloak and manually scan for a ship in thermal d-scan view. Why?...because your cloak traps your thermal signature and you need it to dissipate before getting accurate readings.
- Each time you scan with the d-scanner, you will not only get a list of thermal signatures in your d-scan table but visually see where a thermal signature might be.
- Using the d-scan, you can tighten the angle and that thermal signature will increase in resolution giving the scanner a better and better idea where the ship is. The larger the ship, slower it is moving, the bigger and higher the resolution will be.
- Pilot approaches and attempts a decloak.
The idea isn't to give a big advantage over cloaked ships but to give others a way to combat them even though a non-afk covert-ops will easily avoid detection but won't allow larger ships like titans and supercarriers to remain nearly 100% safe if they get cloaked. This will also encourage the use of ships specifically designed to perform reconnaissance over those that are not.
I also believe it would be beneficial to give Tech 1 scanning frigates a bonus to it's thermal signature when using a Tech 2 Improved Cloaking device. Additionally, any ship that uses a Tech 2 Improved cloaking device should receive an additional bonus.
Thermal scanning skills could be easily introduced in the scanning skills group. Skills to Add and their bonuses would mirror the scanning skills already published.
Thermic Signature Pinpointing Thermic Signature Rangefinding |

Jenn aSide
Smokin Aces.
8059
|
Posted - 2014.09.07 00:04:00 -
[2] - Quote
+1, if for no other reason than it's not an "omg I can't kill that guy afking in my ratting system" whine. |

Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.07 00:23:00 -
[3] - Quote
Jenn aSide wrote: +1, if for no other reason than it's not an "omg I can't kill that guy afking in my ratting system" whine.
I am bound to get posts that say I am doing just that but I have lived AFK cloakers for years, in fact I do it myself nearly every day (although in a covop) so it truly is not that.
I do, however, believe that everything should have a reasonable counter and I while I do feel that afk-cloaking has far greater reward for little to no risk, it is not my primary reason for posting the idea. |

Fer'isam K'ahn
None Of One
386
|
Posted - 2014.09.07 00:38:00 -
[4] - Quote
Well, nice story, still doesn't convince me to rattle on CCPs statement "we won-¦t change cloaks or what affects them". Cloaks are fine and they don't need a counter like this .
"nor is it for the sole purpose of nerfing AFK cloaking" - still haven't found anything else in your post besides this. So what is beyond the sole purpose if the only purpose is to find cloaked ships ?!
I rather have more options to hide from, diffuse and distort scans ... there was a nice thread a bout mass and energy shadows around celestial and such, worth looking into. Way more interesting and offering a big meta game of hide and seek.
But no matter how elaborate or exclusive the mechanics you make out to be are, its still just a 'cloak probe/scanner' with 'warp to'-decloak.
-1 Join the BIG Lottery (see Bio ingame), oldest and only non-profit Lottery in EVE, every second Monday. Wire ISK to BIG GAMES for tickets ! Join the Channel, have fun, being a lucky winner is optional ,)
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ISD Ezwal
ISD Community Communications Liaisons
2111

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Posted - 2014.09.07 00:49:00 -
[5] - Quote
Thread locked.
The Rules: 17. 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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ISD Ezwal
ISD Community Communications Liaisons
2119

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Posted - 2014.09.08 22:57:00 -
[6] - Quote
In hindsight I have come to the conclusion there is not sufficient base to warrant the lock. In other words, I made a mistake. My sincere apologies for the inconvenience this caused.
Thread re-opened. ISD Ezwal Captain Community Communication Liaisons (CCLs) Interstellar Services Department |
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Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.09 01:53:00 -
[7] - Quote
ISD Ezwal wrote:In hindsight I have come to the conclusion there is not sufficient base to warrant the lock. In other words, I made a mistake. My sincere apologies for the inconvenience this caused.
Thread re-opened. Thank you, it was very frustrating to see it locked so fast, especially since I searched for a duplicate or even similar idea. |

Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.09 01:59:00 -
[8] - Quote
Fer'isam K'ahn wrote:Well, nice story, still doesn't convince me to rattle on CCPs statement "we won-¦t change cloaks or what affects them". Cloaks are fine and they don't need a counter like this .
"nor is it for the sole purpose of nerfing AFK cloaking" - still haven't found anything else in your post besides this. So what is beyond the sole purpose if the only purpose is to find cloaked ships ?!
I rather have more options to hide from, diffuse and distort scans ... there was a nice thread a bout mass and energy shadows around celestial and such, worth looking into. Way more interesting and offering a big meta game of hide and seek.
But no matter how elaborate or exclusive the mechanics you make out to be are, its still just a 'cloak probe/scanner' with 'warp to'-decloak.
-1 I realize that some people just won't believe my actual motivations seeing how often 'nerf afk cloaking' comes up and the only action I can take is to say that it isn't my primary motivation. I do, however, realize that it would be a side-effect of an added mechanic such as this.
There has already been an option to hide from scans (although probably not as in-depth as what you are suggesting) by the use of the new mobile structure.
Additionally, this suggestion does not contain any mechanic to 'warp-to' your target. If you read the suggestion, it allowed you to warp to a _grid_ that contained the thermal signature of a ship and then, using the d-scan, narrow it down and attempt a manual decloak. There is warning that someone might be hunting you, as a cloaker, because in order for the thermal d-scan to work properly, they must be uncloaked. |

Donnachadh
United Allegiance of Undesirables
10
|
Posted - 2014.09.09 02:12:00 -
[9] - Quote
ISD Ezwal wrote:In hindsight I have come to the conclusion there is not sufficient base to warrant the lock. In other words, I made a mistake. My sincere apologies for the inconvenience this caused.
Thread re-opened. First thank you for re-opening, this is a topic near and dear to the hearts of all serious cloak pilots and those that have reason to fear or hate them.
I am not sure on this idea, I neither hate it nor do I like it so a few thoughts. Alter your idea and allow for this heat signature scan to give a general location only say about a 30% to 40% max signal strength and I would be more inclined to go with this. If you allow for these heat scans to give any more of a signal return than this and I say no, and here are my reason for this.
First is the reality of space, there simply is not enough of anything in space for the radiant heat to "warm up" to the point where this would be plausible no matter how long a ship stayed in one place.
However there would still be a low grade heat signature created by the internally generated heat against the cold of space and it is plausible for this signature to be picked up by probes dedicated specifically to this task. But these probes would have to be able to scan for heat only.
As for this low grade heat signature showing up on d-scan I say no. The general purpose nature of the d-scan would mean that it's sensors would not be able to register these minute amounts of heat. |

Adrie Atticus
The Shadow Plague The Bastion
278
|
Posted - 2014.09.09 11:55:00 -
[10] - Quote
This would ruin on-grid stealth bombers scanning for a warp-in, would this affect all cloaks or T1 only?
Maybe force the launcher to be bigger than the current line-up and eat hundreds of CPU as the signatures are extremely faint. |
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Fer'isam K'ahn
None Of One
395
|
Posted - 2014.09.09 12:20:00 -
[11] - Quote
Quesa wrote:I realize that some people just won't believe my actual motivations seeing how often 'nerf afk cloaking' comes up and the only action I can take is to say that it isn't my primary motivation. I do, however, realize that it would be a side-effect of an added mechanic such as this. Motivation does not matter. "Wanted to built a toaster - turned out to be a radio" - Still a Radio "I totally did not want to kill that guy, just checked if the gun was loaded by pulling the trigger" - The guy is still dead. "Was thinking of creating more interesting scan diversity - turned out to also be of use to scan down and decloak" - Still anti-cloak
And I said no matter how elaborate the mechanic, no matter how much of a side product, .... and yeah, you might not catch an active cloak .. but then we drift again in the anti-AFK-cloak discussion ...
No matter how you put it, word it, phrase it ... it is still the same old discussion we have every week. Join the BIG Lottery (see Bio ingame), oldest and only non-profit Lottery in EVE, every second Monday. Wire ISK to BIG GAMES for tickets ! Join the Channel, have fun, being a lucky winner is optional ,)
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Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.10 00:27:00 -
[12] - Quote
Adrie Atticus wrote:This would ruin on-grid stealth bombers scanning for a warp-in, would this affect all cloaks or T1 only?
Maybe force the launcher to be bigger than the current line-up and eat hundreds of CPU as the signatures are extremely faint. I don't see this ruining ships designed around reconnaissance, recons, stealth bombers, covops. Yes, it is entirely possible to get the general location of those ships after a period of time if they remain motionless but this type of mechanic giving an exact location for those types of ships, no.
The idea is to use existing mechanics and equipment, not create an entirely new set of equipment needed to perform this because it's already quite similar to combat ship probing as it is. |

Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.10 00:28:00 -
[13] - Quote
Fer'isam K'ahn wrote:Quesa wrote:I realize that some people just won't believe my actual motivations seeing how often 'nerf afk cloaking' comes up and the only action I can take is to say that it isn't my primary motivation. I do, however, realize that it would be a side-effect of an added mechanic such as this. Motivation does not matter. "Wanted to built a toaster - turned out to be a radio" - Still a Radio "I totally did not want to kill that guy, just checked if the gun was loaded by pulling the trigger" - The guy is still dead. "Was thinking of creating more interesting scan diversity - turned out to also be of use to scan down and decloak" - Still anti-cloak And I said no matter how elaborate the mechanic, no matter how much of a side product, .... and yeah, you might not catch an active cloak .. but then we drift again in the anti- AFK-cloak discussion ... No matter how you put it, word it, phrase it ... it is still the same old discussion we have every week. You're just taking a very generalized view on the whole thing. Maybe you're just so used to those threads popping up that it's all you see. Either way, you've said your peace, thank you for your input. |

Mike Voidstar
Voidstar Free Flight Foundation
721
|
Posted - 2014.09.10 07:55:00 -
[14] - Quote
@Donnachadh, Not to stick real physics in our beloved fluidic space game... But the amount of heat generated would in no way be insignificant or hard to spot. Space is awash in various radiations and is a fairly harsh environment. Our atmosphere does a lot more for us than most realise-- and EVE space is presumably worse since it disintegrates unprotected ships, cans and various other things in about 2 hours. If you had something just absorbing that radiation and not bouncing it, or radiating what it is itself generating (I assume those engines and semi sentient computers use energy and produce some waste), it would indeed get fairly hot in fairly short order.
Not that I disagree with you that cloaks should be huntable... I have myself argued they are far too safe, safer even than being docked in some stations.... But what is the primary purpose of the idea if not hunting down cloaked ships?
If that's it, then it still gets +1 from me, but I am curious what other function you feel this would serve. |

Owen Levanth
Sagittarius Unlimited Exploration
266
|
Posted - 2014.09.10 11:29:00 -
[15] - Quote
The sad thing here is, the OP had a good idea, but that idea was killed by bad physics. Too bad.
(Look up what "infrared" is, OP. Then you'll know why a cloak capable of bending light around it handily defeats your "thermal" scans.) |

Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
197
|
Posted - 2014.09.10 12:51:00 -
[16] - Quote
Quesa wrote: Cloakys' hunting cloakys', to me, just feels right and fun.
This does feel right and fun, except this doesn't fit with your concept in any appreciable way.
Without going into any real depth a rough outline for what might work would be:
1. cloaked hunter ships can function against cloaked vessels as if they were not cloaked, searchable by D-scan or special cloaked vessel probes.
2. The entire cloaked concept might have to go through major functional changes.
3. Put in place some restrictions on secondary involvement in the conflict, so as to preserve the cloaky vs cloaky concept.
4. restrict the ability of cloaked hunters to participate in normal pve or pvp. Yawn,-á I'm right as usual. The predictability kinda gets boring really. |

Gebe
Destructive Influence Northern Coalition.
2
|
Posted - 2014.09.10 13:31:00 -
[17] - Quote
Quesa wrote:Adrie Atticus wrote:This would ruin on-grid stealth bombers scanning for a warp-in, would this affect all cloaks or T1 only?
Maybe force the launcher to be bigger than the current line-up and eat hundreds of CPU as the signatures are extremely faint. I don't see this ruining ships designed around reconnaissance, recons, stealth bombers, covops. Yes, it is entirely possible to get the general location of those ships after a period of time if they remain motionless but this type of mechanic giving an exact location for those types of ships, no. The idea is to use existing mechanics and equipment, not create an entirely new set of equipment needed to perform this because it's already quite similar to combat ship probing as it is.
Maybe idea to let a active cloak drain cap?
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Donnachadh
United Allegiance of Undesirables
13
|
Posted - 2014.09.10 14:31:00 -
[18] - Quote
Mike Voidstar wrote:@Donnachadh, Not to stick real physics in our beloved fluidic space game... But the amount of heat generated would in no way be insignificant or hard to spot. Space is awash in various radiations and is a fairly harsh environment. Our atmosphere does a lot more for us than most realise-- and EVE space is presumably worse since it disintegrates unprotected ships, cans and various other things in about 2 hours. If you had something just absorbing that radiation and not bouncing it, or radiating what it is itself generating (I assume those engines and semi sentient computers use energy and produce some waste), it would indeed get fairly hot in fairly short order.
Not that I disagree with you that cloaks should be huntable... I have myself argued they are far too safe, safer even than being docked in some stations.... But what is the primary purpose of the idea if not hunting down cloaked ships?
If that's it, then it still gets +1 from me, but I am curious what other function you feel this would serve.
Interesting thoughts, but you are wrong on one important point. As a cloak pilot on another character I do not want others to be able to hunt me down and force a de-cloak. In it's basics the whole idea of being able to scan a cloaked ship is well crazy. I am told by many old timers(think from the beginning of the game here) that cloaked ships could be scanned at one point. CCP changed this so it is obvious that they intend cloaked ships to be hidden from view with no way to scan or locate them.
I agree that the amounts of heat generated by our ships if they were real would be significant, but the OP theory was faulty and that is what I was trying to point out. Space by any definition contains vast amounts of nothing and you cannot heat up nothing no matter how long or how much heat you apply to it.
It was posted that heat waves are essentially the same as light waves and any cloak that was capable of bending light waves to hide a ship could easily bend heat waves to achieve that same affect rendering a ship completely hidden and un-scanable. Yet as you point out this is a game where real world physics does not always apply and there is always a give and take, a balance of sorts to be had and to be fair. It is in that spirit of give and take that I offer the alternative to the OP.
Scan us cloaked ships yes because nothing is ever perfect so a tiny heat signature would till be detectable. Scan us to the point that you can get a general location within the system, that is OK as well. Scan us to the point where you can warp to us, or get an actual location based on d-scans and I say no as that breaks CCP's obvious intent for cloaked ships. |

Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.11 00:59:00 -
[19] - Quote
Mike Voidstar wrote: Not that I disagree with you that cloaks should be huntable... I have myself argued they are far too safe, safer even than being docked in some stations.... But what is the primary purpose of the idea if not hunting down cloaked ships?
If that's it, then it still gets +1 from me, but I am curious what other function you feel this would serve.
Yes, the primary purpose would be to hunt cloaky ships. |

Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.11 01:02:00 -
[20] - Quote
Owen Levanth wrote:The sad thing here is, the OP had a good idea, but that idea was killed by bad physics. Too bad.
(Look up what "infrared" is, OP. Then you'll know why a cloak capable of bending light around it handily defeats your "thermal" scans.) Physics has little to do with this game in general. Infrared is just radiation of a different wavelengths than other radiated energy. You could bend the radiated energies that are of the visible light spectrum but not others or sensors could only detect certain types of radiation.
Even if the physics aren't 100% accurate, it's a bit ridiculous to insist that this mechanic stay true to known physics while other areas are pretty far off. In other words, you're argument against is a bit...off. |
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Quesa
D00M. Northern Coalition.
31
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Posted - 2014.09.11 01:05:00 -
[21] - Quote
Maldiro Selkurk wrote:Quesa wrote: Cloakys' hunting cloakys', to me, just feels right and fun.
This does feel right and fun, except this doesn't fit with your concept in any appreciable way. Without going into any real depth a rough outline for what might work would be: 1. cloaked hunter ships can function against cloaked vessels as if they were not cloaked, finding the cloaked could be done by D-scan from cloaked vessels or by special cloaked vessel only probes that themselves dont show on normal scans and probes. 2. The entire cloaked concept might have to go through major functional changes. 3. Put in place some restrictions on secondary involvement in the conflict, so as to preserve the cloaky vs cloaky concept. 4. restrict the ability of cloaked hunters to participate in normal pve or pvp. 1. The current idea is to have cloakies hunted by cloakers until the last phase where you would need to be decloaked in order to use the thermal d-scan. 2. I don't see how. 3. Artificial restrictions or special cases detract from the game far more than they add. 4. Absolutely not. |

Quesa
D00M. Northern Coalition.
31
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Posted - 2014.09.11 01:06:00 -
[22] - Quote
Gebe wrote: Maybe idea to let a active cloak drain cap?
I am 100% against this idea.
The idea isn't to make cloaking more difficult or have a time-limit but to add a bit of risk and 'submarine' style cat-and-mouse. |

Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.11 01:14:00 -
[23] - Quote
Donnachadh wrote:Mike Voidstar wrote:@Donnachadh, Not to stick real physics in our beloved fluidic space game... But the amount of heat generated would in no way be insignificant or hard to spot. Space is awash in various radiations and is a fairly harsh environment. Our atmosphere does a lot more for us than most realise-- and EVE space is presumably worse since it disintegrates unprotected ships, cans and various other things in about 2 hours. If you had something just absorbing that radiation and not bouncing it, or radiating what it is itself generating (I assume those engines and semi sentient computers use energy and produce some waste), it would indeed get fairly hot in fairly short order.
Not that I disagree with you that cloaks should be huntable... I have myself argued they are far too safe, safer even than being docked in some stations.... But what is the primary purpose of the idea if not hunting down cloaked ships?
If that's it, then it still gets +1 from me, but I am curious what other function you feel this would serve. Interesting thoughts, but you are wrong on one important point. As a cloak pilot on another character I do not want others to be able to hunt me down and force a de-cloak. In it's basics the whole idea of being able to scan a cloaked ship is well crazy. I am told by many old timers(think from the beginning of the game here) that cloaked ships could be scanned at one point. CCP changed this so it is obvious that they intend cloaked ships to be hidden from view with no way to scan or locate them. I agree that the amounts of heat generated by our ships if they were real would be significant, but the OP theory was faulty and that is what I was trying to point out. Space by any definition contains vast amounts of nothing and you cannot heat up nothing no matter how long or how much heat you apply to it. It was posted that heat waves are essentially the same as light waves and any cloak that was capable of bending light waves to hide a ship could easily bend heat waves to achieve that same affect rendering a ship completely hidden and un-scanable. Yet as you point out this is a game where real world physics does not always apply and there is always a give and take, a balance of sorts to be had and to be fair. It is in that spirit of give and take that I offer the alternative to the OP. Scan us cloaked ships? yes because nothing is ever perfect so a tiny heat signature would still be detectable. Scan us to the point that you can get a general location within the system? I am OK with that as well. Scan us to the point where you can warp to us, or get an actual location based on d-scans and I say no as that breaks CCP's obvious intent for cloaked ships. WELL, there are already areas of space that have different temperatures. Yes they are minute differences but differences still. In fact there is still detectable, residual heat left over from the big bang.
Arguing physics in a game that ignores physics in many of it's basic functions is kind of ... well ..dumb, not to mention I don't really know the RP reasons of how the cloak works. Light and ifrared are both radiated energies just different wavelengths. If we assume that the cloaks work by bending the visual light spectrum from external sources then why is it so far beyond the typical scifi realm of possibilities that the cloaks cannot trap the radiated infrared radiation forever?
I NEVER suggested that a thermal scanning ship could warp to a ship. I suggested that a thermal probe result would only give a grid and from there the hunter would have to decloak and thermal d-scan to get a general location. |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
159
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Posted - 2014.09.11 05:15:00 -
[24] - Quote
The radiation that prevents you from normally scanning me down includes thermal radiation.
ie: if you cannot scan me down based on the visual spectrum or higher or lower wavelengths, then thermal won't work for you either. The tech is specialized enough to blend the thermal output in with the general radiation in the area.
Plus any decent cloaking pilot would need to do is ensure they have a safe near the systems star. The thermal output of the star will more than mask any leakage anyways.
But if they added some skill based on some star trek named device to allow scanning of cloaked ships then something like that should require a minimum of 3 months hard training past tech 2 scanning capabilities just to be passable in skill. Don't want this to become something trivial. |

Quesa
D00M. Northern Coalition.
31
|
Posted - 2014.09.11 17:59:00 -
[25] - Quote
Petrified wrote:The radiation that prevents you from normally scanning me down includes thermal radiation.
ie: if you cannot scan me down based on the visual spectrum or higher or lower wavelengths, then thermal won't work for you either. The tech is specialized enough to blend the thermal output in with the general radiation in the area.
If that's truly how Eve Cloaking tech works then I'd like a link to that info so I can possibly modify my suggestion using that information.
Petrified wrote:Plus any decent cloaking pilot would need to do is ensure they have a safe near the systems star. The thermal output of the star will more than mask any leakage anyways.
But if they added some skill based on some star trek named device to allow scanning of cloaked ships then something like that should require a minimum of 3 months hard training past tech 2 scanning capabilities just to be passable in skill. Don't want this to become something trivial.
Training scanning skills from start to finish is a few months, iirc, and adding the two proposed skills and training them to five might be a month and a half if I remember how long it took me to max out those two skills. |

Mike Voidstar
Voidstar Free Flight Foundation
721
|
Posted - 2014.09.11 21:20:00 -
[26] - Quote
Petrified wrote:The radiation that prevents you from normally scanning me down includes thermal radiation.
ie: if you cannot scan me down based on the visual spectrum or higher or lower wavelengths, then thermal won't work for you either. The tech is specialized enough to blend the thermal output in with the general radiation in the area.
Plus any decent cloaking pilot would need to do is ensure they have a safe near the systems star. The thermal output of the star will more than mask any leakage anyways.
But if they added some skill based on some star trek named device to allow scanning of cloaked ships then something like that should require a minimum of 3 months hard training past tech 2 scanning capabilities just to be passable in skill. Don't want this to become something trivial.
A restriction that cloaked ships must remain in certain areas to be safe from being scanned is, at least to me, a perfectly reasonable compromise.
Of course, that area must be something contained enough that it can be swept and patrolled--- cloaks should not be 100% safe under any circumstances outside a non-faction war dock.
Thus an actively hunting ship is at more risk away from the Stellar Corona/Nebula Cloud/Debris field, whatever... but is in a position to gather better intel or launch an attack, or else it cannot be actively scanned, but can be searched for. |

Komi Toran
Paragon Trust The Bastion
225
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Posted - 2014.09.11 21:42:00 -
[27] - Quote
Question: How are you detecting thermal signatures? I mean, if you want to be all sciency about it, infrared is light, and so still limited by the speed of light, which means it will take 8 minutes for that thermal signature to reach you if it's only 1 AU away. As there are systems that are easily 100 AU across, I want to know how you are getting your thermal data in less than 6 hours and 40 minutes.
Second Question: How is the space around the craft getting hotter? What matter is there that's absorbing this heat to make that occur? The only way this remotely makes sense (requiring a lot of rephrasing and adapting to real-world physics) is if the probes need prolonged exposure time to discern the heat spot from the rest of the background noise. Are we adding an additional hour or so onto our 6:40? |

Mike Voidstar
Voidstar Free Flight Foundation
721
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Posted - 2014.09.11 21:42:00 -
[28] - Quote
Donnachadh wrote:
Interesting thoughts, but you are wrong on one important point. As a cloak pilot on another character I do not want others to be able to hunt me down and force a de-cloak. In it's basics the whole idea of being able to scan a cloaked ship is well crazy. I am told by many old timers(think from the beginning of the game here) that cloaked ships could be scanned at one point. CCP changed this so it is obvious that they intend cloaked ships to be hidden from view with no way to scan or locate them.
My apologies, I had meant that later portion of my post for the OP, but I realize I didn't tag him as I did you. I disagree with the concept however. I think a cloak should raise the bar on being engaged, but at the moment it comes at an absolute trivial price for near complete immunity to interaction of any sort. I feel it's completely sane to assume that active effort counters active effort---that conflict of cloaking and scanning be determined by skill and maybe a small random tie breaking element, or defaults ties to the hunter.
Donnachadh wrote:
I agree that the amounts of heat generated by our ships if they were real would be significant, but the OP theory was faulty and that is what I was trying to point out. Space by any definition contains vast amounts of nothing and you cannot heat up nothing no matter how long or how much heat you apply to it.
It was posted that heat waves are essentially the same as light waves and any cloak that was capable of bending light waves to hide a ship could easily bend heat waves to achieve that same affect rendering a ship completely hidden and un-scanable. Yet as you point out this is a game where real world physics does not always apply and there is always a give and take, a balance of sorts to be had and to be fair. It is in that spirit of give and take that I offer the alternative to the OP.
Scan us cloaked ships? yes because nothing is ever perfect so a tiny heat signature would still be detectable. Scan us to the point that you can get a general location within the system? I am OK with that as well. Scan us to the point where you can warp to us, or get an actual location based on d-scans and I say no as that breaks CCP's obvious intent for cloaked ships.
Yes and no. Space isn't really empty, It's just not very dense compared to anything else. Particles are widely spread but not actually non-existant.
In fact, given the sparse medium of space to disperse heat in, something that was containing the heat build up in the ship would argue more for a timer and forced downtime for cloaks than anything else.... you simply could not keep it up. As the heat got more intense it's entirely reasonable that over time there would be leakage in the surrounding area, and any addition to local ambient radiation levels should be able to be detected.
I agree on the accuracy of that scan. Getting on grid should be possible. Some form of finding a ship you are on grid with given some time and skill should be possible (active evasion should have a chance to work vs. active. Warping directly to something cloaked should be the worst kind of bad luck.
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Komi Toran
Paragon Trust The Bastion
225
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Posted - 2014.09.11 21:47:00 -
[29] - Quote
Mike Voidstar wrote:In fact, given the sparse medium of space to disperse heat in, something that was containing the heat build up in the ship would argue more for a timer and forced downtime for cloaks than anything else.... you simply could not keep it up. Fortunately, there is already a forced downtime for cloaks in the game. It occurs the same time each day and takes around 30 minutes.
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Mike Voidstar
Voidstar Free Flight Foundation
722
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Posted - 2014.09.11 22:00:00 -
[30] - Quote
Komi Toran wrote:Mike Voidstar wrote:In fact, given the sparse medium of space to disperse heat in, something that was containing the heat build up in the ship would argue more for a timer and forced downtime for cloaks than anything else.... you simply could not keep it up. Fortunately, there is already a forced downtime for cloaks in the game. It occurs the same time each day and takes around 30 minutes. LOL, sure. ZING!!!! you got me.
Not remotely serving a purpose for this discussion, but thanks for the laugh.
Of course, I don't actually support such a timer. I support a way to reliably play cat and mouse games with cloaked vessels such that a single low cost high slot module does not make you safer even in enemy space than hiding in POS Shields. |
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