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Thread Statistics | Show CCP posts - 9 post(s) |

Sayod Physulem
EVE University Ivy League
9
|
Posted - 2015.03.23 19:57:13 -
[1] - Quote
Observation Arrays: Some people say 0.0 is too safe - some people say it should be easier to defend. So I would say it has at least some balance now since both partys complain about it. So changes should keep that balance - maybe make it sometimes better sometimes worse for the attacker/defender.
To clear the table first I will start from the point of a removed local. CCP wants those structures to be fitted so what about that:
(I think I better show what I mean rather than trying to explain it - See it as an example no numbers are fixed)
An observation Array has two stats: - Scan range (Start with 5AU for example) - Scan Resolution (Start with being able to lock on to super-capitals) Additonal: - Cloak detecting module OR Ship identifying system (not possible to fit both)
Fitting examples (1) with Cloak detecting module: You only know the signature size of the ships out there - so be careful where you warp to!
- LongRange (local): If you fit it for range you would be able to scan the entire system. But basically have no resolution. Add a cloak detecting module and you would have that thing, that is called 'local'. So you would only know how many there are but not where they are. (besides Supers since they are that big) - ShortRange: You fit a lot of Scan resoultion modules and a cloak detecting module. You would be able to warp to everything within the starting 5 AU Range. Even cloaked ships! - Hybrid: You fit scan res and scan range with a cloak detector. You won't be able to cover the entire system but you can cover more than the tiny starting range, you can get warp-ins on bigger ships but not on small ships.
(2) With a Ship identifying system You can't see cloaked ships but can identify uncloaked ships and their pilots. (Act as d-scan)
-LongRange gives information about every ship and pilot in the system - you just don't know where -ShortRange You know what you are warping into... - ...
So basically: Scan resolution gives warp ins. And Scan range gives - well - range. If you are really a carebare you could spam those arrays with minimum distance but maximum scan res in your system - giving you a warp-in on everything.
As a cloaky scout you want to avoid the arrays. Keep your distance and try to fly around them. I don't know if the scan range should be displayed in the map for enemys or if they should just get a message that they are detected if they enter the range.
But since people can spam these OAs I would propose some countermessures. Like a module you can fit that makes you invisible for ONE Observation Array. You would have to choose then, which you want to deactivate. Then you should be able to hack these Arrays with the hacking minigame (results in not showing you permanent without your deactivation module)
So a strategy for a intruder would be. First deactivate the long range OA try to hack it and then deactivate the others. So as a defender you would need to make the areas your OAs cover overlap so that you recognize someone at an OA.
I think this would be balanced, as you can still be undetected if you fly carefully through the hostile system. But you are always in danger of tripping into an alarm. If you are good you stay undetected. If you mess up you will get discovered. Seems fair. A good layout of OAs would also require skill - so both partys can influence the outcome. |

Sayod Physulem
EVE University Ivy League
9
|
Posted - 2015.03.23 20:17:41 -
[2] - Quote
Gates:
I like the idea of all gates being player owned and all gates being destructible. This would make the connections really dynamic. But there is a problem. If there are chokepoint everywhere you can't roam anymore. Because you are stuck everywhere. Only really large fleets would be able to break through those blockades. This would destroy anything smaller than a invasion force.
So to balance this: - Gates are ALWAYS public. - CCP Nullarbor wrote:Sharing an idea I heard on the Fanfest pub crawl  A one way directional jump bridge module. 1. You fuel it up and get everyone within range 2. Pick a rough destination on the map, no cyno required 3. Click the button and launch the fleet into the unknown 4. Based on the distance travelling the fleet does not necessarily land in the system they were aiming for 5. The fleet itself may also be scattered out over a system or even constellation 6. Everyone gets some amount of jump fatigue of course 7. You have to slow boat / pod express back Could be an interesting day tripping mechanic. this needs to be reasonable cheap that you can afford that and use it regularly and do not need a titan for it or something.
Together with wormholes this would make travel somewhat possible again - but I am still not 100% sure if this would work out or if it would result in dead systems. And only the large alliances being able to move.
As for systems effects (warpspeed,...) - as long as they affect both... dunno. |

Sayod Physulem
EVE University Ivy League
10
|
Posted - 2015.03.24 13:44:39 -
[3] - Quote
SpaceSaft wrote: On the other hand, I've had the problem on multiple occasions that random gank fleets, 5 ppl or less are just uncatchable by 50 ppl +, just by bouncing safe spots and waiting out the safe log off timer.
It's also very, very wrong that the owning side can't force a fight eventually.
No this is not wrong. If you would be able to force a fight, those 5 people can't come into null anymore. Because they would be guaranteed to be killed. And would you fly into guranteed death? This would stop small groups from being able to go into null sec. So you would have to join a larger group. And this exactly what is the problem now. That the larger coalitions rule everything.
Beeing able to avoid being catched is ESSENTIAL for the Game if you want small groups to survive.
People always say that corporations in EVE are dictatorships. But look at it that way: Everyone if free to leave the corporation. So you can choose your leadership by choosing the corporation. This forces the leadership to look after their members. Because they can always choose to leave which equals to vote someone out of the office. So corporations in eve are truly democracys.
But if you have no choice other than staying in that corporation because you can't survive as a small group or single player you make the corporations true dictatorships. And noone likes to live in a dictatorship and you would rather leave the game. |

Sayod Physulem
EVE University Ivy League
10
|
Posted - 2015.03.24 13:51:09 -
[4] - Quote
handige harrie wrote:These player built gates can be traversed by everyone without the need of payment, but they can be fitted with gateguns and other mods (like having a small gate cover a greater distance than it is supposed to cover with some mods and giving Jump fatigue because of that, while a proper size gate wouldn't give you any fatigue).
This is a great idea - jump fatigue for too large jumps...
handige harrie wrote:The Shotgun into another area of space idea is somewhat nice, as long as it is coupled to the same range of a JB or something. Else it would make moving around large distances really simple. If it's implemented like it's stated there it wayy to easily exploited for simple travelling opportunities. (Travelling from deep nullsec to empire, just blasting yourself near Jita or Amarr. Logging off for the night after your done with your business so you can shoot yourself back again the next day)
But if you have player built gates you would need something like that to make travelling easier again. Beacue then player can create bottlenecks. So this would balance out.
Maybe say that this shotgun type always causes fatigue and costs fuel. While fixed gates only cause fatigue if used the wrong way (too large distance) and don't cost any fuel - maybe they use their capactior for that. This would also explain the traffic control if too many try to jump through a gate. The gate is out of capacitor then. |

Sayod Physulem
EVE University Ivy League
11
|
Posted - 2015.03.24 14:33:10 -
[5] - Quote
SpaceSaft wrote:if you sit in space you don't own for literally hours, you should be catchable.
You never used combat probes did you? And if you talk about covert ops ships - well that's what is special about them. They are able to sit in space and hide. Because of that they are COVERT ops. |

Sayod Physulem
EVE University Ivy League
11
|
Posted - 2015.03.24 14:44:05 -
[6] - Quote
Banko Mato wrote:Sayod Physulem wrote: - ShortRange: You fit a lot of Scan resoultion modules and a cloak detecting module. You would be able to warp to everything within the starting 5 AU Range. Even cloaked ships!
NO, this is an utterly terrible idea! No structure should provide a direct non-consensual warp in mechanic on arbitrary ships. This is what the damn combat probes and scanning skills are for after all!
First it is not arbitrary. You can only warp to things that are in range of the array. And you can avoid a 5AU sphere. If you are in a larger ship than a frigate the sphere you would have to avoid would be larger (since your signature would be bigger). But you still can avoid it. Also if you warp to something cloaked you don't know where you warp to. You only know the signature size.
But the real problem with your "argument" is, that it is not even an argument. Saying it should not be in a certain way is no reason just an opinion.
Banko Mato wrote:Jason Dunham wrote:So if a structure is allowed to affect cloakies in system I suggest it operate by putting a timer on cloaks. The structure would emit interference that would build up, eventually breaking the cloak of any ship in system. Once that occurs, an active pilot can simply re-cloak, while those not actively playing would be vulnerable to probing down like they should be. This effect should show up as soon as you enter in system, letting any pilots know that they will have to pay attention to their cloak. I'd suggest that the timer be set to occupancy bonuses, with values of 60/30/15 minutes possible. This timer would start on cloak activation for each individual ship. Starting on from this much more feasible idea i would propose the following: Introduce Cloak Dissolution as a new mechanic that comes with every cloaking devise. Once a cloaking device gets active, it starts accumulating cloak dissolution (either visualize it as another circle around the module or as a "timer" icon in the upper left screen corner that starts to fill up) at a fixed base rate per minute. Once a critical value of cloak dissolution is reached, the cloak deactivates and starts its cooldown phase. The actual accumulation rate and critical limit can be influenced by ship bonus (like e.g. 33% less rate for covops or 100% more limit for recons, etc...) and by the cloaking skill (like -10% per level to make it meaningful). Interaction with the new OA structure could then work like active sonar pings that incur additional cloak dissolution on any ship either in range or system wide (maybe depending on size of the OA or rigs/services/whatsoever) and with a varying intervals and dissolution strength (again depending on configuration/size). However, there need to be certain constraints like say no overlapping areas of effect for non system wide OAs and at most one system wide OA with this "sonar" effect. Furthermore I imagine a few rough limits on the amount of time it takes such a system to decloak a freshly cloaked ship by means of cloak dissolution:
- no combination of effects should be able to force a decloak on a covops at max level in less than 30 minutes
- no covops ship should be able to stay cloaked longer than 3 hours at max level
- regular ships without inherent cloaking bonuses should not be able to stay cloaked very long (maybe something below 1 hour)
I think this mechanic is exactly what could solve the "afk cloaking" disaster. For every active pilot it should be trivially easy to watch his or her cloak dissolution level and either recloak after a forced decloak or simply reset the timer at a save or when in warp in deep space. An actual afk-cloaker on the other hand will be subject to being probed down as soon as his cloak dissolution level reaches the critical point and forces him to decloak. A win for everyone complaining about current cloak mechanics ;)
I don't have a problem with current cloak mechanics and a lot of people don't. And since the people that don't like the mechanics are sov owners and ccp wants to nerf large sov coalitions ... If you they are consequent they shouldn't help them to be more safe.
My proposed system detects you if you get too close to an Observation array that can detect cloaked ships. So you can use these Observation arrays as protection. But a cloaked person could still sit in the system as long as they please as long as they stay away from your arrays. If you want to get into this zone you have to carfully deactivate them one after the other. If you succeed you have the advantage of suprise and can hot drop or gank someone. If you fail - you get detected and have to get out as fast as possible - since the OAs provide warp-ins (if they have enough scan res). Place OAs near your ratting space and you get a warning. The OAs could even warn everyone in the corporation about the detection and send a message. You wouldn't even have to check d-scan or local then.
But as a cloaked person you still have the abilitys to circumvent these arrays. I don't know what your problem with that is... |

Sayod Physulem
EVE University Ivy League
11
|
Posted - 2015.03.24 14:58:52 -
[7] - Quote
I should probably add - since we are talking about piloting around these OAs. We would need manual piloting on a solar system wide scale. So being able to warp to a point in the solar system you click.
I mean since those arrays would pretty much act as colliders on grid. You need to avoid coming closer than 2km to something on grid and you would need to avoid coming closer to a OA closer than their scan range in the solar system. You really need manual piloting for that.
EDIT: of course you still wouldn't be able to cancel warp |

Sayod Physulem
EVE University Ivy League
11
|
Posted - 2015.03.24 15:27:56 -
[8] - Quote
GeeShizzle MacCloud wrote:Sayod Physulem wrote:
I don't have a problem with current cloak mechanics and a lot of people don't. And since the people that don't like the mechanics are sov owners and ccp wants to nerf large sov coalitions ... If you they are consequent they shouldn't help them to be more safe.
im in a sov holding player org in a large coalition and have been subject to pizzas cloaky camping campaigns before and we have weathered it where others haven't. The problem is not the mechanics of cloaking, its the mechanics of covert cynos in conjunction with cloaks. ive never had issues with the cloak and its effects on a hostile in a system we have sov in, its the instant backup they can bring in in a split second, and the relative safety that backup enjoys from the undock of npc stations.
Then maybe make it that you can't bridge near a station/strukture. But this has nothing to do with afk cloaking... |

Sayod Physulem
EVE University Ivy League
11
|
Posted - 2015.03.25 08:39:06 -
[9] - Quote
All those posts about afk cloaking...
The Observation Array will come with the deactivation of local. If it would not, sov empires would be flooded with intel and this clearly would not result in smaller sov holders.
So keep in mind you have a removed local. Now you want to remove afk cloaking. But this is nonsense - because the whole afk cloaking thing is based around local as intel. If local will be removed afk cloaking won't be a thing anyway. Because you do not need to stay in the system to accustom the inhabitants to your presence. If you want to gank someone you can do it now because they don't know that you are there, or you can do it later. Log off in space and come back. The point is, it doesn't matter if you stay online or log off. Because in either way you are not at the keyboard. And in either way you do not appear on any intel gathering tool. So it really doesn't matter if you have a tool against afk cloakers or not if local is removed...
So I don't really care if you have this tool or not - as long as local gets removed.  |

Sayod Physulem
EVE University Ivy League
11
|
Posted - 2015.03.25 12:57:48 -
[10] - Quote
afkalt wrote:Don't you feel that without some guidelines/limitations on range, created gates could massively undermine jump fatigue changes?
Gates are ok, fatigueless jump bridges 2.0...less so. Just imo, of course.
edit: or is there an implicit suggestion that they can only link to "adjacent" systems?
Power Projection might be a problem. But gates would/should have some drawbacks:
- You need to anchor them (not as mobile as a titan that can also jump itself) - vulnerable to an attack (compared to a titan in a pos that is safe inside the pos and when the pos goes down - catapult it out by resetting the password or something like that and jump to a safe cyno) So you are more commited.
There was also the idea to limit the range of the gates and let them cause fatigue if used beyond that range (by using rigs or something) Another possibility would be to make Gates open for all. Or make them hackable.
I don't know if that would be enough, there is certainly the risk of causing the same problem again - but it could be worth a try. I mean timers aren't really an elegant solution anyway. |

Sayod Physulem
EVE University Ivy League
15
|
Posted - 2015.03.25 18:39:30 -
[11] - Quote
@ cade windstalker
But maybe you do not want to capture the systems - maybe you are just roaming and looking for a fight. E-Uni does such fleets only as we do not take part in SOV warfare. But how would a fleet of Unistas for example fight residents of Sov null if they do not want to? The speed advantage equals range control. And like in every 1v1 fight, if you can control the range you can control the fight. So only the Sov owners can choose if they want to fight or not. And if the decision if a fight happens or not is one sided, it is not a fair mechanic. The sov owners will only fight when they have an advantage then, and else dock up.
This is also the exact same problem with local/afk cloaking. Residents always complain about the invulnerability of a cloaker. But they use another mechanic to be invulnerable too. They dock up. So if they can force the intruder to fight, shouldn't the intruder be able to force a fight as well? So what about a undocking pulse? (additional to the uncloaking pulse?) Every active player can just redock - but the meanie-afk-station-sitters will die. Sounds familiar?
Giving one side the ability to choose is not a good mechanic. Both partys should be able to create a fight against the will of the other party. As an intruder you can do that with cloaking mechanics. As a defender you can do that with gate camps. And like the gate camp is nearly impossible to really avoid (you have to sacrifice a scout minimum) the cloaked gank is nearly impossible to avoid. So why is this not balanced? |

Sayod Physulem
EVE University Ivy League
16
|
Posted - 2015.03.26 12:06:31 -
[12] - Quote
Cade Windstalker wrote: I'll confess to being a little unclear on what you're responding to here. I'm assuming it's my post quoting you a page back but that doesn't seem to exactly fit. For one, unless things have changed drastically in the Uni in the last ~1.5 years, Unistas are only allowed in Sov Null under very specific circumstances and are otherwise not allowed in there under pain of eviction from the Uni.
Also you're missing the point a bit with AFK cloaking. The difference between a docked up character and one who is logged off is hair thin. Effectively the docked character can trash talk local, and the logged off one can't. A docked character is otherwise contained and no threat. They will show up on D-Scan or probes if they undock, while a cloaked character is capable of taking indirect action against characters in space without decloaking, and can decloak on-grid with far less warning than other ships appearing on grid. Not all of these are a problem, but on the whole the system is pretty one dimensional and without risk to the cloaked party as things stand.
None of this has anything to do with a Uni fleet looking for a fight though. If you want to provoke a fight with sov holders then attack their in-space assets, simple as that. No one should ever be absolutely forced to fight with no possible way of backing out just because someone comes looking to fight them.
Also, if installing an Observation Array means losing Local and with no comparable replacement I don't see many Null Alliances using them (at least for systems they actually intend to defend) since it's basically shooting yourself in the foot just so you can get a cast to doodle on.
I am sorry that was a little unclear - The first part was directed to your comment directly above and then I got a little off the track...
I talked about the range control you have if you can influence the warp speed, and then draw some weird transition to afk cloaking 
Concerning the Uni Rules: "IVY members are permitted in non-NPC nullsec for PVP. Exempted from this is everything not PVP related (eg. Exploration, Mining, Ratting) which isn't allowed under any circumstances. Students may do escalations that take them into sov null. Students should not take part in any structure or sovereignty battles"
But except for the presentation of my argument I would stick with it: A cloaker can d-scan and watch local - someone in a pos can do that too. And someone in a station can't be probed down and since you can't enter the station as an intruder you also don't really know where the people are. Of course all these things are a little different and not exactly the same but I think you really can compare them.
And you may be frustrated that you can't find cloaked players, but the constantly wardecced Uni is also not happy about the fact that we can't force people out of stations... It may feel unfair and there is some truth in it, but you need some safe zones in a online game. And amog them are stations, POSes and cloaking at a safespot. And in null POSes and stations are the safe zones of the defenders and cloaking is the safety of the intruder. Nerfing the cloak doesn't make the game better or in any way more fair. |

Sayod Physulem
EVE University Ivy League
19
|
Posted - 2015.03.27 11:20:32 -
[13] - Quote
NPC station: pros: - 100% safe - local intel - station services - undocking invulnerability cons - if people dock they can see you/ know where you are - immobile
POSes: pros: - 100% safe at least for the reinforcement time - local intel and d-scan intel - fitting services cons: - can be seen on d-scan / people know where you are - vulnerable to a larger fleet - immobile
Outpost: pros: - 100% safe at least for the reinforcement time - local intel - station services - people don't know where you are as they can't access the station - you could be cloaked right behind them - undocking invulnerability cons: - vulnerable to larger fleets - immobile
CovertOpsCloak: pros: - very mobile - 100% safe at a safespot - 99.9% safe on grid with other player - 80% safe jumping through gates - access to local and d-scan - people don't know where you are cons: - no fitting service without decloaking/ mobile depot. Limited Cargo. - paper thin tank (besides the stratios maybe) - targeting delay after decloaking (except for stealth bombers) - recloaking delay - uses up a highslot
Standard Cloak: pros: - somewhat mobile - 100% safe at a safespot - 60% safe jumping through gates/ on grid with other players - access to local and d-scan
- people can see you when you are warping so they know if you are on grid or not - but somewhat unclear were you are
cons: - really slow with activated cloak - reduced scan res - targeting delay - recloaking delay - uses up a highslot - have to decloak before warp - no fitting service without decloaking/ mobile depot. Limited Cargo
Of course it is not the exact same - but there are pros and cons (and I probably forgot a lot for everything). But this doesn't mean it is not balanced. Everything has its use. |

Sayod Physulem
EVE University Ivy League
19
|
Posted - 2015.03.27 22:14:34 -
[14] - Quote
Jori Ituin wrote:With regards to Observation Arrays [OA], I believe that their effectiveness should be tied to the number of the owning alliances members in the system at that moment in time, possibly with an upper limit. I think the OA could use these alliance ships to help pin-point a hostile ship, naturally if there are a half a dozen cloaked hostile ships it should take longer to pin point them.
This may well lead to a situation where a cloaky camper enters a system and an alliance drops 500 members into the system to pin-point him more quickly, but I don't believe that this is an issue as it should always take xx minutes to pinpoint a ship. This should be long enough to give a cloaky capsuleer time to find a target or transit through a system. However, if he decides to loiter with no intention of fighting he will eventually be tracked down.
The math involved should prevent two capsuleers in a remote system from being able to quickly, if at all pin-point a cloaky pilot.
Essentially, it should require active participation by capsuleers in conjunction with the OA to pin-point anything.
Why would you want a mechanic that plainly gives an advantage to groups over single players? This makes absolutely no sense. And from a realism standpoint. You only need to scan from 4 positions to pinpoint a ship in space. But these 4 positions can be pretty close together. So you could have an array at the front of your ship, in the back and at two other places and pinpoint something on your own. The only problem is, that you need to have very accurate numbers because small inaccuracys make a big difference if your scan arrays are so close together.
Because of that probes make sense. But the OA array could just have this accuracy. And its accuracy could increase with the number of OAs. But there is no reason to let it increase by players in the system...
And this is the realistism part. But EVE is far from realistic, so from a gameplay aspect - why would you want this?? |

Sayod Physulem
EVE University Ivy League
23
|
Posted - 2015.04.02 08:34:51 -
[15] - Quote
Dr Farallon wrote:afkalt wrote:Fredric Wolf wrote:You are missing the point where many null residents are ok with giving delayed local with the upcomming changes, they are only asking for a way to hunt the hunter as up until now had a free pass in null. And that's fine - my fundamental contention since page 1 has only been for it not to get SAFER as a result of these changes. edit: And for gates not to become massive fatigue avoidance mechanisms. Lets put aside all your unsubstantiated assumptions about other players since clearly you don't understand the basics, and lets focus on other fundamental issues about why the Observation Array is a potentially good thing that can fix the currently broken game mechanics behind cloaking. There should never come a time when an AFK player is allowed to be deep into enemy territory and completely safe to the degree that they can leave their character unattended for hours on end and expect to come home and find them alive and safe. It's a mechanic so broken that it's insulting to the people who live in the systems they camp. If your'e going to fly into enemy territory, the least that should be expected of you is to be at the controls and actively playing. That's not too much to ask, and having to dodge enemy patrols and countermeasures makes for more exciting and realistic game play both for the hunters and the hunted. The discussion isn't really about *IF* cloaked campers should be de-cloaked and more about how often and under what circumstances. Should the Observation Array cover an entire constellation and pulse a de-cloaking wave throughout every system regularly? Should multiple OA's send out a stronger and/or more frequent pulse? Should a player's cloaking skill level and ship type affect his chances of being de-cloaked? These are far more interesting issues to discuss. If you want to carry on about saving the sadistic vestiges of your broken AFK cloaked camping game mechanic there's other threads for that.
Wait, the opponents of afk cloaking are allowed to post here but everyone else has to post in a different thread about the SAME theme? How is that a fair and an open discussion?
"There should never come a time when an AFK player is allowed to be deep into enemy territory and completely safe to the degree that they can leave their character unattended for hours on end and expect to come home and find them alive and safe" Lets talk real life: AFK equals beeing asleep. So can an illegal immigrant expect to be safe the next morning when they wake up? Pretty much. They are only at risk when crossing the border (using a gate) and interacting with the people in the country (e.g. applying for a job). So Real Life empires are not able to track every person in their empire. Why should you be able to?
And illegal immigrants aren't really professional infiltrators. Plus space is much larger than any country on earth.
So stop whining about afk cloakers. They are only safe as long as they hide, and that's totally fine. If they want to interact with anything they are detectalbe - like in real life. Or can you track every illegal immigrant in your country? |

Sayod Physulem
EVE University Ivy League
25
|
Posted - 2015.04.08 07:16:20 -
[16] - Quote
Dictateur Imperator wrote:for just disrupt and make pew pew you on't care about ennemi control of intel, just wait prime time.
That's the flaw in your argument. Not every roam is a rampage. Maybe those small gangs want to know what they engage (or try to run away from). And they are not able to if the enemy controls all the intel they can get. |
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