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Wynta
KarmaFleet Goonswarm Federation
22
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Posted - 2015.06.13 17:08:33 -
[1] - Quote
It has always bugged me that it is impossible to methodically hunt a target while cloaked in a system because local always gives you away. With the many proposed changes coming to structures I thought I would throw out this idea that I have been thinking of while ratting. Here is my proposed system....
1. Players only show up in and have access to Local when they enter a system through a stargate. ---Meaning that players who enter through a wormhole or jump bridge do not show up in local or have access to local. It would basically be like a wormhole for them. ---So if player A enters a system through a WH, and that system has 10 people in it. Those 10 people do not see A on local and A does not see those 10 people. But if A talks in local he shows to those 10, and if any of the 10 talk in local they show to A. ---Being within 500km of a Stargate or Station forces you to join local.
2. Observatory Arrays and Portable Surveillance Units. The first being introduced in the Structures blog, and the second made up for purposes of this post. ---Observatory Arrays would either be system wide or have a huge range (requiring multiple to cover a system). The Arrays would would "update" the local list to include everyone in the system regardless of entry means; but to get that update you would have to have joined local by either jumping in the system, talking in system, or being within range of a station or gate. The detection would come in the form of a timer in the top left corner like fatigue, weapons timers, etc. This timer would be longer or shorter depending on system index at the very least, but could include sig radius, sensor strength, and whether or not you are cloaked. --------Meaning that a buzzard that has been fitted for sensor strength and is currently cloaked would have more time than a Marauder who is not cloaked. ---The timers would be 1 minute at the very least to 10 minutes at most.
3. Portable Surveillance Units are deployables similar in size of a mobile depot that instantly add anyone within 50km to local. These could be deployed near wormholes in a system but they would only last ~5hrs.
Force Recon Ships would be changed to have a 20% bonus to combat scanning strength or a bonus to scan time in addition to their cyno bonus. They would also have a scan probe launcher fitting bonus.
If Arrays are not system wide then they would have a multiple AU range, maybe depending on size or faction, and it would take multiple surrounding the system to cover it well. The system would still have blind spots and a good scout would be able to find it and avoid the autodetect.
The detection timer would not be "a timer" but more of a point system where in you start with 10000 points and that number drains until you are revealed at 0. The amount drained per second would depend on things like index level, sig radius, sensor strength, cloak, etc.
Jumping in and out of the system would not reset the timer but timers for all systems would reset every hour. Or there would be a default point regeneration rate where your detection score will go up when your out of the system.
Observation Arrays once scanned down to 100% in the map will show their influence area meaning that a prober will be able to successfully map the blind spot and plot a path to make a safe from the map. The Area of Detection would be akin to a yellow shaded sphere in the star map.
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Ohh Yeah
SniggWaffe WAFFLES.
268
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Posted - 2015.06.13 20:20:09 -
[2] - Quote
Quote:Meaning that players who enter through a wormhole or jump bridge do not show up in local or have access to local. It would basically be like a wormhole for them.
You might as well just give them access to see local, but not appear in it. It's naive to think that someone would bridge into a system with 10 people and sit blind rather than put an alt in the system to see local. |

Wynta
KarmaFleet Goonswarm Federation
22
|
Posted - 2015.06.14 10:24:45 -
[3] - Quote
Ohh Yeah wrote:Quote:Meaning that players who enter through a wormhole or jump bridge do not show up in local or have access to local. It would basically be like a wormhole for them. You might as well just give them access to see local, but not appear in it. It's naive to think that someone would bridge into a system with 10 people and sit blind rather than put an alt in the system to see local.
Your right in most low/null having a neutral alt in system docked up would completely negate this local restriction, but that would not be possible deep in sov null where there are defense fleets who have intel channels.
This restriction allows for scouts to get access to the local list if they choose or using spies to get info on the system. It also allows for spies to get a covert cyno in a system. It is a risk vs reward issue. Not having access to local increases the risk of dropping, but this risk could be greatly reduced with good scouts who get a rough count on the systems inhabitants. |

Wynta
KarmaFleet Goonswarm Federation
22
|
Posted - 2015.06.15 17:53:14 -
[4] - Quote
Ohh Yeah wrote:Quote:Meaning that players who enter through a wormhole or jump bridge do not show up in local or have access to local. It would basically be like a wormhole for them. You might as well just give them access to see local, but not appear in it. It's naive to think that someone would bridge into a system with 10 people and sit blind rather than put an alt in the system to see local.
Also though a system where a cloaked buzzard ( or other cov ops) could approach a array while cloaked and activate their data analyzer while remaining cloaked. There would be a hacking minigame that is much harder then the current hard ones now and if they succeed in 1 try they get a "at that moment" picture of local's list if they fail they are revealed in local or everyone currently in the observation array range is revealed. |

Xe'Cara'eos
A Big Enough Lever
294
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Posted - 2015.06.15 19:56:36 -
[5] - Quote
This idea has a lot of promise..... I like it..... I'm not sure about the details, but I like the broad concept.
For posting an idea into F&I:
come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it.....
If your idea can be abused, it [u]WILL[/u] be.
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Wynta
KarmaFleet Goonswarm Federation
22
|
Posted - 2015.06.15 21:58:48 -
[6] - Quote
Xe'Cara'eos wrote:This idea has a lot of promise..... I like it..... I'm not sure about the details, but I like the broad concept.
The basic concept is to introduce actual covert gameplay through removing the only barrier to it and that is local. But local is can be bent to not be a barrier but more of an obstacle, and the pilots skill would be determined by avoiding that obstacle while still hunting.
The more specific points are ways that players can hid from local and have that become balanced gameplay.
Right now it is just neutral in local and your element of surprise is gone. |

Specia1 K
State War Academy Caldari State
88
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Posted - 2015.06.16 04:50:17 -
[7] - Quote
Wynta wrote:Ohh Yeah wrote:Quote:Meaning that players who enter through a wormhole or jump bridge do not show up in local or have access to local. It would basically be like a wormhole for them. You might as well just give them access to see local, but not appear in it. It's naive to think that someone would bridge into a system with 10 people and sit blind rather than put an alt in the system to see local. Also though a system where a cloaked buzzard ( or other cov ops) could approach a array while cloaked and activate their data analyzer while remaining cloaked. There would be a hacking minigame that is much harder then the current hard ones now and if they succeed in 1 try they get a "at that moment" picture of local's list if they fail they are revealed in local or everyone currently in the observation array range is revealed.
Currently the mechanics do not allow a module to be activated while cloaked. How would you get around this without affecting all other cloaky mechanics? I know alot of scanning alts would love active prop mods while cloaked, for example. I had suggested that possibly a 'Black Ops Frigate' might be a thing... |

Wynta
KarmaFleet Goonswarm Federation
22
|
Posted - 2015.06.16 14:54:11 -
[8] - Quote
Specia1 K wrote:Wynta wrote:Ohh Yeah wrote:Quote:Meaning that players who enter through a wormhole or jump bridge do not show up in local or have access to local. It would basically be like a wormhole for them. You might as well just give them access to see local, but not appear in it. It's naive to think that someone would bridge into a system with 10 people and sit blind rather than put an alt in the system to see local. Also though a system where a cloaked buzzard ( or other cov ops) could approach a array while cloaked and activate their data analyzer while remaining cloaked. There would be a hacking minigame that is much harder then the current hard ones now and if they succeed in 1 try they get a "at that moment" picture of local's list if they fail they are revealed in local or everyone currently in the observation array range is revealed. Currently the mechanics do not allow a module to be activated while cloaked. How would you get around this without affecting all other cloaky mechanics? I know alot of scanning alts would love active prop mods while cloaked, for example. I had suggested that possibly a 'Black Ops Frigate' might be a thing...
That or have it not be connected to a module, just it be a right click option on the structure that you must be within 10km to do. It could give your virus str/health based on modules and skills or it could be a seperate skill that increases both, or there could a be a default amount just for this minigame. |

Wynta
KarmaFleet Goonswarm Federation
22
|
Posted - 2015.06.16 15:05:40 -
[9] - Quote
I just read my main post again and I think I did a poor job explaining the mechanics of how local would work.
Joining Local reveals all other pilots in local to you and you to all other pilots. You join local by....
1. Jumping in through a stargate 2. Being Docked 3. Being uncloaked within 500km of a stargate or station. 4. Talking in local (Just like a WH).
You are revealed to local (Players in local can see your in system, but local is still hidden to you) by....
1. Being within 100km of a Portable Surviellence Unit uncloaked. 2. Being in the detection area of an Observation Array when your Detection timer hits 0. 3. Being spotted (On-grid or within On-Grid Distance) by any player in local
A local snapshot (A snapshot is a nonupdating snapshot of who is currently in local, this list does not change if people jump out or log off, only ever updates if a snapshot is retaken or if you join local) is revealed to you by...
1. Hacking a Observation Array. 2. Any player you see on grid with you is revealed to you in local. |
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