|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.11 17:01:00 -
[1]
"No threat" is not really an argument for or against cloaks. Just because a ship "cannot do anything" while cloaked it does not make them balanced. A barge or indy do not represent any "threat" either and do not rececieve a survivability boost because of that.
Also, a cloaked ship can be a very significant threat without uncloaking once. A cloaked scout shadowing your fleet can very well be the reason you loose an engagment.
I would agree though that an instant decloaking device would be too strong, especially at gatecamps. I wouldn't see any problem with a 5 minute probe/decloaking pulse, though.
|

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.12 14:34:00 -
[2]
Edited by: Aramendel on 12/03/2007 14:48:58
Originally by: SumDum Devs don't want it as an information tool for who is in system, they why put flags on characters? Really dumb idea to add features to something they don't want in the game.
Because you could already get the information, although only by the more tendious and lag-induing way of doing show info for all players in the system. Basically, that change did nothing to the information content of local, but made it less tendious & unfun to get that information.
The devs stated multiple times that they are not that happy with local as it is now, that is a plain out fact. Ignore it or accept it. However, they cannot simply remove it either. While local gives a bit too much information too fast without it we would be at the other extreme. So it has to be replaced with something else, not removed.
And, while the devs are not happy with local I think they neither that unhappy with it to give the design of a replacement a high priority. So whileit most probably will be changed eventually it will still take a fair bit of time for this to happen.
In the meanwhile nothing speaks against making small adjustments which improve gameplay, especially if they are low effort ones like adding flags to the avatars in local.
Originally by: Grey Area And when you can find a way to detect AFK cloakers that doesn't as a side effect make the life of every non-AFK cloaker in the game absolute hell, maybe we'll actually get somewhere.
Something like that has (at least partly) already been suggested.
For example: Anti cloak pulse. Deployable structure, about the same size as a medium bubble. 5 minute anchoring time. Once anchored it does automatically *once* a systemwide pulse which decloaks all ships. Once used it is either destroyed (should then be relativly inexpensive to produce though) or has to be unanchored and anchored again to get another pulse.
If you are in a cloaked ship & not afk you shout "ohnoes!", wait 5 seconds and cloak again and warp to another SS for the worst case that they timed a scanprobe to be finished at the same time the de-cloaking pulse happens.
|

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.18 22:20:00 -
[3]
Originally by: Grey Area No, no, no, no, no. You may think you have limited this module by making it a five minute anchoring time...but what's to stop every anchor capable ship in a fleet firing one off? 10 ships with that ability in a fleet and you're decloaking EVERY cloaked ship in the system once every 30 seconds. No thanks.
Every minute actually, at least after the initial 5 minutes. Takes 5 min to unanchor and 5 mins to anchor.
And, as said, if it's a one-use item such a behaviour would be rather wasteful and pointless vs a non-afk cloaker.
|

Aramendel
Amarr Queens of the Stone Age Anarchy Empire
|
Posted - 2007.03.19 13:31:00 -
[4]
Depends really how the anti-thing is designed. If the anti-cloak ping is
- using quite a lot of your cargoroom - takes quite some time to activate - is destroyed after use
it would balance it vs cloaks *with* their current penalites just fine.
|
|
|
|