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Thread Statistics | Show CCP posts - 5 post(s) |

Tycho Straun
University of Caille
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Posted - 2008.04.02 17:12:00 -
[1]
Pardon if this has come up before, but afk cloakers are a pain and not what I think CCP had in mind. (NOTE I fly a Covops/Recon a lot, so this suggestion makes my life harder)
What if there was a special probe you can drop that told you whether there was a cloaked person on grid and gave you a warp into to within 15 KM (w/ max scanning skills). You'd still have to fly around with drones out to find them, so any good (awake) cloaker would warp off once the probe was dropped.
Limiting it to the grid would allow SSed AFK cloakers to stay in system 23/7, while providing others a chance to be somewhat assured that a particular gate or station was "safe." Of course, alert cloakers will just fly off and then back, so nothing is assured....
Other options include increasing the range to 14 AU to allow finding of SSed AFK cloakers, but still allow cloakers to see the probe on their scanner to know to GTFO and increasing or decreasing the sensitivity to 10 KM or 20 KM to make flying around to uncloak someone harder or easier.
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Abyss Wyrm
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Posted - 2008.04.03 00:30:00 -
[2]
Better would be just make bubbles probes like interdiction bubbles, that would prevent anything inside it to cloak, and uncloak anything that was in cloak (exept cloaking after jumping via gate).
I dont think that making cloaked ship scanable would be a good idea. Cloaks was nerfed in game alot already, you cant realy make cloaked ship much more superior in combat (even for SBs and BOs). And absolutely no point to nerf "invincibility" of cloaked co-opses and other ships which prefere to stay quiet in system while under the cloak.
To say more, i would prefere to see the bubble-probe which will reduce scaning chance of anything inside it (the bubble), like as if ships (and drones) actualy in deadspace. Though effect of course shouldnt be worked in deadspae itself.
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Katana Seiko
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Posted - 2008.04.03 04:05:00 -
[3]
Well, I guess you'll have to give up about that... CCP didn't change anything about cloaks since cloaking has been introduced (and believe me, all the time someone asked to make them probable). So far the only answer I got was "Cloaking was invented by someone far more advanced than the four empires, by one of the old races. I don't think that any one of them is able to counteract that technology during the next thousand years." - the other times I asked a Dev remained unanswered...
--- "Multiple exclamation marks are a sure sign for a diseased mind!" -Terry Pratchett
"[i]If you trust in yourself and believe in your dreams and follow your star you'll still get beate |

TITANONGRID
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Posted - 2008.04.03 09:21:00 -
[4]
Simple solution - take away the ability to fit cloaks on ANY ship. Leave it on covops/recons.
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Abyss Wyrm
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Posted - 2008.04.03 09:35:00 -
[5]
Edited by: Abyss Wyrm on 03/04/2008 09:35:59
Originally by: TITANONGRID Simple solution - take away the ability to fit cloaks on ANY ship. Leave it on covops/recons.
There is a balanc already. T1 cloak is nothing. And even t2 cloak wont alow you to make any real advantage on battlefield if you going to fit it on anything other then SB or BO. Actualy it will make you more lame oponent.
THe cloak need boost, not a nerf...
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Jaketh Ivanes
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Posted - 2008.04.03 10:00:00 -
[6]
Nothing wrong with cloaks, nothing wrong with being afk cloaked. Something wrong with you knowing someone is there cloaked.
Nerf local, not cloaks.
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Zirator
Asgard Schiffswerften Ev0ke
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Posted - 2008.04.03 10:28:00 -
[7]
Best solution would be to change it in such a way that cloaks consume liquid ozone or a cloaking fuel sold by various npc groups.
Of course this should be done in such a way that this penalty doesn't apply to ships that are meant to cloak like cov ops, stealth bombers etc.
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Abyss Wyrm
Black-Messa
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Posted - 2008.04.03 11:04:00 -
[8]
Originally by: Jaketh Ivanes Nothing wrong with cloaks, nothing wrong with being afk cloaked. Something wrong with you knowing someone is there cloaked.
Nerf local, not cloaks.
Agree. Pilots who stay cloaked for more... lets say two minutes, should simply disapear from local, as if they left the system, or gone offline, unless they start talking in local themself. To say more, pilots shouldnt apear in local while they are yet cloaked after jump.
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Abyss Wyrm
Black-Messa
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Posted - 2008.04.03 11:06:00 -
[9]
Originally by: Zirator Best solution would be to change it in such a way that cloaks consume liquid ozone or a cloaking fuel sold by various npc groups.
Of course this should be done in such a way that this penalty doesn't apply to ships that are meant to cloak like cov ops, stealth bombers etc.
That will requere to boost then cloaks themself to make a balance. Though it ok for me as long as cloak fuel wont be bulky, and wont be too costly.
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maralt
The seers of truth
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Posted - 2008.04.03 11:17:00 -
[10]
Who cares if they are afk and cloaked cos personally if im using a cloak ang go afk to eat or summat thats my choice and if cloaks get nerfed il just log out so it makes no no difference apart from screwing with pvpers who use cloaks and they already suffer from using them.
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CCP Greyscale

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Posted - 2008.04.03 11:33:00 -
[11]
One of my concerns with just making cloaked ships probeable with any decent degree of accuracy is the impact it has on using covert ops as fleet warp-in points. If you can get within 15km of the cloaked ship, you can get an interdictor right on top of the incoming fleet with minimal effort. Also, consider the current balance between recon probes and exploration probes, particularly WRT sensor strengths and resulting signal strengths.
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Jonathan Calvert
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Posted - 2008.04.03 12:07:00 -
[12]
Edited by: Jonathan Calvert on 03/04/2008 12:08:22
Originally by: CCP Greyscale One of my concerns with just making cloaked ships probeable with any decent degree of accuracy is the impact it has on using covert ops as fleet warp-in points. If you can get within 15km of the cloaked ship, you can get an interdictor right on top of the incoming fleet with minimal effort. Also, consider the current balance between recon probes and exploration probes, particularly WRT sensor strengths and resulting signal strengths.
And i beleive you covered this in the audio blog, saying that cloaking would probably be changed to make it possible to find cloaked ships, except role specific ships like covops. I think it would add something to be able to put up an anti-cloaking bubble though, but only in 0.0.
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Rosur
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Posted - 2008.04.03 12:08:00 -
[13]
Edited by: Rosur on 03/04/2008 12:09:05 I think that non covert opps cloaks should be probable so ravens useing t1/t2 cloaks etc. (special probe maybe) Though with thoses changes make it so all cloaky class which cant warped cloak be able to fit a covert opps cloak but not able to warp cloaked still. Such as with a sin u could still be cloaked but not found by a scan (make these ships more usefull). Also introduce an item for pos(sov3/2) which can probe cloaked ships without a covert opps cloak.
Please visit your user settings to re-enable images. |
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CCP Greyscale

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Posted - 2008.04.03 12:52:00 -
[14]
Originally by: Jonathan Calvert Edited by: Jonathan Calvert on 03/04/2008 12:08:22
Originally by: CCP Greyscale One of my concerns with just making cloaked ships probeable with any decent degree of accuracy is the impact it has on using covert ops as fleet warp-in points. If you can get within 15km of the cloaked ship, you can get an interdictor right on top of the incoming fleet with minimal effort. Also, consider the current balance between recon probes and exploration probes, particularly WRT sensor strengths and resulting signal strengths.
And i beleive you covered this in the audio blog, saying that cloaking would probably be changed to make it possible to find cloaked ships, except role specific ships like covops. I think it would add something to be able to put up an anti-cloaking bubble though, but only in 0.0.
Yup - just pointing out that it's not as simple as "make cloaked ships probeable" because it has knock-on effects in other areas. If it was that simple we'd probably have done it already 
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maralt
The seers of truth
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Posted - 2008.04.03 13:11:00 -
[15]
Why do you care so much about afk cloakers when all most will do is log out if they have to be away for a while and your not gonna catch them anyway?.
And those that got called away cos of a 30 min ear bending by the wife (or even something realy important ) are gonna be really ****ed off about losing a ship for nothing.
Bad idea all around imho it serves no purpose and will hurt only those who had a RL emergency and did not log out.
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Sparticula
Marines Of A New Dawn ANTHRAX DEATH
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Posted - 2008.04.03 13:33:00 -
[16]
I like the idea of having a probe (a few Au) that decloaks ships that are stationary, this would certainly stop alts sitting in systems all day being inactive.
Secondly, a short range (50-100Km) probe / module that decloaks anything in range. One operation of this could be the cloakers cap takes a hit whilst they stay within the decloak field until they eventually run out of cap and decloak - this would not completly Nerf Recons/coverts but I think other cloakers should insta decloak.
---------------------------------------------------------- Shin: A popular device for finding furniture in the dark !
$instaDeath = $Skills->Deimos[$Blasters]->Oh****YourScrambled()->ByeBye() |

Eleana Tomelac
Through the Looking Glass
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Posted - 2008.04.03 14:13:00 -
[17]
Originally by: Sparticula I like the idea of having a probe (a few Au) that decloaks ships that are stationary, this would certainly stop alts sitting in systems all day being inactive.
Stationary? The alt can be moving straight and cloaked, being stationary means nothing...
Originally by: Sparticula Secondly, a short range (50-100Km) probe / module that decloaks anything in range. One operation of this could be the cloakers cap takes a hit whilst they stay within the decloak field until they eventually run out of cap and decloak - this would not completly Nerf Recons/coverts but I think other cloakers should insta decloak.
I guess such thing shouldn't work on covert ops frigates, they are non combat ships that dedicate everything to cloaking, leave them at least one advantage, or they are just good for trash.
But I think this could be fixed the other way : Remove cover, recons, bombers, black ops from local always unless you see them uncloaked in scanning range (15 AU, this is to avoid them showing on local when warping and recloaking from a gate, and it follows the idea that they are low emission ships made to be cloaked), remove the cloaked ships from local, and then, the issue is no more, people can't see the cloaked alt! They continue their activities and go shoot him when he decloaks. -- Pocket drone carriers (tm) enthousiast !
Assault Frigates MK II |

Tycho Straun
University of Caille
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Posted - 2008.04.03 15:38:00 -
[18]
Edited by: Tycho Straun on 03/04/2008 15:38:29 Good catch Greyscale, I forgot about warpins and inties being dropped effectively on top of targets. Also, a good point about making covops invisible to these things
What if we decrease sensitivity and linked it to sig radius. Start by subtracting the largest covops sig radius (so Covops are now invisible) and assume you can get within 30 km of a BS with great skills. Cloaking BSes would want to fit a stab, just in case an inty gets close while they are accelerating to warp off (they should have aligned while still cloaked). Code implementation should easy (ish) as youÆd just be subtracting a number for the current formula. Alternately, we could have it return no location, but merely report the existence of cloaked ship(s) on grid. RP/Tech reason: they can tell its there, but canÆt triangulate cause the tech is still to poorly understood.
Re: cloaking cause you got called away (been there done that), assuming we limit the range to on grid, you can warp to a random planet or moon at 100 and be pretty safe, as no one will be scanning planets just belts, gates and POSes
As for cloaked ships disappearing from local, not sure about that. But given the general discussion about local (social facilitator vs. intel tool), if it stays a grid range limit on the probe will protect SSed cloakers from detection.
Interesting idea about cloaks burning a fuel of some sort, (to limit their cloaking time.) Unfortunately, that construct makes a cloaker trade off cloak time for ammo, and I'm not sure we want to go there. If we make the fuel/ burn rates low enough, people will just stock up on fuel and weÆre back to 23/7 camping being easy. Burn too much and cloaking BSes become much less effective. It becomes another balancing issue for CCP to worry aboutà
Great thoughts so far, thanks everyone.
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Anaalys Fluuterby
Perkone
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Posted - 2008.04.03 15:42:00 -
[19]
Originally by: CCP Greyscale One of my concerns with just making cloaked ships probeable with any decent degree of accuracy is the impact it has on using covert ops as fleet warp-in points. If you can get within 15km of the cloaked ship, you can get an interdictor right on top of the incoming fleet with minimal effort. Also, consider the current balance between recon probes and exploration probes, particularly WRT sensor strengths and resulting signal strengths.
Another big issue is that the probe gives its location at the END of the scan cycle, meaning that 15km is a precise distance. If the probe gave the location that the target was at when the scan started (ie, get location, give results at the end of scan time) then I can see allowing scanning. Otherwise anything but a CovertOp/Recon with a Covert Cloak is toast.
Originally by: Audri Fisher On the other, the emo tears being cryed in this thread tell me that just because you shoot somebody for a living, does not mean you aren't a carebear
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maralt
The seers of truth
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Posted - 2008.04.03 15:47:00 -
[20]
Originally by: Tycho Straun Edited by: Tycho Straun on 03/04/2008 15:38:29 Good catch Greyscale, I forgot about warpins and inties being dropped effectively on top of targets. Also, a good point about making covops invisible to these things
What if we decrease sensitivity and linked it to sig radius. Start by subtracting the largest covops sig radius (so Covops are now invisible) and assume you can get within 30 km of a BS with great skills. Cloaking BSes would want to fit a stab, just in case an inty gets close while they are accelerating to warp off (they should have aligned while still cloaked). Code implementation should easy (ish) as youÆd just be subtracting a number for the current formula. Alternately, we could have it return no location, but merely report the existence of cloaked ship(s) on grid. RP/Tech reason: they can tell its there, but canÆt triangulate cause the tech is still to poorly understood.
Re: cloaking cause you got called away (been there done that), assuming we limit the range to on grid, you can warp to a random planet or moon at 100 and be pretty safe, as no one will be scanning planets just belts, gates and POSes
As for cloaked ships disappearing from local, not sure about that. But given the general discussion about local (social facilitator vs. intel tool), if it stays a grid range limit on the probe will protect SSed cloakers from detection.
Interesting idea about cloaks burning a fuel of some sort, (to limit their cloaking time.) Unfortunately, that construct makes a cloaker trade off cloak time for ammo, and I'm not sure we want to go there. If we make the fuel/ burn rates low enough, people will just stock up on fuel and weÆre back to 23/7 camping being easy. Burn too much and cloaking BSes become much less effective. It becomes another balancing issue for CCP to worry aboutà
Great thoughts so far, thanks everyone.
What do you have against ppl who go afk while cloaked and how does it matter if they do apart from giving ppl ship kills who cannot get them from active players?.
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Jonathan Calvert
Empire Mining and Trade
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Posted - 2008.04.03 16:11:00 -
[21]
Originally by: CCP Greyscale
If it was that simple we'd probably have done it already 
Must. Resist. Sarcasm.
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CCP Greyscale

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Posted - 2008.04.03 16:29:00 -
[22]
Originally by: Tycho Straun What if we decrease sensitivity and linked it to sig radius. Start by subtracting the largest covops sig radius (so Covops are now invisible) and assume you can get within 30 km of a BS with great skills. Cloaking BSes would want to fit a stab, just in case an inty gets close while they are accelerating to warp off (they should have aligned while still cloaked). Code implementation should easy (ish) as youÆd just be subtracting a number for the current formula. Alternately, we could have it return no location, but merely report the existence of cloaked ship(s) on grid. RP/Tech reason: they can tell its there, but canÆt triangulate cause the tech is still to poorly understood.
How do exploration probes factor into this?
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Tycho Straun
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Posted - 2008.04.03 16:31:00 -
[23]
Edited by: Tycho Straun on 03/04/2008 16:32:21
Originally by: maralt What do you have against ppl who go afk while cloaked and how does it matter if they do apart from giving ppl ship kills who cannot get them from active players?.
I don't have anything against people who go AFK while cloaked. I do it myself on a daily basis. But I though EVE was about player vs. player and the current setup doesn't allow for cat and mouse hunting of cloaked ships.
As proof you'll see that after reading the concerns about people who need to cloak to go AFK, I modded the proposal to limit the scan's range to on grid only and suggested a very quick solution (warp to a random moon) that would pretty much guarantee they will be safe. I really don't see someone going around dropping probes at every planet and moon in an attempt to get a 30 KM hit on some random guy who was passing through the system but had to AFK to Concord his kids or de-aggro their spouse.
Also, I realized the detection formula I proposed will make any cloaked frigate invisible so... Lets mod the formula that if ship has covops cloak do not report, if its any other type of cloak set accuracy to 40 km (down to 30 w/ good skills). We're also going to have to remove sig radius from the formula, as (I assume) cloaked Titans on gates will be too easy to find...
Edit: Greyscale, I've never used them, but will talk tonight w/ Corp Mates who do.
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maralt
The seers of truth
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Posted - 2008.04.03 17:08:00 -
[24]
Originally by: Tycho Straun
Originally by: maralt What do you have against ppl who go afk while cloaked and how does it matter if they do apart from giving ppl ship kills who cannot get them from active players?.
I don't have anything against people who go AFK while cloaked. I do it myself on a daily basis. But I though EVE was about player vs. player and the current setup doesn't allow for cat and mouse hunting of cloaked ships.
As proof you'll see that after reading the concerns about people who need to cloak to go AFK, I modded the proposal to limit the scan's range to on grid only and suggested a very quick solution (warp to a random moon) that would pretty much guarantee they will be safe. I really don't see someone going around dropping probes at every planet and moon in an attempt to get a 30 KM hit on some random guy who was passing through the system but had to AFK to Concord his kids or de-aggro their spouse.
Also, I realized the detection formula I proposed will make any cloaked frigate invisible so... Lets mod the formula that if ship has covops cloak do not report, if its any other type of cloak set accuracy to 40 km (down to 30 w/ good skills). We're also going to have to remove sig radius from the formula, as (I assume) cloaked Titans on gates will be too easy to find...
Edit: Greyscale, I've never used them, but will talk tonight w/ Corp Mates who do. Decoupling sig rad from the accuracy formula, might address the issue, or we can RP/Tech explain they can't be used to find cloaked ships (any cloak blocks all ladar / gravimetric waves)
Edit2: Actually I'm proposing a "new" probe be created. Like a snoop, but shorter range (500 km) and it only can find cloaked ships, fires from recon launcher. Though I'm not sure if programatically it would be easier (for you) to mod the existing probes or make a new copy of the snoop and tweak it for cloak spotting
So its for scouting ppl through space and helping them avoid hostile scouts parked on gates looking for ppl traveling through 0.0 or low sec without proper security?. That has nothing to do with afk cloakers and all to do with making hostile space safer to travel through and that is what empire is for sorry bud but its a no from me.
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Tobias Sjodin
Ore Mongers Black Hand.
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Posted - 2008.04.03 17:09:00 -
[25]
Edited by: Tobias Sjodin on 03/04/2008 17:10:20 How about this:
Prototype Cloaks use X% amount of capacitor and have a small chance of failing every cycle, for a whole cycle. Making it impossible to cloak for that duration. And going AFK being permacloaked will be impossible unless you fit for all cap-recharge, and you need to reactivate the cloak with every interval.
This makes so you have to be a dedicated cloaker (and sacrifice something significant) to be able to cloak for longer periods. But with the interval it means you can't just go AFK, every 20 minutes or so you still need to reactivate the module.
Improved Cloak II is the same but with lower %.
Covert Ops Cloak II has none of these whatsoever (remains as-is).
Black Hand.
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CCP Greyscale
C C P

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Posted - 2008.04.03 17:15:00 -
[26]
And at this point we've gone from "make cloaked ships probeable" to "make cloaked ships probeable provided you use a special short-range probe which is special-cased in the code", and it doesn't help with AFK cloakers since they're generally in deep space That's not to say it couldn't be part of a solution, it's just that the more you think about this sort of issue the less straightforward it usually gets...
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Tobias Sjodin
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Posted - 2008.04.03 17:27:00 -
[27]
No. (If you were responding to me)
Please visit your user settings to re-enable images. Black Hand.
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CCP Greyscale

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Posted - 2008.04.03 17:30:00 -
[28]
Was replying to Tycho, but my post got stalled by the repost timer 
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Tobias Sjodin
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Posted - 2008.04.03 17:51:00 -
[29]
Bad Grayscale, this is why we quote.
Please visit your user settings to re-enable images. Black Hand.
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Tycho Straun
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Posted - 2008.04.03 18:01:00 -
[30]
Agreed Greyscale, its a special tool for a special case proposal. I wanted to try to come up with a way to make finding cloaked ship possible, but not probable. And I accepted the two requirements that cloaked ships would be basically unfindable if a player had to go AFK for a bit (under an hour) or if they bothered to actually SS in deep space. Let me study exploration probes a bit and try to come up with a idea for all probes.
Thanks for the discussions.
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maralt
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Posted - 2008.04.03 18:14:00 -
[31]
Edited by: maralt on 03/04/2008 18:19:03
Originally by: Tycho Straun Agreed Greyscale, its a special tool for a special case proposal. I wanted to try to come up with a way to make finding cloaked ship possible, but not probable. And I accepted the two requirements that cloaked ships would be basically unfindable if a player had to go AFK for a bit (under an hour) or if they bothered to actually SS in deep space. Let me study exploration probes a bit and try to come up with a idea for all probes.
Thanks for the discussions.
If cloaking afk is such a problem just have ships uncloak after 4 hours or summat at least that will allow those scouting or in a big fleet territory fight not to be decloaked at a bad time and only cause problems for afk cloakers.
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Vadimik
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Posted - 2008.04.03 19:01:00 -
[32]
Edited by: Vadimik on 03/04/2008 19:03:22
Greyscale (and CCP in general), please avoid making cloaks probeable before you deal with local. I beg you.
Unprobeable cloaks are reason #1 atm that keeps local abuse somewhat in check (by making local "unreliable"), and thus allows for a smaller force to survive versus a huge (but mindless) blob.
Making cloaks probeable while keeping the huge "I'm here, guys" neon sign in local is a death sentence to anything but blobing.
If you make cloaks probeable before fixing local, you can just as well say that local-intel is perfectly fine and intended, cause this would be what everyone will see:
local-defining cloaks - nerfed, local-intel - feels fantanstic and is still alive.
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Jonathan Calvert
Empire Mining and Trade
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Posted - 2008.04.03 19:24:00 -
[33]
Originally by: CCP Greyscale And at this point we've gone from "make cloaked ships probeable" to "make cloaked ships probeable provided you use a special short-range probe which is special-cased in the code", and it doesn't help with AFK cloakers since they're generally in deep space That's not to say it couldn't be part of a solution, it's just that the more you think about this sort of issue the less straightforward it usually gets...
Any reason not to just remove cloaking capability from all ships but covops and recon? IE, 99% reduction in CPU trick.
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Abyss Wyrm
Black-Messa
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Posted - 2008.04.03 19:39:00 -
[34]
Originally by: Eleana Tomelac
Stationary? The alt can be moving straight and cloaked, being stationary means nothing...
Btw yes. Even if you able to probe co-ops and especialy SB, then you warp to position where it been, he will be simply far away from you. How do then declock it? Drop costly bomb?
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Abyss Wyrm
Black-Messa
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Posted - 2008.04.03 19:49:00 -
[35]
Originally by: Tycho Straun
I don't have anything against people who go AFK while cloaked. I do it myself on a daily basis. But I though EVE was about player vs. player and the current setup doesn't allow for cat and mouse hunting of cloaked ships.
the cat cant catch mouse as long as mouse in his hole.
Cat-mouse play start only then mouse came out of it by trying get something for self.
As for example black ops explorer waiting in system cloaked while co-ops finised pinpointing site. You will be able to start catching it only then it uncloak to clear the site and hack cans.
Until then any "cats" should wait til "mouse" uncloak itself.
That would be true cat-mouse play. Nerfing a cloaks would be digging/breaking mouse's holes, and so complitely ruining the game itslef.
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Koyama Ise
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Posted - 2008.04.04 01:54:00 -
[36]
I think afk cloakers ok whatever as long as they're not in my Sov systems. You own space but there can be people in there you can't do anything to. So I was thinking a slow PoS module that can scan out cloaked people. Slow because then it'd be overpowered. Also local isn't the issue with this people, I mean if someone was on the gate and saw it you know they're there but you don't know when they're gone which makes it worse... -------- Yes, I know I'm an alt, what are you going to do about it? |

Kaimon ValDreth
Priory Of The Lemon R0ADKILL
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Posted - 2008.04.04 02:02:00 -
[37]
Edited by: Kaimon ValDreth on 04/04/2008 02:02:24
Originally by: Zirator Best solution would be to change it in such a way that cloaks consume liquid ozone or a cloaking fuel sold by various npc groups.
Of course this should be done in such a way that this penalty doesn't apply to ships that are meant to cloak like cov ops, stealth bombers etc.
^^^ Best idea so far... I love it 99% or 100% reduction in fuel use on cov ops bombers etc... HELL THATS A GREAT IDEA
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Abyss Wyrm
Black-Messa
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Posted - 2008.04.04 23:33:00 -
[38]
Cloaked ships so far have penalty to scan resolution. And that penalty apply even if you put cloak offline. That is enough already to balance cloak fiting an using, even on ships not maided specialy for using the cloak.
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Roland De'chain
Species 5618 Carpe Universitas
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Posted - 2008.04.05 01:08:00 -
[39]
why not just have that when you fit a cloak to a non specialised cloaking ship the cap regen of the ship goes negative and after x number of minutes your caps gone, the cloak fails and you can't activate it straight away
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.05 02:36:00 -
[40]
Originally by: CCP Greyscale One of my concerns with just making cloaked ships probeable with any decent degree of accuracy is the impact it has on using covert ops as fleet warp-in points. If you can get within 15km of the cloaked ship, you can get an interdictor right on top of the incoming fleet with minimal effort. Also, consider the current balance between recon probes and exploration probes, particularly WRT sensor strengths and resulting signal strengths.
So you have to scan the cov-ops out without him knowing it in 30 seconds, warp the cov-ops on their cov-ops. Warp the dictor to the landed cov-ops. And dictor the still cloaked cov-ops all at the right time to catch a warping fleet and without the cov-ops noticing or flying too far for the bubble to miss the fleet?[or your dictor has a probe and it takes longer than 30 seconds]
Doesn't seem like much of a threat to me. Especially since most fleets will not be warping to zero on their cov-ops so either you time it really really really well, in which case congrats.
Or you don't catch the fleet since the fleet will be warping in at 10-100km.
Vote Goumindong for CSM |
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Ma Zhiqiang
Huang Yinglong FOUNDATI0N
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Posted - 2008.04.05 16:57:00 -
[41]
Introduce some sort of automatic log off if someone is AFK for longer than 30 minutes. Or an hour.
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Santiago Fahahrri
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Posted - 2008.04.05 18:34:00 -
[42]
Exactly what is the "problem" that is caused by these cloakers? If they are afk they certainly aren't bothering anyone. They pay for the right to be logged in 23x7, just like anyone else.
If they are not afk, they have significant penalties for operating the cloak and they are probably very outnumbered and a small mistake will cost them a ship.
This entire topic sounds like bullies looking for a bigger advantage over the little guy.
Cloaking isn't broken. It doesn't need fixing.
Fly safe.
~ Santiago Fahahrri Galactic Geographic |

Vadimik
Misty Weave
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Posted - 2008.04.05 19:23:00 -
[43]
Originally by: Goumindong
... No, see that is the thing, it really is that simple. ...
Yes it is, namely: remove cloaked ships from local, both ways (i.e. cloaker will not see local either).
P.S. This post is only aimed at people who think it's "that simple".
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Abyss Wyrm
Black-Messa
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Posted - 2008.04.05 20:54:00 -
[44]
Originally by: Goumindong
So you have to scan the cov-ops out without him knowing it in 30 seconds, warp the cov-ops on their cov-ops. Warp the dictor to the landed cov-ops. And dictor the still cloaked cov-ops all at the right time to catch a warping fleet and without the cov-ops noticing or flying too far for the bubble to miss the fleet?[or your dictor has a probe and it takes longer than 30 seconds]
How about co-ops seting covert cyno?? And yes, If you warp near the bubble, and your warp vecotor came through bubble, you'll get cuaught in bubble anyway, even if you said warp to 100km.
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Abyss Wyrm
Black-Messa
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Posted - 2008.04.05 20:56:00 -
[45]
Originally by: Santiago Fahahrri Exactly what is the "problem" that is caused by these cloakers? If they are afk they certainly aren't bothering anyone. They pay for the right to be logged in 23x7, just like anyone else.
If they are not afk, they have significant penalties for operating the cloak and they are probably very outnumbered and a small mistake will cost them a ship.
This entire topic sounds like bullies looking for a bigger advantage over the little guy.
Cloaking isn't broken. It doesn't need fixing.
Fly safe.
+1
Though i'll say it need a bit of boosting actualy...
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Goumindong
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Posted - 2008.04.05 22:00:00 -
[46]
Originally by: Santiago Fahahrri Exactly what is the "problem" that is caused by these cloakers? If they are afk they certainly aren't bothering anyone. They pay for the right to be logged in 23x7, just like anyone else.
If they are not afk, they have significant penalties for operating the cloak and they are probably very outnumbered and a small mistake will cost them a ship.
This entire topic sounds like bullies looking for a bigger advantage over the little guy.
Cloaking isn't broken. It doesn't need fixing.
Fly safe.
When you cloak for 23/7 you invalidate the work that people have done defending space. Because of your complete impunity this removes any form of intel that the defenders can do to protect themselves. As a rule, its pretty much impossible to defend ratters and miners from attack, someone will die with just a small amount of gank before your defense gang will be able to lock and apply logistics.
A good example of this working in the game is when PL ruined the RIT triangle for rise. And i don't mean "they kinda got in the way" i mean, they went there, cloaked, and killed an entire alliances production and morale to the point that some of the most heavily defended and isolated space in the game fell as soon as a modicum of pressure was applied.
The key? There was nothing that the alliance of 1000 could do to kill the cloakers in their systems
Originally by: Vadimik
Originally by: Goumindong
... No, see that is the thing, it really is that simple. ...
Yes it is, namely: remove cloaked ships from local, both ways (i.e. cloaker will not see local either).
P.S. This post is only aimed at people who think it's "that simple".
No, removing cloaked ships from local is stupid, just as stupid as removing local. It skews the game much to far from the defender to the attacker and invalidates any effort anyone has done to secure their space.
Originally by: Abyss Wyrm
Originally by: Goumindong
So you have to scan the cov-ops out without him knowing it in 30 seconds, warp the cov-ops on their cov-ops. Warp the dictor to the landed cov-ops. And dictor the still cloaked cov-ops all at the right time to catch a warping fleet and without the cov-ops noticing or flying too far for the bubble to miss the fleet?[or your dictor has a probe and it takes longer than 30 seconds]
How about co-ops seting covert cyno?? And yes, If you warp near the bubble, and your warp vecotor came through bubble, you'll get cuaught in bubble anyway, even if you said warp to 100km.
Only if you start the warp while the bubble is up and only if your vector goes through the bubble and only if the warp in point is within 150km of the bubble.
The key part is that you have to initiate the warp while the bubble is up in order to be pulled in. So if you are warping to the cov-ops the bubble has to come up at the right time as he says warp, but before people warp, and before he is able to tell everyone to not warp because he is bubbled.
This window is going to be very small. http://eve-files.com/dl/154147
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Vadimik
Misty Weave
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Posted - 2008.04.05 22:42:00 -
[47]
Originally by: Goumindong No, removing cloaked ships from local is stupid, just as stupid as removing local. It skews the game much to far from the defender to the attacker and invalidates any effort anyone has done to secure their space.
Just as stupid as cloaked ships showing up in local and probes scanning down cloaked ships on top of that. It skews the game much to far from the wise pilots to the mindless blobs and invalidates any effort anyone has done to try to stay covert.
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Goumindong
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Posted - 2008.04.05 22:53:00 -
[48]
Originally by: Vadimik
Originally by: Goumindong No, removing cloaked ships from local is stupid, just as stupid as removing local. It skews the game much to far from the defender to the attacker and invalidates any effort anyone has done to secure their space.
Just as stupid as cloaked ships showing up in local and probes scanning down cloaked ships on top of that. It skews the game much to far from the wise pilots to the mindless blobs and invalidates any effort anyone has done to try to stay covert.
No, you can still stay covert, you just can't do it while you are AFK. It would take at least two scans and likely 3 scans to pin the location of any non-afk cloaking ship in that time if you cannot find them[they have to decloak to probe] and avoid them [starting the cycle over again], then you don't deserve to be using a cov-ops cloak.
Currently there is pretty much no effort involved in cloaking. I can take any ship and be 100% safe anywhere for any amount of time simply by training one skill and sticking a cloak on whatever ship i want.
Cloaked ships not showing up in local would destroy all low-sec and 0.0 belt based production. It would destroy all pvp that did not include cloaked ships. It would make recons so mind numbingly overpowered its all anyone would fly.
No, cloaking is stupidly easy and provide utterly ridiculous benefits to the person using it. It makes for a bad game and should be nerfed to hell and back.
Eve is not a single player game that just happens to have other participants, eve is a game that has many different players doing many different things and you need to carefully balance between those options.
The inability to defend yourself while mining or ratting in any way is unacceptable[cloaks not appearing in local].
The ability of any ship to be 100% safe from everything while logged on is unacceptable[cloaks not being able to be scanned]. http://eve-files.com/dl/154147
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Vadimik
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Posted - 2008.04.05 23:07:00 -
[49]
Quote: No, you can still stay covert, you just can't do it while you are AFK.
Yes, covert. With my face shining up in local. Sure.
Quote: Currently there is pretty much no effort involved in cloaking. I can take any ship and be 100% safe anywhere for any amount of time simply by training one skill and sticking a cloak on whatever ship i want.
Currently there is pretty much no effort involved in docking. I can take any ship and be 100% safe at any station for any amount of time simply by training no skills and docking whatever non-supercap ship I want.
Quote: No, cloaking is stupidly easy and provide utterly ridiculous benefits to the person using it. It makes for a bad game and should be nerfed to hell and back.
No, logging off is stupidly easy and provide utterly ridiculous benefits to the person using it. It makes for a bad game and should be nerfed to hell and back.
Quote: The ability of any ship to be 100% safe from everything while logged on is unacceptable[cloaks not being able to be scanned].
Ever heard of docking and POS'es ? 
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AKULA UrQuan
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Posted - 2008.04.05 23:07:00 -
[50]
Edited by: AKULA UrQuan on 05/04/2008 23:08:22 First off. Covert ops frigates are one of the harder ships to probe out when they're uncloaked. Gets better when the pilot (me for example) does something goofy like toss in a T2 backup array in a low slot. Good luck probeing him then much less getting a zero error scan.
Second. Any competent covert pilot isn't going to be sitting still at 0m/s when AFK. He's going to be putting along on normal drives in a random direction 6+ AUs away from any solar object.
Third. WTZ isn't. It has an error range of -/+2,500 meters best I can tell. If you don't decloak him on warpin now what? If the target is moveing you get to try again.
Last. Most of these, so called, AFK coverts arn't as AFK as you would like to think.
So yeah. Allow for probeing cloakers. Only people that are getting caught are the clueless ones.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.05 23:39:00 -
[51]
Originally by: Vadimik
Ever heard of docking and POS'es ? 
Yes, ever heard of sieging and dreadnoughts?
None of these things are invulnerable, you always have the option of getting together a force and knocking it down and taking it for yourself.
You cannot do the same to cloaks.
Originally by: AKULA UrQuan Edited by: AKULA UrQuan on 05/04/2008 23:08:22 First off. Covert ops frigates are one of the harder ships to probe out when they're uncloaked. Gets better when the pilot (me for example) does something goofy like toss in a T2 backup array in a low slot. Good luck probeing him then much less getting a zero error scan.
Second. Any competent covert pilot isn't going to be sitting still at 0m/s when AFK. He's going to be putting along on normal drives in a random direction 6+ AUs away from any solar object.
Third. WTZ isn't. It has an error range of -/+2,500 meters best I can tell. If you don't decloak him on warpin now what? If the target is moveing you get to try again.
Last. Most of these, so called, AFK coverts arn't as AFK as you would like to think.
So yeah. Allow for probeing cloakers. Only people that are getting caught are the clueless ones.
Precisely There is a damn lot of effort involved in not just fueling POS, but sieging the owners territory, putting your own down, and keeping them alive.
And when you are at these POS you are vulnerable to scouting, and when in a station you are at an easy choke with no access to your directional scanner and overview.
Quote:
Yes, covert. With my face shining up in local. Sure.
Yup. Sorry, but imperfect role play is the price payed for balance.
Quote:
No, logging off is stupidly easy and provide utterly ridiculous benefits to the person using it. It makes for a bad game and should be nerfed to hell and back.
You cannot actively scan and participate in the game when logged off.
Now, if you want to have a 30 second timer on decloaking, be unable to use local, all chat channels, your overview, your entire user interface, the directional scanner, all modules, and ping as "cloaked" on peoples user lists, then its about a right comparison.
Vote Goumindong for CSM |

Samuel Gompers
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Posted - 2008.04.06 05:15:00 -
[52]
i'd suggest one of two options...
either allow cloakers to be probed with no restrictions, but give cov ops frigs immunity to probing so as to give them a role as fleet warp-in
or allow probing of all cloakers, but limit the precision to the grid that the cloaker is on and no closer, so you can see roughly where they are and what they're up to, but not allow them to be auto-decloaked by a prober warping on top of them
or maybe allow probing of cloaked ships as per one of the two above methods, but by pos mods only
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Vadimik
Misty Weave
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Posted - 2008.04.06 10:41:00 -
[53]
Edited by: Vadimik on 06/04/2008 10:41:43
Quote: Yes, ever heard of sieging and dreadnoughts?
None of these things are invulnerable, you always have the option of getting together a force and knocking it down and taking it for yourself.
I see what you did there. 
But cloaks aren't invulnerable either, it's the cloaked ship you can't do anything about.
Same story with docked or POS'ed ship.
You can't do anything unless he undocks.
You can't do anything unless he uncloaks (well, or unless you wait for after DT when he will be forced to log on and be cloakless for some time thereafter).
You can't do anything unless he leaves POS field (well, or unless he sits there for 1,5-2 days it takes to take the POS down).
Quote: Yup. Sorry, but imperfect role play is the price payed for balance.
  
Ok, if keeping you covert is a kind of "RP side-effect" of a covert ops cloak, what's it's "main effect" ? Cause it does not hide you from local... And you want it not to hide you from probes either. What would it be then, an ultimate D-scanner foiler ?
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maralt
The seers of truth
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Posted - 2008.04.06 10:53:00 -
[54]
This is just another try for carebears and ppl who travel in 0.0 without proper protection to make it safer and has nothing to do with afk cloakers. Its about giving ppl the ability to probe out hostile scouts on gates and cloaking gangs camping systems looking for kills. The cloakers who go afk for maybe a RL issue are no threat and would be at best an easy kill for prober's while an active player would be able to warp off.
Cloaks already have enough negative effects and do not need to be probable unless your a carebear looking for easier travel through low sec or 0.0 or a crappy pvper looking for easy kills.
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Lem2J
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Posted - 2008.04.06 11:38:00 -
[55]
Just add a reactivation timer or have cloaks.. e.g. they need to go offline after an hour, for recalibration.
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Rosur
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Posted - 2008.04.06 11:41:00 -
[56]
How about when useing a cloak it gives u an aggresion timer so u deicied to log of and uncloak then u stay in space for 15mins gives (as u have an aggression timer) then defender if they are paying attention has a chance to probe them down but if the cloaker is cleaver he will uncloak in a safe 15mins before he logs of so cant be probed down.
Please visit your user settings to re-enable images. |

methodmo
Free Lapland The Kadeshi
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Posted - 2008.04.06 11:52:00 -
[57]
afk cloakers=there r no solutions
however if u change the cpu value (fitting) on the cloaks then u have a good start allready...nothing (except recons/cov ops/stealthbombers/cov ops bs) can fit cloaks anymore :)
now that would be a good change there r tomany ppl fitting cloaks on haulers/frigs/cruisers/bs etc...
:)
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Abyss Wyrm
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Posted - 2008.04.06 17:34:00 -
[58]
Originally by: Goumindong
When you cloak for 23/7 you invalidate the work that people have done defending space. Because of your complete impunity this removes any form of intel that the defenders can do to protect themselves. As a rule, its pretty much impossible to defend ratters and miners from attack, someone will die with just a small amount of gank before your defense gang will be able to lock and apply logistics.
A good example of this working in the game is when PL ruined the RIT triangle for rise. And i don't mean "they kinda got in the way" i mean, they went there, cloaked, and killed an entire alliances production and morale to the point that some of the most heavily defended and isolated space in the game fell as soon as a modicum of pressure was applied.
The key? There was nothing that the alliance of 1000 could do to kill the cloakers in their systems
Originally by: Vadimik
Originally by: Goumindong
... No, see that is the thing, it really is that simple. ... [/quote Guerrillas and saboteurs exist in real life, why they shouldnt be allowed in EVE? I actualy dont like the idea that cyno jammer able to jamm covert cyno. Would be more sence if covert cyno will be able to operate under in system wit cyno jammer.
Quote: No, removing cloaked ships from local is stupid, just as stupid as removing local. It skews the game much to far from the defender to the attacker and invalidates any effort anyone has done to secure their space.
It will make game more hardcore like, and less arcade. I dont wont any changes thats make EVE like WoW (for example). Removing cloaker from local will be great change. IMHO stealth wars should be boosted alot. Adapt to survive...
Quote: Only if you start the warp while the bubble is up and only if your vector goes through the bubble and only if the warp in point is within 150km of the bubble.
If dictor will drop bubble (or HiC start it) at close proximity to co-ops, the fleet vector will go through bubble anyway, no matter from what location they warp, and so everyone will be caught in bubble anyway
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Abyss Wyrm
Industrial Trade Corp
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Posted - 2008.04.06 17:42:00 -
[59]
Originally by: Goumindong
None of these things are invulnerable, you always have the option of getting together a force and knocking it down and taking it for yourself.
Stations not invulnerable?) And how many stations you destroyed already?
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Abyss Wyrm
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Posted - 2008.04.06 17:53:00 -
[60]
Originally by: Lem2J Just add a reactivation timer or have cloaks.. e.g. they need to go offline after an hour, for recalibration.
Eh, so if i just uncloak to drop a probe, i need to wait 1h for reactivation? X_X
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Goumindong
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Posted - 2008.04.06 18:03:00 -
[61]
Originally by: Abyss Wyrm
Guerrillas and saboteurs exist in real life, why they shouldnt be allowed in EVE? I actualy dont like the idea that cyno jammer able to jamm covert cyno. Would be more sence if covert cyno will be able to operate under in system wit cyno jammer.[/uote]
Spaceships capable of traveling faster than the speed of light don't exist in real life, why should they be allowed in eve?
Covert cynos being jammed by cyno jammers is another issue altogether and not something relating to cloaking. The specific problem is that cyno jammers exist to make capital movement more complicated and part of overall strategy, and covert cynos can't bring in capital ships. So the jammers are doing more than their fair share.
Quote:
It will make game more hardcore like, and less arcade. I dont wont any changes thats make EVE like WoW (for example). Removing cloaker from local will be great change. IMHO stealth wars should be boosted alot. Adapt to survive...
This is not an argument. Letting people probe cloakers will not make eve any less hardcore or more arcade or more like WoW. If anything, the ability to be perfectly safe in any space for any amount of time is a mechanic that has made eve less hardcore, because anyone can just cloak and not have to worry about any force ever.
Quote:
If dictor will drop bubble (or HiC start it) at close proximity to co-ops, the fleet vector will go through bubble anyway, no matter from what location they warp, and so everyone will be caught in bubble anyway
I just freaking explained this to you. You are only caught in a bubble when
1: Your vector overlaps the bubble 2: Your warp in point is within 150km of the bubble 3: Your warp in point is on the same grid as the bubble 4: You initiate warp while the bubble is active
4 is the key here, if you don't initiate warp while the bubble is active the bubble wont pull you out of warp, you might land in it, but you would have been landing in it anyway.
So, in order to catch the incoming gang you have to put the bubble up after the cov-ops tells the FC its safe to warp in. But before the FC gang warps, or tells people to warp and they warp, and before the cov-ops cancels the warp order because the bubble is up. This is a very small window to get a bubble on a cov-ops and would pretty much require omniscience, or a very good spy[because you have to be aware of the warp in time to scan the cov-ops down, warp to the result and then warp a dictor to the result which they can then bubble]
Originally by: Abyss Wyrm
Originally by: Goumindong
None of these things are invulnerable, you always have the option of getting together a force and knocking it down and taking it for yourself.
Stations not invulnerable?) And how many stations you destroyed already?
Stations are not invulnerable, though you don't destroy them you take them for your own. Assets in them are essentially lost.
Originally by: Vadimik But cloaks aren't invulnerable either, it's the cloaked ship you can't do anything about.
Same story with docked or POS'ed ship.
You can't do anything unless he undocks.
You can't do anything unless he uncloaks (well, or unless you wait for after DT when he will be forced to log on and be cloakless for some time thereafter).
You can't do anything unless he leaves POS field (well, or unless he sits there for 1,5-2 days it takes to take the POS down).
Yes, you can, you can bubble the POS and siege it, not only destroying the POS, but also destroying anything that attempts to come in, attempts to leave, or anything that was in the shields at the time of the destruction.
Ditto stations. You're right, the target could log off and never log on again and never undock[being unable to fit, clone, repair etc]
Quote:
Ok, if keeping you covert is a kind of "RP side-effect" of a covert ops cloak, what's it's "main effect" ?
To be a tactical tool in the operation and prosecution of combat. http://eve-files.com/dl/154147
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|

Goumindong
|
Posted - 2008.04.06 18:05:00 -
[62]
Originally by: maralt This is just another try for carebears and ppl who travel in 0.0 without proper protection to make it safer and has nothing to do with afk cloakers. Its about giving ppl the ability to probe out hostile scouts on gates and cloaking gangs camping systems looking for kills. The cloakers who go afk for maybe a RL issue are no threat and would be at best an easy kill for prober's while an active player would be able to warp off.
Cloaks already have enough negative effects and do not need to be probable unless your a carebear looking for easier travel through low sec or 0.0 or a crappy pvper looking for easy kills.
Tell that to Rise, i am sure that they think that AFK cloakers are totally not a problem ever.
Oh wait, you can't, the entire alliance was killed by AFK cloakers.
Its about giving people the ability to defend their space. http://eve-files.com/dl/154147
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maralt
The seers of truth
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Posted - 2008.04.06 19:16:00 -
[63]
Edited by: maralt on 06/04/2008 19:26:26
Originally by: Goumindong
Originally by: maralt This is just another try for carebears and ppl who travel in 0.0 without proper protection to make it safer and has nothing to do with afk cloakers. Its about giving ppl the ability to probe out hostile scouts on gates and cloaking gangs camping systems looking for kills. The cloakers who go afk for maybe a RL issue are no threat and would be at best an easy kill for prober's while an active player would be able to warp off.
Cloaks already have enough negative effects and do not need to be probable unless your a carebear looking for easier travel through low sec or 0.0 or a crappy pvper looking for easy kills.
Tell that to Rise, i am sure that they think that AFK cloakers are totally not a problem ever.
Oh wait, you can't, the entire alliance was killed by AFK cloakers.
Its about giving people the ability to defend their space.
Defend space?, just how much dps does an AFK cloaker put out that they can wipe out an entire alliance?.   
If an alliance dies because of AFK cloakers then it deserved to die, you really want eve to be played in uber easy mode don't ya bud?.
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Goumindong
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Posted - 2008.04.06 19:53:00 -
[64]
Originally by: maralt
Defend space?, just how much dps does an AFK cloaker put out that they can wipe out an entire alliance?.   
If an alliance dies because of AFK cloakers then it deserved to die, you really want eve to be played in uber easy mode don't ya bud?.
If you can't make money you can defend your space. We have dedicated forces that essentially sit in all the good ratting and mining systems of the enemy cloaked all day. They're invulnerable and the risks of deploying ratters and miners goes up so far its not ever worth it.
Your last comment is especially funny because cloaks are the "uber easy mode" They only fight when they want, the mechanics make intelligence gathering useless and they don't fight their own.
http://eve-files.com/dl/154147
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maralt
|
Posted - 2008.04.06 20:21:00 -
[65]
Originally by: Goumindong
Originally by: maralt
Defend space?, just how much dps does an AFK cloaker put out that they can wipe out an entire alliance?.   
If an alliance dies because of AFK cloakers then it deserved to die, you really want eve to be played in uber easy mode don't ya bud?.
If you can't make money you can defend your space. We have dedicated forces that essentially sit in all the good ratting and mining systems of the enemy cloaked all day. They're invulnerable and the risks of deploying ratters and miners goes up so far its not ever worth it.
Your last comment is especially funny because cloaks are the "uber easy mode" They only fight when they want, the mechanics make intelligence gathering useless and they don't fight their own.
So you think that your miners cannot or should not be guarded and that hostiles in your systems that cannot dock or be safe anywhere should sit in a system outnumbered and get probed down and killed?. Also that every fight they start could be a potential trap?.
I think you should take yourself to empire buddy cos 0.0 is to rough for you it seems, and planning and team work seem totally beyond you.
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Vadimik
Misty Weave
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Posted - 2008.04.06 20:30:00 -
[66]
Quote: Yes, you can, you can bubble the POS and siege it, not only destroying the POS, but also destroying anything that attempts to come in, attempts to leave, or anything that was in the shields at the time of the destruction.
And the target inside the POS can log off and disappear long before you finish the POS off, no matter how many bubbles you drop aroud it. And then log on right after DT and warp away.
Quote:
Ditto stations. You're right, the target could log off and never log on again and never undock[being unable to fit, clone, repair etc]
Cloakers you are so worried about can fit, clone and repair while cloaked ? 
Quote: If you can't make money you can defend your space. We have dedicated forces that essentially sit in all the good ratting and mining systems of the enemy cloaked all day. They're invulnerable and the risks of deploying ratters and miners goes up so far its not ever worth it.
You are saying that you managed to deny your enemy all profits by placing afk cloakers in his systems... Who exactly are you fighting, some religious sects that are forbidden by oaths from anything that is not a perfectly refined absolutely risk-free carebearing ?
Quote:
Quote: Ok, if keeping you covert is a kind of "RP side-effect" of a covert ops cloak, what's it's "main effect" ?
To be a tactical tool in the operation and prosecution of combat.
Your ability to make statements that don't actually mean anything is quite admirable.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.06 20:33:00 -
[67]
Originally by: maralt
So you think that your miners cannot or should not be guarded and that hostiles in your systems that cannot dock or be safe anywhere should sit in a system outnumbered and get probed down and killed?. Also that every fight they start could be a potential trap?.
I think you should take yourself to empire buddy cos 0.0 is to rough for you it seems, and planning and team work seem totally beyond you.
That miners cannot be guarded is not an issue of should. Its an issue of cost, ability, and the lack of contiguous battlefields.
No, they should not stick around waiting to get killed. They should either be active in which case they wont be killed, they should leave, or log.
Vote Goumindong for CSM |

maralt
|
Posted - 2008.04.06 20:38:00 -
[68]
Edited by: maralt on 06/04/2008 20:39:51
Originally by: Goumindong
Originally by: maralt
So you think that your miners cannot or should not be guarded and that hostiles in your systems that cannot dock or be safe anywhere should sit in a system outnumbered and get probed down and killed?. Also that every fight they start could be a potential trap?.
I think you should take yourself to empire buddy cos 0.0 is to rough for you it seems, and planning and team work seem totally beyond you.
That miners cannot be guarded is not an issue of should. Its an issue of cost, ability, and the lack of contiguous battlefields.
No, they should not stick around waiting to get killed. They should either be active in which case they wont be killed, they should leave, or log.
0.0 should be just like empire then huh dud?. Nice and safe for carebears......
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Vadimik
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Posted - 2008.04.06 20:38:00 -
[69]
Originally by: Goumindong
That miners cannot be guarded is not an issue of should. Its an issue of cost, ability, and the lack of contiguous battlefields.
No, they should not stick around waiting to get killed. They should either be active in which case they wont be killed, they should leave, or log.
ITT: nothing but perfectly safe carebearing is acceptable for our 0.0 miners!
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Goumindong
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Posted - 2008.04.06 20:41:00 -
[70]
Edited by: Goumindong on 06/04/2008 20:41:52
Originally by: Vadimik
And the target inside the POS can log off and disappear long before you finish the POS off, no matter how many bubbles you drop aroud it. And then log on right after DT and warp away.
Only if you log on slower than they do.
Quote:
Cloakers you are so worried about can fit, clone and repair while cloaked ? 
No, they can scan, move, identify, and prepare to attack targets.
Quote:
You are saying that you managed to deny your enemy all profits by placing afk cloakers in his systems... Who exactly are you fighting, some religious sects that are forbidden by oaths from anything that is not a perfectly refined absolutely risk-free carebearing ?
No, alliances that take risks all the time. Not all risks are the same, and if you make the action risky enough, then the payoff for making that choice becomes a negative.
This means that optimal play becomes to not ever produce because taking that action will, on average, return a loss on the operation. Furthermore, lower risk options such as mission running in empire easily become more profitable
Quote:
Quote:
Quote: Ok, if keeping you covert is a kind of "RP side-effect" of a covert ops cloak, what's it's "main effect" ?
To be a tactical tool in the operation and prosecution of combat.
Your ability to make statements that don't actually mean anything is quite admirable.
No, it has meaning. Not specific meaning like "you will use it to hide your force size and strength, give tactical measures for entering a battle based on time, and provide an faster way to enter the battlefield from a non-combat location than warping." I just ran out of space http://eve-files.com/dl/154147
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Samuel Gompers
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Posted - 2008.04.06 20:44:00 -
[71]
i think the whole system of "intel" and being able to find out useful info on enemy movements could use an overhaul. i don't know what a good system would entail, but regardless, given the effect of good intel on combat, i think that it should take a good investment of skills and ship (cov ops frig) to be able to provide good intel, and that there should be more significant opportunities, costs, risks, and rewards to make providing intel a more fun, skill-/investment-intensive, and involved role in pvp.
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Goumindong
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Posted - 2008.04.06 20:44:00 -
[72]
Originally by: maralt
0.0 should be just like empire then huh dud?. Nice and safe for carebears......
No, why do you want to make safer than empire? Nice and safe for suicide gankers except they don't even have to lose their ships? http://eve-files.com/dl/154147
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maralt
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Posted - 2008.04.06 20:49:00 -
[73]
Originally by: Goumindong
Originally by: maralt
0.0 should be just like empire then huh dud?. Nice and safe for carebears......
No, why do you want to make safer than empire? Nice and safe for suicide gankers except they don't even have to lose their ships?
Do mining ops with guards/ewar and logistics and deal with life in 0.0 or go back to empire.
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Goumindong
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Posted - 2008.04.06 20:56:00 -
[74]
Originally by: maralt
Originally by: Goumindong
Originally by: maralt
0.0 should be just like empire then huh dud?. Nice and safe for carebears......
No, why do you want to make safer than empire? Nice and safe for suicide gankers except they don't even have to lose their ships?
Do mining ops with guards/ewar and logistics and deal with life in 0.0 or go back to empire.
You will lose hulks before you can move forces, you will need to protect the gang for a portion of time wildly disproportionate than the effort needed to kill those miners.
The cost of fielding the forces to do this actually means that you would be more profitable mining in empire. http://eve-files.com/dl/154147
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maralt
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Posted - 2008.04.06 20:59:00 -
[75]
Edited by: maralt on 06/04/2008 21:02:03
Originally by: Goumindong
Originally by: maralt
Originally by: Goumindong
Originally by: maralt
0.0 should be just like empire then huh dud?. Nice and safe for carebears......
No, why do you want to make safer than empire? Nice and safe for suicide gankers except they don't even have to lose their ships?
Do mining ops with guards/ewar and logistics and deal with life in 0.0 or go back to empire.
You will lose hulks before you can move forces, you will need to protect the gang for a portion of time wildly disproportionate than the effort needed to kill those miners.
The cost of fielding the forces to do this actually means that you would be more profitable mining in empire.
If you cannot organize a good guarded and profitable mining op you should go back to empire tbh. Cos it costs nothing to sit in a belt in around miners in a pvp or logistic ship.
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Goumindong
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Posted - 2008.04.06 21:10:00 -
[76]
Originally by: maralt
If you cannot organize a good guarded and profitable mining op you should go back to empire tbh. Cos it costs nothing to sit in a belt in around miners in a pvp or logistic ship.
Yea, and you can sell your ore for whatever you want and still make money because "i mined it myself"
Do you understand the concept of opportunity cost? http://eve-files.com/dl/154147
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maralt
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Posted - 2008.04.06 21:13:00 -
[77]
Edited by: maralt on 06/04/2008 21:15:07
Originally by: Goumindong
Originally by: maralt
If you cannot organize a good guarded and profitable mining op you should go back to empire tbh. Cos it costs nothing to sit in a belt in around miners in a pvp or logistic ship.
Yea, and you can sell your ore for whatever you want and still make money because "i mined it myself"
Do you understand the concept of opportunity cost?
More than you seem to understand team work it seems, 0.0 is not supposed to be safe especially in war time but your whining about not being able to work solo in belts in the most hostile areas in eve while at war.... are you for real?????.
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Vadimik
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Posted - 2008.04.06 21:17:00 -
[78]
Quote: No, they can scan, move, identify, and prepare to attack targets.
Oh noes, a covert ops can actually rely intel and a force recon can actually warp cloaked...
Quote: Not all risks are the same, and if you make the action risky enough, then the payoff for making that choice becomes a negative.
This means that optimal play becomes to not ever produce because taking that action will, on average, return a loss on the operation. Furthermore, lower risk options such as mission running in empire easily become more profitable
If someone finds the risks of 0.0 too great, he is free to leave. Others will come and take his place. Only if I see systems actually going empty forever due to afk cloakers in them, and going empty on a massive scale, I'll admit that there might be an issue.
Quote: you will use it to hide your force size and strength
Hide your forces ? How, if you still show up in local ?
Quote:
give tactical measures for entering a battle based on time provide an faster way to enter the battlefield from a non-combat location than warping
So the only role of a covert ops cloak is to provide warp-ins in the short gap of time you have before you have been scanned down ?
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Goumindong
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Posted - 2008.04.06 21:20:00 -
[79]
Originally by: maralt
More than you seem to understand team work it seems, 0.0 is not supposed to be safe especially in war time but your whining about not being able to work solo in belts in the most hostile areas in eve while at war.... are you for real?????.
Since you understand it so well, how come you have documented evidence in this thread of you not understanding it?
No one is saying that 0.0 is supposed to be safe, which is exactly why cloaking is such a problem http://eve-files.com/dl/154147
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Vadimik
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Posted - 2008.04.06 21:24:00 -
[80]
Originally by: Goumindong
No one is saying that 0.0 is supposed to be safe, which is exactly why cloaking is such a problem
Safe to do what ? Safe to sit unable to do anything, or, in case of a special ship, unable to do anything but move and look around ?
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Goumindong
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Posted - 2008.04.06 21:26:00 -
[81]
Originally by: Vadimik
Oh noes, a covert ops can actually rely intel and a force recon can actually warp cloaked...
That you fail to see the implications of that are staggering. P.S. nothing in scanning down cloakers prevents them from doing either of those things. What it prevents them from doing is going AFK or sitting around not moving. It prevents them from projecting force when they are not at the keyboard.
They can project force when not at the keyboard because the other side has to act as if they are at all times.
Quote:
If someone finds the risks of 0.0 too great, he is free to leave. Others will come and take his place. Only if I see systems actually going empty forever due to afk cloakers in them, and going empty on a massive scale, I'll admit that there might be an issue.
That is not how the mechanic works.
Quote:
Hide your forces ? How, if you still show up in local ?
When see someone in local what do you know about them?
What don't you know?
What information you don't know does the cloak prevent from being attained?
Quote:
So the only role of a covert ops cloak is to provide warp-ins in the short gap of time you have before you have been scanned down ?
What do they do after they scan you down? Magic you to death? How do they prevent you from simply moving again? http://eve-files.com/dl/154147
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Vadimik
Misty Weave
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Posted - 2008.04.06 21:35:00 -
[82]
Edited by: Vadimik on 06/04/2008 21:37:11
Ok, so now it burns down to really afk cloakers again ?
The guys that are not at the keyboard, and those mere shadows in local scare people to death.
I said it before and I'll say it now:
The only reason why afk cloaking works is cause people metagame by using local in a way CCP never intended, and the only thing afk cloakers do is metagame the said people back.
If someone can't deal with drawbacks of metagaming tactics they use, last thing CCP should do is sort out bugs players have spawned inside their own heads.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.06 21:39:00 -
[83]
Originally by: Vadimik Edited by: Vadimik on 06/04/2008 21:35:35 Ok, so now it burns down to really afk cloakers again ?
The guys that are not at the keyboard, and those mere shadows in local scare people to death.
I said it before and I'll say it now:
The only reason why afk cloaking works is cause people metagame by using local in a way CCP never intended, and the only thing afk cloakers do is metagame the said people back.
If someone can't deal with drawbacks of metagaming tactics they use, last thing CCP should do is sort out bugs they have spawned inside their own heads.
What happens to the game without that ability?
Vote Goumindong for CSM |

Vadimik
Misty Weave
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Posted - 2008.04.06 21:40:00 -
[84]
Edited by: Vadimik on 06/04/2008 21:40:58
Originally by: Goumindong
What happens to the game without that ability?
It becomes a better place free of at least some of lame-*** metagaming.
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maralt
The seers of truth
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Posted - 2008.04.06 21:47:00 -
[85]
Originally by: Goumindong
Originally by: Vadimik
Ok, so now it burns down to really afk cloakers again ?
The guys that are not at the keyboard, and those mere shadows in local scare people to death.
I said it before and I'll say it now:
The only reason why afk cloaking works is cause people metagame by using local in a way CCP never intended, and the only thing afk cloakers do is metagame the said people back.
If someone can't deal with drawbacks of metagaming tactics they use, last thing CCP should do is sort out bugs they have spawned inside their own heads.
What happens to the game without that ability?
Skilless whiners who cannot work as a team will proly leave the game, so if it does change can i have your stuff?.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.06 21:55:00 -
[86]
Originally by: Vadimik Edited by: Vadimik on 06/04/2008 21:40:58
Originally by: Goumindong
What happens to the game without that ability?
It becomes a better place free of at least some of lame-*** metagaming.
No, try again, this time try to include the actions that players might take and the effect these actions would have on the game.
Vote Goumindong for CSM |

Vadimik
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Posted - 2008.04.06 21:59:00 -
[87]
Originally by: Goumindong
No, try again, this time try to include the actions that players might take and the effect these actions would have on the game.
That's exactly how I came to my conclusion.
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Goumindong
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Posted - 2008.04.06 22:04:00 -
[88]
Originally by: Vadimik
Originally by: Goumindong
No, try again, this time try to include the actions that players might take and the effect these actions would have on the game.
That's exactly how I came to my conclusion.
It can't be, because your conclusion includes no reference to either the actions or their effects.
Do you have an argument or are you just wasting peoples time? http://eve-files.com/dl/154147
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.06 22:14:00 -
[89]
Edited by: Goumindong on 06/04/2008 22:14:22 That is not an argument with regards to what would happen if that mechanic changed.
You understand what "metagame" means right?
Vote Goumindong for CSM |

Vadimik
Misty Weave
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Posted - 2008.04.06 22:24:00 -
[90]
Originally by: Goumindong Edited by: Goumindong on 06/04/2008 22:14:22 That is not an argument with regards to what would happen if that mechanic changed.
I have already clearly stated my opinion on what would happen if that mechanic is changed.
And, thankfully, I'm not going to try to persuade anyone that my opinion on something that is yet to happen is the only possible truth. You just can't know for sure about things that have not happened yet.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.06 22:26:00 -
[91]
Originally by: Vadimik
Originally by: Goumindong Edited by: Goumindong on 06/04/2008 22:14:22 That is not an argument with regards to what would happen if that mechanic changed.
I have already clearly stated my opinion on what would happen if that mechanic is changed.
And, thankfully, I'm not going to try to persuade anyone that my opinion on something that is yet to happen is the only possible truth. You just can't know for sure about things that have not happened yet.
Opinion without inference is not worth anything. What is the inference, what leads you to believe that this would be the result. What actions to you believe players would take that would make this change do what you say?
Vote Goumindong for CSM |

Vadimik
Misty Weave
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Posted - 2008.04.06 22:37:00 -
[92]
Originally by: Goumindong
Opinion without inference is not worth anything. What is the inference, what leads you to believe that this would be the result. What actions to you believe players would take that would make this change do what you say?
Players will play without relying on a chat tab as a main source of intel, covert ships will actually become covert, players that can't play unless they are given total safety will move to highsec or out of EvE. That's to name a few things.
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Goumindong
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Posted - 2008.04.06 23:43:00 -
[93]
Originally by: Vadimik
Originally by: Goumindong
Opinion without inference is not worth anything. What is the inference, what leads you to believe that this would be the result. What actions to you believe players would take that would make this change do what you say?
Players will play without relying on a chat tab as a main source of intel, covert ships will actually become covert, players that can't play unless they are given total safety will move to highsec or out of EvE. That's to name a few things.
But what will they do and what choices will they make?
Are you so dense that you can not understand the concept of choice? http://eve-files.com/dl/154147
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maralt
The seers of truth
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Posted - 2008.04.06 23:51:00 -
[94]
Originally by: Goumindong
Originally by: Vadimik
Originally by: Goumindong
Opinion without inference is not worth anything. What is the inference, what leads you to believe that this would be the result. What actions to you believe players would take that would make this change do what you say?
Players will play without relying on a chat tab as a main source of intel, covert ships will actually become covert, players that can't play unless they are given total safety will move to highsec or out of EvE. That's to name a few things.
But what will they do and what choices will they make?
Are you so dense that you can not understand the concept of choice?
Its choice that is at the heart of the answers you are looking for pal each person reacts to things happening in there own way, some look for a way to benefit from it, some like you will use it as a reason why you lose ships or other assets, others will react differently depending on their personalities.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.07 01:22:00 -
[95]
No, its not. This time try and define the choice in a manner that can inform the recipient of the information what the people have actually chosen.
Vote Goumindong for CSM |

Samuel Gompers
Templar Republic R0ADKILL
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Posted - 2008.04.07 04:00:00 -
[96]
can the mods clear this thread of personal bickering and ad-hominem attacks? thanks
and delete this post when you do
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Vadimik
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Posted - 2008.04.07 08:22:00 -
[97]
Originally by: Goumindong
But what will they do and what choices will they make?
Are you so dense that you can not understand the concept of choice?
They will do whatever they feel like doing, most likely - adapt, or die.
For the second time in only this thread you resort to personal attack to try to invalidate my point.
There is nothing I can do to argue the "you just don't perceive it the way I do" position.
I'm done having any meaningful conversation with you, next time try not to resort to "think about it till you see I'm right" style (that is, if you want to actually have a discussion).
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maralt
The seers of truth
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Posted - 2008.04.07 08:40:00 -
[98]
Originally by: Vadimik
Originally by: Goumindong
But what will they do and what choices will they make?
Are you so dense that you can not understand the concept of choice?
They will do whatever they feel like doing, most likely - adapt, or die.
For the second time in only this thread you resort to personal attack to try to invalidate my point.
There is nothing I can do to argue the "you just don't perceive it the way I do" position.
I'm done having any meaningful conversation with you, next time try not to resort to "think about it till you see I'm right" style (that is, if you want to actually have a discussion).
Ignore him bud my kids went through the why, why, why stage as well if you keep answering he will keep asking.
Anyway on topic, the local chat already give ppl a heads up as to what is in the system and also tells you what alliance they are with along with sec status and age. To allow probes to find cloaked ships would only hurt those who were genuinely afk for a real emergency while those hunting outnumbered in a hostile system would just be blobbed as cloaking is there only way of being safe.
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Vadimik
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Posted - 2008.04.07 08:56:00 -
[99]
Edited by: Vadimik on 07/04/2008 09:03:21
Originally by: maralt
Anyway on topic, the local chat already give ppl a heads up as to what is in the system and also tells you what alliance they are with along with sec status and age. To allow probes to find cloaked ships would only hurt those who were genuinely afk for a real emergency while those hunting outnumbered in a hostile system would just be blobbed as cloaking is there only way of being safe.
I just want to stress again that there is nothing wrong with the idea of probes being able to find ships that are not intended to cloak, if (and that's the big "if") the said ships no longer show in local (nor do they show on any other instant scanners). That way probbers will be forced to actually take their chances and guess where his target is, and if the said target is still "there" at all. Best part, there would be no way to be sure that there is not a player out there until you have actually scanned the system down.
Even then probing for cloaked ship should not be fast, easy or reliable.
P.S. The deal with cloaking atm is that it actually balances out local abuses. If you "nerf" cloaking, things with local will become much worse.
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HEY LISTEN
i swear this is true
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Posted - 2008.04.07 09:07:00 -
[100]
Originally by: Vadimik
Originally by: maralt
Anyway on topic, the local chat already give ppl a heads up as to what is in the system and also tells you what alliance they are with along with sec status and age. To allow probes to find cloaked ships would only hurt those who were genuinely afk for a real emergency while those hunting outnumbered in a hostile system would just be blobbed as cloaking is there only way of being safe.
I just want to stress again that there is nothing wrong with the idea of probes being able to find ships that are not intended to cloak, if (and that's the big "if") the said ships no longer show in local (nor do they show on any other instant scanners). That way probbers will be forced to actually take their chances and guess where his target is, and if the said target is still "there" at all. Best part, there would be no way to be sure that there is not a player out there until you have actually scanned the system down.
Even then probing for cloaked ship should not be fast, easy or reliable.
P.S. The deal with cloaking atm is that it actually balances out local abuses. If you "nerf" cloaking, things with local will become much worse.
Why is it needed at all other than to make 0.0 more like empire and force ppl in cloaked combat ships to bounce around system all day instead of just cloaking to avoid getting blobbed, until a target is around. I see no benefit in it unless im a miner in 0.0 looking for an easy time of it.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.07 12:32:00 -
[101]
Originally by: Vadimik
Originally by: Goumindong
But what will they do and what choices will they make?
Are you so dense that you can not understand the concept of choice?
They will do whatever they feel like doing, most likely - adapt, or die.
For the second time in only this thread you resort to personal attack to try to invalidate my point.
There is nothing I can do to argue the "you just don't perceive it the way I do" position.
I'm done having any meaningful conversation with you, next time try not to resort to "think about it till you see I'm right" style (that is, if you want to actually have a discussion).
No, i am seriously concerned that you are not grasping basic concepts required to make these determinations
You have not once demonstrated that you are able to answer a simple question with regards to what happens based on this change. You have not figured why the change makes the game better, you have not figured the choices that people make with regards to your answer.
In order to know what will happen you have to actually look at the choices people make and the choices that they are likely to make after the change.
"Adapt or die" is not a choice.
But since you wont answer the question ill answer it for you.
Everyone will use cloaking ships everywhere to do anything, the ability to not be seen in local, is so strong that any way to circumvent it will lead to a massive migration of combat ships towards that style.
No one will rat or produce in 0.0, the risks will simply be too great, there will be one type of 0.0 production and it will be moon mining. All the proceeds from this will fly to and from high sec with the use of jump bridges and cynos.
There will be no ratters and miners to kill, because no one will be ratting or mining, because there will be no efficient way to ensure they are not killed by cloaking ships. There will be very few combat ships to kill, because no one will be in combat ships without a cloak, the game will become bait and switch with whomever has the most cloaked ships on the other side of the bait winning.
That or it will be a siege.
The only reason that there is no use arguing is because you refuse to go through the steps necessary to have a civil discussion.
Quote:
For the second time in only this thread you resort to personal attack to try to invalidate my point.
No, you dont have a point, that is the problem. You make no argument you just say "oh it will be great". It is impossible to prove a negative in the same manner that is it impossible to disprove an opinion founded on no argument in the same way it is impossible to argue against an argument that doesn't exist.
Now quit trolling and tell me what the players are going to do that will make the game better or leave the discussion to those who are willing to take the time to think about it.
Vote Goumindong for CSM |

Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.07 12:34:00 -
[102]
Originally by: maralt
Ignore him bud my kids went through the why, why, why stage as well if you keep answering he will keep asking.
Anyway on topic, the local chat already give ppl a heads up as to what is in the system and also tells you what alliance they are with along with sec status and age. To allow probes to find cloaked ships would only hurt those who were genuinely afk for a real emergency while those hunting outnumbered in a hostile system would just be blobbed as cloaking is there only way of being safe.
Why should cloaked ships be able to genuinely be able to go afk? Why should they not just log like everyone else has to when deep in hostile territory?
Why are cloaks limited to those who are out-numbered in a hostile system?
And when you are done with those gaping holes in your argument you can tell me the details of mechanics of cloaking that push the advantage to the aggressor in a situation where any one target does not have a cloak.
Vote Goumindong for CSM |

Vadimik
Misty Weave
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Posted - 2008.04.07 12:58:00 -
[103]
Originally by: HEY LISTEN
Why is it needed at all other than to make 0.0 more like empire and force ppl in cloaked combat ships to bounce around system all day instead of just cloaking to avoid getting blobbed, until a target is around. I see no benefit in it unless im a miner in 0.0 looking for an easy time of it.
I'm not saying it's needed, just saying that I see nothing wrong with it if local issues are sorted out first and probing out (non-specialized) cloaked ship is a long, skill-intense and unreliable.
P.S. To be honest I would prefer a system (if any) where it's only possible to probe a cloaker out for some time after he turns on cloaking device.
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Ulstan
Caldari Provisions
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Posted - 2008.04.07 20:21:00 -
[104]
Edited by: Ulstan on 07/04/2008 20:25:02 Just change local so you have no way of knowing who else is there with you.
Now you will never worry about that afk cloaker somewhere because you don't know that he's even there@!
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Goumindong
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Posted - 2008.04.07 20:41:00 -
[105]
Originally by: Ulstan Edited by: Ulstan on 07/04/2008 20:25:02 Just change local so you have no way of knowing who else is there with you.
Now you will never worry about that afk cloaker somewhere because you don't know that he's even there@!
Other way around, you would be forced to play as if he were there all the time.
Lack of information =/= the knowledge of absence. http://eve-files.com/dl/154147
Please visit your user settings to re-enable images. Vote Goumindong for CSM[/url] |

HEY LISTEN
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Posted - 2008.04.07 21:15:00 -
[106]
Originally by: Goumindong
Other way around, you would be forced to play as if he were there all the time.
Lack of information =/= the knowledge of absence.
PPL should be playing like that in a war zone anyway empire is for the ppl who need security for themselves and consequences for the aggressors/attackers for free.
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Agnemon
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Posted - 2008.04.07 22:47:00 -
[107]
Make it possible to probe cloakers, the degree of probe ability scaled to the ships cloak ability (Cov- Ops significantly harder to probe than haulers with a cloak) Add a third tier of cloaking, skill and module based that allows you to put a cov-ops cloak into a deep cloak state, unable to be probed but stiff penalties, no warping, massive speed hit, significant recalibration hit when moving out of deep cloak into standard cloak mode, only available on covert ops cloaks, or as a faction cloak.
I could make all sorts of comments about super hero hauler gankers in cloaked recons, but I won't 
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Goumindong
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Posted - 2008.04.07 23:50:00 -
[108]
Edited by: Goumindong on 07/04/2008 23:52:23
Originally by: HEY LISTEN Edited by: HEY LISTEN on 07/04/2008 21:27:28
Originally by: Goumindong
Other way around, you would be forced to play as if he were there all the time.
Lack of information =/= the knowledge of absence.
PPL should be playing like that in a war zone anyway, empire is for the ppl who need security for themselves and consequences for the aggressors/attackers for free.
So 0.0 should be like empire if you fit a cloak? I thought 0.0 was for people who are acting like its a warzone?
Originally by: Agnemon Make it possible to probe cloakers, the degree of probe ability scaled to the ships cloak ability (Cov- Ops significantly harder to probe than haulers with a cloak) Add a third tier of cloaking, skill and module based that allows you to put a cov-ops cloak into a deep cloak state, unable to be probed but stiff penalties, no warping, massive speed hit, significant recalibration hit when moving out of deep cloak into standard cloak mode, only available on covert ops cloaks, or as a faction cloak.
I could make all sorts of comments about super hero hauler gankers in cloaked recons, but I won't 
why shouldn't the cloakers just log off? http://eve-files.com/dl/154147
Please visit your user settings to re-enable images. Vote Goumindong for CSM[/url] |

Commander 598
GoonFleet GoonSwarm
|
Posted - 2008.04.08 02:37:00 -
[109]
Edited by: Commander 598 on 08/04/2008 02:41:52 How are AFK cloakers a problem if they're AFK?
(Also, not voting Goumindong for CSM due to this issue.)
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Goumindong
Merch Industrial GoonSwarm
|
Posted - 2008.04.08 03:01:00 -
[110]
Originally by: Commander 598 Edited by: Commander 598 on 08/04/2008 02:41:52 How are AFK cloakers a problem if they're AFK?
(Also, not voting Goumindong for CSM due to this issue.)
Because you need to treat them as if they are not. I.E. they can project power without being active.
If you do not, you will lose ships and will lose profitability.
Vote Goumindong for CSM |
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HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 11:10:00 -
[111]
Edited by: HEY LISTEN on 08/04/2008 11:10:55
Originally by: HEY LISTEN
PPL should be playing like that in a war zone anyway, empire is for the ppl who need security for themselves and consequences for the aggressors/attackers for free.
Originally by: Goumindong So 0.0 should be like empire if you fit a cloak? I thought 0.0 was for people who are acting like its a warzone?.
Fitting a cloak and heading into hostile space where you are massively outnumbered and every gank could be a trap is treating it like a war zone.
Wanting to remove cloaks from any real practical in game usage so 0.0 carebears can mine or rat like its safe empire space is not.
If they must be changed make it so they drop cloak after 5 or 10 minutes if the player does not reset the timer thats a simple answer to afk cloakers tbh.
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Kade Jeekin
Masuat'aa Matari Ushra'Khan
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Posted - 2008.04.08 15:57:00 -
[112]
Originally by: Tycho Straun ...afk cloakers are a pain and not what I think CCP had in mind.
So? This is a sandbox, we are all able to use the same tools to create something beyond the designers original intention, if they had any. It is not unbalanced. The pain you are experiencing is a product of another person's deliberate intention. Cyno Jammers are a pain. Bubbles are a pain. Being podded is a pain. CONCORD is a pain. There are many pains in EVE. It's what makes the game interesting to so many different people. No pain, no gain. --------------------------------------- Outface the depths of evil with clarity --------------------------------------- |

Derrys
Caldari Independent Navy Reserve The Fourth District
|
Posted - 2008.04.08 16:20:00 -
[113]
Edited by: Derrys on 08/04/2008 16:21:35
What I'd like to see:
1) All cloakers removed from local while cloaked, unless they talk.
2) Non-covert cloakers unable to see local while cloaked. I'd like to remove local altogether, but one thing at a time.
3) Non-covert cloakers unable to use the directional scanner or scan probes while cloaked.
4) A special scan probe which will find the location of any non-covert cloaker on the current grid, with 30km or so accuracy (so that stealth bombers have a fighting chance of not getting caught).
This makes non-covert cloaking dangerous to use for intelligence-gathering, which, in my opinion, is the way it should be. Gathering intel and creating warp-in points while remaining completely undetectable should be the role of specialized ships, not any old boat with a spare highslot.
It also makes cloaking at a safespot equivalent to just logging off, except without the danger of being probed out during the logoff timer. I think that's an acceptable advantage, since they had to use up a highslot and take some pretty severe targeting penalties in order to fit the cloak.
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HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 16:35:00 -
[114]
Originally by: Derrys
What I'd like to see:
1) All cloakers removed from local while cloaked, unless they talk.
2) Non-covert cloakers unable to see local while cloaked. I'd like to remove local altogether, but one thing at a time.
3) Non-covert cloakers unable to use the directional scanner or scan probes while cloaked.
4) A special scan probe which will find the location of any non-covert cloaker on the current grid, with 30km or so accuracy (so that stealth bombers have a fighting chance of not getting caught).
This makes non-covert cloaking dangerous to use for intelligence-gathering, which, in my opinion, is the way it should be. Gathering intel and creating warp-in points while remaining completely undetectable should be the role of specialized ships, not any old boat with a spare highslot.
It also makes cloaking at a safespot equivalent to just logging off, except without the danger of being probed out during the logoff timer. I think that's an acceptable advantage, since they had to use up a highslot and take some pretty severe targeting penalties in order to fit the cloak.
So your idea really has nothing to do with afk cloakers as they can just cloak in a mid point and go afk, but has everything to do with being able to probe out non cov ops ships on grid (like alt scouts watching a gate) who have not finished training cov ops skills yet?.
The local idea is ok and how it should be as its a free scanner at the moment but i think the screams of carebears around eve will be heard outside our own galaxy if it is changed tbh lol.
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Derrys
Caldari Independent Navy Reserve The Fourth District
|
Posted - 2008.04.08 17:00:00 -
[115]
Edited by: Derrys on 08/04/2008 17:02:49
Originally by: HEY LISTEN So your idea really has nothing to do with afk cloakers as they can just cloak in a mid point and go afk
They could also log and go afk; same thing except a cloak uses a slot and gimps targeting.
My proposal seriously nerfs afk cloaking. If you cloak off-grid, sure, nobody can see you, but you can't see anybody else either. You have no idea if they're still in system, or where, or in what ships. Hard to spring a trap that way, or even know when it's safe to decloak.
And if you cloak on-grid, then you can see what's going on, but you put your ship at risk. I think it would be pretty balanced.
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HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 17:25:00 -
[116]
Originally by: Derrys
Originally by: HEY LISTEN So your idea really has nothing to do with afk cloakers as they can just cloak in a mid point and go afk
They could also log and go afk; same thing except a cloak uses a slot and gimps targeting.
My proposal seriously nerfs afk cloaking. If you cloak off-grid, sure, nobody can see you, but you can't see anybody else either. You have no idea if they're still in system, or where, or in what ships. Hard to spring a trap that way, or even know when it's safe to decloak.
And if you cloak on-grid, then you can see what's going on, but you put your ship at risk. I think it would be pretty balanced.
So im right its about nerfing on grid gate scouts who have not finished training for cov ops yet. While a proper gang will have at least one cov ops with normal probes and at least a few recons.
TBH i do not see the point of it apart from popping the occasional noob gate scout.
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Derrys
Caldari Independent Navy Reserve The Fourth District
|
Posted - 2008.04.08 17:40:00 -
[117]
Originally by: HEY LISTEN So im right its about nerfing on grid gate scouts who have not finished training for cov ops yet.
No, the primary function would be to nerf afk cloakers. To make AFK cloaking at a safespot the same as logging off except you get a pretty EVE screensaver.
Quote: TBH i do not see the point of it apart from popping the occasional noob gate scout.
The point is that you don't have to worry about AFK cloakers anymore, which seems to be the chief complaint about them. You don't have to worry that they're reporting your numbers, ship types, and locations to their gang a couple jumps away. You don't have to worry that they're watching local and waiting for a good chance to pounce on a lone ratter. You don't even have to worry that they're just waiting for a good moment to make a break for it.
As for the poor noobs who haven't finished their covops skills yet, tough. The right tool for the right job -- they should finish their training if they want to fill that role. It doesn't take that long to get into a proper covops; certainly less time than it would take for them to get into an interdictor or sniper ship or any other specialized fleet role.
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HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 18:10:00 -
[118]
Edited by: HEY LISTEN on 08/04/2008 18:13:29
Originally by: Goumindong
Originally by: HEY LISTEN
Fitting a cloak and heading into hostile space where you are massively outnumbered and every gank could be a trap is treating it like a war zone.
What happens when a lot of people fit cloaks?
Now you're in hostile space where you are massively outnumbering the enemy and they can't retaliate...
If, what, how, lol get out of your armchair and go kill stuff and get some xp in pvp. What part of every gank could be a trap did you not understand?. And why would a large blob that outnumbered the guys need cloaks?.
If the cloakers stay cloaked they are no threat but if they uncloak to attack they get targeting penalties that allow a aligned ship to warp out, and also stand a very good chance of getting ganked themselves if its a trap or the guy is guarded.
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Goumindong
Merch Industrial GoonSwarm
|
Posted - 2008.04.08 18:19:00 -
[119]
Originally by: HEY LISTEN
If, what, how, lol get out of your armchair and go kill stuff and get some xp in pvp. What part of every gank could be a trap did you not understand?. And why would a large blob that outnumbered the guys need cloaks?.
If the cloakers stay cloaked they are no threat but if they uncloak to attack they get targeting penalties that allow a aligned ship to warp out, and also stand a very good chance of getting ganked themselves if its a trap or the guy is guarded.
O.K. so in order to kill you, the enemy needs to have enough forces deployed so that they can set traps 23/7 and be able to get enough forces to the target before you kill it without tipping you off or letting you escape?
Do you even play this game?
Either they will see you coming and leave, kill your bait before you arrive, or you have to use cloaking ships and maintain a vigil in order to win.
Its a ridiculous onus.
Vote Goumindong for CSM |

Vadimik
Misty Weave
|
Posted - 2008.04.08 18:24:00 -
[120]
Edited by: Vadimik on 08/04/2008 18:26:17
Originally by: HEY LISTEN It still seems pointless apart from making solo ratting/mining in 0.0 safe and that should not happen.
Wait, I have a question for you:
How would hostiles know that there is a scout in non-covert ship at a gate to scan for ?
Oh, and if they do somehow:
a) work out that there is a scout b) and that it's at one of the gates c) go on and scan for it without even knowing if it's a covert op and thus a waste of time d) keep scanning till they find him
don't you think they, kind of, deserve to get a chance at killing him ?
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|

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 18:31:00 -
[121]
Originally by: Goumindong
Originally by: HEY LISTEN
If, what, how, lol get out of your armchair and go kill stuff and get some xp in pvp. What part of every gank could be a trap did you not understand?. And why would a large blob that outnumbered the guys need cloaks?.
If the cloakers stay cloaked they are no threat but if they uncloak to attack they get targeting penalties that allow a aligned ship to warp out, and also stand a very good chance of getting ganked themselves if its a trap or the guy is guarded.
O.K. so in order to kill you, the enemy needs to have enough forces deployed so that they can set traps 23/7 and be able to get enough forces to the target before you kill it without tipping you off or letting you escape?
Do you even play this game?
Either they will see you coming and leave, kill your bait before you arrive, or you have to use cloaking ships and maintain a vigil in order to win.
Its a ridiculous onus.
If the attackers are ready and willing to hit ships in the system 24/7 why should the defenders be able to ignore them and continue to mine?. So yes when hostiles are in system they should have guards if they wanna carebear, welcome to 0.0 btw its not supposed to be safe to solo mine or rat.
Yes i play the game and have done since 2003 but i do not play it or wish to play it in easy mode like you do it seems.
1. If they leave before i arrive then i win cos im there to mine or rat so im still making money.
2. If they kill my bait/carebear its my fault for planning the trap or guarding badly
3. Most corps/alliances use cloakers but for summat like this a close pos is enough for guarding the carebear or even sitting on grid uncloaked as deterrent will work.
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Goumindong
Merch Industrial GoonSwarm
|
Posted - 2008.04.08 18:39:00 -
[122]
Originally by: HEY LISTEN
If the attackers are ready and willing to hit ships in the system 24/7 why should the defenders be able to ignore them and continue to mine?. So yes when hostiles are in system they should have guards if they wanna carebear, welcome to 0.0 btw its not supposed to be safe to solo mine or rat.
Yes i play the game and have done since 2003 but i do not play it or wish to play it in easy mode like you do it seems.
1. If they leave before i arrive then i win cos im there to mine or rat so im still making money.
2. If they kill my bait/carebear its my fault for planning the trap or guarding badly
3. Most corps/alliances use cloakers but for summat like this a close pos is enough for guarding the carebear or even sitting on grid uncloaked as deterrent will work.
Because the attackers don't have to be ready and willing to attack 23/7. They only need to be ready and willing to attack when they want and where they want. They could be making dinner for all it mattered. But because they could be ready to attack and there is no indication of change, the defenders must act like they are.
So the defenders have to defend 23/7 and the attackers have to do nothing.
1. No, if you leave before they arrive you tie, because they still have to defend and have caused you no damage
2. Or the cloakers simply have more force than you
3. No its not. Because you have cost involved in defending these ops. Not only is it not fun, but since you could be mining you are losing money. It only makes sense if those folks are AFK. But if they are AFK they are not doing their job.
With miners its that even with forces on grid, a cloaking gang will be able to destroy a hulk before you can respond.
Quote:
Yes i play the game and have done since 2003 but i do not play it or wish to play it in easy mode like you do it seems.
Yea, you don't want to play in easy mode, which is why you argue for all ultra low-risk endeavors to be maintained or enhanced!
For some reason i don't believe you.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 18:59:00 -
[123]
Edited by: HEY LISTEN on 08/04/2008 19:08:02
 Originally by: Goumindong
Because the attackers don't have to be ready and willing to attack 23/7. They only need to be ready and willing to attack when they want and where they want. They could be making dinner for all it mattered. But because they could be ready to attack and there is no indication of change, the defenders must act like they are
So the defenders have to defend 23/7 and the attackers have to do nothing.
Welcome to being on the offensive in war, you get to choose when and where you fight its great ain't it .
Originally by: Goumindong
1. No, if you leave before they arrive you tie, because they still have to defend and have caused you no damage .
I said if they leave before my forces/trap arrive's are you blind?. So the ability to continue to make isk is a win.
Originally by: Goumindong
2. Or the cloakers simply have more force than you.
Only a moron rats/mines with a larger hostile force camped in local, cloaked or not .
Originally by: Goumindong
3. No its not. Because you have cost involved in defending these ops. Not only is it not fun, but since you could be mining you are losing money. It only makes sense if those folks are AFK. But if they are AFK they are not doing their job.
So you make less cos of paying the security needed my heart bleeds for the rich carebears .
Originally by: Goumindong
With miners its that even with forces on grid, a cloaking gang will be able to destroy a hulk before you can respond.
Logistics, ewar, dps guarding your miners ftw (hey look a balanced and mixed fleet wins again).
The things im defending are only low risk if your facing total morons so skill up, team up and suck it up.
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Goumindong
Merch Industrial GoonSwarm
|
Posted - 2008.04.08 19:23:00 -
[124]
Edited by: Goumindong on 08/04/2008 19:23:49
Originally by: HEY LISTEN
Welcome to being on the offensive in war, you get to choose when and where you fight its great ain't it
so 1 hour reinforcement timers on ships then?
Quote:
I said if they leave before my forces/trap arrive's are you blind?. So the ability to continue to make isk is a win.
No, its a tie, but more of a loss for the defenders. Because you must continue to field the trap. This costs you money.[opportunity cost of playing the game and not producing]
The cloaker can go afk this does not cost him money[is not playing the game]. Only his actual activity time costs him money.
So then, in order to cause him damage you need to destroy his ship, and in order to increase your production you need to get to a state where you do not have to waste forces defending.
Quote:
Only a moron rats/mines with a larger hostile force camped in local, cloaked or not
Yes, which is why the cloaking mechanics are messed up because you cannot prevent that when they are cloaked and because you cannot prevent that when they are cloaked its impossible to produce 0.0 if someone dumps a decent sized cloaking force in your systems and then rides bikes
And it would get even worse if local functionality were removed or reduced.
Quote:
So you make less cos of paying the security neededRolling Eyes my heart bleeds for the rich carebears
So you want a system where profits are explicitly lower than empire and risks are explicitly higher? That seems kinda dumb.
Quote:
Logistics, ewar, dpsShocked guarding your miners ftw (hey look a balanced and mixed fleet wins again).
The things im defending are only low risk if your facing total morons so skill up, team up and suck it up.ugh
so 30% of your mining fleet is going to be guardians sitting at the keyboard 100% of the time? And you still need DPS and miners?!
Wow, thats really efficient!
Have you ever been on a mining op? Do you understand how they work?
Do you realize you are asking for for a 23 to 1 or more effort ratio for them to defend against anyone with a cloak?
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 19:40:00 -
[125]
1 hour reinforcment timers?. lol just lol.
The guards can be paid for there time you make less but you all make summat the cloaker does not= you win.
If the cloaker is afk you are making money and he is not = you win.
You will still make more than him as he has no way of making isk while you do = win
Your alliance should have enough ppl to defend you carebears in carebear ops from cloakers, btw ive never seen a cloaker blob camping a system so please stop with the arm chair what ifs its silly.
Profits are never less in 0.0 than in empire stop drama queening but yes the risks should be a lot higher hence the guards needed.
Concord defend carebears in empire and the carebears make less profit than even a guarded miner can make in 0.0, i suggest you join an alliance that can defend you and is willing to.
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Goumindong
Merch Industrial GoonSwarm
|
Posted - 2008.04.08 20:12:00 -
[126]
Edited by: Goumindong on 08/04/2008 20:13:58
Originally by: HEY LISTEN Edited by: HEY LISTEN on 08/04/2008 19:51:24
1 hour reinforcment timers?. lol just lol.
Well, you're the one who suggested it. [Edit: i suppose i should qualify this. This is a game, and games require that players be online. This is why we schedule pos fights, because otherwise you could go to bed and lose a system.[I.E. station ping pong]. You are suggesting essentially this, so the natural progression of "attackers get to attack whenever they want" is "defenders get a timer to schedule the battle". Hence 1 hour reinforcement timers on ships]
Quote:
The guards can be paid for there time you make less but you all make summat the cloaker does not= you win.
No, the cloaker is not even on the grid, he is afk, he is doing other things that are profitable to him more than playing the game. By definition it is impossible for him to be profiting more than he could be when at the game.
Quote: If the cloaker is afk you are making money and so are your guards, and he is not = you win.
No, because you could be making more money having everyone mine in empire in a noob corp.
Quote:
Your alliance should have enough ppl to defend your carebears in carebear ops from cloakers or they suck and you should find another alliance, btw ive never seen a huge cloaker blob camping a system so please stop with the arm chair what ifs its silly.
You might not have, but I have. Furthermore you seem to fail to understand what opportunity cost is.
can you please define what opportunity cost is and how it applies to the above situation?
Quote:
Profits are never less mining or ratting in 0.0 than in empire stop drama queening but yes the risks should be a lot higher hence the guards needed.
profits are a factor of time and players. So every player that you need to defend is not producing this means that the time and players goes down for each person. So even at a lower rate, a higher number of producers means that your actual profits go up.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 20:25:00 -
[127]
The fact you think that a empire miner can come even close to making as much as a guarded 0.0 miner shows how much knowledge you have about this game.
Your arguments have no basis in fact or even the reality in eve.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 20:30:00 -
[128]
Tell that to Rise...
oh wait, you can't because we used this tactic to run them out of 0.0 space.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 20:37:00 -
[129]
Originally by: Goumindong Tell that to Rise...
oh wait, you can't because we used this tactic to run them out of 0.0 space.
Lol if it works against any alliance they do not deserve the title or to be in 0.0.
Are BOB gonna be moving to jita in the near future cos of your afk cloakers?.
I don't think so  .
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 20:40:00 -
[130]
Originally by: HEY LISTEN
Originally by: Goumindong Tell that to Rise...
oh wait, you can't because we used this tactic to run them out of 0.0 space.
Lol if it works against any alliance they do not deserve the title or to be in 0.0.
Are BOB gonna be moving to jita in the near future cos of your afk cloakers?.
I don't think so  .
Only because of the strength of tech 2 BPOs. But if we can keep their moons down they will run out of money. Its already started to a point as they have attempted to shore up their alliance by grabbing who they can from others who don't have access to those resources.
Vote Goumindong for CSM |
|

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 20:57:00 -
[131]
Originally by: Goumindong
Originally by: HEY LISTEN
Originally by: Goumindong Tell that to Rise...
oh wait, you can't because we used this tactic to run them out of 0.0 space.
Lol if it works against any alliance they do not deserve the title or to be in 0.0.
Are BOB gonna be moving to jita in the near future cos of your afk cloakers?.
I don't think so  .
Only because of the strength of tech 2 BPOs. But if we can keep their moons down they will run out of money. Its already started to a point as they have attempted to shore up their alliance by grabbing who they can from others who don't have access to those resources.
WOW now afk cloakers can take out moon mining posses?. Im gonna get me one of those.
PS: i see no proof of rise moving to empire to mine btw does this mean your gonna stfu?.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 21:04:00 -
[132]
Edited by: Goumindong on 08/04/2008 21:04:27 they didn't move to empire, they dissolved and got absorbed by other alliances not quite so close to be assaulted. Also, note that i did not say they would move to empire, i said that they would do better in empire... But really...
http://www.eve-maps.com/outpostalert/alliancechart.asp?FilterType=Alliance&FilterBy=RISE
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 21:12:00 -
[133]
Originally by: Goumindong Edited by: Goumindong on 08/04/2008 21:04:27 they didn't move to empire, they dissolved and got absorbed by other alliances not quite so close to be assaulted. Also, note that i did not say they would move to empire, i said that they would do better in empire... But really...
http://www.eve-maps.com/outpostalert/alliancechart.asp?FilterType=Alliance&FilterBy=RISE
Well by the sound of it they did not deserve to be in 0.0 if afk cloakers did that to them, but if you think that ppl even paying guards can make more in empire than in 0.0 you are totally clueless.
Alliances/individuals should organize mining ops in 0.0 the same way miners in empire have concord its part of civilizing hostile systems and if an alliance cannot do that they should fold.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 21:13:00 -
[134]
Please elucidate on how you can organize this mining op around a large gang of cloaking ships.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 21:20:00 -
[135]
Edited by: HEY LISTEN on 08/04/2008 21:24:57 Edited by: HEY LISTEN on 08/04/2008 21:20:11
Originally by: Goumindong Please elucidate on how you can organize this mining op around a large gang of cloaking ships.
Figure it out for yourself its easy and obvious to anybody who does not need ccp to fight for them, cos im tired of talking to a liar who's arguments are those of a child.
If i get a ban for saying this fine its worth it.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 21:33:00 -
[136]
Originally by: HEY LISTEN Edited by: HEY LISTEN on 08/04/2008 21:31:17
Originally by: Goumindong Please elucidate on how you can organize this mining op around a large gang of cloaking ships.
Figure it out for yourself its easy and obvious to anybody who does not need ccp to fight for them, cos im tired of talking to a liar who's arguments are those of a child.
If i get a ban for saying this, fine its worth it.
So again, no proof. And if its so easy, why could an alliance of 1000 not do it?
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.08 21:35:00 -
[137]
Originally by: Goumindong
Originally by: HEY LISTEN Edited by: HEY LISTEN on 08/04/2008 21:31:17
Originally by: Goumindong Please elucidate on how you can organize this mining op around a large gang of cloaking ships.
Figure it out for yourself its easy and obvious to anybody who does not need ccp to fight for them, cos im tired of talking to a liar who's arguments are those of a child.
If i get a ban for saying this, fine its worth it.
So again, no proof. And if its so easy, why could an alliance of 1000 not do it?
PROOF OF WHAT???????? THAT ITS A BAD IDEA TO MINE/RAT WITH A CLOAKED OR NOT CLOAKED BLOB IN LOCAL, ARE YOU SERIOUS?????... GO AWAY!!!!!!.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 21:37:00 -
[138]
No, proof that you can organize a mining op that can defend against said cloakers as you claim.
You can't make the cloakers leave, and mining with them in local is stupid, so what do you do?
Hell, i am willing to accept a thought experiment on the issue.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
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Posted - 2008.04.08 21:47:00 -
[139]
Originally by: Goumindong No, proof that you can organize a mining op that can defend against said cloakers as you claim.
You can't make the cloakers leave, and mining with them in local is stupid, so what do you do?
Hell, i am willing to accept a thought experiment on the issue.
Why so you can fly a imaginary cloaked blob on top of my solo frig guard if a blob is in local do not carebear?.
Its about appropriate measures or are you to much of a noob to understand that?. I think you should join eve uni tbh cos guarding a few miners from a few cloakers is 0.0 101.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 22:31:00 -
[140]
So you are saying that all anyone has to do to stop production is park some folks AFK and stick cloaks on their ships?
That seems so balanced, that you can just go and disrupt enemy production without risk.
Vote Goumindong for CSM |
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HEY LISTEN
i swear this is true
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Posted - 2008.04.08 22:41:00 -
[141]
Edited by: HEY LISTEN on 08/04/2008 22:43:00
Originally by: Goumindong So you are saying that all anyone has to do to stop production is park some folks AFK and stick cloaks on their ships?
That seems so balanced, that you can just go and disrupt enemy production without risk.
No your claiming that remember, im saying that ppl need to and can be be defended while they mine/rat, or even move to another system and guard the gates.
Im hope you not gonna get on the committee cos you idea of eve warfare will be a bunch of ppl standing opposite each other taking turns to shoot, and with miners in 0.0 safe as houses making isk by the bucket full.
You idea favors the blob (what a surprise from a goon) as without cloaking small squads will not be able to be in systems outnumbered.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 22:47:00 -
[142]
Edited by: Goumindong on 08/04/2008 22:49:09
Originally by: HEY LISTEN
No your claiming that remember, im saying that ppl need to and can be be defended while they mine/rat, or evenShockedShocked move to another system and guard the gates.
Originally by: You, the last freaking post before the above quote
Why so you can fly a imaginary cloaked blob on top of my solo frig guard, if a blob is in local do not carebear how hard is that to understand?.
And if they are in all your systems?
Please, if its so easy, tell me how to defend a mining op without incurring unreasonable cost or losing ships to a bunch of cloaked ships.
Quote:
You idea favors the blob (what a surpriseRolling Eyes from a goon) as without cloaking small squads will not be able to be in systems outnumbered.
I don't want to get rid of cloaking, i want to get rid of cloaking without being at the keyboard. If you are at the keyboard its pretty much impossible for you to be caught if you are in a ship designed to cloak.
Edit: Also, have i not flat out said that we have abused this mechanic to its fullest? How in the world is arguing against a mechanic that we have and will continue to abuse an argument towards the interests of my alliance?
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
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Posted - 2008.04.08 22:52:00 -
[143]
Edited by: HEY LISTEN on 08/04/2008 22:55:58
1. Define unreasonable cost cos i consider making isk without risk in 0.0 unreasonable tbh as a alliance should guard its miners and miners should pay for the protection provided, but crying to ccp about it is unacceptable as it is free.
2. Uncloaking after 5 mins unless you reset the timer will do just that.
3. The alliance you "claim" folded because of this tactic was weak and did not guard its miners properly so it deserved to fold the tactic is poor and if a alliance put together well organized mining ops your cloakers would have been useless while profits for the miners would still be massively higher than empire and your claims other wise are absurd.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 23:10:00 -
[144]
Cost that pushes return under opportunity cost of producing in empire is unreasonable.
Why not just let us scan them down? Same effect except now you can kill ratters who cloak as soon as you enter local instead of not being able to.
Rise was pretty useless, but i can't really say they were any more useless than tri.
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HEY LISTEN
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Posted - 2008.04.08 23:14:00 -
[145]
Originally by: Goumindong Cost that pushes return under opportunity cost of producing in empire is unreasonable.
No way is running guarded mining ops in 0.0 less profitable than empire and if you think it is you have no clue, no clue at all.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.08 23:30:00 -
[146]
20m/acct/hour is fairly easily achieved in empire[not even including LP rewards] You would need everyone in your gang pulling down 40m/acct/hour to defend them.
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Goumindong
Merch Industrial GoonSwarm
|
Posted - 2008.04.08 23:59:00 -
[147]
Per person, not per account. 20m/hour is at the top end of possible in empire in the same config as what you would be running in 0.0 iirc[and mineral prices havent gone down at more]
But you are not constrained to mining which is why i said "not including LP", because 20m/hour is fairly easy for mission running.
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HEY LISTEN
i swear this is true
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Posted - 2008.04.09 00:16:00 -
[148]
Originally by: Goumindong Per person, not per account. 20m/hour is at the top end of possible in empire in the same config as what you would be running in 0.0 iirc[and mineral prices havent gone down at more]
But you are not constrained to mining which is why i said "not including LP", because 20m/hour is fairly easy for mission running.
A capital mining ship cannot give bonuses in empire im told and they give really good ones from what my guy tells me . Empire miners dream about 20 mil a hour btw but they never manage it.
And yup mission runners can make good isk but they hardly need to live in empire now do they have you heard of empire alts?.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.09 00:20:00 -
[149]
You don't need a rorq, you just need any command ship.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
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Posted - 2008.04.09 00:27:00 -
[150]
Originally by: Goumindong You don't need a rorq, you just need any command ship.
Its about profit bud remember and a rorq cannot be used in empire.
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Goumindong
Merch Industrial GoonSwarm
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Posted - 2008.04.09 00:32:00 -
[151]
Originally by: HEY LISTEN
Originally by: Goumindong You don't need a rorq, you just need any command ship.
Its about profit bud remember and a rorq cannot be used in empire.
Yes, and the difference between the rorq and the cs is not very significant.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
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Posted - 2008.04.09 01:16:00 -
[152]
Originally by: Goumindong
Originally by: HEY LISTEN
Originally by: Goumindong You don't need a rorq, you just need any command ship.
Its about profit bud remember and a rorq cannot be used in empire.
Yes, and the difference between the rorq and the cs is not very significant.
And the minerals in empire are just as good as in 0.0 .
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YetAnotherTradeAlt
University of Caille
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Posted - 2008.04.09 02:03:00 -
[153]
Edited by: YetAnotherTradeAlt on 09/04/2008 02:03:37
Originally by: HEY LISTEN
Originally by: Goumindong You don't need a rorq, you just need any command ship.
Its about profit bud remember and a rorq cannot be used in empire.
Yes. I'm alt posting. If you can use an obvious alt, so can I.
Tell me sir, do you own space? One of the main points of being able to control space in general is to keep it safe from random roving enemies. If you can't keep it under control (read as: clear out any threats to your Sovereignty there), then your Sovereignty is little more than a dot on the map.
Now, what would you do if Goonswarm stuck 20 ships in every one of your systems, at random safespots, and cloaked them? They engage when they want to, they have intel on your every move in your space (from the cloakers in your OTHER systems running directional scans). And if they do not want to engage, you can do NOTHING about them, but you must always take them into account.
Tell me, how do you intend to profit off your space (which is costing you goodly sums in POS fuel and the logistics chains to keep you supplied)? Hell, how do you intend to HOLD your space? Guard everyone? Guarding ops against attacks that will not come to a horde of guards is both boring as hell and vastly lowers your potential profits. Worse, many of the ships you would guard are so paper thin that its entirely possible to show up, kill one of them and be gone before anyone can really react.
Now, I want you to define opportunity cost, in your own words. You have yet to demonstrate a basic grasp of this economic principle. Then tell me the opportunity cost of living with cloaked ships in your space to you, and the opportunity cost of leaving a 6 month old alt with a cloaked frigate AFK in your enemies space when you're not using another character on that account.
Now tell me how well that jives with the risk-reward arguments thrown around on these forums so much.
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HEY LISTEN
i swear this is true
|
Posted - 2008.04.09 02:26:00 -
[154]
Originally by: YetAnotherTradeAlt
Originally by: HEY LISTEN
Originally by: Goumindong You don't need a rorq, you just need any command ship.
Its about profit bud remember and a rorq cannot be used in empire.
Yes. I'm alt posting. If you can use an obvious alt, so can I.
Tell me sir, do you own space? One of the main points of being able to control space in general is to keep it safe from random roving enemies. If you can't keep it under control (read as: clear out any threats to your Sovereignty there), then your Sovereignty is little more than a dot on the map.
Now, what would you do if Goonswarm stuck 20 ships in every one of your systems, at random safespots, and cloaked them? They engage when they want to, they have intel on your every move in your space (from the cloakers in your OTHER systems running directional scans). And if they do not want to engage, you can do NOTHING about them, but you must always take them into account.
Tell me, how do you intend to profit off your space (which is costing you goodly sums in POS fuel and the logistics chains to keep you supplied)? Hell, how do you intend to HOLD your space? Guard everyone? Guarding ops against attacks that will not come to a horde of guards is both boring as hell and vastly lowers your potential profits. Worse, many of the ships you would guard are so paper thin that its entirely possible to show up, kill one of them and be gone before anyone can really react.
Now, I want you to define opportunity cost, in your own words. You have yet to demonstrate a basic grasp of this economic principle. Then tell me the opportunity cost of living with cloaked ships in your space to you, and the opportunity cost of leaving a 6 month old alt with a cloaked frigate AFK in your enemies space when you're not using another character on that account.
Now tell me how well that jives with the risk-reward arguments thrown around on these forums so much.
All the things you are talking about is what happens in a 0.0 war when you are being invaded bud. If those 20 ships per system are either cloaked or in a POS either way it matters not as you cannot mine/rat anyway unless yopu work as a team.
You can run large alliance wide mining op ops with all the bells and whistles and a good array of combat ships to deal with the 20 ppl in local should they decide to start a fight, you can put bubbles on the gates to stop or at least slow the other systems guys from coming into the system for reinforcements. And you can easily keep a miner alive long enough to get him out of harms way with logistic ships.
Ive been on plenty of alliance mining ops in the past and they were boring but we locked things up tight and made buckets of isk as long as the ppl were willing to work together, but i have also seen alliances fall apart because the ppl in them were selfish, greedy and refused to work together as a alliance.
And those that fell apart did so without having 20 cloakers in each of there systems or even one, they fell apart because the players in them were out for number one pure and simple and as soon as things looked even slightly awkward they bailed for another alliance or area to parasite in.
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Goumindong
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Posted - 2008.04.09 04:33:00 -
[155]
You're dodging his question. http://eve-files.com/dl/154147
Please visit your user settings to re-enable images. Vote Goumindong for CSM[/url] |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.09 10:01:00 -
[156]
Edited by: HEY LISTEN on 09/04/2008 10:03:56
Originally by: Goumindong You're dodging his question.
Dodging what question... this one?.
Originally by: YetAnotherTradeAlt
Now, what would you do if Goonswarm stuck 20 ships in every one of your systems, at random safespots, and cloaked them? They engage when they want to, they have intel on your every move in your space (from the cloakers in your OTHER systems running directional scans). And if they do not want to engage, you can do NOTHING about them, but you must always take them into account.
Here was my answer:
You can run large alliance wide mining op ops with all the bells and whistles and a good array of combat ships to deal with the 20 ppl in local should they decide to start a fight, you can put bubbles on the gates to stop or at least slow the other systems guys from coming into the system for reinforcements. And you can easily keep a miner alive long enough to get him out of harms way with logistic ships.
Or another one cos i answered him even if you do not like the answers.
You really just ignore anything that proves you wrong dont you??.. is pretending the truth is not there how you justify your mindless ranting about how the game is unbalanced cos your individual and team work skills suck. Stop telling me im avoiding things when i quite clearly am not and go troll caod, your ideas are moronic biased, pro blob and belong there. |

Darth Felin
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Posted - 2008.04.09 14:15:00 -
[157]
Originally by: HEY LISTEN random stuff...
So you think it is ok than random group can deny you any use of space or even travelling through your space at no cost for themselves?
If it is so than there is no point to continue conversation between you and Goumindong. Your POV is just opposite to your.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.09 14:22:00 -
[158]
Originally by: HEY LISTEN Here was my answer
No, that was you telling him that he and all alliances suck. That was not telling him what you would do if it happened.
And no, you can't keep miners alive with logistics, they will be volleyed before the cycle time resets on your shield boosters[via target switching]
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
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Posted - 2008.04.09 16:36:00 -
[159]
Originally by: Goumindong
Originally by: HEY LISTEN Here was my answer
No, that was you telling him that he and all alliances suck. That was not telling him what you would do if it happened.
And no, you can't keep miners alive with logistics, they will be volleyed before the cycle time resets on your shield boosters[via target switching]
So you say i did not answer then in the very next sentence you argue with my answer  . Your style of troll sucks
4 large remote reppers per logistic ship with a cycle time of 5 secs each not keeping up with the dps of a few 6 month old alts (who are getting popped/ewared) until your ships can warp out. |

Goumindong
Amarr Merch Industrial GoonSwarm
|
Posted - 2008.04.09 18:30:00 -
[160]
Edited by: Goumindong on 09/04/2008 18:31:03 Its not the DPS you have to worry about, its changing targets. But no, it wouldn't. 20 6 month old alts can be doing around 400 DPS apiece in cruiser sized ships [and ewaring you right back], so you're looking at ~8000 DPS +/- ewar.
ed: "I put a logistics in the belt" is not an answer. Its like saying "oh i just defend them"
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HEY LISTEN
i swear this is true
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Posted - 2008.04.09 18:40:00 -
[161]
Edited by: HEY LISTEN on 09/04/2008 18:47:22
Originally by: Goumindong
Its not the DPS you have to worry about, its changing targets. But no, it wouldn't. 20 6 month old alts can be doing around 400 DPS apiece in cruiser sized ships [and ewaring you right back], so you're looking at ~8000 DPS +/- ewar.
ed: "I put a logistics in the belt" is not an answer. Its like saying "oh i just defend them"
If you cannot warp out your aligned ships in the time from when the hostiles are on the scanner to them landing, locking and a bit of remote repping you deserve to be popped.
You are arguing math while the reality is that by the time they landed your vulnerable ships should be long gone or at least on the way out and all that is left are combat ships dishing out pwnage on noobs.
Anyway i thought i avoided the question, so you are arguing with answers that do not exist, get away from here your ideas are juvenile and go back to caod.
PS; Im up to 60+ kills this month (in just under 9 days) in 0.0 outnumbered in a lot of the situations, thats what?..almost half of your entire kills in the game time since 2006?.
Before you teach you should really learn.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.09 18:45:00 -
[162]
How do you keep your ships in range of the roids and cans?
Aligning is a great tactic ratting in a raven, not so much for mining
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HEY LISTEN
i swear this is true
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Posted - 2008.04.09 18:50:00 -
[163]
Edited by: HEY LISTEN on 09/04/2008 18:53:08
Originally by: Goumindong How do you keep your ships in range of the roids and cans?
Aligning is a great tactic ratting in a raven, not so much for mining
eve uni give lessons on how to use a scanner its easy and it lets you know when bad men are coming and when to start moving bud.. maybe you should join and learn stuff before you make silly attempts to correct ppl who actually know stuff.
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Anaalys Fluuterby
Caldari
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Posted - 2008.04.09 20:14:00 -
[164]
I can't believe a GOON is whining about not being safe mining in 0.0 because there are cloaked hostiles in system 
Is that why your alliance decided to shoot miners in HighSec? It wasn't "fair" that you weren't safe in 0.0? Fact of life: 0.0 is supposed to be dangerous. Perhaps you should move back to Empire if you can't handle that and get ganked like the rest of us...
Originally by: Audri Fisher On the other, the emo tears being cryed in this thread tell me that just because you shoot somebody for a living, does not mean you aren't a carebear
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YetAnotherTradeAlt
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Posted - 2008.04.09 22:11:00 -
[165]
Originally by: HEY LISTEN Edited by: HEY LISTEN on 09/04/2008 18:53:08
Originally by: Goumindong How do you keep your ships in range of the roids and cans?
Aligning is a great tactic ratting in a raven, not so much for mining
eve uni give lessons on how to use a scanner its easy and it lets you know when bad men are coming and when to start moving bud.. maybe you should join and learn stuff before you make silly attempts to correct ppl who actually know stuff.
Okay, so our counter is now to post a full battlefleet AND enough logistics to keep the miners covered AND at least one of them is spamming scans to see if any of those 20 are warping into range AND can identify the cloaker's ship at a glance at the scan from all the ships the guards are flying? What's next, clearing every belt with a doomsday blast before you set up the miners to check for stealth bombers?
All this, to prevent an attack where our 20 Cloakers, being smart, won't engage. Why should they? They're not there to suicide themselves (or maybe they are, a 100m Hulk for 5 cheap, insurable Thoraxes or Vexors is a good trade from an ISK standpoint).
How many of your PvP combat pilots log in every day, eager to hop into their warships and sit in a belt watching miners? How much is their morale going to suffer when they have 20 hostiles everywhere they look and they can't do jack about it?
But the question you're dodging is this one:
Originally by: YetAnotherTradeAlt
Now, I want you to define opportunity cost, in your own words. You have yet to demonstrate a basic grasp of this economic principle. Then tell me the opportunity cost of living with cloaked ships in your space to you, and the opportunity cost of leaving a 6 month old alt with a cloaked frigate AFK in your enemies space when you're not using another character on that account.
Now tell me how well that jives with the risk-reward arguments thrown around on these forums so much.
|

HEY LISTEN
i swear this is true
|
Posted - 2008.04.09 22:20:00 -
[166]
Edited by: HEY LISTEN on 09/04/2008 22:20:57 If another alliance is looking to kill yours this is what happens in 0.0 pal, now if you want me to tell you how to make as much isk in a 0.0 warzone as you can in a stable non warzone 0.0 system then il honestly say i cannot, but i have not tried to ive just told you how alliances have dealt with it in the past.
But that is 0.0 for you if your at war buddy, everybody has had to deal with cloakers in the past either by doing fully organized alliance mining ops or by spending isk on other assets that generate isk like moons or BPO's.
Welcome to 0.0 great ain't it now stop crying and deal with it, or go back to empire.
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Stiches
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Posted - 2008.04.09 22:26:00 -
[167]
Originally by: Jaketh Ivanes Nothing wrong with cloaks, nothing wrong with being afk cloaked. Something wrong with you knowing someone is there cloaked.
Nerf local, not cloaks.
/signed
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happy
Gallente Sky Net Industries Pure.
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Posted - 2008.04.09 23:28:00 -
[168]
simple soultion maxcloaktimer =120 min (could be adjusted for game ballance) after 2 hours modual shuts off and has to be reactvated no more afk as if you go afk for extended time you may get blasted if some one probes you out or you sitting on a gate.
If your happy and you know it clap your hands...... and if your not happy and you know it, .....its probaly because i just podded you
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.10 00:19:00 -
[169]
Originally by: HEY LISTEN Edited by: HEY LISTEN on 09/04/2008 22:28:51
If another alliance is looking to kill yours this is what happens in 0.0 pal, now if you want me to tell you how to make as much isk in a 0.0 warzone as you can in a stable non warzone 0.0 system then il honestly say i cannot, but i have not tried too, ive just told you how alliances have dealt with it in the past.
But that is 0.0 for you if your at war buddy, everybody has had to deal with cloakers in the past either by doing fully organized alliance mining ops or by spending isk on other assets that generate isk like moons or BPO's.
Welcome to 0.0 great ain't it now stop crying and deal with it, or go back to empire.
What is the difference between a 0.0 war-zone and a non war-zone 0.0 system?
We want you to tell us how you can make more money in a 0.0 "war-zone" than you can in a stable empire location.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.10 00:50:00 -
[170]
Edited by: HEY LISTEN on 10/04/2008 00:52:22
Originally by: Goumindong
Originally by: HEY LISTEN [
If another alliance is looking to kill yours this is what happens in 0.0 pal, now if you want me to tell you how to make as much isk in a 0.0 warzone as you can in a stable non warzone 0.0 system then il honestly say i cannot, but i have not tried too, ive just told you how alliances have dealt with it in the past.
But that is 0.0 for you if your at war buddy, everybody has had to deal with cloakers in the past either by doing fully organized alliance mining ops or by spending isk on other assets that generate isk like moons or BPO's.
Welcome to 0.0 great ain't it now stop crying and deal with it, or go back to empire.
What is the difference between a 0.0 war-zone and a non war-zone 0.0 system?
We want you to tell us how you can make more money in a 0.0 "war-zone" than you can in a stable empire location.
Join eve uni you need the education because im sick of explaining 0.0 101 to somebody who has such a negative attitude to things and lies to try to prove non existant points.
PS: Im up to over 80 ship kills this month (9 days in) how are you getting on?. Still on 3 for the month and 176 since 28/8/06 do you really consider yourself qualified to be on this forum or any other with that sort of record?.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.10 00:53:00 -
[171]
Edited by: Goumindong on 10/04/2008 00:53:56 Who are you killing and where? Also play time.
ed: and as usual, no proof or explanation.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.10 00:58:00 -
[172]
Originally by: Goumindong Who are you killing and where? Also play time.
1. Everybody, we do not nap.
2. Everywhere in 0.0 as everybody is considered a target.
3. Id say less time than you spend trolling the forums instead of gaining the ingame xp you should really have to make the ridiculous claims you do....
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.10 01:04:00 -
[173]
So who are you then? Otherwise why should i believe you are not lying?
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.10 01:10:00 -
[174]
Originally by: Goumindong So who are you then? Otherwise why should i believe you are not lying?
Im more than comfortable for you to believe i am lying in fact i just logged out to have a early night, So perhaps you should log in, put gang together and go kick a bit of butt as from your comments on here you seem to think your a pro. Maybe you will even catch me up a bit.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.10 01:12:00 -
[175]
Yea, so i'm going to go with "you can't" because you wont show us how easy it is, and "you are a liar" because you wont let us know who you are.
Vote Goumindong for CSM |

Goumindong
Amarr Merch Industrial GoonSwarm
|
Posted - 2008.04.10 01:40:00 -
[176]
Originally by: Yohanes Flame 45 minutes cycle time on cloak with a 20 second cool down. problem minimized?
downsides please respond.
You couldn't use cloaks to ambush people, turning them off fast is essential to that operation. If you can turn them off fast, nothing changes.
I consider that an integral part of cloaking.
Vote Goumindong for CSM |

HEY LISTEN
i swear this is true
|
Posted - 2008.04.10 09:54:00 -
[177]
Edited by: HEY LISTEN on 10/04/2008 10:00:22
Originally by: Goumindong Yea, so i'm going to go with "you can't" because you wont show us how easy it is, and "you are a liar" because you wont let us know who you are.
Theres a shocker .
Anyway back on topic, cloaks are fine as they are and if an alliance's space is under attack then it should not be safe to carebear at will with no risk in fact it should be very hard or impossable.
Eve in normal war's you have commando's, sleeper agents, partisans, insurgents and other types of hidden saboteurs and units that hurt the enemies supply lines or economy/manufacturing endeavors.
This sort of thing has been going on in wars and in eve for a long time but it seems the influx of carebear types from empire into 0.0 has got them all hot and bothered and crying to ccp about the harsh reality of making isk in 0.0.
Suck it up or go back to empire.
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Goumindong
Amarr Merch Industrial GoonSwarm
|
Posted - 2008.04.10 15:12:00 -
[178]
Originally by: HEY LISTEN Edited by: HEY LISTEN on 10/04/2008 10:56:55
Originally by: Goumindong Yea, so i'm going to go with "you can't" because you wont show us how easy it is, and "you are a liar" because you wont let us know who you are.
Theres a shocker .
Anyway back on topic, cloaks are fine as they are and if an alliance's space is under attack then it should not be safe to carebear at will with no risk in fact it should be very hard or impossable.
In normal RL war's you have commando's, sleeper agents, partisans, insurgents and other types of hidden saboteurs and units that hurt the enemies supply lines or economy/manufacturing endeavors.
This sort of thing has been going on in wars and in eve for a long time but it seems the influx of carebear types from empire into 0.0 has got them all hot and bothered and crying to ccp about the harsh reality of making isk in 0.0.
Suck it up or go back to empire.
The answer to "There is not enough risk in belt based production activities in 0.0" is not "So i should be invulnerable whenever i damn well please and should have no risk in space", its "increase the risk in belt based production activities.
Even if you were to make a real world comparison to a space ship game and not to just develop a model for understanding human actions in that game you would still come to the conclusion that in real wars commando's, sleeper agents, partisans, insurgents, and other types of hidden saboteurs are the most risky of all operations because you can be found and then executed.
Yet there is no "find and execute" ability. There is not even a "find and fight" ability, there isn't a "find" ability. You can't hunt them down. There is no critical mass where it becomes easier to find them the more they proliferate[in fact, the more they proliferate, the harder it is to deal with them.]
Vote Goumindong for CSM |

Kagura Nikon
Minmatar Infinity Enterprises Odyssey.
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Posted - 2008.04.10 16:11:00 -
[179]
Remove local, all solved. again.. remove local.. you know you want to remove local... you are feeling sleepy... your eyes feel heavy and you want to remove local..... local must go... when you log in in your work machine you will remove all code form local chat from game and remove all its tracks from version control.... ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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stinger7
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Posted - 2008.04.10 16:16:00 -
[180]
Originally by: Goumindong
Even if you were to make a real world comparison to a space ship game and not to just develop a model for understanding human actions in that game you would still come to the conclusion that in real wars commando's, sleeper agents, partisans, insurgents, and other types of hidden saboteurs are the most risky of all operations because you can be found and then executed.
Yet there is no "find and execute" ability. There is not even a "find and fight" ability, there isn't a "find" ability. You can't hunt them down. There is no critical mass where it becomes easier to find them the more they proliferate[in fact, the more they proliferate, the harder it is to deal with them.]
When the guys who fight behind the lines attack is when you get to kill them and eve is the same, i doubt very much that in past wars ppl left important assets and other things unguarded and eve wars are the same.
Im not going to quote examples from history but resistance fighters have always been hidden until the attack just as the defenders have always known they were there but been unable to do anything about it but guard the installations and production areas against the sneak attacks.
Diversification is the key as BOB has shown you and the rest of EVE by having a NON localized facility for producing profit and there for removing the need to be dependent on the roids and rats in the area they live.
Moons, jump clones letting you mission run/work in empire, production of modules or ships for profit, trading in empire... theres plenty of ways to make isk in eve that do not involve sitting in a belt in 0.0.
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.11 21:25:00 -
[181]
Originally by: stinger7
When the guys who fight behind the lines attack is when you get to kill them and eve is the same, i doubt very much that in past wars ppl left important assets and other things unguarded and eve wars are the same. Im not going to quote examples from history but resistance fighters have always been hidden until the attack just as the defenders have always known they were there but been unable to do anything about it but guard the installations and production areas against the sneak attacks.
Even if this were a valid analogy[which its not, because eve is a game and not a job or actual war], it would still fail because its simply not true that the only time to catch saboteurs, insurgents, and other types of behind the lines warfare is when they attack. Its very very very not true. These are the riskiest types of attack with the highest failure rates before and after the operations.
In eve, these are the least risky types of attack with the lowest failure rates before, during, after the operations.
Quote:
theres plenty of ways to make isk in eve that do not involve sitting in a belt in 0.0.
Why should sitting in a belt in 0.0 not be a possible profitable endeavor?
Vote Goumindong for CSM |

Cailais
Amarr VITOC Chain of Chaos
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Posted - 2008.04.12 02:30:00 -
[182]
Originally by: Goumindong
These are the riskiest types of attack with the highest failure rates before and after the operations.
In eve, these are the least risky types of attack with the lowest failure rates before, during, after the operations.
Where are you getting this from? Insurgency operations often have a very very high success rate - typically disproptionate to the forces employed. If this was not the case you'd see virtually no Special Forces or insurgency campaigns being used: however these are becoming the predominant aspect of modern assymetric warfare.
C.
New Scanner Idea!
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.12 04:41:00 -
[183]
Originally by: Cailais
Originally by: Goumindong
These are the riskiest types of attack with the highest failure rates before and after the operations.
In eve, these are the least risky types of attack with the lowest failure rates before, during, after the operations.
Where are you getting this from? Insurgency operations often have a very very high success rate - typically disproptionate to the forces employed. If this was not the case you'd see virtually no Special Forces or insurgency campaigns being used: however these are becoming the predominant aspect of modern assymetric warfare.
C.
Sorry, you're wrong. Insurgency as currently employed is a tactic of necessity, not utility. [See: Everything ever written about these tactics, ever]
People are insurgents because they can't fight the main forces, not because it makes you more successful at it. As well because they are part of the population which is under occupation. E.G. In Iraq, coalition forces have roughly a 6 to 1 kill ratio against insurgent forces[at best guess, or the roughly 5/1 kill or wounded ratio for U.S. soldiers in Veitnam, while the Green Berets had a quite high casualty rate in that conflict, U.S. special forces deployments in Panama also had very high casualty rates]
It works because the source of the insurgency is a population that is not intended to be killed but be made docile.
There is no such thing as occupation in eve. Pod pilots are not citizens. No one wants to subjugate a population into docile tax producing pets.
There is no analogy here there is only a discrepancy in the amount of risk that pilots with cloaks must take and the amount of damage they are able to do.
Vote Goumindong for CSM |

Matrixcvd
Caldari Rionnag Alba Triumvirate.
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Posted - 2008.04.12 04:51:00 -
[184]
i honestly dont mind probing afk cloakers, but with macro how can you tell? if you dont move in 5 minutes you get decloaked? macro would just do it fine, so even tho i think going afk just to be a ***** is lame, probably nothing you can do for it
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.12 05:22:00 -
[185]
Originally by: Matrixcvd i honestly dont mind probing afk cloakers, but with macro how can you tell? if you dont move in 5 minutes you get decloaked? macro would just do it fine, so even tho i think going afk just to be a ***** is lame, probably nothing you can do for it
Well, using macros is against the TOS, so if you have someone in space for 23 hours without logging sitting at a POS or in a station you could probably make a rational inference.
Not saying that you should petition people that do that, just saying that the possibility of people cheating is not a real good reason to not implement something that will have a positive effect for the game assuming not everyone does cheat. Unless that "cheat" is a game mechanic[bookmarks and show info being a prime example], but that is an entire other issue altogether.
Vote Goumindong for CSM |

Cailais
Amarr VITOC Chain of Chaos
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Posted - 2008.04.12 11:28:00 -
[186]
Originally by: Goumindong
Sorry, you're wrong. Insurgency as currently employed is a tactic of necessity, not utility. [See: Everything ever written about these tactics, ever]
We'll have to agree to disagree. Having conducted counter-insurgency operations my experience is they are effective, and not defined by high rates of failure in proportion to the effort employed.
But we could wander massively off topic here.
My personal feeling is the problem isnt with the cloaking module per se. Its the intelligence gathering tools we have at our disposal and how they work.
In short Im refering to the Local Chat channel, Probes and the Scanner.
The weakest of these in implementation terms is the scanner. Its UI is terrible and it just feels 'clunky'. Improve the mechanism for scanning and you could have degrees of cloaking from 'stealthy' (not invisible but hard to 'see' to full on 'cloaked'.
The paralells with submarine warfare are pretty clear in my view. A submerged ship being hard to 'see' or even locate provided it doesnt do very much. This in turn countered by the fact th less the submerged vessel does the harder it is for it to get information itself. (i.e raise periscope and you might be seen, full speed and you might be heard).
Perhaps we need something along those lines - a visual spectrum and a 'audio' spectrum (note Im not suggesting we all don head sets to listen for ships). This might allow for active searching (a sonar 'ping', radar sweep) which emits radiation that is accurate: but obvious, and a passive search option which doesnt emit anything and just listens, but isnt very obvious.
Cloak a ship and your 'active' scanning is reduced or negated entirely but your difficult to locate, uncloak and you recover the active spectrum, but are easy to locate.
C.
New Scanner Idea!
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La5eR
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Posted - 2008.04.13 00:05:00 -
[187]
Ok heres an idea. To sort of prevent the annoying afk-cloaking that seems to be going on. Why not make a star-base add-on thats only launchable in Sov 3 or greater systems called a Cloaking Systems Disruption Array, it would have stats in line with a cynosural jammer and would be on a 2 hour cooldown, take 1 of each piece of fuel (since the fuel pellet ideas being tossed around perhaps 1/10 of that pellet) to use and would disrupt cloaking systems in all ships in the solar system that arent of the proper standing for 10 seconds. This should be enough time to get a skilled prober out there to probe the location of the ship down.
So here goes. Cloaking Systems Disruption Array -Requires sov level 3 -Same sh/ar/st of a Cynosural jammer -usable once every 2 hours -consumes 1 of each fuel type OR 1/10 of a fuel pellet -disrupts cloaking systems of ships with non-blue standing for 10 seconds in that system
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.14 03:02:00 -
[188]
Originally by: Cailais In short Im refering to the Local Chat channel, Probes and the Scanner.
The weakest of these in implementation terms is the scanner. Its UI is terrible and it just feels 'clunky'. Improve the mechanism for scanning and you could have degrees of cloaking from 'stealthy' (not invisible but hard to 'see' to full on 'cloaked'.
The problem with changing stuff like this is that its just
1. Not necessary 2. Much too complicated than it needs to be.
Fixing the UI in scanning is admirable, but for the purposes of cloaks, local, and other things relating to information the method in which it comes in is not all that important[and can backfire due to its supreme importance]
I mean there is literally a combination of three things that you can do to swiftly and easily fix all of these problems[Unfortunately one isn't swift because it doesn't use any known existing mechanisms]
1. Add a 5 minute log off timer for mining or ratting.[I.E. add NPC aggression for rocks and add a 4-5 minute log off timer onto it]: Anyone logging off that hasn't engaged in production has nothing to worry about, they are still on the 2 minute timer. Anyone logging off to avoid enemies will have to take the risks, and anyone not logging off to avoid enemies is probably >5 minutes away from enemies with scan probes. Anyone going to a POS or station is still safe until you decide to siege those assets.
2. Let ships scan cloaked ships with current probes and no other mechanics. Non cloaking ships with cloaks can be scanned down and killed with a bit of luck[finding them in the system without the directional scanner]. Cloaking ships without cov-ops cloaks are possible to find and kill, but very difficult since there is no real way to decloak them without them knowing, and anyone at their keyboard should be able to leave[they will have to decloak for that, but its better than dying]. Cloaking ships with cov-ops cloaks will pretty much only die if they go AFK when cloaked.
Cloaked ships can still safe and wait out their aggression timers to log if necessary.
3. Change local to 30 second delay and/or not display anyone in local who has not decloaked from a gate jump. Now you can't know if someone is in system before they do, and they have a bit of a head start on finding you before you have a chance to react if you haven't set a scout, and you can't make a snap decision to leave since you won't know how many have come in until at least one is on grid and initiating action.
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Shade Millith
Knights Of the Black Sun Interstellar Alcohol Conglomerate
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Posted - 2008.04.17 02:02:00 -
[189]
Look, just make a special probe and launcher designed specifically for cloaked ships.
Make the scan time an hour or something. Same range as a medium range probe. That should pretty much fix people sitting cloaked afk
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