Mike Voidstar wrote:
I'm still waiting to hear a solid argument for why a module with trivial training, fitting, and cost provides safety superior to a station. I'd love to hear why a ship in space needs a module to make it immune to player interaction under any circumstances, much less on a semi-permanent basis.
1. Training for a non-CovOps cloak is trivial. Even training into a CovOps cloak is pretty trivial. But training into most CovOps ships
isn't exactly trivial. The training limitation comes (in most cases) from the ship, not the module. (I'd just like to point out that docking in a station requires zero training.) (EDIT: Also important to note that the Covert Cyno is
quite a long train, which is kind of a big deal given the whole Schrodinger's Hotdrop phenomena.)
2. Fitting a non-CovOps cloak to a non-bonused hull may be easy fittings-wise, but it does impart pretty heavy penalties for combat. CovOps ships generally have fewer slots and less fitting than their non-CovOps counterparts. So, again, the limitation from the CovOps cloak comes more from the ship than from the module. (Again, I'd like to point out that docking in a station requires zero fitting.)
3. In a station, literally the only thing that can happen to you in terms of asset destruction is the destruction of the station. Anything short of that, including improper inputs (aside from accidentally undocking), disconnecting, etc. and you're still safe. Cloaks are less safe than stations because they are more susceptible to input errors (which is, I will grant, a subjective observation), disconnects (you will be visible for brief periods while E-warping or logging back in from space), etc. Also, while in a station, you have the option of leaving the system unopposed by way of a jump clone, an option that is not available to a cloaked pilot without self-destructing their pod (and, presumable, sacrificing their ship).
4. If you are sitting stationary at a safe spot, alone on-grid, and nobody else managed to get a scan hit on you before you cloaked, yes, you are pretty much immune to player interaction under any circumstance.
Just like if you were in a station.
But the instant you warp somewhere, unless it is also an empty-grid safe spot that nobody else has managed to scan, you are subject to player (or environmental) interaction.
Warping to a belt? There's the chance of bouncing off of a 'roid or passing a ship, wreck, etc.
Warping to a gate? There a chance of passing too close to objects deliberately laid to decloak people.
And, of course, there are bubbles that can drag you specifically to land on a camp.
I will grant you that the odds of interaction are quite low, but they are not zero
like they are in a station.
5. I do concede that being cloaked in a safe is something that you can do pretty much without interruption. But that's by design. Part of the reason that cloaks exist is specifically so players can do that. CCP has even said as much, so this point is pretty much irrelevant. (See my previous post.)
The way I see this, cloaking offers much of the protection of docking in a station while requiring more effort, more risk, and sacrifices in fitting (compared to flying non-cloaking ships). You risk more, and you get more rewards for it. You sacrifice performance in one area to gain more in another.