Anchored Transit Sensor: anonymous alerts when ships cross a monitored area

I’d like to propose a deployable sensor that gives players a basic indication that a ship has crossed a monitored area, without revealing who it was or what they were flying.

The idea comes from living in wormhole space with a small group. Watching entrances is useful gameplay, but it often means leaving a character staring at a wormhole for an entire session. A limited sensor could provide an early warning while still leaving players responsible for investigating and responding.

How it would work

A Mobile Transit Sensor would be anchored in space and detect ships entering its detection radius. Each activation would produce a short audible alert and a timestamp associated with that sensor.

For example:

North Entrance Sensor — transit detected at 19:42:08

It would not provide:

  • Character, corporation or alliance.

  • Ship type, mass or fleet size.

  • Direction of travel or destination.

  • A target lock, warpable ship location or cloak disruption.

A group could place sensors at selected entrances or locations and infer possible movement from the sequence of alerts. They would still need scouts, probes or direct observation to establish what was happening.

Possible T1 and T2 versions

These numbers are starting points for discussion, rather than a finished balance proposal.

Attribute T1 Mobile Transit Sensor T2 Mobile Transit Sensor
Detection radius 10 km 15 km
Anchoring time 2 minutes 1 minute
Minimum interval between alerts 30 seconds 15 seconds
Operational lifetime 12 hours 24 hours
Suggested skill Anchoring III Anchoring IV
Durability Easily destroyed by a small ship Modestly tougher
Cost Cheap enough for routine use More expensive, without becoming a luxury item

Both versions would provide the same anonymous information. T2 would improve coverage and responsiveness rather than reveal identities or ship classes.

Limits and counterplay

The unit should be visible on directional scan and locatable with combat probes. Once discovered, opponents could destroy it, avoid its coverage or deliberately trigger it to create uncertainty.

Friendly ships should trigger it too. Adding standings-based filtering would turn it into a much more powerful identification tool.

A cooldown should prevent repeated alerts from a ship sitting inside the radius. One notification should mean “one or more ships crossed the monitored area,” not an accurate headcount.

Deployment limits and minimum spacing would be necessary. I like the possibility of building a local network, but covering an entire system with overlapping sensors should require meaningful cost and effort. For an initial version, I would suggest restricting deployment to null-sec and wormhole space.

Alerts should only reach an online owner or designated corporation users. No offline push notifications or public API feed would be needed.

Cloaked ships and ships in warp

This is probably the most important balance question.

My preferred starting point would be to detect uncloaked ships on grid, including ships that reveal themselves after a wormhole jump. Jump cloak itself should remain protected. The sensor would never decloak anything, and a pilot who successfully transitions into a normal cloak could avoid detection.

Detecting ships passing through a sensor’s radius while in warp would be an interesting extension: a network could provide vague clues about movement between locations. However, that would be substantially stronger and potentially more complicated to implement. I would treat it as a separate discussion rather than a requirement for the initial unit.

Why add it?

The intended benefit is an imperfect warning system for small groups, miners, industrial operations and people setting up ambushes.

An alert would create a decision: investigate, withdraw, prepare a response or ignore what might be a false alarm. Silence would not prove a system was empty, and an activation would not identify a threat.

An active scout would remain much better: able to identify ships, count arrivals, follow movement and report context. The deployable would simply offer a less informative alternative when a group cannot dedicate another pilot to watching a location.

Would a limited, destructible tripwire like this add useful gameplay? What restrictions would it need to preserve covert movement and avoid becoming an automatic intelligence network?

It is an interesting idea to think about, one I haven’t seen before!

I do wonder what effect it would have on the game.

I suspect such tools would make it harder to sneak up on a group, which helps risk-avoiding behaviour and has a negative effect on the amount of conflict, fights and destruction we get in space.

At first sight I do not think I like the effect this extra intel has on the game, but I’m open for other points of view.

I’m with @Gerard_Amatin in that I also think it is an interesting idea.

I honestly don’t know what to think about your idea, right now, outside of, I do think it is worth discussing.

Two big things

  1. 15km is useless
  2. Why do this instead of just having dscan?

Because detecting a cloaked ship doesn’t sell it to me as a man who also likes being sneaky in wormholes.

If you used AI to write this suggestion then just trash it right now.

A good question.

You could simply have a few people keep track of different holes with 5 degree dscans with similar outcome without forcing these players to sit at a hole all that time, as long as they rat/huff/scan while in dscan range of those holes.

Personally I’m more in favour of active gameplay for players over passive automation for deployables.

Staying safe and keeping an eye out should be a part of our gameplay and not be done for us by some deployable.

So what you are suggesting is a MAD (Magnetic Anomaly Detection) system for in EVE.

Initially when I looked at the concept I was thinking this would be used more in nullsec. But considering the commentary it having wormhole implications is interesting.

Putting this in a variety of content options and counter plays.

A Mobile Observatory…Scans and reveals cloaked units…so you can see them on Dscan. {I have my own perspectives on this item…and how it should be upgraded]

A Mobile Warp Transit Sensor. [MWaTS] would only indicate something warped through its defined area of effect.

As others have noted…it seems like an interesting idea. Counter Play as noted…it only indicates either visually on grid…or through some sort of HUD indicator…like the directional color marks. [PING color change…something has tripped this item.]

So lets wargame this out.

On Grid considerations.

Lets say you deploy MWaTS within lets say a sphere of you on grid. Now if you deployed multiple of these…you could in theory get a general direction of the cloaked warp in.

  1. Scaling…if the MWaTS is defined by its effect radius, one could spam these [think WWB2 and the bubble hell camp] this would allow defenders to immediately visual home in on people trying to sneak around through a bubble camp. Someone warps into the bubble…the MWaTS indicates direction of the target. And if enough of them light up near each other…players would know where the target is that just jumped into the bubble.

  2. If the MWaTS have larger effect radius can they be used to show someone has dropped within lets say 75-150km of you. That might be the interesting problem because that would allow people to defensively get away from hunters…especially in wormhole space.

  1. Conversely…if the area of effect was larger…this would allow hunters to perch up and use that indicator to tell them if prey is coming into the site they are in. [Which conversely would mean more kills…and then explorers refusing to interact with sites if they detect the MWaTS on D-scan. [Which would suppress exploration both ways between the hunter and the hunted. IE it would harm exploration hunting/PVP by existing]]

  2. Grid Fu…how far can you stretch the grid…and still be able to see the MWaTS visual indicator. This particular question might be important, because if you wanted to do content [CRAB Beacon] And you prep a location with MWaTS to give you warning of an enemy warp in.

Off Grid Considerations

  1. If the MWaTS can be deployed lets say near a dead space gate…this could allow someone to know they have an enemy coming for them…and then have the defensive/offensive advantage. (I see alot of applications that would screw up ESS/FW/certain mission/dead space accel content.)

  2. Conversely the MWaTS could be spoofed or create a headache/false alarm situation. Lets say someone anchors a MWaTS on a jumpline, everytime a ship warps across that line it could trigger it.

  3. If the MWaTS area of detection is too small…it becomes worthless because a bounce jump off an anom/safe BM/ or celestial…means the detection isn’t triggered. Too big…and the MWaTS becomes again not useful, because multiple jumps crossing it could go undetected. Or multiple vector jumps crossing it…might only be read as one.

  4. If someone were to figure out how to use the fleet formation tool and use that as a deployment tool. The question of how MWaTS would indicate detection [fleet wide…or only to the owner of the MWaTS]…could be rigged up to give you relatively precise directional indication.

In System vs. Remote Detection considerations.

I would hope a concept as such would be useful as an in system…deployable. Because if it were to be used as a remote detection system, it could be really powerful.

Also as a future proofing question. Would this be combined with a cyno jump detection system?

The MWaTS seems like an interesting offensive/defensive [suppression] system idea. Not giving exact information or revealing a target…but giving you the option to defend or attack. But I can see where if it ends up in a combination with other already available things in game. It be an interesting squiggle balance wise.

And the MWaTS being seen on D-scan means you will probably have indicators…if someone finds it and kills it…even remotely. [outside a system]