Fog of War in EVE

Hello CCP team and capsulers!

I would like to suggest a feature for EVE Online that could add more uncertainty, risk, and psychological gameplay to PvP without removing killboards or restricting community tools such as zKillboard.

zKillboard and similar services are now an important part of EVE. They are useful for battle history, analytics, SRP, recruitment, bragging rights, and strategic intelligence. However, this level of transparency also has a downside: many potential fights end before they even begin.

A pilot enters a system, gets checked through external tools, and everyone can immediately see their killboard, preferred ships, combat history, corporation, alliance, danger level, and playstyle. As a result, players often dock up or avoid engagement. Some PvP interactions become external database analysis before the fight rather than risk assessment inside the game.

I am not suggesting that zKillboard should be removed or that third-party developers should be punished. Instead, I would like to propose an official, understandable, and balanced layer of uncertainty inside EVE itself.

The feature could be called Transponder Masking, Signal Veil, or Unregistered Transponder.

I think this mechanic would work best not as an implant, but as one of two options:

  1. An accessible booster that temporarily enables identity masking.

  2. A toggleable flag that represents voluntary illegal transponder masking.

I believe it is important that this should not be an expensive item. The balance should come from risk, not from price. If the booster is too expensive, it will mostly be used by wealthy players, large alliances, or specialized PvP groups. It would be more interesting if this option were available to regular pilots, solo PvPers, small gangs, newer players, farmers, explorers, and hunters, while still requiring a meaningful tradeoff.

While Transponder Masking is active, the pilot would not appear under their real character name. Instead, they could appear as Unknown Capsuleer, Masked Signal, Distorted Transponder, or Unregistered Capsuleer Signal. Their profile, corporation history, and direct identity would be temporarily hidden. On killmails, such a pilot could appear under a temporary alias or with delayed identity reveal.

The key point is that this should not be permanent anonymity. After the timer expires, or after a fixed delay, the pilot’s real identity is revealed, the killmail is correctly attributed, statistics remain intact, and battle history stays public. Killboards are not destroyed. They simply receive an official delayed-intelligence mechanic.

The main balancing element: using Transponder Masking should be illegal in Empire space.

When a pilot activates the booster or flag, they receive a special status such as Illegal Transponder Masking, Unregistered Transponder, or Transponder Violation. In high-sec, this status should trigger a CONCORD response. The masked pilot voluntarily becomes an illegal target: CONCORD and/or Empire security forces attack them, and other players can engage them without penalties.

This makes the mechanic fair. The player gains temporary protection from instant external profiling, but loses the safety of Empire space. They can no longer freely move through trade hubs, safe routes, or high-security systems. Identity masking becomes a risky outlaw tool rather than a universal advantage.

A possible structure could look like this:

  • The effect is activated through an inexpensive booster or a dedicated transponder flag

  • Duration could be around 30–60 minutes

  • After deactivation, a short residual status could remain for 10–15 minutes

  • In high-sec, CONCORD attacks the masked pilot

  • Other players may attack the masked pilot without penalties

  • After death or after a fixed delay, the pilot’s identity is fully revealed

I would intentionally avoid adding direct counterplay such as special modules or fast identity-reveal mechanics. If such tools existed, large groups would quickly automate or optimize the process, and the feature would again become much less useful for newer players and solo pilots. The goal is not to create another scanning layer. The goal is to restore real uncertainty.

This is important because the mechanic would not only benefit hunters. It could also help newer players, solo pilots, small groups, farmers, explorers, and anyone who wants to play without being instantly profiled through external data. Today, if zKillboard shows that a pilot is alone, inexperienced, poorly defended, or usually flies certain ships, other players can make that judgment before any actual interaction happens. Transponder Masking breaks that certainty.

An unknown pilot in a system could be anything: a new player, a solo farmer, a bait character, an experienced PvPer, a scout, a hunter, or simply someone trying to create doubt. That uncertainty is what creates mind games. Players can no longer instantly know whether they should attack, dock up, ignore the target, or prepare for a trap.

Many groups of players would benefit from this:

  • Newer players would be less likely to be instantly judged by their killboard

  • Solo players and small gangs would get more room to maneuver

  • Farmers and explorers could hide the fact that they are alone

  • PvP pilots would gain new ways to create pressure and psychological gameplay

  • Active players would have more reasons to undock and interact

The players who would suffer the most are those who rely on perfect external information before taking any risk: players who stay docked unless they know exactly who entered the system and how dangerous they are. In my opinion, that is not a downside. EVE has always been at its best when players make decisions under risk, incomplete information, and the possibility of deception.

Transponder Masking would not destroy zKillboard or erase public battle history. It would only remove instant perfect intelligence before an encounter begins. The history is still revealed, killmails are still preserved, and statistics still exist, but the moment of decision becomes part of the game again.

I believe this mechanic fits EVE Online very well. It adds risk, psychology, hunting, caution, bluffing, and more reasons to undock. It could make solo PvP, small-gang PvP, farming, scouting, and everyday encounters more dynamic while preserving killmail culture and the third-party ecosystem.

I hope this idea can be useful for future discussions around PvP, intel, and crime mechanics.

3 Likes

If you check the latest expansion, the view from FC/CCP goes 180 degrees into the opposite direction…have your whole EVE history and habits presented on a silver plate for everyone to know, making any intel or espionage a thing of clicking on your bio and be done with it.

Titles and achievements allow you to display your journey for all to see, marking what you’ve done, pointing toward what comes next, and letting the universe know exactly what they’re dealing with.

They seemingly don’t understand that their game is about getting intel, track and locate stuff and areas, do PVP to peoples assets or gank them.
I just hope it will be possible to completely deactivate it or even better: opt-in.

1 Like

Remove local…? :rofl:

2 Likes

Still, I would like to settle on a more elegant solution, without removing anything.

Proceeds to write a novel with 37 steps and 10 different workarounds…

The only thing that would change is that the corp or alliance that owns that system is going to send twice as much firepower as they think will be necessary just on principle. So whether they know who you are as soon as you enter the system, or whether they find out 30 minutes after they’ve popped you, you’re still going to get shanked either way…

That is a fair point for highly organized groups with a standing policy of killing every unknown neutral with overwhelming force.

But that is not the only PvP context in EVE, and it is not the main problem this proposal is trying to solve.

The point is not to make a masked pilot survive a prepared defense fleet. If an alliance wants to throw twice the necessary firepower at every unknown signal, they still can. That is their choice.

The point is to remove instant perfect profiling before the decision is made. Today, players can immediately check whether someone is a known solo hunter, bait alt, new player, explorer, farmer, cyno character, blops pilot, or harmless-looking target. With delayed identity, they still know someone is present, but they do not immediately know what kind of player they are dealing with.

And if the response is “we will overcommit every time just in case,” that is already a meaningful gameplay change. It creates cost, pressure, uncertainty, wasted movement, bait potential, and decision-making inside the game rather than from an external database.

So yes, large groups may still shank you. That is fine. This mechanic is not immunity. It is not protection from being outnumbered. It is delayed identity intel with legal and tactical tradeoffs.

I find the ability to gain meta-knowledge and make decisions based on external information rather than in-game information boring and a game-killer. And yes, I want to PvP more often, and I’d even be happy if someone undocked a couple of extra ships on me.

Why wouldn’t you use this feature though? What’s the downside of it? You’ve banned it in HS but in lowsec it’s not like people are going to shoot you because you’re a suspect any more than they were already going to shoot you. And in nullsec there’s no downside at all. Why not make yourself anonymous in local?

If you activate that booster, you should not be able to see anyone in local either. If other people can’t see you, you ought not to be able as well. I would also go so far as to say that you should lose SP when you die with this active booster/transponder manipulation. At the moment, you have not listed a single tangible downside of this booster: Neither penalty free attacks (people engage you freely in low sec anyway) nor concording in highsec (only people who would get concorded anyway would use this thing) are downsides.

As far as I can tell, you show up in local but your name is obscured.

I mean now you’ve just killed it stone dead.

I would just use it to troll the sh*t out of people in null. My name is obscured, I’m cloaked up, and you can’t find me. I would do that for hours on end…

2 Likes

Read again. You didn’t understand what I wrote. It’s not about me being obscured, but me not being able to see what’s going on in local when this feature is active on me.

:innocent:

Although I doubt that it would be dead. EVE didn’t die when we had skill insurance.

The use of “either” implies that no one can see you in local. The current suggestion from OP does not prevent you from being seen in local.

The “either” means that you should not clear-see anyone else in local as well (just number of chars in local, for instance) when you use this feature.

Why? It was part of the game for several times already. For a long lime you had to have a medical clone of fitting size relative to your skill points or you would lose one level of a random skill upon loss of pod.
Also T3 cruisers had this implemented for 12 years that if you lost the ship, one of your subsystem skill would randomly lose one level.

So nothing new to lose SP and it was a better time then. Actions had more consequence and i really wonder why it was abandoned as today you can just rebuy the missing SP, but in the old days you had to retrain.

I really like the idea of a booster who would temporary rename you to “Uknown” or something like that.

CCP tried that once and we know how it vent. But delaying local could be the way. Even 30 seconds before the name appears in the local would be very helpful for hunters.

Hence the “:rofl:” (I was just blindly poking around with a stick…)

Hit them where it hurts, in the bots! :rofl:

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