Main AFK cloaky thread

Which is the basis for my (rather Old now, ive been posting it for years) idea.

Cloak removes players from local (and denies them Local)
If they break cloak for any amount of time, they stay in local for a minimum 30 sec.

This makes cloaks really cloakie, still gives other players Local… Makes it pointless to AFK cloak, and makes it so people have to work to both actively hunt while cloaked and pay attention while ratting.

Now, the Covert-ops cloaker has to make themselves visible/detectable to gain intel on the local system. He can warp from belt to belt, but if he wants to probe, or check on the local channel (or possibly even dscan) to see how many & where people are in system, then he must break cloak. This gives the residents the time to spot him, if they are paying attention.

This 30s visibility in Local between cloaks would also activate when jumping into the system, between coming through the gate-cloak and activation your cloak module (the flip from gatecloak to module-cloak would not change, but you would appear in Local when coming through for a minimum of 30sec). Defenders of a system should really watch whats going on around them and they will be able to notice a cloaker is coming in, and act accordingly.

Here we make:
AFK-Cloaking pointless
Active Cloakers can catch botters
Even system defenders can use cloaks to hide their defense ships (spring a nice bait trap on that cloaker in your system)

Anyway, the idea will be shot down by the null-bears and Botters. They want all cloaks nerfed on the pretext that AFK is bad mkay!

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