Main AFK cloaky thread

Exactly,! You’ve managed to capture my position exactly as a Nullsec Krab.

Change is fine and I’m sure that what CCP end up implementing, it will be balanced so as not to destroy cloaky camping in favour of complete safety for Krabs.

Change is welcome. The proposed changes in this thread are just stupid, one-sided, ignorant of how people actually play the game and offer nothing but increased safety for Krabs.

Bring on change. Don’t bring on self-centred crap.

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You will never learn will you? Or is it that you know and love the trolling chance to be self-righteous and arrogant?

Yet you speak as if you have zero confidence in CCP at all…as if you are terrified these ideas you attack with rabid visciousness are one step away from implementation.

If you could back off from your absolutist hard claims of “stupid, one-sided, ignorant” etc. your claim of confidence in CCP making the right choices might actually sound believable. But no. No need to even go back and scan the thead. Its not believable and the proof is right there in one post.

And uh, oh…any chance you will stick your neck out with an idea since you pretty much dismissed this entired thread of ideas? I dare you to post one.

Let me write it again, maybe with a few ellipses to encourage slower reading. Hopefully it aids comprehension:

I’m… …sure… …that… …what… …CCP… …end… up… …implementing…, …it… …will… …be… …balanced…

“Sure” is a pretty good expression of confidence, certainly above zero, at least where I’m from. Would a picture make it easier?

They aren’t even 1 million steps away from implementation, because they are all so stupid. CCP devs are much smarter than pandering to the stupid and the “make the game easier for me” crowd.

He won’t, but I’ll give another try:

Cloak probe scanner

  • Similar to a combat probe scanner,
  • Can scan cloaked ships
  • Uses cloak scanner probes (not cloaked, they appear on dscan like normal)
  • Much harder to fit
  • Much longer scan time (allows cloaky to warp off)
  • Tiny max range of 1 AU instead of 16 (allows cloaky to hide somewhere else in system)

Due to the fact that it is much less usable than a regular combat probe, people will only use this when they are actively lookimg for cloaks.
Due to the high fitting cost, a solo cloak prober will be an easier target for a cloaked ship.
Due to the slow scan speed, tiny max range and probes on dscan, an active cloaked ship can stay unscanned when playing well as main form of counterplay.
Cloaky ships also have counterplay in the form of equipping their ship to be less easy to get probed.

I tried to give both sides options of counterplay, now shoot. Did I miss some use of cloaking that would be disproportionally impacted by this module?

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Well then you can relax can’t you?

Please stop throwing around words like stupid and ignorant in this section. They are detrimental to people having ideas at all, good or otherwise. I am asking as nicely as I can. Please be less condescending to people here. For the sake of the future of EVE, this thread and this section, please find a way to be a bit nicer.

Great ideas. The only criticism I have is that I feel you made it too hard to use them effectively. Especially the range of 1 AU seems much too small. To me even 5 AU seems too small.

Remember, once ordinary combat probes are launched a ship can cloak and still use them as normal, even recall them while cloaked. Given the power of cloaks as is, I think you should feel more free to give more power to the counter.

I’m trying to avoid a situation where people use this module to check seemingly empty wormhole systems for cloaked ships.

Only when it takes a long time to scan an entire system (long scan time and short max range) in combination with easily avoidable by active cloakies (again long scan time and short max range), it will be considered a waste of time to scan an entire system when you aren’t sure cloakies are there.

When the range is too big, everyone would scan every system for cloaks whenever they can.

I’d like this module to be only used when people already know a cloaky ship is hiding somewhere… And not to catch it the first scan; instead it should only put some pressure on the cloaked ship and only in case of a slacking or afk cloaky should it be possible to catch it.

Easy - make it non-operable in wormhole systems.

I see.

But the thing is that with a range of just 1 AU most areas in the system will be completely unscannable without a boatload of insanely organized bookmarks…in 3D no less.

And if the cloaked pilot has the advantage of a lucky bookmark gotten from an anomaly in a far out spot, or heck, not even so far out at all, it could mean he pretty much could never be scanned down unless the scanners also have a bookmark near there, and that would take months, years or an eternity of waiting to get one, waiting for the right anamoly to spawn, if they don’t have it already.

So I would increase the range. But if you want to replace it with another way to increase the time of scanning then perhaps failed or divided scans could be quite frequent.

Technically that could work, but I dislike such exceptions.
I would prefer a more natural way to encourage people to use modules for intended purposes only, not by making the unintended purposes impossible, but by making them impractical.

And if someone wants to spend half an hour extra to make a little more sure that he is the only one in the wh system (still not 100% sure), let them.

Maybe 1 AU is too small, but I don’t want most areas in a system to be easily scannable. It’s intentionally hard to pin down a cloaked ship this way, so a cloaked ship with a brain can go unnoticed.

One benchmark I’d say is that a Blops battleship cloaked at a good unknown safe spot should be safe for at least 10-15 minutes from a single scanner on average. If it gets any easier than that, the cloak probe scanner module would seriously disrupt the blops hunting gameplay, and I don’t want that to happen.

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Holy ■■■■, I had no idea this thread was still going!! I quit eve months ago and figured it died way before that! Did they fix the cloaky camper thing yet? or have they taken the players advice and turned all of eve into WH space so the vets can get all the kills and the indy, explores, and newbros can just quit and be done with it? also does anyone know where I can download “just get good at eve” skills?

Welcome back!

They did fix the cloaky camper thing by removing local chat everywhere, but it had some unwanted consequences so CCP turned local chat back on.

CCP seems to be addressing afk cloaky campers in a future update, so now is the time to speculate or come up with ideas.

To download ‘just get good at eve skills’ you should take a look at the plex sales, which you can turn ingame into skill injectors to get better at (losing expensive stuff in) EVE!

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Seems pretty good, and not too powerful… But where is the balance to the cloaker? This just gives a benefit to the non cloak side of the argument.
This does nothing to address the the reason why people AFK Cloak, namely a cloaked vessel appears on Local.

With such a module, residents wouldn´t care to scan a regular explorer/solo hunter transiting its systems, an active cloakcamper would be always able to hide from it, and yet, an AFK cloakcamper would get caught…

Hell I do like your idea. Good work! Have you submitted it to the New Ideas section and/or to a CSM?

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There is no need. As per the latest CCP announcement AFK cloakcamping IS an issue, not a balanced feature that would need reciprocity to be tweaked. It has just to be solved.

And that guy´s idea is quite good at it.

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Don’t double post. And don’t post anything about cloaky camping anywhere but here cause it will just be merged anyway.

I don’t understand that reason you stated. Could you elaborate?

You’re right about that, but I think ‘AFK cloaky camper’ and ‘perfect local intel’ are two separate issues that need separate answers. AFK cloaky campers are often used to counter the perfect local chat intel.

My cloak probe scanner only addresses the former problem. I’d love to see people come up with a solution to the latter. One example I liked was to make constellation chat the default everyone joins, instead of local. People would never know who else is in their system and would get desensitized to seeing people pass through their constellation, unless they want to be docked up all the time. Only one guy in constellation would then be needed to scare them instead of one guy per system. And even with my new ‘cloak probe’ you won’t easily find that single guy hiding somewhere in your constellation.

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It is an issue in nullsec for some individuals/corporations/alliances. Period. Not an issue in HS, LS or WHs. If you disagree with this assessment please provide you reasoning why it is a problem.

How is it not balanced? Because you can’t easily find them? The fact that you know they are in system through the use of local, and the inability to find their ship through d-scan or probes gives a pretty good indication they are cloaked seems pretty well balanced. Each party can gather intel on the other. I do not understand how it is not balanced.

My hope is that if CCP addresses the “issue” of AFK cloaky camping they address it in the part of the game where the vast majority of complaints come from which is sov nullsec. Come up with a solution for the people “inconvenienced” by AFK campers, but make it a solution which the “owners” of the camped systems must implement. (I.E. A decloaking array, Observatory Array, some structure or item placed in the system by the system owner to make cloaking harder or finding cloaking ships easier)
Limiting the solution to the area where AFK cloaky camping seems to be an issue, and putting the onus of combating the perceived problem on the players who are screaming for a solution is the logical course of action. (I know, I know! CCP doesn’t … WAH!)

Only if I can lock and shoot you while I am cloaked when you are carrying said magical probes.

Not totally objectionable, but still has unnecessary effects to other styles of cloaky play

I know you’re not talking to me, but that’s never stopped me before.
If a non-blue is in Local the undock button doesn’t work for the local farmers.
Until the cloaky is gone they can’t undock,
but they can’t undock to get rid of him,
because a non-blue is in Local.
A vicious Catch-22.
Hence this thread.

This is a place to present ideas, and then the others in this public forum get to debate them. Some ideas are “bad”. Some “suck”. Some are recycled garbage, shined up with new names, but still the same old garbage. There are the occasional ideas which are reasonable, and have had some thought put into them by the person who came up with the idea.

Nowhere in this Forum does it say we have to “build on” every idea put forth here. People grow unhealthy attachments to their ideas and take it personally when they are shot down for being bad or not well thought out. Instead of healthy debate based on facts not feelings you get the raging dumpster fire that occasionally flares up and is then squashed by the powers that be.

And now I’ll throw out my idea, since you’ll probably be asking me to have some cajones and come up with an idea instead of just jumping on people as soon as they stick their neck out. Actually I’ll build on @Gerard_Amatin’s Cloak Probe Scanner. (Which I’m not a fan of, but at least he is putting some thought into not nerfing cloaks totally)

The Cloak Probe Scanner would only be able to scan down the cloaky ship to a 10km sphere with level V skills. Warp in with some Large smart bombs and happy hunting.

BONUS IDEA :thumbsupparrot:
A System Wide Artillery Cannon :boom:

  • The cloaky found by the Cloak Probe Scanner could not be warped to, but the location could be fired upon by the SWAC (patent pending) and anything and everything within 1AU of the target location would be OBLITERATED!!! Your own structures/ships/friends included. All loot also destroyed.
  • Reload time for the SWAC is 12 - 24 hours depending completely on the whim of the almighty.
  • Only 1 SWAC per system
  • Use of the SWAC causes the loss of all skill points in 1 random skill from 1 random alliance/corporation member.
  • Anyone destroyed by the SWAC while having a cloak fitted on their ship will lose all their Cloaking skill points
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Just make the magic probes work in null.

Edit; They also need their own magazine! :rofl: