# Mobile Observatories – Live on Singularity

**URL:** <https://forums.eveonline.com/t/mobile-observatories-live-on-singularity/311897>\
**Category:** Test Server Feedback\
**Tags:** feedback, singularity\
**Created:** [May 17, 2021, 5:00pm UTC](https://forums.eveonline.com/t/mobile-observatories-live-on-singularity/311897 "2021-05-17T17:00:15Z")\
**Posts on this page:** 1\
**Showing post:** 365

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**Author:** ![Derath\_Ellecon](https://sea1.discourse-cdn.com/eveonline/user_avatar/forums.eveonline.com/derath_ellecon/32/289725_2.png) [@Derath\_Ellecon](https://forums.eveonline.com/u/Derath_Ellecon)\
**Post date:** [May 18, 2021, 2:46pm UTC](https://forums.eveonline.com/t/mobile-observatories-live-on-singularity/311897/365 "2021-05-18T14:46:45Z")

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> [@Brisc\_Rubal](#):
>
> That’s because none of that matters to what they were trying to do - it wasn’t just “prove you’re not AFK” it’s “let’s give defenders a chance to kill AFK cloaked ships.” Which, honestly, given how easy it will be for a non-AFK player to get around these, is what it does.

Has there been any thought given to some way to allow an active cloaker to “defeat” the ping? I understand the goal is to combat those who are AFK, but if that is the goal it seems there isn’t a need to also punish active players.

Yes a covert ops cloak only has a 5 second reactivation delay. A non covert one however has a 30 second one. Depending on the size of the ship this isn’t necessarily minor.

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