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Denuo Secus
Posted - 2010.02.26 20:13:00 - [1]
 

Edited by: Denuo Secus on 26/02/2010 21:04:31
Edited by: Denuo Secus on 26/02/2010 20:57:06
Edited by: Denuo Secus on 26/02/2010 20:46:04
Didn't found the idea in "Commonly Proposed Ideas"...here it is:

In many sci-fi movies and series you see how pilots are using the environment to hide. Behind an asteriod, in an asteriod (which is no asteriod at the end :P), on the hull of a much bigger ship, in the corona of a star...and so on.

My proposal: let smaller ships (smaller sensor strength?) disappear from overview if there are close to any "big" or "radiating" object. The signature of the big object would overlap the ship. Also let this ship appear again if any module (MWD, shield booster, armor hardener) is activated. That way it would be usefull to hide and shut down all systems. Also it would be advantageous to be small -> bigger isn't better sometimes. The pilot who's hiding should get no information if he's visible to a hunter. It's a bit gambling: (1) stop, shutdown and hide or (2) run.

Ships with good sensor strength (Recons for instance - it's their job!) should identify such an hidden ship better than an ordinary BS. Also it would give ECCM an additional use for hunting. And it would bring a new aspekt to consider for all who want to be able to hide: high sensor strength is good against ECM but bad for hiding.

Actually it's:
sensor strenth of the hiding ship + additional radiation of running modules VS radiation of the hideout VS sensor strength of the hunter

Examples:
- A couple of defence frigs hidden close to a huge mining barge
- A victim hunted through several systems is able to hide near an extra radiating star of a certain system (radiation should affect the ship maybe)
- An ambush: some bombers hidden close to the asteroids of an belt


And so on...

It would be a boost for small gangs and soloers because teh blob is bad to hide ^^ Mostly it would improve tactics and surprise a lot!

I'm no game developer but I guess the changes for such feature would be quite small because no new modules, graphics or mechanic is necessary. It's almost all there atm! Maybe some new "variables" (active modules -> better visibility, radiation of hideouts) are needed...

Edit: ib4 "just use cloak" -> cloak is a decision at fitting time. Hiding in space would be a tactical desicion during fight or travel. Cloak doesn't work when locked, "just disappear and suddenly reappear" is not possible that way. Also there are only 2 ship classes atm (bomber and black ops if I'm not wrong?) which can use a cloak offensive because of reduced re-lock delay. Cloak is mostly fitting decision for defence. Hiding could be a fast mix of defence and attack. Lastly, cloak needs a slot and CPU. Both is sometimes just not available or would gimp the ship very much.

Edit2: The hidden ship should be still visible in space. Just without bracket. Flying by sight could be funny. The that way exposed ship should be lockable then. But...I disable the HUD from time to time just to enjoy the view...it's really difficult to find a ship if I don't know where to look ^^

Zarkaun
Posted - 2010.02.26 20:54:00 - [2]
 

I think its a very good idea. It would add to the 'feel' of the eve universe to actually be able to interact in some way with objects, making places such as asteroid belts far more interesting.

Dark Drifter
Amarr
Sardaukar Merc Guild
General Tso's Alliance
Posted - 2010.02.27 12:46:00 - [3]
 

ok this is not a sci-fi film this is eve if u want to hide use a claok.

the RP reason for this not being aloud. is that all pods are fitted with a zero-point beacon this enables all NPC factions to lock on to your beacon and warp to u, this is how they also track toy aggressive actions and rating actions. as a gate logs ur beacon when u jump in to a system it can then track you and inform authoritys if it detects surtain actions.

other players also use this beacon to assertain ur whereabouts, but there sencers are not jove so they can not warp to u unless they are intune with ur beacon (fleeted)/(scanned)


as for WH space . you are not loged in local as there is no beacon reading u there but a player can still detect the beacon on ur pod, 0.0 still logs ur entry position and tracks you but as there are no concord (and the gates are mostly smugler run) you are not peanalised for shooting other players, although all other penalitys are inflicted (1 min personal aggression jump timer, cloak jump fail)

so to finish its is not possible to hide from people in plane site unless ur cloaked

skye orionis
Posted - 2010.02.27 16:49:00 - [4]
 

What you're really talking about is an imperfect overview, when you arrive on grid things won't fill in immediately, just the most obvious things, and then depending on how long you linger things fill in slowly. Furthermore, things fill in with broad information and then get more detailed as you loiter on grid - for example you will see a ship, then a cruiser, then a race and then a variation. So you won't know right away whether that ship is a Caracal or a Cerberus, unless of course you as a player click the 'look at' button and see it for yourself. And of course, if you see something that doesn't appear on your overview then you can still select it and lock it from the in space view.

Then we can create the Tech 2 version of the Tier 3 battleships - Electronics Superiority Ships - that get mad bonuses to loading all this information fast and therefore letting the pilot make all those life or death decisions about who should be primary first. Something designed to combat the fog of war through superior technology.


It could of course be an entirely client side implementation, but that would leave it open to abuse by evil clients.

Denuo Secus
Posted - 2010.02.27 18:56:00 - [5]
 

Edited by: Denuo Secus on 27/02/2010 18:57:50
Originally by: skye orionis
What you're really talking about is an imperfect overview, when you arrive on grid things won't fill in immediately, just the most obvious things, and then depending on how long you linger things fill in slowly. Furthermore, things fill in with broad information and then get more detailed as you loiter on grid - for example you will see a ship, then a cruiser, then a race and then a variation. So you won't know right away whether that ship is a Caracal or a Cerberus, unless of course you as a player click the 'look at' button and see it for yourself. And of course, if you see something that doesn't appear on your overview then you can still select it and lock it from the in space view.

Then we can create the Tech 2 version of the Tier 3 battleships - Electronics Superiority Ships - that get mad bonuses to loading all this information fast and therefore letting the pilot make all those life or death decisions about who should be primary first. Something designed to combat the fog of war through superior technology.


It could of course be an entirely client side implementation, but that would leave it open to abuse by evil clients.


Not exactly. While your idea doesn't sound bad - my proposal includes environment as most important aspect. A couple of ships mid of an asteroid belt is completely different from said ships in open space.

Including environment that way could be a lot of fun and would allow several new tactics and variety imho. It could be an opposing option to blobbing and large RR-fleets. Real hit-and-run tactics in small groups. Also it could lead to more action apart from stations and gates.

skye orionis
Posted - 2010.02.28 05:28:00 - [6]
 

Originally by: Denuo Secus

While your idea doesn't sound bad - my proposal includes environment as most important aspect. A couple of ships mid of an asteroid belt is completely different from said ships in open space.


Well you'd already spelled that out, I saw no need in repeating it, wish I could find my original proposal for the imperfect overview which includes the mention of masking and strategies for redusing sensor signature.

Yes, overview contents would fill in slowly with the most obvious things first, small objects right next to larger objects would have a penalty to their visibility, and inactive ships sitting behind big chunks of rock might take several minutes to appear on the overview.



 

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