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Gemberslaafje
Vivicide
Posted - 2011.09.01 08:10:00 - [1]
 

Edited by: Gemberslaafje on 01/09/2011 08:10:39
1. Remove Local
2. Make a list of everyone within a decent amount of AU's, but considerably less then scan range. This list would include cloakers.
(I will take 10 AU's for this list as an example for this post)
3. Leave the rest as-is - for now

Situation 1: You are a cloaker, and want to gank stuff. If you jump into a system, you are only spotted if someone is within 10 AUs, or is scanning that gate. Otherwise, you will stay undetected, unless you move within 10 AUs from you, then they will know you are around.
You probe/scan something/someone out who is 12 AU's away from you. You engage warp. They will see you when you are already in warp. (to be continued)

Situation 2: You are a carebear, and want to stay alive. At some point, you pick up a neutral pilot within 10 AU's of you, but there's nothing on scan. Now, hopefully, as a good little carebear, you're aligned. In that case you can most likely instawarp. If not, well...

Situation 3 (continued from 1): You drop out of warp, and notice that one of the carebears wasn't aligned. You tackle it, and open your covert cyno. 4 blackops ships jump in, finishing the job. However, you haven't noticed the hostile PvP gang at about 20 AU's from you. Suddenly, your 'local' fills up with baddies already in warp towards you. Yoww..

Also, in this system, you won't notice a cloaker outside of 10 AUs. So if you do see a cloaker, you could just warp to the other side of the system and go on doing what you are doing.



The point is: it should be enough AU's to give people time to react, while preventing people from fleeing as someone jumps in.

It also promotes working together, cause you could of course just have someone cloak off the gate and tell you when someone comes through. That's effort, rather then scanning local chat.

Finally, it's well compatible with my Destroyer idea, as they'll have a little longer range to see cloakers on DScan, without knowing whether the cloaker is actually friendly or not.

Nautsyn Thome
Minmatar
Shark Investments
Posted - 2011.09.01 08:17:00 - [2]
 

Originally by: Gemberslaafje
Edited by: Gemberslaafje on 01/09/2011 08:10:39
2. Make a list of everyone within a decent amount of AU's, but considerably less then scan range. This list would include cloakers.
(I will take 10 AU's for this list as an example for this post)



How would this list exactly be displayed? like the dscan resultlist, but automaticly? its a not bad idea, (im all for removing local) but it's a bit cheesy to explain why you see pilots in range when they are cloaked.

Gemberslaafje
Vivicide
Posted - 2011.09.01 08:25:00 - [3]
 

Originally by: Nautsyn Thome
Originally by: Gemberslaafje
Edited by: Gemberslaafje on 01/09/2011 08:10:39
2. Make a list of everyone within a decent amount of AU's, but considerably less then scan range. This list would include cloakers.
(I will take 10 AU's for this list as an example for this post)



How would this list exactly be displayed? like the dscan resultlist, but automaticly? its a not bad idea, (im all for removing local) but it's a bit cheesy to explain why you see pilots in range when they are cloaked.


I agree that the idea is more thought from a gameplay perspective then a lore one.

Essentially I'm just thinking local chat to be more local, within 10 AU's, instead of the current entire system local.

If that bothers anyone, you could make an optional, closable System-Local which works as the current local, and a mandatory open 10AU-Local

Gemberslaafje
Vivicide
Posted - 2011.09.02 09:41:00 - [4]
 

Good morning vietnam.

Ingvar Angst
Amarr
Nasty Pope Holding Corp
Talocan United
Posted - 2011.09.02 11:49:00 - [5]
 

Simpler and much better.

1. Cloaked ships disappear from local when cloaked. You're cloaked, that's cutting off your signature from everything, even local.

2. Cloaked ships, as a result of being cloaked, cannot see local. You can't communicate on it while cloaked, can't see who's there. It effectively goes away. Any intel you're going to gather while cloaked will have to be done actively, such as by using dscan, probes, or the good old Mk 1 Eyeballs you were born with.

3. Ships with Cynos will have a 30 to 60 second delay in being able to light a cyno when decloaking. Prevents abuse of the hidden mechanic.

Done.

Gemberslaafje
Vivicide
Posted - 2011.09.04 09:07:00 - [6]
 

dun dudu dunnn~

Gemberslaafje
Vivicide
Posted - 2011.09.05 07:47:00 - [7]
 

I would like some more opinions, what do you think?


 

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