We have some big
changes to D-scan coming with the Proteus release, as announced in the Recon Rebalance thread. There is a lot of …
let's just say "feedback" … from the community on the impact of
making Force Recon ships invisible to D-scan.
Really I think this is an opportunity for CCP to do something much more
deep and interesting with D-scan. Right
now we have a D-scan that provides perfect information. That takes away ambiguity, which is a shame
in a game that is as complexly nuanced as Eve.
What if we change that to provide a fog of war?
Current D-Scan
Let's recap briefly
before we launch off to the proposal.
D-scan currently reaches out to 14.3 AU or 2,147,483,647 km (which
probably not coincidentally is the maximum value of a signed 32-bit integer). You can change the angle of your D-scan from
5 degrees to 360 degrees. Recently the
user interface changed to make both of these values (range and angle) more
easily manipulated with sliders.
If a non-cloaked
vessel is within the range and angle of your D-scan then you see exactly what
the ship is but not how far away it is, unless it is already on grid. You do not see pilot information nor indeed
if there even is a pilot in the ship, leading to what many people call
"POS trash" - ships that are unpiloted but inside of the force field
of a POS.
So we've identified
a couple things here to play with. Let's
consider if we changed the level of precision that we see with two of them:
ship information and distance.
Directional Scan Strength
Consider if the
baseline for all ships was 1 D-scan strength.
This allows scanning to 14.3 AU - we'll call that 1
"bracket". What if some ships
such as Force Recon, Interceptors, and Interdictors had a D-scan strength of 2,
allowing them to scan 28.6 AU (2 brackets)?
These ships would then be a valuable asset to fleets, allowing them to
more rapidly scan down distant gates and plexes. What if a module such as a "Directional
Scan Booster" allowed you to add additional D-scan strength to your ship,
adding an additional D-scan bracket?
(Credit where it's due: the original idea here came from Kyle Yanowski both on the forum and in our corp chat)
(Credit where it's due: the original idea here came from Kyle Yanowski both on the forum and in our corp chat)
Stealth Rating
Consider if the
baseline for all ships was a 0 stealth rating.
This would mean that they had no ability to avoid being d-scanned. But then perhaps Force Recons had a stealth
rating of 1. When the D-scan algorithm
hits a possible target ship, it compares its strength to the stealth rating and
the distance bracket. So at less than
14.3 AU, a baseline ship will see another baseline ship, but would not see a
Force Recon (+1 Scan, -1 Stealth = 0). A
Force Recon (+2 Scan) would see a baseline ship at 28 AU (2 brackets) but not
another Force Recon, but would regain the ability to see that target Force
Recon at 14 AU (1 bracket).
What if there was a
"Stealth Booster" module that allowed a ship to increase its stealth
rating?
Partial Information in D-scan
When you use Combat
Probes, you get progressively more information about a ship. I've often wished we saw that kind of
progressive disclosure in D-scan.
Consider if we saw this:
1 bracket to 0.75
bracket = Ship Hull Size (ex: Cruiser,
Frigate)
0.75 bracket to 0.50
bracket = Ship Hull Type (ex: Vexor hull, Punisher hull)
0.50 bracket to 0.25 bracket = Full Ship Information (ex: Ishtar, Retribution)
0.25 bracket to 0.00 = Full Ship Information, Pilot Name, actual distance at time of scan
Note that your
bracket is independent of the scan range you've selected on your D-scan
interface, so if you're tuned down to 1 AU then the first time you see a ship
you'll have full information on it.
Again, ships with higher D-scan strength rating become valuable to be
able to more accurately scout out opponents.
Interaction with Combat Probing
The Proteus-proposed
changes already have introduced an new dynamic here. In order to see if there is a Force Recon
somewhere, you will have to combat probe where you think they may be (ex: in a
FW plex). There is also an interaction
already that I personally find disconnected - that the sensor strength of a
ship (otherwise only used against ECM) provides protection against being probed
(see also Slippery Pete doctrine). What
if instead we keep the sensor strength to its combat role against ECM, and use
Stealth Rating? Given "Stealth
Booster" modules, we still allow the possibilities of Slippery Petes, so
we haven't taken away that niche.
Interaction with Cloaking
What if we consider
cloaking part of this unified proposal of scanning and stealth? Perhaps a cloak provides additional Stealth
ratings, but it could be overcome by a sufficiently prepared counter? For instance, let's consider that a T2 CovOps
Cloak provided a +5 Stealth, and perhaps other Meta Cloaks provided a lesser
(or greater) benefit? As before, modules
could increase the stealth rating of the defender and the scan strength of the
scout.
Another possibility
would be that being under a cloak decreases your scan strength - so a CovOps
scout tracking an enemy fleet might need to do so uncloaked in order to get the
best possible information, making them vulnerable to being scanned and dropped
on.
If we really want to
keep going, we could then complete the unification of the system by saying that
being on grid with a target gives you an additional level of scan
strength. This is how we suddenly see
the actual distance on our D-scan when on grid, and how we will see the Force
Recons on d-scan (as mentioned in CCP Rise's follow-up comments on the
thread-naught).
I think there are a
lot of possibilities here to bring a more unified, coherent system of scanning
and probing to Eve, and I hope that CCP is able to entertain these idea.
Excellent. I would very much like to see this sort of overhaul for intel and cloaking mechanics.
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