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Zaiyo Modi
Minmatar
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Posted - 2009.08.19 11:43:00 -
[1]
Edited by: Zaiyo Modi on 19/08/2009 11:47:24
I have an other idea that imo would sort of achieve what the OP wants, but without the game mechanics grasping your roids painfully when your fleet is having success.
This idea of mine would perhaps not have come about without me reading this thread:
OBJECTIVE: To reduce the immediate free zerg/blog advantage without fake limitations.
PRESCRIPTION: Changing the way ships lock onto eachother. With the introduction of vectors where the heading/rear/sides/top plays a role in calculations, scan resolution for a ship will be modifided by a factor depending on how it is alingned toward its target.
• Trying to target a ship located past the rear of your ship, will lead to scan resolution becoming reduced by a factor of say 10. The largest ships will be severely limited this way. • Targets being located in front of your ship, will be as easy to lock as usual. • Trying to target a ship located at the sides/top/bottom of your ship, will lead to scan resolution becoming reduced by a factor of say 5.
Ships that can align quickly will be least affected.
Planning for better positioning and better warp-in vectors will play a greater role in having success in battle.
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Zaiyo Modi
Minmatar
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Posted - 2009.08.19 13:03:00 -
[2]
Originally by: Lars Lodar You would also have to assign modifiers for each ship or each class of ship to level the playing field.
What does leveling the playing field mean? Does this have something to do with balance? Have you idealized the word "balance" into some specific concept?
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Zaiyo Modi
Minmatar
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Posted - 2009.08.19 13:08:00 -
[3]
Originally by: Lars Lodar This does nothing to mitigate the fleet vs primary combat we see in large scale fights nor does it really push for class/squad based fights as well as my proposal.
Sure it pushes for class/squad based fights. A squad/wing would be calling their own primaries. Instead of having all the ships aligning and calling one ship primary, the various commanders would have to figure out how to conduct their rules of engagement, a task warranting a keen sense of situational awareness, and/or helped out by a soon to be overworked FC if he is to figure out what targets are good for going after.
How does my idea not mitigate the effect of going after a single primary target? Surely you are not suggesting that it should be impossible to even field 100 ships against 10 ships?
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Zaiyo Modi
Minmatar
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Posted - 2009.08.19 13:11:00 -
[4]
Originally by: Lars Lodar That idea has already been presented. The problem is that's a LOT of calculations the server has to do for the relative position of your ship to possibly hundreds of others.
Perhaps I should stay offline so that i am not stressing the servers? Surely CCP should try this out before anyone rejecting it?
Originally by: Lars Lodar This will also be a severe if not crippling blow to solo/small gang combat and piracy. Prey escapes enough times.
Now that would be a balancing concern imo.
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Zaiyo Modi
Minmatar
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Posted - 2009.08.19 14:05:00 -
[5]
Edited by: Zaiyo Modi on 19/08/2009 14:06:36
Originally by: Lars Lodar
Originally by: Zaiyo Modi
Originally by: Lars Lodar This does nothing to mitigate the fleet vs primary combat we see in large scale fights nor does it really push for class/squad based fights as well as my proposal.
Sure it pushes for class/squad based fights. A squad/wing would be calling their own primaries. Instead of having all the ships aligning and calling one ship primary, the various commanders would have to figure out how to conduct their rules of engagement, a task warranting a keen sense of situational awareness, and/or helped out by a soon to be overworked FC if he is to figure out what targets are good for going after.
How does my idea not mitigate the effect of going after a single primary target? Surely you are not suggesting that it should be impossible to even field 100 ships against 10 ships?
Originally by: Lars Lodar It doesn't mitigate the problem because fleets are going to generally clash between a cluster of ships at range. The relative angles between sniper fleets will be about the same and too complicated to calculate. It would be more effective for both sides to continue doing the fleet vs primary tactic.
I agree that sniper fleets will have an advantage, but imagine the potential of ambushing a sniper fleet coming in at their rear side. Also the sniping fleet would be loosing their edge being aligned to their targets risking ambush, or aligning for warping out having their lock times reduced. So even if they did mash one target by focused fire, their awsome initiative and firepower would be limited to the rack of ships locked in one go, if the sniper pilots locked 5-6 ships at the same time.
Originally by: Lars Lodar I never suggested it should be impossible for 100 ships to attack 10. Maybe you don't fully comprehend my easy mechanic. It's entirely possible to field 100 ships against 10. In fact it would be just as common as ever. The only difference is that probably 85 of them would have lock times twice as long.
You have gone ahead of yourself here imo. Why wouldn't I understand your idea in the first place. I just don't like it. But I would like to clarify my intention of asking this question of mine. What I wanted to learn was if you felt it to be "unfair" or merely inconvenient, that a large number of ships were firing at a smaller group of ships/or single ships.
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Zaiyo Modi
Minmatar
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Posted - 2009.08.19 14:20:00 -
[6]
Originally by: Lars Lodar
Originally by: Zaiyo Modi
Perhaps I should stay offline so that i am not stressing the servers? Surely CCP should try this out before anyone rejecting it?
Originally by: Lars Lodar This will also be a severe if not crippling blow to solo/small gang combat and piracy. Prey escapes enough times.
What I'm trying to say is that when added any game mechanic, especially when large fleets are concerned, performance and having the lightest amount of calculations is the ideal. Large fights already get laggy enough without having to calculate dynamically changing relative positions for possibly 1000+ ships as well as dynamically altering scan resolution.
All of these calculations would have to be constantly to get the appropriate scan res modifier which would destroy performance.
Originally by: Zaiyo Modi Now that would be a balancing concern imo.
I'm not sure if you were being sarcastic or not, but it would seriously destroy any pvp that was not a pitched battle. I can't really say much about your pvp experience as you're are either posting with an alt or have no pvp record. But I can tell you as a pirate first and foremost, your idea would not work in combat.
It seem wrong to assume beforehand that ccp cannot develop the game mechanics to suit this feature. Even assuming beforehand that there will be a severe performance hit seem wrong.
I am an alt ofcourse, having played eve with my main for almost a whooping whole year counted in minutes logged on, with two of my regular first years of gameplay doing basicly only pvp. I wouldn't claim to be anything close to being expert in pvp though.
Would pirates in your opinion, to be solely relying on the use of a single heavy interdictor for catching their prey in low sec? Having it sit at the top of the gate? Perhaps those remote modules giving ekstra scan res would be in handy if you feel the locking time becomes useless. Or perhaps it could be an idea to offer a way to increase the range of the hvy.interdictor, making it able to sit abit off the gate. Surely ccp could balance things abit.
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Zaiyo Modi
Minmatar
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Posted - 2009.08.23 01:11:00 -
[7]
Originally by: Lars Lodar
Originally by: Zaiyo Modi
I agree that sniper fleets will have an advantage, but imagine the potential of ambushing a sniper fleet coming in at their rear side. Also the sniping fleet would be loosing their edge being aligned to their targets risking ambush, or aligning for warping out having their lock times reduced. So even if they did mash one target by focused fire, their awsome initiative and firepower would be limited to the rack of ships locked in one go, if the sniper pilots locked 5-6 ships at the same time.
You should know that in most pvp you don't have the luxury of time to get into perfect positioning. Even if you were able to get a warp in directly facing your opponents, not everyone is going to be in a neat line on the same axis, thus creating variable lock times defeating the whole point of positioning.
This does not make sense to me. Please explain what what point you made and why it was relevant to the quoted text. Since you stated earlier that snipers would be sort of overpowered I merely tried to say that snipers would be at a special disadvantage in the event they were ambushed from behind. Alternatively they would have to disengage and turn their ship around immediatly if they wanted to defend themselves against the ambushers at their rear. Or they could simply endure the prolonged locking time but I imagine they would suffer from this.
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Zaiyo Modi
Minmatar
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Posted - 2009.08.23 01:19:00 -
[8]
Originally by: Lars Lodar
Originally by: Zaiyo Modi You have gone ahead of yourself here imo. Why wouldn't I understand your idea in the first place. I just don't like it. But I would like to clarify my intention of asking this question of mine. What I wanted to learn was if you felt it to be "unfair" or merely inconvenient, that a large number of ships were firing at a smaller group of ships/or single ships.
There is nothing wrong with a large number of ships firing on a small group or single ship. It's 'unfair' but fairness in war is irrelevant and unrealistic. I've said many times this is an effective option that shouldn't be taken away. What I would like to see is a shift from fleet vs ship combat to squad vs ship combat.
To do this you'd have to implement a mechanic that keeps small scale targeting the same while giving a disadvantage to those who target on a large scale.
You're mechanic affects lock times the same 1v1 as it would 1000v1 and that's why it's a bad idea.
I am amazed why you still seem to think I did not understand your idea in the first place.
It is ok that you disagree with me ofc, but I wish you had not seek to dismiss my idea based on solely fronting your own idea without a sensible argumemnt to go with it.
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Zaiyo Modi
Minmatar
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Posted - 2009.08.23 01:31:00 -
[9]
Originally by: Lars Lodar I'm not saying CCP couldn't develop this mechanic, I'm saying it's unrealistic to do so considering the amount of coding involved, balancing issues, and performance:functionality.
Originally by: Lars Lodar Using your mechanic, you would need to find a way to remote sensor boost a HIC to have 10 times the current sensor strength to maintain it's current lock effectiveness when a craft decloaks behind him. Having all the range in the world isn't going to make that balanced. This would just encourage LARGER blobs and gatecamps which is not fun or profitable.
And what about younger, poorer, or less numerous players? Getting into any fight that is not pitched would be near impossible. Solo pvp would officially be dead because it wouldn't even be an option with your lock time mechanic.
There is no way to balance your mechanic because it is fundamentally flawed.
It seems you are throwing out several conclusions without caring for making much sense. If a Hic is ambushed or not aligned to a target, obviously there would be a locking penalty with my idea. This is the sort of feature that is intended for making a fun game where things get abit complicated, favouring attention, tactics and maybe even some luck/bad luck.
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Zaiyo Modi
Minmatar
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Posted - 2009.08.23 01:48:00 -
[10]
I see a problem with having lots of gunfire reducing a targets sig radius.
If merely checking for firing vs sig radius reduction, perhaps the sig radius will be so low that all guns will miss and hit for 0, yet guns keep firing and sig radius stays low.
Imo it would be better to check for cummulative damage inflicted vs sig radius reduction to scale things properly.
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