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Captain Tardbar
State Protectorate
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Posted - 2009.11.12 16:45:00 -
[31]
Why not create smart bomb like weapon that use the nearby ships in range capacitors to do damage without 50KM.
As in if there is one ship you shoot this at, it only does 1x damage which won't really scratch them.
But if there are 20 ships within 50KM then it does 20x the damage on all ships.
Make it a slow moving drone or something...
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Franga
NQX Innovations
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Posted - 2010.02.03 11:50:00 -
[32]
Originally by: Captain Tardbar Why not create smart bomb like weapon that use the nearby ships in range capacitors to do damage without 50KM.
As in if there is one ship you shoot this at, it only does 1x damage which won't really scratch them.
But if there are 20 ships within 50KM then it does 20x the damage on all ships.
Make it a slow moving drone or something...
No.
BUT TO THE ORIGINAL OP IDEA: A GREAT BIG SPANKING YES!
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.02 18:12:00 -
[33]
Good idea.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Jerid Verges
Gallente The Society of Innovation The Last Stand
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Posted - 2010.05.02 18:37:00 -
[34]
This is a GREAT idea. The drops should probably be scaled shallow at first, 2-3 people could still kill a ship with a good amount of loot, and gradually become steeper with more people.
However, you need to consider small gang vs big ship. You can't 1v1 a battleship in a frigate (mostly) due to a BS having a much better tank. So a bunch of frigs should be able to get good loot from a BS the same as a 1v1 between two frigs.
But fully supported.
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Mimiru Minahiro
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Posted - 2010.05.02 20:50:00 -
[35]
Can you explain how this works in the following situations?
1) Cane pilot gets aggressed by 3-5 AF's (or drams), and manages to kill several (or all). Because its BC vs. frig hull, would the drop be crap due to the oversizing of DPS (like the discoBS vs. shuttle)? ~maybe lewt scaling from size was put forth by some one else and not part of original plan...if so please ignore.
2) Given the timers on KM's, its not all that uncommon to find random people on a mail. Especially in systems with multiple groups in space and the GTFO ability of many ships. Does this mean that I would get penalized, in terms of lewt, if my victim had engaged (and ran) from a gang 2min before hand?
3) Would "aggression" from gang mates also count towards a decreasing lewt drop? I.E. 5v5 fight... just as your primaried buddy is about to pop: all in your gang put web/scram/painter/drones on him to double the # of people on the killmail.
I am just curious.
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Goumindong
SniggWaffe
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Posted - 2010.05.02 21:30:00 -
[36]
Originally by: Cpt Branko Good idea.
A defense/support of the Idea in the OP from another perspective
Quote: One of the main complaints about combat in EVE deals with focus fire and often times moves towards a wish that there was some means to reduce focus fire via a diminishing returns system. These complaints state that a diminishing returns system on incoming damage would ôbreak up the blobö. The fact of the matter is however, that it would do nothing of the sort and may even reduce the ability of smaller gangs to destroy even small parts of a larger one.
In addition, these complaints typically stem from a wish to make smaller gangs more effective and possibly able to beat a larger gang. Again this is impossible in any situation the smaller gang cannot already win. However, that does not mean that in very lopsided fights there are not things that can be done to make the more interesting. The key to this is to make it advantageous for the larger gang to disperse fire while making it advantageous for the smaller one to focus fire.
The way that this can be done is with incentives. In a lopsided fight the known winner has two objectives. To maximize the profit from dropped modules and to minimize the loss from friendly destroyed ships. But the loser has only one objective; to destroy as many enemy ships as possible (or to run). Because of this there is an avenue that we can modify behavior on that only effects lop sided fights and only affects the larger side in those. The mechanic in question is to modulate the amount of module drop from ships that have high amounts of people shooting at them. The more ships shooting at a particular target the less likely module drop becomes (or conversely the less ships the more likely module drop becomes). To show that this has no effect on the smaller side is pretty obvious, at the end of the fight they have nothing left to loot with, and so any increase in module drop has no effect on them. To show that this has no effect on an even fight is a little bit harder, but can be done by supposing that each side were splitting fire. In that case, either side can increase their chances of getting loot at the end of the battle by focusing fire and so both sides will do so.
This type of mechanic does not do anything to decrease the likelihood that people will go out in blobs. After all, a blob can always split fire or simply not have people engage (and so reap the rewards anyway). However it can increase the strength of active repair in small gangs. One of the primary reasons that people fit buffer or buffer only in those situations is that they think that a larger gang may show up and they want to survive as long as possible. However, if that larger gang is less likely to use as many ships to attack each target, then the active repairing of each ship becomes are more viable fit.
Now, there are some situations where this cannot apply. It certainly cannot apply to capital ships and ought to apply less in situations of remote repair and larger ships. The argument for this is simple; ships that require very large amounts of damage to take out should not offer little reward for being destroyed. In addition, this mechanic could be scaled as a bonus rather than a penalty (such that the fewer participants the more likely items are to survive). This is economically the same thing, but means that rather than large gangs getting less than the current, distributing fire earns more loot than current.
A section from this part of this post. --
Did you get that thing i sent you? |
FarmerCounter
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Posted - 2010.05.02 22:12:00 -
[37]
Originally by: Morel Nova Edited by: Morel Nova on 16/09/2009 11:22:02 Scale loot drop chance with number of participants on a killmail.
Then you will get nothing from a massive BS fleet fight
This is ridiculous.
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Krist Valentine
Amarr British Armoured Division The G0dfathers
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Posted - 2010.05.10 01:37:00 -
[38]
yes please
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.10 09:21:00 -
[39]
Originally by: Morel Nova a suggestion is to scale the individual encounter. use battleclinic points as base or something. eg. smartbombing rokh >>> my shuttle in rancer so drops are crap/mostly destroyed
No, because you break 1vmultiple engagements which are preety funny, like this.
The original idea is fine. It's problem is solo suicide ganking (suicide ganking freighters and stuff where you need more ships would actually be nerfed with this) T1 haulers and crap, but you could just make it not apply to haulers/mining barges if that was a concern.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Crumplecorn
Gallente Eve Cluster Explorations
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Posted - 2010.05.10 09:43:00 -
[40]
Originally by: Jerid Verges However, you need to consider small gang vs big ship. You can't 1v1 a battleship in a frigate (mostly) due to a BS having a much better tank. So a bunch of frigs should be able to get good loot from a BS the same as a 1v1 between two frigs.
Perhaps the loot should be based on the average DPS laid onto a ship relative to its tank (or a similar metric) rather than simply the number/size of the attackers. So if you fly in and WTFpwn somebody (whether it is because it is a 10v1 fight or because it is HAC vs. cruiser or whatever) you don't get much but if you have to wear them down over time (whether it is because it is 1v1 or 10 small vs 1 big or whatever) you get many loots.
This could also encourage people to not only split fire but also to hold back from dealing full DPS in lopsided fights. Not sure if that is good or bad. -
DesuSigs - Now with ThreadAssignÖ and SigSelectÖ |
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Cpt Branko
Retired Pirate Club
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Posted - 2010.05.10 11:27:00 -
[41]
No sense in penalizing high DPS ships (since fitting generally dictates they have to make sacrifices somewhere else to get high DPS). I'd just really stick with the original proposal.
Sig removed, inappropriate link. If you would like further details please mail [email protected] ~Saint |
Camios
Minmatar Insurgent New Eden Tribe Systematic-Chaos
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Posted - 2010.05.10 13:01:00 -
[42]
Originally by: Morel Nova
Scale loot drop chance with number of participants on a killmail
Good idea. I fully support it.
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Dr Karsun
Gallente
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Posted - 2010.05.11 11:42:00 -
[43]
Proposed some time ago with a slightly different point of view.
The idea went more or less like this: After the wreck explodes usually there are still some bullets and missiles in the air, they should also hit the wreck and destroy the cargo / modules. Thanks to that if you fight even 3v1 you damage very little modules.
The problem with it is that well... In my opinion it's mostly the ship explosion that hurts, it's those nuclear reactors blowing up inside causing implosions, explosions and shattering everything into small bits.
I'm rather for beeing able to target modules them selves. Would probably not be used at all in blob fights because your mission is to get rid of the target and move to the next one. The thing would be that hunting really high value targets would become more interresting. For example a few battleships find a carrier and blow its engine (probably die in the process) but the carrier would not be able to move and would have to wait for reinforcements with RR that would heal him and then allow to fly away.
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Jag Kara
United Investment
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Posted - 2010.05.11 20:16:00 -
[44]
I support the change. It would be a step towards reducing blobs.
Originally by: rEcKleSsMOnKeY This is the worst idea ever as it defeats the point the game. Pvp'ing is not meant to be profitable... That's where the isk earned from other venues is spent. In other words u just want to pvp all day long and actually make tons of isk from it? it's called ratting give it a whirl. This proposed change will completely unbalance the game.
Wait, you mean piracy isn't supposed to be a profession in the game!?! In Soviet Russia, carebears gank YOU! |
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