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meowcat
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Posted - 2005.01.24 13:32:00 -
[1]
(By which i mean a skill which governs the maximum number of people a player can invite to their gang).
The default (no skill) could be a reasonable level (10, 15, whatever), with Gang Skill allowing "x" number of additional players to be invited per level.
While my own experience of Eve PvP may differ to other peoples, i have found that i have a lot more fun in small gangs, fighting other small gangs.
My experiance of blobs is that they are laggy, waste hours forming and organising, and tend to be created simply because someone else is making one, or it is suspected that someone else is making one.
I would much rather see big fleets moving around tactically in several smaller groups, trying to corner / outmanoever a number of other smaller groups.
I accept that a magical solution to lagginess would be more favourable, but i suspect it may not be realistic (or it would have been provided already). In lieu of such a solution, i believe that some way of limiting gang sizes may help.
Thoughts/flames from regular blobbers welcome.
~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

Kuolematon
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Posted - 2005.01.24 13:36:00 -
[2]
Edited by: Kuolematon on 24/01/2005 13:36:25 Or simply hardcode max members to 8 .. which is kinda more than most MMORPGs allows to have in their "teams" or "gangs". _______________________________________________ My opinions aren't my corporations opinions.
(\_/) (x.x) This is what's left of Bunny, the rest tasted delicious. |

Scorpyn
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Posted - 2005.01.24 13:43:00 -
[3]
Edited by: Scorpyn on 24/01/2005 13:43:24 Having a limit to gang size wouldn't really solve the problem, you'd just end up having multiple gangs at the same place anyway.
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j0sephine
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Posted - 2005.01.24 13:44:00 -
[4]
So instead of say, single 80-pilot blob there would be 10 blobs 8 pilots each, all of them still sitting in the same system and coordinating through the same TS... ^^;;
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Damo Pendragon
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Posted - 2005.01.24 13:45:00 -
[5]
Wont stop blobs, just means that out of x members of a gang, 1 has to ramain at a safespot. So instead of as currently, 1 member of a gang has to stay there now quite a few. This doesnt help at all, just makes fleet coordination more difficult but not impossible.
If you were going to do this, it would only be better if you limit the number of gangs in one system.
I think this is the lamers approach to fixing the server problems, may as well put a limit on the number of people in system. Fix the problem CCP dont nerf other things!
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Thanit
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Posted - 2005.01.24 13:47:00 -
[6]
yawn
how bout justmaking ship persistent when logged off ? thats one way to make sure you dont get blobs moving across teh map, they would attract far too many safespothunters 
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meowcat
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Posted - 2005.01.24 13:53:00 -
[7]
I'm not convinced that you would get 10 gangs of 8 instead of 1 gang of 80. I suppose it depends on whether or not people actually enjoy blob fights or not.
~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

meowcat
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Posted - 2005.01.24 13:55:00 -
[8]
Originally by: Damo Pendragon
I think this is the lamers approach to fixing the server problems, may as well put a limit on the number of people in system. Fix the problem CCP dont nerf other things!
have you considered the possibility (as suggested in my initial post, and obviously ignored by you) that there may not be any realistic way of improving the situation?
~~~~)\~~~~~\o/~~~~
yeah but no but yeah but no but |

Scorpyn
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Posted - 2005.01.24 14:02:00 -
[9]
The good side of limiting the gang size is that it'll be easier to send out groups to do special tasks that aren't related to the blob but still would be useful for the fight. Personally I'd prefer doing it by squads within the same gang or similar though.
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theRaptor
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Posted - 2005.01.24 14:22:00 -
[10]
The leadership skill has a MAXGANGSIZEBONUS of 1. So I assume at one stage that they were going to limit gang size based on leadership. Most other things in EVE are arbitrarily limited by skill (they did it to the market) so why not gangs?
I dont think it will solve the lag at all, because then you will just get people flying in large unganged groups, and all they lose is "warp to gang member" and a dedicated gang channel. --------------------------------------------------
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Geofferic Sidharttha
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Posted - 2005.01.24 14:29:00 -
[11]
Another good reason to have a gang skill which governs the number of members:
Skill points.
If in order to get 50 or more people in a gang you've got to train that skill to 5, you've effectively lowered the non-combat skills, etc and penalized the gang blobbing homies for doing so.
This would effectively give those victims of blobbage a slightly higher fighting chance because a) fewer people would be involved with blobbage since there would be some people unwilling to spend SPs on the skill and b) the over all combat related SPs would be lower. - -
No pleasure, no rapture, no exquisite sin greater than central air. - Azrael, Dogma |

Shevar2
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Posted - 2005.01.24 14:42:00 -
[12]
The only thing what would change would be the fact that everyone in an op will goto 1 channel and use that instead of gang chat. And having your allies either green/blue instead of all purple and the enemies yellow/orange doesnt change that much, only thing is you loose a few gang bonusses but they aren't such a big deal.
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Rift Scorn
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Posted - 2005.01.24 14:43:00 -
[13]
Originally by: j0sephine So instead of say, single 80-pilot blob there would be 10 blobs 8 pilots each, all of them still sitting in the same system and coordinating through the same TS... ^^;;
Signed!
Doesn't really matter if you're not in a gang at all (to a certain extent!) if you're all co-ordinating off the same TS server/Ventrillo server, then you're still going to get 80 Pilots working together regardless of gang size/member quantity.
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Damo Pendragon
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Posted - 2005.01.24 14:45:00 -
[14]
Originally by: meowcat
Originally by: Damo Pendragon
I think this is the lamers approach to fixing the server problems, may as well put a limit on the number of people in system. Fix the problem CCP dont nerf other things!
have you considered the possibility (as suggested in my initial post, and obviously ignored by you) that there may not be any realistic way of improving the situation?
Well as a member of the IT industry and specifically concerned with capacity and performance in a major niche market, I would say yeah I have thought about it once or twice. Anything can be improved to fit a situation! Limiting gang size is a lame way to go about it, I have no arguements about adding gang limits IF and only IF it is for the purpose of maintaining game structure, but even then gang sizes should be very large just like corporations can be.
Your not offering a solution to the lag, your offering a way to make it more difficult to co-ordinate offensive straegies. I would rather see one big than loads of gank squads.
Why have alliances if you cant form fleets bigger than 8 people?
I have also worked as part of a testing team and know that all decent software houses, have a list of defects with their software. I personnally would like to see the list and numbers of defects! I want to know how many defects there are and how many are considered critical? IE. people cant play, like the node crashing.
Optimisations are one of the most expensive forms of patch to software, you dont bring anything new to the software except to make it more stable. No new content people whine!
If the game cant support blobs bigger than size X, then please come out and tell us CCP! Thuis is a great game ruined by bugs, how many people can say they dont have at least one bug affect them everytime they play?
/rant over!
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Discorporation
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Posted - 2005.01.24 15:39:00 -
[15]
Actually.
80 people in one gang chat might not cause as much load as 8 people in 10 gangchats.
[:d]
[Heterocephalus glaber]
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Ticondrius
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Posted - 2005.01.24 16:56:00 -
[16]
The leadership skills will have a series of skill that will limit gang size in the future, Leadership being the first. The progression and bonuses is thus:
Wing Commander I --Squadron Commander V ----Leadership V
By the time all 3 skills are maxed, you'll see a target locking bonus of -30% AND a max gang size of...*drumroll*...**21!!**.
What's the numbers on this? Simple. All chars start with a base max gang size of 1. Leadership V adds 5 more for a total of 6. Squadron Commander adds 5 more, 11 now. Wing Commander adds 2 per level, so 10....and we get a 21 member max gang size. :)
IMO, seeing the skills in the Database, I can't imagine why the entire leadership skill tree hasn't been turned on yet. I see little to no balancing needed. 21 members per gang is great, if not, a Fleet Commander skill added later could allow yes larger gangs (maybe 3 per level, bringing it to 36 max gang size). The set of Tactics skills are great...and very much needed.
Were the next patch not almost ready (I hope), I'd be pushing for CCP to just turn the damned books on and enable the gang size limit.
"If I'm brutally honest and it offends you, that's not my fault."
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

Stregone
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Posted - 2005.01.24 23:19:00 -
[17]
How about gangs of gangs? Someone commands a squad of 8 ships, and someone higher commands 3 of squads. And so on.
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Maya Rkell
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Posted - 2005.01.25 05:25:00 -
[18]
you'd just get many small gangs, as has been said. And a coordernating channel. And. And. And. And. And.
Why are you making any combat of deacent size that much harder? Hardcode a players in system max of 75 if you REALLY want to limit combat size.
"As far as I can tell, It doesn't matter who you are, If you can believe there's something worth fighting for " - Garbage, "Parade" |

Ticondrius
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Posted - 2005.01.25 06:04:00 -
[19]
Because the more ppl between the uber commander the the troops makes it far harder to run the fleet effectively...making Blobs a thing of the past as they consistantly get pwned.
"If I'm brutally honest and it offends you, that's not my fault."
(\_/) (O.o) (> <) This is Bunny. Copy Bunny into your signature to help him on his way to world domination. |

Jin Entres
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Posted - 2005.01.25 08:02:00 -
[20]
The charisma attribute could really use balancing through leadership-skills, which would play a bigger role if gangs were separate. I wouldn't mind new, advanced leadership class skills either. Would make a difference between a fighter and a commander. Of the other consequences, I can't say anything.
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Damo Pendragon
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Posted - 2005.01.25 10:38:00 -
[21]
Originally by: Ticondrius Because the more ppl between the uber commander the the troops makes it far harder to run the fleet effectively...making Blobs a thing of the past as they consistantly get pwned.
And there was me thinking this was meant to be a solution to lag. Not penalising those who have comptent fleet commanders!
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Tar om
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Posted - 2005.01.25 11:30:00 -
[22]
blobbing is bad.
Anything that reduces blobs is good. IF it also increases the depth of gameplay available to PvP then it is doubly good.
Remove: Players in space Players docked from 0.0 at least.
Add, gang size limit of 20 Add to leadership skill the ability to control 1 gang per level (allowing you to create a channel of gang channels).
And lets stop this insane method of warfare that takes hours to assemble one fight and results in frustrating lag at best and a node death at worst. -- We are the Octavian Vanguard www.octavianvanguard.net http://www.serenitymovie.com |

Captain Rod
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Posted - 2005.01.25 11:33:00 -
[23]
I understand it might not be this simple but is there a critical point where so many ships, drones missles or whatever causes notable lag?
Can CCP counter this? Would we have to give notice of very large fleet battles?
Could there be a number of systems made that could handle more ships etc than others like staged battlegrounds so if the big alliances wanted a serious frag festing fleet battle the lag could be minimised?
Am I talking a load of cobblers? Probably.
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Zen Later
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Posted - 2005.01.25 11:39:00 -
[24]
Think j0 summed it up pretty well on this idea.
Originally by: j0sephine So instead of say, single 80-pilot blob there would be 10 blobs 8 pilots each, all of them still sitting in the same system and coordinating through the same TS... ^^;;
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