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Katran Luftschreck
Royal Ammatar Engineering Corps
506
|
Posted - 2012.12.29 10:06:00 -
[31] - Quote
dexington wrote:What would stop people from forming 10 small fleets of 5 people instead of one big 50 man fleet?
A lack of pilots who've maxed their Leadership skills & implants to fly tweaked out booster ships. EvE Forum Bingo |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2222
|
Posted - 2012.12.29 10:32:00 -
[32] - Quote
Abdiel Kavash wrote:mynnna wrote:There needs to exist some level of combat beyond "killing ratters if you can catch them" and "sov warfare", which is basically everything else. This is probably the core of the problem. We shouldn't be looking for a way for a 100 man fleet to fight a 200 man fleet. We should look for ways for a 100 man fleet to fight a 100 man fleet, and make it matter.
If it matters, one side would bring 2 100 man fleets.
Small gang combat mostly exists specifically because their actions do not "matter" in the immediate-sov-taking sense.
Catching stragglers, camping ratting systems, ganking freighters, dropping SBUs and bombing the fleet that forms to destroy them. All things that a small group can do to harass a larger one. None really "matter" but all can affect the outcome of the fights that "matter."
That said, a larger group can always do whatever the smaller group is doing and can either do it better or do it in parallel. I bet the CFC could bridge a 20 man gang of bombers (plus bomb truck/SBU truck) into every system in the next region they attack to deploy SBUs all at once. With just some mild harassment, I'd guess most of them would end up onlining, providing a nightmare for the defense in guessing which system's going to be attacked.
So, since a 200 man group can split into 2 100 man groups and a 100 man group can only fight one of those, do you really want the 100 v 100 fights to "matter"? Because in that situation, the 200 man group can lose every single time the 100 man group fights them and still win the war because of that second, unopposed 100 man group. This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

VDNKH
Cerberus Incorporate Cerberus Conglomerate
1
|
Posted - 2012.12.29 10:47:00 -
[33] - Quote
Karrl Tian wrote:Why does CCP even need to get involved?
I've seen plenty of small groups and even solo'ers do fine in null without needing CCP to step in (UK campaign in CVA space, 'nuff said). They fit these things called cloaks and actually avoid fighting the mega-blobs/camps sent after them and occassionally get kills on unwary lone or small grouped targets.
That's called "Being annoying in an enemy territory". There is no way a small group can get sov that way.
Sov structures are some sort of barriers that you have to break through in order to get sov. It adds a hard cap to how many dudes you need to bring in order to grind those amounts of EHPs. |

Roime
Shiva Furnace
1524
|
Posted - 2012.12.29 11:10:00 -
[34] - Quote
I've never really heard the complaints described in the OP. Obviously large fleet > small fleet, and that's the way it should be.
What I've seen are complaints about the lack of tangible objects in null for small entities. Surely you can go out there and get kills, but that only goes so far as an end-goal for a group.
However, wormhole space is suitable for small corps and alliances, like ours. Null is the playground for bigger groups, so this "problem" is kind of a non-issue in my opinion. We can hold and fight for systems, and enjoy our version of "sovereignity" without CCP-provided mechanics.
But as it is, there is nothing in nullsec that interests me, is it a problem or not depends on your viewpoint. I tried to remove this sig. |

Gillia Winddancer
Shiny Noble Crown Services
209
|
Posted - 2012.12.29 11:34:00 -
[35] - Quote
Being in small groups should have it's advantages and disadvantages just as large groups have their advantages and disadvantages. That is all there is to it.
As for total numbers, that's a separate matter. Numbers help. Numbers will always help. Then whether how they choose to utilize their numbers, whether going in a large blob or splitting up into smaller groups that should be their prerogative.
Instead of complaining about how it would not matter giving small groups the advantages that they logically should have just because large groups could utilize it themselves, how about start off with giving them what they lack in the first place?
Small groups should have the advantage of mobility, stealth and hit-and-run tactics/guerilla tactics. Unfortunately a lot of this is completely eliminated thanks to the ever-present Instant Information curse in EVE.
|

James Amril-Kesh
RAZOR Alliance
2962
|
Posted - 2012.12.29 11:40:00 -
[36] - Quote
Gillia Winddancer wrote:Unfortunately a lot of this is completely eliminated thanks to the ever-present Instant Information curse in EVE.
What might that be? Phrases like "you can't nerf / buff X EVE is a Sandbox" have the same amount of meaning as "If this is a sack of potatoes then you can not carrot." - Alara IonStorm |

Newsflash
The Scope Gallente Federation
13
|
Posted - 2012.12.29 11:42:00 -
[37] - Quote
James Amril-Kesh wrote:One thing I read a lot on these forums is people complaining that nullsec sucks because small groups are at a disadvantage to larger groups in combat merely because of size. Now ignoring the fact that there are ways to mitigate this, I'm curious about a few things.
You say that larger groups should not have an advantage over smaller groups by virtue of their size. First of all, this is not something you can just change because it's basic tactics that larger groups generally overpower smaller ones. This is not some variable CCP developers can go into the code and set "smallerFleetsHaveAdvantage=1;".
Furthermore, even if they could somehow force a mechanic to nullify the advantage that larger groups have over smaller ones in combat, why SHOULD they? That's basically sending a message that "we don't want you to cooperate in large groups, smaller groups are better." Where would they draw the line, anyway? Who's to decide what size of a group is "good" and what size is "bad"?
goon pet monkey. |

James Amril-Kesh
RAZOR Alliance
2962
|
Posted - 2012.12.29 11:44:00 -
[38] - Quote
Newsflash wrote:James Amril-Kesh wrote:One thing I read a lot on these forums is people complaining that nullsec sucks because small groups are at a disadvantage to larger groups in combat merely because of size. Now ignoring the fact that there are ways to mitigate this, I'm curious about a few things.
You say that larger groups should not have an advantage over smaller groups by virtue of their size. First of all, this is not something you can just change because it's basic tactics that larger groups generally overpower smaller ones. This is not some variable CCP developers can go into the code and set "smallerFleetsHaveAdvantage=1;".
Furthermore, even if they could somehow force a mechanic to nullify the advantage that larger groups have over smaller ones in combat, why SHOULD they? That's basically sending a message that "we don't want you to cooperate in large groups, smaller groups are better." Where would they draw the line, anyway? Who's to decide what size of a group is "good" and what size is "bad"? goon pet monkey. Your IQ seems to be roughly equal to the amount of words you wrote there. Phrases like "you can't nerf / buff X EVE is a Sandbox" have the same amount of meaning as "If this is a sack of potatoes then you can not carrot." - Alara IonStorm |

Malphilos
State War Academy Caldari State
321
|
Posted - 2012.12.29 12:06:00 -
[39] - Quote
James Amril-Kesh wrote:Gillia Winddancer wrote:Unfortunately a lot of this is completely eliminated thanks to the ever-present Instant Information curse in EVE.
What might that be?
I believe the phrase is: "Nerf Local". |

Gillia Winddancer
Shiny Noble Crown Services
209
|
Posted - 2012.12.29 12:17:00 -
[40] - Quote
James Amril-Kesh wrote:Gillia Winddancer wrote:Unfortunately a lot of this is completely eliminated thanks to the ever-present Instant Information curse in EVE.
What might that be?
Local + current D-scan. Local which instantly tells you who else is in a system and d-scan which instantly tells you what exact ships are within range.
I still think that finding ships based on signature radius is the ultimate cure for many problems in EVE.
Revamping the d-scanner so it picks up signature signals which could be players/anomalies/whatever which the player then have to try and identify and approach in order to get more detailed information is the way to go. And of course increasing the chances of being detected yourself if you rely too much on the d-scan (if you for instance have passive/active scan settings).
Once you've narrowed down the location of a signal by reducing the scan radius (distance should also play a role of course) you get more detailed intel. Narrow it down further and you can then lock on to the signal and track it. Narrow it down to the max and you can go to it instantly.
In relation to this topic, this would give small groups the mobility/stealth/guerilla factor that currently doesn't exist as small groups would not emit a strong signal/sig radius unless they happen to fly big ships.
And of course, using anomalies and such in order to try and hide your own signal for whatever purpose should be an option.
To be honest I also would want to wrap in a change to the warp mechanic on top - making it harder to escape once detected. That is, the ability to have a free flight during warp (warp flight drains cap + changing course would drain cap) and at the same time the ability to catch up to someone and force them out of warp. |

dexington
Caldari Provisions Caldari State
422
|
Posted - 2012.12.29 12:19:00 -
[41] - Quote
Malphilos wrote:James Amril-Kesh wrote:Gillia Winddancer wrote:Unfortunately a lot of this is completely eliminated thanks to the ever-present Instant Information curse in EVE. What might that be? I believe the phrase is: "Nerf Local".
sshhh... you speak of the nerf which must not be named. GÇ£The best way to keep something bad from happening is to see it ahead of time, and you can't see it if you refuse to face the possibility.GÇ¥ |

Gillia Winddancer
Shiny Noble Crown Services
209
|
Posted - 2012.12.29 12:24:00 -
[42] - Quote
dexington wrote:Malphilos wrote:James Amril-Kesh wrote:Gillia Winddancer wrote:Unfortunately a lot of this is completely eliminated thanks to the ever-present Instant Information curse in EVE. What might that be? I believe the phrase is: "Nerf Local". sshhh... you speak of the nerf which must not be named.
Yes yes, I know, I know.
There are quite a few players out there who are scared senseless by the thought of flying out there without being able to instantly see the boogeyman.
|

dexington
Caldari Provisions Caldari State
422
|
Posted - 2012.12.29 12:29:00 -
[43] - Quote
Gillia Winddancer wrote:Revamping the d-scanner so it picks up signature signals which could be players/anomalies/whatever which the player then have to try and identify and approach in order to get more detailed information is the way to go. And of course increasing the chances of being detected yourself if you rely too much on the d-scan (if you for instance have passive/active scan settings).
Please don't, i already spend more time then i like trying to find someone willing to blow up my ship. There is really no need to complicate the process even more, with endless amount of scanning.
Make it a null only feature, i have no problem with people wanting to play ninja in the backyard, but there is no reason everyone should be forced to do it. GÇ£The best way to keep something bad from happening is to see it ahead of time, and you can't see it if you refuse to face the possibility.GÇ¥ |

Sukur
Shimai of New Eden
2
|
Posted - 2012.12.29 12:29:00 -
[44] - Quote
Easy to fix.
Make more regions like Syndicate, and do them more desirable. |

Gillia Winddancer
Shiny Noble Crown Services
209
|
Posted - 2012.12.29 12:42:00 -
[45] - Quote
dexington wrote:Gillia Winddancer wrote:Revamping the d-scanner so it picks up signature signals which could be players/anomalies/whatever which the player then have to try and identify and approach in order to get more detailed information is the way to go. And of course increasing the chances of being detected yourself if you rely too much on the d-scan (if you for instance have passive/active scan settings). Please don't, i already spend more time then i like trying to find someone willing to blow up my ship. There is really no need to complicate the process even more, with endless amount of scanning. Make it a null only feature, i have no problem with people wanting to play ninja in the backyard, but there is no reason everyone should be forced to do it.
You mean the same way that industrialists are forced to stay out of low/null because they can be instantly found and identified as industrial ships? The same way small groups are forced to ignore fights because they have no hope in utilizing the advantages that they should have in the first place?
And no, I am not after making the d-scanning more complex - in fact I want it to be able to lead to players more directly once you reach a point.
My only goal is make players work for the information that they are given for absolutely free right now and depending on situation make it either easier or harder for players to be found instead of having the current static constant of the worst kind.
|

Name Family Name
Imperial Academy Amarr Empire
97
|
Posted - 2012.12.29 12:47:00 -
[46] - Quote
The main problem isn't the efficiency of small gangs vs. large ones but the lack of any meaningful objectives for small gangs.
A smaller gang of comparable ships should always lose when engaged by a bigger gang (assuming the FCs and pilots being on par), but there's hardly a siutuation where a small gang would be the better tool for accomplishing a task than a blob.
In RL (yes - bad reference when it comes to internet spaceships), using a small task force offers huge advantages in terms of cost, logistics, flexibility and maneuverability. Eve mitigates these advantages to a large extent and even if there are things that may be accomplished with a small gang, there's no reason to not bring a blob and achieve the same thing faster and easier if you can muster it.
|

Gillia Winddancer
Shiny Noble Crown Services
209
|
Posted - 2012.12.29 12:56:00 -
[47] - Quote
Name Family Name wrote:The main problem isn't the efficiency of small gangs vs. large ones but the lack of any meaningful objectives for small gangs.
A smaller gang of comparable ships should always lose when engaged by a bigger gang (assuming the FCs and pilots being on par), but there's hardly a siutuation where a small gang would be the better tool for accomplishing a task than a blob.
In RL (yes - bad reference when it comes to internet spaceships), using a small task force offers huge advantages in terms of cost, logistics, flexibility and maneuverability. Eve mitigates these advantages to a large extent and even if there are things that may be accomplished with a small gang, there's no reason to not bring a blob and achieve the same thing faster and easier if you can muster it.
This is not quite correct.
A small gang would be preferred if you for instance want to quickly go behind enemy lines, attack industrial ships and then fly off. A big blob would be quite more noticeable.
In direct fights then you are of course absolutely right that a smaller group should most likely lose against a bigger group, specially if both sides are of equal skill and all.
But what if a situation arose where a big group was detected, followed by a small group and the small group waited for an opportunity to attack, like say the big group briefly splits up for whatever reason. It may or may not happen, but if it did then yeah...all sorts of things could happen. Isn't this what we want to see? |

dexington
Caldari Provisions Caldari State
422
|
Posted - 2012.12.29 13:03:00 -
[48] - Quote
If you want to play ninja fly stealth bomber, bubble the gate and drop some bombs, don't try and change the game because you 5 man battlecruiser gang is not useful in each and ever situation. If you want to do the small gang stuff, pick the right tool for the job, and pick the fights you can win.
I have no problem with ccp giving the small gangs an advantage, maybe even to the point where it motivates the larger fleets to split up into small independent fleets. Just don't change the game because some people are unable to adapt to the situation they put them self in, and are unwilling to accept their choice to roam in a small gang had consequences. GÇ£The best way to keep something bad from happening is to see it ahead of time, and you can't see it if you refuse to face the possibility.GÇ¥ |

Name Family Name
Imperial Academy Amarr Empire
97
|
Posted - 2012.12.29 13:05:00 -
[49] - Quote
Gillia Winddancer wrote: A small gang would be preferred if you for instance want to quickly go behind enemy lines, attack industrial ships and then fly off. A big blob would be quite more noticeable.
Well - and what would be the downside of just bridging in a blob on top of them? You kill them quicker, the likelihood of someone getting away is smaller and if the blob is big enough, you could care less if you're noticed or not because the defender can do jack about it.
Yes - you need to muster them, but if you have a bored blob and a titan at your disposal, there's no major reason to not bring it.
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Gillia Winddancer
Shiny Noble Crown Services
215
|
Posted - 2012.12.29 13:14:00 -
[50] - Quote
Name Family Name wrote:Gillia Winddancer wrote: A small gang would be preferred if you for instance want to quickly go behind enemy lines, attack industrial ships and then fly off. A big blob would be quite more noticeable.
Well - and what would be the downside of just bridging in a blob on top of them? You kill them quicker, the likelihood of someone getting away is smaller and if the blob is big enough, you could care less if you're noticed or not because the defender can do jack about it. Yes - you need to muster them, but if you have a bored blob and a titan at your disposal, there's no major reason to not bring it.
Currently any awake industrialist in null would already be half-way to the nearest PoS by the time any non-blue enters the system.
Right or wrong?
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RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2226
|
Posted - 2012.12.29 13:36:00 -
[51] - Quote
Gillia Winddancer wrote:
Currently any awake industrialist in null would already be half-way to the nearest PoS by the time any non-blue enters the system.
Right or wrong?
Just sit this in system for a few days and you'll do fine. (There are, of course, cheaper/better ways to do it.)
[Arazu, The Solution to your Mining Fleet]
Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Reinforced Steel Plates II
Experimental 10MN Microwarpdrive I True Sansha Warp Scrambler True Sansha Warp Scrambler Republic Fleet Warp Disruptor Federation Navy Stasis Webifier Federation Navy Stasis Webifier
Cynosural Field Generator I Covert Cynosural Field Generator I Covert Ops Cloaking Device II [Empty High slot]
Medium Trimark Armor Pump II Medium Trimark Armor Pump II This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

Gillia Winddancer
Shiny Noble Crown Services
215
|
Posted - 2012.12.29 13:49:00 -
[52] - Quote
RubyPorto wrote:Gillia Winddancer wrote:
Currently any awake industrialist in null would already be half-way to the nearest PoS by the time any non-blue enters the system.
Right or wrong?
Just sit this in system for a few days and you'll do fine. (There are, of course, cheaper/better ways to do it.) [Arazu, The Solution to your Mining Fleet] Damage Control II Energized Adaptive Nano Membrane II Energized Adaptive Nano Membrane II 1600mm Reinforced Steel Plates II Experimental 10MN Microwarpdrive I True Sansha Warp Scrambler True Sansha Warp Scrambler Republic Fleet Warp Disruptor Federation Navy Stasis Webifier Federation Navy Stasis Webifier Cynosural Field Generator I Covert Cynosural Field Generator I Covert Ops Cloaking Device II [Empty High slot] Medium Trimark Armor Pump II Medium Trimark Armor Pump II
Are you telling me that cyno is the one and only means of catching industrial ships in null?
Is this the part where I am supposed to start laughing out loud or something cause unless I misunderstand you it sure seems like an appropriate time to do so.
|

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2226
|
Posted - 2012.12.29 13:53:00 -
[53] - Quote
Gillia Winddancer wrote:RubyPorto wrote:
Just sit this in system for a few days and you'll do fine. (There are, of course, cheaper/better ways to do it.)
Are you telling me that cyno is the one and only means of catching industrial ships in null? Is this the part where I am supposed to start laughing out loud or something cause unless I misunderstand you it sure seems like an appropriate time to do so.
Bolded and underlined for your convenience. This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

Karrl Tian
Brutor Tribe Minmatar Republic
91
|
Posted - 2012.12.29 13:56:00 -
[54] - Quote
VDNKH wrote:Karrl Tian wrote:Why does CCP even need to get involved?
I've seen plenty of small groups and even solo'ers do fine in null without needing CCP to step in (UK campaign in CVA space, 'nuff said). They fit these things called cloaks and actually avoid fighting the mega-blobs/camps sent after them and occassionally get kills on unwary lone or small grouped targets. That's called "Being annoying in an enemy territory". There is no way a small group can get sov that way. Sov structures are some sort of barriers that you have to break through in order to get sov. It adds a hard cap to how many dudes you need to bring in order to grind those amounts of EHPs.
I wasn't talking about taking sov, I was talking about living in null without having to kow-tow to somebody who has sov which is what causes the majority of "my 5-man corp can't go to 0.0 without being someone's ***** " whines. |

dexington
Caldari Provisions Caldari State
431
|
Posted - 2012.12.29 13:56:00 -
[55] - Quote
Gillia Winddancer wrote:Are you telling me that cyno is the one and only means of catching industrial ships in null?
How else would the entire coalition get on the kill mail? GÇ£The best way to keep something bad from happening is to see it ahead of time, and you can't see it if you refuse to face the possibility.GÇ¥ |

Vincent Athena
V.I.C.E.
1423
|
Posted - 2012.12.29 14:40:00 -
[56] - Quote
Katran Luftschreck wrote:Hmmm... I dunno, but I'll take a stab: Change boosting mechanics to include a "law of diminishing returns" so that boosts give out more bonus to smaller fleets and less boost to larger ones.
So, say, a 10% boost could just up to 20% if the fleet is 5 people or less, or drop to only 5% if the fleet is over 20 people. Just an example. You get the idea. Realistically it would have to be scaled with more complex math (and I hate math, so you do it).
Justification would be simulating that it's easier to manage smaller groups than larger ones. Less strain on computers etc. Would not large blobs just divide up into several small fleets, each with their own booster? How can the game tell that a bunch of small fleets are acting as a big blob, being coordinated via Team Speak? http://vincentoneve.wordpress.com/ |

Kahega Amielden
Rifterlings Damu'Khonde
549
|
Posted - 2012.12.29 14:48:00 -
[57] - Quote
You can't easily, nor should you, make a mechanic that directly makes less people better than more people. Suggestions for such mechanics are always contrived and against the spirit of the game.
If you wanted to make nullsec more friendly to small gangs then you need to create objectives which can be accomplished by small groups, and can also be done simultaneously with other small groups. If there's only one objective to do, and the time to do it decreases linearly with fleet size, people will blob. If, on the other hand, you can do more of these objectives faster by splitting your 100 guys into 5 20-man fleets, and enough faster to make up for the vulnerability to a single large enemy fleet, you might see more smaller gangs. |

RubyPorto
Sniggwaffe YOUR VOTES DON'T COUNT
2230
|
Posted - 2012.12.29 15:19:00 -
[58] - Quote
Kahega Amielden wrote:You can't easily, nor should you, make a mechanic that directly makes less people better than more people. Suggestions for such mechanics are always contrived and against the spirit of the game.
If you wanted to make nullsec more friendly to small gangs then you need to create objectives which can be accomplished by small groups, and can also be done simultaneously with other small groups. If there's only one objective to do, and the time to do it decreases linearly with fleet size, people will blob. If, on the other hand, you can do more of these objectives faster by splitting your 100 guys into 5 20-man fleets, and enough faster to make up for the vulnerability to a single large enemy fleet, you might see more smaller gangs.
Yep. The problem with that is that, of course, the small group can field N gangs, while the Larger group can field 2N gangs, meaning that, even if the small group wins every battle they fight, the larger group will win the war in smashing style, having N unattended targets for every round of fighting.
Creating important targets that can only be efficiently fought over by small gangs actually magnifies the power of a larger group. This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

mynnna
GoonWaffe Goonswarm Federation
30
|
Posted - 2012.12.29 16:42:00 -
[59] - Quote
RubyPorto wrote:Kahega Amielden wrote:You can't easily, nor should you, make a mechanic that directly makes less people better than more people. Suggestions for such mechanics are always contrived and against the spirit of the game.
If you wanted to make nullsec more friendly to small gangs then you need to create objectives which can be accomplished by small groups, and can also be done simultaneously with other small groups. If there's only one objective to do, and the time to do it decreases linearly with fleet size, people will blob. If, on the other hand, you can do more of these objectives faster by splitting your 100 guys into 5 20-man fleets, and enough faster to make up for the vulnerability to a single large enemy fleet, you might see more smaller gangs. Yep. The problem with that is that, of course, the small group can field N gangs, while the Larger group can field 2N gangs, meaning that, even if the small group wins every battle they fight, the larger group will win the war in smashing style, having N unattended targets for every round of fighting. Creating important targets that can only be efficiently fought over by small gangs actually magnifies the power of a larger group.
Pretty much this. I'm all for a variety of economic/industrial targets you can hit with smaller gangs, that's part of the point of the farms & fields concept. Industrial POS could have crunchy bits you can break off in short order (relatively speaking compared to now). POCO's could be made a little more vulnerable, ratters and miners could be encouraged to take greater risk for similarly greater rewards, etc. But that doesn't mean that they couldn't be attacked or defended equally well by a large group, or that your fleet of 5 20 man gangs can't or won't be opposed by 5 40 man gangs.
At the same time, some targets should remain big. Sovereignty targets, especially hardened military POS, etc. Raiders burning the fields is one thing - you need an army to siege a defended castle. You may know me better as Corestwo: https://gate.eveonline.com/Profile/corestwo
This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay. |

Jenn aSide
STK Scientific Initiative Mercenaries
925
|
Posted - 2012.12.29 17:00:00 -
[60] - Quote
James Amril-Kesh wrote:One thing I read a lot on these forums is people complaining that nullsec sucks because small groups are at a disadvantage to larger groups in combat merely because of size. Now ignoring the fact that there are ways to mitigate this, I'm curious about a few things.
You say that larger groups should not have an advantage over smaller groups by virtue of their size. First of all, this is not something you can just change because it's basic tactics that larger groups generally overpower smaller ones. This is not some variable CCP developers can go into the code and set "smallerFleetsHaveAdvantage=1;".
Furthermore, even if they could somehow force a mechanic to nullify the advantage that larger groups have over smaller ones in combat, why SHOULD they? That's basically sending a message that "we don't want you to cooperate in large groups, smaller groups are better." Where would they draw the line, anyway? Who's to decide what size of a group is "good" and what size is "bad"?
I often have a chuckle at the people who scream "omg blobs". They woulda been the poor extra on TV or in a movie like Battlestar Galactica/Star Trek/Babylon 5/Star Wars battle screaming "Effing Blobbers" right before they got their dumb ass vaporized.
The truth is some people can't deal with their own failures (in this case, their failure to make friends and generate a following) in an MMO. |
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