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Ayllia Saken
School of Applied Knowledge Caldari State
8
|
Posted - 2013.01.03 20:51:00 -
[241] - Quote
1000 should beat 100
Having said that, you can debate game balance. Battles and Sov Warfare favor organisation and preparedness heavily, just like RL warfare. Most RL battles are won or lost before the first shot is fired.
If someone has the above-average patience, leadership and motivation to assemble a group of 100 pilots who are willing to fly together and follow orders, then they deserve to benefit from that. However, this is a game. A rather nifty niche game, but still a game. If the bar is set too high, people may stop trying to compete. However, subscriptions are going up, and people are still fighting over null space. It does not seem the bar is set too high.
The side that has managed to organise a bigger fleet than their opponent is likely to have been able to do so precisely because they have superior organisation/leadership/morale/whatever. Having a bigger fleet is a consequence of success, as well as a cause.
Coding diminishing returns would punish success and co-operation. Also, there would be no open doors for new players in their tackling frigates. This is a crucial aspect of EvE. Unlike other MMO's, you have every incentive to gather everyone who wants in. And with the ever-present risk of espionage, I don't believe EvE needs any more disincentive for groups to involve new players.
Big groups have disadvantages. They take a lot of time/effort/energy to assemble/supply. I suspect that they don't just login on the day and meet up somewhere. They can only be in one place at a time. Rather than try and fight a superior force, try and fight somewhere the superior force is not, if avoiding combat is bad for morale. Try and remember that when they're on top, they only have one way to go. |

Cameron Cahill
Dissonance Corp Unclaimed.
167
|
Posted - 2013.01.03 22:29:00 -
[242] - Quote
Miri Amatonur wrote:Btw. i'm sure Leonidas and his host prayed to their gods alot while they were at Thermopylae. All i do is cry to my "gods", the devs of EVE, in the very same way: Give me the means to vanquish my enemies! 
I'm sure the devs will leave you to die too, just like his gods did ;P
|

Tyrinne Jares
Sanctuary Commodum Terminally Confused
1
|
Posted - 2013.01.04 00:53:00 -
[243] - Quote
http://en.wikipedia.org/wiki/Battle_of_Myeongnyang
12:300!
Things sometimes happen... would it happen in this game too? Well, I dunno... as a super duper n00b, my experience is really limited. But I cannot find any choke points other than station undock position and jump gates. I hope CCP would be interested in adding some space anomalies such as black holes, gas clouds, etc etc. |

Alavaria Fera
GoonWaffe Goonswarm Federation
3169
|
Posted - 2013.01.04 01:30:00 -
[244] - Quote
Cameron Cahill wrote:Miri Amatonur wrote:Btw. i'm sure Leonidas and his host prayed to their gods alot while they were at Thermopylae. All i do is cry to my "gods", the devs of EVE, in the very same way: Give me the means to vanquish my enemies!  I'm sure the devs will leave you to die too, just like his gods did ;P Killed by skillless noob blobbers? Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd Click for old school EVE Portraits: http://jadeconstantine.web44.net/Maison.htm |

Cameron Cahill
Dissonance Corp Unclaimed.
173
|
Posted - 2013.01.04 01:31:00 -
[245] - Quote
Alavaria Fera wrote:Cameron Cahill wrote:Miri Amatonur wrote:Btw. i'm sure Leonidas and his host prayed to their gods alot while they were at Thermopylae. All i do is cry to my "gods", the devs of EVE, in the very same way: Give me the means to vanquish my enemies!  I'm sure the devs will leave you to die too, just like his gods did ;P Killed by skillless noob blobbers?
Exactly :) |

Alavaria Fera
GoonWaffe Goonswarm Federation
3169
|
Posted - 2013.01.04 01:34:00 -
[246] - Quote
Cameron Cahill wrote:Alavaria Fera wrote:Cameron Cahill wrote:Miri Amatonur wrote:Btw. i'm sure Leonidas and his host prayed to their gods alot while they were at Thermopylae. All i do is cry to my "gods", the devs of EVE, in the very same way: Give me the means to vanquish my enemies!  I'm sure the devs will leave you to die too, just like his gods did ;P Killed by skillless noob blobbers? Exactly :) Harsh.
They should have threatened to unsub, that would've done it. Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd Click for old school EVE Portraits: http://jadeconstantine.web44.net/Maison.htm |

Cameron Cahill
Dissonance Corp Unclaimed.
173
|
Posted - 2013.01.04 01:44:00 -
[247] - Quote
But it didn't work when superspears got nerfed :( its almost as if the great overlords in the sky want teamwork and social contact to be relevent. |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2270
|
Posted - 2013.01.04 01:48:00 -
[248] - Quote
Tyrinne Jares wrote:http://en.wikipedia.org/wiki/Battle_of_Myeongnyang
12:300!
Things sometimes happen... would it happen in this game too? Well, I dunno... as a super duper n00b, my experience is really limited. But I cannot find any choke points other than station undock position and jump gates. I hope CCP would be interested in adding some space anomalies such as black holes, gas clouds, etc etc.
Lead a disorganized, poorly lead mob into a well designed trap and things like that can happen in EVE.
Shadow Cartel et al. properly welped an EvE Uni Battleship fleet (140 ships killed for 9 ships lost in a 150-100 man fight) by leading them into a well prepared trap.
http://killfeed.eveuniversity.org/?a=kill_related&kll_id=53679 This is EVE - Everybody Versus Everybody.
Guess Who's Back. -á Back Again. |

Frostys Virpio
Caldari Provisions Caldari State
260
|
Posted - 2013.01.04 01:50:00 -
[249] - Quote
Tyrinne Jares wrote:http://en.wikipedia.org/wiki/Battle_of_Myeongnyang
12:300!
Things sometimes happen... would it happen in this game too? Well, I dunno... as a super duper n00b, my experience is really limited. But I cannot find any choke points other than station undock position and jump gates. I hope CCP would be interested in adding some space anomalies such as black holes, gas clouds, etc etc.
And if you raed it, you will raelise it had nothing to do with an open space battle where one side can use it's number advantage at will.
Asking for smaller to be better is like asking to nerf friends. |

Kamden Line
Eclipse Navy. Li3 Federation
60
|
Posted - 2013.01.04 02:55:00 -
[250] - Quote
Tyrinne Jares wrote:http://en.wikipedia.org/wiki/Battle_of_Myeongnyang
12:300!
Things sometimes happen... would it happen in this game too? Well, I dunno... as a super duper n00b, my experience is really limited. But I cannot find any choke points other than station undock position and jump gates. I hope CCP would be interested in adding some space anomalies such as black holes, gas clouds, etc etc.
This is down to simple game mechanics - how do you make choke points in the endless Cosmos of Space? Answer: You don't.
However, smaller forces do beat larger forces everyday. A good example would be one from last month: http://eve-kill.net/?a=kill_related&kll_id=15709411
Verge of Collapse spanked a roughly 200 man combined enemy force(FCON,SMA,and LAWN) of Naga, 'Nados and Oracles mainly through both the disorganization of their enemy (Short range oracles mixed with sniper Nagas and Nados), better logistics corp (none of VoC's Logi died), Obviously better FCing and significantly more shininess, killing 111 ships while losing a paltry seven.
RnK regularly drops small smartbombing BS fleets on us (HBC) and kills multiple numbers of us and survives, and you can think of a multitude of other small Lowsec, Nulsec, and WH alliances/corps that are really good at Fleet PVP.
That being said, in a Sov Grind, larger forces tend to win. Why? Both because of game mechanics but also because larger forces tend to win wars in general. Losing a few supers to a suprise hotdrop of bad guys doesn't really change the whole course of the war. Welping 100 plus Supers does. It's all about force projection - Larger Alliances can do it more frequently and in more vast quantities. |

Alavaria Fera
GoonWaffe Goonswarm Federation
3170
|
Posted - 2013.01.04 03:15:00 -
[251] - Quote
Kamden Line wrote:Tyrinne Jares wrote:Well, I dunno... as a super duper n00b, my experience is really limited. But I cannot find any choke points other than station undock position and jump gates. I hope CCP would be interested in adding some space anomalies such as black holes, gas clouds, etc etc. This is down to simple game mechanics - how do you make choke points in the endless Cosmos of Space? Answer: You don't. You have CCP make them for you.
As you noted, undocks (not really), gates (can be tricky) or a jump bridge (if you catch a blob on one of those it's like a surprise gift). Those who cannot adapt become victims of Evolugalbugaslugakjlwsdhvbzxd Click for old school EVE Portraits: http://jadeconstantine.web44.net/Maison.htm |

Kamden Line
Eclipse Navy. Li3 Federation
61
|
Posted - 2013.01.04 03:30:00 -
[252] - Quote
Alavaria Fera wrote:Kamden Line wrote:Tyrinne Jares wrote:Well, I dunno... as a super duper n00b, my experience is really limited. But I cannot find any choke points other than station undock position and jump gates. I hope CCP would be interested in adding some space anomalies such as black holes, gas clouds, etc etc. This is down to simple game mechanics - how do you make choke points in the endless Cosmos of Space? Answer: You don't. You have CCP make them for you. As you noted, undocks (not really), gates (can be tricky) or a jump bridge (if you catch a blob on one of those it's like a surprise gift).
Well, we should also mention geographical choke points. D-GTMI in Providence comes to mind, the sight of where CVA welped (before the term welp came into usage) their entire cap fleet during the -A- invasion. Any point in Deklein, for it's long spindly one system. I'm sure you can think of others. CCP has made them, but in system they don't really exist. |

Cindare
GoonWaffe Goonswarm Federation
4
|
Posted - 2013.01.04 05:37:00 -
[253] - Quote
My will to conquer Those stupid Goons is great, but -- It's too much effort. |

Miri Amatonur
School of Applied Knowledge Caldari State
45
|
Posted - 2013.01.04 10:43:00 -
[254] - Quote
Cameron Cahill wrote: I'm sure the devs will leave you to die too, just like his gods did ;P
Seems you forget that it delayed the Persians long enough. Mission accomplished. Leonidas name lived on to our days and might be known till the last humans are gone. I don't really expect the same for me, Miri Amatonur. 
@RubyPorto You demanded examples and you got a ton of them. You can go on and try to discard every example because they don't fit your course. The readers know why you're doing it.
Even Goons reported in to support "smaller is better" (to present their own agenda under that disguise). A change to SOV and SOV warfare is needed.
"Smaller is better"
|

Gillia Winddancer
Shiny Noble Crown Services
260
|
Posted - 2013.01.04 10:48:00 -
[255] - Quote
Please don't get too much out of focus with this whole 100 vs 1000 or 10 vs 1000 direct battles because that is not the focus or the point of this discussion.
It is what the 100 or 10 players can do outside of direct confrontations that should be the main focus. |

James Amril-Kesh
RAZOR Alliance
3108
|
Posted - 2013.01.04 10:51:00 -
[256] - Quote
And none of you have been able to convince me that your inability to use superior tactics and fleet composition means CCP should add additional mechanics to empower your smaller group over a larger one. 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 |

Gillia Winddancer
Shiny Noble Crown Services
260
|
Posted - 2013.01.04 11:06:00 -
[257] - Quote
James Amril-Kesh wrote:And none of you have been able to convince me that your inability to use superior tactics and fleet composition means CCP should add additional mechanics to empower your smaller group over a larger one.
In a way you sound a bit like Baghdad Bob you know. "Everything is fine in EVE - it is just some players that are incompetent" - all whilst the state of the game says something else.
Have you not thought about that maybe the current mechanics have benefitted large groups way too much rather than that improving the situation for small groups would be "nerfing big groups"?
Cause that is what I think anyway, specially when it comes to Local (instant information) and the passive activity of null.
|

Lord Zim
2245
|
Posted - 2013.01.04 11:16:00 -
[258] - Quote
Miri Amatonur wrote:Even Goons reported in to support "smaller is better" (to present their own agenda under that disguise). A change to SOV and SOV warfare is needed.
"Smaller is better" That's a gross misrepresentation of what the problem is. The problem with sov isn't that the groups of players attacking/defending are too big, the problem is that apart from harassing the defender for months, the only way to really get any progress done is to spend almost a week getting to the final timer, then outblob the defender on the last timer. Cyno's lit, bridge is up, but one pilot won't be jumping home. |

James Amril-Kesh
RAZOR Alliance
3110
|
Posted - 2013.01.04 11:23:00 -
[259] - Quote
Gillia Winddancer wrote:James Amril-Kesh wrote:And none of you have been able to convince me that your inability to use superior tactics and fleet composition means CCP should add additional mechanics to empower your smaller group over a larger one. In a way you sound a bit like Baghdad Bob you know. "Everything is fine in EVE - it is just some players that are incompetent" - all whilst the state of the game says something else. I never once said that everything was fine, but I don't think what you're saying is a problem actually is.
Gillia Winddancer wrote:Have you not thought about that maybe the current mechanics have benefitted large groups way too much rather than that improving the situation for small groups would be "nerfing big groups"? In what way? Game mechanics in general tend to benefit large groups over small groups. There's nothing particularly special or sinister about that.
Gillia Winddancer wrote:Cause that is what I think anyway, specially when it comes to Local (instant information) and the passive activity of null. Null does have problems, but they're not going to be fixed by some arbitrary mechanic that gives smaller groups, say, a bonus to ship HP, DPS, and velocity that reduces as the group size increases, or some other mechanic that gives smaller groups an advantage.
Why aren't you actually utilizing the advantages that small fleets actually have? Small fleets are more mobile and they do tend to be easier to manage. 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 |

Gillia Winddancer
Shiny Noble Crown Services
260
|
Posted - 2013.01.04 11:54:00 -
[260] - Quote
James Amril-Kesh wrote:Gillia Winddancer wrote:James Amril-Kesh wrote:And none of you have been able to convince me that your inability to use superior tactics and fleet composition means CCP should add additional mechanics to empower your smaller group over a larger one. In a way you sound a bit like Baghdad Bob you know. "Everything is fine in EVE - it is just some players that are incompetent" - all whilst the state of the game says something else. I never once said that everything was fine, but I don't think what you're saying is a problem actually is. Gillia Winddancer wrote:Have you not thought about that maybe the current mechanics have benefitted large groups way too much rather than that improving the situation for small groups would be "nerfing big groups"? In what way? Game mechanics in general tend to benefit large groups over small groups. There's nothing particularly special or sinister about that. Gillia Winddancer wrote:Cause that is what I think anyway, specially when it comes to Local (instant information) and the passive activity of null. Null does have problems, but they're not going to be fixed by some arbitrary mechanic that gives smaller groups, say, a bonus to ship HP, DPS, and velocity that reduces as the group size increases, or some other mechanic that gives smaller groups an advantage. Why aren't you actually utilizing the advantages that small fleets actually have? Small fleets are more mobile and they do tend to be easier to manage.
Well, fair enough on the first point. I guess my job is to merely point out why I think the system is not right. Though it feels like a never-ending merry-go-round sometimes 
Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations.
As for arbitrary mechanics - I strongly oppose any such suggestions as this would definitely harm EVE on so many levels. Bonus velocity when flying in small groups just because they are in a small group is just silly. Besides, that is what gang assist modules are for already. All stats are solid and should stay solid.
However, I do want to make full use of the stats that EVE already has presented, namely primarily signature radius and use that as a factor when finding ships. There is nothing arbitrary about this. If a small group of players are flying together then they will only emit such amount of signal. If a huge blob is flying however then said signal will be quite significantly bigger.
You cannot really deny that a lot of people avoid taking risks like going to low/null simply because there is a mechanic out there that actively plays against them for no real reason. And most people who oppose these changes are most likely the ones who want to keep taking advantage of these mechanics - even when CCP themselves have said that said mechanic wasn't meant to be used this way in the first place. In fact I strongly suspect that CCP of all people have been perfectly aware of the points that I am trying to make for quite a few years already.
Information should be something that you have to work for. Not something that you get for free, instantly and in extreme detail.
Ship location and ship identification is vital information in so many aspects of EVE after all and the way I see it, rather than being the driving force it is the limiting force of EVE.
*edit* Did I mention that I still frigging HATE the forum draft system! |

Lord Zim
2245
|
Posted - 2013.01.04 12:01:00 -
[261] - Quote
Gillia Winddancer wrote:Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations. Which "certain situations"? Cyno's lit, bridge is up, but one pilot won't be jumping home. |

James Amril-Kesh
RAZOR Alliance
3110
|
Posted - 2013.01.04 12:08:00 -
[262] - Quote
Gillia Winddancer wrote:As for arbitrary mechanics - I strongly oppose any such suggestions as this would definitely harm EVE on so many levels. Bonus velocity when flying in small groups just because they are in a small group is just silly. Besides, that is what gang assist modules are for already. All stats are solid and should stay solid. Well good, I'm glad we're in agreement.
Gillia Winddancer wrote:However, I do want to make full use of the stats that EVE already has presented, namely primarily signature radius and use that as a factor when finding ships. There is nothing arbitrary about this. If a small group of players are flying together then they will only emit such amount of signal. If a huge blob is flying however then said signal will be quite significantly bigger. Interesting idea. I think it has some merit.
Gillia Winddancer wrote:You cannot really deny that a lot of people avoid taking risks like going to low/null simply because there is a mechanic out there that actively plays against them for no real reason. And most people who oppose these changes are most likely the ones who want to keep taking advantage of these mechanics - even when CCP themselves have said that said mechanic wasn't meant to be used this way in the first place. In fact I strongly suspect that CCP of all people have been perfectly aware of the points that I am trying to make for quite a few years already. If you're referring to local, the mechanic actively works for them as well. Not to mention that without local there'd be a lot less people in nullsec to shoot at, unless we had some consistent method of continuously determining the presence of ships, including cloaked ships, within several AU.
Gillia Winddancer wrote:Information should be something that you have to work for. Not something that you get for free, instantly and in extreme detail. Local only shows the names of the pilots in the same system as you. That's the only information you get from it. It doesn't tell you whether they're docked, undocked, in a POS, what ship they're in, what the name of their ship is, their location, what fleets they're in (unless of course they're in your fleet).
The directional scanner will tell you a few more things, but it's a tool that gives you more information the more work you put into it. If you set it to 360 degree scan it will tell you what's out there that's uncloaked, what the ship name is and the ship type, but that's about it. It takes practice before one is able to quickly determine distance and direction to a target using the dscanner. In any case, the dscanner doesn't tell you who's in control of the ship or even that there is someone in control of the ship at all, except for a few cases like they forgot to rename their ship after assembling it or something. 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 |

Mayhaw Morgan
State War Academy Caldari State
20
|
Posted - 2013.01.04 12:44:00 -
[263] - Quote
Maybe the gist of the "Make smaller better." argument is that in the real world, one hellbent pilot with an airplane full of fuel and explosives can put an aircraft carrier out of action. |

Gillia Winddancer
Shiny Noble Crown Services
260
|
Posted - 2013.01.04 12:44:00 -
[264] - Quote
Lord Zim wrote:Gillia Winddancer wrote:Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations. Which "certain situations"?
That should be pretty obvious right? This is of course in the assumption that you do not have local or current d-scanner mechanics:
Small groups - easier time slipping deep into whatever enemy system without being detected. There is still always a risk for detection, as it should be, but chances for detection is to a large extent based on the size of the fleet and whether an enemy happens to pick up a scent or not, and if he does, how far said enemy feels like investigating said scent.
Solo players/micro groups of the more "care-bearish" nature as many of you like to put it which are extremely common will be able to consider taking the risk of visiting low/null.
Large groups - well, the opposite. They won't be able to hide as well so they will stand out a lot more, maybe be more open for ambushes and such. This depends of course also entirely on what the group intends of doing like PoS bashing or whatever. Changes would hardly affect them from the way things are today, except for the fact that they would have to take extra care of their surroundings in some cases.
Working for intel would be equal regardless of the size of the group however whether it is a solo player or a massive blob.
|

Lord Zim
2246
|
Posted - 2013.01.04 12:47:00 -
[265] - Quote
Solo players/small groups of carebearish players aren't going to move into low/null if local was removed, in fact the opposite would happen unless CCP also made massive changes to the risk/reward ratio between hisec and low/null.
Why? Because these "solo/micro groups of the more carebearish nature" already have such a place to go to, it's called "wormholes". Cyno's lit, bridge is up, but one pilot won't be jumping home. |

Gillia Winddancer
Shiny Noble Crown Services
260
|
Posted - 2013.01.04 13:29:00 -
[266] - Quote
James Amril-Kesh wrote:Gillia Winddancer wrote:As for arbitrary mechanics - I strongly oppose any such suggestions as this would definitely harm EVE on so many levels. Bonus velocity when flying in small groups just because they are in a small group is just silly. Besides, that is what gang assist modules are for already. All stats are solid and should stay solid. Well good, I'm glad we're in agreement. Gillia Winddancer wrote:However, I do want to make full use of the stats that EVE already has presented, namely primarily signature radius and use that as a factor when finding ships. There is nothing arbitrary about this. If a small group of players are flying together then they will only emit such amount of signal. If a huge blob is flying however then said signal will be quite significantly bigger. Interesting idea. I think it has some merit. Gillia Winddancer wrote:You cannot really deny that a lot of people avoid taking risks like going to low/null simply because there is a mechanic out there that actively plays against them for no real reason. And most people who oppose these changes are most likely the ones who want to keep taking advantage of these mechanics - even when CCP themselves have said that said mechanic wasn't meant to be used this way in the first place. In fact I strongly suspect that CCP of all people have been perfectly aware of the points that I am trying to make for quite a few years already. If you're referring to local, the mechanic actively works for them as well. Not to mention that without local there'd be a lot less people in nullsec to shoot at, unless we had some consistent method of continuously determining the presence of ships, including cloaked ships, within several AU. Gillia Winddancer wrote:Information should be something that you have to work for. Not something that you get for free, instantly and in extreme detail. Local only shows the names of the pilots in the same system as you. That's the only information you get from it. It doesn't tell you whether they're docked, undocked, in a POS, what ship they're in, what the name of their ship is, their location, what fleets they're in (unless of course they're in your fleet). The directional scanner will tell you a few more things, but it's a tool that gives you more information the more work you put into it. If you set it to 360 degree scan it will tell you what's out there that's uncloaked, what the ship name is and the ship type, but that's about it. It takes practice before one is able to quickly determine distance and direction to a target using the dscanner. In any case, the dscanner doesn't tell you who's in control of the ship or even that there is someone in control of the ship at all, except for a few cases like they forgot to rename their ship after assembling it or something.
In regards to local, yes, it does work both ways, and that is the problem. Basically it counters an engagement before it has even taken place in many cases. Take the case of the lone miner as an example: why enter low-sec if you are announced the second you enter it? That alone is a huge risk considering that EVE is as far from Rainbow-land as you can get when you take player nature into account. A rare few may take this risk but we don't want this to be about rare cases.
Of course, removing local would require something else (in this case, the d-scan) to become better. I don't want it to become impossible to find players either. And whether local tells you that a player is docked or not etc does not matter. You instantly know that a player is present and the current d-scanner does the rest for you. Whether a player is in a fleet or not and such information is still up to you to determine for yourself from the information gathered.
I am not saying that local or d-scan by themselves give you all information, but individually they already give way too much, and together they complement each other extremely well.
In regards to a new d-scanner; the steps I have in my mind is something roughly like this:
1: Find signals on d-Scanner.
2: Investigate a signal to determine whether it is a player/several players or anomaly
3: If the signal is a player, determine ship type(s)/identity of player(s)
4: Once identity/ship type is determined, get a strong enough reading to lock on to signal
5: Once signal is locked on, warp to it. Signal stays locked on even if the target(s) is moving. Here you can even have further factors which determine what keeps a signal locked on. This stage is also open for debate regarding on how exactly the warp-in should work. Warp to 0 would probably be overkill for instance, specially if you take cloaked ships into account.
All these steps that have to be taken are done in an almost identical fashion to the current d-scan mechanics.
Going back to cloaked ships, they are of course unable to hide from the scans. As I said before, the only thing a cloaked ship does is hide you visually, and in that regard it works flawlessly. Here you can debate whether being cloaked would increase your sig-radius (purely for the sake of d-scanning - you can't shoot at cloaked ships regardless) or not for pure balance reasons if required.
The only thing I am still pondering on is how anomalies/sites should work in regards to the d-scanner. Anomalies in particular should help players to hide. The way you find anomalies however is with probes. Probes should still be king when it comes to finding said anomalies/sites/ships. Regardless they may require a slight rework (read: buff) when it comes to finding ships.
Meh, anyway, long rant became really long  |

Gillia Winddancer
Shiny Noble Crown Services
260
|
Posted - 2013.01.04 13:33:00 -
[267] - Quote
Lord Zim wrote:Solo players/small groups of carebearish players aren't going to move into low/null if local was removed, in fact the opposite would happen unless CCP also made massive changes to the risk/reward ratio between hisec and low/null.
Why? Because these "solo/micro groups of the more carebearish nature" already have such a place to go to, it's called "wormholes".
Wormholes are a bit of an odd case though. What you don't take into account is that wormholes have a somewhat unique issue which most likely keeps many at bay. And that is the nature of wormholes and the inconsistent access to normal space.
But then again, that is what makes wormhole space special :p
|

Kahega Amielden
Rifterlings Damu'Khonde
555
|
Posted - 2013.01.04 14:08:00 -
[268] - Quote
Quote:And that is the nature of wormholes and the inconsistent access to normal space.
...The inconsistent access to normal space is exactly why wormhole space is ideal for small groups. |

RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
2274
|
Posted - 2013.01.04 14:22:00 -
[269] - Quote
Miri Amatonur wrote:Cameron Cahill wrote: I'm sure the devs will leave you to die too, just like his gods did ;P
Seems you forget that it delayed the Persians long enough. Mission accomplished. Leonidas name lived on to our days and might be known till the last humans are gone. I don't really expect the same for me, Miri Amatonur.  @RubyPorto You demanded examples and you got a ton of them. You can go on and try to discard every example because they don't fit your course. The readers know why you're doing it. Even Goons reported in to support "smaller is better" (to present their own agenda under that disguise). A change to SOV and SOV warfare is needed. "Smaller is better"
Yes, I demanded specific examples of when an aggressor defeated 10 to 1 odds against a technological and organizational equal. Because that's what you're asking to happen in EVE. You haven't furnished one single example, and most of your examples are either based on bad history (like accepting Herodotus's claims for the size of the Persian armies in the Greco-Persian Wars, or ignoring the role of disease [not to mention the vast technological advantage] in the European conquest and subsequent settlement of the Americas.).
I also will repeat the question that you keep dodging. Why should, all else being equal, a 100 man group be able to take space that is actively defended by a 1,000 man group? This is EVE - Everybody Versus Everybody.
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RubyPorto
SniggWaffe YOUR VOTES DON'T COUNT
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Posted - 2013.01.04 14:56:00 -
[270] - Quote
Gillia Winddancer wrote:Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations.
In many situations, a very small group can annihilate an unprepared larger group.
For instance, an 8 man bomber wing vs any size fleet of sniping Tier 3 BCs. Or a group of bomber wings vs a battleship fleet.
Small and prepared beats up big and unprepared quite often in EVE. (Look at the way PL operated until recently. A small group was able to run roughshod over groups many times its size because they fielded competently lead composed fleets against groups that used the "everyone bring whatever" composition, or because they were willing and able to field capitals or Supers anywhere in EVE on short notice (before supers it was Dreads that PL were able to drop at will) against enemies who were not equally willing and able.)
What you're complaining about is that, given equal preparedness, morale, ships, fittings, and leadership, bigger almost always wins. You've yet to establish why that should not be the case.
In other words, you're assuming that "smaller" = "more competent" when you've provided nothing to support that assumption. This is EVE - Everybody Versus Everybody.
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