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Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 15:25:00 -
[1] - Quote
All other Ewar is, your damps don't always land.
What I mean is what if we make scram chance be a skill based thing, and also depend on modules installed and meta of the modules.
For example:
-Different metas have higher chance -low slot modules to increase chance
So:
This makes a gank boat the opposite of a warp stabbed care bear ship. where the person who wants to not be ganked has to sacrifice targeting AND low slot tank, a ganker would have to at least sacrifice some tank
I mean heck, so frigs can still work give all frigates a bonus to warp scram and disrupt chance so they can still fit a good tank
Just an idea to cut down on the ganking, make it a little more skill based to go tackle somebody rather then just fly close lock and click |

Krixtal Icefluxor
INLAND EMPIRE Galactic
45173
|
Posted - 2013.09.19 15:26:00 -
[2] - Quote
The tears themselves would be so LOUD the game server would have to be shut down for repair. |

Icarus Able
Traverse Holdings
96
|
Posted - 2013.09.19 15:27:00 -
[3] - Quote
Fairly sure damps always land.
No your idea is awful. |

ElQuirko
Jester Syndicate S0UTHERN C0MF0RT
1951
|
Posted - 2013.09.19 15:27:00 -
[4] - Quote
What if? Well, it'd be a f*** awful idea. Save the Domi model! Spacewhales should be preserved. |

Alavaria Fera
GoonWaffe Goonswarm Federation
4582
|
Posted - 2013.09.19 15:28:00 -
[5] - Quote
Oswald Bolke wrote:Just an idea to cut down on the ganking Wow, you don't have to just say so ~outright~ There are no goons. The goons' 0.0 dream is over.
"Progodlegend said the goal of N3 is to destroy Goonswarm Federation, but in reality NCdot is in Fountain due to the fact it is virtually the last place there is action." ~NC., Fountain 2013 |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3436
|
Posted - 2013.09.19 15:30:00 -
[6] - Quote
Oswald Bolke wrote:All other Ewar is, your damps don't always land.
What I mean is what if we make scram chance be a skill based thing, and also depend on modules installed and meta of the modules.
For example:
-Different metas have higher chance -low slot modules to increase chance
So:
This makes a gank boat the opposite of a warp stabbed care bear ship. where the person who wants to not be ganked has to sacrifice targeting AND low slot tank, a ganker would have to at least sacrifice some tank
I mean heck, so frigs can still work give all frigates a bonus to warp scram and disrupt chance so they can still fit a good tank
Just an idea to cut down on the ganking, make it a little more skill based to go tackle somebody rather then just fly close lock and click
TIL that points are only used for ganking, and that making every fight in EVE depend on RNG would be a good idea.
Even Harry has better ideas.
Yes, that is an insult.
. |

Bienator II
madmen of the skies
2033
|
Posted - 2013.09.19 15:35:00 -
[7] - Quote
points are such an important part of pvp that i would probably stop playing as soon they work like ECM. There is no room for random in a competitive environment. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |

Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 15:35:00 -
[8] - Quote
wow I poked a beehive on this one...nice discussion of flame here
so much for rational discourse
adhominim away! |

Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 15:36:00 -
[9] - Quote
Bienator II wrote:points are such an important part of pvp that i would probably stop playing as soon they work like ECM. There is no room for random in a competitive environment.
I'm talking skill based not random here. |

Lykouleon
GoonWaffe Goonswarm Federation
1046
|
Posted - 2013.09.19 15:43:00 -
[10] - Quote
Oswald Bolke wrote:wow I poked a beehive on this one...nice discussion of flame here
so much for rational discourse
adhominim away! You posted something exceptionally stupid and expected people to not come out of the woodworks to call you out on it? Lykouleon > CYNO ME CLOSER so I can hit them with my sword |

Whim Aqayn
Ministry of War Amarr Empire
45
|
Posted - 2013.09.19 15:43:00 -
[11] - Quote
No. |

Tippia
Sunshine and Lollipops
16519
|
Posted - 2013.09.19 15:44:00 -
[12] - Quote
Then they would have to be 100% effective, not offer degradation like they do now.
The reason ECM is chance-based is because it only has two states: either you can lock or you can't. So to create different degrees of effect, they employ chance and statistics GÇö you are only locked out x% of the time, rather than having your locking ability be reduced by x%.
Compare this to other ewar: TPs makes you a certain percentage easier to hit, not a guaranteed hit for a certain percentage of the time; TDs reduces your guns' hit chance and range by a certain percentage, rather than simply make a percentage of your shots misses, no matter what the circumstances are.
Or, to use a more closely related module, if you wanted webs to be chance based, they would have to instantly reduce your speed to 0 for a percentage of the time, rather than reduce the speed by some percentage all the time. So by the same token, scrams and disruptors would have to apply infinite scram strength a percentage of the time, rather than just reduce your warp stability by a point or three all the time.
Of course, since degraded performance is a far better mechanism than a binary one with only statistic gradation, the module you are trying to use as a template is actually the one that should be changed so it works like all other typesGǪ
In short, hell no. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

handbanana
State War Academy Caldari State
68
|
Posted - 2013.09.19 15:45:00 -
[13] - Quote
1/10
feeling generous today.
GÇ£It takes a big man to cry, but it takes a bigger man to laugh at that man.GÇ¥ -á-á -Jack Handy
|

Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 15:46:00 -
[14] - Quote
Lykouleon wrote:Oswald Bolke wrote:wow I poked a beehive on this one...nice discussion of flame here
so much for rational discourse
adhominim away! You posted something exceptionally stupid and expected people to not come out of the woodworks to call you out on it?
I don't think it's stupid really. to me i makes sense. everything else has a skill attached to it for hit chance, so why not this?
besides just because its a bad idea does not mean a rational person can't put out a counterpoint rather than just a stream of anger. |

Alavaria Fera
GoonWaffe Goonswarm Federation
4582
|
Posted - 2013.09.19 15:48:00 -
[15] - Quote
Tippia wrote:Then they would have to be 100% effective, not offer degradation like they do now.
The reason ECM is chance-based is because it only has two states: either you can lock or you can't. So to create different degrees of effect, they employ chance and statistics GÇö you are only locked out x% of the time, rather than having your locking ability be reduced by x%.
Compare this to other ewar: TPs makes you a certain percentage easier to hit, not a guaranteed hit for a certain percentage of the time; TDs reduces your guns' hit chance and range by a certain percentage, rather than simply make a percentage of your shots misses, no matter what the circumstances are.
Or, to use a more closely related module, if you wanted webs to be chance based, they would have to instantly reduce your speed to 0 for a percentage of the time, rather than reduce the speed by some percentage all the time. So by the same token, scrams and disruptors would have to apply infinite scram strength a percentage of the time, rather than just reduce your warp stability by a point or three all the time.
Of course, since degraded performance is a far better mechanism than a binary one with only statistic gradation, the module you are trying to use as a template is actually the one that should be changed so it works like all other typesGǪ
In short, hell no. He just wants a nerf, a chance-based degradation
There are no goons. The goons' 0.0 dream is over.
"Progodlegend said the goal of N3 is to destroy Goonswarm Federation, but in reality NCdot is in Fountain due to the fact it is virtually the last place there is action." ~NC., Fountain 2013 |

Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 15:50:00 -
[16] - Quote
Tippia wrote:Then they would have to be 100% effective, not offer degradation like they do now.
The reason ECM is chance-based is because it only has two states: either you can lock or you can't. So to create different degrees of effect, they employ chance and statistics GÇö you are only locked out x% of the time, rather than having your locking ability be reduced by x%.
Compare this to other ewar: TPs makes you a certain percentage easier to hit, not a guaranteed hit for a certain percentage of the time; TDs reduces your guns' hit chance and range by a certain percentage, rather than simply make a percentage of your shots misses, no matter what the circumstances are.
Or, to use a more closely related module, if you wanted webs to be chance based, they would have to instantly reduce your speed to 0 for a percentage of the time, rather than reduce the speed by some percentage all the time. So by the same token, scrams and disruptors would have to apply infinite scram strength a percentage of the time, rather than just reduce your warp stability by a point or three all the time.
Of course, since degraded performance is a far better mechanism than a binary one with only statistic gradation, the module you are trying to use as a template is actually the one that should be changed so it works like all other typesGǪ
In short, hell no.
how about something like: 80% chance to point. If pointed then good done....If not...reroll until pointed have skills and modules increase this. lower cycle time for rerolls to balance accordingly |

Tippia
Sunshine and Lollipops
16520
|
Posted - 2013.09.19 15:51:00 -
[17] - Quote
Oswald Bolke wrote:I don't think it's stupid really. to me i makes sense. everything else has a skill attached to it for hit chance, so why not this? Because nothing else has a skill attached to it for hit chance with the exception of ECM, so really, it's ECM that should be brought into the fold rather than have its horrible mechanics spread to other modules.
Quote:how about something like: 80% chance to point. If pointed then good done....If not...reroll until pointed have skills and modules increase this. lower cycle time for rerolls to balance accordingly How about something like this: 100% chance to point. Have skills and modules that let you apply this chance farther out, like with all other ewar (except that one type that is horribly designed). GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Schmata Bastanold
Czerka. WHY so Seri0Us
941
|
Posted - 2013.09.19 15:53:00 -
[18] - Quote
But why? I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

Krixtal Icefluxor
INLAND EMPIRE Galactic
45183
|
Posted - 2013.09.19 15:54:00 -
[19] - Quote
Oswald Bolke wrote:wow I poked a beehive on this one...nice discussion of flame here
so much for rational discourse
adhominim away!
Post somewhere besides GD then. I'm wearing a hazmat suit atm. |

Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 15:56:00 -
[20] - Quote
Tippia wrote:Oswald Bolke wrote:I don't think it's stupid really. to me i makes sense. everything else has a skill attached to it for hit chance, so why not this? Because nothing else has a skill attached to it for hit chance with the exception of ECM, so really, it's ECM that should be brought into the fold rather than have its horrible mechanics spread to other modules. Quote:how about something like: 80% chance to point. If pointed then good done....If not...reroll until pointed have skills and modules increase this. lower cycle time for rerolls to balance accordingly How about something like this: 100% chance to point. Have skills and modules that let you apply this chance farther out, like with all other ewar (except that one type that is horribly designed).
thats not bad, lower the range a bit and allow modules.
It's a thought yeah |

Drax Concrilla
Rifterlings Point Blank Alliance
72
|
Posted - 2013.09.19 15:59:00 -
[21] - Quote
-1/10
In the long line of bad ideas I've had the misfortune of hearing, this is one of the worst.
I love how the justification is to, "make it more skill based", because we all know how skill based RNG is right? |

SpoonRECKLESS
LOGI R Us
40
|
Posted - 2013.09.19 16:04:00 -
[22] - Quote
I didn't even need to read what you posted. I read everyone elses post and they are right you are wrong.Like I always say to avoid being gank don't be afk try to watch local have a tank, and don't fly what you can't afford to lose. In the end you will get ganked if they are very well organized group. Blue
|

Tippia
Sunshine and Lollipops
16520
|
Posted - 2013.09.19 16:09:00 -
[23] - Quote
Oswald Bolke wrote:thats not bad, lower the range a bit and allow modules. No. Just add falloff on top of the range, like with everything else. So 24km optimal, 25km falloff for a T2 disruptor. 10+12 for a T2 scram.
Can't wait to fly my Lachesis, applying 3-point scrambling out to 85km. 
GǪor just leave it because there's no real reason to change it to begin with. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 16:12:00 -
[24] - Quote
Tippia wrote:Oswald Bolke wrote:thats not bad, lower the range a bit and allow modules. No. Just add falloff on top of the range, like with everything else. So 24km optimal, 25km falloff for a T2 disruptor. 10+12 for a T2 scram. Can't wait to fly my Lachesis, applying 3-point scrambling out to 85km.  GǪor just leave it because there's no real reason to change it to begin with.
falloff would be interesting...yeah but I would more mean something like:
20KM falloff for a disrupt (maybe 25+ for a TechII) 10KM 100% chance optimal
skills and modules increase optimal
so yes, you could make a super long range gank boat, but you would pay for it in slots for other stuff. could be interesting to see gang with one ship with little tank or guns, but with long range and buddies to support |

War Kitten
Panda McLegion xXPlease Pandemic Citizens Reloaded Alliance.Xx
3552
|
Posted - 2013.09.19 16:23:00 -
[25] - Quote
Oswald Bolke wrote:All other Ewar is, your damps don't always land.
What I mean is what if we make scram chance be a skill based thing, and also depend on modules installed and meta of the modules.
For example:
-Different metas have higher chance -low slot modules to increase chance
Your premise is flawed; only ECM is chance based. All other ewar works when it is on.
Your idea is bad; chance based tackling would just ensure larger gangs blobbing for tackles or multiple points on ships and help kill smaller gang and solo pvp.
People bad at the game would randomly escape when tackled sometimes, but I don't see that as any kind of positive impact, merely a random one. If you randomly pat your dog on the head and scratch behind his ears when he ***** on the carpet, and scold him at other times, he's only going to learn slower than if his actions had predictable consequences.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

Tuggboat
Oneida Inc.
24
|
Posted - 2013.09.19 16:26:00 -
[26] - Quote
Chance is inherent in risk. Risk itself implies a range of probabilities. by considering such a proposal your actually talking about managing risk.
Now why would a gaming company like EVE want to manage risk when its all supposed to be about danger? All gaming companies make their livelihoods of of creating fun. fun is not the same as danger though, Can fun be dangerous, of course. What a game sells us is actually a sliding scale, at the one extreme we could call it entertainment, the other end lets call it excitement. Entertainment is more like watching a movie, our attention is only partially required and there's very little risk. Were killing time, relatively relaxed. What separates the two? I'd say its up for discussion but if it was a mathematical formula, I'd put forward that the terms are engagement and risk.
EVE has High amounts of both. That adrenaline we feel nowhere else is actually engagement by the large amounts of ourselves time and aspirations invested in a symbol we call our ship. We can limit our own engagement. Commonly we fly less expensive ships to do this. Or more expensive to increase it.
Now what are we trying to do when we plan fleet doctrines, fittings, FOTM, battles or any activities at all or even mining? All of us in some way are trying to manage risk by decreasing the probability that an enemy will take away whats responsible for our our engagement. We don't want to lose our source of engagement if we can help it at all. If we are not engaged, we are not excited and we are having very little fun.
so excitement = engagement/risk lets say risk of loss is between 0 and 1, like a percentage and engagement level 1is equal to 10 million isk, 100 million isk is 10 etc. In truth the engagement scale is not a straight slope, more likely exponential or logarithmic but you get the drift for illustration.
I jump a BC though a gate, its worth a hundred million, my engagement is 10. I know I'm probably jumping into a superiority engaged bubbled gate-camp. The probability that I will be relieved of what is causing me engagement is very high. In my case 95% or .95.
excitement = 10/.95 = 10.5.
Now lets put a 50% chance of losing a ship due to chance based scram mechanics.
excitement = 10/.47 = 21.27.
My fun just doubled because my fate was not sealed.
This would have negative effects? How much more traffic into low sec and null would result if going there was twice as much fun as it is now? This would drastically alter the balance of the game in both positive and negative w |

Sura Sadiva
Entropic Tactical Crew
618
|
Posted - 2013.09.19 16:27:00 -
[27] - Quote
Oswald Bolke wrote:wow I poked a beehive on this one...nice discussion of flame here
so much for rational discourse
adhominim away!
That's cause what you said is kinda like a blasphemy :)
chance based factors in an open pvp envinroment with fill loot hardly will be accepted by the players and balanced properly. ECM already are problematic for the same reason. Go figure modules crucial for PVP engagment like scramblers and disruptors...
|

Tippia
Sunshine and Lollipops
16520
|
Posted - 2013.09.19 16:30:00 -
[28] - Quote
Oswald Bolke wrote:falloff would be interesting...yeah but I would more mean something like:
20KM falloff for a disrupt (maybe 25+ for a TechII) 10KM 100% chance optimal GǪexcept that there's no reason to reduce the range. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Solstice Project
I'm So Meta Even This Acronym
3962
|
Posted - 2013.09.19 16:30:00 -
[29] - Quote
I like how the OP displays his cluelessness in such a serious manner. |

March rabbit
epTa Team Inc.
754
|
Posted - 2013.09.19 16:31:00 -
[30] - Quote
Bienator II wrote:points are such an important part of pvp that i would probably stop playing as soon they work like ECM. There is no room for random in a competitive environment. mmm... i dunno about your game but in EVE lots of stuff has RNG inside: warp-in point, damage application, ECM, .... |

Tuggboat
Oneida Inc.
24
|
Posted - 2013.09.19 16:32:00 -
[31] - Quote
[quote=Tuggboat]Chance is inherent in risk. Risk itself implies a range of probabilities. by considering such a proposal your actually talking about managing risk.
Now why would a gaming company like EVE want to manage risk when its all supposed to be about danger? All gaming companies make their livelihoods of of creating fun. fun is not the same as danger though, Can fun be dangerous, of course. What a game sells us is actually a sliding scale, at the one extreme we could call it entertainment, the other end lets call it excitement. Entertainment is more like watching a movie, our attention is only partially required and there's very little risk. Were killing time, relatively relaxed. What separates the two? I'd say its up for discussion but if it was a mathematical formula, I'd put forward that the terms are engagement and risk.
EVE has High amounts of both. That adrenaline we feel nowhere else is actually engagement by the large amounts of ourselves time and aspirations invested in a symbol we call our ship. We can limit our own engagement. Commonly we fly less expensive ships to do this. Or more expensive to increase it.
Now what are we trying to do when we plan fleet doctrines, fittings, FOTM, battles or any activities at all or even mining? All of us in some way are trying to manage risk by decreasing the probability that an enemy will take away whats responsible for our our engagement. We don't want to lose our source of engagement if we can help it at all. If we are not engaged, we are not excited and we are having very little fun.
so excitement = engagement/risk lets say risk of loss is between 0 and 1, like a percentage and engagement level 1is equal to 10 million isk, 100 million isk is 10 etc. In truth the engagement scale is not a straight slope, more likely exponential or logarithmic but you get the drift for illustration.
I jump a BC though a gate, its worth a hundred million, my engagement is 10. I know I'm probably jumping into a superiority engaged bubbled gate-camp. The probability that I will be relieved of what is causing me engagement is very high. In my case 95% or .95.
excitement = 10/.95 = 10.5.
Now lets put a 50% chance of losing a ship due to chance based scram mechanics.
excitement = 10/.47 = 21.27.
My fun just doubled because my fate was not sealed.
This would have negative effects? How much more traffic into low sec and null would result if going there was twice as much fun as it is now? This would drastically alter the balance of the game in both positive and negative ways turning simple wants into needs of whats usually held by an opposing side and increasing conflict.
|

Herzog Wolfhammer
Sigma Special Tactics Group
3408
|
Posted - 2013.09.19 16:36:00 -
[32] - Quote
Ah this is another thing that boils down to a binary outcome (works entirely or does not) versus chance/skill based with a result of degradation or complete shutdown.
To be more accurate, it's more like "chance based skill influenced".
So there is no across the board consistency, but that does not appear arbitrary.
Some would like to see warp bubbles become more chance/skill based. A web/scram not working every time would certainly mix things up a bit.
But there are double edge swords to contend with.
Perhaps that stab would be chance-based and skill influenced as well?
I don't think there are solutions to such ideas as a change. If warp scramming or webbing were chance-skill based, then the instalocking boosted interceptor would also be equipped and flown by someone who is also just as much an ace at successful scramming such that only a ship specifically geared to escape could do so.
Therefore, you could end up in a situation where you would end up needing to fill the entire rack of lows with stabs just to escape one ship.
And when that starts happening, there will be more than one ship.
Let ships dial in system to system warp to and any "landing celestial" that the pilot targets (such as in Star Trek for example) and all this bubble/scram/stab stuff goes out the window. The bubble is replaced by the combat probe, and people will start earning their food.
Until then, we are just aiming our streams into the wind.
|

Kitty Bear
Disturbed Friends Of Diazepam Disturbed Acquaintance
825
|
Posted - 2013.09.19 16:43:00 -
[33] - Quote
ElQuirko wrote:What if? Well, it'd be a f*** awful idea.
but people quite happily offer this system as a change to the other binary ewar system in the game ECM
why is it so good a proposal for ecm, but bad for prop disruption ...
|

Donbe Scurred
University of Caille Gallente Federation
218
|
Posted - 2013.09.19 16:44:00 -
[34] - Quote
You sure don't sound like a Brave Newbie, I hope they kick you for posting this drivel. |

Sky' Darkstar
Dark Star Operations.
5
|
Posted - 2013.09.19 16:45:00 -
[35] - Quote
What if mining laser yields were chance based?
What if mission rewards were chance based?
What if getting the actual finished product after an industry job cycle was chanced based?
What if getting the listed bounty on the juicy rat in null was chance based?
What if receiving the item you just bought from the market was chance based?
I mean, invention stuff is chance based, so it makes sense right?
-Sky' |

Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 16:55:00 -
[36] - Quote
Sky' Darkstar wrote:What if mining laser yields were chance based?
What if mission rewards were chance based?
What if getting the actual finished product after an industry job cycle was chanced based?
What if getting the listed bounty on the juicy rat in null was chance based?
What if receiving the item you just bought from the market was chance based?
I mean, invention stuff is chance based, so it makes sense right?
the only thing I see there is the fact that those are all non PVP exercises
except for the market.
and sometimes that is
lol scamming anyone? 
|

Oswald Bolke
Brave Newbies Inc. Brave Collective
2
|
Posted - 2013.09.19 17:00:00 -
[37] - Quote
Donbe Scurred wrote:You sure don't sound like a Brave Newbie, I hope they kick you for posting this drivel. Cut down on the ganking? That sounds brave.  I don't gank often, but when I do, I don't even need a disruptor or scrambler 
your prolly the guy camping stations in the tornado
I get it. and even if it was chance based I'd still throw away hero tackle ships for sure. Nothing would change. just because you want tacking to have a different mechanic dosen't mean "your not brave"
don't confuse that with cowardice.
|

Mayhaw Morgan
State War Academy Caldari State
137
|
Posted - 2013.09.19 17:09:00 -
[38] - Quote
Lykouleon wrote:You posted something exceptionally stupid and expected people to not come out of the woodworks to call you out on it?
The OP wasn't exceptionally stupid. It was exceptionally threatening to the way you currently play the game. There is a huge difference between those two things and knowing and accepting the difference is one of the key differences between being a child and being an adult. He said something you didn't like so you're throwing a tantrum. He's not stupid.
...
On topic: without interdiction, how would people with more skillpoints/"friends" be able to hold your spaceship down, beat you up, and take all your stuff? And, if they couldn't hold you down, beat you up, and take your stuff, then what point would there be to playing EVE Online? |

samualvimes
Quantum Cats Syndicate Samurai Pizza Cats
84
|
Posted - 2013.09.19 17:24:00 -
[39] - Quote
Oswald Bolke wrote:Tippia wrote:Oswald Bolke wrote:I don't think it's stupid really. to me i makes sense. everything else has a skill attached to it for hit chance, so why not this? Because nothing else has a skill attached to it for hit chance with the exception of ECM, so really, it's ECM that should be brought into the fold rather than have its horrible mechanics spread to other modules. Quote:how about something like: 80% chance to point. If pointed then good done....If not...reroll until pointed have skills and modules increase this. lower cycle time for rerolls to balance accordingly How about something like this: 100% chance to point. Have skills and modules that let you apply this chance farther out, like with all other ewar (except that one type that is horribly designed). thats not bad, lower the range a bit and allow modules. It's a thought yeah
Why are you trying to fix possibly one of the most UN-broken mechanics in the game? |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3438
|
Posted - 2013.09.19 17:34:00 -
[40] - Quote
Mayhaw Morgan wrote:Lykouleon wrote:You posted something exceptionally stupid and expected people to not come out of the woodworks to call you out on it? The OP wasn't exceptionally stupid. It was exceptionally threatening to the way you currently play the game. There is a huge difference between those two things and knowing and accepting the difference is one of the key differences between being a child and being an adult. He said something you didn't like so you're throwing a tantrum. He's not stupid. ... On topic: without interdiction, how would people with more skillpoints/"friends" be able to hold your spaceship down, beat you up, and take all your stuff? And, if they couldn't hold you down, beat you up, and take your stuff, then what point would there be to playing EVE Online?
No this idea is really extremely stupid, soaring above harryscale. Supporting his idea makes you a harry too, completely clueless of how this game even works. I understand that you are only familiar with being a victim, and laying the blame to others having more SP/friends for being a bad spaceship pilot doing stupid things in a failfit in hisec, but tackling is the crux of every PVP engagement in this game.
If people can't pin each others down in combat reliably, the outcome of the engagement is no longer decided by skill, but RNG.
. |

Tuggboat
Oneida Inc.
24
|
Posted - 2013.09.19 17:59:00 -
[41] - Quote
I'm looking at range also, Infact these first ideas on the nature of fun produced range based fruit but not on the warp disruptive. If the gates themselve dropped you in a spere larger than the current 12-15 km you start increasing chances of survival, possibly decreasing risk. The decrease in probability would have to do with calculating a comparisons of volumes inside a sphere. As the radius increases, the probabilities would at some point fall too rapidly. But it could be a way to adjust risk also. skill based disrupter range, rnd scrams, gate diameters, agility even all affect probabilities of getting pinned. |

Metal Icarus
Dirt Nap Squad Dirt Nap Squad.
626
|
Posted - 2013.09.19 18:34:00 -
[42] - Quote
Wrong thread...
Chance based warp disruption belongs in: https://forums.eveonline.com/default.aspx?g=posts&t=272809&find=unread |

Tuggboat
Oneida Inc.
24
|
Posted - 2013.09.19 19:22:00 -
[43] - Quote
Thats a joke thread. Jokes are fun. Engagement level is pretty high, risk, but only to your ego, moderately low. This could belong in features and ideas though its more fun here since more are engaged. |

Mr Pragmatic
651
|
Posted - 2013.09.19 19:35:00 -
[44] - Quote
I like this idea. Because it goes against the main stream. Anything main stream here is inherently pig headed.
"Omg you'll ruin my easy ganks OMFgWTfBbQ, Rage quits" *eats cheetos and mountian dews* "Freaking noobs suggesting good ideas" -Typical forum warrior. Super cali hella yolo swaga dopeness. -á-Yoloswaggins, in the fellowship of the bling. |

Sergeant Acht Scultz
School of Applied Knowledge Caldari State
1224
|
Posted - 2013.09.19 20:22:00 -
[45] - Quote
Quote:So what If warp scram and warp disruption was chance based?
Level of tears would be so hard no noah's ark would be big or strong enough to get us sorted. *removed inappropriate ASCII art signature* - CCP Eterne |

Bienator II
madmen of the skies
2034
|
Posted - 2013.09.19 20:44:00 -
[46] - Quote
Oswald Bolke wrote:Bienator II wrote:points are such an important part of pvp that i would probably stop playing as soon they work like ECM. There is no room for random in a competitive environment. I'm talking skill based not random here.
you are talking chance based, which is random eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
|

ISD Tyrozan
ISD Community Communications Liaisons
157

|
Posted - 2013.09.19 20:59:00 -
[47] - Quote
Thread has been moved to Features & Ideas Discussion. ISD Tyrozan Captain Community Communication Liaisons (CCLs) Interstellar Services Department @ISDTyrozan | @ISD_CCL |
|

Rico Minali
The Straw Men
1329
|
Posted - 2013.09.19 21:00:00 -
[48] - Quote
The only chance based Ewar are ecm. As for the idea, well it would make for less pvp and you would have to make stabs chance based too. Trust me, I almost know what I'm doing. |

Tuggboat
Oneida Inc.
24
|
Posted - 2013.09.19 21:50:00 -
[49] - Quote
What are the chances that any type of ewar will be present? Fleet composition affects all manner of probability, ecm is just like any other factor, its not in isolation but part of a whole system in conflict with another system, the whole of the two we call an engagement.
ECM is RND but it affect OFFENSIVE capabilities of the targeted fleet. RND scram/dis affects DEFENSIVE. In ECM the defender is altering the enemies offense, but ECM not only effect targeting of guns but all modules dependent on targeting such as warp disruption reseboes, remote reppers to name a few. Here if anywhere in these dependencies lie any overpoweredness of ECM.
RND scram/dis would not share these dependencies so design and implementation, management of risk would be a lot more easier to implement and balance.
The comparison going on between ECM and RND disruption is like apples and oranges, at best apples and pomegranates, because they are both red and incidentally pomegranates are also called love apples. There the similarity ends and like talking about love apples or red fruits, so does ECMS relevancy simply because the both would have random elements. |

Daichi Yamato
Garoun Investment Bank Gallente Federation
781
|
Posted - 2013.09.19 22:32:00 -
[50] - Quote
makes the game less player skill based and makes it more chance based and character skill based?
no...its much better being based on player skill. Also noob tackling is great for entry level PvP. u've just nerfed the hell out of it. There are no vets in EVE. Only varying levels of Noobery. |

Oswald Bolke
Brave Newbies Inc. Brave Collective
3
|
Posted - 2013.09.19 22:50:00 -
[51] - Quote
but have we?
people keep throwing out the:
"we would nerf PVP" but I think they are saying
"well crap it will nerf one sided ganking!"
Most things I think of as PVP are really arranged fleet battles or semi arranged battles where the majority of people are not tackled and both sides stick around till somebody is thrashed
Let put it this way: Most successful gankers bring overwhelming force to an engagement. A new player can't just decline to fight that attack, or many times have a very good chance to escape. If a Rapier jumps in on them...well you can't always say toodles because A. It's likely faster than you B. It's got waaay more DPS than you and C: he's got more skills and snakes in his head. So it goes blap blap easy kill for the vet with little risk...where the person out there mining, or ratting, or trading all pretty Benin activities gets dragged into PVP really without out any consent. This being said, I get that a lot of players really enjoy being pirates, sure It's fun blowing somebody else up. But why does it have to be a guaranteed thing? I feel like giving some people who are tackled a small chance to not get pointed might make areas formerly off limits or deemed to dangerous or things like solo mining in lowsec maybe a bit more viable. Also, As before more people would mean more chance of a point.
the only thing Gankers and Pirates stand to lose is a few free kills |

Oswald Bolke
Brave Newbies Inc. Brave Collective
3
|
Posted - 2013.09.19 22:52:00 -
[52] - Quote
double post. please delete |

Daichi Yamato
Garoun Investment Bank Gallente Federation
781
|
Posted - 2013.09.19 23:28:00 -
[53] - Quote
so it suits YOUR PvP, but everyone elses has to suffer?
small scale PvP exists. it is very tactical, which means pilot skill is a very big deal. this proposal takes away from that. and no, small scale PvP does not just mean a skilled player ganking a noob or indy pilot. Small scale PvP can happen in a variety of ways, consensual and un-consensual.
Quote: If a Rapier jumps in on them...well you can't always say toodles because A. It's likely faster than you B. It's got waaay more DPS than you and C: he's got more skills and snakes in his head. So it goes blap blap easy kill for the vet with little risk
in this very example ur talkin about a player with a lot of skills attacking someone with fewer skills. but have somehow missed that under ur propsal this high skilled player will have an overwhelmingly better chance of holding point over the lesser skilled player. so the newer player has even LESS of a chance to fight back and the older player has even LESS risk because even when the newer player tries to tackle him, he still has a better chance of escaping than the noob.
all ur idea hopes to achieve is to allow ppl who dnt want to fight to escape more easily. and ur pushing this despite the obvious flaws of:
1) giving even more power to vets 2) ruining noob tackling 3) lessening the power of good tactical play.
the idea is BAD.
if u really want ur attackers point to work by chance, use ECM drones... There are no vets in EVE. Only varying levels of Noobery. |

Tuggboat
Oneida Inc.
24
|
Posted - 2013.09.19 23:54:00 -
[54] - Quote
I see this about new versus old, I mentioned about targeting based modules being affected by ecm. Targeting also affects tackling, skill que based skills for targeting speed sig radius also effect chance to tackle. Agility and speed can break a tackle therefore the affect the chance to stay tackled.
Which brings me to another question. Would a chance based scram still hold lock on the next cycle? or are we talking about not only initiating tackle but holding it? If so I think cycle duration would be another tool to manage risk. Undoubtedly there's a point that risks drops to0 low. When it does it drops to entertainment level instead of excitement. Example of entertainment are mining and missions.
The small gang components are well thought out but multiple tackles or even double disruptors could solve the problem. I've just seen a flood of midslots into many ships. why just double web when you could double scram unless the added risk by sacrificing a midslot is to0 high to accept. I really doubt it though. so many doubled up mids out there. Sure most are to decrease risk but as I said before decreasing risk increase the odds of survival and if those odds are more acceptable and balanced, overall the game would be more fun in more circumstances. |

Ludi Burek
Toilet Emergency JIHADASQUAD
253
|
Posted - 2013.09.20 02:14:00 -
[55] - Quote
I propose we make locking other ships chance based. A very low chance!!!
Make it skill based. Yes. |

Elvis Preslie
NRDS Securities Apocalypse Now.
36
|
Posted - 2013.09.20 02:58:00 -
[56] - Quote
NO, tactics should be used instead of chance:
If you get scrammed with +2 scram strength and you counteracted at least 50% of those points with a stab (-1) then your MWD should still work BUT your warp should NOT, as you have done so and counteracted HALF of the scram strength being thrown at you. This would require both the scrambler and scramblee to use tactics to keep them scrammed and to keep from being scrammed.
This is logical.
Also, since you gave us skills to decrease chances of being jammed with ecm (sensor compensations) then give us warp scramble compensation skills, based on our ships (i.e. minmatar warp scramble compensation), which give us a HALF a point (-0.5) or something for each ship of that race per skill level, maybe even just a quarter of a point (-0.25) idk; you guys can debate this part.
I have made this suggestion in its own thread TWO TIMES over the past couple years but people were ignorant then. im surprised your thread has gotten this far WITHOUT being logical. Figures. |

enigma marine
The Lollipop Guild Brave Collective
0
|
Posted - 2013.09.20 03:17:00 -
[57] - Quote
So I'm sitting in a small FW plex, in my Blaster Harpy; Waiting for some fool to warp in. I see an INSlicer on dscan at the gate. he hasn't left, he might come in! I overheat my guns, scram, and MASB. Luckily, i have quick fingers and manage to catch the bastard on the warp in with my scram; But my scram fails, and soon he has burned out of range of my scram. I quickly realize if i dont get out quick i will soon melt to this Slicer. I overheat my AB ad MASB, hoping for his point to fail, but it doesn't, and im only ever able to burn to 21km from him before he comes around again. Five percent armor, then five percent hull. I sadly warp my pod out and GF in local cursing my luck. I was just RNJesus'd out of a kill, and lost my harpy too.
This is why it is a bad idea, see? I lost a battle I setup to win because of random chance. Nothing to do with ganking. Just simply being outplayed by lady luck. From a fellow Brave, please see why this is a bad idea. |

Aglais
Deep Core Mining Inc. Caldari State
388
|
Posted - 2013.09.20 03:32:00 -
[58] - Quote
Posting in an obvious troll thread.
Jimmies not even rustled, "idea" too unbelievably silly.
Enigma Marine's post though shows us all why the idea is so silly. |

Johan Civire
The Lyran Empire
640
|
Posted - 2013.09.20 04:15:00 -
[59] - Quote
Great idea, I don't like to be ganked but I can feel the tears already this will destroyed what's left off the pirates play style.
So even I hate pirates the don`t deserve this one. Bad idea. |

Mayhaw Morgan
State War Academy Caldari State
138
|
Posted - 2013.09.20 04:59:00 -
[60] - Quote
Daichi Yamato wrote:so it suits YOUR PvP, but everyone elses has to suffer?
Did you mean to say "so it suits YOUR PVP, but I have to suffer?"?
Daichi Yamato wrote:small scale PvP exists. it is very tactical, which means pilot skill is a very big deal. this proposal takes away from that. and no, small scale PvP does not just mean a skilled player ganking a noob or indy pilot. Small scale PvP can happen in a variety of ways, consensual and un-consensual.
How does targeting -> activating interdiction module equate to skill? And, what do you mean by "tactical"? There are many different tactics even for the same exact ship, letalone entire fleets.
Daichi Yamato wrote:Quote:If a Rapier jumps in on them...well you can't always say toodles because A. It's likely faster than you B. It's got waaay more DPS than you and C: he's got more skills and snakes in his head. So it goes blap blap easy kill for the vet with little risk in this very example ur talkin about a player with a lot of skills attacking someone with fewer skills. but have somehow missed that under ur propsal this high skilled player will have an overwhelmingly better chance of holding point over the lesser skilled player. so the newer player has even LESS of a chance to fight back and the older player has even LESS risk because even when the newer player tries to tackle him, he still has a better chance of escaping than the noob. all ur idea hopes to achieve is to allow ppl who dnt want to fight to escape more easily. and ur pushing this despite the obvious flaws of: 1) giving even more power to vets 2) ruining noob tackling 3) lessening the power of good tactical play.
1)How does a new player having to sit there and tank damage FOREVER empower them? You seem to be painting a picture of some new Golden Boy player running up on a savvy low sec pirate and holding him down while barely managing to whittle down his tank and avoid the pirate's fleet/corp/alliance mates, and that's a cool story, but maybe you should log in and play the game to see how that ACTUALLY plays out. Then you might change your opinion. 2)Noobs don't make good tacklers, not even with the current mechanics. They're cannon fodder, very useful cannon fodder performing an invaluable function, but . . . I don't see how they would fare any worse than they do now. The only difference would be that their extra warp disrupt cycles might actually matter and losing them might actually turn the tide of a fight. As it is now, they tend to run up and tackle something for long enough to allow other players to get onto grid. Then they usually explode inconsequentially. If interdiction were chance based, teaching/helping them to stay alive might become an actual priority, because it would increase the odds of maintaining points on the target. 3)"Tactical" play involves using tactics. If every "tactic" involves warp scrambling/disrupting/interdicting your opponent, that might be an indication that interdiction is very heavily weighted in the game, some might even say imbalanced.
Daichi Yamato wrote:if u really want ur attackers point to work by chance, use ECM drones...
If someone wants to fly their internet spaceship around, why shouldn't they be able to just because you say so? Why should they have to carry around such specialized equipment as ECM drones to do that? (Not every ship has a drone bay and not every noob can use ECM drones.) Shouldn't the burden be on the person trying to stop them? And, how much of a burden should stopping someone be? Have you ever tried to stop someone from running away? How about someone bigger? How about a horse? A truck? A freight train?
If you will, search your own personal knowledge base. Is there any equivalent to "tackling" anywhere in your memory of history, militarily, technologically, commercially, biologically? A lion cannot webify a gazelle. An F-15 cannot warp scramble a Mig 29. The police do not bubble a bank robber. A pawn cannot warp disrupt the opposing queen to keep it from moving across the board.
I think that somewhere in MMO history, some dev got pissed off that he couldn't catch and pwn some frisky player and decided he would put in a snare mechanic so that he didn't have to. And now it is standard for every MMO to put mechanics in place to make players "fight honorably" by not moving/running away. |

Cerulean Ice
EVE University Ivy League
42
|
Posted - 2013.09.20 05:46:00 -
[61] - Quote
Most EWAR: As long as you are inside the module's optimal range, it is 100% effective at what it does. If you are outside optimal but inside falloff, it has reduced chance of working (very similar to turret falloff).
Additional for ECM: Rather than a percentage based effect, it compares the Jam Strength to the target's Sensor Strength. This creates a chance for the ECM to work, unless the Jam is stronger than the Sensor. ECM also has the falloff range to worry about.
Warp Jammers: These modules have no falloff. They only have an optimal range. This means they will always land within range, and have zero chance of working beyond that range. However, they also have a unique mechanic. Each warp jammer has a warp jamming strength, which is compared to the warp core strength of the target. It's all or nothing with it, meaning you must have more points of warp jamming than the target has warp core strength in order to prevent a warp.
Warp Scramblers: These specific warp jammers also disable microwarpdrives and microjumpdrives. They do this at the cost of range, thus making it a trade off.
Warp Jammer mechanics, oddly enough, are nearly identical to all other EWAR types already. They do a set effect (1 to 3 points of warp jamming, and scramblers also disable micro warp and micro jump), and it always works within their optimal range. ECM is the only ewar that is not guaranteed to work within optimal, since it compares strength for a chance based thing.
The only way I can see warp jammers working as chance based is to actually use the ECM method. If you have more jam than core strength, it is guaranteed to work (ECM is exactly the same; if the jam is stronger than the sensor it has 100% chance to work within optimal range). This would be exactly as it is now, but with one extra thing. Warp jammers would have a chance to prevent a warp even if the jam strength is less than the core strength. Now, it would likely cause issues with stacking points, since ECM doesn't stack with itself either (they're all calculated separately), and of course warp core stabilizers would have to be reworked to accommodate this.
All in all, this just over-complicates an already simple game mechanic. Leave the complicated maths for the turret accuracy calculations. Warp jammers work just fine as they are.
edit:
Mayhaw Morgan wrote:If you will, search your own personal knowledge base. Is there any equivalent to "tackling" anywhere in your memory of history, militarily, technologically, commercially, biologically? A lion cannot webify a gazelle. An F-15 cannot warp scramble a Mig 29. The police do not bubble a bank robber. A pawn cannot warp disrupt the opposing queen to keep it from moving across the board. I so want to see police bubble a bank robber...
But, none of these are accurate metaphores. This is Internet Spaceships we're talking about. Internet Spaceships aren't lions, F-15s, police, or pawns... well, they can be pawns, but not chess board pawns. Wavy-hand science, the most important kind of science, can let us do anything.  |

Cannibal Kane
Somali Coast Guard Authority
2405
|
Posted - 2013.09.20 06:15:00 -
[62] - Quote
Everytime I see somebody post crap like this I do some searching on Killboards. And then discover why post like these exist. "I saw him fight by the monument in Jita. -áHe flowed in his Machariel like a Shinto spirit, 800MM shells sprouting in his passing. -áHis hair flowed in the corona of his target's warp core breach. -áIt was truly majestic. -áAnd while everyone stared in awe I stole the loot and ran off.-áBecause I am like that." --áNEONOVUS |

Fia Magrath
The Clown Inquisition
9
|
Posted - 2013.09.20 06:25:00 -
[63] - Quote
i got a better idea, how about we remove the warp disrupt/scram modules all together and instead make it impossible to warp or use a jump gate while in combat? |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3452
|
Posted - 2013.09.20 10:20:00 -
[64] - Quote
Some other well-thought suggestions to reduce the playability of EVE Online:
- docking is random, say you have a 30% chance of successs (skill based) - stargates port you to random systems (skill reduces distance) - random amount of ISK is reduced from your wallet on every purchase transaction - CONCORD randomly pods bypassers (this simulates RL) - PLEX has a random change of getting destroyed when you attempt to add game time to account - implants are randomly destroyed when plugging them in
. |

Debora Tsung
The Investment Bankers Guild
446
|
Posted - 2013.09.20 11:30:00 -
[65] - Quote
Oswald Bolke wrote:wow I poked a beehive on this one...nice discussion of flame here
so much for rational discourse
adhominim away!
Do you remember the time (back in the day) shortly before the release of Bethesda's "The Elder Scrolls IV - Oblivion" game?
How everyone would hype it to the skies, and then suddenly there was this one post in the forum (not this one) which said "the games performance on the XboX360 is not optimal" and suddenly all the flames of the internet came and devoured the thread?
Do you??
Well the thing is, this forum does not contain ALL the flames of the internet, but we sure can make it look like it did.  Stupidity should be a bannable offense.
Also This --> https://forums.eveonline.com/default.aspx?g=posts&t=216699
Please stop making "afk cloak" threads, thanks in advance. |

Jayne Fillon
Sanctuary of Shadows Renegade Alliance
94
|
Posted - 2013.09.20 11:45:00 -
[66] - Quote
A more hilarious idea than this would be to give warp scramblers and disruptors a fall off range.
Oh how the tears would flow.
   Can't shoot blues if you don't have any. Long Live NPSI. |

Sura Sadiva
Entropic Tactical Crew
618
|
Posted - 2013.09.20 11:50:00 -
[67] - Quote
Oswald Bolke wrote: Most successful gankers bring overwhelming force to an engagement. A new player can't just decline to fight that attack, or many times have a very good chance to escape.
Hardly anyone could consider fun or accettable in EVE to have a PVP engagment outcome entirely (whould be so) dependent on a single dice roll.
So, if you want to call for more limits to ganking or non-consnesual PvP I sugegst to try something less direct and more sneaky, like:
"updating local to remove cloacking AFK influences and improving PvP" "increasing locking time for a better PvP esxperience"
and so on
|

Daniel Plain
Science and Trade Institute Caldari State
1479
|
Posted - 2013.09.20 12:14:00 -
[68] - Quote
i've been thinking about this issue for quite a while now. my initial idea was to somehow make warping away less binary, but by now i am convinced that there is no good way to do it. my best proposal so far is to turn warp strength and disrupt strength into floating point numbers and giving scramblers and disruptors a falloff. for example, a frigate would have 0.8 base warp strength and a warp disruptor would have 15km optimal with disruption strength of 1.0 and another 10km falloff where the disruption strength would degrade to 0.5. this means somewhere in the middle of the falloff, the frigate would be actually able to warp away.
with this change, you could add warp core strength as another balancing factor. for example, whereas battlecruisers have a baseline strength of 1.5, battleships are at 1.9 and cannot be kited as easily.
"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings" -MXZF |

Silvetica Dian
Manson Family
87
|
Posted - 2013.09.20 13:30:00 -
[69] - Quote
Oswald Bolke wrote:Tippia wrote:Then they would have to be 100% effective, not offer degradation like they do now.
The reason ECM is chance-based is because it only has two states: either you can lock or you can't. So to create different degrees of effect, they employ chance and statistics GÇö you are only locked out x% of the time, rather than having your locking ability be reduced by x%.
Compare this to other ewar: TPs makes you a certain percentage easier to hit, not a guaranteed hit for a certain percentage of the time; TDs reduces your guns' hit chance and range by a certain percentage, rather than simply make a percentage of your shots misses, no matter what the circumstances are.
Or, to use a more closely related module, if you wanted webs to be chance based, they would have to instantly reduce your speed to 0 for a percentage of the time, rather than reduce the speed by some percentage all the time. So by the same token, scrams and disruptors would have to apply infinite scram strength a percentage of the time, rather than just reduce your warp stability by a point or three all the time.
Of course, since degraded performance is a far better mechanism than a binary one with only statistic gradation, the module you are trying to use as a template is actually the one that should be changed so it works like all other typesGǪ
In short, hell no. how about something like: 80% chance to point. If pointed then good done....If not...reroll until pointed have skills and modules increase this. lower cycle time for rerolls to balance accordingly
it ain't broken dude.
|

Drake Doe
SVER True Blood Public Disorder.
272
|
Posted - 2013.09.20 13:40:00 -
[70] - Quote
I could live with this if it means I have a chance to point with a t2 warp scrambler at 18km or however far it's falloff would be and still point everytime within 9km I could live with that. "The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! *pops more corn*" ---Evernub-- |

Lilliana Stelles
900
|
Posted - 2013.09.20 13:48:00 -
[71] - Quote
At first, this sounded like an okay idea. Then, I think about how many kills I've lost to ewar/neuts/burning away/station games/etc.
It's easy enough to get away already. Unless tacklers get a new tool to make up for it, this would seriously cripple the amount of kills occurring universe-wide, and therefore hurt the economy. Not a forum alt.-á |

BigSako
Burning Napalm Northern Coalition.
85
|
Posted - 2013.09.20 15:46:00 -
[72] - Quote
The only ewar mod that is chance based is ECM, every other mod is not chance based, but based on optimal range + falloff (e.g. target painters, tracking disruptors, sensor disruptor ...).
if you want to defend against being warp scrambled/disrupted, there are several ways to do that. One is warp core stabs, others are energy neuts or a jamming mod.
The best way to defend against getting warp scrambled/disrupted is being smart about how you fly your ship and be awake. |

Tuggboat
Oneida Inc.
24
|
Posted - 2013.09.20 17:17:00 -
[73] - Quote
Range based with falloffs are going to change kiting.
I'm still with chance based even though range was my first idea too. I overall like the idea of reducing the risk, still think the game would be more fun with it
I like the the 80% chance, no reason it has to be 50/50 or anywhere near there. Whatever increases the odds of survival.
Floating point disruption mechanics seem ok, , with warp disrupter upgrades for the lows and a few new skills, or even conversion of the old one to chance instead of capacitor they would work like a lot of other systems
How about converting it to a high slot? I always feel like I been hit with a gun more-so than any turret ever made me feel:) |

Mayhaw Morgan
State War Academy Caldari State
138
|
Posted - 2013.09.20 19:00:00 -
[74] - Quote
BigSako wrote:The best way to defend against getting warp scrambled/disrupted is being smart about how you fly your ship and be awake.
What does being smart or dumb or tall or drunk or bald . . . have to do with my ship being unable to fly away because someone is warp disrupting me? |

Daichi Yamato
Garoun Investment Bank Gallente Federation
784
|
Posted - 2013.09.20 20:30:00 -
[75] - Quote
Mayhaw, u silly.
Mayhaw Morgan wrote:
Did you mean to say "so it suits YOUR PVP, but I have to suffer?"?
The Op was referring to one type of PvP, fleet fights. The vast majority of other PvP uses points, and that is what i was referring to. u fall so short of making a decent retort.
Quote:How does targeting -> activating interdiction module equate to skill? And, what do you mean by "tactical"? There are many different tactics even for the same exact ship, letalone entire fleets.
u must be the type of player that just presses 'approach' and then activates all his modules. thats if u PvP at all.
tactical is micro managing. range control, cap control, traversal control, the timing of mods. Basically individual gameplay all comes under tactical gameplay. its what u get a lot of in small scale fights, where as fleet fights are much less tactical, where u turn up and press F1 at whatever ur FC tells u to target. its not so individual gameplay.
one example of pilot skill and maintaining point being important isa kiting ship engaging a close brawler. the kiter tries to keep his opponent at maximum point range to keep his range advantage. However, this carries the risk that the other player may just stop chasing and turn around. If u dnt notice him change course, u can run urself out of point range and let him free before u make the kill. it takes good PILOT skill to maintain this, it is not something u can train in game. Overheating allows some margin of error, but u cant overheat forever. its something else u must micro manage.
Another example may be, when under neuting pressure, timing the activation of a cap charge moments before the point timer expires. thus ensuring u have some cap, even when heavily neuted, to keep the point running.
pilot skill is a thing, and it exists.
Quote:1)How does a new player having to sit there and tank damage FOREVER empower them? You seem to be painting a picture of some new Golden Boy player running up on a savvy low sec pirate and holding him down while barely managing to whittle down his tank and avoid the pirate's fleet/corp/alliance mates, and that's a cool story, but maybe you should log in and play the game to see how that ACTUALLY plays out. Then you might change your opinion. 2)Noobs don't make good tacklers, not even with the current mechanics. They're cannon fodder, very useful cannon fodder performing an invaluable function, but . . . I don't see how they would fare any worse than they do now. The only difference would be that their extra warp disrupt cycles might actually matter and losing them might actually turn the tide of a fight. As it is now, they tend to run up and tackle something for long enough to allow other players to get onto grid. Then they usually explode inconsequentially. If interdiction were chance based, teaching/helping them to stay alive might become an actual priority, because it would increase the odds of maintaining points on the target. 3)"Tactical" play involves using tactics. If every "tactic" involves warp scrambling/disrupting/interdicting your opponent, that might be an indication that interdiction is very heavily weighted in the game, some might even say imbalanced.
1) its a difficult spot to be in, and theres not much u can do. The vet rapier is always going to have more control than some noob 1v1. so instead of wandering around alone, why doesn't he work with his friends, tackle the rapier (or at least try) and turn the tables.
2) just holding something on grid until a meatier ship can arrive is very useful. after that the tackler has done his job and will be praised. if he dies, we replace his ship and he still gets on the KB of something more expensive than him. if he doesnt die, great. if warp disruption chance becomes skill based, then noob tacklers will have the worst possible chance, making many of their efforts futile. it will not increase their survivability seeing as they will be ordered to keep trying to tackle until the big guns arrive or they die. noob tacklers are not put into inexpensive ships for nothing.
3) disrupting warp is imbalanced? i dnt even know where to begin. if there was no point, anyone could warp away the second they feel like they are losing. it is essential to prevent someones escape if u cannot alpha them in an instant. if ur THAT afraid of point, fit warp core stabs in all ur ships. failing that, stay away from all other players. this game doesnt seem to be for u at all
There are no vets in EVE. Only varying levels of Noobery. |

Daichi Yamato
Garoun Investment Bank Gallente Federation
784
|
Posted - 2013.09.20 20:41:00 -
[76] - Quote
Quote:If someone wants to fly their internet spaceship around, why shouldn't they be able to just because you say so? Why should they have to carry around such specialized equipment as ECM drones to do that? (Not every ship has a drone bay and not every noob can use ECM drones.) Shouldn't the burden be on the person trying to stop them? And, how much of a burden should stopping someone be? Have you ever tried to stop someone from running away? How about someone bigger? How about a horse? A truck? A freight train?
If you will, search your own personal knowledge base. Is there any equivalent to "tackling" anywhere in your memory of history, militarily, technologically, commercially, biologically? A lion cannot webify a gazelle. An F-15 cannot warp scramble a Mig 29. The police do not bubble a bank robber. A pawn cannot warp disrupt the opposing queen to keep it from moving across the board.
I think that somewhere in MMO history, some dev got pissed off that he couldn't catch and pwn some frisky player and decided he would put in a snare mechanic so that he didn't have to. And now it is standard for every MMO to put mechanics in place to make players "fight honorably" by not moving/running away.
this really solidifies that u dnt get eve.
the burden IS on the attacker, he must fit a point. a module that is CPU and capacitor intensive, uses up a slot and has no other purpose other than to keep the opponent on grid (save for the scram turning off mwd's). they dnt even affect the speed of ur ship.
the defender can fit warp core stabs to counter it. its not that hard.
as for tackling or lack there of in other games and scenarios, u may try and tackle vehicle by destroying/shooting its propulsion system. this is not yet a feature in eve, but it happens in other games and i suppose in RL. in other MMO's and games all ur opponents are in an enclosed arena. some games even have u die if u try to leave. this is not the case in eve, with uncountable grid possibilities, ur target has limitless places to warp to at the push of a button. keeping him on grid with u is very important for locking them into any kind of fight.
honor has nothing to do with it. this is eve.
if u dnt get it by now, then i'm sorry. i give up on u.
There are no vets in EVE. Only varying levels of Noobery. |

Busta Rock
The DawnSoarers
18
|
Posted - 2013.09.20 23:01:00 -
[77] - Quote
how's about making damps, remote sensor boosters, warp disrupters/scramblers and webs actually have a falloff, as opposed to just having a range then nothing. this way, a certain meta item would have an optimal where 100% of it's effect would BE in effect, and of course it would have less effect out to the edge of its' falloff (progressively worse as range increases).
nevermind... I just saw that it had been mentioned elsewhere in the thread. |

Liltha
Lost My Way Enterprises
15
|
Posted - 2013.09.21 03:53:00 -
[78] - Quote
Mayhaw Morgan wrote:[quote=Daichi Yamato]
If you will, search your own personal knowledge base. Is there any equivalent to "tackling" anywhere in your memory of history, militarily, technologically, commercially, biologically? A lion cannot webify a gazelle. An F-15 cannot warp scramble a Mig 29. The police do not bubble a bank robber. A pawn cannot warp disrupt the opposing queen to keep it from moving across the board.
I think that somewhere in MMO history, some dev got pissed off that he couldn't catch and pwn some frisky player and decided he would put in a snare mechanic so that he didn't have to. And now it is standard for every MMO to put mechanics in place to make players "fight honorably" by not moving/running away.
Depends on how specifically you get stuck on the concepts of webbing and scrambling. There is a huge list of things that were developed specifically for the idea of stopping people or preventing them from running away. A short list of examples to follow
Caltrops Spike strips Quick walls (police pull them across the road to make fast roadblocks, name is probably wrong) Any number of various designs of mancatcher Leg irons Weighed Nets Chain weapons and whips could be on here as well in some uses
Depending on how you view it, pit traps and barbed wire could be added to the list, along with any number of weapons designed to disable someone non-lethaly
Armies and Police have always looked for ways to keep their opponents from escaping, this is certainly not an idea that was newly thought up by some game developer
|

Mayhaw Morgan
State War Academy Caldari State
138
|
Posted - 2013.09.21 05:23:00 -
[79] - Quote
Daichi Yamato wrote:The Op was referring to one type of PvP, fleet fights. The vast majority of other PvP uses points, and that is what i was referring to. u fall so short of making a decent retort.
I just re-read the original post and it doesn't seem to be specifically referring to large fleet engagements. Also, the "vast majority" of other PVP is probably overstating it. I've been 1-shotted enough times to know that a point isn't ALWAYS necessary. The only question is: How often is it necessary? I don't think the answer to that question is "the vast majority of times", but I concede it may very well be a majority.
Daichi Yamato wrote:pilot skill is a thing,
Pilot skill is definitely a "thing", but skillpoints are also a thing. Luck is also a thing. Numbers are also a thing. Equipment is also a thing. I am reminded of the verse in Ecclesiastes: "I returned, and saw under the sun, that the race is not to the swift, nor the battle to the strong, neither yet bread to the wise, nor yet riches to men of understanding, nor yet favor to men of skill; but time and chance happeneth to them all."
"player skill" is a great, feel-good narrative for people to tell themselves every time they get a kill. However, unless CCP has made a supernaturally fair and well balanced, perfect game, the "player skill" narrative is not an entirely accurate representation of why engagements are won or lost. Sorry.
Daichi Yamato wrote:if there was no point, anyone could warp away the second they feel like they are losing. it is essential to prevent someones escape if u cannot alpha them in an instant.
So? Are you familiar with the term "guerilla warfare"? In guerilla warfare, you don't even wait to start losing. You just sneak up on them. Hit them as hard as you possibly can. Then, you **** off. With things like cruise missiles and sniper rifles and artillery and land mines, you don't even need to get away, because you are so far away to begin with when the strike is delivered, that you are essentially pre-gone. This idea that your opponent should be forced by game mechanics to stand there and duke it out with you is bewildering to me, honestly, and I think it stems from people's sense of entitlement to being in a "fair" circumstance. So, but, WHY should a gazelle have to stand and fight a lion? WHY should a Mig 29 have to dogfight an F-15? WHY should that bank robber have to take on a city's entire police force? WHY should that pawn be able to disable the queen? And, how easily?
Daichi Yamato wrote:the burden IS on the attacker, he must fit a point . . . the defender can fit warp core stabs to counter it.
Maybe you should compare those two modules. They're not really on par with one another. Maybe if they WERE equally useful . . . |

Roime
Quantum Cats Syndicate Samurai Pizza Cats
3459
|
Posted - 2013.09.21 08:00:00 -
[80] - Quote
Mayhaw Morgan wrote:Daichi Yamato wrote:The Op was referring to one type of PvP, fleet fights. The vast majority of other PvP uses points, and that is what i was referring to. u fall so short of making a decent retort.
I just re-read the original post and it doesn't seem to be specifically referring to large fleet engagements. Also, the "vast majority" of other PVP is probably overstating it. I've been 1-shotted enough times to know that a point isn't ALWAYS necessary. The only question is: How often is it necessary? I don't think the answer to that question is "the vast majority of times", but I concede it may very well be a majority.
It is required every time when your opponent wants to bail out of the battle that is going south form him. This is majority of engagements, people try and will evade ship loss if they can. Hell, it happens all the time even with binary point modules.
You are on to something about 1-shotting- in an EVE with random points, alpha would be the only viable weapon. A smaller ship would never kill a bigger ship. You would always need a gang to kill any stronger ship. No need for ceptors, dictors, hictors or bubbles any more, you can also remove logistics since every fleet is alpha fleet.
Quote:
Pilot skill is definitely a "thing", but skillpoints are also a thing. Luck is also a thing. Numbers are also a thing. Equipment is also a thing. I am reminded of the verse in Ecclesiastes: "I returned, and saw under the sun, that the race is not to the swift, nor the battle to the strong, neither yet bread to the wise, nor yet riches to men of understanding, nor yet favor to men of skill; but time and chance happeneth to them all."
"player skill" is a great, feel-good narrative for people to tell themselves every time they get a kill. However, unless CCP has made a supernaturally fair and well balanced, perfect game, the "player skill" narrative is not an entirely accurate representation of why engagements are won or lost. Sorry.
Yes, luck is always a thing in everything, open world PVP game is not an exception. However a skilled player works to reduce the effect of pure luck, just as player skill is required to take any advantage of SP and equipment. It's less the absolute quality of equipment, than using the right tools properly for a given task.
Quote:So? Are you familiar with the term "guerilla warfare"? In guerilla warfare, you don't even wait to start losing. You just sneak up on them. Hit them as hard as you possibly can. Then, you **** off. With things like cruise missiles and sniper rifles and artillery and land mines, you don't even need to get away, because you are so far away to begin with when the strike is delivered, that you are essentially pre-gone.
RL is lacking one crucial game mechanic- warp drives. There's no button you can push that makes you invulnerable and teleports you to other side of galaxy in seconds. Also, humans don't have much EHP, they tend to get one-shot.
Furthermore guerrilla gameplay already exists in game, bomber and alphanado fleets. Even though bombers often employ tackle
Quote:This idea that your opponent should be forced by game mechanics to stand there and duke it out with you is bewildering to me, honestly, and I think it stems from people's sense of entitlement to being in a "fair" circumstance. So, but, WHY should a gazelle have to stand and fight a lion? WHY should a Mig 29 have to dogfight an F-15? WHY should that bank robber have to take on a city's entire police force? WHY should that pawn be able to disable the queen? And, how easily?
It's not forcing by game mechanics, it's offering the players a chance against the power of warp drives, a basic mechanic. It works in both directions, the opponent also tackles you in engagements and kills you if the cans. I think your opposition to tackle stems from your sense of entitlement to being in a "fair" circumstance.
Basically without points, PVP would be only about getting the lock first and alphaing your enemy before he warps out, engagements lasting always just a few seconds.
Sounds like fun to everyone. . |
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