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MeBiatch
GRR GOONS
1731
|
Posted - 2014.02.12 17:26:00 -
[1] - Quote
How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.
Currently there are several force multiplier mechanics in EvE that offer zero diminishing returns.
One of the most common is Remote Repair modules.
My question is should there be any limits on force multipliers?
One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.
I think it would be fair to say their YES there should be diminishing returns built into any force multiplier in EVE.
Personally I think the best way would be found in Fleet mechanics.
It would be logical that when you are in a fleet you are sharing information about your ship with other ships...
A squad would be the closest connected as there is less ships to monitor and then would go all the way out to non fleet member where critical information is not shared.
So something like Remote Repair would scale without being out of balance.
So now Remote repair for a squad member would be 100% effective then 75% on a wing member then 50% on a fleet member and then 25% on a non fleet member.
This too should also apply for application of damage. Tough I am unsure how this should scale I feel that its just bad that the force multiplier that is "blob" has zero diminishing returns...
i.e its just as effective to shoot one ship with 1 ship as its with over 2000. It would seem reasonable that at a certain point any more ships shooting a single target should just be "overkill" and not be effective at all...
So Great EvE player base should there be a limit on force multipliers or not?
There are no stupid Questions... just stupid people... Winter Expansion new ship request |

War Kitten
Panda McLegion xXPlease Pandemic Citizens Reloaded Alliance.Xx
4998
|
Posted - 2014.02.12 17:33:00 -
[2] - Quote
MeBiatch wrote: i.e its just as effective to shoot one ship with 1 ship as its with over 2000. It would seem reasonable that at a certain point any more ships shooting a single target should just be "overkill" and not be effective at all...
This overkill point is when the combined alpha exceeds the ship's EHP.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

MeBiatch
GRR GOONS
1731
|
Posted - 2014.02.12 17:49:00 -
[3] - Quote
War Kitten wrote:MeBiatch wrote: i.e its just as effective to shoot one ship with 1 ship as its with over 2000. It would seem reasonable that at a certain point any more ships shooting a single target should just be "overkill" and not be effective at all...
This overkill point is when the combined alpha exceeds the ship's EHP.
pretty much eve fights used to be all about dynamics now its more akin to how a tournament fight plays out... There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Obvious Cyno
The Scope Gallente Federation
88
|
Posted - 2014.02.12 19:37:00 -
[4] - Quote
The biggest force multiplier in Eve is knowledge. And that cannot be beaten by numbers. |

MeBiatch
GRR GOONS
1731
|
Posted - 2014.02.12 19:38:00 -
[5] - Quote
Obvious Cyno wrote:The biggest force multiplier in Eve is knowledge. And that cannot be beaten by numbers.
Ever been in a tidi fight? There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Obvious Cyno
The Scope Gallente Federation
88
|
Posted - 2014.02.12 19:43:00 -
[6] - Quote
MeBiatch wrote:Obvious Cyno wrote:The biggest force multiplier in Eve is knowledge. And that cannot be beaten by numbers. Ever been in a tidi fight?
Several.
What I mean by knowledge isnt limited to game mechanics. Stuff like intel also helps. Blindly jumping into a fight yelling 'yolo' will probably end with pointless death. Scouting, gathering intel, knowing what your opponent is capable of. All make a difference. |

Bizzaro Stormy MurphDog
Tribal Liberation Force Minmatar Republic
334
|
Posted - 2014.02.12 19:47:00 -
[7] - Quote
MeBiatch wrote: My question is should there be any limits on force multipliers?
One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.
Yup.
You just need to understand that, all things being equal, the side with more pilots will always win a fight. "Force Multipliers" operate on the assumption that not all of the other things will be equal - they'll have more AHACs than you, but your 6 logistics ships will keep your pilots on the field longer and allow you to win a protracted fight. If they have more pilots than you AND more logi, all other things being equal, you're always gonna lose that engagement.
Force multipliers, by design, only meet their potential if they are not being countered. If the enemy fleet also has logi on the field, and also has ECM boats jamming your logi, and also has SD boats wrecking the lock time of your logi, you are just absolutely outmatched and any cry to "fix" the game mechanics to allow you to win will fall on deaf ears.
I am not an alt of Chribba. |

MeBiatch
GRR GOONS
1731
|
Posted - 2014.02.12 20:37:00 -
[8] - Quote
Bizzaro Stormy MurphDog wrote:MeBiatch wrote: My question is should there be any limits on force multipliers?
One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.
Yup. You just need to understand that, all things being equal, the side with more pilots will always win a fight. "Force Multipliers" operate on the assumption that not all of the other things will be equal - they'll have more AHACs than you, but your 6 logistics ships will keep your pilots on the field longer and allow you to win a protracted fight. If they have more pilots than you AND more logi, all other things being equal, you're always gonna lose that engagement. Force multipliers, by design, only meet their potential if they are not being countered. If the enemy fleet also has logi on the field, and also has ECM boats jamming your logi, and also has SD boats wrecking the lock time of your logi, you are just absolutely outmatched and any cry to "fix" the game mechanics to allow you to win will fall on deaf ears.
i dont think this is about win or loose its about number.
I think it has to do more with enjoyable gameplay.
should more people always be a good thing?
IMO no it should not.
It might be a strategic assest to have more people to attack more objects but this should not mean that more people = win.
There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Caviar Liberta
Moira. Villore Accords
441
|
Posted - 2014.02.12 21:37:00 -
[9] - Quote
MeBiatch wrote: One of the most common is Remote Repair modules.
My question is should there be any limits on force multipliers?
So something like Remote Repair would scale without being out of balance.
So Great EvE player base should there be a limit on force multipliers or not?
ECM is the answer to your question |

Obvious Cyno
The Scope Gallente Federation
88
|
Posted - 2014.02.12 22:15:00 -
[10] - Quote
MeBiatch wrote:Bizzaro Stormy MurphDog wrote:MeBiatch wrote: My question is should there be any limits on force multipliers?
One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.
Yup. You just need to understand that, all things being equal, the side with more pilots will always win a fight. "Force Multipliers" operate on the assumption that not all of the other things will be equal - they'll have more AHACs than you, but your 6 logistics ships will keep your pilots on the field longer and allow you to win a protracted fight. If they have more pilots than you AND more logi, all other things being equal, you're always gonna lose that engagement. Force multipliers, by design, only meet their potential if they are not being countered. If the enemy fleet also has logi on the field, and also has ECM boats jamming your logi, and also has SD boats wrecking the lock time of your logi, you are just absolutely outmatched and any cry to "fix" the game mechanics to allow you to win will fall on deaf ears. i dont think this is about win or loose its about number. I think it has to do more with enjoyable gameplay. should more people always be a good thing? IMO no it should not. It might be a strategic assest to have more people to attack more objects but this should not mean that more people = win. Ccp cannot rewrite simple math friend. |

Infinity Ziona
Drags are Bud
1662
|
Posted - 2014.02.12 22:25:00 -
[11] - Quote
MeBiatch wrote: How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.
Currently there are several force multiplier mechanics in EvE that offer zero diminishing returns.
One of the most common is Remote Repair modules.
My question is should there be any limits on force multipliers?
One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.
I think it would be fair to say their YES there should be diminishing returns built into any force multiplier in EVE.
Personally I think the best way would be found in Fleet mechanics.
It would be logical that when you are in a fleet you are sharing information about your ship with other ships...
A squad would be the closest connected as there is less ships to monitor and then would go all the way out to non fleet member where critical information is not shared.
So something like Remote Repair would scale without being out of balance.
So now Remote repair for a squad member would be 100% effective then 75% on a wing member then 50% on a fleet member and then 25% on a non fleet member.
This too should also apply for application of damage. Tough I am unsure how this should scale I feel that its just bad that the force multiplier that is "blob" has zero diminishing returns...
i.e its just as effective to shoot one ship with 1 ship as its with over 2000. It would seem reasonable that at a certain point any more ships shooting a single target should just be "overkill" and not be effective at all...
So Great EvE player base should there be a limit on force multipliers or not?
Yes there should imo. Or perhaps not a limit but a different way that force multiplication works.
Slowcats are a great example of how force multiplication is out of control. The ability to rep through the damage of 100's of dreads with RR (FM) while assigning drones to a single person to achieve extremely high alpha (FM) shows how FM's can get out of control.
The same goes for links, a 30% buff to 1,000,000 worth of a fleets HP cancels out, but even worse tilts the balance into the favour of the advantaged, against 500,000 worth of the opposing ships HP. It gives the smaller force 150,000 more HP but that's cancelled out by the 300,000 HP granted to the larger fleet. The end result is the links do nothing for the smaller force and end up not being a multiplier but a subtractor.
I like your ideas they would go some way to improving things for the smaller force while reducing bonuses for the force with the advantage. Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |

Jill Chastot
Oath of the Forsaken
215
|
Posted - 2014.02.12 22:30:00 -
[12] - Quote
RR too strong, everyone fly glass cannons.
Gogo stock up on Talos shield fits. https://forums.eveonline.com/default.aspx?g=posts&t=298596&find=unreadOATHS wants you. Come to the WH |

Ptraci
3 R Corporation Boarderline Cartel
1769
|
Posted - 2014.02.12 22:34:00 -
[13] - Quote
MeBiatch wrote:
One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.
And all is well with the universe where the 1000 man blob can insta-explode the 30 man fleet that tried to take them on, with not even as much as a scratch on the paintwork.
EVE is not about "fair", and I don't think ship "balancing" means what you want it to mean. If you want to win, I suggest you find at least 999 friends who are better pilots on average than that 1000 man blob. |

Infinity Ziona
Drags are Bud
1662
|
Posted - 2014.02.12 22:42:00 -
[14] - Quote
Ptraci wrote:MeBiatch wrote:
One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.
And all is well with the universe where the 1000 man blob can insta-explode the 30 man fleet that tried to take them on, with not even as much as a scratch on the paintwork. EVE is not about "fair", and I don't think ship "balancing" means what you want it to mean. If you want to win, I suggest you find at least 999 friends who are better pilots on average than that 1000 man blob. A disingenuous reply. Who would have thought on GD. Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |

MailDeadDrop
Rage and Terror Against ALL Authorities
239
|
Posted - 2014.02.12 22:49:00 -
[15] - Quote
I don't necessarily disagree with your premise, but I do have a problem with your terminology. Logistics repair doesn't qualify as a force modifier: it doesn't kill the enemy any faster. My understanding of force modifiers would cover things like command ships with links which affect DPS (R.O.F., etc.)
Logistics ships and other things which affect fleet "toughness" (e.g. command links which increase/harden shields/armor) are something, but I don't think the proper label is "force multiplier".
MDD |

MeBiatch
GRR GOONS
1731
|
Posted - 2014.02.12 22:52:00 -
[16] - Quote
Caviar Liberta wrote:MeBiatch wrote: One of the most common is Remote Repair modules.
My question is should there be any limits on force multipliers?
So something like Remote Repair would scale without being out of balance.
So Great EvE player base should there be a limit on force multipliers or not?
ECM is the answer to your question
Ecm is also a force multiplier
There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Infinity Ziona
Drags are Bud
1662
|
Posted - 2014.02.12 22:54:00 -
[17] - Quote
MailDeadDrop wrote:I don't necessarily disagree with your premise, but I do have a problem with your terminology. Logistics repair doesn't qualify as a force modifier: it doesn't kill the enemy any faster. My understanding of force modifiers would cover things like command ships with links which affect DPS (R.O.F., etc.)
Logistics ships and other things which affect fleet "toughness" (e.g. command links which increase/harden shields/armor) are something, but I don't think the proper label is "force multiplier".
MDD They're a force multiplier because they can be used to apply an entire fleets worth of repping to each ship in fleet when its primaried.
The whole concept of RR is absurdly OP and logically ridiculous. A module on one ship that uses no paste or consumable that can magically put bits of a ship back together again.. :)
WoW priests come to mind. The difference in WoW though was priests were very fragile and could be killed easily, in EVE they're some of the biggest toughest ships in game with the most EHP (Carriers) as well as any ship in game being able to fit the priest module. Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |

Sentamon
Imperial Academy Amarr Empire
1435
|
Posted - 2014.02.12 23:01:00 -
[18] - Quote
MeBiatch wrote: How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.
Yes everything should have diminishing returns. IMO the worst offender is damage applied to a single target by multiple sources, that leads to alpha strikes, which afaik, nobody likes to be on the receiving end of. ~ Professional Forum Alt -á~ |

Infinity Ziona
Drags are Bud
1664
|
Posted - 2014.02.12 23:18:00 -
[19] - Quote
Sentamon wrote:MeBiatch wrote: How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.
Yes everything should have diminishing returns. IMO the worst offender is damage applied to a single target by multiple sources, that leads to alpha strikes, which afaik, nobody likes to be on the receiving end of. Yeah I proposed a sort of bleed system that bleeds damage into space the more damage per second is applied to a target in F&I. It'd stop a large fleet of supers and dreads from blapping down a POS shield in minutes but could also be applied to ships, however fell on deaf blind CCP ears and eyes I guess. Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |

Chopper Rollins
Brutor Tribe Minmatar Republic
529
|
Posted - 2014.02.12 23:28:00 -
[20] - Quote
Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.
Goggles. Making me look good. Making you look good. |

Infinity Ziona
Drags are Bud
1665
|
Posted - 2014.02.12 23:35:00 -
[21] - Quote
Chopper Rollins wrote:Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.
No you want a system where its more advantageous to split your fire than to focus it all on one target. If you got to a point where additionally damage declined by % the people with the most firepower would still win, since they could still focus on two targets while the smaller force could only focus on one.
Want to make billions a week solo running combat sites in null sec? -á Read my Exploratation Guide here -> https://forums.eveonline.com/default.aspx?g=posts&t=309467 |

MeBiatch
GRR GOONS
1732
|
Posted - 2014.02.12 23:36:00 -
[22] - Quote
Chopper Rollins wrote:Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.
that already happened two weeks ago when cfc lost 300 dreads. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Sentamon
Imperial Academy Amarr Empire
1435
|
Posted - 2014.02.12 23:49:00 -
[23] - Quote
Chopper Rollins wrote:Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.
selecting multiple targets .. yes, complex I know , what will F1 monkeys do? ~ Professional Forum Alt -á~ |

MeBiatch
GRR GOONS
1732
|
Posted - 2014.02.12 23:51:00 -
[24] - Quote
Sentamon wrote:MeBiatch wrote: How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.
Yes everything should have diminishing returns. IMO the worst offender is damage applied to a single target by multiple sources, that leads to alpha strikes, which afaik, nobody likes to be on the receiving end of.
agreed but i am unsure of a solution for that.
maybe some formula that reduces chance to hit or damage applied.
perhaps a formula based on sig radius of the ship vrs total sig resolution.
like a frig has 50 m3 of surface area so you can only shoot up to that much before any extra shots just miss or are destroyed by the other items hiting the target ship. There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Caviar Liberta
Moira. Villore Accords
441
|
Posted - 2014.02.13 00:01:00 -
[25] - Quote
MeBiatch wrote:Caviar Liberta wrote:MeBiatch wrote: One of the most common is Remote Repair modules.
My question is should there be any limits on force multipliers?
So something like Remote Repair would scale without being out of balance.
So Great EvE player base should there be a limit on force multipliers or not?
ECM is the answer to your question Ecm is also a force multiplier
It is also a counter to remote reping and allows a smaller group to take on a larger group. |

Caviar Liberta
Moira. Villore Accords
441
|
Posted - 2014.02.13 00:09:00 -
[26] - Quote
Chopper Rollins wrote:Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.
Perhaps the more damage the ship takes the more resistant it becomes and takes less damage as it approaches 0 hp.
So you have to time your alpha damage just right to make the ship explode. |

Andski
GoonWaffe Goonswarm Federation
10207
|
Posted - 2014.02.13 00:10:00 -
[27] - Quote
Caviar Liberta wrote:It is also a counter to remote reping and allows a smaller group to take on a larger group.
Assuming that the larger group wouldn't just drop triage carriers if they were fighting an enemy known to ewar logistics? Twitter: @EVEAndski
TheMittani.com: The premier source for news, commentary and discussion of EVE Online and other games of interest.-á |

MeBiatch
GRR GOONS
1732
|
Posted - 2014.02.13 00:36:00 -
[28] - Quote
Caviar Liberta wrote:MeBiatch wrote:Caviar Liberta wrote:MeBiatch wrote: One of the most common is Remote Repair modules.
My question is should there be any limits on force multipliers?
So something like Remote Repair would scale without being out of balance.
So Great EvE player base should there be a limit on force multipliers or not?
ECM is the answer to your question Ecm is also a force multiplier It is also a counter to remote repairing.
so the counter to one force multiplyer is another force multiplyer?
thats saying i know lets dig our way out of the hole! There are no stupid Questions... just stupid people... Winter Expansion new ship request |

Caviar Liberta
Moira. Villore Accords
441
|
Posted - 2014.02.13 00:39:00 -
[29] - Quote
MeBiatch wrote:Caviar Liberta wrote:MeBiatch wrote:Caviar Liberta wrote:MeBiatch wrote: One of the most common is Remote Repair modules.
My question is should there be any limits on force multipliers?
So something like Remote Repair would scale without being out of balance.
So Great EvE player base should there be a limit on force multipliers or not?
ECM is the answer to your question Ecm is also a force multiplier It is also a counter to remote repairing. so the counter to one force multiplyer is another force multiplyer? thats saying i know lets dig our way out of the hole!
Counters and escalations. Fun fun fun! |

Tauranon
Weeesearch Greater Western Co-Prosperity Sphere
739
|
Posted - 2014.02.13 00:41:00 -
[30] - Quote
MeBiatch wrote:
so the counter to one force multiplyer is another force multiplyer?
thats saying i know lets dig our way out of the hole!
The whole point to "strategies and tactics" is that they kill more of your opponents, than your opponents kill you, therefore any strategy or tactic is going to have the apparent effect of being a force multiplier.
If that were not the case, then they might as well remove everything other than the blaster, and let us have honorable 1v1s in a giant melee of a thousand blasterboats where the random roll of a wrecking shot decides each outcome. |
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