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Kaneda Hiroshi
Astra Enterprises Stainwagon.
0
|
Posted - 2011.12.07 12:41:00 -
[1] - Quote
Blobs firing at one target then switching to the next one is no fun. Not only is the primary guaranteed to die (unless they have five hundred guardians, also not fun), it's boring for the shooters and it's pretty easy to tell at any point who is going to win the fight. It's like watching a status bar. Blob warfare also leads to boring fleet fits, stifling individual creativity and piloting skill.
I would like to see large battles that are more skirmish-like, more fluid, less predictable, more dependent on individual ingenuity--like small gang fights but with higher stakes, way more chaos and a correspondingly larger opportunity to gain the upper hand through effective communication and leadership. A well-organized fleet with five guardians should be able to defeat a badly organized fleet with twenty.
So here's my idea: sensor glare. When targeting a ship that is being targeted by a large number of other ships, your sensors need to "tighten up their aperture" in order to work effectively--like your pupils when you try to look at something bright. You can target that ship like normal, but beware--like your eyes, your sensors will need time to readjust and focus on a new, dimmer target after the first is destroyed. So blob-targeting someone has an inherent drawback: you are basically committing your fleet's targeting power to that one ship. You gain the temporary advantage of full fleet dps but suffer afterwards as you wait for your secondary target to lock.
A mechanic like this would avail fleets that divided their fire between multiple targets, leading to the more skirmish-like situation described above. Multiple primaries means a more granular leadership structure is required, e.g. wing commanders call targets and FCs handle movement and make sure wings have different assignments. Right off the bat this means that no one pilot on the field has full information at any given time, eliminating the status bar situation. Pilots from wing A don't know how close to dying wing B's target is (unless they are very well organized), so situations can shift dramatically in a few seconds. The FC role is critical as always but has less to do with getting people to shoot specific things and more to do with parsing second-hand information, making fleet-level judgements and handling wing commanders.
As a disclaimer I am not an FC nor do I have endless experience in blob warfare, though I think I have seen enough to get the gist of it and notice some non-fun things. This is just an idea that I think would actually work well; it is realistic, relatively easy to implement (think heat but for sensors), jives with the current mechanics of the game and actually has some cool secondary/meta implications. As some parting food for thought, here are a few interesting situations I up with while bored at a conference today:
1. The gate camp feint: If you know a 3-man gate camp is on the other side of a gate and you NEED to get a transport through, you can have a buddy jump through first to (indirectly) dazzle their sensors. They only have three ships and therefore need all the dps they can get, so they all target him (hopefully he is fast enough to get away) but in so doing they commit their sensors to his ship. When you jump in a moment later in the transport, their targeting time is increased just enough for you to safely warp out without being tackled.
2. Wolfpack dominance: Ships with a small sig radius will benefit more from this mechanic than larger ships, especially in large battles. If balanced correctly this might make smaller ships relevant in major fleet fights (hello meaningful AF role).
3. The self-targeting meta-game: If more sensors trained on one target is detrimental to the targeter/attacker, then what about deviously pre-targeting friendlies that you expect the enemy to target? A scorpion is a no-brainer primary in a normal 50 vs 50 fleet engagement. But what if attacking that scorp with half your fleet risked incurring a 75-ship sensor glare penaly for that half of your fleet? This would add another layer of complexity to target calling.
And finally, 4. The desperation all-out assault: Even if it means that no one in your 1200-man fleet is going to be able to target anything for the next year and a half, sometimes you just have to kill that Titan/carrier/whatever. Focus fire at all costs!! |

Abdiel Kavash
Paladin Order Fidelas Constans
204
|
Posted - 2011.12.07 12:55:00 -
[2] - Quote
Quote:correspondingly larger opportunity to gain the upper hand through effective communication and leadership. A well-organized fleet with five guardians should be able to defeat a badly organized fleet with twenty.
Kaneda Hiroshi wrote:Blobs firing at one target then switching to the next one is no fun. [...] Blob warfare also leads to boring fleet fits, stifling individual creativity and piloting skill.
Wut? So an organized fleet should prevail, but you don't like flying in well-organized fleets?
(I stopped reading there, sorry. No, actually I am not.) |

Kaneda Hiroshi
Astra Enterprises Stainwagon.
0
|
Posted - 2011.12.07 13:02:00 -
[3] - Quote
Abdiel Kavash wrote:Quote:correspondingly larger opportunity to gain the upper hand through effective communication and leadership. A well-organized fleet with five guardians should be able to defeat a badly organized fleet with twenty. Kaneda Hiroshi wrote:Blobs firing at one target then switching to the next one is no fun. [...] Blob warfare also leads to boring fleet fits, stifling individual creativity and piloting skill. Wut? So an organized fleet should prevail, but you don't like flying in well-organized fleets? (I stopped reading there, sorry. No, actually I am not.)
I think you're missing the point, perhaps on purpose. To clarify, I personally think fleet organization should have more to do with effective flow of information than getting as many people as possible into guardians and armor bs. |

Sutskop
PILSGESCHWADER Monkey Circus
20
|
Posted - 2011.12.07 13:23:00 -
[4] - Quote
Abdiel Kavash wrote:Quote:correspondingly larger opportunity to gain the upper hand through effective communication and leadership. A well-organized fleet with five guardians should be able to defeat a badly organized fleet with twenty. Kaneda Hiroshi wrote:Blobs firing at one target then switching to the next one is no fun. [...] Blob warfare also leads to boring fleet fits, stifling individual creativity and piloting skill. Wut? So an organized fleet should prevail, but you don't like flying in well-organized fleets?
Your conclusion is making no sense whatsoever. Currently the only important module in blobs aka bigger fleets is as much Sensor Boosters as possible to make as many killmails as possible. Not much to do with skills. I like the idea. |

Dimitryy
Broski Enterprises Elite Space Guild
1
|
Posted - 2011.12.07 14:28:00 -
[5] - Quote
Just sounds annoying, another gameplay hoop to jump through for large fleets taking sov. Its already annoying enough to FC large fleets in sov fights without having to deal with arbitrary sensor nonsense ******* your target calls. |

Kaneda Hiroshi
Astra Enterprises Stainwagon.
0
|
Posted - 2011.12.07 14:48:00 -
[6] - Quote
Dimitryy wrote:Just sounds annoying, another gameplay hoop to jump through for large fleets taking sov. Its already annoying enough to FC large fleets in sov fights without having to deal with arbitrary sensor nonsense ******* your target calls.
Maybe sov fights wouldn't be such a monotonous inconvenience if they were more than target primary, F1, target primary, F1...for hours... |

Score
Industrial Forge Works Inc
1
|
Posted - 2011.12.07 15:21:00 -
[7] - Quote
"Those who don't learn from history are doomed to repeat it."
No clue who said that, but your FC are using a tactic that works. And until guerrilla warfare became an accepted tactic, this approach is exactly what all major armies in the war used IRL. Now you're FC is using the same elementary tactic in space 50 million years in the 'future'.
But it works.
IMO, the counter to a large blob fleet with one or two ships calling primaries are:
- Good Intel (it looks like a blob... it smells like a blob... what's a blob taste like?)
- Good friends (It's not ****... it's a surprise Titan baby")
- Good kill-squads (say hello to my suicidal interceptor WWW squadron)
All of these are human factors, not mechanical. ++++
Score Industrial Forge Works, Inc |

Roime
Blue Republic RvB - BLUE Republic
54
|
Posted - 2011.12.07 16:33:00 -
[8] - Quote
I like this, and not only because I thought about a similar concept some time ago. 
In my version the number of ships targeting a ship (their added scan resolution) would decrease the signature radius of the target.
|

Kaanchana
Science and Trade Institute Caldari State
44
|
Posted - 2011.12.07 16:58:00 -
[9] - Quote
have u read the chronicle about the amarr-jovian war? called the Battle of Vak-atioth or something. What you are suggesting is akin to that. It will be definitely interesting if fleet battles happened like that. |

Janus Varg
Blue Republic RvB - BLUE Republic
0
|
Posted - 2011.12.07 17:02:00 -
[10] - Quote
Sounds... interesting. I say 'interesting' because I have no desire to ever be part of large fleet wars anyway, mostly because of the reputation it has for being so dull and slow, and therefore have no idea if this would actually prevent it from being dull and slow.
I'm a little confused by the description though. Why is my targeting system like an eye? I'd agree more with the idea that the targeting systems in EVE eventually create interference making it progressively harder to lock on (I base this on the fact that there is a passive targeting module, so evidently something with a funny description like "Gravimetric" is being bounced off the targets normally). |
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Merdaneth
Defensores Fidei Curatores Veritatis Alliance
42
|
Posted - 2011.12.07 17:41:00 -
[11] - Quote
This is a partially solution to the core problem of 'the Blob'. The core problem of the blob is not superior numbers: it the ability to focus fire perfectly.
Take that ability away, and you break the 'one-second-youre-alive, next second-your-dead' problem of larger fleets.
Make it more difficult to focus fire on specific named hostiles or ships, and you open up the chaos of the battlefield. Ship hostile to each other should not broadcast their id's during battle, you should something akin to a fog of war.
CCP likes EVE to be the ultimate SF simulator. Everyone who has seen SF shows knows how space battles are portrayed (even in CCPs own video's): ships weaving in and out of enemy lines, and multiple small battles between individual ships going on amidst the greater carnage.
Allow for more chaos in space battle (overview and broadcasts are major nuisances in this regard) and the better organized and skilled people will have more chance to come out on top vs. superior numbers as well.
Allow for more chaos, and you have a better chance to exploit local superiority (even on grid) if you are a more expert PvPer. |

Zakuak
MortuuS MachinA
1
|
Posted - 2011.12.07 21:15:00 -
[12] - Quote
Quote:So here's my idea: sensor glare. When targeting a ship that is being targeted by a large number of other ships, your sensors need to "tighten up their aperture" in order to work effectively--like your pupils when you try to look at something bright. You can target that ship like normal, but beware--like your eyes, your sensors will need time to readjust and focus on a new, dimmer target after the first is destroyed. So blob-targeting someone has an inherent drawback: you are basically committing your fleet's targeting power to that one ship. You gain the temporary advantage of full fleet dps but suffer afterwards as you wait for your secondary target to lock.
Sooo, If you had a 100 ship fleet and 25 aimed at 1 ship and 25 at anoher ship and so on....the sensor glare drawback would be less then if you just had to kill the Bhaal and you stick all 100 of em on it and suffer the prolonged SG drawback?
I dunno sounds pretty cool to me |

Ulstan
State Protectorate Caldari State
3
|
Posted - 2011.12.07 21:31:00 -
[13] - Quote
I suppose you are trying to make space fights a little more like 18th century naval warfare. You might have fleets of a hundred ships of the line, but by and large each ship would target a different enemy ship. You would never have a case where all 100 ships of the line targetted the same enemy ship, vaporized him with a volley, then moved on to the next ship.
If they COULD have focused fire like that they WOULD have. And indeed, every time they had a chance to 'double up' and put 2 of their ships vs one of the enemies ships, they did.
However, to get rid fo blob warfare you'll have to implement a much better physics engine that accurately models two important real life concepts:
Friendly fire is possible: if you fire a laser/missile at an enemy but a friendly gets in the way, the friendly takes the hit. Intercepting fire for a friendly is possible: if an enemy fires a laser/missile at friendly but you get in the way, you take the hit instead.
As long as the weapons being shot are not physical objects that can interact with all the friendly/enemy actors on the field who are also physical objects, I don't think you'll ever be able to solve the completely unrealistic perfectly efficient blob focus fire technique.
That said, there is no way the current engine can support something like what would be needed, so don't get your hopes up. Additionally I have no idea how to make the friendly fire issue work with CONCORD in high sec space, but without it, people can just blob up and fire the hulls of their own ships. There's no need to spread out and form wings, etc, to maximize firepower. So EVE remains, at it's core, a very tactically uninteresting game for large fleet fights. |

Pinaculus
The High and Mighty
66
|
Posted - 2011.12.07 21:56:00 -
[14] - Quote
Often wondered if CCP even thinks The Blob is a problem. They seem to want enormous battles, probably because "2000 total players in one fleet fight!" makes better ad copy.
If they wanted to add an additional layer of strategy, they could redesign smart bombs from the ground up to be an Anti-Blob weapon. I'm no game designer, so I'm not sure what the end result would look like. It just seems to be an underused, odd-ball weapon that has a lot of potential for Small Fleet vs. Big Fleet tactics. I know sometimes it's difficult to realize just how much you spend on incidental things each month or year, but seriously, EVE is very cheap entertainment compared to most things... If you are a smoker, smoke one less pack a week and pay for EVE, with money left over to pick up a cheap bundle of flowers for the EVE widow upstairs. |

Hepius
Bene Gesserit ChapterHouse Sanctuary Pact
0
|
Posted - 2011.12.07 22:17:00 -
[15] - Quote
I think this is a great idea.
Massing fire at a single target is basic military strategy. Given current game mechanisms, the blob firing at a single target makes perfect sense.
Change the game mechanism by making it more difficult to mass fire, and tactics will change. Battles will be more dynamic with many small fights taking place within the larger battle. Lower level leaders will have a much greater role to play.
As a previous commenter stated, the battles will have more of a sci-fi feel to them.
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Gizznitt Malikite
Agony Unleashed Agony Empire
66
|
Posted - 2011.12.07 22:24:00 -
[16] - Quote
I do want a lot more chaos in big battles.... very much so....
But I honestly don't understand how your mechanics are working?
It sounds like your suggesting: If 10 ships target ship X, then the 11th ship has a longer lock time. And if 50 ships are targeting ship X, its more expedient for the next 50 ships to target & shoot ship Y rather than lock and fire on ship X.
Potential Problems: 1.) Logistics to rep the attacked target become impossible if their lock time is also increased.
2.) Potential abuse by having everyone in your own fleet target important ships (FC, Booster ships, etc), thereby limiting the ability of the enemy fleet to lock said target.
3.) Limit this glare from larger targets and structures. If 200 ships want to shoot a station or IHUB or Titan, giving them a huge lock time is unnecessary!!!
I think ships in your own fleet need to be both immune to sensor glare when locking fleet members, and they also need to not contribute to sensor glare.
|

Nikollai Tesla
Crytec Enterprises SRS.
12
|
Posted - 2011.12.08 00:48:00 -
[17] - Quote
http://en.wikipedia.org/wiki/Lanchester%27s_laws
This is an important read. Currently we have in blob warfare, you call primary and everyone shoots at it. This counts as aimed fire, and is covered under Lanchester's square law.
Where the square of the ration of the forces determines the inverse casualty ratio. example (A)100 vs (B) 50. Ratio is 2:1, So casualty is 1:4. A looses 12 ships, B looses 50
Whats important here is that the skill ratio is linear based while #s is square based. Note that Lanchester's Square Law does not apply to technological force, only numerical force; so it takes an N-squared-fold increase in quality to make up for an N-fold increase in quantity.
So if you are out number 2:1 you need to be 4 times as skilled to take down your opponent.
By limiting the Number of Combatants, were you can only engage and be engaged by X, similar to your 18th century warfare. This follows the linear laws. In this case the same battle of 100(A) vs 50(B), you'd have a 1:1 ration. Where A looses 50 ships and B looses 50 ships. |

Kaneda Hiroshi
Astra Enterprises
1
|
Posted - 2011.12.08 02:54:00 -
[18] - Quote
Thanks for the feedback! Some great comments.
Roime wrote:I like this, and not only because I thought about a similar concept some time ago.  In my version the number of ships targeting a ship (their added scan resolution) would decrease the signature radius of the target. (not a fake edit: Obviously locking up your own fleet members would not be affected by enemy ships targeting the said fleet member, as you are in fleet and hence interstellarly connected via the fleet network) (really a fake edit: Gallente warfare link bonus should be changed to decrease the effect of sensor glare!)
I remember reading that thread and it is the official inspiration for this idea! I wanted to take a second look though because someone correctly pointed out that signature radius would actually increase with lots of targeters. Also this could be exploited with the friendly-target. I wanted a solution that also didn't assume two fleets were fighting, maybe it's a three or our-way fight. Most of all, SG puts the onus on the FC to organize the division of fire, rather than just locking the slowest players out of the fight.
Kaanchana wrote:have u read the chronicle about the amarr-jovian war? called the Battle of Vak-atioth or something. What you are suggesting is akin to that. It will be definitely interesting if fleet battles happened like that.
Will check that out.
Janus Varg wrote:I'm a little confused by the description though. Why is my targeting system like an eye? I'd agree more with the idea that the targeting systems in EVE eventually create interference making it progressively harder to lock on (I base this on the fact that there is a passive targeting module, so evidently something with a funny description like "Gravimetric" is being bounced off the targets normally).
Sensors work by illuminating the target with light, radio waves, etc ( gravity waves?) then focusing in on that illuminated section of space. Imagine 50 people with flashlights looking for a mark on the wall of a dark room. Once they all find it it will be very brightly lit (the glare) and so when they move on to look for the next mark, their eyes will need time to adjust to the relative darkness of only one flashlight.
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Vimsy Vortis
Shoulda Checked Local Break-A-Wish Foundation
146
|
Posted - 2011.12.08 03:24:00 -
[19] - Quote
People who can mobilise large numbers of pilots and have them fight in a well co-ordinated way should be punished because I don't like losing to people who can use their superior numbers effectively. |

Kaneda Hiroshi
Astra Enterprises
1
|
Posted - 2011.12.08 03:42:00 -
[20] - Quote
Gizznitt Malikite wrote:It sounds like your suggesting: If 10 ships target ship X, then the 11th ship has a longer lock time.
No! This is basically what roime suggested, see my comments above for reasons to not do this. I am proposing that all 11 ships would see an increased lock time when they targeted ship Y.
Gizznitt Malikite wrote:And if 50 ships are targeting ship X, its more expedient for the next 50 ships to target & shoot ship Y rather than lock and fire on ship X.
Right, it would be slightly faster to attack in parallel than in series, like the ideal "sci-fi battle" mentioned above by several people.
Gizznitt Malikite wrote:Potential Problems: 1.) Logistics to rep the attacked target become impossible if their lock time is also increased.
Not the case, see earlier in this post. However, this mechanic would have an impact on logis: a logistics ship locking a friendly X would be committing sensor strength to that friendly ship, and so would have a slightly increased lock time when targeting the next primaried friendly Y. This would need some balancing but could have some interesting implications: if a friendly ship is being targeted by the entire enemy fleet, is it worth the SG penalty to try to rep him? Maybe half your logis try to save him and the other half save their sensors in case the enemy is just feingting. Logis would be better spread out amongst your fleet, just like your firepower. Much more nuance here than normal fleet logistics.
Gizznitt Malilien wrote:2.) Potential abuse by having everyone in your own fleet target important ships (FC, Booster ships, etc), thereby limiting the ability of the enemy fleet to lock said target.
Again, that's not what I'm proposing, and I adressed this specific situation in my original post--I mentioned a fleet scorpion, take a look.
Gizznitt Malikite wrote:3.) Limit this glare from larger targets and structures. If 200 ships want to shoot a station or IHUB or Titan, giving them a huge lock time is unnecessary!!!
Agreed! |
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Aestivalis Saidrian
SplitPush Mercantiles
7
|
Posted - 2011.12.08 07:23:00 -
[21] - Quote
With EVE's computational power on hand and the ability to network... No reason to EVER suffer from "sensor glare." I can't even think of how you would bench race your way to "acceptable." Its already bad enough that EVE suffers from some serious problems. (Take the BattleTech Universe, which is the Future of the 80s. A 19 ton fusion power plant puts out more energy/sec on a fighter then most Dreadnaughts have capacitor total. We don't talk about their capital ships.)
If we're going to have "Sci-Fi" battles, then things like taking module damage would happen as your armor and shields take damage. So that by the time you're in hull, your ship is literally moduleless.
Nothx.
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Rebbecca Black
Republic Military School Minmatar Republic
0
|
Posted - 2011.12.08 07:58:00 -
[22] - Quote
Ok so the problem: They alpha me too quickly.
Your solution: Change game mechanics so people lock slower, at which point once they all have me locked, I can still get alphad down.
My solution: I'm getting yellow boxed by 60 duders.. align out and broadcast for shields, possibly warp depending on what's firing at me. All of this happens before I'm even red boxed.
Your fix: lot of computing power, doesn't actually address alpha (even though that isn't really a problem,) and doesn't actually help small gang vs larger gang warfare, which is more about countering their fleet comp with what ships/tactics your fielding.
My fix: Works 9 out of 10 times, unless I'm tackled. And in any competent fleet you (a) clear light tackle off the field asap (b) warp the fleet off to reposition if a heavy dictor starts landing on you and (c) primary their lachesis/huginns (d) reposition out of light dictors bubbles. So the only times it doesn't work is if they are sorting by name and Im one of the first guys primaried.
In large fleet fights you also can ALREADY mitigate damage to your EWAR by having them setup in their own wing or fleet, and warp in well off of optimal range of the enemy, while still being able to apply their affects to opponents. |

Omniwing
Omnicorps
19
|
Posted - 2011.12.08 17:14:00 -
[23] - Quote
CCP likes EVE to be the ultimate SF simulator. Everyone who has seen SF shows knows how space battles are portrayed (even in CCPs own video's): ships weaving in and out of enemy lines, and multiple small battles between individual ships going on amidst the greater carnage.
Basically this. CCP advertises huge fleet battles with trailers that depict people swinging in and out of enemy lines, in a tiny frigate, explosions going off all around it, while they have an interesting and dynamic battle with another ship type, chaos, smart thinking players using creative use of their dynamic fleets to counter each of the ship types of the other fleet, etc etc etc, and it just isn't that way at all. My last huge fleet battle (linked below) was 70 maelstroms, all you did was 'target this guy...ok fire...now target this guy...ok fire...' On top of that, all the ships clipped into each other, so instead of looking like a cool Sci Fi movie or firing line, it just looked like an orgy of rusty nails and broken solar panels. It didn't even look cool. When I tried to get my friends to watch my 'huge fleet battle' they literally laughed at me because of how boring it was.
TL;DR: What CCP claims/wants 'huge' fleet battles to be like: http://www.youtube.com/watch?v=4rQ9_3DckAQ What they are actually like: http://www.youtube.com/watch?v=7pMhciDWrWg
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Princess Nexxala
The Rock Hard Roosters
9
|
Posted - 2011.12.08 17:17:00 -
[24] - Quote
I LOL'd 
Omniwing wrote: it just looked like an orgy of rusty nails and broken solar panels.
Is sexy time? |

Nikollai Tesla
Crytec Enterprises SRS.
12
|
Posted - 2011.12.08 18:53:00 -
[25] - Quote
Vimsy Vortis wrote:People who can mobilise large numbers of pilots and have them fight in a well co-ordinated way should be punished because I don't like losing to people who can use their superior numbers effectively.
Did no one read my post? Currently with the mechanics:
1) Numbers is a square factor. Double the numbers means 4x the kills 2) While skill is a linear factor. Double the skill means 2x the kills.
So a 2x skilled fleet will lose to a fleet that is 2x as big. |

Gizznitt Malikite
Agony Unleashed Agony Empire
71
|
Posted - 2011.12.08 20:10:00 -
[26] - Quote
Kaneda Hiroshi wrote:Gizznitt Malikite wrote:It sounds like your suggesting: If 10 ships target ship X, then the 11th ship has a longer lock time. No! This is basically what roime suggested, see my comments above for reasons to not do this. I am proposing that all 11 ships would see an increased lock time when they targeted ship Y.
Hmmm... So your suggesting that if 50 people target ship X, then those 50 people receive some kind of sensor damp penalty to their targeting when they attempt to target their next ship. I see several issues with this, which I'll compare and contrast to a much simplier method B that just increases the lock time on Target X based on the number of ships, Z, currently targeting the target X:
1.) Your penalty is delayed. As leadership becomes more granular, Wing B doesn't know exactly what Wing A is doing, it becomes very easy for both leaders to call the same target. In doing so, the entire fleet will suffer your penalty. In method B, Wing Commander B will soon recognize an abnormal lock time, and can instruct the Wing B to target another target. This allows for realtime alterations of orders, while your suggestion will blindside fleets by suddenly imposing an enormous SG penalty to anything they target next.
2.) The Mechanics of Implementation. Imagine 100 ships target X and receive a serious SG dampening penalty. How long does this penalty last? Is it on all ships they attempt to target next? Since the penalty lasts beyond the phenomena that cause the penalty (i.e. the penalty last long after 100 ships targeting X), the mechanics of implementation become much more difficult. A more state-oriented approach based, will be much easier to implement.
3.) I just don't understand the reason for associating the penalty with the a new target Y rather than target X. This essentially hurts/annoys support ships. For example, I've been in Munnin/Lachesis squads whose purpose was to kill stealth bomber threats to the fleet. When no SB's are pressent, you shoot the primary target. Now, if suddenly a few SB's show up to drop Lockbreaker & Void bombs on your logi-train, I'm severely gimped by the SG penalty. If the penalty is associated with target X only, then these ships are still able to fullfill their specialized role, and participate in the general fleet action when that role is not needed.
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FloppieTheBanjoClown
The Skunkworks Petition Blizzard
382
|
Posted - 2011.12.08 20:34:00 -
[27] - Quote
Ulstan wrote:I suppose you are trying to make space fights a little more like 18th century naval warfare. You might have fleets of a hundred ships of the line, but by and large each ship would target a different enemy ship. You would never have a case where all 100 ships of the line targetted the same enemy ship, vaporized him with a volley, then moved on to the next ship.
If they COULD have focused fire like that they WOULD have. And indeed, every time they had a chance to 'double up' and put 2 of their ships vs one of the enemies ships, they did.
However, to get rid fo blob warfare you'll have to implement a much better physics engine that accurately models two important real life concepts:
Friendly fire is possible: if you fire a laser/missile at an enemy but a friendly gets in the way, the friendly takes the hit. Intercepting fire for a friendly is possible: if an enemy fires a laser/missile at friendly but you get in the way, you take the hit instead.
As long as the weapons being shot are not physical objects that can interact with all the friendly/enemy actors on the field who are also physical objects, I don't think you'll ever be able to solve the completely unrealistic perfectly efficient blob focus fire technique.
That said, there is no way the current engine can support something like what would be needed, so don't get your hopes up. Additionally I have no idea how to make the friendly fire issue work with CONCORD in high sec space, but without it, people can just blob up and fire the hulls of their own ships. There's no need to spread out and form wings, etc, to maximize firepower. So EVE remains, at it's core, a very tactically uninteresting representation of fleet fights that everyone KNOWS is completely unrealistic.
In real life you simply have to disperse or adopt formations so you don't shoot your own friendlies in front of you. Until EVE addsd something like this, I think the focus fire blob will always remain the dominant method of fleet combat.
So 18th century naval ships didn't focus fire because they didn't all have line of fire on one enemy, and what makes blobbing effective here is that we DO all have line of fire on every enemy, and you're against anything short of a system that will accurately render the physics to represent this.
The OP offered a creative way to make focused fire less efficient in a way that can be made consistent with the current game lore, and your only response is "nope, not realistic enough, even if Eve isn't at all realistic"? |

Feligast
GoonWaffe Goonswarm Federation
455
|
Posted - 2011.12.08 21:50:00 -
[28] - Quote
Do you have any idea how many times this has been suggested before? Devs please move this to F&I where it can die the death it deserves with all the other threads. |

Turkatron
3
|
Posted - 2011.12.08 23:12:00 -
[29] - Quote
The only good way to deal with blobbing is for CCP to remove heads from asses and change the things that require blobs so that they can be delt with without blobs. For those less familiar with pvp (particularly null), this means making infrastructure weaker. But CCP considers a small gang to be anything from 5-50 people. While 50 may be small in context to 1k man fleets, anything larger than 5 tends to cause escalation. We bring a 50man gang, you respond with 150man gang and this process repeats till one of us runs out of online people. Remember how the TCUs were supposed to make it possible for small gangs to effect infrastructure and reduce the grind of sov warfare?
Anything other than this type of change will only result in a new game mechanic that further restricts players or annoying game mechanics like that mentioned by the OP. |

Myrdraeus Keaunt
Physical Chaos
14
|
Posted - 2011.12.08 23:22:00 -
[30] - Quote
Kaneda Hiroshi wrote:Blobs firing at one target then switching to the next one is no fun. Not only is the primary guaranteed to die (unless they have five hundred guardians, also not fun), it's boring for the shooters and it's pretty easy to tell at any point who is going to win the fight. It's like watching a status bar. Blob warfare also leads to boring fleet fits, stifling individual creativity and piloting skill.
I would like to see large battles that are more skirmish-like, more fluid, less predictable, more dependent on individual ingenuity--like small gang fights but with higher stakes, way more chaos and a correspondingly larger opportunity to gain the upper hand through effective communication and leadership. A well-organized fleet with five guardians should be able to defeat a badly organized fleet with twenty.
Fly support then. If it's a BS gang, fly a BC or smaller. If it's a BC gang, fly a Rifter. Fly ewar or logistics. Primary call is for main DPS boats, if you're flying support you're responsible for your targets. |
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Sphit Ker
Dreddit Test Alliance Please Ignore
40
|
Posted - 2011.12.09 16:24:00 -
[31] - Quote
I'll support your thing once you successfully justify why having greater manpower is good enough of a reason to justify a nerf in capabilities. |

Outz Xacto
Echelon Munitions
0
|
Posted - 2011.12.09 16:59:00 -
[32] - Quote
Actually this is counter to anything logical.
If you have something targetted and know its location, you'd share that information with your fleet, allowing for FASTER target acquisition, not slower.
Also to the comparison of flashlights, thats not how it works, you dont point and light in space and hope to find your target, you bounce a signal off it that your sensors pickup and fine tune. Thus with multiple ships all using the same frequency you would find targets FASTER not slower.
Everything about this smells of ******.
Yes I get your point that it is meant to create better fleet dynamics, however your examples and comparisons to reality are so ignorant its appauling.
Your concept is fine, its just your reasoning for why it would be this way is something the shallow end of the gene pool would produce. |

Pinaculus
The High and Mighty
69
|
Posted - 2011.12.09 17:47:00 -
[33] - Quote
So, do bomber squadrons do nothing to mitigate massed fleets? I know sometimes it's difficult to realize just how much you spend on incidental things each month or year, but seriously, EVE is very cheap entertainment compared to most things... If you are a smoker, smoke one less pack a week and pay for EVE, with money left over to pick up a cheap bundle of flowers for the EVE widow upstairs. |

Ral Darkmoon
Enlightened Industries Test Alliance Please Ignore
1
|
Posted - 2011.12.09 18:30:00 -
[34] - Quote
All I see here is someone crying about the fact that he gets primaried often and doesnt like "blobs" because he is in a terrible alliance that cant get people to pvp.
Or something like that |

Aestivalis Saidrian
SplitPush Mercantiles
7
|
Posted - 2011.12.09 21:35:00 -
[35] - Quote
Pinaculus wrote:So, do bomber squadrons do nothing to mitigate massed fleets?
Not really, no. Most fleets scatter so that you can only hit 2-3 targets with a bomb.
Some fleet learned that the hard way when a Bomber wing wtfraped a 100+ man fleet on a gate. |

OllieNorth
Recidivists Incorporated
18
|
Posted - 2011.12.09 23:07:00 -
[36] - Quote
I'm not sure if I agree with this proposal, but do all you leet PVPers calling him out as a whiner REALLY enjoy blob warfare that much? I mean, the results are effective, but is it really fun to go around with 50 of the exact same ship fighting 50 other of the exact same ship? |

Rharkon
Askari Mining Co. New Genesis Syndicate
0
|
Posted - 2011.12.11 06:27:00 -
[37] - Quote
Personally, I like the feelings behind this idea. Anti-blobbing is, in my opinion, a good thing. Still, I can't claim that this would be completely healthy for the game, as I'm not a game developer. Again, though, I think it's a good idea, from my untrained point of view. |

Aestivalis Saidrian
SplitPush Mercantiles
7
|
Posted - 2011.12.11 20:50:00 -
[38] - Quote
OllieNorth wrote:I'm not sure if I agree with this proposal, but do all you leet PVPers calling him out as a whiner REALLY enjoy blob warfare that much? I mean, the results are effective, but is it really fun to go around with 50 of the exact same ship fighting 50 other of the exact same ship?
Problem is, results are far more important then 'Fun.' when it comes to Sov warfare. If I had a personal stake in some territory, you better believe I will use the most effective set up in a completely identical fleet to defend it. |

Hyrath Rotineque
Twilight Astro Miners Vanguard Venture Alliance
5
|
Posted - 2011.12.12 18:48:00 -
[39] - Quote
Nikollai Tesla wrote:http://en.wikipedia.org/wiki/Lanchester%27s_laws
This is an important read. Currently we have in blob warfare, you call primary and everyone shoots at it. This counts as aimed fire, and is covered under Lanchester's square law.
Where the square of the ration of the forces determines the inverse casualty ratio. example (A)100 vs (B) 50. Ratio is 2:1, So casualty is 1:4. A looses 12 ships, B looses 50
Whats important here is that the skill ratio is linear based while #s is square based. Note that Lanchester's Square Law does not apply to technological force, only numerical force; so it takes an N-squared-fold increase in quality to make up for an N-fold increase in quantity.
So if you are out number 2:1 you need to be 4 times as skilled to take down your opponent.
By limiting the Number of Combatants, were you can only engage and be engaged by X, similar to your 18th century warfare. This follows the linear laws. In this case the same battle of 100(A) vs 50(B), you'd have a 1:1 ration. Where A looses 50 ships and B looses 50 ships. It's really unfortunate that your post hasn't gotten all that much attention. Things might work better overall if things were a lot closer to this. |

Outz Xacto
Echelon Munitions
0
|
Posted - 2011.12.12 23:35:00 -
[40] - Quote
Hyrath Rotineque wrote: It's really unfortunate that your post hasn't gotten all that much attention. Things might work better overall if things were a lot closer to this.
Perhaps its overlooked because everyone else saw what a gimmick it was. |
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