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Mr Mieyli
Hedion University Amarr Empire
21
|
Posted - 2015.08.19 23:15:45 -
[1] - Quote
Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Remote reps already have a built in weakness in that they can only repair one target at a time; the problem is that this isn't actually a handicap as damage is normally applied to one ship at a time.
Fleet comps are built around having enough logi to counter incoming damage (and remember this is applied to one ship at a time making the calcs easier) and enough buffer to last until reps land. This directly leads to N+1 being the best offensive and defensive tactic for larger fights. This is also the reason for the archon blob being so powerful; the archon hull has high native buffer and en-masse can provide enough reps even out of triage to cope with almost anything that can be thrown at it. (Can be fixed by making capital remote reps no better than large without triage)
I would propose a new AoE weapon line be introduced or perhaps missiles repurposed for the role. The weapons would fire on a target and upon landing would detonate similar to a smart bomb damaging all ships in an area (dictated by size of turret/launcher) including the target. These weapons would have much lower paper dps than the current focused weapons we have now so as not to obsolete single target weapons. Damage would need to be low enough so not to allow for a "remote pipe bomb" of sorts i.e not close to competing with bombers.
The effect I see this having is fleets could choose to fit for AoE damage forcing primaried targets to either notice their allies are being ground down by the AoE damage and fly out of the blob or allow an attacker to overcome reps by spreading damage. Skilled piloting does mitigate the effects of these weapons however I believe counter-play is important. Equally, skilled target selection allows an attacker to keep damage on a group of enemies by switching targets. |

Rawketsled
Generic Corp Name
252
|
Posted - 2015.08.19 23:44:38 -
[2] - Quote
Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is. |

Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
398
|
Posted - 2015.08.19 23:52:02 -
[3] - Quote
Sounds like bombers to me... |

Danika Princip
GoonWaffe Goonswarm Federation
3737
|
Posted - 2015.08.20 00:16:28 -
[4] - Quote
But if your damage is so much lower than the other side's, you're going to drop below critical mass well before they do... |

Zan Shiro
Alternative Enterprises
739
|
Posted - 2015.08.20 01:18:14 -
[5] - Quote
Celthric Kanerian wrote:Sounds like bombers to me...
It more than sounding like lol.....
They are trying to avoid bombers can be squishy. They are kind of copycatting the recent page 1 post of the anti-capital BS bomber. Just in this case its not spelled out as clear....only archon mentioned briefly. And is aiming for smaller logi as well.
They want something bigger and tankier I would gather. Since bombers either die if fast locked and engaged fast as hell or spend a fair amount of time if they clear warping out to realign to come back in.
Which is kind of the intended tradeoff really. can put out some pain, but if it hangs around too long it will go boom.
Their new slant also seems to be damage based by hardpoint mount size. Probably to avoid the issue I brought up in that other thread of how to make this AOE not wipe everything op style. However the solution is an overcomplicated mess really.
It be either be 4 new types of ammo that magically work the same across all weapons sizes. Want to smash the frigate roam with frigate logi my say scorpion would have a large launcher that fires, with no penalty, the small bomb to smash it.
Or we get N+1 again. As you have to bring the frigates fit with this to deal with frigs, the cruiser with medium "bombs", the bs' with large. and hell....caps for x-large.
Or....you could just bring some damn bombers now lol. |

Cristl
248
|
Posted - 2015.08.20 01:41:26 -
[6] - Quote
The hamsters would veto it. AOE weapons are bad for server calculations apparently. |

SomethingIs InMyButt
LowSec Holdings Shards Of New Eden
9
|
Posted - 2015.08.20 03:52:32 -
[7] - Quote
Cristl wrote:The hamsters would veto it. AOE weapons are bad for server calculations apparently. CCP doesn't know how to optimize square root and sin/cos functions properly. :-( |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2574
|
Posted - 2015.08.20 07:25:28 -
[8] - Quote
Rawketsled wrote:Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is. A Guardian can repair faster than an Oracle can damage. A lot faster, in fact, especially if the involved third party has high resists.
Remote reps could be nerfed down to one quarter strength and they'd still be a valuable addition to fleets, but would be less to prevent anyone from being shot down and more to fix them quickly after a rough fight. They would assist with keeping everyone up against small fleet encounters, enable recoveries from bombing runs, make primaried pilots last longer which buys time, or mitigate external damage effects like gate guns, POS guns, or NPC pirates.
That's reps at one quarter strength.
I think cutting them in half is more than reasonable. Even at half power, they will still be used the same way they are now: to prevent fleet members from being destroyed while sustaining heavy fire. But cutting them in half will make onboard reps more important, and allow them to stack better against remote reps.
edit: here are the attributes: Oracle with max skills, T2 Tachs, IN Multi, and 3x T2 Heat Sink deals 865.7 DPS Guardian with max skills and 4x T2 large RR repairs 341.3 HP per second * With 61% average resists on target, the Guardian repairs 100% as fast as the Oracle damages. * With 70% average resists on target, the Guardian repairs 31% faster than the Oracle damages. * With 75% average resists on target, the Guardian repairs 58% faster than the Oracle damages. * With 80% average resists on target, the Guardian repairs 97% faster than the Oracle damages. That's with four RRs. What about a Guardian with five? What about if the Guardian has Remote Repair Augmentor rigs?
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
|

Mr Mieyli
Hedion University Amarr Empire
21
|
Posted - 2015.08.20 08:31:46 -
[9] - Quote
Zan Shiro wrote:Celthric Kanerian wrote:Sounds like bombers to me... It more than sounding like lol..... They are trying to avoid bombers can be squishy. They are kind of copycatting the recent page 1 post of the anti-capital BS bomber. Just in this case its not spelled out as clear....only archon mentioned briefly. And is aiming for smaller logi as well. They want something bigger and tankier I would gather. Since bombers either die if fast locked and engaged fast as hell or spend a fair amount of time if they clear warping out to realign to come back in. Which is kind of the intended tradeoff really. can put out some pain, but if it hangs around too long it will go boom. Their new slant also seems to be damage based by hardpoint mount size. Probably to avoid the issue I brought up in that other thread of how to make this AOE not wipe everything op style. However the solution is an overcomplicated mess really. It be either be 4 new types of ammo that magically work the same across all weapons sizes. Want to smash the frigate roam with frigate logi my say scorpion would have a large launcher that fires, with no penalty, the small bomb to smash it. Or we get N+1 again. As you have to bring the frigates fit with this to deal with frigs, the cruiser with medium "bombs", the bs' with large. and hell....caps for x-large. Or....you could just bring some damn bombers now lol.
I am not part of a "they" and I am not trying to propose an anti capital bomber hence why I suggested the damage be so much lower than existing bombers so not to replace them. My biggest concern with the idea is that after a point one side could have enough AoE to alpha a group of ships before they can react but by fiddling the numbers I think it could be doable.
I'd also like to clarify how I picture the way these weapons will work. You first choose a new AoE-weapon sized suitably for your ship. You select your target, fire the weapons, and on a successful hit he and everything within X metres takes damage . The main target takes the brunt of the damage (say 60%) and enemies around him receive the rest. I hadn't considered battleship sized weapons being able to AoE down small ships but this could be resolved by comparing the AoE'd ships sig to the targeted ships sig.
I picture this giving attackers a way to either force a target to peel off from the group or to spread damage over several targets and overwhelm reps. |

Mr Mieyli
Hedion University Amarr Empire
21
|
Posted - 2015.08.20 08:41:29 -
[10] - Quote
Danika Princip wrote:But if your damage is so much lower than the other side's, you're going to drop below critical mass well before they do...
What if your side's reps are holding? The side with AoE damage can grind down ships while the single target side can only focus on one target at a time. Exact numbers haven't been decided but it needs to be low enough alpha that a group of ships fitted this way cannot act in the same role as bombers. |

Sigras
Conglomo
1055
|
Posted - 2015.08.20 08:58:00 -
[11] - Quote
RTS players understand that AOE is the best way to counter blobs. For as smart as Eve players usually are, why do you people continue to have such problems understanding this?
I dont mean wild, haphazard, bring-back-the-old-DD, grid-clearing AOE; bombs are great. They take skill and they work perfectly at countering battleship blobs. In fact, bombs are one of the reasons that people dont use battleships in large fleets anymore. Apparently it's easier to switch ship doctrines than it is to teach fleet members to do something other than "orbit anchor at optimal"
Bombs are great at countering battleship blobs... now if only we could come up with something to counter cruiser blobs and cap ship blobs... then maybe people would be forced to split their fleets up into smaller groups flying around independently instead of mindlessly orbiting anchor and spamming F1
|

Danika Princip
GoonWaffe Goonswarm Federation
3737
|
Posted - 2015.08.20 09:11:58 -
[12] - Quote
Mr Mieyli wrote:Danika Princip wrote:But if your damage is so much lower than the other side's, you're going to drop below critical mass well before they do... What if your side's reps are holding? The side with AoE damage can grind down ships while the single target side can only focus on one target at a time. Exact numbers haven't been decided but it needs to be low enough alpha that a group of ships fitted this way cannot act in the same role as bombers.
Then you'd probably have them outnumbered, outgunned or out-logid enough to win the fight with conventional weapons anyway? |

Mr Mieyli
Hedion University Amarr Empire
22
|
Posted - 2015.08.20 11:05:17 -
[13] - Quote
Danika Princip wrote:Mr Mieyli wrote:Danika Princip wrote:But if your damage is so much lower than the other side's, you're going to drop below critical mass well before they do... What if your side's reps are holding? The side with AoE damage can grind down ships while the single target side can only focus on one target at a time. Exact numbers haven't been decided but it needs to be low enough alpha that a group of ships fitted this way cannot act in the same role as bombers. Then you'd probably have them outnumbered, outgunned or out-logid enough to win the fight with conventional weapons anyway?
My thinking is that conventional weapons and logi in it's current form work fine for small scale fights, only on large scale does the ability to stack as many logi as needed on a single ship cause problems. It causes problems because weapons in eve only apply damage to a single target and therefore all a ship needs to survive N enemies is enough buffer to last until reps land and enough logi to counter N players. This leads to fights being binary and this is not very interesting gameplay.
As Sigras points out AoE is used as an anti-blob weapon to great success in many other RTS games and I believe it is only due to the poor past implementations of AoE in eve that people don't like it. Let's try using some numbers, pulled from where the sun don't shine, as an example:
Team A is a group of 150 single target fit cruisers and 30 logi Team B is a group of 100 AoE fit cruisers and 50 logi
Team B has less dps on grid due to lower numbers of damage dealers and due to AoE weapons having less raw damage. However, team B brought enough logi to keep ships up through team A's single target damage. Team A picks a primary and applies all dps to it, either it has enough buffer and catches reps or it doesn't and dies. Team B picks a target in the centre of A's blob and even though the target will be easily reppable for team A, nearby targets are also taking damage and team A's logi is struggling to spread reps as needed. Either the target notices he is getting his friends killed and moves out of the blob exposing himself or he stays in and team A begins losing ships.
I don't see these weapons as a replacement to single target weapons or a replacement for bombs but an extra strategic tool to allow for more interesting fights. |

Isajah
Industrial Command Lux Aetherna
3
|
Posted - 2015.08.20 11:15:56 -
[14] - Quote
SomethingIs InMyButt wrote:Cristl wrote:The hamsters would veto it. AOE weapons are bad for server calculations apparently. CCP doesn't know how to optimize square root and sin/cos functions properly. :-(
Offtopic: I programmed an Arduino Uno to fadein and out LEDs for a christmas arrangement. linear fading looked stupid so I used sin() to let the fade look smoother. out of pure lazyness I had a sin() for every LED and just entered random numbers for speed and offset. the UNO was running at its limits and every time the DINT Timer was counted into overflow, all LEDs glitched. now I let the setupphase calculate a complete fadein/fadeout into arrays and cylce them through...
|

Frostys Virpio
KarmaFleet Goonswarm Federation
2113
|
Posted - 2015.08.20 13:03:08 -
[15] - Quote
SomethingIs InMyButt wrote:Cristl wrote:The hamsters would veto it. AOE weapons are bad for server calculations apparently. CCP doesn't know how to optimize square root and sin/cos functions properly. :-(
They could make the damage flat across the entire AoE and it would still be terrible to work with for the server just because of the sheer amount of damage events being generated. |

Lim Hiaret
Hiaret Family
31
|
Posted - 2015.08.20 14:29:30 -
[16] - Quote
I would love to see anaconda and python mines return to the game.
|

DrysonBennington
Aliastra Gallente Federation
228
|
Posted - 2015.08.20 14:44:26 -
[17] - Quote
Lim Hiaret wrote:I would love to see anaconda and python mines return to the game.
Mines would be interesting seeing as how you would need a minesweeper class of ship to clear them unless you want to use your ship instead.
NPC's should also have the ability to lay mines as well as clear mines laid, lets say for example in an asteroid belt, by a Capsuleer. |

Mr Mieyli
Hedion University Amarr Empire
22
|
Posted - 2015.08.20 15:02:22 -
[18] - Quote
Rawketsled wrote:Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is.
Let's say remote reps are nerfed to 1/4 of their current strength, this is a massive nerf in power and not likely something CCP would actually do. Now what would happen as a result? Would anything change? No. Fleet comps would simply adjust to include more logi ships and we are back to square one, I believe something more is needed. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2115
|
Posted - 2015.08.20 15:11:06 -
[19] - Quote
Mr Mieyli wrote:Rawketsled wrote:Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is. Let's say remote reps are nerfed to 1/4 of their current strength, this is a massive nerf in power and not likely something CCP would actually do. Now what would happen as a result? Would anything change? No. Fleet comps would simply adjust to include more logi ships and we are back to square one, I believe something more is needed.
Any large fight already has a chance of being throttled down by the server because it has trouble keeping up and you want to add a large number of calculation on top of it? |

SFM Hobb3s
Wrecking Shots Black Legion.
353
|
Posted - 2015.08.20 15:22:38 -
[20] - Quote
Reaver Glitterstim wrote:Rawketsled wrote:Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is. A Guardian can repair faster than an Oracle can damage. A lot faster, in fact, especially if the involved third party has high resists. Remote reps could be nerfed down to one quarter strength and they'd still be a valuable addition to fleets, but would be less to prevent anyone from being shot down and more to fix them quickly after a rough fight. They would assist with keeping everyone up against small fleet encounters, enable recoveries from bombing runs, make primaried pilots last longer which buys time, or mitigate external damage effects like gate guns, POS guns, or NPC pirates. That's reps at one quarter strength. I think cutting them in half is more than reasonable. Even at half power, they will still be used the same way they are now: to prevent fleet members from being destroyed while sustaining heavy fire. But cutting them in half will make onboard reps more important, and allow them to stack better against remote reps. edit: here are the attributes: Oracle with max skills, T2 Tachs, IN Multi, and 3x T2 Heat Sink deals 865.7 DPS Guardian with max skills and 4x T2 large RR repairs 341.3 HP per second* With 61% average resists on target, the Guardian repairs 100% as fast as the Oracle damages. * With 70% average resists on target, the Guardian repairs 31% faster than the Oracle damages. * With 75% average resists on target, the Guardian repairs 58% faster than the Oracle damages. * With 80% average resists on target, the Guardian repairs 97% faster than the Oracle damages. That's with four RRs. What about a Guardian with five? What about if the Guardian has Remote Repair Augmentor rigs?
Because I'm truly evil and love to see explosions (and would love to see battles where two sides smash into eachother and one side does not just walk away unscathed), I'm all for even more extreme measures. Don't just drop remote reps to 1/4 effectiveness, lets also add diminishing returns to prevent people from just trying to compensate with 4x logi.
It would be awesome if we actually had to start using local active repping in fights, and not just depend on buffer and logi. The long standing meta of everyone focusing fire on a single target in hopes of overcoming incoming reps is, while tactically sound, boring. |

Mr Mieyli
Hedion University Amarr Empire
22
|
Posted - 2015.08.20 15:23:48 -
[21] - Quote
Frostys Virpio wrote:Mr Mieyli wrote:Rawketsled wrote:Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is. Let's say remote reps are nerfed to 1/4 of their current strength, this is a massive nerf in power and not likely something CCP would actually do. Now what would happen as a result? Would anything change? No. Fleet comps would simply adjust to include more logi ships and we are back to square one, I believe something more is needed. Any large fight already has a chance of being throttled down by the server because it has trouble keeping up and you want to add a large number of calculation on top of it?
Other games manage to include AoE without melting, and computers love calculations so I'm not convinced by the "think of the servers" argument. When CCP decide something is good for the game they find a way to make it work. How about the server keeps track of how much damage is applied to the target from AoE weapons over a server tick and then a fraction of that is applied to ships in AoE range (similar to a smart bomb) over the next tick. |

Yun Kuai
Justified Chaos Spaceship Bebop
266
|
Posted - 2015.08.20 15:27:03 -
[22] - Quote
Reaver Glitterstim wrote:Rawketsled wrote:Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is. I think cutting them in half is more than reasonable. Even at half power, they will still be used the same way they are now: to prevent fleet members from being destroyed while sustaining heavy fire. But cutting them in half will make onboard reps more important, and allow them to stack better against remote reps. [/i]
Your logi is so backwardly flawed I don't even know where to start. Let's begin with the current meta from a lot of so called "elite" pirate groups. Their elite fleet comps tend to favor a 50% DPS, 45% Logi, 5% Tackle. If you cut down the effectiveness of logi by half, you will either a) force players to bring 50% more logi to make up for the reduced effectivenss or b) if they can't bring more people, they will take much less fights for fear of *gasp* losing a ship in a PvP game. Either way, people will still do everything they can to get the same "epeen pvp where they don't lose a ship in a fight" feeling.
If it's a matter of capital reps being too strong out of triage, then a) increase the cycle of capital remote reps to 15secs (3x slower than currently) and b) limit links to only affect sub-cap remote reps. The combination of both would make triage much more attractive, which means groups have a better chance to out DPS/Neut a single carrier that can't be helped by outside forces.
As for the OP's post: AOE weapons would be fun (excpet if you're in FW because F-U CCP), except they're really not needed. Nullsec/WH space have bombers and mutliple types of different bombs to deal massive amounts of AOE damage. Lowsec doesn't have options except smartbombs, which is a good thing because it gives different flavors of combat in different areas.
However, if we were going to introduce AOE weapons, I would rather see AOE defensive systems. ECM that only effects drones (would be epic for logi because ec-300s too strong). AOE Remote Sensor/ECCM boosters that work at a drastically lower efficiency, but would affect everyone within x KMs.
--------------------------------------------------------::::::::::::--:::-----:::---::::::::::::--------------:::----------:::----:::---:::----------------------:::::::-------:::---:::----::::::-------------------:::-----------:::--:::----:::---------------------::::::::::::----:::::::----:::::::::::::-------
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Frostys Virpio
KarmaFleet Goonswarm Federation
2115
|
Posted - 2015.08.20 15:34:25 -
[23] - Quote
Mr Mieyli wrote:Frostys Virpio wrote:Mr Mieyli wrote:Rawketsled wrote:Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is. Let's say remote reps are nerfed to 1/4 of their current strength, this is a massive nerf in power and not likely something CCP would actually do. Now what would happen as a result? Would anything change? No. Fleet comps would simply adjust to include more logi ships and we are back to square one, I believe something more is needed. Any large fight already has a chance of being throttled down by the server because it has trouble keeping up and you want to add a large number of calculation on top of it? Other games manage to include AoE without melting, and computers love calculations so I'm not convinced by the "think of the servers" argument. When CCP decide something is good for the game they find a way to make it work. How about the server keeps track of how much damage is applied to the target from AoE weapons over a server tick and then a fraction of that is applied to ships in AoE range (similar to a smart bomb) over the next tick.
Name other games where engagement size is unlimited and don't have a problem with AoE fest. Remember, I can bring 500 of those AoE weapon to the same fight and the targets might be a stack of 300 ships without the server being able to do anything about it beside going in TiDi mode.
As for your different calculation method, the server still have to make all those new calculation of who is in range of the central AoE point and how much damage each of them take based on the base damage and affected by resist. This is multiplied by how many ship you had using the AoE weapon on the same tick. The damage being applied on this tick or the next does not change much since on the next tick, there is probably another wave of new AoE to calculate because some people in the AoE fleet fired 1 second late... |

Chance Ravinne
WiNGSPAN Delivery Services
464
|
Posted - 2015.08.20 16:22:59 -
[24] - Quote
Instead of direct AoE which has technical issues, perhaps something more like Chain Lightning would punish blobs without being so taxing on the servers.
It could jump from target to target, though determining what should get hit might be hard.
Another option is perhaps a feedback beam. When you shoot a ship with it, other ships repping it or boosting it, or vice versa, also get hit. It is much more controlled and directed, no distance calcs needed.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
|

Frostys Virpio
KarmaFleet Goonswarm Federation
2118
|
Posted - 2015.08.20 17:06:18 -
[25] - Quote
Chance Ravinne wrote:Instead of direct AoE which has technical issues, perhaps something more like Chain Lightning would punish blobs without being so taxing on the servers.
It could jump from target to target, though determining what should get hit might be hard.
Another option is perhaps a feedback beam. When you shoot a ship with it, other ships repping it or boosting it, or vice versa, also get hit. It is much more controlled and directed, no distance calcs needed.
Chain lightning only gets easier on the server if the number of affected target is limited, if not, good luck not crushing the server with calculation of which ship get hit in what order.
Feedback beam just become another "must have" in any fleet comp. You then either get alpha'd off the field or the other side just warp away because they can't rep against a feedback beam. |

Serendipity Lost
Repo Industries
1326
|
Posted - 2015.08.20 17:33:14 -
[26] - Quote
This whole thread is du..... not smart. Eve doesn't need AoE or chain lightning (???) weapons. CCP should (and I think is) make reasons to not blob up to add depth and interest to the game. Adding effects and/or mechanics to punish folks for blobbing up is negative programming and not moving the game forward.
Don't push CCP to add things that punish blobs. Push CCP to add things that are more interesting and better than being in a blob.
I'm not sure how entosis will work out, but it's positive programming and adding something new and interesting to the game to move it forward.
I'm just like most other folks - I don't like blobs, lag or getting alpha'd either. I also don't like negative programming / game design.
Chain lightning..... really?? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2118
|
Posted - 2015.08.20 17:50:00 -
[27] - Quote
Serendipity Lost wrote:
Chain lightning..... really??
Critical plasma explosion pattern.
It's a little bit like a shaped charge but it tracks gravity/magnetic anomaly caused by other ships around to direct a plasma flow causing damage.
It's also a stupid idea but vOv |

Chance Ravinne
WiNGSPAN Delivery Services
464
|
Posted - 2015.08.20 18:19:00 -
[28] - Quote
In other games and IRL, the reasons for not blobbing are line of sight, line of fire, friendly fire, and AOE.
Eve doesn't have #1 or #2 which is why aoe seems like a reasonable suggestion.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
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Frostys Virpio
KarmaFleet Goonswarm Federation
2121
|
Posted - 2015.08.20 18:32:05 -
[29] - Quote
Chance Ravinne wrote:In other games and IRL, the reasons for not blobbing are line of sight, line of fire, friendly fire, and AOE.
Eve doesn't have #1 or #2 which is why aoe seems like a reasonable suggestion.
And unlike all those other games, EVE also does not prevent you from taking 1000 of your friends each with their own 5 drones with you for the ride this multiplying every AoE calculation by thousands.
Is there any game beside FPS that really somehow reduce the effectiveness of blobbing? |

Chance Ravinne
WiNGSPAN Delivery Services
464
|
Posted - 2015.08.20 20:13:06 -
[30] - Quote
Frostys Virpio wrote:Chance Ravinne wrote:In other games and IRL, the reasons for not blobbing are line of sight, line of fire, friendly fire, and AOE.
Eve doesn't have #1 or #2 which is why aoe seems like a reasonable suggestion. And unlike all those other games, EVE also does not prevent you from taking 1000 of your friends each with their own 5 drones with you for the ride this multiplying every AoE calculation by thousands. Is there any game beside FPS that really somehow reduce the effectiveness of blobbing?
As mentioned elsewhere in this thread, RTS games like Starcraft, Homeworld, Age of Empires, etc. do.
Some of these games have hundreds of units on field at a time. And the main things that control blobs are terrain (doesn't exist in space) and splash damage.
And no, you don't win rts games with n+1 splash damage. Aoe tends to be much lower dps than normal attacks, and the units that fire aoe tend to be either very slow or very fragile.
For instance instead of doing 500 dps to one target you would do 75 dps to multiple targets. A fleet composed of the splash damage ships will be murdered by brawling ships or well spaced sniping ships.
You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT
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Frostys Virpio
KarmaFleet Goonswarm Federation
2122
|
Posted - 2015.08.20 20:28:21 -
[31] - Quote
Chance Ravinne wrote:Frostys Virpio wrote:Chance Ravinne wrote:In other games and IRL, the reasons for not blobbing are line of sight, line of fire, friendly fire, and AOE.
Eve doesn't have #1 or #2 which is why aoe seems like a reasonable suggestion. And unlike all those other games, EVE also does not prevent you from taking 1000 of your friends each with their own 5 drones with you for the ride this multiplying every AoE calculation by thousands. Is there any game beside FPS that really somehow reduce the effectiveness of blobbing? As mentioned elsewhere in this thread, RTS games like Starcraft, Homeworld, Age of Empires, etc. do. Some of these games have hundreds of units on field at a time. And the main things that control blobs are terrain (doesn't exist in space) and splash damage. And no, you don't win rts games with n+1 splash damage. Aoe tends to be much lower dps than normal attacks, and the units that fire aoe tend to be either very slow or very fragile. For instance instead of doing 500 dps to one target you would do 75 dps to multiple targets. A fleet composed of the splash damage ships will be murdered by brawling ships or well spaced sniping ships.
The RTS you named have unit cap on the game itself which mean you can't bring more than X of anything to any fight. This is already a blobbing limitation that nobody ever want in EVE it seems so good luck with that. Those games also don't feature LoS attack with ranged unit firing across each other at the same enemy if ordered to do so.
Flying unit in starcraft can also stack on top of each others. They will repulse each other slowly but move forward across their "friend" as soon as they get pushed out of range. Land unit can't do that but this limitation only really apply to melee unit since you can usually cram a load of unit on a single target as long as you put the 1st ones close enough.
Few unit can also do AoE in those games and if they can, it's usually a low radius and while using their normal weapon too. Those that have special AoE effect beside their main weapon are usually used like bombers or smart bomb which are already in EVE.
BTW, with a 75 dps application from the AoE system, you only need 7 target to outdo the single target option in term of total damage applied which would quickly be reached if it was not limited in number of affected target. Even more so in a case of a BS using a large AoE effect vs small ships that are even easier to cram together.
Capping the number of affected target can work to reduce the effectiveness of AoE but that mean more calculation of what is in range and which one will be affected and which one won't.
BTW, you can win RTS games with splash damage n+1. Your N just need to be high enough. |

Mr Mieyli
Hedion University Amarr Empire
22
|
Posted - 2015.08.20 20:40:49 -
[32] - Quote
Serendipity Lost wrote:This whole thread is du..... not smart. Eve doesn't need AoE or chain lightning (???) weapons. CCP should (and I think is) make reasons to not blob up to add depth and interest to the game. Adding effects and/or mechanics to punish folks for blobbing up is negative programming and not moving the game forward.
Don't push CCP to add things that punish blobs. Push CCP to add things that are more interesting and better than being in a blob.
I'm not sure how entosis will work out, but it's positive programming and adding something new and interesting to the game to move it forward.
I'm just like most other folks - I don't like blobs, lag or getting alpha'd either. I also don't like negative programming / game design.
Chain lightning..... really??
I don't see this as a method to punish blobs, I see it as a trade off people can make. Either they can fit for single target damage and high dps, or they can fit for AoE at the cost of dps but both have their own advantages. In ALL other strategy games blobs are countered by splash damage. Eve presents it's own problems with the sheer scale of some fights but IMO a way needs to be found to allow AoE on reasonable scales without killing the server. Remember people do already manage just fine to topple the server with the sheer sizes of blobs that unchecked N+1 gameplay leads to.
Also I never suggested chain lightening, it doesn't feel right in EvE and I don't believe it would involve any less calculations than a sphere of AoE. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2123
|
Posted - 2015.08.20 21:12:32 -
[33] - Quote
Mr Mieyli wrote:Serendipity Lost wrote:This whole thread is du..... not smart. Eve doesn't need AoE or chain lightning (???) weapons. CCP should (and I think is) make reasons to not blob up to add depth and interest to the game. Adding effects and/or mechanics to punish folks for blobbing up is negative programming and not moving the game forward.
Don't push CCP to add things that punish blobs. Push CCP to add things that are more interesting and better than being in a blob.
I'm not sure how entosis will work out, but it's positive programming and adding something new and interesting to the game to move it forward.
I'm just like most other folks - I don't like blobs, lag or getting alpha'd either. I also don't like negative programming / game design.
Chain lightning..... really?? I don't see this as a method to punish blobs, I see it as a trade off people can make. Either they can fit for single target damage and high dps, or they can fit for AoE at the cost of dps but both have their own advantages. In ALL other strategy games blobs are countered by splash damage. Eve presents it's own problems with the sheer scale of some fights but IMO a way needs to be found to allow AoE on reasonable scales without killing the server. Remember people do already manage just fine to topple the server with the sheer sizes of blobs that unchecked N+1 gameplay leads to. Also I never suggested chain lightening, it doesn't feel right in EvE and I don't believe it would involve any less calculations than a sphere of AoE.
The best way to cheaply counter AoE in RTS games is to send blobs of cheap units right on top of the AoE dealers so they splash each others into oblivion. Zerglings on top of siege tank are hilarious. |

Mr Mieyli
Hedion University Amarr Empire
22
|
Posted - 2015.08.20 21:50:53 -
[34] - Quote
Frostys Virpio wrote: The best way to cheaply counter AoE in RTS games is to send blobs of cheap units right on top of the AoE dealers so they splash each others into oblivion. Zerglings on top of siege tank are hilarious.
Can we please limit talking about other games and if you do can you relate what you are saying back to EvE?
If I understand you, you're saying AoE doesn't counter blobs because you can get on top of the AoE damage dealers and make them kill themselves? How would this relate to eve? Ships in eve are expensive and I can't see many people suiciding ships in to try and somehow kill the AoE-dealing ships that way. Also I like the of "ah you did this, now I can counter by doing this " of your example, counter play is good gameplay and should be encouraged.
AoE alone is not a monster that ruins the game. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2123
|
Posted - 2015.08.20 22:32:16 -
[35] - Quote
Mr Mieyli wrote:Frostys Virpio wrote: The best way to cheaply counter AoE in RTS games is to send blobs of cheap units right on top of the AoE dealers so they splash each others into oblivion. Zerglings on top of siege tank are hilarious.
Can we please limit talking about other games and if you do can you relate what you are saying back to EvE? If I understand you, you're saying AoE doesn't counter blobs because you can get on top of the AoE damage dealers and make them kill themselves? How would this relate to eve? Ships in eve are expensive and I can't see many people suiciding ships in to try and somehow kill the AoE-dealing ships that way. Also I like the of "ah you did this, now I can counter by doing this " of your example, counter play is good gameplay and should be encouraged. AoE alone is not a monster that ruins the game.
How many throwaway ship do you think the blob can send at the smaller fleet with warp at 0 to have them kill themself? Every single "counter-play" is better achived by the BLOB. The very existance of the BLOB is their better skill or willingness at herding cats. The chance they will field wings of ships just to counter your AoE over their normal dps/logi wings is much greater than the chance you have of achieving critical mass for your AoE to beat them.
Every single time you try to counter the BLOB in EVE, you shoot yourself in the foot because they ALWAYS have the best tool to counter everything in EVE, MORE of anything.
As long as you keep forgetting about that, you will keep coming up with bad ideas because you can't nerf organisation. It's an out of game skill. Having more friends in a game where you can bring as many as you want will ALWAYS be powerfull.
What you need to nerf this is the change the fundamental "laws" of EVE to prevent people from fielding much bigger fleet. If you don't then the bigger fleet will check what you bring, and dedicate a part of it's own bigger number to the hard counter to what you bring and field the rest as something else because they can. They have the manpower. The BLOB can throw more warm bodies as a solution to any problem. At worst they have to wait a bit for the training but it will come. Just like they went from rifters to drake to battleship and to caps. They can get to any counter like anyone else and at that point, the game numbers are cancelling each others and number prevail.
To counter the BLOB, you have to nerf politics and I can only wish you luck with that. |

Reaver Glitterstim
Dromedaworks inc Test Alliance Please Ignore
2580
|
Posted - 2015.08.21 05:01:33 -
[36] - Quote
Yun Kuai wrote:Reaver Glitterstim wrote:Rawketsled wrote:Mr Mieyli wrote:Many eve players complain about remote reps making fights into battles where one side loses next to nothing and the other loses everything, but is nerfing remote reps the best solution? Yes, it is. I think cutting them in half is more than reasonable. Even at half power, they will still be used the same way they are now: to prevent fleet members from being destroyed while sustaining heavy fire. But cutting them in half will make onboard reps more important, and allow them to stack better against remote reps. [/i] Your logi is so backwardly flawed I don't even know where to start. Let's begin with the current meta from a lot of so called "elite" pirate groups. Their elite fleet comps tend to favor a 50% DPS, 45% Logi, 5% Tackle. If you cut down the effectiveness of logi by half, you will either a) force players to bring 50% more logi to make up for the reduced effectivenss or False. They do not bring logi in the hopes nobody dies, they bring logi because logi is the most effective ship type. It's all about type effectiveness and the elitists pick the best possible assortment. Lower logi output and you lower how good logi is for the fleet. They would bring less logi, not more.
Pirate ship Nightmare, can you fathom
Larger but with smaller spikes than Phantasm
The Succubus looks meaner
But the Revenant cleaner
Seems as they get bigger, the smaller spikes they has'm
|

Barrogh Habalu
Forever Winter Absolute Zero.
1038
|
Posted - 2015.08.21 06:08:28 -
[37] - Quote
Off-topic, but...
Reaver Glitterstim wrote:What about if the Guardian has Remote Repair Augmentor rigs? They will be even more cap stable? RR augmenters don't increase rep amounts.
Future of T3 cruisers - multi-tool they aspired to be instead of sledgehammer they have become
|

Amarisen Gream
Divine Demise
106
|
Posted - 2015.08.21 07:27:00 -
[38] - Quote
So - as this thread has covered nearly everything (but, the sissy fact that Goons hasn't invaded Provo yet and won't tell CCP makes the game easier for them)
Let's talk about logi- why not change up the way logi works racially when it comes to remote reps (maybe even local)
I would see Amarr/Caldari both having a surge ether at start of cycle for shield or end of cycle for armor. I would see Minmattar/Galenti having a build up but then a steady flow of reps.
To much stuff in this game has become cookie cutter, b/c it makes it easy to balance. I want uniqueness and flavor.
xoxo
Amarisen Gream
|

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
75
|
Posted - 2015.08.21 08:10:24 -
[39] - Quote
So the original idea here was to create a missle that works like a bomb because remotereps are to strong. Options to counter remote reps - get a Information warfare booster and use ECM and sensor dampening. - get a fast moving brawler fleet (20km optimal) with some neutralizers and jump on top of the logistics - hit the main fleet with bombs use the chaos to attack the logistics.
Why is AOE a bad idea? -We already have AOE its called a Bomb and it is not targeted for a reason because that would be overpowered(like a grid doomsday) -It is easy to counter, deblob, the fleet performs a manouver after landing on grid which results in them being in a huge ball so that you never hit all of them. -It would not be used against logi but to hunt down any small gang in EVE . -Logistics are very resilient they move fast and have a small signature and good resistance.
If you want a aoe that is strong enough to kill a logi it needs a lot of dps or alpha and it needs to be not affected by signature or speed like a smartbomb or the old doomsday.
If you want an aoe to hit the fleet this already exists.
There are enough options to counter remote reps, EWAR is easy so how about you try this. |

Sigras
Conglomo
1058
|
Posted - 2015.08.21 08:23:21 -
[40] - Quote
Frostys Virpio wrote:How many throwaway ship do you think the blob can send at the smaller fleet with warp at 0 to have them kill themself? Every single "counter-play" is better achived by the BLOB. The very existance of the BLOB is their better skill or willingness at herding cats. The chance they will field wings of ships just to counter your AoE over their normal dps/logi wings is much greater than the chance you have of achieving critical mass for your AoE to beat them. That is exactly the POINT! The problem with blobs is rooted in the fact that it's super easy. Managing a large fleet should mean coordinating multiple attack wings all operating independently. Right now it's just telling a bunch of people to orbit anchor, target XYZ ship and press F1.
If AOE forces large fleets to split up into smaller attack wings flying around the grid, then good job everybody, mission accomplished, on to the next problem.
Current fleet mechanics are the equivalent of attack-moving across the map in starcraft, except in Eve it is also the most effective strategy because there are no siege tanks doing AOE damage to punish that strategy. Bombs are a great counter to Battleship/Battlecruiser blobs, and guess what people dont fly anymore? I guess it was easier for you guys to switch ship doctrines than to teach all your pilots to do something other than orbit anchor huh?
Frostys Virpio wrote:Every single time you try to counter the BLOB in EVE, you shoot yourself in the foot because they ALWAYS have the best tool to counter everything in EVE, MORE of anything. ya know, you're right... I remember when stealth bombers were totally wrecking battleship fleets, they just brought more battleships and BAM problem solved... 
Can we start saying coherent things again? |

Mr Mieyli
Hedion University Amarr Empire
22
|
Posted - 2015.08.21 08:29:33 -
[41] - Quote
Edit: forum ate my post |

Sigras
Conglomo
1059
|
Posted - 2015.08.21 08:42:44 -
[42] - Quote
Serendipity Lost wrote:Don't push CCP to add things that punish blobs. Push CCP to add things that are more interesting and better than being in a blob. This is a fantastic idea... Its just too bad nothing like that exists...
I have a challenge for you... come up with a mechanic. A positive non-punishing mechanic that you think would make people split into smaller groups.
Game designers use AOE for a good reason; without it blobs are unreasonably strong.
As mentioned earlier in this thread, there are only 3 things that counter blobbing in games
1. Terrain - Bottlenecks like ramps that only a certain number of units can fit onto at a time; unfortunately this is not in Eve. 2. Line of Sight - If your units/ships/soldiers must all be able to see the target to shoot at it, then the size of a blob is effectively limited because there is obviously a finite amount of space around a given target. Unfortunately this is also not in Eve because it would make the servers hotter than the sun. 3. AOE - Since Eve has neither 1 or 2, this is the only option we have left.
Serendipity Lost wrote:I'm just like most other folks - I don't like blobs, lag or getting alpha'd either. I also don't like negative programming / game design. Which would you rather have: Blobs or a mechanic to punish blobs? because youre going to have one or the other. If you dont have mechanics to punish blobs, then people are gonna blob up because it's the easiest most effective thing to do. |

Lu Ziffer
Jelly Baby Corporation Fidelas Constans
75
|
Posted - 2015.08.21 09:23:55 -
[43] - Quote
I like blobs I also like to see if they get bombed or pipebombed or any other creative idea of taking them apart(FYF).
We already have Fozziesov which is entirely based on the idea of making the fights smaller which is not going to happen. The problem with all this ideas is that they only think 2 steps in to the future not 10 or 20. EVE players especially in the big alliances are very good theorycrafters. That is why they have so much power they outsmart CCP and the other players they find the easyiest most isk efficient way to achieve there goal.
Let's face reality, even if you set an artifical limit on how many players can be in a system the site with the bigger numbers wins. They have more ressources and players to choose from and if that is not enough they can pay someone to fight for them. There is no counter to metagaming and everytime someone tries it makes the game worse.
There were a lot of counters in the past but due to a lot of crying in the forums they are gone.
Bottlenecks: We had that when there was a cynojammer cover over EVE Line of sight : We have that its limited to 250km or the grid and gridfu is not allowed because it is overpowered to a point that is not even funny. AOE it is one of many options you have . There is a reason why FYF exists.
If you think blobs are to easy to manage then you forget it is only this way because the targets at the moment are easy to kill. There are blops with a high complexity but most of the time it is not needed, the target is stanading in front of you and it is a pure battle of dps vs repair with no ewar and no second fleet involved. In such a battle the site with the bigger numbers will win 9 out of 10 times. |

Mr Mieyli
Hedion University Amarr Empire
22
|
Posted - 2015.08.21 14:36:57 -
[44] - Quote
Lu Ziffer wrote:I like blobs I also like to see if they get bombed or pipebombed or any other creative idea of taking them apart(FYF).
We already have Fozziesov which is entirely based on the idea of making the fights smaller which is not going to happen. The problem with all this ideas is that they only think 2 steps in to the future not 10 or 20. EVE players especially in the big alliances are very good theorycrafters. That is why they have so much power they outsmart CCP and the other players they find the easyiest most isk efficient way to achieve there goal.
Let's face reality, even if you set an artifical limit on how many players can be in a system the site with the bigger numbers wins. They have more ressources and players to choose from and if that is not enough they can pay someone to fight for them. There is no counter to metagaming and everytime someone tries it makes the game worse.
There were a lot of counters in the past but due to a lot of crying in the forums they are gone.
Bottlenecks: We had that when there was a cynojammer cover over EVE Line of sight : We have that its limited to 250km or the grid and gridfu is not allowed because it is overpowered to a point that is not even funny. AOE it is one of many options you have . There is a reason why FYF exists.
If you think blobs are to easy to manage then you forget it is only this way because the targets at the moment are easy to kill. There are blops with a high complexity but most of the time it is not needed, the target is stanading in front of you and it is a pure battle of dps vs repair with no ewar and no second fleet involved. In such a battle the site with the bigger numbers will win 9 out of 10 times.
This proposal alone is not meant to in any way break up big alliances as like you said they are successful for many other reasons and likely regardless of any mechanic changes they always will be. EvE coalitions have followed IRL very closely and now matches where we are in the world today. Enitities have gotten so big and wars so costly that actually it's in everyone's best interest to carry on peacefully.
What this proposal does do is add a level of on-grid depth to the game. You are right that we already have e-war but does that mean we don't need anything else? AoE weapons fill a different role than e-war and therefore I think there is room for both. Currently fights are a simple dps vs repair race because 99% of ship weapons and 100% of repair effects are single target.
As to your counters, none of those are / were valid comparisons.
Bottlenecks/ Terrain: in other games these limit unit movement IN battles, the closest equivalent in eve would be warp disrupt bubbles (only affects ability to leave / force enemies to land at point of your choosing) however there is little other on-grid area denying effects.
Line of sight: simply doesn't exist in eve at all. Your example shows a max range limit and nothing to do with line of sight.
AoE: Bombers already exist as an AoE counter to large ships, they have done this considerably well to the point that nobody uses battleships anymore. Targeted (much MUCH weaker than bomb dmg) AoE would allow AoE to be used against cruiser and frigate fleets, possibly reducing the attractiveness of cruisers.
For the record I would also be in favour of more area denying effects to create terrain and for line of sight to be implemented as these would lead to a more interesting game but got to start somewhere. |

Barrogh Habalu
Forever Winter Absolute Zero.
1038
|
Posted - 2015.08.21 15:00:58 -
[45] - Quote
Sigras wrote:ya know, you're right... I remember when stealth bombers were totally wrecking battleship fleets, they just brought more battleships and BAM problem solved...  Can we start saying coherent things again? Good job missing the point. Larger group can field more of anything including (in this scenario) more bombers. Or more counters to bombers. Or more counters to anything you bring than you can. The limit was put through bomb HP and resistances to its own damage type to avoid them being answer to anything if applied in enough numbers. What do we have in the end? Blobs still prevail due to virtue of them being able to field whatever you bring +1 and EVE have enough compositions that resistant to bombers, all that was done in the end is crippling battleships.
Unless your aim to put an arbitrary limit to number of ships relevant to the conflict at hand (ignoring the fact it's abusable, and hell, where do you draw the line?), more people will mean more options = more power.
Future of T3 cruisers - multi-tool they aspired to be instead of sledgehammer they have become
|

Frostys Virpio
KarmaFleet Goonswarm Federation
2127
|
Posted - 2015.08.21 15:19:25 -
[46] - Quote
Sigras wrote:ya know, you're right... I remember when stealth bombers were totally wrecking battleship fleets, they just brought more battleships and BAM problem solved...  Can we start saying coherent things again?
It's not like we have a mainfleet doctrine consisting of armor battleships highly resilient against bombs... |

Mr Mieyli
Hedion University Amarr Empire
23
|
Posted - 2015.08.21 16:42:28 -
[47] - Quote
Frostys Virpio wrote:Sigras wrote:ya know, you're right... I remember when stealth bombers were totally wrecking battleship fleets, they just brought more battleships and BAM problem solved...  Can we start saying coherent things again? It's not like we have a mainfleet doctrine consisting of armor battleships highly resilient against bombs...
As a great man once said, "if you set out to make a ship do a certain thing in EvE you can make it do that thing very well". I'm sure your bomb resistant doctrine has it's own weaknesses and there's nothing wrong with that. EvE's fitting system allows for a wide range of tactics and strategies and it is only limited by the available modules (and fitting space on the ship). However if no modules exist that fill a tactical niche no amount of clever fitting can make up for this. |

Helios Panala
54
|
Posted - 2015.09.04 15:03:59 -
[48] - Quote
If the goal is to nerf Logi by increasing the complexity of the role wouldn't damage over time weapons/ammo have the same effect while being less taxing on the servers? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2176
|
Posted - 2015.09.04 15:12:30 -
[49] - Quote
Helios Panala wrote:If the goal is to nerf Logi by increasing the complexity of the role wouldn't damage over time weapons/ammo have the same effect while being less taxing on the servers?
No because it would have to keep track of all the DoT timer generated. Instead of checking one time for who is in range, it know you are always in range but has to take into account how often and for how much you get it on each tick. |

Helios Panala
54
|
Posted - 2015.09.04 15:22:11 -
[50] - Quote
Frostys Virpio wrote:No because it would have to keep track of all the DoT timer generated. Instead of checking one time for who is in range, it know you are always in range but has to take into account how often and for how much you get it on each tick.
We kind of already have damage over time weapons in the form of drones anyway, the DoT tick can even be removed with the right weapons.
Yeah... never mind, more I think about it more I think drones are basically dots and that clearly hasn't countered blobs in anyway.
|

Ben Ishikela
64
|
Posted - 2015.10.05 16:05:42 -
[51] - Quote
Missile AoE needs BrainInABox or massive TiDi. But it would be awesome! no more anchoring. more manual pilot. hurray!
Remove JumpFreighters/CloakHauler/CloakTrick and make a new T2Freighter(mjd&LotsOfCargo&moreTank, but no JumpDrive). Because we need more opportunities for piracy, escorts and decentralised economy! ...also Convoys.
|

Asuka Solo
Instant Annihilation This Isn't Going To End Well
3000
|
Posted - 2015.10.05 16:36:56 -
[52] - Quote
SomethingIs InMyButt wrote:Cristl wrote:The hamsters would veto it. AOE weapons are bad for server calculations apparently. CCP doesn't know how to optimize square root and sin/cos functions properly. :-(
Nah... it would get VETOd because it kills sub cap pvp.
Oh wait...
Eve is about Capital ships, WiS, Boobs, PI and Isk!
|

Zimmer Jones
Aliastra Gallente Federation
305
|
Posted - 2015.10.05 16:48:42 -
[53] - Quote
SFM Hobb3s wrote:Reaver Glitterstim wrote: Some good logi stuff Because I'm truly evil and love to see explosions (and would love to see battles where two sides smash into eachother and one side does not just walk away unscathed), I'm all for even more extreme measures. Don't just drop remote reps to 1/4 effectiveness, lets also add diminishing returns to prevent people from just trying to compensate with 4x logi. It would be awesome if we actually had to start using local active repping in fights, and not just depend on buffer and logi. The long standing meta of everyone focusing fire on a single target in hopes of overcoming incoming reps is, while tactically sound, boring. I'd like to see spider repping make a comeback, get a bit past that f1 monkey thing. Now, having armada fleets, that is fleets of fleets would mean you could also have the PVPers do emergency alpha logi at the same time, and warp off to seperate off grid logi ship "emergency triage" fleet( make a papertank hullrepping logi pls) for full repairs.
As for AOE weapons, have to say -1, the hamsters are overtaxed as it is. Drones alone bring servers to their knees, and i suggest you go check out rooks and kings vids to se what smartbombs do even without drones on field.
You are content to be content. This is not a jedi mind trick, you're just the game
|

gunzbngbng
Hard Knocks Inc. Hard Knocks Citizens
1
|
Posted - 2015.10.05 16:59:59 -
[54] - Quote
The point in concept is that in a large fleet fight, one side shouldn't completely dominate the other based on logistics. I suppose I have a concept in mind that ships should evaporate on both sides, provided they are both positioned properly. Having to resort to alpha doctrines isn't interesting gameplay.
When I first started playing this game, I joined a corporation that flew T1 cruisers fully ensured and were nearly free to fly. We would take gangs of 12-15 out and slam them into the nearest vastly superior gang and often all die taking down one "shiny." The destruction of that one hac/recon/etc was worth more than the entire fleet combined. To a degree, I believe that an FC looking at a superior fleet should have the option to ship down and repeatedly throw inferior gangs at the opposing fleet to whittle it down.
At the moment, I simply believe that isn't possible when fleets are bringing 10+ logistics with them.
The fix I would propose is simple. Stacking penalties on logistics. Say after 8 remote repair modules, it becomes noticeable. By 12, it's half. By 16, it's practically non-existent. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2301
|
Posted - 2015.10.05 17:00:29 -
[55] - Quote
Ben Ishikela wrote:Missile AoE needs BrainInABox or massive TiDi. But it would be awesome! no more anchoring. more manual pilot. hurray!
Anchor further away... It's not like missile would get 10k+ AoE blast radius. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2301
|
Posted - 2015.10.05 17:04:46 -
[56] - Quote
gunzbngbng wrote:The point in concept is that in a large fleet fight, one side shouldn't completely dominate the other based on logistics. I suppose I have a concept in mind that ships should evaporate on both sides, provided they are both positioned properly. Having to resort to alpha doctrines isn't interesting gameplay.
When I first started playing this game, I joined a corporation that flew T1 cruisers fully ensured and were nearly free to fly. We would take gangs of 12-15 out and slam them into the nearest vastly superior gang and often all die taking down one "shiny." The destruction of that one hac/recon/etc was worth more than the entire fleet combined. To a degree, I believe that an FC looking at a superior fleet should have the option to ship down and repeatedly throw inferior gangs at the opposing fleet to whittle it down.
At the moment, I simply believe that isn't possible when fleets are bringing 10+ logistics with them.
The fix I would propose is simple. Stacking penalties on logistics. Say after 8 remote repair modules, it becomes noticeable. By 12, it's half. By 16, it's practically non-existent.
Feel free to tell me why remote reps should be stacking penalized while weapon are not. No one ever answer that anyway... |

Asuka Solo
Instant Annihilation This Isn't Going To End Well
3000
|
Posted - 2015.10.05 18:01:01 -
[57] - Quote
Frostys Virpio wrote:gunzbngbng wrote:The point in concept is that in a large fleet fight, one side shouldn't completely dominate the other based on logistics. I suppose I have a concept in mind that ships should evaporate on both sides, provided they are both positioned properly. Having to resort to alpha doctrines isn't interesting gameplay.
When I first started playing this game, I joined a corporation that flew T1 cruisers fully ensured and were nearly free to fly. We would take gangs of 12-15 out and slam them into the nearest vastly superior gang and often all die taking down one "shiny." The destruction of that one hac/recon/etc was worth more than the entire fleet combined. To a degree, I believe that an FC looking at a superior fleet should have the option to ship down and repeatedly throw inferior gangs at the opposing fleet to whittle it down.
At the moment, I simply believe that isn't possible when fleets are bringing 10+ logistics with them.
The fix I would propose is simple. Stacking penalties on logistics. Say after 8 remote repair modules, it becomes noticeable. By 12, it's half. By 16, it's practically non-existent. Feel free to tell me why remote reps should be stacking penalized while weapon are not. No one ever answer that anyway...
The people who cry about nerfing RR, don't have enough....
The people who cry about nerfing Alpha, don't have enough....
I say bring back AoE doomsdays and to hell with all of em. Blow up their crap and laugh at them when they wine on the forums.
No?
Eve is about Capital ships, WiS, Boobs, PI and Isk!
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Mr Mieyli
Hedion University Amarr Empire
64
|
Posted - 2015.10.05 19:48:31 -
[58] - Quote
Frostys Virpio wrote:Ben Ishikela wrote:Missile AoE needs BrainInABox or massive TiDi. But it would be awesome! no more anchoring. more manual pilot. hurray! Anchor further away... It's not like missile would get 10k+ AoE blast radius.
Different ammo types could have different explosion radii with the tightest explosion having the most focused (highest) damage. Stacking penalising logi is not a good solution as now it becomes literally impossible to defend against a large enough fleet.
It seems everyone's main problem is server load, are there any programmers among us able to figure out a good easy-on-the-server way to do AoE?
A case for more AoE in EvE
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Frostys Virpio
KarmaFleet Goonswarm Federation
2303
|
Posted - 2015.10.05 20:05:16 -
[59] - Quote
Mr Mieyli wrote:Frostys Virpio wrote:Ben Ishikela wrote:Missile AoE needs BrainInABox or massive TiDi. But it would be awesome! no more anchoring. more manual pilot. hurray! Anchor further away... It's not like missile would get 10k+ AoE blast radius. Different ammo types could have different explosion radii with the tightest explosion having the most focused (highest) damage. Stacking penalising logi is not a good solution as now it becomes literally impossible to defend against a large enough fleet. It seems everyone's main problem is server load, are there any programmers among us able to figure out a good easy-on-the-server way to do AoE?
Barring a re-write of the game code? Good luck with that. Each damage tick, be it from a single source or AoE need to be calculated independently which is why AoE can lag the server the hell and back.
((Damage type VS resists) + (target sig radius VS explosion radius)) * number of "unit" in range = no easy way out. |

Thron Legacy
White Zulu Scorpion Federation
24
|
Posted - 2015.10.05 22:27:23 -
[60] - Quote
Mr Mieyli wrote: AoE to be used against cruiser and frigate fleets, possibly reducing the attractiveness of cruisers
step in the right direction |

Frostys Virpio
KarmaFleet Goonswarm Federation
2399
|
Posted - 2015.10.06 12:25:48 -
[61] - Quote
Thron Legacy wrote:Mr Mieyli wrote: AoE to be used against cruiser and frigate fleets, possibly reducing the attractiveness of cruisers
step in the right direction
Making cruiser easier to deal with by larger ship is as easy as reducing the speed creep. Then, magically, all weapon start having less issue tracking them and start applying more DPS. |

La Rynx
School of Applied Knowledge Caldari State
445
|
Posted - 2015.11.20 12:51:26 -
[62] - Quote
Want AoE?
CCP was listening: The new field warp mechanism is exactly what you were talking of.
Atomic Virulent : "You can't spell DOUCHE. without CODE."
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Abbot Jackson
Puppies and Christmas
3
|
Posted - 2015.11.21 23:56:51 -
[63] - Quote
Idea #1: Mines Why not have minefields? Basically a stationary bomb that is triggered by anything that comes within 5 km of it, including other bombs, so that you can't have like 50 on an undock or something. Several consecutive mine activations by an MWDing cruiser should be enough to kill it. A non-MWDing cruiser should be dispatched by like 10 of them. A non MWDing battleship should be able to tank them pretty easily. An ABing Frigate should be able to fly around them virtually unharmed
There could be different sizes of mines designed for different kinds of ships.
They could cost a reasonable amount of isk, like 200k, so that spamming them isn't completely negligible, but that there can actually be substantial mine fields.
They should disappear within 6 hours.
They should only be deployable by a certain kind of cruiser as well as all battleships. They should take 1 minute to anchor. The same cruiser should be able to minesweep while only taking minimal damage.
There could be covert minefields that only uncloak when something is within 7500m. These would do less damage.
Idea #2: Nanite Clouds Basically work the same way as those clouds of gas that slightly damage you in missions. Basically a special kind of cruiser and all battleships can fit a module that releases "volatile nanite swarms" that feed off of any ships in the cloud and get stronger the more damage they do.
Damage should not exceed like 300 dps, and getting the cloud to grow enough to be that powerful should be hard.
Should look like a sinister white or grey fog, that can start to fill up entire battlefields. Should be a way to force people out of small, kitey stuff and into heavier, BS sized ships that can tank the nanites as they become more volatile.
Should be able to do any of the four damage types.
Should be destroyable with smartbombs.
This is getting pretty out there, but there could be ships that specialize in deploying the clouds or even moving them around. They could move about as fast as fighter bombers, and could be a good counter to drone doctrines.
Idea #3: Black Holes This ones a little crazy.
Titans can use a weapon that over the course of 1 minute creates a small black hole on the grid that damages ships the closer they get to it.
It doesn't "suck" anything into it, just does exponentially more damage the closer you get. If you bump into it, you are instantly killed, but even if you are within 5km of it, you're sustaining ~800dps.
If you're 10km 400dps. 20km 200dps. 40km 100dps. Should stop altogether at 50km, where you take 50dps.
It should be omni damage. Should be visually appealing, similar to a wh.
Basically a way for Titans to make a grid completely uninhabitable. No restrictions on how many of these can be on grid, but they can't be within 40km of a structure (i.e. no rapecaging a POS with black holes, even though that would be awesome, and no instant 350dps as soon as you jump through a gate). They should be able to serve as the ultimate smartbombing proteus trap; a way for a titan to blockage a system.
Should disappear after 1hr, should cost ~500mil to use, should have HP and should evaporate if it's shot at enough.
So yeah those are my AoE ideas. |

Mr Mieyli
Hedion University Amarr Empire
104
|
Posted - 2015.11.22 00:27:54 -
[64] - Quote
La Rynx wrote:Want AoE?
CCP was listening: The new field warp mechanism is exactly what you were talking of.
It's not exactly what I was hoping for but it does add a sort of terrain like element. More variety is good for the game so I'll take what I can get.
A case for more AoE in EvE
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