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Anthar Thebess
1296
|
Posted - 2015.09.09 09:12:13 -
[1] - Quote
Where are we now? In a place where having enough logistic ships in your fleet makes you invulnerable unless someone use a alpha doctrine. So more ships you bring to the fight the better , as very fast you can get to the point where enemy need to blue ball you , as he will not be able to do any damage.
What i propose? Change how the remote aid modules work. Now if ship have 10.000 points of shield and armor , and enemy take 5.000 of them in 15 seconds your logistic wing can instantly repair 5.000 points in 1 cycle , each cycle. My proposition is to change this by introducing a repair pool , that define how much specific hit points can be repaired.
Lets assume that you can repair up to 30% of raw hit points each 15 seconds , all reps above this value will bring you no good or harm. After introducing this change previous example will look like.
Ship have 10.000 points of shield and armor , and enemy take 5.000 of them in 15 seconds your logistic wing can instantly repair 3.000 points in 1 cycle , but for next 15 seconds they cannot help this ship any more.
Just to help smaller units , we can base % repaired based on the hull size , per specific time , lets assume 15 seconds. By hull size: Frigates / destroyers : 70% Cruisers, Battlecruisers , battleships : 30% Capital ships : 15%
Local repairs are not included or affected by this cap.
This will change a lot on the battlefield , and smaller forces will be always able to do damage , as they can do more damage than specific cap every 15 seconds.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Rek Seven
Hidden Agenda Deep Space Engineering
1990
|
Posted - 2015.09.09 10:25:21 -
[2] - Quote
A lot of people seem to have complicated solutions to the logi issue. I don't know why we can't just keep it simple and limit the number of reps that can be active on a target.
Need more repping power? then bring bigger, more vulnerable ships!
This would also open things up for an battleship sized logistic ship and the introduction of faction large reps.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
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Khan Wrenth
Ore Oppression Prevention and Salvation
213
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Posted - 2015.09.09 10:40:46 -
[3] - Quote
Rek Seven wrote:A lot of people seem to have complicated solutions to the logi issue. I don't know why we can't just keep it simple and limit the number of reps that can be active on a target.
Need more repping power? then bring bigger, more vulnerable ships!
This would also open things up for an battleship sized logistic ship and the introduction of faction large reps.
Even for the relatively short duration I've been on the forums, this gets brought up a lot, and shot down immediately by nullsec groups that outline precisely how they'd use that sort of artificial cap to completely screw you over.
Generally speaking artificial caps are a bad thing and should be avoided whenever possible. Yes, exceptions exist, but only because a better solution hasn't been found yet.
That said, if I were to tweak remote logi, I'd have an idea inspired by the incredibly popular and never-at-all-convtroversial subject of jump fatigue. You receive remote reps...it starts a timer. Next remote rep that lands has a diminished strength by percentage. Perhaps a tenth of a percent. Each additional remote rep that lands increases that lands ups the diminishing return timer by a tenth of a percent. This timer lasts thirty minutes. If you go thirty minutes without remote reps landing (local reps are fine), the diminished rep timer resets completely.
To tweak it, there'd be a multiplier based on what size the remote rep is. 1x (one-tenth of a percent per rep) small, 2x (two-tenths of a percent per rep) for medium, 3x for large, 5x for capital.
But that's just an idea. I'm sure someone could exploit it somehow, but I think it's a slightly better system than what we have now. And remember - improvements have to be just that - improvements! You don't need to replace a bad system with a perfect system, just a better system. And keep improving.
Let's discuss overhauling the way we get intel in EvE.
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afkalt
Republic Military School Minmatar Republic
1954
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Posted - 2015.09.09 10:49:07 -
[4] - Quote
Dropping their max locked targets is quicker, easier, rewards enemy FC target switching, provides an indirect cap chaining nerf and doesn't dump on small gang.
Seems simple enough. |

Khan Wrenth
Ore Oppression Prevention and Salvation
213
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Posted - 2015.09.09 10:55:15 -
[5] - Quote
afkalt wrote:Dropping their max locked targets is quicker, easier, rewards enemy FC target switching, provides an indirect cap chaining nerf and doesn't dump on small gang.
Seems simple enough.
Oftentimes the simplest solutions are the best.
Let's discuss overhauling the way we get intel in EvE.
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Anthar Thebess
1296
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Posted - 2015.09.09 11:28:10 -
[6] - Quote
This is interesting , limit logi only to target 2 targets. Problem arise when someone want to use logi to something different , lets also not forget about ultimate logistic ships : carriers. Unless we forbid using capital remote aid without the triage module active ( that will limit number of locket targets ) then we have another important issue.
"Logi Fatigue" is interesting , but i think my solution is easier to compute by server , additionally yours can be easily abused.
"FC: Start repping enemy titan using small reps!. Fast before enemy triage carriers jump in!"
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

afkalt
Republic Military School Minmatar Republic
1955
|
Posted - 2015.09.09 11:40:43 -
[7] - Quote
Carriers are fine imo because:
a) When caps entire it's not small gang any more b) They serve as a serious raise of the stakes and can provoke escalations - or equally valuably, provide a "look, just **** off" message to a small enemy harassing fleet c) Caps need something these days, more nerfs are not it.
2 is too low, 5 (maybe 6) is a good number. Couple of cap buddies and 3/4 RR targets available. That will fill up real quick even with just the prelock squishies. Auto targetters to rise the number of targets chew highslots so another win there in terms of choices/compromise.
An accompanying buff to armor scan res and nerf to shield would be required as armor are hurt more by target swapping. |

Khan Wrenth
Ore Oppression Prevention and Salvation
214
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Posted - 2015.09.09 11:41:05 -
[8] - Quote
Anthar Thebess wrote:This is interesting , limit logi only to target 2 targets. Problem arise when someone want to use logi to something different , lets also not forget about ultimate logistic ships : carriers. Unless we forbid using capital remote aid without the triage module active ( that will limit number of locket targets ) then we have another important issue.
"Logi Fatigue" is interesting , but i think my solution is easier to compute by server , additionally yours can be easily abused.
"FC: Start repping enemy titan using small reps!. Fast before enemy triage carriers jump in!"
True but that's why I gave a number that I thought would make such a tactic useless. Perhaps it would need to be less (a hundreth of a percent?), but you'd have to rep a lot before you could make a noticeable difference in incoming rep amount, which is putting you at a significant disadvantage because your logi is being killed off while trying to repair enemy ships. Just doesn't work. The premise was to eliminate long standoffs where either side's logi made it impossible to destroy ships because the amount of logi on the field could overcome all DPS on field. So, over time, that logi would diminish and you'd eventually be able to finish off that target. That is what I understand to be the biggest problem with remote reps - in enough numbers they can make fleets invincible. So, diminishing their use on a per-target basis over time would eliminate that. Numbers would need tweaked, but it's workable.
But again, I also like the idea AFKALT put forth - drop max targets.
Let's discuss overhauling the way we get intel in EvE.
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Lugh Crow-Slave
1220
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Posted - 2015.09.09 11:41:21 -
[9] - Quote
Rek Seven wrote:A lot of people seem to have complicated solutions to the logi issue. I don't know why we can't just keep it simple and limit the number of reps that can be active on a target.
Need more repping power? then bring bigger, more vulnerable ships!
This would also open things up for an battleship sized logistic ship and the introduction of faction large reps.
I have an even simpler one bring e-war force your opponents to spread out and spread your dose in an organised way
Do this will and you can beat a logi heavy team without alpha
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Anthar Thebess
1296
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Posted - 2015.09.09 11:48:13 -
[10] - Quote
Lugh Crow-Slave wrote:Rek Seven wrote:A lot of people seem to have complicated solutions to the logi issue. I don't know why we can't just keep it simple and limit the number of reps that can be active on a target.
Need more repping power? then bring bigger, more vulnerable ships!
This would also open things up for an battleship sized logistic ship and the introduction of faction large reps. I have an even simpler one bring e-war force your opponents to spread out and spread your dose in an organised way Do this will and you can beat a logi heavy team without alpha
"Bring more" is not a good answer , because simply , if enemy is getting more ewar , get more logi ships. Sometimes ewar is useless , or to easy to counter.
Simple example , damps when 2 fleets are sniper doctrines that have logistic ships sitting at 0. You can still scan res damp, but this are usually battleship fleet ....
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Corraidhin Farsaidh
Farsaidh's Freeborn
1672
|
Posted - 2015.09.09 11:48:17 -
[11] - Quote
We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe. |

Rek Seven
Hidden Agenda Deep Space Engineering
1990
|
Posted - 2015.09.09 11:50:21 -
[12] - Quote
Anthar Thebess wrote: "FC: Start repping enemy titan using small reps!. Fast before enemy triage carriers jump in!"
Simply change the mechanics so that you can only be repped by people in fleet.
Or
Cap the number of reps per size. For example, you can have 4 small, 4 meds, 4 large 4 capital reps on you at the same time.
Lugh Crow-Slave wrote: I have an even simpler one bring e-war force your opponents to spread out and spread your dose in an organised way
Do this will and you can beat a logi heavy team without alpha
You can do that now mate, so i doesn't fix the issue
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
|

Tiddle Jr
Galvanized Inc.
475
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Posted - 2015.09.09 11:52:52 -
[13] - Quote
Fixing Logistics
Worth to read an consider his words. |

Anthar Thebess
1296
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Posted - 2015.09.09 11:55:35 -
[14] - Quote
Rek Seven wrote:Anthar Thebess wrote: "FC: Start repping enemy titan using small reps!. Fast before enemy triage carriers jump in!"
Simply change the mechanics so that you can only be repped by people in fleet. Or Cap the number of reps per size. For example, you can have 5 small, 5 meds, 5 large 5 capital reps on you at the same time. Lugh Crow-Slave wrote: I have an even simpler one bring e-war force your opponents to spread out and spread your dose in an organised way
Do this will and you can beat a logi heavy team without alpha
You can do that now mate, so i doesn't fix the issue
You cannot limit reps to fleet only , they have wide use in small gangs, traps, etc etc. When you difference rep size, again you make it harder to calculate.
From coding perspective, i prefer to have 3 additional variables per ship. 1 calculated rep cap for shield 2 calculated rep cap for armor 3 expire timer (no cap for hull?)
After this when specific cap is reached , all incoming reps go to void.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Rek Seven
Hidden Agenda Deep Space Engineering
1990
|
Posted - 2015.09.09 12:05:33 -
[15] - Quote
Why couldn't reps be fleet only? You could still do everything you can do now as long as you are in the same fleet. The only downside is that you are screwed if you DC.
I don't immediately like the idea of diminishing returns because, for small gangs, it still makes it about how has the most logi.
I guess there needs to be a discussion on what is the acceptable repping power of a fleet. Once that has be decided CCP just need to adjust the mechanics so that there is a rapid falloff in rep power after the this theoretical rep constraint is reached power has been reached.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
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Anthar Thebess
1296
|
Posted - 2015.09.09 12:08:50 -
[16] - Quote
How often 2 gangs meet,and combine forces to kick 3rd one? Neutral logistic in higsec? They are still there.
But yes this can be disabled, put more strain on the super capital battles as very often there are multiple fleets that rep/shoot single ship.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Rek Seven
Hidden Agenda Deep Space Engineering
1990
|
Posted - 2015.09.09 12:19:37 -
[17] - Quote
In my experience, combined forces combine their fleets. If they don't they aren't concerned with repping the guys who broadcast history they can't see, they just team up to kill stuff. Neutral reps, for stuff like station games would be unaffected as long as you are in the same fleet.
You sound like an idiot when you say "create content" when you mean find a fight, gank, etc... Stop it!
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Anthar Thebess
1297
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Posted - 2015.09.09 12:22:33 -
[18] - Quote
Rek Seven wrote:In my experience, combined forces combine their fleets. If they don't they aren't concerned with repping the guys who broadcast history they can't see, they just team up to kill stuff. Neutral reps are for stuff like station games is unaffected as as long as you are in the same fleet.
In my experience , when you have 1200 blue on local ( and the same amount of enemy forces) it is hard to put all people in 1 fleet.
Still removing ability to remote aid someone outside your fleet will be huge nerf to capitals and supers - this i like. But very often you fight with your alliance mates without a fleet. Some neut group show up, you undock , and fight 5 vs 5 , and you fleet up at free time.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
|

Omnathious Deninard
Novis Initiis
3085
|
Posted - 2015.09.09 12:48:50 -
[19] - Quote
IMO remote capacitor transfers should use cap booster charges and not create cap from a vacuum.
If you don't follow the rules, neither will I.
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Frostys Virpio
KarmaFleet Goonswarm Federation
2188
|
Posted - 2015.09.09 13:22:52 -
[20] - Quote
Omnathious Deninard wrote:IMO remote capacitor transfers should use cap booster charges and not create cap from a vacuum.
So you want half the logi boat to have a limited life in a battle while the other half can still keep trucking for an infinite battle duration? |

Frostys Virpio
KarmaFleet Goonswarm Federation
2188
|
Posted - 2015.09.09 13:25:58 -
[21] - Quote
Corraidhin Farsaidh wrote:We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe.
Can we apply this to gun also? I mean, why can you team up to an infinite number while the logi could not? |

elitatwo
Eve Minions Poopstain Removal Team
833
|
Posted - 2015.09.09 13:29:35 -
[22] - Quote
Omnathious Deninard wrote:IMO remote capacitor transfers should use cap booster charges and not create cap from a vacuum.
But that will buff neuts even more. I hate neuts.
Tired of low and nullsec? Join Eve Minions and experience the beauty of wormholes!
|

Destoya
Habitual Euthanasia Pandemic Legion
438
|
Posted - 2015.09.09 14:18:46 -
[23] - Quote
The real broken thing here is warfare links. It makes logistics scale so incredibly well that it leads to the dominance of remote repair on the battlefield.
Having the resist and repair speed warfare links means that you tank 82% more from remote reps than a ship without links, which is just insane. Check out Suitonias post for a more in-depth explanation. https://suitonia.wordpress.com/2015/08/25/links-part-2-just-how-broken-are-links-maths-and-words-edition/ |

Helios Panala
54
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Posted - 2015.09.09 15:36:48 -
[24] - Quote
Seems pretty well thought out, even remembers to think of the poor logi drones. |

Dr Cedric
Independent Miners Corporation Care Factor
117
|
Posted - 2015.09.09 16:39:37 -
[25] - Quote
Helios Panala wrote:Seems pretty well thought out, even remembers to think of the poor logi drones.
I read through it, and I like it...
But wait, I feel like I've read it before...
Oh, yeah... here it is, like 3 months ago even. Not sure if everyone's feelings have changed, but I got pretty thoroughly Ram-Rodded on that idea. I think it holds merit though.
Cedric
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Celthric Kanerian
Ascendance Of New Eden Workers Trade Federation
441
|
Posted - 2015.09.09 17:31:25 -
[26] - Quote
So what you're basicly saying is: Instead of being repped for that duration, you are continously repped a little amount by each mili-second? Cause if that is what you're saying then yes, supported. |

Frostys Virpio
KarmaFleet Goonswarm Federation
2190
|
Posted - 2015.09.09 17:49:28 -
[27] - Quote
Celthric Kanerian wrote:So what you're basicly saying is: Instead of being repped for that duration, you are continously repped a little amount by each mili-second? Cause if that is what you're saying then yes, supported.
It would be each seconds or the server would **** itself up.
Just sayin'. |

Mr Pimms
Instant Annihilation This Isn't Going To End Well
2
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Posted - 2015.09.09 17:52:38 -
[28] - Quote
Confirming Logi is working as intended.
No changes needed
GûêGûê
(a¦á_a¦â) yes, quite
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Markus Reese
Deep Core Mining Inc. Caldari State
558
|
Posted - 2015.09.09 19:08:11 -
[29] - Quote
Posting my two bits without other suggestions read (quick pop in)
Fixing logi really needs a less direct approach. Problem with logi is that the combat promotes alpha an F1. If spread combat is made viable, suddenly logis are needed in higher quantities in a defensive game. Suddenly that becomes a tradeoff. Ships potentially more invincible but logi now more vulnerable. Tradeoff of fleet damage for survivability.
To quote Lfod Shi
The ratting itself is PvE. Getting away with it is PvP.
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SFM Hobb3s
Wrecking Shots Black Legion.
373
|
Posted - 2015.09.09 19:08:24 -
[30] - Quote
Frostys Virpio wrote:Corraidhin Farsaidh wrote:We already have the mechanic whereby only one tractor can operate on an object at once, expand this to the logi modules maybe. Can we apply this to gun also? I mean, why can you team up to an infinite number while the logi could not?
I keep going back and rewatching the Eve trailer with the supergate...especially the sequence with the naga firing on the apoc. This video, along with almost all other eve trailers highlights the exact opposite of effective warfare given the current game mechanics...which is focusing all your reps, and all your firepower, on one target. That little Naga, despite how cool that attack run looked, would not be doing 'meaningful' damage in actual Eve battles.
If only there were both diminishing returns on focusing reps and Firepower both, you'd get some interesting and chaotic battles. A lot more exploding ships on both sides. Local reppers on your fleet ships would actually be both useful, and possibly very important in help keeping you alive.
But this all is just speculation. A change to either mechanic would have be be simply 'forced' by CCP. Not even sure they'd want this kind of revolution.
But definitely +1 to Frostys Virpio, these two game mechanics are very intertwined. |
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