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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.27 19:25:00 -
[1]
Originally by: Cailais
Total the Signature Radius of these ships and you get a overall Signature Radius in one area: if it exceeds a given value those players are revealed on scan or in the local chat window.
Problem:
5 inties > 1 tech 1 cruiser.
5 inties sig < 1 tech 1 cruisers sig
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.27 21:11:00 -
[2]
Originally by: Cailais
Im not sure that's a problem - the high mass signatures Im refering to are full sized fleets probably consisting of large numbers of Battleships and / or capital vessels: again though that would be effected by the environment in which the fleet was stationed.
Ill do some detailed analysis of the various signature radius possibilities - the idea might need a mulitplier to achieve reasonabley balanced conditions.
C.
The issue is that roaming doesn't become "small numbers of ships" it becomes "large numbers of small ships"
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.27 23:25:00 -
[3]
Originally by: Cailais
Well, that depends on your definition of what a large gang is - we already have fairly large gangs of roaming ships so Im not sure my proposal will exaccerbate this - and is it actually a big problem in and of itself?
15 interceptors vs 15 interceptors sounds quite interesting to me: as opposed to being blobed by the same number of carriers.
Something which also struck me whilst reviewing the numbers here is the impact of using a MWD. Now under my proposal MWDs have a big imapct on intel: A Gall Recon for example has a Sig Radius of 155m with MWD off - turn it on however and it rockets to 968m . 2 MWD'ing HACs/Recons then have the equivalent Sig Radius of a Dreadnought! My proposal therefore has ramifications in regard to nano-ships and blobs - whilst making the lone mission runner / miner (AB) actually less obvious in comparison.
C.
Everyone uses an MWD which simply makes it hard to balance. If a fleet turned on their MWDs to burn out of a bubble they would spike just as well. Anchor some large bubbles on gates and even small forces are going to ping on your scan.
Regarding the "Large fleet" issue. Its that ships do not increase in power linearly as they get larger. Due to ewar and other things a coordinated gang of smaller ships is typically much stronger than the larger ship. So while it might take 2-4 cruisers to fell a BC or even more to fell a BS when they are all DPS ships.
So now you have a "gang" with the "size of a cruiser" except its not, its 3 inties and a kitsune which packs cruiser level ewar, and 600 DPS out of the inties [while being faster etc].
This means that larger gangs of smaller ships look "smaller" than they really are. This pushes you towards two extremes of fighting. Either bring a small ships, or bring a lot battleships
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Goumindong
Amarr Merch Industrial GoonSwarm
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Posted - 2008.04.28 01:45:00 -
[4]
Originally by: Cailais
I understand where youre coming from - but how often do you see gangs of 3 inties and a EAS frigate?
Also Local equates to player numbers not ship types. Currently if 4 people jump into a system and Im ratting in my curse I might dock. Why? Well Ive no idea if theyre in 4 BSs, 3 Rapiers and a Carrier or 3 Inties and a EAS so I dock to be on the safe side.
However, Id happily take on 3 Inties and an EAS in curse. Itd probably be quite a good fight aswell.
(Also youre using the extreme end of the ship scale. 2 cruisers are roughly the same size sig radius wise as 1 BC).
What Im driving at is by providing a degree of uncertainty theres an added level of tactical consideration. - Lets say you jump into a system with 15 BSs. The system looks empty and so you settle down to camp the gate.
Unfortunately your blob of BS is blatantly obvious to everyone - what's not obvious to your fleet is the 20 BSs dispersed across the system hidden amongst the radiation of the belts and planets...
I am using the extreme case because its the easiest to make a clear example of and because its the easiest to exploit. You've got 20 BS, what is to say instead you don't have 200 interceptors?
If you can hide fleets then you have the same problem as before just in a different manner. No one camps except with bait and a bubble and fast tackler then the rest of the fleet hides.
I.E. your change doesn't fix the problem it just makes the problem look different
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