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ECM, balance, and "all or nothing" - what's really wrong?

Author
Cede Forster
Deep Core Mining Inc.
Caldari State
#61 - 2012-10-02 06:43:58 UTC  |  Edited by: Cede Forster
Petrus Blackshell wrote:
Sigh... and the thread turns into "fit a module to counter it" and "ECM isn't OP"

Good job, guys. If you posted the above, please re-read the OP.


... and the thread was in the beginning already "i'll claim that something is overpowered because i do not want to fit a module to deal with it".

Bad job, guys. If you made this topic or supported it, please re-read the "EVE-Ewar, manual for beginners and people who just do not get it".

Seriously, whats next?

"Did not care to fit a tank, guns are overpowered" - oh wait we already did that and it was fixed in the recent change to mining ships.
Oh cruel world. - Well i guess mining ships are a bit weak against ECM so i see your point.
Sarah Schneider
Native Freshfood
Minmatar Republic
#62 - 2012-10-02 08:18:39 UTC
Well, CCP could always keep ECM as it is and just apply diminishing returns on ECMs. :p

"I'd rather have other players get shot by other players than not interacting with others" -CCP Soundwave

Serena Serene
Heretic University
#63 - 2012-10-02 09:03:43 UTC  |  Edited by: Serena Serene
I just had an idea. Not necessarily a good one, but maybe something to mull about?
ECM messes with the electronics of the target ship (obviously .. ) but maybe it could do so more on a per module basis:

Like.. one ECM module can jam one module (effectively disabling it) of your target ship (maybe introduce scripts for ECM so you can choose whether it's a high, low or mid slot module to jam) .. which one exactly could be determined by chance.

Ecm strength vs. jam strength determines how long you can jam that module. Make it something like, if the strengths are equal you jam the module for half as long as your jammer cycle is.

Or make the jammer able to jam all of either high, mid or low slots, but you'll need a considerable amount of jam strength (several 'right' racial ECM targeting one ship) against a ECCM'd ship to have the jam last a significant time (subject to balancing). Duration of the jam could, in this case, be calculated not only based on jam strength vs. sensor strength, but take into account the number of jammed modules, too, maybe. Or not.

Like I said, only rough ideas.

Edit: some typos... I'm sure I missed some, though, hehe.
Vilnius Zar
SDC Multi Ten
#64 - 2012-10-02 09:20:12 UTC
Perhaps an idea would be to give ECM modules tracking, in the way that (just like tachyons or 1400s) it'll have issues with smaller/faster moving targets. Could be explained as having to focus the ecm "beam" on the right part of the ship and movement/size being a factor in that. That way you could introduce light medium and large ECM modules, with their own strength and range giving all the ECM ships their own niche, from frigate to BS.
Gillia Winddancer
Aliastra
Gallente Federation
#65 - 2012-10-02 10:05:40 UTC
Serena Serene wrote:
I just had an idea. Not necessarily a good one, but maybe something to mull about?
ECM messes with the electronics of the target ship (obviously .. ) but maybe it could do so more on a per module basis:

Like.. one ECM module can jam one module (effectively disabling it) of your target ship (maybe introduce scripts for ECM so you can choose whether it's a high, low or mid slot module to jam) .. which one exactly could be determined by chance.

Ecm strength vs. jam strength determines how long you can jam that module. Make it something like, if the strengths are equal you jam the module for half as long as your jammer cycle is.

Or make the jammer able to jam all of either high, mid or low slots, but you'll need a considerable amount of jam strength (several 'right' racial ECM targeting one ship) against a ECCM'd ship to have the jam last a significant time (subject to balancing). Duration of the jam could, in this case, be calculated not only based on jam strength vs. sensor strength, but take into account the number of jammed modules, too, maybe. Or not.

Like I said, only rough ideas.

Edit: some typos... I'm sure I missed some, though, hehe.


I thought about module jamming myself before but in the end I for one figured that this would probably not work out too well at all. On top of that it would still keep the ECM from being ECM. Your suggestion falls under an EMP category more than anything else.

The big problem is that this idea would end up pissing off a huge amount of people for the sole reason that a critical module like say an active resist module or shield booster module shutting down would equal instant game over. On top of that it would still have chance based attributes which you really don't want to see in EVE as pretty much all other modules are purely statistics based. Sole exception is probably shield penetration but that is a different case.

The inability to lock on another target does fall under what an ECM should be doing. It just needs to be implemented properly instead of this current shoddy implementation. On top of that it should fall in line with other electronic warfare modules in that it should be a constant effect from the moment it activates, without any "chance of success" attributes.

Thus the only solution that I saw would be ECM vs signature radius with all the appropriate attributes playing a role (sensor strength, signature radius, distances etc).
Speedkermit Damo
Republic University
Minmatar Republic
#66 - 2012-10-02 10:36:00 UTC
In my very limited experience as a 1-week old noob. I have ecountered ECM a few times and was shocked how ECM alone our of all other fittings and fixtures that I am aware of - makes participating in combat actually impossible for the target vessel.

Is it just me, or is ECM basically an "I-win" button.

It has to go.

Protect me from knowing what I don't need to know. Protect me from even knowing that there are things to know that I don't know. Protect me from knowing that I decided not to know about the things that I decided not to know about. Amen.

Serena Serene
Heretic University
#67 - 2012-10-02 10:55:46 UTC
Gillia Winddancer wrote:
Serena Serene wrote:
I just had an idea. Not necessarily a good one, but maybe something to mull about?
ECM messes with the electronics of the target ship (obviously .. ) but maybe it could do so more on a per module basis:

Like.. one ECM module can jam one module (effectively disabling it) of your target ship (maybe introduce scripts for ECM so you can choose whether it's a high, low or mid slot module to jam) .. which one exactly could be determined by chance.

Ecm strength vs. jam strength determines how long you can jam that module. Make it something like, if the strengths are equal you jam the module for half as long as your jammer cycle is.

Or make the jammer able to jam all of either high, mid or low slots, but you'll need a considerable amount of jam strength (several 'right' racial ECM targeting one ship) against a ECCM'd ship to have the jam last a significant time (subject to balancing). Duration of the jam could, in this case, be calculated not only based on jam strength vs. sensor strength, but take into account the number of jammed modules, too, maybe. Or not.

Like I said, only rough ideas.

Edit: some typos... I'm sure I missed some, though, hehe.


I thought about module jamming myself before but in the end I for one figured that this would probably not work out too well at all. On top of that it would still keep the ECM from being ECM. Your suggestion falls under an EMP category more than anything else.

The big problem is that this idea would end up pissing off a huge amount of people for the sole reason that a critical module like say an active resist module or shield booster module shutting down would equal instant game over. On top of that it would still have chance based attributes which you really don't want to see in EVE as pretty much all other modules are purely statistics based. Sole exception is probably shield penetration but that is a different case.

The inability to lock on another target does fall under what an ECM should be doing. It just needs to be implemented properly instead of this current shoddy implementation. On top of that it should fall in line with other electronic warfare modules in that it should be a constant effect from the moment it activates, without any "chance of success" attributes.

Thus the only solution that I saw would be ECM vs signature radius with all the appropriate attributes playing a role (sensor strength, signature radius, distances etc).


In my second suggestion you wouldn't have a chance-based element anymore. You'd jam high, mid or low rack, depending on which script you use, and the jam duration is determined by sensor strength vs. jam strength.

If balanced properly, you can't shut off another ships module permanently either, due to jam duration being lower than cycle duration. I'm sure you could find a function to make it near permanent when focussing the ecm of three falcons on one module rack on a single battleship ship or something like that, while having a single ecm on an unbonussed ship maybe negate the effect of those modules for 1 second out of a cycle duration of 20 seconds.

Just example numbers, here. You'd have a tactical choice to make as ECM user, and you wouldn't be permanently useless as ECM victim. What's left would be to give ECCM modules a purpose aside from being a counter to ECM, like other counters to e-war have.

I get that the way this would work doesn't fit what ECM stands for in our world, but, taking it literally, electronic counter measures could also be a focussed remote hacker attack on internal ship electronics, for example. imo.
Gillia Winddancer
Aliastra
Gallente Federation
#68 - 2012-10-02 11:41:16 UTC
Serena Serene wrote:
Gillia Winddancer wrote:
Serena Serene wrote:
I just had an idea. Not necessarily a good one, but maybe something to mull about?
ECM messes with the electronics of the target ship (obviously .. ) but maybe it could do so more on a per module basis:

Like.. one ECM module can jam one module (effectively disabling it) of your target ship (maybe introduce scripts for ECM so you can choose whether it's a high, low or mid slot module to jam) .. which one exactly could be determined by chance.

Ecm strength vs. jam strength determines how long you can jam that module. Make it something like, if the strengths are equal you jam the module for half as long as your jammer cycle is.

Or make the jammer able to jam all of either high, mid or low slots, but you'll need a considerable amount of jam strength (several 'right' racial ECM targeting one ship) against a ECCM'd ship to have the jam last a significant time (subject to balancing). Duration of the jam could, in this case, be calculated not only based on jam strength vs. sensor strength, but take into account the number of jammed modules, too, maybe. Or not.

Like I said, only rough ideas.

Edit: some typos... I'm sure I missed some, though, hehe.


I thought about module jamming myself before but in the end I for one figured that this would probably not work out too well at all. On top of that it would still keep the ECM from being ECM. Your suggestion falls under an EMP category more than anything else.

The big problem is that this idea would end up pissing off a huge amount of people for the sole reason that a critical module like say an active resist module or shield booster module shutting down would equal instant game over. On top of that it would still have chance based attributes which you really don't want to see in EVE as pretty much all other modules are purely statistics based. Sole exception is probably shield penetration but that is a different case.

The inability to lock on another target does fall under what an ECM should be doing. It just needs to be implemented properly instead of this current shoddy implementation. On top of that it should fall in line with other electronic warfare modules in that it should be a constant effect from the moment it activates, without any "chance of success" attributes.

Thus the only solution that I saw would be ECM vs signature radius with all the appropriate attributes playing a role (sensor strength, signature radius, distances etc).


In my second suggestion you wouldn't have a chance-based element anymore. You'd jam high, mid or low rack, depending on which script you use, and the jam duration is determined by sensor strength vs. jam strength.

If balanced properly, you can't shut off another ships module permanently either, due to jam duration being lower than cycle duration. I'm sure you could find a function to make it near permanent when focussing the ecm of three falcons on one module rack on a single battleship ship or something like that, while having a single ecm on an unbonussed ship maybe negate the effect of those modules for 1 second out of a cycle duration of 20 seconds.

Just example numbers, here. You'd have a tactical choice to make as ECM user, and you wouldn't be permanently useless as ECM victim. What's left would be to give ECCM modules a purpose aside from being a counter to ECM, like other counters to e-war have.

I get that the way this would work doesn't fit what ECM stands for in our world, but, taking it literally, electronic counter measures could also be a focussed remote hacker attack on internal ship electronics, for example. imo.


Well, what about multiple ECM stacking a single ship? You have to allow that without adding too many hefty penalites, yet on the other hand, having multiple modules disabled at once will guaranteed have the ship destroyed in the blink of an eye, even if the duration would be just a few seconds.

This is just assuming that the ECM would only affect active modules.

Going passive is supposed to be a counter-measurement mainly against energy draining, but this would pretty much force everyone to go passive non-stop. And come to think of it, this kind of ECM would in fact be doing a much greater job at disabling active modules than any energy drain module by simply bypassing the capacitor and everything related to it.

Nah, I dunno. As I said, I put a lot of thought into this bit and in the end decided that disabling modules directly is way too much of a risky area to dabble in. At the very least any such module should have very hefty fitting requirements though that would still leave the blob issue out in the open.
Serena Serene
Heretic University
#69 - 2012-10-02 12:24:11 UTC  |  Edited by: Serena Serene
Gillia Winddancer wrote:
Serena Serene wrote:

[stuff]


Well, what about multiple ECM stacking a single ship? You have to allow that without adding too many hefty penalites, yet on the other hand, having multiple modules disabled at once will guaranteed have the ship destroyed in the blink of an eye, even if the duration would be just a few seconds.

This is just assuming that the ECM would only affect active modules.

Going passive is supposed to be a counter-measurement mainly against energy draining, but this would pretty much force everyone to go passive non-stop. And come to think of it, this kind of ECM would in fact be doing a much greater job at disabling active modules than any energy drain module by simply bypassing the capacitor and everything related to it.

Nah, I dunno. As I said, I put a lot of thought into this bit and in the end decided that disabling modules directly is way too much of a risky area to dabble in. At the very least any such module should have very hefty fitting requirements though that would still leave the blob issue out in the open.


When focussing ECM of several ships onto one, having it basically completely disabled is acceptable, imo.
Having several ships' firepower focus on one ship will quickly overwhelm it, too.
Having several ships' remote dampening focus on one ship will severely impact it, too.

I agree with you that it would maybe be too similar to energy draining in its effects.

Another idea:

Maybe one could keep the current function of breaking target lock. Make it a 100% effect and instead calculate the duration of the jam similar to how I outlined above for the module jam.
Balance it so that a ship which has an ECM module which would jam another ship with 50% probability instead blocks targeting for that ship for half its ECM module cycle time, and so on.

Adding another jam to an already jammed ship only works if that ship either is not affected by an ECM module at all (it counts as affected if the cycle isn't over yet, even if the jam ended already), or if it is still jammed. It then adds an approriate time to the jam.

For example: cycle duration 30 seconds. Jam strength vs. sensor strength results in a 40% jam duration.
1. Apply one jam to target ship: ship is jammed 12 seconds.
2. Apply second jam to target ship: ship is jammed an additional 7.2 seconds (40% of the remaining 18 seconds).

You can't apply the second jam after the 15 seconds of the first jam are over, but the 30 seconds of the cycle not, meaning you can only prolong jams, but not reapply them before your cylce time is over. When applying a second jam "in time", the new "total" cycle end is the cycle end of the second jam now, so the first jam couldn't immediately re-apply when its cycle is over.

This is to avoid chain spamming a ship with leaving only a second or so of "unjammed" time in which it can't do anything since it needs to target lock first.

Reading that again I think it might be too complicated, and you'd probably have to rebalance it, because when you come to the point of leaving someone less than 3-4 seconds without jam it's effectively perma-jammed again, taking lock times into account. (Or maybe you could make the jam just "interfere" with the lock instead of breaking it, so if the jam ends, the previously locked ships are locked again immediately. Though that'd take away a certain synergy between sensor damps and ecm)

But I'll still throw it out here, because it'd take out the chance factor and, if one could find a way to decently balance it, give the victim a guaranteed window of opportunity to do something during each jam cycle.
Eternus8lux8lucis
Guardians of the Gate
RAZOR Alliance
#70 - 2012-10-02 12:32:37 UTC
Basic Forms

Unsuccessful attempt breaks lock and adds a SD mechanic ( double or triple lock time) with an overview blink

Stage it up to reduce lockable targets starting with the targeting ship, adding SD/Jam like mechanic, and lower max locked targets until zero while removing brackets and messing up overview ( remove entries randomly, blink, freeze or blank spots)

Max success(wrecking style hit) is standard 20 second cycle jam and completely remove brackets and overview


Functionality all the way up to complete, then a complete sensory deprivation as if youve ever turned off brackets and removed your overview your now a sitting duck. Would work then in fleet fights against known FCs as an effective tactic to remove Command and Control Functions.

Removing or glitching the overview as well as brackets screws with peoples ability to process information and would potentially be more effective than sit there while you die as at least the pilot can do something while "jammed" to mitigate. Instead of jamming its now a pilot skill vs what screws up potentially. Information management, now becomes a viable skill set. Could also be a detractor skill here.

Have you heard anything I've said?

You said it's all circling the drain, the whole universe. Right?

That's right.

Had to end sometime.

Tippia
Sunshine and Lollipops
#71 - 2012-10-02 13:49:45 UTC
I'm just going to post this old thread since it has a few ideas and useful problem definitions in it.

...oh, and this one, since it expands on the same problems and discusses a few other solutions in more detail.
Petrus Blackshell
Rifterlings
#72 - 2012-10-02 14:26:42 UTC
Cede Forster wrote:
Petrus Blackshell wrote:
Sigh... and the thread turns into "fit a module to counter it" and "ECM isn't OP"

Good job, guys. If you posted the above, please re-read the OP.


... and the thread was in the beginning already "i'll claim that something is overpowered because i do not want to fit a module to deal with it".

Bad job, guys. If you made this topic or supported it, please re-read the "EVE-Ewar, manual for beginners and people who just do not get it".

Seriously, whats next?

"Did not care to fit a tank, guns are overpowered" - oh wait we already did that and it was fixed in the recent change to mining ships.
Oh cruel world. - Well i guess mining ships are a bit weak against ECM so i see your point.

The thread was "ECM is out of step with how the rest of Eve mechanics function, causing idiotic cries of 'OP' and its counterpart 'HTFU'."

Reread the OP.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Petrus Blackshell
Rifterlings
#73 - 2012-10-02 14:29:18 UTC
Tippia wrote:
I'm just going to post this old thread since it has a few ideas and useful problem definitions in it.

...oh, and this one, since it expands on the same problems and discusses a few other solutions in more detail.

Thank you, Tippia. Unfortunately it looks like most people aren't even bothering to read the OP anymore, so I don't know if they will bother to click and read your insights...

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Vilnius Zar
SDC Multi Ten
#74 - 2012-10-02 14:29:48 UTC
Petrus, you're being overly optimistic about people's ability to actually read, comprehend and create logical reasoning.
Petrus Blackshell
Rifterlings
#75 - 2012-10-02 14:31:26 UTC
Vilnius Zar wrote:
Petrus, you're being overly optimistic about people's ability to actually read, comprehend and create logical reasoning.

I know. It's a bit of a crushing despair feeling that it causes, and I don't like it. I may have to post another troll thread to let this all out.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Onquaber
Back To High-sec Inc.
#76 - 2012-10-02 16:41:45 UTC
A counter to an ECM Ship is a Sensor Dampening Ship ( targeting range script).
Rek Seven
University of Caille
Gallente Federation
#77 - 2012-10-02 17:41:08 UTC
I think the chance based mechanic is fine, ccp just need to change the optimal range and falloff to force falcons closer to the fight.

Lord Ryan
True Xero
#78 - 2012-10-02 18:04:19 UTC
nerf ecm

Do not assume anything above this line was typed by me. Nerf the Truth, it's inconvenient.