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Balancing EWAR | Risk, Reward, Time | A Strategic Approach

Author
Galileo Black
#1 - 2012-12-13 09:37:07 UTC
So comes again that I have another idea about how I'd reshape the universe if I were God. (CCP God, in this case) Some of this is just the ramblings of a bored wormhole dweller, but some ideas might stick so might as well get them on a server somewhere.

I've come to think about the strategic impact of things such as ECM, Sensor Dampeners, Stasis Webbifiers, Tracking Disruptors, and Target Painters in fleet battle.

Currently these ships are high priority targets, some more than others, for their effectiveness and force multiplication ability.

For something such as an ECM boat, the effectiveness is immediate and unavoidable; A ship safely out of the line of close-range fire can dismantle logistics and negate entire ships' worth of damage.

My proposal is this -- Balance EWAR with Risk and Reward.

In the case of a high-priority target, assume that Risk = Range + Time.

Range is already considered, as the innumerable range and bonus changes have already shown. So I'll leave that off the table, but honestly I think every ewar module should have a 1km optimal and the rest falloff. That's neither here nor there. Ignore range.

But Time, that's another object.

Imagine, ECM modules that will gain in strength the longer they are on a single target.

After a module completes a Jam, it resets to a lower, perhaps not lowest, jam strength.

This would result in interesting situations, where 'Permajamming' is no longer a reasonable goal, but breaking the locks of multiple targets temporarily would have more complex implications in fleet battles.

The same effect could come into play on target painters; the longer a target is 'painted', the bigger and bigger the signature becomes as the effect builds up. At some point, it's irrelevant how big the thing is when every gun could hit it, so that's a bit of a limited use.. anyway, I digress.

Stasis Webbifiers have this effect already, but by accident. When a ship is webbed, it doesn't immediately slow to its new max velocity, but it gradually decelerates.



So I'm no game designer, and I haven't put enough effort into this to make any sensible numbers up, but I think the idea of EWAR gaining effectiveness the longer a module is on a target would add a strategic element to the game.

Thanks for reading,

Galileo Black.
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Caliph Muhammed
Perkone
Caldari State
#2 - 2012-12-13 09:59:10 UTC
Bounty on OP for implying ECM pilots need more risk because he refuses to fit anything to deal with ECM.
Galileo Black
#3 - 2012-12-13 10:03:05 UTC
\o/ woo bring it on.

But seriously, I do fit projected ECCM on my loki, as it's required.

And I've flown falcons and rooks for years.
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Reaver Glitterstim
The Scope
Gallente Federation
#4 - 2012-12-13 13:28:24 UTC
I am definitely onboard with removing optimal range from EWAR, and I'd like to see webs get a falloff. It really sucks when someone orbits you at 13.1 km and you can't overheat to web em. If you could just slow them down a bit, you could catch up! Would make tacklers have to watch range more.

I'm not sure whether or not I support the effect growing or shrinking based on success as far as live EVE goes, but you have definitely sparked my imagination with this and I shall have to ponder adding this to my personal EVE redevelopment project.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Gypsio III
State War Academy
Caldari State
#5 - 2012-12-13 13:31:18 UTC
Reaver Glitterstim wrote:
I am definitely onboard with removing optimal range from EWAR, and I'd like to see webs get a falloff. It really sucks when someone orbits you at 13.1 km and you can't overheat to web em. If you could just slow them down a bit, you could catch up! Would make tacklers have to watch range more.


Chance-based ECM needs to die. Chance-based tackling is a seriously bad idea, even for this forum.
Reaver Glitterstim
The Scope
Gallente Federation
#6 - 2012-12-13 13:34:19 UTC
Gypsio III wrote:
Reaver Glitterstim wrote:
I am definitely onboard with removing optimal range from EWAR, and I'd like to see webs get a falloff. It really sucks when someone orbits you at 13.1 km and you can't overheat to web em. If you could just slow them down a bit, you could catch up! Would make tacklers have to watch range more.


Chance-based ECM needs to die. Chance-based tackling is a seriously bad idea, even for this forum.
I'm not talking about chance-based webbing here.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Gypsio III
State War Academy
Caldari State
#7 - 2012-12-13 13:48:27 UTC
Reaver Glitterstim wrote:
Gypsio III wrote:
Reaver Glitterstim wrote:
I am definitely onboard with removing optimal range from EWAR, and I'd like to see webs get a falloff. It really sucks when someone orbits you at 13.1 km and you can't overheat to web em. If you could just slow them down a bit, you could catch up! Would make tacklers have to watch range more.


Chance-based ECM needs to die. Chance-based tackling is a seriously bad idea, even for this forum.
I'm not talking about chance-based webbing here.


Chance-based webbing bolded for your convenience.
John Nucleus
24th Imperial Crusade
Amarr Empire
#8 - 2012-12-13 14:35:12 UTC
Good food for thought.
I like the idea. It feels like it would be easier to balance if it was not a binary state like it is now. They could also make it so that the effect stick on the target and slowly degrades when the module is off. So with one web you could slow many targets by carefully rotating its application.
Reaver Glitterstim
The Scope
Gallente Federation
#9 - 2012-12-15 08:20:29 UTC
Gypsio III wrote:
Reaver Glitterstim wrote:
Gypsio III wrote:
Reaver Glitterstim wrote:
I am definitely onboard with removing optimal range from EWAR, and I'd like to see webs get a falloff. It really sucks when someone orbits you at 13.1 km and you can't overheat to web em. If you could just slow them down a bit, you could catch up! Would make tacklers have to watch range more.


Chance-based ECM needs to die. Chance-based tackling is a seriously bad idea, even for this forum.
I'm not talking about chance-based webbing here.


Chance-based webbing bolded for your convenience.
Wow, you really don't see it eh? When your target is at optimal plus half falloff, it gets webbed for half the amount listed on the webifier. I didn't think I had to point that out, as that is how all EWAR with falloff works. It scales with range, and is NOT chance-based.

Also, bolded and underlined the part where I already explained this and you missed it.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Seranova Farreach
Biomass Negative
#10 - 2012-12-15 09:35:48 UTC
dear op have you ever flown ECM in fights? you know there is basically only one way to go and thats armor tank with a plate
usually as mids are tied up with a prop mod possably eccm and several ECM moduals.

the drawbacks of this is.. LOW ehp..
and if you dont understand this.. "glass tank". also they are prone to neuting oh so damn prone to neuting and cause its a shield
ship by default its usually got a bigger sig then the other ships meaning when it gets pounded its butt will prolapse after
sustained fire for a very short period of time.
they are also prone to sensor damps meanign they gotta come in much closer to danger when their range is damped to hell...result.. well we all know what happens when logi/ecm gets too close to the "blob"

[u]___________________ http://i.imgur.com/d9Ee2ik.jpg[/u]

Reaver Glitterstim
The Scope
Gallente Federation
#11 - 2012-12-15 09:44:53 UTC
Seranova Farreach wrote:
dear op have you ever flown ECM in fights? you know there is basically only one way to go and thats armor tank with a plate
usually as mids are tied up with a prop mod possably eccm and several ECM moduals.

the drawbacks of this is.. LOW ehp..
and if you dont understand this.. "glass tank". also they are prone to neuting oh so damn prone to neuting and cause its a shield
ship by default its usually got a bigger sig then the other ships meaning when it gets pounded its butt will prolapse after
sustained fire for a very short period of time.
they are also prone to sensor damps meanign they gotta come in much closer to danger when their range is damped to hell...result.. well we all know what happens when logi/ecm gets too close to the "blob"
Yet ECM has been pretty much the only EWAR ships ever used in combat ever, ever ever, ever ever ever, for as long as EWAR has been the way it is.

A griffin is quite effective with a shield extender, MWD, point, and 1 jammer. It'll be one of the more popular frigates in the fleet. People fit more jammers not because they have to, but because they can. They realize the risks. They know it screws their tank over. They know the enemy will shoot at them first. So they strike like a bee--they give it all they've got and die, hoping they hurt the enemy worse.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Galileo Black
#12 - 2012-12-15 21:03:19 UTC
Seranova Farreach wrote:
dear op have you ever flown ECM in fights?



I have flown it my self; I have commanded fleets that relied heavily on it, and I have fought, won, and lost against it.


I am exceedingly familiar with the ins and out of electronic warfare.


What's quaint, is this post was about all ewar in general, but everyone has gotten up in arms about a possible change to ECM.


Why is ECM so polarizing? The BEST ewar in the game, the only one used widely in combat; If it gets 'nerfed' it has a long way to go before it's unusable.

As against power creep as I am, I think the other ewar solutions could use a buff, and a utility bonus. Tracking disruptors affect missiles (as would tracking computers), target painters give a damage taken multiplier (small one, but useful), etc.

I think the goal should be seeing more diversity in ewar. ONE target painting ship should be able to cause the same damage as a jamming ship; ONE tracking disruption ship should be able to reduce the same damage as a sensor disruption ship. All things being equal, on an ideal battlefield.
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Gypsio III
State War Academy
Caldari State
#13 - 2012-12-15 23:46:41 UTC
Reaver Glitterstim wrote:
Gypsio III wrote:
Reaver Glitterstim wrote:
Gypsio III wrote:
Reaver Glitterstim wrote:
I am definitely onboard with removing optimal range from EWAR, and I'd like to see webs get a falloff. It really sucks when someone orbits you at 13.1 km and you can't overheat to web em. If you could just slow them down a bit, you could catch up! Would make tacklers have to watch range more.


Chance-based ECM needs to die. Chance-based tackling is a seriously bad idea, even for this forum.
I'm not talking about chance-based webbing here.


Chance-based webbing bolded for your convenience.
Wow, you really don't see it eh? When your target is at optimal plus half falloff, it gets webbed for half the amount listed on the webifier. I didn't think I had to point that out, as that is how all EWAR with falloff works. It scales with range, and is NOT chance-based.

Also, bolded and underlined the part where I already explained this and you missed it.


Oh not this nonsense again. In falloff, all ewar is chance-based, it either hits for 100% effect or misses. It does not scale, you have it entirely the wrong way round.

Tell you what, why don't you test it yourself and report back here? Roll
Sigras
Conglomo
#14 - 2012-12-16 02:06:37 UTC
ECM is unique in that it either completely disables a ship or does nothing.

That being said, the falloff of ECM slowly and steadily reduces the jam strength the farther you get out of optimal. The chance is still a product of the awful ECM mechanic, not a function of falloff.

IE when you dampen someone at 99 km with a Lachesis, it doesnt dampen them 75% of the time, it dampens them for 75% of its initial amount
Same with a TD and TP, the falloff mechanic only applies a chance based effect with guns.
Reaver Glitterstim
The Scope
Gallente Federation
#15 - 2012-12-16 03:05:11 UTC  |  Edited by: Reaver Glitterstim
Gypsio III wrote:
Oh not this nonsense again. In falloff, all ewar is chance-based, it either hits for 100% effect or misses. It does not scale, you have it entirely the wrong way round.

Tell you what, why don't you test it yourself and report back here? Roll
Whether you're right or wrong is neither here nor there. My proposal was based around a gradual falloff of effect, and I believe all EWAR should work that way, except maybe ECM.

Sigras wrote:
ECM is unique in that it either completely disables a ship or does nothing.

That being said, the falloff of ECM slowly and steadily reduces the jam strength the farther you get out of optimal. The chance is still a product of the awful ECM mechanic, not a function of falloff.

IE when you dampen someone at 99 km with a Lachesis, it doesnt dampen them 75% of the time, it dampens them for 75% of its initial amount
Same with a TD and TP, the falloff mechanic only applies a chance based effect with guns.
I haven't actually tested this myself, but I can't recall ever seeing a target painter miss, and I've darn well used them outside their optimal a lot. That was one of the things I noticed, actually. After target painting enough mission frigates at 60-100km, I started noticing a trend, that I always got the effect. At first I suspected it was just because the falloff is really long, but then I started thinking it was a gradual falloff of effect amount. I don't know and don't claim to know what's really happening, but I LKE the gradual falloff of effect better. It's kinda like how turret damage works. Though you can definitely completely miss with turrets, it's not entirely hit or miss. There is a wide range of effect with damage vs. hit type. You can get as much as 50% more damage, or as little as around 10%. The amounts may vary even further, that's just what I know I've seen.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Sigras
Conglomo
#16 - 2012-12-16 06:35:30 UTC
yeah, the falloff math is just a multiplier of the initial amount; at optimal + falloff the module hits for half its regular effect. IE at optimal + falloff you get half the tracking disruption or half the target painting, but it happens all the time.
Gypsio III
State War Academy
Caldari State
#17 - 2012-12-16 11:34:46 UTC
Reaver Glitterstim wrote:
Gypsio III wrote:
Oh not this nonsense again. In falloff, all ewar is chance-based, it either hits for 100% effect or misses. It does not scale, you have it entirely the wrong way round.

Tell you what, why don't you test it yourself and report back here? Roll
Whether you're right or wrong is neither here nor there. My proposal was based around a gradual falloff of effect, and I believe all EWAR should work that way, except maybe ECM.



No, your proposal was for webs to get falloff, an hilariously bad idea. Now you're just trying to backtrack gracelessly.

Anyway, why would you want ECM would be a special case? Don't you realise that the effects of ECM in falloff are indistinguishable whether chance-based falloff or strength-based falloff is being used?

Reaver Glitterstim wrote:
Yet ECM has been pretty much the only EWAR ships ever used in combat ever, ever ever, ever ever ever, for as long as EWAR has been the way it is.


You should use more ewar. Tracking disruptors have always been extremely powerful too and are viable on unbonused ships. They're very effective and common on Caldari frigates like the Hookbill. Only last week I flew an SML Hawk with three TDs fitted. The quintuple-TD armour-Drake can also be an entertaining ship.

Sigras wrote:
ECM is unique in that it either completely disables a ship or does nothing.

That being said, the falloff of ECM slowly and steadily reduces the jam strength the farther you get out of optimal. The chance is still a product of the awful ECM mechanic, not a function of falloff.

IE when you dampen someone at 99 km with a Lachesis, it doesnt dampen them 75% of the time, it dampens them for 75% of its initial amount
Same with a TD and TP, the falloff mechanic only applies a chance based effect with guns.


*facepalm*

Reaver Glitterstim wrote:

I haven't actually tested this myself, but I can't recall ever seeing a target painter miss, and I've darn well used them outside their optimal a lot. That was one of the things I noticed, actually. After target painting enough mission frigates at 60-100km, I started noticing a trend, that I always got the effect. At first I suspected it was just because the falloff is really long, but then I started thinking it was a gradual falloff of effect amount. I don't know and don't claim to know what's really happening, but I LKE the gradual falloff of effect better. It's kinda like how turret damage works. Though you can definitely completely miss with turrets, it's not entirely hit or miss. There is a wide range of effect with damage vs. hit type. You can get as much as 50% more damage, or as little as around 10%. The amounts may vary even further, that's just what I know I've seen.


It's because the falloff is really long - 90 km on painters and RSDs. Don't look for the hit/miss effect for ewar in falloff, look for mitigation of ewar strength. If falloff does weaken ewar strength, you'll see a lesser effect being applied to you. You won't, when it hits it'll be for full strength.

Turrets appear to be different because their cycle time and number fitted tend to be much higher.
Sigras
Conglomo
#18 - 2012-12-17 02:35:20 UTC
wow i stand corrected!

I just tested this on the test server and it appears that Gypsio III was correct. For some reason falloff adds a hit or miss chance to e-war just like it does for guns.

This is the worst design decision ever! randomness in competitive environments is bad. This should be fixed immediately.
Reaver Glitterstim
The Scope
Gallente Federation
#19 - 2012-12-19 09:57:53 UTC
Gypsio, you're just hunting for a flame war. Still, I'd like to hear why you think giving webifiers a falloff is a bad idea.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."