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Tidi is gamebreaking for the smaller side

First post First post
Author
Murk Paradox
Ministry of War
Amarr Empire
#261 - 2013-08-06 21:41:10 UTC
RubyPorto wrote:



Again, why should EVE magically limit the number of people in a system in order to guarantee the success of every single attack? Why should people not have the opportunity to defend their persistent assets?



Absolutely! Remove that stupid server cap. It's very un Eve ish.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Alavaria Fera
GoonWaffe
#262 - 2013-08-06 22:06:52 UTC
Sirane Elrek wrote:
explain how you're going to mount a defense within a single siege cycle (5 minutes)

Mayhaw Morgan wrote:
1)How many systems do you seriously think you can cap? If you have enough players that you can cap every system in null, why shouldn't you just win the game? I don't have a problem with that. Why would you?

I wouldn't mind we just won the game like that.

By structure grinding everyone hostile to us to death.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

RubyPorto
RubysRhymes
#263 - 2013-08-06 22:08:00 UTC  |  Edited by: RubyPorto
Mayhaw Morgan wrote:
They must be doing that for different reasons and by a different dynamic than the one you are predicting, because what we are talking about in this thread is hypothetical. None of it affects what they do.

1.Systems have limits. Why should the system be stretched to it's limits and beyond? It's a game, and we're supposed to work within the limitations of that game. A thousand or two thousand people is a hell of a lot of people. Rather than make CCP bend over backwards to fulfill our every gaming desire, maybe we could just accept a more realistic rule-set.


I told you exactly why they are currently doing that sometimes. Because there is the possibility of being Hellcamped into that station.
Your suggestion would turn a hellcamp into something that prevents you from even logging in, along with a virtual guarantee that the station will no longer belong to you once it is attacked. Why would anyone stage in a structure that cannot be defended?

Since when does a Solar System have an arbitrary limit on how many people can be in it? How is that realistic (before you say gate limitations, remember that you can also enter systems without using gates)?
How is "allow for the possibility of defense" an unreasonable request? TiDi is an elegant mechanism to deal with the fact that big fights will (and should) happen when 20,000 person strong groups go to war.
The problem with your proposed limit is not the size of the limits, it's the fact that any arbitrary limits eliminate the possibility of significant fights. It's a formalized version of the problem we had before TiDi where the first side to load grid got a turkey shoot against the other side while they were black screened that.


Quote:
1)How many systems do you seriously think you can cap? If you have enough players that you can cap every system in null, why shouldn't you just win the game? I don't have a problem with that. Why would you?


You only need to cap out the systems you're attacking.

Quote:
b)No reinforcement timer means you would have to have a networks of scouts and sentries, not to mention an emergency response fleet, and the ability to withstand attacks on important assets.


A response fleet which has to be able to respond anywhere in less time than it takes to light a cyno and press jump. Because once a system hits your proposed population cap, no defense is possible, because nobody can enter the system.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Alavaria Fera
GoonWaffe
#264 - 2013-08-06 23:18:32 UTC
RubyPorto wrote:
Quote:
1)How many systems do you seriously think you can cap? If you have enough players that you can cap every system in null, why shouldn't you just win the game? I don't have a problem with that. Why would you?

You only need to cap out the systems you're attacking.

Quote:
b)No reinforcement timer means you would have to have a networks of scouts and sentries, not to mention an emergency response fleet, and the ability to withstand attacks on important assets.

A response fleet which has to be able to respond anywhere in less time than it takes to light a cyno and press jump. Because once a system hits your proposed population cap, no defense is possible, because nobody can enter the system.

So basically:
1) Every newbie counts, we just need enough pilots to hit the cap first and foremost. And a proper combat fleet or two just in case we're a little short and some guys get in.
2) Titans are the best because you can nigh-instantly bridge in your system-capping fleet at once, which is possible since
3) You can pretty much instantly break sov. Which means no cynojammers. Get your system-capping fleet in position and just shoot the sov structures down with subcaps if you have to. Recommend that the newbies and multiboxed alts used to keep the system capped stay off grid if possible.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Grimpak
Aliastra
Gallente Federation
#265 - 2013-08-06 23:19:51 UTC
Mayhaw Morgan wrote:
stuff

any hard limit, no matter how benign the reason behind it, can, and will, be exploited, no matter how you twist it, sprinkle it with spice, sugar coat it, and wrap it in candy paper.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Alavaria Fera
GoonWaffe
#266 - 2013-08-06 23:21:24 UTC  |  Edited by: Alavaria Fera
Grimpak wrote:
Mayhaw Morgan wrote:
stuff

any hard limit, no matter how benign the reason behind it, can, and will, be exploited, no matter how you twist it, sprinkle it with spice, sugar coat it, and wrap it in candy paper.

As a hard core blobber, I somehow must approve of this on some level.

One moment as I consider how to get as many accounts as possible in order to help my coalition with the next SystemCapfleet doctrine.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Mayhaw Morgan
State War Academy
Caldari State
#267 - 2013-08-07 00:30:10 UTC
Baltec1 wrote:
6. And how will you [organize your space stuff in a way that makes it easy to defend and hard to attack] when there is no timers and the main powers own hundreds of supercaps?

Sirane Elrek wrote:
your enemy is still one-cycling a tower (this means you have to get into the system and kill or at least tackle the dreads within 5 minutes). i dunno if you noticed it but dreads have jump drives, i.e. you can't properly preempt them on their way to shoot the tower, they just jump right next to it, push butan, and jump out.

Ruby Porto wrote:
A response fleet which has to be able to respond anywhere in less time than it takes to light a cyno and press jump.


So, now, force projection is a problem? I can get on that bandwagon. That's actually an important component of the argument that TiDi gives advantage to the larger side, because the attackers are probably under TiDi (read:gimped) and the people rushing to defend against the attack are probably not under TiDi (read:moving at full speed).

Now, I understand that there are certain entities that could conceivably destroy every structure in the game if structures didn't have timers, but there is an economic impact to that, as well as a diplomatic one. They can't blow stuff up ad infinitum. They will take losses. Losses must be replaced, and if you break everyone else's stuff, they'd have to be stupid to sell you the tools you need to continue to break their stuff. Also, things just get more expensive if you are destroying everything.

You can't just put 2000 players somewhere and win the game. You have to keep them there. You have to repel other players from gaining tactical or strategic positions. You have to secure your supply routes and store ships and materials. The imbalance that reinforcement timers impose on the game is not that last day or so of invincibility so much as it is all that time of invincibility before the structure was even engaged, when it was doing its job without anyone able to interfere. It is the knowledge other entities have that if they want to strike that target, they will have to do so en masse, or not at all. It's akin to playing chess with the rule that you needed all your pieces attacking the king in order to take him off the board. And, while that rule absolutely makes a certain sense from the standpoint of game design, at the end of the day, that period of reinforcement is a bunch of wasted time that both the server and the players could put to better use sorting out who's internet space empire controlled what station or system.

Think about it: There is a lull in activity while something is coming out of reinforced, then a flurry of activity as one side tries to move the structure out of its vulnerable state and the other side tries to destroy/flip it. If you spread the potential for that activity out over a longer duration a->y, there will be less incentive for groups of players to overload the system at time z.
RubyPorto
RubysRhymes
#268 - 2013-08-07 00:38:39 UTC  |  Edited by: RubyPorto
Mayhaw Morgan wrote:

So, now, force projection is a problem? I can get on that bandwagon. That's actually an important component of the argument that TiDi gives advantage to the larger side, because the attackers are probably under TiDi (read:gimped) and the people rushing to defend against the attack are probably not under TiDi (read:moving at full speed).


Nope, the problem is that, under your proposed system, once the attacker gets the server-cap number of people in system (doesn't matter the route they take to get there), the battle is preempted. Combine that with the fact that the attack cannot be detected in advance, and you have a situation where defense is impossible.

Quote:
Now, I understand that there are certain entities that could conceivably destroy every structure in the game if structures didn't have timers, but there is an economic impact to that, as well as a diplomatic one. They can't blow stuff up ad infinitum. They will take losses. Losses must be replaced, and if you break everyone else's stuff, they'd have to be stupid to sell you the tools you need to continue to break their stuff. Also, things just get more expensive if you are destroying everything.


Under your proposed system, yes they can continue that forever, and no they won't take losses. How do you inflict losses on a server cap dread fleet? All they have to do is *be in system* to be completely safe. There's not even any reason to bring carriers to keep the dreads capped up, since they can just hang out in perfect safety in their capped out system.

Quote:
Think about it: There is a lull in activity while something is coming out of reinforced, then a flurry of activity as one side tries to move the structure out of its vulnerable state and the other side tries to destroy/flip it. If you spread the potential for that activity out over a longer duration a->y, there will be less incentive for groups of players to overload the system at time z.


There will be no incentive at time Z, because the structure will be destroyed by an invulnerable server cap fleet at time A.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Alavaria Fera
GoonWaffe
#269 - 2013-08-07 00:44:01 UTC
If Boat is reading this, he's probably harder than a maximum hardened Caldari large POS by now.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

RubyPorto
RubysRhymes
#270 - 2013-08-07 00:57:05 UTC  |  Edited by: RubyPorto
Alavaria Fera wrote:
If Boat is reading this, he's probably harder than a maximum hardened Amarr large POS by now.

(Amarr can get harder than Caldari)


275 million EHP is pretty hard.

And still goes poof in 114 seconds to a 200 man Moros fleet. (77 Moros will, just, do it in a Siege cycle.)

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Alavaria Fera
GoonWaffe
#271 - 2013-08-07 02:24:10 UTC
Pity supercarriers can't shoot POSes. I think.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

RubyPorto
RubysRhymes
#272 - 2013-08-07 03:15:17 UTC  |  Edited by: RubyPorto
Alavaria Fera wrote:
Pity supercarriers can't shoot POSes. I think.



Last I heard, fighterbombers could reach smalls.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Nakkano
Microsoft Excel Club
#273 - 2013-08-07 06:26:12 UTC
Unfortunately, TiDi is not gameplay transparent as OP shows. It's a bandaid (albeit a good one) to fix a server capacity problem.

There should be an expectation of a permanent solution, and not a long road of balance changes to compensate for TiDi. The goal is to get to the point where TiDi is never engaged.
Michael Ruckert
Hohere Kavallerie-Kommando
#274 - 2013-08-07 07:11:53 UTC
Cue TIDI music during the next event.

http://youtu.be/Rtkdo7bOmJc

"No matter how well you perform there's always somebody of intelligent opinion who thinks it's lousy." - Laurence Olivier

Alavaria Fera
GoonWaffe
#275 - 2013-08-07 07:20:01 UTC
Nakkano wrote:
Unfortunately, TiDi is not gameplay transparent as OP shows. It's a bandaid (albeit a good one) to fix a server capacity problem.

There should be an expectation of a permanent solution, and not a long road of balance changes to compensate for TiDi. The goal is to get to the point where TiDi is never engaged.

We the blobbers will continue to push as many players as we can onto a single grid at once.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Sirane Elrek
Garoun Investment Bank
Gallente Federation
#276 - 2013-08-07 08:38:58 UTC
Mayhaw Morgan wrote:
So, now, force projection is a problem? I can get on that bandwagon. That's actually an important component of the argument that TiDi gives advantage to the larger side, because the attackers are probably under TiDi (read:gimped) and the people rushing to defend against the attack are probably not under TiDi (read:moving at full speed).

ahahahah right how about you instead talk about stuff you understand, like mining ice in osmon or spamming jita local

Mayhaw Morgan wrote:
if you break everyone else's stuff, they'd have to be stupid to sell you the tools you need to continue to break their stuff.

sure just tell me how i can set my trit sell order to "will not sell to goons"

Mayhaw Morgan wrote:
You have to secure your supply routes and store ships and materials.

it's called "jump freighters" and "npc stations". unless you suggest we can take npc stations as well.

Mayhaw Morgan wrote:
Think about it: There is a lull in activity while something is coming out of reinforced, then a flurry of activity as one side tries to move the structure out of its vulnerable state and the other side tries to destroy/flip it. If you spread the potential for that activity out over a longer duration a->y, there will be less incentive for groups of players to overload the system at time z.

i guess there won't be much of an incentive to overload the system because i can just jump in a 250 man dread fleet and kill the tower before you even know it was under attack (because it happened in less than 5 minutes).
so is your new suggestion now to make structures have more hp so people with a 250 man dread fleet can't just kill it dead in less than 5 minutes?

please explain how you're proposing to mount a defense in less than 5 minutes
Sirane Elrek
Garoun Investment Bank
Gallente Federation
#277 - 2013-08-07 08:40:33 UTC  |  Edited by: Sirane Elrek
i may sound like a broken record here, but for some reason you have missed that question a couple of times so i'm just posting it again so you see it

please explain how you're proposing to mount a defense in less than 5 minutes
(less than 2 minutes in fact according to RubyPorto, and i have no reason to doubt his numbers)
Grimpak
Aliastra
Gallente Federation
#278 - 2013-08-07 08:42:57 UTC
Mayhaw Morgan wrote:
So, now, force projection is a problem? I can get on that bandwagon. That's actually an important component of the argument that TiDi gives advantage to the larger side, because the attackers are probably under TiDi (read:gimped) and the people rushing to defend against the attack are probably not under TiDi (read:moving at full speed).
attacker reinforcements will also be moving at full speed, and when both sides arrive at the scene they will all be under TiDi, so this becomes a non-factor.

[img]http://eve-files.com/sig/grimpak[/img]

[quote]The more I know about humans, the more I love animals.[/quote] ain't that right

Alavaria Fera
GoonWaffe
#279 - 2013-08-07 09:34:09 UTC
Sirane Elrek wrote:
i may sound like a broken record here, but for some reason you have missed that question a couple of times so i'm just posting it again so you see it

please explain how you're proposing to mount a defense in less than 5 minutes
(less than 2 minutes in fact according to RubyPorto, and i have no reason to doubt his numbers)

You don't own any structures, that's how. Finally, the broken POS code is no longer an issue, POSes will affect nearly no players at all.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Victor Dathar
Lowlife.
Snuffed Out
#280 - 2013-08-07 12:06:44 UTC
How to defend your space in 5 seconds:

1. Offline a defensive SBU
2. Miller Time

^^^ lol that post is so bad you should get back 2 GBS m8 o7

@grr_goons : Wisdom, Insight, GBS Posts