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How to keep entosis but bring back structure bash

Author
Reaver Glitterstim
The Scope
Gallente Federation
#1 - 2015-08-22 18:13:27 UTC  |  Edited by: Reaver Glitterstim
Here's the skinny:

Structure bash
Good: you get to shoot guns, bringing more people makes it go faster
Bad: sitting in one place for a long time, difficult to involve smaller groups fairly

Structure Entosis
Good: small groups can participate in sov warfare
Bad: sitting in one place for a long time, no weapons fire unless there's actually a fight


So right off the bat, we can ignore the part about sitting in one place for a long time because it happens in both the old version and the new version. Somebody else can try to fix that. Now the entosis style only fails when there's no actual fight happening, but anyone who's done much of it will probably tell you that an actual fight to defend one's space is pretty uncommon. So that means entosising is a lot of ships sitting around running a blue beam and waiting...a lot like ice mining. Not particularly exciting.


So what if we could make a system that had all the good parts, and only the one mutual bad part? It would look like this:

New Structure Method
Good: you get to shoot guns, bringing more people makes it go faster, small groups can participate in sov warfare
Bad: sitting in one place for a long time

Sounds good in theory, right? Easier said than done, I hear you say. Well I believe I have solved the problem:

==========================================================

tl;dr is in the upper portion, but there's also some at the bottom


The first trick is to make it so that a larger assault fleet does more damage to the structure, but not too much more. The larger fleet should still take time, while the smaller fleet shouldn't be left on the project all day long. And the solution is: the structure takes extra damage when it is under attack. While the structure is being shot at, it periodically depletes some of its own hitpoints in order to ensure that the structure bash is over with in a reasonable amount of time. The rate of self-depletion is not affected by how many combatants there are and is only either on (when it's being shot at) or off (when it is not being shot at).

Now we don't want trollceptors or other cheap devices taking out large structures, so of course a force, even a small force, needs to be committed to taking it out in order to succeed even as far as alerting the defenders of potential success. Believe it or not, the entosis mechanic actually does fairly well in this regard. You might think a lone trollceptor can come in and entosis all the things but that is far from the truth. One lone ship running an entosis link in hostile territory during their vulnerability hours is a sitting duck with a target stamped to its face. It also is unable to leave the structure to go after the command nodes. It takes a team effort, even if it only takes a small team.

So we have the structure start out with hitpoint invulnerability, meaning you can't deal damage to it even during its entosis vulnerability window. To allow it to be shot at, it must be entosised first, but we can significantly shorten the link timers and other factors so that the whole process goes faster. Then comes the structure bash, which fits into the time we saved on the entosis links. The opposing force begins firing at the structure--once the first hit is recorded, it starts a timer, say ten seconds and that timer reactivates with each shot. While this ten second timer is active, the structure gradually depletes its own hitpoints.

So the fastest speed of the op is pretty fast for the structure bash portion because the aggressors can bring in a fleet of dreadnoughts and have it down in seconds, but the whole op speed is still limited by the now shorter entosis timers. On the other hand, the slowest speed of the op isn't much different from how it is now, assuming the structure degradation speed is balanced with the time saved on shorter entosis timers.



So to summarize:
* Attacking force goes through standard entosis capture, but with reduced timers and fewer command nodes
* After entosis capture, structures must be shot until HP depleted in order to finalize the attack
* During structure shoot, structure depletes its own HP to create a minimum success time no matter how weak attacking force is
* Total capture time for a weak attacking force is about the same as before, while for a strong attacking force it is significantly shorter

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."

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#2 - 2015-08-22 19:47:28 UTC
Not kean on this idea I'm afraid, exactly why would a structure deplete it's own ehp? Adding armor plates would make the damn thing easier to kill?

I do agree on combining entosis and shooting though. Have successful entosis runs deplete resists (the invading consciousness messing with the internal systems). The structure would still need bashing but this would be much faster if resists are reduced. A multi-billion heavily armoured and armed station should take more than a shifty magic torch...
Reaver Glitterstim
The Scope
Gallente Federation
#3 - 2015-08-22 21:04:26 UTC
Corraidhin Farsaidh wrote:
A multi-billion heavily armoured and armed station should take more than a shifty magic torch...

It does. There's still defense systems. If it were a POS bash, for instance, the attacking fleet would at minimum need enough defense and logi to withstand the POS guns.

Adding armor plates would not make the structure easier to destroy, that doesn't even make any sense. The periodic depletion of hit points would simply cause sustained fire to gradually tear its hit points down, even if it's small artillery from three frigates.

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."

Abramul
Canadian Forces Corp
#4 - 2015-08-22 23:42:37 UTC
Technobabble for you: While under fire, large structures have to retract their heat radiators, or have them blown off anyway. Over prolonged periods of time, not dumping heat does nasty things to various systems, damaging the structure.
Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2015-08-23 00:07:08 UTC
Abramul wrote:
Technobabble for you: While under fire, large structures have to retract their heat radiators, or have them blown off anyway. Over prolonged periods of time, not dumping heat does nasty things to various systems, damaging the structure.

I love 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."

Jacob Holland
Weyland-Vulcan Industries
#6 - 2015-08-23 19:13:55 UTC
The problem with any structure bash is that, unless you give it a degradation so fast that noone bothers shooting it, people will bring as many people as they can so the boring shooting part goes as quickly as possible. If there are a million HP to shoot through and you have access to a thousand dreads (and can keep them safe), why not bring them all and break the structure in a single volley...
The trollceptor is a difficulty - it should be difficult for people who aren't willing to fight to actually "damage" sov - but I'm pretty sure I recall trollSBUs when sov switched out of POSs. It isn't a reason to bring back the thing which was overwhelmingly hated in Sov Warfare.
Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2015-08-23 19:40:11 UTC  |  Edited by: Reaver Glitterstim
Jacob Holland wrote:
The problem with any structure bash is that, unless you give it a degradation so fast that noone bothers shooting it, people will bring as many people as they can so the boring shooting part goes as quickly as possible.

They bring as many people as they can. I'm a member of a large and powerful alliance that controls a lot of capital ships, and I can tell you from first-hand experience most strat-ops are done with only subcaps and a lot of them are done with less than a hundred. And that's us. You know who will bring dreads to every structure bash? Pandemic Legion will. Nobody else will.

Trollceptors are a myth published by folks who don't want to work to maintain their sov. But there are lots of small groups who aren't able to call in a fleet of dreads to shoot structures. Notice how my system gives similar capture times (at least in the same ballpark) between both extremes of the spectrum, requiring no more than a willingness to fight and work as a team to capture sov.

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."

Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#8 - 2015-08-23 22:02:50 UTC
Reaver Glitterstim wrote:
... And the solution is: the structure takes extra damage when it has more HP remaining...


So add armour plate, structure has more EHP remaining and takes extra damage, it doesn't make sense.

A large station should still need a lot of guns to destroy it. Entosis should reduce the ability to resist and repair damage (thus speeding up the bash), not inflict it.
Dror
Center for Advanced Studies
Gallente Federation
#9 - 2015-08-23 23:02:13 UTC
If the game had an arena, it could support betting assets and space.

"SP is helpful for the game?" Here's all of the research on motivation -- it says the opposite! What purpose does it serve, then? Starter corps are non-competitive. Sov is unchallenged. "Fix sov!" you say? Remove SP.

Reaver Glitterstim
The Scope
Gallente Federation
#10 - 2015-08-24 02:30:55 UTC
Corraidhin Farsaidh wrote:
Reaver Glitterstim wrote:
... And the solution is: the structure takes extra damage when it has more HP remaining...


So add armour plate, structure has more EHP remaining and takes extra damage, it doesn't make sense.

A large station should still need a lot of guns to destroy it. Entosis should reduce the ability to resist and repair damage (thus speeding up the bash), not inflict it.

That was an error in my text and I fixed it, but if it were made such that the structure takes extra damage while it has more HP remaining, adding HP to it would increase the time it took to deplete, only by an amount smaller than the HP increase.

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."