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De-valuing Alpha by Countering Logistic Repair Stagnation

Author
Strata Maslav
Federal Navy Academy
Gallente Federation
#1 - 2015-09-28 17:54:50 UTC  |  Edited by: Strata Maslav
TL:DR, In the interests of fun, lets introduce better counters to logistics that allow a more reasonable 'time till death,' allowing targeted players to react to incoming fire, and in doing so, reward reactive piloting and decision making



I think everyone can agree, fighting fleets employing alpha tactics is not interesting. You are locked and destroyed. Much of the reactions are in vain as you watch your ship simply evaporate from 100% health. As the victim alpha tactics seems ridiculously strong and 'un-fun.'

'What was I supposed to do? One minute I am at full health the next minute I have exploded.'

Surely we should just nerf Alpha, because it doesn't make for interesting interaction? The reality is most weapon systems with high Alpha like artilleries, actually have lower DPS.

Then why do people use weapons with high alpha?

The real evil here is large scale logistics, and its only counter, to blow the ship up before logsitics can be activated(shield) or applied(armour).

Logistics are so strong that all large fleets are built around them.

Players spend hours trying to sqeeze out as much effective hitpoints on their ships so the logistics can 'catch' them. This makes fitting/flying of ships, much more predictable and monotonous.

The problem of Logistics is not that they can stop a primary'd pilot from dying, but can do so indefinitely.

There are only two realistic scenarios, you are instantly destroyed, or saved.

In smaller fleets you get the more dramatic and more medium between these two, dying slowly. You have time limit for which you and your team must break you free and save you from the jaws of your opponents.

What we need is a way to break logistics repairs SLOWLY.

My proposal would be a new ammo type. The DPS would start incredibly slowly but it would ramp exponentially higher as the guns are left on a specific target. If you changed target then you would start with low damage again. You and your friends would need to lock down your target so they couldn't warp out or pull range, and logistics could rep the target to give them more time to escape, but eventually even with infinite RR the weapons would alpha through all of their HP.

Targets would have enough time to communicate, who they were tackled by or who was focusing their fire on them. An EWAR team could then break the lock of the DPS pilots to elongate their life.

Edit 1: Changed Suggestion to New Ammo Type
Frostys Virpio
State War Academy
Caldari State
#2 - 2015-09-28 18:37:22 UTC
Why should logi be limited if damage dealer are not?
Hengle Teron
Red Sky Morning
The Amarr Militia.
#3 - 2015-09-28 18:50:01 UTC
Remote Repair Fatigue !
Saisin
Chao3's Rogue Operatives Corp
#4 - 2015-09-28 18:52:02 UTC
I would favor putting the same stacking penalties on non DPS effects fleet ewar/remote rep that modules have, as it is an already well understood principle on ship fitting. Applying more than 4 remote rep on any one ship would become useless after the fourth...

This said, I like how your ideas would cause each players to indeed react individually, and may be in fact a great separation for capitals, these ships requiring more individual thoughts and management that sub-caps, and may still be valid even with remote rep stacking penalties were becoming a thing.

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Frostys Virpio
State War Academy
Caldari State
#5 - 2015-09-28 18:57:05 UTC
Saisin wrote:
I would favor putting the same stacking penalties on non DPS effects fleet ewar/remote rep that modules have, as it is an already well understood principle on ship fitting. Applying more than 4 remote rep on any one ship would become useless after the fourth...



Cool as long as you apply the same stacking penalty to weapon systems too. If everything is supposed to suffer stacking penalty, then everything should.
Ransu Asanari
Perkone
Caldari State
#6 - 2015-09-28 19:23:45 UTC
I'd love to see the Damage Mitigation logic being developed for Citadels applied to spaceships as well. This could be something added to Capitals - hopefully with the rebalance, with Doomsdays being the only way to circumvent the damage cap per interval.

These could also be added to subcaps with a scaling ceiling per ship class on how much damage per interval they can take. That would help address some of the "Finger of Death" scenarios we've seen in the past, where an entire Slowcat or Drone fleet is able to assign drones to a few triggers, and apply all of the damage instantly to one target without the chance to react. This was somewhat reduced by the 50 drone assign limit, but AlphaFleets are still alive and kicking (Maelstroms/Tornados best example), and your summary of what large fleet combat has boiled down to is accurate.

In normal large scale fleet fights, an individual pilot being yellowboxed by an entire fleet can broadcast for reps early, overheat hardeners, and turn to align out and get transversal on the enemy gang to reduce incoming damage. In some cases they can spool up their MJD to jump out of bubbles and warp off as well, then warp back to receive reps. However with an AlphaFleet they may not have reaction time to do any of that, which is what I'd like to see changed - this won't "slow down" combat that much, but would make it more engaging for the individual pilot in large scale fights, which seems to be the goal for a lot of changes CCP is doing.

Changing Logistics to providing remote buffs instead of remote reps would be another good way to address this - either buffing the ship's capacity to remote repair with a local repper, or increasing resistances. Both of which can be calculated with stacking penalties a lot easier than remote repair can. This article had some interesting ideas on how to change Logistics.

The idea of adding more debuffs in game is also interesting. I could see this being added to the Caldari lineup, since it doesn't have a secondary EWAR type other than ECM - which needs its own balance changes. I think it would be better to address Logistics reps directly, rather than just introducing a counter that large fleets will need to always bring though.
Celthric Kanerian
Viziam
Amarr Empire
#7 - 2015-09-28 19:30:43 UTC
Strata Maslav wrote:

The reality is most weapon systems with high Alpha like artilleries, actually have lower DPS.


That made me laugh quite hard. Real life artilleries may have "Low dps rofl" but they have incredible total damage, similar to how alpha striking works in EVE.
Leto Aramaus
Frog Team Four
Of Essence
#8 - 2015-09-28 21:26:26 UTC
Quote:
What we are sorely lacking currently is a way to counter the strength of logistics on a target ship, or the ability to slowly break through powerful logistics repairs on a target even when we have full control of the ship.


Stopped reading here.

Have you heard of E-war? We have had these various modules, for years, that are all ways to counter logistics.

ECM: Chance to break the locks of repair ships
Sensor Damp: Reduce the targeting range or lock speed of repair ships
Neutralizers: Turn off the hardeners of the target ship, or turn off the repairs of the repair ships

Protip: Putting scan resolution scripted Damps on the repair ships, then breaking their locks with complementary ECM... is a supremely effective way of negating remote repair and allowing you time to destroy ships.

How can you seriously type out this long post and say something like "we currently have no way to counter remote repair" if you've actually played EVE for more than a month?

First of all, DPS is the direct counter to remote repair.
DPS::RR
ECM::ECCM
Neuts::Transfers
Damps::Sebo

There is a direct counter to everything. DPS is that counter for logistics. Then there's several forms of E-war that are indirect counters to both DPS and Logi.
Kenrailae
Center for Advanced Studies
Gallente Federation
#9 - 2015-09-28 21:33:02 UTC
Obligatory Line of sight fixes logi and DPS caps.......





Working within the current mechanics, DPS is not capped on how many guns you can activate on a target, likewise logistics shouldn't be. As unfun as alpha and unbreakable logi are, it's bad sense to have 250 guys be able to shoot 1 person but only 2 rep him :/

The Law is a point of View

The NPE IS a big deal

Reaver Glitterstim
The Scope
Gallente Federation
#10 - 2015-09-29 00:36:17 UTC
I think logi just needs to be nerfed. Alpha probably needs to be buffed a bit if logi is as strong as it is and I still am not seeing Maelstrom fleets.

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."

Nevyn Auscent
Broke Sauce
#11 - 2015-09-29 01:22:36 UTC  |  Edited by: Nevyn Auscent
Reaver Glitterstim wrote:
I think logi just needs to be nerfed. Alpha probably needs to be buffed a bit if logi is as strong as it is and I still am not seeing Maelstrom fleets.

You can't just nerf Logi. If you are going to nerf logi you have to do massive changes to vast areas of the game.
You are wanting to nerf logi based on mass blob warfare which tends to only happen in Null.
Small scale warfare is totally different, WH warfare also totally different. Fleet based PvE is totally different.

Alpha volleying ships off the field is a bad game experience and we should never be designing towards that being easier.
Dr Cedric
Science and Trade Institute
Caldari State
#12 - 2015-09-29 01:35:30 UTC
Frostys Virpio wrote:
Why should logi be limited if damage dealer are not?



I feel like you have a bot that auto-replies to any thread with Logistics in the title with this particular quote.

Also... it would seem you got your wish, at least with structures

Cedric

Strata Maslav
Federal Navy Academy
Gallente Federation
#13 - 2015-09-29 08:45:31 UTC  |  Edited by: Strata Maslav
Quote:
Remote Repair Fatigue !


While adding 'ammo' or creating a fatigue might solve part of the problem, they would also interfere with PvE usage of remote repairs. Forms of EWAR can be effective against logistics, but they are hardly perfect and can be countered by ECCM or fitting Sensor Boosters.

What I really would like to look at is a increasing the time a target has to react to incoming damage without inadvertently buffing logistics, which would only see the creation of further stagnation due to remote repairs.
Faxat
#14 - 2015-09-29 08:46:55 UTC
I've been tinkering with logistics mechanic lately, and a few weeks ago I saw a blog arguing a strong case for shifting logistics into resist/boost modifiers/capacitor roles, and putting the main repair role on the targets themselves. I hope that is the way we are headed, and I'd personally love to take it as far as maybe dismantling the entire logistics class of ships and rather spread the bonuses over several ships. With this in mind I have an actual suggestion to counter alpha mechanics somewhat, and to bridge the gap between shield booster and extenders.

With the recent appearance of doomsdaying sleeper battleships there is a mechanic around the buffer shield they have on top of normal shields that I find interesting. What if every ship could generate such a buffer by running a local shieldbooster/armorrepper after the shields were full. This buffer would not be repairable by logistics, and would be a bandaid/incentive for people to move towards a life where logistic wings would be actual "support ship" and not the core requirement for a fleet getting off the ground or not.

As for balance issues resulting from this, I'd like to think that the current divide between pve and pvp fittings were blurred slightly and would create for more interesting battles all around.

Faxat out! o/

Frostys Virpio
State War Academy
Caldari State
#15 - 2015-09-29 13:37:00 UTC
Dr Cedric wrote:
Frostys Virpio wrote:
Why should logi be limited if damage dealer are not?



I feel like you have a bot that auto-replies to any thread with Logistics in the title with this particular quote.

Also... it would seem you got your wish, at least with structures


I always bring that point because nobody ever presented a good counter to it. Nobody ever find a way to demonstrate how N+1 is broken for only one side of the equation.
Frostys Virpio
State War Academy
Caldari State
#16 - 2015-09-29 13:57:08 UTC
Faxat wrote:
I've been tinkering with logistics mechanic lately, and a few weeks ago I saw a blog arguing a strong case for shifting logistics into resist/boost modifiers/capacitor roles, and putting the main repair role on the targets themselves. I hope that is the way we are headed, and I'd personally love to take it as far as maybe dismantling the entire logistics class of ships and rather spread the bonuses over several ships. With this in mind I have an actual suggestion to counter alpha mechanics somewhat, and to bridge the gap between shield booster and extenders.

With the recent appearance of doomsdaying sleeper battleships there is a mechanic around the buffer shield they have on top of normal shields that I find interesting. What if every ship could generate such a buffer by running a local shieldbooster/armorrepper after the shields were full. This buffer would not be repairable by logistics, and would be a bandaid/incentive for people to move towards a life where logistic wings would be actual "support ship" and not the core requirement for a fleet getting off the ground or not.

As for balance issues resulting from this, I'd like to think that the current divide between pve and pvp fittings were blurred slightly and would create for more interesting battles all around.


You would still bring logi because no fitting will be able to sustain a large enough repper to counter the enemy's combined DPS. Unless of course you think your ship should die no matter what with just a time variation in how long you survived by using more cap booster to cycle your oversized repper a few more cycle before your inevitable fate is met.
Lady Rift
His Majesty's Privateers
#17 - 2015-09-29 14:49:41 UTC
Dr Cedric wrote:
Frostys Virpio wrote:
Why should logi be limited if damage dealer are not?



I feel like you have a bot that auto-replies to any thread with Logistics in the title with this particular quote.

Also... it would seem you got your wish, at least with structures



has anyone been able to counter that quote in a semi sensible manner?


In structures logi isn't just limited it is't allowed at all.
Reaver Glitterstim
The Scope
Gallente Federation
#18 - 2015-09-29 15:04:18 UTC
Nevyn Auscent wrote:
You are wanting to nerf logi based on mass blob warfare which tends to only happen in Null.
Small scale warfare is totally different, WH warfare also totally different. Fleet based PvE is totally different.

Logi in mass blob warfare is OP
Logi in small gang warfare is MASSIVELY OP
Logi in fleet based PVE is just as much as is needed

A lot of PVE has absurdly high incoming damage because logi can handle it. It's hugely unbalanced for PVP but you see that MUCH less in blob warfare because forty five battleships can break your tank no matter how many logi are on you.

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."

Frostys Virpio
State War Academy
Caldari State
#19 - 2015-09-29 15:36:15 UTC
Reaver Glitterstim wrote:
Nevyn Auscent wrote:
You are wanting to nerf logi based on mass blob warfare which tends to only happen in Null.
Small scale warfare is totally different, WH warfare also totally different. Fleet based PvE is totally different.

Logi in mass blob warfare is OP
Logi in small gang warfare is MASSIVELY OP
Logi in fleet based PVE is just as much as is needed

A lot of PVE has absurdly high incoming damage because logi can handle it. It's hugely unbalanced for PVP but you see that MUCH less in blob warfare because forty five battleships can break your tank no matter how many logi are on you.


In blob warfare, most of the balance get's destroyed because the number are just too high. That's a core problem of how the game is designed but we live with it because the majority seem to prefer being able to drop any number of fleetmate on a target than being limited since only a hard limit would prevent this from happening. No what you try to do, unlimited number will always destroy how things were though out because of their unlimited nature. Logi in large number are already unable to really work at peak throughtput because they have to wait for damage to be applied for their rep to be effective. If my fellow logi finish topping off your armor after some damage, my reps will be wasted unless you take more damage before my cycle end. DPS has no such issue as any "wasted" DPS is just a sign of a target having successfully being defeated. There is never any limit to DPS until objective achieved but this is not a negative point as you are making progress.

In small scale warfare, logi are much more counterable if you are willing to put the effort in. Their point of failure is much smaller because redundancy is greatly reduced. a wing of 3 logi can be countered in a more precise manner than a 40 man logi wing. The issue is most people want to be "1337 DPS" and top killmail number more than they want their fleet to succede. You never have any issue getting 1 more DPS for your fleet but 1 falcon? 1 Huggin? You'll be looking for those even if they are technically more power added to a fleet than another token DPS. People don't seem to get that so we get small roaming gang without offensive support having trouble defeating a similar force with defensive support.

PvE can easyly be re-tuned if it's seen as necessary after any change to logistics happen. The content is balanced around some numbers and fleet have adapted to it. Logi aren't "too powerful" for PvE, they are just used in a number to make it efficient. The number of logi in PvE fleet will always vary around what the DPS in the site is. Nerfing them does not change this player behaviour of protecting their assets by making sure the risk of it going boom is controlled at a relatively low chance because losing no amtter how you slice it, losing assets while trying to gain assets is counter productive so you might as well put in the effort to not lose your grinding boat unless you like grinding a new grinding boat...

Nerfing Logi is not gonna solve any of those problems. Blob gonna blob, small gang gonna small gang and PvEfleet gonna FvEfleet just like the haters keep on hating.
SFM Hobb3s
Perkone
Caldari State
#20 - 2015-09-29 16:22:42 UTC
Many months ago I predicted CCP would consider implementing some kind of damage mitigation in conjunction with logi diminished returns. It was laughed at back then, but now that CCP is implementing it for citadels there's a lot more of you now bringing it up and seeing potential.

My argument from the past still holds true, if you were to implement a system that effectively mitigates incoming fire to discourage having whole fleets alpha just one target at a time, and accompany this system with severely diminished returns on logi, the end result will be fights that actually do look as chaotic and intense as the trailers.

Implementing this on citadels is a good beginning. There's a lot to the game mechanic that will likely have to be tailored before its working as intended.

A potential method of introducing damage mitigation against ships in a fleet would be to create a system that temporarily results in the target ships shield and armor resists ballooning (ie to 99%) should it receive a certain amount of incoming dps. DPS that did not come from your own fleet in an effort to cheat the system of course (imagine spider-tanking at a dps level).
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