These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
12Next page
 

Game of Ults

Author
Rain6637
GoonWaffe
Goonswarm Federation
#1 - 2017-04-10 03:43:03 UTC  |  Edited by: Rain6637
Hey y'all, I've spent some time asking myself how EVE might feel slow and how it could be changed to feel more interesting. I started comparing the PVP actions to other games and I think a lot of things are just too absolute.

The first example is warp disruption and warp scramblers. I think warp disruption should be more incremental and work similar to capitals. If I was playing an FPS and any given player could slow me down to a walk and prevent me from running away, I'd get tired of it pretty quickly. If ships had a warp core stability rating like supers it could scale a bit better.

I would initially try assigning a warp disruption and scramble value according to the equipping ship class. So Frigates would have a strength of 5, cruisers 15, battleships 30 or so. A given ship class would have a unique pool of warp core stability, perhaps equal to its disruption strength. So a frigate can tackle a frigate, but it would take six of them to tackle a battleship. A battleship could tackle a cruiser or frigate solo.

Another issue is the effect of disruption and scrambler modules. I think disruption should increase the velocity threshold for warp (per applied disruptor) up to 101%. I think scramblers should increase the velocity threshold while also reducing mwd effectiveness and reducing top speed.

The goal is to make disruption and scramblers more gradual, and not so much like Ults for everyone.

I also think webs should be adjusted to reduce top speed incrementally, with strengths according to the ship size.

All these modules are identical no matter what ship class they're equipped on, and I think there's a lot of room for depth here.

Thank you.
Merin Ryskin
Peregrine Industries
#2 - 2017-04-10 04:03:17 UTC
This is a terrible idea that effectively eliminates "fair" fights and requires blobbing as the only possible way to kill anything.
Rain6637
GoonWaffe
Goonswarm Federation
#3 - 2017-04-10 04:27:58 UTC
I was thinking it was a bit of balance between larger ship classes like battleships but I get what you're saying.
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2017-04-10 06:16:43 UTC
Why do you hate newbie tackle?
Rain6637
GoonWaffe
Goonswarm Federation
#5 - 2017-04-10 06:24:59 UTC
It's an ult. It's like everyone has an ult. Frigates could still solo tackle other frigates.
Rain6637
GoonWaffe
Goonswarm Federation
#6 - 2017-04-10 06:26:04 UTC
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2017-04-10 06:27:30 UTC
What is an ult?

Why should it be impossible for a day one alpha newbie to tackle me in my mach if I'm doing something stupid?
Rain6637
GoonWaffe
Goonswarm Federation
#8 - 2017-04-10 06:41:38 UTC
Ult like an ultimate ability. If you're running around in Overwatch and every individual player can slow you to a walk, the pace of gameplay would be a lot slower. If you want to solo tackle a mach bring another mach. That's a really nice sentiment but I don't think it compares to the benefit of making tackle more incremental. For real, solo wouldn't die. You can solo down and I think bigger ship classes need a bit of help.

You could also give tackle bonuses to smaller ships to have that type of scenario. Of the solo tackle frigate catching a battleship.

It's in the name of giving some more character to ships by breaking up this very binary module that cycles continuously.
Merin Ryskin
Peregrine Industries
#9 - 2017-04-10 06:50:10 UTC
Rain6637 wrote:
If you're running around in Overwatch and every individual player can slow you to a walk, the pace of gameplay would be a lot slower.


This isn't a good comparison, because webs are what slow you down in EVE, not being unable to warp. Warp disruptors are more like not being able to disconnect from an Overwatch match without having it count as a loss on your record. There's nothing "ultimate" about it, it's just the default state of a PvP fight in EVE.

Quote:
If you want to solo tackle a mach bring another mach.


IOW, newbies not welcome. This is a bad idea.
Rain6637
GoonWaffe
Goonswarm Federation
#10 - 2017-04-10 07:00:52 UTC
Yeah I mentioned webs. I think it should take four or five to slow you down to 35% of your max speed. Or scale it as an energy value where a web has 400 points, and the target ship's mass adds to their pool of energy points.

In Dota, would it be cool if any player could grab another player and slow them to a walk? This is a video game and it's what's happening now. A video game character's propulsion is a very high value attribute and taking that away solo is too punishing. It should be attached to ship bonuses or even more energy cost.

Say you tier tackle modules to have more effectiveness compared to others. And you have a ship like the Garmur with more range, or a Serpentis frigate that has increased effectiveness.
Rain6637
GoonWaffe
Goonswarm Federation
#11 - 2017-04-10 07:01:58 UTC
Newbies would be quite welcome, perhaps four more times as welcome because that's how many more you want.

Or create a frigate with tackle bonuses to define the rookie tackle role more.
Merin Ryskin
Peregrine Industries
#12 - 2017-04-10 07:23:32 UTC
Rain6637 wrote:
Newbies would be quite welcome, perhaps four more times as welcome because that's how many more you want.


Blobbing with four times as many players is not a good thing. And you can never have so much tackle in a fleet that you're telling people to stay home instead of bringing more, so you aren't actually making people more welcome. You're just making the minimum fleet size larger and encouraging blobbing.
Merin Ryskin
Peregrine Industries
#13 - 2017-04-10 07:25:28 UTC
Rain6637 wrote:
Yeah I mentioned webs. I think it should take four or five to slow you down to 35% of your max speed.


WTF no. Short-range ships have a hard enough time as it is.

Quote:
In Dota, would it be cool if any player could grab another player and slow them to a walk? This is a video game and it's what's happening now. A video game character's propulsion is a very high value attribute and taking that away solo is too punishing. It should be attached to ship bonuses or even more energy cost.


EVE is not DOTA. EVE is not Overwatch. Stop making analogies with games in completely different genres. The fact that slow effects would be overpowered in some other game has nothing to do with whether or not they're overpowered in EVE.
Rain6637
GoonWaffe
Goonswarm Federation
#14 - 2017-04-10 07:37:49 UTC
yeah hold on to your conventions folks we're going to talk about alternatives and it's dangerous
Rain6637
GoonWaffe
Goonswarm Federation
#15 - 2017-04-10 07:40:33 UTC
Do Little
Bluenose Trading
#16 - 2017-04-10 09:54:24 UTC
Eve is a sandbox. There are no levels. Day old players and 13 year veterans fly together. There are examples of Alpha clones running sleeper sites in wormholes and one of the presentations at Fanfest talked about a group of Alphas in frigates killing a dreadnaught. This is Eve at its best - the way things should be.

The base statistics for modules are the same for everyone. It's how you use them that matters - skill, knowledge, experience and luck all play a role. Veterans should be less reliant on luck but we're all human beings and we make mistakes. If a new player can capitalize on that - more power to them!

Some modules scale depending on skill levels, some are binary - they work or they don't regardless of character skill. This variety is realistic and valuable. It means new players have a chance and veterans can't be complacent. In my opinion, this is a feature to be applauded - not a bug to be fixed!.
Rain6637
GoonWaffe
Goonswarm Federation
#17 - 2017-04-10 10:36:36 UTC
Aren't there normally several points on mails? System-wide, throughout all of EVE, don't you think it's possible to make tackle work this way while maintaining the same number of tackles over time? Couldn't you say duplicate points are wasted, and there would seem to be enough newbie tackles already
Serendipity Lost
Repo Industries
#18 - 2017-04-10 13:36:28 UTC
I think it's important to the game that a lone interceptor pilot (bubble immunity) can get through a null bear hell bubbled gate and hold someone much larger until his support fleet can arrive. Your premise that it should take a carrier to tackle a carrier or 10 BS to tackle a carrier or 50 cruisers is just crazy. It would give every ratting carrier that can anchor a bubble or 2 a permanent get out of jail free card. Carrier ratting risk would go from minimal to zero.

One of the great playing points of eve is that every pilot matters. Have you ever heard of the term hero tackle? It's a role that all (from newbro to experienced vet) can play. It's a vital role that leads to many interesting fights.

Your idea would reward 2 concepts: 1 - risk aversion (by making tackling a ship more difficult), 2 - blobbing (because that's what it would take to tackle stuff)

This isn't a FPS nor should it be like one. See in a FPS you run around getting your nuts blown off repeatedly and you just re-spawn and do it again. Don't get me wrong - there is fun in that, but it's not Eve. Eve pvp in many cases is about one group of guys tricking another group of guys into doing something they shouldn't and then paying for it. In some cases it's one group of guys tricking another group of guys into doing something they shouldn't only to find out they were the ones being tricked. This scales quite nicely from 5 guys to 1000s. One lone guy in a cheap frigate sized tackle ship being able to hold down a much more valuable prize is THE KEY to much of this. Most of the great fights in this game are the product of measured escalations that ultimately go well for one side and not the other.

FPS are small arenas where 10 vs 10 (or whatever) re-spawn fests happen and getting your nuts blown off is no big deal. Eve isn't even remotely similar.


Rain6637
GoonWaffe
Goonswarm Federation
#19 - 2017-04-10 14:02:47 UTC
Frostys Virpio
State War Academy
Caldari State
#20 - 2017-04-10 15:55:25 UTC
Rain6637 wrote:
Make ships with good disruptor strength bonuses


So they become complete "must have"?
12Next page