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"Make smaller better"

Author
Alavaria Fera
GoonWaffe
#161 - 2013-01-02 02:29:14 UTC
No More Heroes wrote:
Gillia Winddancer wrote:
Could you then please explain to me why:

A: We still have a handful of mega-blob alliances?

B: Why these blobs complain about lack of activity in null

It can be hard to notice unless you are familiar with who is who but the only ones complaining are those who lost their space, to larger groups unironically. We have tons of activity with multiple groups deployed all over the map.

I guess smaller is more boring because you get kicked about by people with friends?

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
#162 - 2013-01-02 03:57:00 UTC
Alavaria Fera wrote:
I guess smaller is more boring because you get kicked about by people with friends?


We don't have many friends and we seem to have fun.

I guess not having friends could be a problem when you actually want to do something other than piss in everyone else's Cheerios.

"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

Miri Amatonur
School of Applied Knowledge
Caldari State
#163 - 2013-01-02 11:10:14 UTC
RubyPorto wrote:

I'm saying that the strategy "I brought more friends than you did" proving to be a winning one is just fine. That's how it works in real life, that's how it works in every game that doesn't use a contrived numbers cap, that's what makes sense.

You have yet to present any argument for WHY 1 guy should have a good chance against 10 (or 100 against 1000), all else being equal.

Historically, the way 1 guy beats 10 is by making everything else very unequal. The problem people are having is that (it turns out), the guys in 1000 man groups have at least as many really good players as the guys in 100 man groups, so it's very difficult to stack the deck (cause they're stacking the deck their direction just as much as you are yours).

I see no problem with the continuation of 2>1.



For various other reasons, I'd like to see the return of a variant of pre-Dominion Sov; allowing Alliances to reduce the cost of owning space in exchange for reduced protection for their space (a system with full Moon coverage was Expensive, but a fortress, while a system with 1 Large POS holding it was cheap, but relatively easy to contest). But that's a separate topic.


In real life it works that way? Well maybe in a bar brawl. As you or someone else said EVE fights are direct combats, all bring what they have. It's a kind of ancient warfare. Find a field the conduct your fight and that was it, more or less.

But even in the good old days we had:

  • superior tacitcs - not applicable in EVE since the fog of war isn't dense enough
  • terrain - we find that in EVE just by the jump lanes surely not enough to turn the tide
  • technical superiority - techwise the ships&moduls in EVE are more or less equivalent, not the thing to give you a real edge

(more could be added to that list if i thought of it longer)

Your it's in the rl world so doesn't hit that well. As i said before EVE is no rl world simulation. Take the flight mechanism of our ships. That isn't spaceflight it's submarine. They took it because it required less adaption of the player.
But players adepted to a ton of other rules. The SOV mechanics for example. That can be changed or replaced.

Going back to pre-Dominion SOV-systems won't change anything.

The current system favours numbers and doesn't provides anything to counter them. That being said, it's no wonder some rage about afk cloakers. Since disruptive actions are the only thing left to do something against numbers.

Debora Tsung
Perkone
Caldari State
#164 - 2013-01-02 11:30:43 UTC
Katran Luftschreck wrote:
Hmmm... I dunno, but I'll take a stab: Change boosting mechanics to include a "law of diminishing returns" so that boosts give out more bonus to smaller fleets and less boost to larger ones.

So, say, a 10% boost could just up to 20% if the fleet is 5 people or less, or drop to only 5% if the fleet is over 20 people. Just an example. You get the idea. Realistically it would have to be scaled with more complex math (and I hate math, so you do it).

Justification would be simulating that it's easier to manage smaller groups than larger ones. Less strain on computers etc.


Sure and suddenly You've got 30 small fleets overpowering one other small fleet. makes perfect sense.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Gillia Winddancer
Aliastra
Gallente Federation
#165 - 2013-01-02 11:41:01 UTC
Debora Tsung wrote:
Katran Luftschreck wrote:
Hmmm... I dunno, but I'll take a stab: Change boosting mechanics to include a "law of diminishing returns" so that boosts give out more bonus to smaller fleets and less boost to larger ones.

So, say, a 10% boost could just up to 20% if the fleet is 5 people or less, or drop to only 5% if the fleet is over 20 people. Just an example. You get the idea. Realistically it would have to be scaled with more complex math (and I hate math, so you do it).

Justification would be simulating that it's easier to manage smaller groups than larger ones. Less strain on computers etc.


Sure and suddenly You've got 30 small fleets overpowering one other small fleet. makes perfect sense.


I second this. No, no and no to anything that has to do with diminishing or boosting returns based on numbers save that for modules in a ship. EVE already has all the stats required for numbers being either an advantage or disadvantage depending on what you want to do. It is just a matter of implementing it properly.

Vaerah Vahrokha
Vahrokh Consulting
#166 - 2013-01-02 12:08:10 UTC
mynnna wrote:

You seem to be saying that you, as an individual, should be able to live amongst and compete against those who have chosen to live and work cooperatively. To be able to, as an individual, have the impact of an opposing corp or alliance, without having to actually be in one.

Sorry you think this is a single player game?


In basically every other PvP game, an highly trained team who spent months to practice together can easily fight blobbers opponents 10 times their number. That's "team" in a game, not blobbing up as many warm bodies as possible to reach the "critical mass".

Of course EvE does not help, because it won't provide line of sight mechanics (for the skilled to use at advantage), terrain properties and different "heights", consistent and PvP usable collision detection and so on.
Gillia Winddancer
Aliastra
Gallente Federation
#167 - 2013-01-02 12:18:09 UTC
Vaerah Vahrokha wrote:
mynnna wrote:

You seem to be saying that you, as an individual, should be able to live amongst and compete against those who have chosen to live and work cooperatively. To be able to, as an individual, have the impact of an opposing corp or alliance, without having to actually be in one.

Sorry you think this is a single player game?


In basically every other PvP game, an highly trained team who spent months to practice together can easily fight blobbers opponents 10 times their number. That's "team" in a game, not blobbing up as many warm bodies as possible to reach the "critical mass".

Of course EvE does not help, because it won't provide line of sight mechanics (for the skilled to use at advantage), terrain properties and different "heights", consistent and PvP usable collision detection and so on.


Well, to be fair EVE sort of have this as well. As long as numbers are not too extreme there are still cases where the outnumbered ones win due to better teamwork and planning and all that. Rooks and Kings are good examples for instance. It's just a bit too bad that it is larger scale cases we are talking about. It would not work for smaller cases with smaller ships since their nature is entirely different, yet these are the ships that are flown by smaller corps.
RubyPorto
RubysRhymes
#168 - 2013-01-02 12:49:17 UTC
Vaerah Vahrokha wrote:
In basically every other PvP game, an highly trained team who spent months to practice together can easily fight blobbers opponents 10 times their number. That's "team" in a game, not blobbing up as many warm bodies as possible to reach the "critical mass".

Of course EvE does not help, because it won't provide line of sight mechanics (for the skilled to use at advantage), terrain properties and different "heights", consistent and PvP usable collision detection and so on.


And in EVE, a highly trained group or individual can fight effectively against much larger numbers (see the videos of Garmon, R&K, etc).

Most of the people complaining about "dirty blobbing ruining our leet PvP" are not actually better at flying their ship than their more numerous opponents, they just don't have as many people.


P.S. You're crazy if you think Collision mechanics aren't usable in PvP.

"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

RubyPorto
RubysRhymes
#169 - 2013-01-02 13:00:13 UTC  |  Edited by: RubyPorto
Miri Amatonur wrote:
In real life it works that way? Well maybe in a bar brawl. As you or someone else said EVE fights are direct combats, all bring what they have. It's a kind of ancient warfare. Find a field the conduct your fight and that was it, more or less.


Yes, it does. If you look at the history of warfare and find a significant number of examples of an *invading force* defeating a defending force 10 times larger than it, I will eat my hat.

There's a reason why nearly all the examples of "overcoming immense odds" are defensive. (And not nearly overcoming 10-1 odds).

Flip it around to be similar to the RL examples of the "little guy winning", and a 500 man group in EVE could likely keep a system from a 1000 man group, if they used the SOV mechanics wisely.

Quote:
But even in the good old days we had:

  • superior tacitcs - not applicable in EVE since the fog of war isn't dense enough
  • terrain - we find that in EVE just by the jump lanes surely not enough to turn the tide
  • technical superiority - techwise the ships&moduls in EVE are more or less equivalent, not the thing to give you a real edge

(more could be added to that list if i thought of it longer)


1. Absolutely applicable to EVE. But expect your tactics to be copied quickly.
2. Do it right, and the grid or a gate can be used to turn the tide of a fight.
3. Take a look at some R&K videos and tell me that technological superiority doesn't give you an edge.


Quote:
Your it's in the rl world so doesn't hit that well. As i said before EVE is no rl world simulation. Take the flight mechanism of our ships. That isn't spaceflight it's submarine. They took it because it required less adaption of the player.
But players adepted to a ton of other rules. The SOV mechanics for example. That can be changed or replaced.

Going back to pre-Dominion SOV-systems won't change anything.

The current system favours numbers and doesn't provides anything to counter them. That being said, it's no wonder some rage about afk cloakers. Since disruptive actions are the only thing left to do something against numbers.


Everything in the world ever favors numbers. It's why we remember the Battle of Thermopylae (even though, strictly speaking, the Greeks lost that battle) and David beating Goliath. They're rare examples of the little guy not getting stomped into the ground.

You keep dodging the prime question. Why shouldn't numbers bring an advantage to a fight? Numbers bring an advantage to everything in the real world.

Sure, the SOV mechanics can be improved. Not saying they can't. You're saying they should be changed to remove (or limit) the advantage that numbers bring, and I'm saying that, even if I were to grant that that would be a good thing (I won't), you cannot do that without the resultant mechanics being contrived, stupid, and trivially exploitable.

"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

Miri Amatonur
School of Applied Knowledge
Caldari State
#170 - 2013-01-02 13:33:32 UTC
RubyPorto wrote:

Yes, it does. If you look at the history of warfare and find a significant number of examples of an *invading force* defeating a defending force 10 times larger than it, I will eat my hat.


Lets have a look. Mhmm pretty much what happend during the conquest of the "new world" Mayas, Incas. Conquest of the british empire. Pretty much alot of conquest and occupation during the age of imperialism. Another nice example are the history around how the british crown got Hongkong. Retalliation during the Boxer Rebellion.
Not all of them apply for your 1:10 but it's good enough anyway.

RubyPorto wrote:

1. Absolutely applicable to EVE. But expect your tactics to be copied quickly.
2. Do it right, and the grid or a gate can be used to turn the tide of a fight.
3. Take a look at some R&K videos and tell me that technological superiority doesn't give you an edge.


Mhmm yes gate games will help to capture SOV. That might be the case but not very often.
R&K are specalists and they hold no SOV.
The worth of tactics nullified within days.

RubyPorto wrote:

Everything in the world ever favors numbers. (...) Numbers bring an advantage to everything in the real world.

I'm sure most inhabitants in overpopulated 3rd world countries are happy to read that. Damn most of them can't read or if so have no i-net and a pretty bad medical care.

RubyPorto wrote:

(...) mechanics being contrived, stupid, and trivially exploitable.

We shouldn't start about that because most of the games mechanics can be described as contrived, stupid, and trivially exploitable. Just an example: bots!
Vaerah Vahrokha
Vahrokh Consulting
#171 - 2013-01-02 14:11:35 UTC
RubyPorto wrote:


And in EVE, a highly trained group or individual can fight effectively against much larger numbers (see the videos of Garmon, R&K, etc).

Most of the people complaining about "dirty blobbing ruining our leet PvP" are not actually better at flying their ship than their more numerous opponents, they just don't have as many people.


P.S. You're crazy if you think Collision mechanics aren't usable in PvP.


As you say yourself in your next post, making David winning Goliath etc. made the news for how rare it was.

Instead, in other games a small group going to bait and even tease a large blob is so normal there are no "R&K" videos of that. Most videos of those cases come out because of an expecially executed or ludicrous manouver that is worth recording not because of a small group going against a large one. In EvE you really have to go after Garmon super-cases to find such examples.

Finally, about collision, I take it you have not seen what's possible with *real* collision detection. Collision mechanics being "usable" is all another level compared to consistently using them to take a great advantage (i.e. body blocking narrow passage ways, funneling, drawing DPS away....).
Natsett Amuinn
Caldari Provisions
Caldari State
#172 - 2013-01-02 14:23:32 UTC
Pretty silly of people to expect CCP to do the complete opposite of what they've spent years of resources to allow us to do.

I have a question of my own for the people that think their "small" group should be able to "compete" in null.

Do you guys have any idea how large you can make a corp?
And wtf would CCP let us form several thousand man corporations and then ally them with other thousands of player strong corps if they didn't intend for us to do exactly that.

Crying is always easier than working together, and reading this forum sometimes is like watching my nieces and nephews play together. They ALWAYS end up crying because someone won't let hem do what they want.

Know what I tell them? Go do something else then!
You are not entitled to anything, your parents were wrong, and it was a horrible of them to raise you into adults who behave in such a manner.

Stop acting like children.
RubyPorto
RubysRhymes
#173 - 2013-01-02 14:32:56 UTC  |  Edited by: RubyPorto
Miri Amatonur wrote:
Lets have a look. Mhmm pretty much what happend during the conquest of the "new world" Mayas, Incas. Conquest of the british empire. Pretty much alot of conquest and occupation during the age of imperialism. Another nice example are the history around how the british crown got Hongkong. Retalliation during the Boxer Rebellion.
Not all of them apply for your 1:10 but it's good enough anyway.


Nope. The new world was primarily "Conquered" by disease. In North America, for instance, the series of plagues that spread from Hispanola and other sites of first contact wiped out over 90% of the population (in some placed mortality was around 97%). (There's a reason why the Skraelings easily drove off the Viking attempts to settle, while the British settled relatively easily and described their use of plowed and cultivated fields available for their use).

Cortes described having to literally walk on the bodies of the corpses (dead from European disease) lining the streets of Tenochtitlan.

The Boxer Rebellion had nowhere near a 10:1 size disparity.

And most of the rest of the British Empire came about through their vast technological advantages (I guess I should have mentioned that Gun vs Spear fights don't count, unless you want me to count the times people Smartbomb 10+ Mackinaws in an Ice belt).

(Oh, and the Mayan civilization started its final decline into warring cities in 1450, and completed it well before the Spaniards got anywhere near them, so they really don't serve as an example.)

Quote:
Mhmm yes gate games will help to capture SOV. That might be the case but not very often.
R&K are specalists and they hold no SOV.
The worth of tactics nullified within days.


And? This topic started on how smaller groups can hurt larger ones. Now you've decided that smaller groups should be able to take Sov. Why?

Quote:
I'm sure most inhabitants in overpopulated 3rd world countries are happy to read that. Damn most of them can't read or if so have no i-net and a pretty bad medical care.


Hey, China's economy is competing pretty well with that of the US (which has a 50+ year head start on industrialization).

You're grasping here.

Quote:
We shouldn't start about that because most of the games mechanics can be described as contrived, stupid, and trivially exploitable. Just an example: bots!


What are you talking about.

Propose a Sov mechanic that reduces the advantage that numbers bring that isn't contrived and easily exploitable.

Second, answer the main question: WHY Should 100 Guys be able to take Sov from 1000 who are actively defending it?

"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

RubyPorto
RubysRhymes
#174 - 2013-01-02 14:37:45 UTC
Vaerah Vahrokha wrote:
RubyPorto wrote:


And in EVE, a highly trained group or individual can fight effectively against much larger numbers (see the videos of Garmon, R&K, etc).

Most of the people complaining about "dirty blobbing ruining our leet PvP" are not actually better at flying their ship than their more numerous opponents, they just don't have as many people.


P.S. You're crazy if you think Collision mechanics aren't usable in PvP.


As you say yourself in your next post, making David winning Goliath etc. made the news for how rare it was.

Instead, in other games a small group going to bait and even tease a large blob is so normal there are no "R&K" videos of that. Most videos of those cases come out because of an expecially executed or ludicrous manouver that is worth recording not because of a small group going against a large one. In EvE you really have to go after Garmon super-cases to find such examples.

Finally, about collision, I take it you have not seen what's possible with *real* collision detection. Collision mechanics being "usable" is all another level compared to consistently using them to take a great advantage (i.e. body blocking narrow passage ways, funneling, drawing DPS away....).


Yep, it's rare in EVE for a small group to win in a committed fight against a larger one. That's realistic.

In EVE, people regularly bait, tease, and hurt large blobs. You don't see all that many videos of successful bombing runs because they're common. Kiting works wonders for fighting larger groups if you know what you're doing.


I don't get what point you're trying to make.

"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

Vaerah Vahrokha
Vahrokh Consulting
#175 - 2013-01-02 14:39:28 UTC
Natsett Amuinn wrote:
Pretty silly of people to expect CCP to do the complete opposite of what they've spent years of resources to allow us to do.

I have a question of my own for the people that think their "small" group should be able to "compete" in null.

Do you guys have any idea how large you can make a corp?
And wtf would CCP let us form several thousand man corporations and then ally them with other thousands of player strong corps if they didn't intend for us to do exactly that.

Crying is always easier than working together, and reading this forum sometimes is like watching my nieces and nephews play together. They ALWAYS end up crying because someone won't let hem do what they want.

Know what I tell them? Go do something else then!
You are not entitled to anything, your parents were wrong, and it was a horrible of them to raise you into adults who behave in such a manner.

Stop acting like children.


Considering WHs are here for smaller corps to prosper without blob-fare, the "land owning" is not an issue.
Considering WHs are here for smaller corps to prosper, CCP spent their good time to cater to them too.

So the only thing left out is "PvP on the field", and a game favoring the large mass of blobbers is not really a team play game. Sure, you can call a flash mob "a team" but that's not exactly the concept of "team" most people (expecially PvPers coming from other games) have.
Miri Amatonur
School of Applied Knowledge
Caldari State
#176 - 2013-01-02 14:41:20 UTC
Natsett Amuinn wrote:
Pretty silly of people to expect CCP to do the complete opposite of what they've spent years of resources to allow us to do.

I have a question of my own for the people that think their "small" group should be able to "compete" in null.

Do you guys have any idea how large you can make a corp?
And wtf would CCP let us form several thousand man corporations and then ally them with other thousands of player strong corps if they didn't intend for us to do exactly that.


It isn't the complete opposite at all. It would bring a new wind into an old system. Change is good. Yes, we can!

Well let's counter your questions with a question: Why shouldn't small entities be able to do it? (beside current game mechanics and all the singsong about only numbers matter)

CCP let you do it because it brought them money so far. If they decide that there is an opportunity to earn even more money with another approach they'll adjust the mechanics.

Some of us lobby for "smaller is better".
You and some others just "see one's hope dashed" and lobby to keep the old stagnating system.
Karrl Tian
Doomheim
#177 - 2013-01-02 15:54:43 UTC  |  Edited by: Karrl Tian
RubyPorto wrote:


Second, answer the main question: WHY Should 100 Guys be able to take Sov from 1000 who are actively defending it?


Because they're "better"? Big smile I wonder how many of this mindset stems from people who wrecked a bunch of huge carebear corps in highsec/lowsec and can't figure out why the same tactics won't work in null sov space where they can't play station games or use neutral alts (serious question).
Miri Amatonur
School of Applied Knowledge
Caldari State
#178 - 2013-01-02 16:03:28 UTC
RubyPorto wrote:

Nope. The new world was primarily "Conquered" by disease.
(...)
(Oh, and the Mayan civilization started its final decline into warring cities in 1450, and completed it well before the Spaniards got anywhere near them, so they really don't serve as an example.)


I suggest you a read again here about the start of the conquest. Less than 200 men on the side of Pizzaro.
The thing with the disease is true in the longer about a time frame of 100 years.

Yeah failure from my side. I meant the conquest of the Aztec empire. This should qualitfy again.

RubyPorto wrote:

And? This topic started on how smaller groups can hurt larger ones. Now you've decided that smaller groups should be able to take Sov. Why?


That was always my agenda. Look through my posts in this thread.

RubyPorto wrote:

And most of the rest of the British Empire came about through their vast technological advantages (I guess I should have mentioned that Gun vs Spear fights don't count, unless you want me to count the times people Smartbomb 10+ Mackinaws in an Ice belt).
(...)

"I'm sure most inhabitants in overpopulated 3rd world countries are happy to read that. Damn most of them can't read or if so have no i-net and a pretty bad medical care."

Hey, China's economy is competing pretty well with that of the US (which has a 50+ year head start on industrialization).

You're grasping here.


Why should i? Both things exist within one world. Well, it just shows that the rl world is more complex than our small and simple EVE.
There are tons of contrived mechanics to make EVE work in it's simplified form. The advantage of EVE is it doesn't have to mirror the reality. That is why mechanics can be introduced to make the game fun for a broader audience.

RubyPorto wrote:

Propose a Sov mechanic that reduces the advantage that numbers bring that isn't contrived and easily exploitable.

Second, answer the main question: WHY Should 100 Guys be able to take Sov from 1000 who are actively defending it?


Thought i have to repeate myself: I'm no game designer or developer or what ever. Like everyone else i pay a subscription like we all do in one way or another. EVE was developed by CCP, they are the experts for the game. It's their task to develop game mechanics. Not mine.
All i do is suggesting ways to open up areas of the game to a broader audience than has right now.

Your second answer was already answered. Or i put in a counterquestion: Why shouldn't they?
Mayhaw Morgan
State War Academy
Caldari State
#179 - 2013-01-02 16:23:26 UTC
Size does matter in this game and large groups have compounding advantages over smaller ones. It's not a matter of two heads are better than one. It's a matter of one head is one head and two heads are three heads, because EVE says so.

Boosts: How is it that one dude in a Drake has x shield HP, y targeting range, and z agility, whereas, that same dude, in something EVE calls a "fleet" has m*x shield HP, n*y targeting range, and o*z agility? There are skills, modules, ships, and implants that boost a whole multitude of attributes. There might as well be gang links to increase your cargohold and reduce your market tax. The more players you have, in such a scenario, the easier it is for one to justify specializing to do this "fleet boosting". As far as I'm concerned, the whole "Leadership" skill tree should be thrown in the garbage. Either that, or let that one dude in his Drake be in a fleet of one dude, and have m*x shield HP, n*y targeting range, and o*z agility.

Fratricide: The larger a force one has, the more one should have to think about friendly fire. If I am alone, behind enemy lines, I can shoot in any direction at anything resembling a target and the only thing I need to worry about is revealing my position to the enemy. However, if I am at the center of a writhing blob of friendly ships, I should maybe have to . . . watch where I'm shooting. Communication with my own guided munitions and drones could easily be disrupted by enemy and friendly transmissions, as could my ships sensors. Area of effect (nuclear weapons) and directional weapons (napalm) could devastate a formation without any sort of target "lock" to warn us. Not to mention an enemy or group of enemies simply putting on our uniforms (spoofing our ship transponder signals) and laying waste to us while they simultaneously broadcast S.O.S.es on our frequencies.

Mobility: One guy cannot always move faster than ten guys, but it is far less likely that ten guys can move faster than one. Unless he's maimed or defending something, that one guy can always make decisions and mobilize to action more quickly, and he doesn't have to regroup if he changes his mind. EVE's solution to this "problem" is propulsion jamming and interdiction. So, you activate a module to make that one guy slow enough for the ten guys to catch him. Well, in a scenario where one guy has to move as slowly as a gang of ten, guess who has the advantage.

Logistics: EVE ships essentially move around for free. Jump drives and whatnot use fuel, but your average grunt in a battlecruiser just has to worry about having his ship fitted with enough ammo in the cargohold. That differs considerably from the real world, where, if you walked to the fight, you can walk out, or somebody might even be able to carry you out. If you drove a Humvee to get there, as long as you don't break down, you probably have enough gas to drive home. If you drove a tank to get there, you're maybe going to need a second vehicle just to carry your fuel and ammo. If you flew an F-15 to the fight and you run out of fuel, getting back to where you came from is the least of your worries. I would be curious to know how many Titans have been stranded because they didn't have enough fuel to get home.

Stealth: "Knowing is half the battle." If you can prevent your opponent from knowing who you are, how many you are, what your intentions are, or that you are even there at all, you are half way to victory. I read an article recently about a North Korean soldier who walked across the DMZ, one of the most heavily defended borders on Earth, and the South Koreans didn't detect him until he knocked on the front door of one of their military installations. That was easier for him to do because it was just him. Is something like that possible in EVE? Should it be?

Time: Time is on the side of the larger and/or more passive group. They need time to organize, coordinate, understand, etc. Things like logistics ships, which dump ungodly amounts of HP into friendly ships for enemy ships to chew through, things like ECM, which basically give you a 20 second timeout, things like titans, with their millions of HP buffers, not even counting active tanks, things like POSes, with their day long cloaks of invi . . . errr . . . reinforcement timers, these all give defenders time to respond. So, if it takes a 5 man battlecruiser gang 20 hours of non-stop DPSing to do something that "matters", the mission is probably FUBAR. In the real world, 1 bullet, 1 bomb, 1 single piece of information could be all that is required to clear an objective. Why could not one dude in a stealth bomber just fly up and push the off button on a Territorial Claim Unit?
RubyPorto
RubysRhymes
#180 - 2013-01-02 17:15:06 UTC
Miri Amatonur wrote:
Thought i have to repeate myself: I'm no game designer or developer or what ever. Like everyone else i pay a subscription like we all do in one way or another. EVE was developed by CCP, they are the experts for the game. It's their task to develop game mechanics. Not mine.
All i do is suggesting ways to open up areas of the game to a broader audience than has right now.


No, you're suggesting arenas. That's how you remove or limit the advantage that numbers bring. I'm not asking you to come up with "x structure has 5 and a quarter HP and becomes invulnerable at Y time of night," I'm asking you to come up with a general suggestion for how you think SOV mechanics should support a 100 man group taking space from a 1000 man group without allowing the 1000 man group to simply reform into 10x100 man groups and take space 10 times faster.

Quote:
Your second answer was already answered. Or i put in a counterquestion: Why shouldn't they?


No, it really hasn't. You have not answered why, all else being equal, a 100 man group should be able to take space from a 1000 man group.

"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