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very simple anti-blob mechanic that encourages real tactics + creativity

Author
Crimeo Khamsi
Viziam
Amarr Empire
#1 - 2013-01-16 23:43:22 UTC  |  Edited by: Crimeo Khamsi
1) Take all the ships that are targeting you, and rank them in order of how much total damage they have done to you in the last 10 seconds + what they WILL be doing to you on this tick. (the 10 second thing is due to the volley system in Eve) E.g.:
Ship #1 has/will deal 500 total damage to you
Ship #2 has/will deal 100 total damage to you
Ship #3 has/will deal 10 total damage to you
Ship #4 has/will deal 5 total damage to you

2) Nerf any damage done on THIS tick based on where the ship is on that list, with the nerfs getting higher as you progress, but asymptoting, getting higher by smaller amounts, and never being quite 100% e.g.:

Ship #1 deals full damage.
Ship #2 gets a 9% reduction in any damage dealt on the current tick.
Ship #4 gets a 16.5% reduction in any damage dealt on the current tick.
Ship #5 gets a 23% reduction in any damage dealt on the current tick.
Ship #6 gets a 28.5% reduction in any damage dealt on the current tick.
Ship #7 gets a 33% reduction in any damage dealt on the current tick.
Ship #8 gets a 37.5% reduction in any damage dealt on the current tick.
etc. (asymptoting toward 100)

Just example numbers, of course.

The same penalties would also apply to multiple redundant logistics ships targeting the same person.


Also, the penalties could be scaled based on ship size. With larger ships being punished more heavily than the above numbers for participating in gang-bangs on comparatively smaller ships than themselves, and with smaller penalties than those above when smaller ships gang-bang a comparatively larger ship than themselves.


  • This DIScourages 40 ships from targeting the same guy, defensively or offensively, unless that guy is much larger than them (like a titan).
  • This ENcourages small gangs that concentrate fire from 2-3 or so ships at a time only, as well as a higher proportion of logistics and ewar etc. that can tip the scales without adding on to the same stacking penalties.
  • This does not completely make bloblike "let's all shoot that one guy!" tactics obsolete. They still might be the easiest thing to do if you have a huge numbers advantage and are too lazy to worry about proper tactics. It just punishes them and makes them impractical for any fights that are near to being evenly matched at all.
  • You're still more likely to win a fight if you have more ships than the other guy. But instead of being almost entirely just "who is the bigger kid on the playground," this would become a less important factor, and creativity/tactics/organization would become a comparatively much more important factor.
  • This doesn't really nerf suicide ganks very much, because generally, when you suicide gank in a large team, you use much smaller ships than your target (for example, BC's targeting a freighter), and thus would see much smaller penalties than the baseline amounts.
  • I think this would make it harder to steal somebody's killmail, if I am right about how the calculations work. Minor side benefit.
sabre906
The Scope
Gallente Federation
#2 - 2013-01-16 23:47:05 UTC
tl;dr version:

Dmg mitigation - Stacking penalty for dmg and rr

+1
sYnc Vir
Wolfsbrigade
Ghost Legion.
#3 - 2013-01-17 00:46:13 UTC
Point to the doll where the four men ganked you

Don't ask about Italics, just tilt your head.

Crimeo Khamsi
Viziam
Amarr Empire
#4 - 2013-01-17 00:52:31 UTC  |  Edited by: Crimeo Khamsi
sYnc Vir wrote:
Point to the doll where the four men ganked you


With 4 ships targeting you, the penalty would be an absolute maximum of 12.5% or so of incoming damage using the above example numbers. And most of the time, it would be much less than that, because the penalties are calculated for ships in descending order of damage they do (thus, damage is weighted more heavily toward the un-penalized end of the spectrum).

And then reduce the penalty even more if it is 4 smaller ships ganking a larger ship (like an industrial)

Maybe something like 5% damage reduction or less overall in your typical anti-indy suicide or gate camp ganking situations. Or 8-10% gang-ganking a frigate or cruiser. Not gonna make much difference.



This is specifically designed to significantly affect the gameplay of huge blob fleets (upwards of 30-40% reductions of damage), but NOT have much of an effect on day-to-day small gang ganking and roaming, etc.
Liang Nuren
No Salvation
Divine Damnation
#5 - 2013-01-17 00:56:45 UTC  |  Edited by: Liang Nuren
I'd rather see more mechanics like bombs. Bombs do crazy things like blow up other bombs - and you if you're too close.

-Liang

Ed: Also, line of sight mechanics would probably also be pretty snazzy on this front. :)

I'm an idiot, don't mind me.

Crimeo Khamsi
Viziam
Amarr Empire
#6 - 2013-01-17 01:21:00 UTC  |  Edited by: Crimeo Khamsi
Liang Nuren wrote:

Ed: Also, line of sight mechanics would probably also be pretty snazzy on this front. :)


Ask and you shall receive!
https://forums.eveonline.com/default.aspx?g=posts&m=2260765#post2260765

People seemed to like that idea more or less gameplay-wise IF it worked, but everybody thought it would be extremely server intensive or loophole-y. I don't know if that's true or not, but I do know that THIS idea in this thread would be absolutely trivial in terms of server load, is pretty airtight, and just as effective against boring, robotic blob tactics.

Thus, I personally like this idea a lot more than the line of sight. Although it isn't nearly as "cool"
Sean Parisi
Blackrise Vanguard
#7 - 2013-01-17 03:17:12 UTC
Liang Nuren wrote:
I'd rather see more mechanics like bombs. Bombs do crazy things like blow up other bombs - and you if you're too close.

-Liang

Ed: Also, line of sight mechanics would probably also be pretty snazzy on this front. :)


I would really like low sec bombs Sad
sabre906
The Scope
Gallente Federation
#8 - 2013-01-17 04:27:26 UTC
Liang Nuren wrote:
I'd rather see more mechanics like bombs. Bombs do crazy things like blow up other bombs - and you if you're too close.

-Liang

Ed: Also, line of sight mechanics would probably also be pretty snazzy on this front. :)


AOE dmg on ship popping.
Crimeo Khamsi
Viziam
Amarr Empire
#9 - 2013-01-17 04:49:18 UTC  |  Edited by: Crimeo Khamsi
Bombs, or AOE ship popping wouldn't really address the issue.

The main problem is not that a bunch of ships form a physically tight cluster... The problem is that the FC just calls out a single target, and 30 people shoot it at once so it insta-pops, then they call out the next one, etc., which
A) makes for boring-ass tactics,since it works best if everybody has the exact same sort of generic min/maxed ship for doing that one thing, and
B) Makes the winner basically just whoever brought the most ships.

AOE won't fix that, because the tactic works the same way regardless of whether the blob is in a tight cluster, or spread out, or in a sphere surrounding you, or in a triangle, or anything else, as long as theyre in targeting range.


All it would accomplish is to make them more careful to try to get the rough bulk of their blob close to overlapping with all of your ships, such that you'd blow your own stuff up than theirs if you shot at them.
Astroniomix
School of Applied Knowledge
Caldari State
#10 - 2013-01-17 05:44:53 UTC
So what stops fleet members from targeting each other and abusing this?
Sigras
Conglomo
#11 - 2013-01-17 06:11:48 UTC
Crimeo Khamsi wrote:
Bombs, or AOE ship popping wouldn't really address the issue.

The main problem is not that a bunch of ships form a physically tight cluster... The problem is that the FC just calls out a single target, and 30 people shoot it at once so it insta-pops, then they call out the next one, etc., which
A) makes for boring-ass tactics,since it works best if everybody has the exact same sort of generic min/maxed ship for doing that one thing, and
B) Makes the winner basically just whoever brought the most ships.

AOE won't fix that, because the tactic works the same way regardless of whether the blob is in a tight cluster, or spread out, or in a sphere surrounding you, or in a triangle, or anything else, as long as theyre in targeting range.


All it would accomplish is to make them more careful to try to get the rough bulk of their blob close to overlapping with all of your ships, such that you'd blow your own stuff up than theirs if you shot at them.

This isnt true at all. This would make positioning everyone of extreme importance and would drastically increase the tactics for any given fight.

you dont want to make it useless for someone to bring another ship, especially through some arbitrary damage scaling mechanic that makes no sense.

What you want to do is make the FC have to work to properly utilize his people and not just get massacred. AOE would do this. Even if they just buffed the speed of a bomb to 6000 m/s and nerfed its flight time to 5 seconds, This would have a massive effect on fleet tactics and composition because right now you can basically warp anywhere and have your fleet align and be out before the bomb hits, that would not be the case with a 5 second delay instead of 10.

How would you as an FC call a warp in with super effective bombs on the field? you would have to say something like "everyone spread out in random directions" then youd have a group of people flying the same way, some flying into each other, some not paying attention, some still asking who the anchor is etc.

You dont want to artificially limit the amount of benefit another player is, you want to increase the amount of work each player is on the fleet to provide a benefit.
Astroniomix
School of Applied Knowledge
Caldari State
#12 - 2013-01-17 06:21:37 UTC
Sigras wrote:

This isnt true at all. This would make positioning everyone of extreme importance and would drastically increase the tactics for any given fight.

you dont want to make it useless for someone to bring another ship, especially through some arbitrary damage scaling mechanic that makes no sense.

What you want to do is make the FC have to work to properly utilize his people and not just get massacred. AOE would do this. Even if they just buffed the speed of a bomb to 6000 m/s and nerfed its flight time to 5 seconds, This would have a massive effect on fleet tactics and composition because right now you can basically warp anywhere and have your fleet align and be out before the bomb hits, that would not be the case with a 5 second delay instead of 10.

How would you as an FC call a warp in with super effective bombs on the field? you would have to say something like "everyone spread out in random directions" then youd have a group of people flying the same way, some flying into each other, some not paying attention, some still asking who the anchor is etc.

You dont want to artificially limit the amount of benefit another player is, you want to increase the amount of work each player is on the fleet to provide a benefit.

This guy gets it.
Jint Hikaru
OffWorld Exploration Inc
#13 - 2013-01-17 09:38:08 UTC
Astroniomix wrote:
So what stops fleet members from targeting each other and abusing this?


This!

Jint Hikaru - Miner / Salvager / Explorer / SpaceBum In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Mars Theran
Foreign Interloper
#14 - 2013-01-17 09:56:33 UTC  |  Edited by: Mars Theran
What? Why are people agreeing with this? It's nonsense. There is absolutely no good reason why 40 ships shooting you would do less damage, aside from the first 10 incinerating your ship before the others got target locked and launched a volley that hit your ship.

Perfectly reasonable to expect this; in no way is it reasonable to expect otherwise.

If someone drops a marble off a 30 foot roof and it hits you, do you think it will do more or less damage than if they drop 30 marbles and all of them hit you, and do you believe in anyway that any one of those marbles will do less damage than any of the others provided they all have the same mass, velocity, and surface area, as well as shape?

Of course not. They will all hit you with the exact same force given all other factors are equal. The only thing that might make a difference, is where exactly they hit you, and whether or not that hit is deflected in any way by the angle of the surface it lands on with relation to surfaces the others are landing on.

No, this is not reasonable.

/argument Smile

tl;dr: I will not sacrifice some semblance of realism for the sake of some mechanic that defeats the purpose of bringing more numbers to a fight.

I understand it is rather unpleasant to be so heavily outnumbered, but I also don't quite find it reasonable to assume that this sort of mechanic is a reasonable answer to that, or even that this sort of activity should be actively discouraged.
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nikon56
UnSkilleD Inc.
#15 - 2013-01-17 10:29:24 UTC  |  Edited by: nikon56
Crimeo Khamsi wrote:
Bombs, or AOE ship popping wouldn't really address the issue.

The main problem is not that a bunch of ships form a physically tight cluster... The problem is that the FC just calls out a single target, and 30 people shoot it at once so it insta-pops, then they call out the next one, etc., which
A) makes for boring-ass tactics,since it works best if everybody has the exact same sort of generic min/maxed ship for doing that one thing, and
B) Makes the winner basically just whoever brought the most ships.

AOE won't fix that, because the tactic works the same way regardless of whether the blob is in a tight cluster, or spread out, or in a sphere surrounding you, or in a triangle, or anything else, as long as theyre in targeting range.


All it would accomplish is to make them more careful to try to get the rough bulk of their blob close to overlapping with all of your ships, such that you'd blow your own stuff up than theirs if you shot at them.

this mechanic is also one that can give small entities the power to face bigger blobs.

a 10 man naga gang / nado gang can defeat a 20+ armaggedon fleet thanks to that, having the possibility to land 1 or 2 big shots before the ennemy logi can do anything.

there are already tactics to counter an averwhelming fleet in the game.

i think this change would just weaken those tactis, and this is not good because then, it would just be a matter of how many pilots each side can bring

there are already efficient anti blob tactics, maybe you have not found them yet?
TheSkeptic
Federal Navy Academy
Gallente Federation
#16 - 2013-01-17 10:30:00 UTC
As much as blobbing is annoying (more due to the server taking a dump/tidi), words just cannot express what a terrible idea this is.

...

nikon56
UnSkilleD Inc.
#17 - 2013-01-17 10:32:41 UTC
TheSkeptic wrote:
As much as blobbing is annoying (more due to the server taking a dump/tidi), words just cannot express what a terrible idea this is.

agreed
Crimeo Khamsi
Viziam
Amarr Empire
#18 - 2013-01-18 21:02:21 UTC  |  Edited by: Crimeo Khamsi
Astroniomix wrote:
So what stops fleet members from targeting each other and abusing this?


What stops you is step #1 in the OP. The nerfs are applied in order of damage done in the last 10 seconds + this current tick. Thus, if you simply target somebody but don't deal them any damage, you will get put at the bottom of the list, and you therefore will not be adding any additional damage penalties to the people who are actually hurting the guy.

The only way you can nerf their penalties further is if you actually do more damage than they do. And at that point, you're not really abusing the mechanic anymore. You're just fighting for the other side legit...


Quote:
This isnt true at all. This would make positioning everyone of extreme importance and would drastically increase the tactics for any given fight.

you dont want to make it useless for someone to bring another ship, especially through some arbitrary damage scaling mechanic that makes no sense.

AOE would increase tactics beyond what they are now, yes. However, tactics would soon hit a brick wall of sophistication. Once you get to the point where you are able to successfully maneuver your fleet to "move in amongst the other fleet" or "spread out," you've pretty much hit the height of sophistication already when it comes to anti-AOE measures.

And neither of those is difficult at all, or very interesting. Getting amongst the other fleet is just a matter of who has range dictation. If you have it, it's easy.

And spreading out is for those who do not have range dictation. It is also easy. For example, off the top of my head, you could have a couple of guys in covops frigates, cloaked, who zoom across the battlefield at 500 m/s. Everybody in fleet has a number, and when it is called out, you warp to 0 on your designated covops buddy, thus effectively spreading out everybody in evenly spaced curves with little or no thought.

Only very slightly more effortful than a shapeless blob. And at the same time, you're still failing to give anybody a reason to use varied ship types, or to consider their targets at all (best tactic will still be to all shoot one guy till he insta-pops), etc.

Quote:
What? Why are people agreeing with this? It's nonsense. There is absolutely no good reason why 40 ships shooting you would do less damage, aside from the first 10 incinerating your ship before the others got target locked and launched a volley that hit your ship.

Perfectly reasonable to expect this; in no way is it reasonable to expect otherwise.

I never claimed it was realistic.

Gameplay > Realism

For example:

  • Why do our ships have max speeds and thus experience friction if we are supposed to be in a vacuum?
  • Why do we not get pulled toward nearby planets at high speed when we stop moving?
  • How does it make any sense to set a "bookmark" in space, where all objects should be changing their relative positions constantly?
  • What on earth does it mean to "anchor" a container, and why does that make it act any differently than an unanchored one?
  • Why do we have the ability to know exactly when and who somebody is, what their face looks like, when they enter a system 100 AU away, but we can't lock their ship until they are 50km or so away?
  • Why do we bounce off of things with speed and agility better than our ships are capable of, instead of smashing into them?
  • Why would there be "stacking penalties" to something like heatsinks? If I have twice as many heatsinks, then they would realistically sink twice the heat, not 1.85x as much heat.


^When you can answer those questions from a realistic Earth-physics perspective, then I will answer your question from a realistic Earth-physics perspective.

Until then, the answer is simply "because it would improve gameplay to require more interesting and thoughtful strategy." In other words "for gameplay reasons," just like the answer to all of those questions above is "for gameplay purposes"



Quote:
this mechanic is also one that can give small entities the power to face bigger blobs.

No it does not, UNLESS the big blob is led by lazy people who don't have any sense of strategy. In which case they SHOULD lose. However, if both sides are equally well trained and strategic, then you should still always expect the larger force to win. Because if you have 100 gangs of 3 ships, and I only have 60 gangs of 3 ships, and we both use our gangs equally intelligently, then I still stand no chance.

Nothing about this idea simply gives smaller forces any sort of automatic advantage.

Quote:
As much as blobbing is annoying (more due to the server taking a dump/tidi), words just cannot express what a terrible idea this is.

Why?
Dolorous Tremmens
The Scope
Gallente Federation
#19 - 2013-01-18 21:58:28 UTC  |  Edited by: Dolorous Tremmens
Crimeo Khamsi wrote:
What stops you is step #1 in the OP. The nerfs are applied in order of damage done in the last 10 seconds + this current tick. Thus, if you simply target somebody but don't deal them any damage, you will get put at the bottom of the list, and you therefore will not be adding any additional damage penalties to the people who are actually hurting the guy.

The only way you can nerf their penalties further is if you actually do more damage than they do. And at that point, you're not really abusing the mechanic anymore. You're just fighting for the other side legit...

AOE would increase tactics beyond what they are now, yes. However, tactics would soon hit a brick wall of sophistication. Once you get to the point where you are able to successfully maneuver your fleet to "move in amongst the other fleet" or "spread out," you've pretty much hit the height of sophistication already when it comes to anti-AOE measures.

And neither of those is difficult at all, or very interesting. Getting amongst the other fleet is just a matter of who has range dictation. If you have it, it's easy.

And spreading out is for those who do not have range dictation. It is also easy. For example, off the top of my head, you could have a couple of guys in covops frigates, cloaked, who zoom across the battlefield at 500 m/s. Everybody in fleet has a number, and when it is called out, you warp to 0 on your designated covops buddy, thus effectively spreading out everybody in evenly spaced curves with little or no thought.

Only very slightly more effortful than a shapeless blob. And at the same time, you're still failing to give anybody a reason to use varied ship types, or to consider their targets at all (best tactic will still be to all shoot one guy till he insta-pops), etc.

I never claimed it was realistic.

Gameplay > Realism

the answer is simply "because it would improve gameplay to require more interesting and thoughtful strategy." In other words "for gameplay reasons," just like the answer to all of those questions above is "for gameplay purposes"

No it does not, UNLESS the big blob is led by lazy people who don't have any sense of strategy. In which case they SHOULD lose. However, if both sides are equally well trained and strategic, then you should still always expect the larger force to win. Because if you have 100 gangs of 3 ships, and I only have 60 gangs of 3 ships, and we both use our gangs equally intelligently, then I still stand no chance.

Nothing about this idea simply gives smaller forces any sort of automatic advantage.

I must say, you're one of the kings of bad ideas. I'm throwing rocks from my glass house, yes, but your line of sight tactic and this one ( both linked i see) are horrible ideas that will only slow servers down, not change anything. There will still be blobs, but they'll be blobs of small gangs. There will still be anchors, there will still be logi. They'll be more seperated, but still there. Logi in large fleets still rep people not in their fleets, due to out of game voice chats and in game logistics channels.

Both of your proposals add much more server strain, and when the server strains, tidi ramps up. This brings both sides more chance to bring more ships in, and make that problem worse. It also has the flavor of ro-sham-bo "you kick me in the nuts as hard as you can, then i kick you in the nuts as hard as i can." Theres gun cycling time involved here. You're giving huge penalties to rapid cycling guns, and rewarding massive alpha, which has very slow cycling, but massive single hits. This is because you're basing it on server tick.

Now, if you respond with "oh it works only when you're guns are on auto cycle", well, thats easily solved, isn't it. take them off auto cycle, and the team a hitting team b with rapid cycling low hit damage dps will have it drop extremely fast(dps) compared to the "head shot" alpha slow cycling gun.

Now for your ship size argument. Theres already mechanics in place for small ships to take less damage: Sig radius and angular momentum, plus weapon ranges. Now you're giving them even greater survivability, and better damage chances against larger targets that already have a hard time getting dps on them. This will only make large blogs of small ships, as people continually try to one down each other.

Logistics? They're already the real elite of the fleet, and in smaller hulls than the BS's so right there your "smaller hulls don't count with my awesome nerf plans" argument is negated for BS fleets. They'll maintain their massive EHP.

Stealing killmails? Well guy that hits first will have the greatest chance, but everyone that fired a shot, whether it scored damage or not appears on that mail. "oh well they can fix that" holds no water with me, because we have yet to see logi love on the killboards. I go logi almost excluesively, and i want that love, and have for quite some time, but it hasn't happened yet. I hear all the time that there might be, but hasn't happened yet. Fix your idea of actually causing damage to get on the KM? probably even further down the list.

Focus your idea of tactics on shiptypes and fits, not on rediculous massive overhauls that would break the game by slowing it down to unplayability, massive amounts of extra code that would take incredibly long periods of time to de-bug.

You want gameplay over realism still? Then why do you have your LOS server breaking idea?

You want to improve gameplay you still say, well isn't that a democratic thing? Would't the blob slightly outvote you on that too?

Get some Eve. Make it yours.

Crimeo Khamsi
Viziam
Amarr Empire
#20 - 2013-01-18 22:49:04 UTC
Quote:
Both of your proposals add much more server strain


The line of sight may or may not add server strain. I can't tell you for sure without being a CCP programmer with access to their code and machine capabilities. It's certainly possible that it could work, though, without much extra lag, depending on their setup.

To suggest that THIS idea, however, would "lag" the servers is quite simply laughable. If you really believe that, then you obviously have no real programming experience with anything other than a 10 year old laptop. Adding an extra person to the battle would require literally no more than maybe 50 extra operations per tick (second) than are required currently. And this number would increase only linearly with more people in the fight (not exponentially like the line-of-sight idea).

Modern everyday personal computers (not talking about beastly CCP mainframe servers) can do many billions of operations per second. The CCP ones are I'm sure much more powerful.

let's say you have a 200 vs. 200 battle, with 1000 drones in the field. You might be looking at something like a 0.0001% increase in CPU usage over the current system for the entire epic battle.

Quote:
You're giving huge penalties to rapid cycling guns, and rewarding massive alpha, which has very slow cycling, but massive single hits. This is because you're basing it on server tick.

No, you didn't read the OP. It's not based on one server tick. The penalties are assigned based on who has done the most damage in the last 10 seconds (plus what they will do this tick). And if that's not enough, it could easily be changed to 20 or more seconds with no ill effect. Thus, the differences between high alpha and fast cycle weapons would be negligible, and would both rapidly approach their true average DPS for purposes of calculating stacking penalties.

You should go back and actually look at the proposed calculations for this part.

Quote:

Now for your ship size argument. Theres already mechanics in place for small ships to take less damage: Sig radius and angular momentum, plus weapon ranges. Now you're giving them even greater survivability, and better damage chances against larger targets that already have a hard time getting dps on them. This will only make large blogs of small ships, as people continually try to one down each other.

Logistics? They're already the real elite of the fleet, and in smaller hulls than the BS's so right there your "smaller hulls don't count with my awesome nerf plans" argument is negated for BS fleets. They'll maintain their massive EHP.


Fine, so remove that part of the idea. It was only in there anyway for things like titans, etc. Was just an afterthought that related to a very small minority of situations. If it causes too many issues, forget it. Problems solved.


Quote:
You want gameplay over realism still? Then why do you have your LOS server breaking idea?

Because even though we may disagree about whether Gameplay > Realism, you cannot deny that (Gameplay + Realism) is best of all. Thus, my first attempt was to have the best of both worlds.

Now, due to concerns over server load, I'm offering an alternative that is much faster, and prioritizes the variable that matters most by far: Gameplay.

Quote:
You want to improve gameplay you still say, well isn't that a democratic thing?

LOL what? no. Game design is not democratic. What are you smoking?

Sometimes minor parts of a game can be democratic and fun, but certainly not the way damage is dealt. if damage were democratic, then there would be modules that said stuff like "Goonswarm gets 5% bonus to large energy turrets with this module, everybody else gets 2%"
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