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Rebuttal: Nerf Without Cause: Jump Drives

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Author
James Amril-Kesh
Viziam
Amarr Empire
#281 - 2013-01-17 13:02:45 UTC
I very much doubt your version of events.
A supercapital fleet on the move is not something that goes unnoticed by any competent alliance leadership.

Enjoying the rain today? ;)

Sofia Wolf
Ubuntu Inc.
The Fourth District
#282 - 2013-01-17 14:43:03 UTC  |  Edited by: Sofia Wolf
RubyPorto wrote:


PL or any other large group would do fine. It would be a pain, but you can have people jump carriers in, ghostride into kestrels, and have the kestrels blapped each time the cyno's 2 entering ships limit is used up. Not difficult at all. Requires you to bring a fairly substantial Carrier fleet in addition to your dread fleet to the POS bash, but that's not a problem for well funded, large (CFC) and/or highly organized groups (PL).

Less well funded Smaller groups would have much more trouble doing that.

Which just reinforces the overarching message of this thread; that nerfing cynos, jump drives, etc. would hurt smaller groups far more than it would hurt larger, better funded groups.


Smaller entities by definition don’t have 40 dreds to do structure grinding for them. So, assuming you are not one of those people that take reddit noobs as measure of good judgement, it should be clear to you that jumping hoops to deploy capital blob is no an issue for those entities because they don’t have capital blob to deploy.

Or in another words your concern for how this will affect smaller entities is as pointless as it is dishonest.

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

RubyPorto
RubysRhymes
#283 - 2013-01-17 15:24:51 UTC
March rabbit wrote:
However i think there is something wrong with such invasion "from nowhere" by fleet of such an amazing size and power. Delve was alive that days (unlike of nowadays) but not one even noticed that something is happening before we got undock closed.


So, assuming that sort of blockade is actually bad for the game, how do you think nerfing Cynos/Jump Drives/etc. would prevent it?

From the sound of it, you didn't have any PL Supercaps watch-listed, so they could have snuck up to within just about any range without you noticing, so clearly nerfing range doesn't change anything.

A limit on the number of ships coming through each Cyno would have meant (say it's 2 ships/cyno), that the first couple cynos would have been a HIC and a Carrier, both with Cynos. You're unlikely to kill either before the geometric progression takes hold and they're able to bring in as many ships as they like (at the cost of fielding an equal ratio of Carriers:Else). Fielding that ratio wouldn't be a problem for PL, but would be for most smaller groups.

Finally, what's the difference between them cynoing the blockade in or jumping it in through gates? A fleet does not take much time at all to cover 8 jumps (from Aridia), and if they've got the overwhelming force that you claim they had, you're not going to prevent them from making those 8 jumps.

"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
#284 - 2013-01-17 15:36:32 UTC
Sofia Wolf wrote:
Smaller entities by definition don’t have 40 dreds to do structure grinding for them. So, assuming you are not one of those people that take reddit noobs as measure of good judgement, it should be clear to you that jumping hoops to deploy capital blob is no an issue for those entities because they don’t have capital blob to deploy.

Or in another words your concern for how this will affect smaller entities is as pointless as it is dishonest.


Smaller entities who want to become Sov holders must develop a significant capital presence. You can't reasonably deal with the structure grinding/repping required without them. Requiring those smaller entities to field Cyno Carriers in a 1:x proportion to the crap they actually want to field is problematic for them in a way that it is not problematic for larger groups. Not to mention that a smaller group is unlikely to be able to prevent (or counter) any escalation that can be organized in the 10 minutes that the Cyno Carriers are stuck, and the loss of those carriers is a much more significant loss for those smaller entities than it is for a larger one.

In other words, the honesty of my concern for smaller entities is in no way relevant to the discussion, as any changes to cyno mechanics will inevitably harm them more than it will harm larger ones.

Even if we limit "smaller group" to mean "random roaming gang," a 2 ship/cyno rule would allow "the big bad blob" to drop Lachesis+Carrier (both with Cynos), then Rapier+Carrier (or HIC+Carrier > Rapier+Carrier) and hold down (and kill) a large portion of the smaller group's gang.

"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

Buzzy Warstl
Quantum Flux Foundry
#285 - 2013-01-17 15:45:08 UTC
Doesn't limiting the mass capacity of cynos make every alliance effectively smaller?

If a small alliance wants to take and hold a constellation or two, they get their stuff in and keep it there.
Cynos without mass limits are purely for mass force projection which is only useful when:
1. You have large amounts of force to project, and
2. You have a reason to project it.

Neither of these is the case for small sovereignties.

Jump range limits obviously work against small sovereignties by increasing the number of groups they need to stay on good terms with, but mass limits should result in the breakup of larger coalitions by reducing the advantage to being in one and the disadvantage to not being in one.

http://www.mud.co.uk/richard/hcds.htm Richard Bartle: Players who suit MUDs

James Amril-Kesh
Viziam
Amarr Empire
#286 - 2013-01-17 15:55:52 UTC
Cynos already have a built in limit.
No more than 255 pilots can jump to a cyno at any given time.

Enjoying the rain today? ;)

Isotaan Ephraim
Perkone
Caldari State
#287 - 2013-01-17 16:41:09 UTC
I think CCP is angling towards a jump drive spool-up time.

Light cyno, wait X seconds, capitals can jump in.
Natsett Amuinn
Caldari Provisions
Caldari State
#288 - 2013-01-17 16:59:28 UTC
Unifex seemed pretty clear in the minutes.

There is a need for small gang objectives, things they can do to actually make a difference that is more than just flying around trying to find other peopple to shoot at.

But that has nothing to do with holding sov. and he never said anything about small gangs being able to hold sov. Just that they need ACTIVITIES in null.


And I'm really disapointed with some of the CSM's responces to "what do they think null is". Even Unifex seemed to want to get away from it because of the answers given.

There is an entire area of the game wre small gang activity can make a difference, and where small gangs are supported; it's not null.


You should not be able to hold sov "just because", and it seemed like Unifex had the same idea.
Small gang activity and objectives are not sov.

Jump drives on PoS's is more along the lines of what they mean by giving the little guy "something" they can play with in null.
Sofia Wolf
Ubuntu Inc.
The Fourth District
#289 - 2013-01-17 19:33:10 UTC
RubyPorto wrote:

Smaller entities who want to become Sov holders must develop a significant capital presence. You can't reasonably deal with the structure grinding/repping required without them.


That is simply not correct. CFC grided down much of its acquisitions in early 2012 with subcapitals because they were in fear of NC. and PL hotdrops. Similarity smaller entitles who need control only one or two systems for their own needs can grind down those structures in subcapitals as well. Only thing capital blob is needed is industrial scale grinding of entire regions, that are then mostly left unused by actual owner, possibly rented, but in truth mostly unused. Actually making grinding structures harder for capital ships (by making it more annoying to deploy them) could be useful as it would discourage capital blobing entities form taking more systems then they intend to use.

Quote:

Even if we limit "smaller group" to mean "random roaming gang," a 2 ship/cyno rule would allow "the big bad blob" to drop Lachesis+Carrier (both with Cynos), then Rapier+Carrier (or HIC+Carrier > Rapier+Carrier) and hold down (and kill) a large portion of the smaller group's gang.


Yes, but that is significant improvement compared to what we have now where almost instantaneously any gang can, instead of 2 ships, be dropped by some dozens or even hundreds of dudes in capital ships and support sub-capitals.

Say you we have 20-40 men gang. There are many fits and ships they could be using that could alpha your Lachesis and run away before reinforcement come. Just loading grid and locking targets of the next wave would give them some 15 s more to react, kill tackler and run away.

Of course at the end of day cyno mass limit might not be best solution to power projection. It is currently my preferred, as it has minimal impact on deployment of solitary or small number of capitals, and scales well with deployment of larger groups and blobs making them more complicated to handle.


Also I think there is misunderstand how removing power projection is supposed to discourage homogenisation of 0.0 space. By making long distance travel slower and/or more annoying you encourage 0.0 alliances to concentrate their asset in smaller area that are faster/simpler to reach and defend, and discourage them form bluing their neighbours because they would have to travel longer to get fights.

Truth is cyno jump mechanics are only one part of this power projection problem, other 2 are titan bridges and jump bridges, they need handling as well. More about that.

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

Qolde
Scrambled Eggs Inc.
#290 - 2013-01-17 20:45:26 UTC
The mass/ship limit on cyno's sounds like a good idea imo. 2 is a little low, but 5-10 doesnt sound horrible at this stage in the game. Titan jump bridges need to be nerfed massively. They shouldn't reach far outside of a constellation. Range nerfs on jumping would hurt everyone but may be necessary. It's safer and faster to jump my carrier from Curse to lowsec near jita than it is to go from rens to jita in an interceptor, hisec or lowsec. Jump bridges aren't the greatest thing in the world. They can be camped.

If someone craps in your sandbox: 1. Light it on fire 2. Grab your shovel 3. Throw it back at them.

Mayhaw Morgan
State War Academy
Caldari State
#291 - 2013-01-17 21:03:27 UTC
Ruby Porto wrote:
So, assuming that sort of blockade is actually bad for the game, how do you think nerfing Cynos/Jump Drives/etc. would prevent it?


16.14 million people visited Disneyland in 2011 according to Wikipedia.
3142 individuals are known to have visited the summit of Mt Everest . . . ever (again, according to Wikipedia).
So, you can see that when it is harder to get somewhere, fewer people get there.
James Amril-Kesh
Viziam
Amarr Empire
#292 - 2013-01-17 21:15:59 UTC
Qolde wrote:
The mass/ship limit on cyno's sounds like a good idea imo. 2 is a little low, but 5-10 doesnt sound horrible at this stage in the game. Titan jump bridges need to be nerfed massively. They shouldn't reach far outside of a constellation. Range nerfs on jumping would hurt everyone but may be necessary. It's safer and faster to jump my carrier from Curse to lowsec near jita than it is to go from rens to jita in an interceptor, hisec or lowsec. Jump bridges aren't the greatest thing in the world. They can be camped.

Try reading the thread before you suggest stuff that's been debunked.

Enjoying the rain today? ;)

James Amril-Kesh
Viziam
Amarr Empire
#293 - 2013-01-17 21:18:40 UTC
Sofia Wolf wrote:
RubyPorto wrote:

Smaller entities who want to become Sov holders must develop a significant capital presence. You can't reasonably deal with the structure grinding/repping required without them.


That is simply not correct. CFC grided down much of its acquisitions in early 2012 with subcapitals because they were in fear of NC. and PL hotdrops.

Yeah, cause CFC is what we call a "smaller entity".
We're able to grind structures with subcaps simply because we have sheer numbers. Smaller entities don't.

Sofia Wolf wrote:
Similarity smaller entitles who need control only one or two systems for their own needs can grind down those structures in subcapitals as well.

One or two systems isn't enough for any semblance of security. At all.

Enjoying the rain today? ;)

RubyPorto
RubysRhymes
#294 - 2013-01-17 22:38:58 UTC
Sofia Wolf wrote:
RubyPorto wrote:

Smaller entities who want to become Sov holders must develop a significant capital presence. You can't reasonably deal with the structure grinding/repping required without them.


That is simply not correct. CFC grided down much of its acquisitions in early 2012 with subcapitals because they were in fear of NC. and PL hotdrops. Similarity smaller entitles who need control only one or two systems for their own needs can grind down those structures in subcapitals as well. Only thing capital blob is needed is industrial scale grinding of entire regions, that are then mostly left unused by actual owner, possibly rented, but in truth mostly unused. Actually making grinding structures harder for capital ships (by making it more annoying to deploy them) could be useful as it would discourage capital blobing entities form taking more systems then they intend to use.


The CFC is a "smaller entity" now? The CFC is able to field multiple full fleets at its primetime. It could grind down structures in Rifters faster than an actual small entity could do in Battleships.

For a small group, a Capital blob is vital, because they do not have the numbers to grind the structures down in a reasonable amount of time without 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
#295 - 2013-01-17 22:51:05 UTC
Mayhaw Morgan wrote:
Ruby Porto wrote:
So, assuming that sort of blockade is actually bad for the game, how do you think nerfing Cynos/Jump Drives/etc. would prevent it?


16.14 million people visited Disneyland in 2011 according to Wikipedia.
3142 individuals are known to have visited the summit of Mt Everest . . . ever (again, according to Wikipedia).
So, you can see that when it is harder to get somewhere, fewer people get there.


Because the only difference between Mt Everest and Disneyland is the effort it takes to get there. (Couple further differences: an Everest summit is going to take more than 2 months while a trip to Disneyland probably takes less than a week, Everest kills a large proportion of visitors while Disneyland kills very few, climbing Everest requires previous mountaineering experience while Disneyland has made standing in line optional, and so on.)

A better analogy for what happens when a large, organized group faces a new logistical challenge would be the Berlin Airlift. By the end of the Berlin Airlift, it was bringing in more supplies into West Berlin by Air than had previously been brought in by Rail. The best 24hr total was just shy of 13,000 tons of cargo.

In other words, if you have virtually unlimited funds and manpower, introducing new logistical challenges (cutting the railroad) can be entirely overcome by throwing money and manpower at the problem.

Guess who has virtually unlimited funds and manpower. (Hint: It's the large groups). Guess who does not have virtually unlimited funds and manpower. (Hint: It's the small groups).

Now, which group can emulate the Berlin Airlift better if CCP cuts the railroad?

"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

Alavaria Fera
GoonWaffe
#296 - 2013-01-17 23:52:07 UTC
RubyPorto wrote:
In other words, if you have virtually unlimited funds and manpower, introducing new logistical challenges (cutting the railroad) can be entirely overcome by throwing money and manpower at the problem.

Guess who has virtually unlimited funds and manpower. (Hint: It's the large groups). Guess who does not have virtually unlimited funds and manpower. (Hint: It's the small groups).

Now, which group can emulate the Berlin Airlift better if CCP cuts the railroad?

Not us, our logistics people would be dying in droves after having to truck that much.

Thanks for all your hard work, and ... sorry, guys.

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
#297 - 2013-01-18 07:21:44 UTC
Alavaria Fera wrote:
RubyPorto wrote:
In other words, if you have virtually unlimited funds and manpower, introducing new logistical challenges (cutting the railroad) can be entirely overcome by throwing money and manpower at the problem.

Guess who has virtually unlimited funds and manpower. (Hint: It's the large groups). Guess who does not have virtually unlimited funds and manpower. (Hint: It's the small groups).

Now, which group can emulate the Berlin Airlift better if CCP cuts the railroad?

Not us, our logistics people would be dying in droves after having to truck that much.

Thanks for all your hard work, and ... sorry, guys.


Well, 101 people died working on the airlift, there were 25 plane crashes (out of 280,000 round trip flights: 560,000 takeoff/landing cycles), and it cost less than $5 Billion (inflation adjusted).

My biggest question about it is who got the 98 million frequent flier miles?

Anyway, I would guess that JF logistics is more dangerous (JF deaths/jump), and costs more (Cost/GDP). I suspect that the average JF dies before their 23,800th jump (if any have made that many).

"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

Murk Paradox
Ministry of War
Amarr Empire
#298 - 2013-01-18 14:56:55 UTC  |  Edited by: Murk Paradox
Double post bleh sorry

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Murk Paradox
Ministry of War
Amarr Empire
#299 - 2013-01-18 14:57:34 UTC  |  Edited by: Murk Paradox
[quote=RubyPortoFirst: Nobody's saying "Null is about Empire, not combat" except you (when you're attributing it to other people).

Second: I still do not see anything in that text about what concrete goals you hope might be achieved through nerfing "power projection." Honestly. I don't.

So, please, take a moment to organize your thoughts and tell me what specific goals you hope to achieve through nerfing "power projection" and how nerfing "power projection" will achieve those goals. Hell, make a list. Nobody cares whether or not your post is in paragraph form/looks nice/etc so long as it's legible, coherent, and on topic.

Template:
I want to nerf Power projection so that:
a) Goal 1
b) Goal 2
etc

That nerf will help bring about Goal 1 because:
a) Reason 1
b) Reason 2

Goal 1 would improve the game because:
a) Reason 1
b) Reason 2

And so on.


I think that you're honestly trying to make a point here, and I think that you just need some help organizeing it in a legible, coherent way. If I thought you were trolling, I wouldn't go through this effort to try to figure out what your point is, and if I were trolling, I'd certainly not go through this much effort at all.[/quote]


Large groups and small groups do not systematically correllate in regards to comparison. What I'm trying to say (when not feeling like I need to defend something that's not mine via personal attacks/troll) is that it is way harder for a small group to even CONSIDER trying to get a foothold in space or do anything knowing that it's that much easier for a larger group to mobilize a supercap fleet, make a long jump trivially to that new corps area, and bash the **** out of their newly made station.

If jump drives were nerfed, it would make the logistics of the smaller group easier to bob and weave their way through than establishing a traditional trade route (see "new" used loosley for the smaller group, the experience isn't there yet so therefore the risk is greater). Also, it would encourage smaller groups to move to null because it would be a matter of assaulting larger groups trade routes since we all know (Mynnna explained about how jump freighters would have more jumps to make, more outposts needed to be secured) that industry being what it is, it would give that smaller group a better chance to hit a freighter that it would be to assault a pos knowing all those supercaps would be at the ready.

Now, would it be impossible for those huge alliances to cover their butts and work the logistics? No. They could muster the numbers to get it done.

But it would give an "advantage" to the smaller group to accomplish "something" over the larger groups and introduce them to null politics (as the larger group already knows how to handle upstarts).

This would help the smaller group by making "power projection" easier to manage. Since monetarily a smaller group can still find ways to cause damage to the larger. Might not be significant, therefore not OP, but it definiately would bring appeal and make things possible by NOT allowing that same said power projection of the larger group go unchecked.

Atleast, that's what I'm trying to argue.

I want to nerf Power projection so that:
a) Larger groups have their force range reduced
b) Jump freighters have a more difficult route
etc

That nerf will help bring about Goal 1 because:
a) Larger groups have to spread their force to "patrol" their controlled space (make held space more active)
b) Encourage more people from non null to expand into null

Goal 1 would improve the game because:
a) Reduce force projection
b) Bring more life into null (new blood new corps new sov)

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

RubyPorto
RubysRhymes
#300 - 2013-01-18 16:17:15 UTC
Murk Paradox wrote:
Large groups and small groups do not systematically correllate in regards to comparison. What I'm trying to say (when not feeling like I need to defend something that's not mine via personal attacks/troll) is that it is way harder for a small group to even CONSIDER trying to get a foothold in space or do anything knowing that it's that much easier for a larger group to mobilize a supercap fleet, make a long jump trivially to that new corps area, and bash the **** out of their newly made station

If jump drives were nerfed, it would make the logistics of the smaller group easier to bob and weave their way through than establishing a traditional trade route (see "new" used loosley for the smaller group, the experience isn't there yet so therefore the risk is greater). Also, it would encourage smaller groups to move to null because it would be a matter of assaulting larger groups trade routes since we all know (Mynnna explained about how jump freighters would have more jumps to make, more outposts needed to be secured) that industry being what it is, it would give that smaller group a better chance to hit a freighter that it would be to assault a pos knowing all those supercaps would be at the ready.


So you're now claiming that nerfing jump drives would make the logistics of keeping a small group healthy easier? The article that the OP links to explains (in pretty exhaustive detail) exactly how that's false (tl;dr, the mediocre space small groups will start in tends to require that the jump route go through other, likely hostile, sov space. Forcing JFs to use more midpoints means that small groups need to spend more time in hostile space. Meanwhile large groups tend to be able to take space such that they can avoid jumping through hostile space entirely.)

Large, well funded groups can simply plop down a station if they really need to change their JF route. It's the smaller groups who end up having to jump their JFs to POSes into the hostile space surrounding them, not the larger ones.


Quote:
Now, would it be impossible for those huge alliances to cover their butts and work the logistics? No. They could muster the numbers to get it done.

But it would give an "advantage" to the smaller group to accomplish "something" over the larger groups and introduce them to null politics (as the larger group already knows how to handle upstarts).


Nope, it would hurt the smaller groups far more than it would hurt the larger one, for the reasons detailed in the article.

Quote:
This would help the smaller group by making "power projection" easier to manage. Since monetarily a smaller group can still find ways to cause damage to the larger. Might not be significant, therefore not OP, but it definiately would bring appeal and make things possible by NOT allowing that same said power projection of the larger group go unchecked.

Atleast, that's what I'm trying to argue.

I want to nerf Power projection so that:
a) Larger groups have their force range reduced
b) Jump freighters have a more difficult route
etc

That nerf will help bring about Goal 1 because:
a) Larger groups have to spread their force to "patrol" their controlled space (make held space more active)
b) Encourage more people from non null to expand into null

Goal 1 would improve the game because:
a) Reduce force projection
b) Bring more life into null (new blood new corps new sov)


Your reasons to nerf power projection are answering "how you want to do it" not "why you want to do it." They need to be answering "why." That's why I called them goals (the goal of Soccer is "put the ball in the net" not "kick the ball with your feet.")

Larger groups will have to do no such thing. All they will have to do is stage 1-2 more cyno alts to get anywhere, something that really is trivial for them. (Because of the whole "they have tons of manpower and money").

"I want to nerf power protection in order to reduce power projection." Your argument went circular. Google tautology.

You have nothing to support your claims that the nerf would "Bring more life into null" and "Encourage more people to expand into null." I argue (for the reasons listed in the article linked in the OP) that nerfing Jump drives would make life harder for less well established (aka Smaller) groups without significantly affecting larger ones.

Let me try again (the goal of this whole thing is to help you organize your thoughts into a coherent, useful argument):

1. "I want to nerf power projection in order to"
a)Goal 1 (First reason you want to do it. Needs to answer "why.")
b)Goal 2 (Second reason)

2. The nerf will help bring about Goal 1 (actually write your Goal 1 in here to make sure it makes sense) because:
a)Reason 1 (give an argument for how the nerf will bring about Goal 1. Needs to answer "how does this support goal 1")

3. The nerf will help bring about Goal 2 (actually write your Goal 2 in here to make sure it makes sense) because:
a)Reason 1 (give an argument for how the nerf will bring about Goal 2)

4. Goal 1 (actually write your Goal 1 in here to make sure it makes sense) will improve the game by:
a)Expected result (if this is the same as Goal 1 "I want to put the ball in the net because that will put the ball into the net," your argument is tautological, and thus useless.) (Give an argument for why we should expect that result, and one for why that expected result is good.)(Needs to answer "why is goal 1 good")

5. Goal 2 (actually write your Goal 2 in here to make sure it makes sense) will improve the game by:
a)Expected result (if this is the same as Goal 2 "I want to put the ball in the net because that will put the ball into the net," your argument is tautological, and thus useless.) (Give an argument for why we should expect that result, and one for why that expected result is good.)

"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