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Change turret damage calculation: No more “space-balls“, time to give us real ships

Author
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#1 - 2013-02-05 20:47:54 UTC  |  Edited by: Kogh Ayon
Always, new plays would find some weird rules that veterans have adapted to, and this is what bring the topic up.

When I talked to a newbie about fleet fight:
“When you get to the field, you will anchor up on the FC....“,
“What do you mean by 'anchor up'?“
“Just orbit at 5000m“
“Why don't you turn your head to the enemy to reduce the target size?“
What? Target size? No, there is no target size in EVE, only signature radius.

Ships in EVE are recognized as “balls“ with (signature) radius, which make the game easier, and less server loads.
However, the fleet fights now have too few interaction to base fleet members, and what worse is this brings up the funny “anchor up“ tactic, which makes the fleet looks like “a lot of little moths floating around in a tub“. It's a rather ugly and strange scene that no reasonable Sci-Fi would describe for a fleet fight.

This figure below shows what caused this problem:
Signature radius
Yes, that's the signature radius. More exactly, the problem is using signature radius as the only reference of target size, and treat every ship as a “ball“.

Regardless how would people interpret the “signature radius“, it is quite unreasonable to say “A static ship has an equal chance to get hit from either front or side“ (unless the chance is 100% of course):
The actual area
As the figure above, the real area of hit.

I would not say “every spaceship in EVE should have its own area of hit“. It could be costly and cause many problems,one regards to ship balance. But it should be very beneficial to make players feel that they are flying spaceships (or “space-cuboids“ at least) than “space-balls“.

IdeaA plan that bring ship position into the play while cause least server load.

Assuming every spaceship in EVE has its direction vector(or whatever) that indicates the ship's 3D direction and alignment. This would be one factor that judges the target ship's position.
Also, assuming every spaceship in EVE has a 3D-coordinate of its location, then we can find the trajectory vector by using: “Trajectory vector“=“Target's coordinate“-“Shooter's coordinate“.
When we get two vectors, we can figure out the angle between the alignment of the target ship and the direction of the shooter. The figure below shows how it will work:
Calculate the angle

Once the angle is found, we can then decide how to modify the chance of hit:
Chance of hit modifier

Above is an example. When the angle is between +15 and +345 (or between +165 and +195 on the other side), a 50% chance of hit modifier will be applied. When the angle is between +45 and +135 , the ship is being shoot from the side then we will use the 100% chance of hit modifier.
It is possible to use an equation to generate more flexible modifiers, but in this case I just use 50%, 75% and 100% to make it easier to understand.

QuestionWhere to apply the modifier
To make things easy we can just stick it in the current chanceToHit function, this is the original CTH:
Original equation
Add the modifier
After modifier
So simple:) This is just an example as CCP would have a better idea than me about the place to apply the modifier.

IdeaBonus: Shoot the engine
Yes as you may have noticed, it will also make the engine hit feature become possible. The shield in EVE is not the egg-shell like stuff in many Sci-Fi. In EVE the shield works like a membrane right above the armor, so it is reasonable for the engine part of the spaceship to have weaker resistance. I didn't mention armor tank because you know how difficult it is to mount much armor on the engine jet :P
Engine hit
As the figure above, when the angle calculated locates between +165 to +195, the turrets will cause 10%(for example) extra damage.

AttentionPros and Cons

ArrowMore interactions and involvements
By introducing the position/damage modifier, the fleet fights will then require more attention from every individual.
One thing currently disappointing people in EVE is that you have few things to do in large fleet fights as an ordinary fleet member, such as a DPS. Anchor up-> Look broadcast → Lock → F1, and there is no reason/benefit for you to do anything more interactive.
But if we introduce this feature that position/alignment of the spaceship can affect the damage received, many people will pay more attention to the spread of the fleets and adjust the alignment. More interactions will be brought, and people will find that they can do something useful besides just shooting.

ArrowMore server loads
This feature would add more loads to the server and may make the large fleet fights lager. However personally (as one who is not a technician) I believe it would not be more complicated than the transversal and capacitor calculations that currently working on the server.
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#2 - 2013-02-05 20:48:03 UTC  |  Edited by: Kogh Ayon
ArrowMore tactics for fleet fights
Fleets now
The effect will be most significant on the battleship scale, as smaller ships will still care more about the transversal.
Currently, bring a new fleet into the field is barely a math game, that adds x amount of dps. After this change, a new fleet attacking from side means better accuracy(chance of hit), and more damage if attack from the back.
And it will encourage split fleet organize rather than “put everyone in a fleet“. For example in a 200 vs 200 fight, the one with 170 on the front and 30 snipers shoot from the back would be more likely to defeat the one that put 200 men altogether.
And many many other fight tactics will be introduced as well.
Fleets after the change
People may argue:"why will it happen? I will just keep orbiting!". Assume CCP did made the change, the battleships who stay static but heads to the targets will get the least chance to get damages, and the fleet who's still orbiting will sell their side even engine to the opposite, therefore receive more damage. As it may change the result of a combat, the fleet members will be then required to "watch the situation of the field" and adjust your position to save yourself.

ArrowBetter and tidier fleet appearance
People may doubt if it is a point that worth to talk, actually yes it is,and pretty important.
When people looking at the trailers of eve online, like this one for example(Tyrannis Trailer) they see nice and tidy fleets shooting each other like a nice sci-fi. But when they actually get in the game, they may find the ugly "balls of death" is the real fleet fight.
People play the game are not only for data victories and explosions, they would also like to watch a tidy fight and see their-selves get involved in.

ArrowMore distinct difference between missiles and turrets
Some people may argue that is it a stealth buff to missiles, but it actually can be easily balanced by increasing all missile's explosion radius for example.
The real effect of this change is the different play styles for missile and turret get enhanced. Missiles will still do a stable damage, while the turrets will have a greater variety on damage. And note that a greater variety does not mean a lower damage, just in case .

ArrowStealth capital nerf
If ccp are going to implement the “Engine hit“ feature, the biggest losers will be the capitalships as subcaps can easily move to the back of the capitalship and shoot the engine.

ArrowWill the change realistic for all ship models?
As the reasons stated above, if we consider applying different hit areas for different ships, there will be a lot of ship balance issue(for example the catalyst will be overpowered, Gallente design the best design!) and add much more loads to the server than this plan.

But people will complain that this change is unrealistic for some ships, again the catalyst will the example, that it has (seems) a smaller area on the side than its front. However, if you look down from the top, catalyst still has larger side area than the front. The same as raven, scorpion and moa. Although the ratios are different,almost all of the ships in EVE have a greater top/side area than its front.


tl;dr
Introducing the feature that affect turret damage by turning the ship around may not that difficult and costly.
And it will bring many realistic fleet tactics and make the fights more entertaining/looking nicer for the fans of Sci-Fi.
Look at the nice figures I draw, align your rokh to the maelstroms so they will miss you more! And never sell your back to the enemies!
Regkar Koskanaiken
Deep Core Mining Inc.
Caldari State
#3 - 2013-02-05 21:04:53 UTC
I just want to point out that it would be really silly to have ships moving towards the enemy fleet, going to a certain threshold, and then turning back, to minimize profile. It would just make it more tedious. If you want realism, then make it so that a full complement of weaponry can't fire in every direction; in that case you would have some naval tactics to read up on.
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#4 - 2013-02-05 21:39:54 UTC  |  Edited by: Kogh Ayon
Regkar Koskanaiken wrote:
I just want to point out that it would be really silly to have ships moving towards the enemy fleet, going to a certain threshold, and then turning back, to minimize profile. It would just make it more tedious. If you want realism, then make it so that a full complement of weaponry can't fire in every direction; in that case you would have some naval tactics to read up on.


Put head to enemy fleet does not mean you will have full speed. Also, if you turning back you will get deadly engine shoot, that's why the scene you described will not happen.

Your suggestion is good, and I did considered that. But then I realized it will cause imbalance between different ship models, for example the hyperion got turrets on the front, which will make close range fight terrible.
Daichi Yamato
Jabbersnarks and Wonderglass
#5 - 2013-02-05 22:08:43 UTC
if the profile of a ship gets factored into its chance to hit then many ship designs will become obsolete just for their model. look at the Domi compared to the apoc, or a cane compared to a harby.

ur diagram also assumes all ships are oblong shaped with a bow roughly half the area of its port or starboard. u've somehow failed to notice that this is very untrue for many ships. just a handful ontop of the ones mentioned above are the scorpion, moa, raven, incursus, tristan, prophecy, catalyst etc etc and all their faction and T2 variants

it opens a whole world of balancing issues beyond the cons u've already stated and CCP will be tweaking ship models for years trying to balance them against all the other stats.

terrible idea is terrible

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Kogh Ayon
Royal Amarr Institute
Amarr Empire
#6 - 2013-02-05 22:17:32 UTC  |  Edited by: Kogh Ayon
Daichi Yamato wrote:
if the profile of a ship gets factored into its chance to hit then many ship designs will become obsolete just for their model. look at the Domi compared to the apoc, or a cane compared to a harby.

ur diagram also assumes all ships are oblong shaped with a bow roughly half the area of its port or starboard. u've somehow failed to notice that this is very untrue for many ships. just a handful ontop of the ones mentioned above are the scorpion, moa, raven, incursus, tristan, prophecy, catalyst etc etc and all their faction and T2 variants

it opens a whole world of balancing issues beyond the cons u've already stated and CCP will be tweaking ship models for years trying to balance them against all the other stats.

terrible idea is terrible


As I said before, I will not say "every ship should has its own hit area". Of course ccp can do it if they want some wot challenges, but it is not what I would issue here.

Scorpion, Raven, Tristan and Catalyst are the case that have larger side area than front I agree. But Moa, Incursus, Prophency and most of the ships in EVE are possible to use the rule, even though the ratio of side/front area are not all the same, they still have larger side area than front.

Edit*: By a glance over all ship models, I would say at least 90% T1 ships will be suitable to the rule.
Daichi Yamato
Jabbersnarks and Wonderglass
#7 - 2013-02-05 22:22:02 UTC
Kogh Ayon wrote:
Daichi Yamato wrote:
if the profile of a ship gets factored into its chance to hit then many ship designs will become obsolete just for their model. look at the Domi compared to the apoc, or a cane compared to a harby.

ur diagram also assumes all ships are oblong shaped with a bow roughly half the area of its port or starboard. u've somehow failed to notice that this is very untrue for many ships. just a handful ontop of the ones mentioned above are the scorpion, moa, raven, incursus, tristan, prophecy, catalyst etc etc and all their faction and T2 variants

it opens a whole world of balancing issues beyond the cons u've already stated and CCP will be tweaking ship models for years trying to balance them against all the other stats.

terrible idea is terrible


As I said before, I will not say "every ship should has its own hit area". Of course ccp can do it if they want some wot challenges, but it is not what I would issue here.

Scorpion, Raven, Tristan and Catalyst are the case that have larger side area than front I agree. But Moa, Incursus, Prophency and most of the ships in EVE are possible to use the rule, even though the ratio of side/front area are not all the same, they still have larger side area than front.


any ship that doesnt use the rule would be obsolete, as those that do use the rule will be exploited. this creates an imbalance.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Kogh Ayon
Royal Amarr Institute
Amarr Empire
#8 - 2013-02-05 22:29:21 UTC  |  Edited by: Kogh Ayon
Daichi Yamato wrote:

any ship that doesnt use the rule would be obsolete, as those that do use the rule will be exploited. this creates an imbalance.


You assume separated rules are going to be used. but actually I would suggest just to apply one rule to every ship, even if it will make 10% of the cases unrealistic.

Edit* I just realized that no ship will be unrealistic actually. Look from the top of Catalyst, it still has a larger side area than the front.
Nariya Kentaya
Ministry of War
Amarr Empire
#9 - 2013-02-05 23:01:37 UTC
Your in goonswarm, how can you possibly come up with this and call it a good idea?

i swear, usually the goons i see are at least able to criticaly think long enough to know when an idea is so inconceivably broken that it would make only a handful of ships viable.
Vrykolakasis
Sparrowhawks Corp
#10 - 2013-02-05 23:17:39 UTC
Basically this is a step towards collision detection instead of the current system. Collision detection doesn't really work for EVE-style gameplay. Not to mention this really reduces a lot of tactical battlefield options. If you have a higher chance of getting hurt while running away, kiting becomes very much less viable, ruining a huge number of hulls. Getting high transversal velocity would be reduced by the fact that some ships suddenly have much higher profiles when trying to avoid being hit. And manual piloting already gives you an advantage in mobile situations, controlling transversal velocity for defense and offense is already much better than orbiting.

Besides, I think there are bigger issues with game balance than what we look like when we're anchored.
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#11 - 2013-02-05 23:28:02 UTC  |  Edited by: Kogh Ayon
Vrykolakasis wrote:
If you have a higher chance of getting hurt while running away, kiting becomes very much less viable, .



I don't understand your logic, if you are running away you are not kiting, you are just running away. And running away actually made you less likely to get hit but more damage if you do get hit, due to the engine hits.

For kiting, ccp can still keep the transversal be the dominator part of CTH equation, it's the problem about where to place the modifier.


Game balance is a bigger issue but one bigger issue does not mean others are not issues anymore :)
Akara Ito
Phalanx Solutions
#12 - 2013-02-05 23:30:49 UTC
This idea would require hell of a lot more power since you'd actually need rather detailed ship models for the combat calculations.
I dont think its even possible to do this with the current types of hard- and software.
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#13 - 2013-02-05 23:32:47 UTC
Akara Ito wrote:
This idea would require hell of a lot more power since you'd actually need rather detailed ship models for the combat calculations.
I dont think its even possible to do this with the current types of hard- and software.


And I worry you didn't read it :)
Vrykolakasis
Sparrowhawks Corp
#14 - 2013-02-06 00:12:37 UTC
Kogh Ayon wrote:
Vrykolakasis wrote:
If you have a higher chance of getting hurt while running away, kiting becomes very much less viable, .



I don't understand your logic, if you are running away you are not kiting, you are just running away. And running away actually made you less likely to get hit but more damage if you do get hit, due to the engine hits.



Sometimes, when you are kiting, you are actually turned directly away from your opponent.

I don't see the point of reducing the chance to hit while increasing the damage if hit. If you balance it evenly, nothing will change, and if you don't, it will reduce the viability of one tactic over another.

To explain my logic, I'll put it in logical form:

Premises:
A. Kiting requires range control.
B. Range control often requires turning your back to your opponent.
C. If the changes are made as you suggest, turning your back to your opponent can increase the damage you are taking due to critical engine shots (more than it already does, since moving directly away from someone seriously reduces your transversal)

Conclusion:
Therefore, D. Kiting becomes less viable.
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#15 - 2013-02-06 00:21:07 UTC  |  Edited by: Kogh Ayon
Vrykolakasis wrote:

Sometimes, when you are kiting, you are actually turned directly away from your opponent.

I don't see the point of reducing the chance to hit while increasing the damage if hit. If you balance it evenly, nothing will change, and if you don't, it will reduce the viability of one tactic over another.

To explain my logic, I'll put it in logical form:

Premises:
A. Kiting requires range control.
B. Range control often requires turning your back to your opponent.
C. If the changes are made as you suggest, turning your back to your opponent can increase the damage you are taking due to critical engine shots (more than it already does, since moving directly away from someone seriously reduces your transversal)

Conclusion:
Therefore, D. Kiting becomes less viable.


Turning back to the opponent can decrease the chance you get hit, and if the deduction is about 50%, and the extra damage receive from engine shots is only 10%, then you actually get the overall damage reduced. Of course it is not the case in large fleet, as 10% damage from many people are not 10% anymore, but you saying kiting, then it is.

Moreover, kiting ships have rather small signature radius that have rather lower chance the receive engine hit, when the modifier is being applied.

So the actual problem is the kiting ships are getting more difficult to hit when they are approaching and escaping.
Vrykolakasis
Sparrowhawks Corp
#16 - 2013-02-06 00:25:31 UTC
It depends on the ship. A Catalyst has a much smaller side profile, so not only does it get transversal working against it when it's controlling range, it's also easier to hit, given the suggested changes.
Kogh Ayon
Royal Amarr Institute
Amarr Empire
#17 - 2013-02-06 00:28:04 UTC  |  Edited by: Kogh Ayon
Vrykolakasis wrote:
It depends on the ship. A Catalyst has a much smaller side profile, so not only does it get transversal working against it when it's controlling range, it's also easier to hit, given the suggested changes.


As said in the op, it will not consider the different ship models. All ships will use the same rule to calculate the modifier.

For catalyst, if you look down from the top ,you will see it still get larger side profile..
stoicfaux
#18 - 2013-02-06 00:38:17 UTC
Make Every Ship a "T3" in that every ship is comprised of five overlapping spheres representing ship modules: weapons, propulsion, electronics, etc.. The closest "module sphere" gets hit and the hit module suffers damage (standard shield/hull/armor damage) and some reduced effectiveness for that module (weapons suffer RoF reduction, electronics hits reduce targeting ability, etc..)

It's a bit simplistic, but should encourage some maneuvering without overloading the server too much. In fact, if time dilation kicks in, the five spheres could be dynamically replaced with a single sphere and modules are damaged via RNG.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Kogh Ayon
Royal Amarr Institute
Amarr Empire
#19 - 2013-02-06 02:03:26 UTC
stoicfaux wrote:
Make Every Ship a "T3" in that every ship is comprised of five overlapping spheres representing ship modules: weapons, propulsion, electronics, etc.. The closest "module sphere" gets hit and the hit module suffers damage (standard shield/hull/armor damage) and some reduced effectiveness for that module (weapons suffer RoF reduction, electronics hits reduce targeting ability, etc..)

It's a bit simplistic, but should encourage some maneuvering without overloading the server too much. In fact, if time dilation kicks in, the five spheres could be dynamically replaced with a single sphere and modules are damaged via RNG.



This idea sounds good and should be able to stand by its own.

However, this may require the server to calculate five 3d locations of the mod spheres.
That's why I try to simplify my idea that consider every ship as a column, and convert all 3d calculations into a single 2d angle calculation.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#20 - 2013-02-06 02:51:21 UTC
Anything that introduces positional tactics, instead of Ball of Death is a step in the right direction.
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