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Fleet Formation System ----- RTS aspects make fleet battle even better

Author
Tippia
Sunshine and Lollipops
#21 - 2013-08-02 15:46:38 UTC
Ranger 1 wrote:
However, if certain aspects of that formation was handled as if the formation was one object that has possibilities.
…such as the possibility of slinging a freighter or a cloaked Orca into warp from standstill in two seconds flat. Blink
Alavaria Fera
GoonWaffe
#22 - 2013-08-02 15:50:31 UTC  |  Edited by: Alavaria Fera
All weapon share the same range, tracking to a target. You can't group guns that are unalike.

Ships don't. Also, the have different agilities, different top speed, signatures etc etc. I don't know why you think you can just group ships like they were guns.

What is the formation anchored to? At any point you're asking the game to calculate out the formation, check if all the ships are in place, tell ships not in place to move to that place. If it's just anchored to one person, when welp if they turn a bit because the edges of the formation will have to mvoe in a very wide arc, but will immediately be out of formation, losing all bonuses.

With short range ships, attacking an edge means the rest are out of range, and will lose bonus the instant they try to get in range.

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 ?

Ranger 1
Ranger Corp
Vae. Victis.
#23 - 2013-08-02 16:01:08 UTC
Tippia wrote:
Ranger 1 wrote:
However, if certain aspects of that formation was handled as if the formation was one object that has possibilities.
…such as the possibility of slinging a freighter or a cloaked Orca into warp from standstill in two seconds flat. Blink

This would be handled just as fleet warps are handled currently.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Tippia
Sunshine and Lollipops
#24 - 2013-08-02 16:06:12 UTC
Ranger 1 wrote:
This would be handled just as fleet warps are handled currently.
Oh, I'm not talking about warping the formation — I'm talking about turning the formation around its pivot point at some leisurely pace, but with a freighter at the very tip of it.

To keep the formation intact and moving as one piece, the server would have to move that freighter at 800m/s around the pivot, and when position correctly, just break formation and warp off.
Ranger 1
Ranger Corp
Vae. Victis.
#25 - 2013-08-02 16:18:40 UTC  |  Edited by: Ranger 1
Alavaria Fera wrote:
All weapon share the same range, tracking to a target. You can't group guns that are unalike.

Ships don't. Also, the have different agilities, different top speed, signatures etc etc. I don't know why you think you can just group ships like they were guns.

What is the formation anchored to? At any point you're asking the game to calculate out the formation, check if all the ships are in place, tell ships not in place to move to that place. If it's just anchored to one person, when welp if they turn a bit because the edges of the formation will have to mvoe in a very wide arc, but will immediately be out of formation, losing all bonuses.

With short range ships, attacking an edge means the rest are out of range, and will lose bonus the instant they try to get in range.

Just as things are handled now in a fleet warp, the slowest ship would be the base point for the rest of the fleet.

The formation would likely be anchored around the "officer" that was running the formation at that particular level (squad, wing, or the entire fleet)... or a designated ship (much like you can currently designate a different pilot to provide gang bonuses.

As far as turns go, the ships at the outer edge of your turn will be going at their top "fleet" speed while those on the inside edge will reduce speed accordingly. Yes, this means that the wise FC makes gradual course corrections so as not to unduly slow down a large section of his fleet. This would still be vastly superior to the big ball of bouncing ships we currently have, as the best we can do now (aside from every man doing his own thing) is to orbit or follow a primary... which is very, very inefficient in comparison and involves just as many positional calculations.

True formations would be most advantageous for large fleets that are staying at range. When you close to short range weapons range (or any situation where you have very narrow tolerances for being in your best effective range) that would be the time to "break formation".

Again, even if there were no practical advantages to formations it would still be worth investigating for the visual impact alone. One of the main reasons why CCP made trailers often look far more appealing as far as depicting game play is concerned is that the fight actually looks like there is some coherent organization to it, whereas most fan made video's show one bouncing ball of ships shooting at another bouncing ball of ships (when zoomed in close enough to actually see the ships that is). It would be a boon both to those who make and enjoy EVE video's, and to our subscription numbers as well.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Ranger 1
Ranger Corp
Vae. Victis.
#26 - 2013-08-02 16:20:58 UTC  |  Edited by: Ranger 1
Tippia wrote:
Ranger 1 wrote:
This would be handled just as fleet warps are handled currently.
Oh, I'm not talking about warping the formation — I'm talking about turning the formation around its pivot point at some leisurely pace, but with a freighter at the very tip of it.

To keep the formation intact and moving as one piece, the server would have to move that freighter at 800m/s around the pivot, and when position correctly, just break formation and warp off.

I'm not sure why you would put your slowest ship at the edge of your formation to begin with. In that odd situation your freighter should be at the center of the formation.

Common sense in your fleet composition would need to apply of course. It would be a poor idea to have your cap ship formation include your interceptors. Smile

Proper composition and positioning of a fleet would actually require some thought to leverage correctly. I view that as a good thing. Of course, for those that don't want to deal with it (or if your gang composition doesn't lend itself well to a formation) you don't have to use it.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Tippia
Sunshine and Lollipops
#27 - 2013-08-02 16:26:54 UTC
Ranger 1 wrote:
I'm not sure why you would put your slowest ship at the edge of your formation to begin with.
So you can (ab)use the formation mechanics to move ships around faster in space than they otherwise could, obviously! Big smile
Alavaria Fera
GoonWaffe
#28 - 2013-08-02 16:31:33 UTC  |  Edited by: Alavaria Fera
Fleetwarps all warp the ships to the same point.

Formations need all the ships to go to different points, which have to be continuously updated.

With an anchor, each ship tells the server which direction is is going. The server doesn't have to calculate where to go, the appropriate direction and then the appropriate speed.

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 ?

Unsuccessful At Everything
The Troll Bridge
#29 - 2013-08-02 16:34:27 UTC
Is this a stealth "I wanna look cool while ISBoxing" thread?

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Khanh'rhh
Sparkle Motion.
#30 - 2013-08-02 16:45:00 UTC
On the one hand I want to support this because it gives DBRB something else to fuckup, but then on the other it's pretty bad for all the reasons mentioned above.
Also that it takes individual control away, which is something Soundwave has said he's heavily against.

HOWEVER any attempt to add in an auto-conga feature would be welcome, because there's always a bunch of 5 guys who just don't get it and follow the lead.

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Khanh'rhh
Sparkle Motion.
#31 - 2013-08-02 16:46:55 UTC
Unsuccessful At Everything wrote:
Is this a stealth "I wanna look cool while ISBoxing" thread?

A re-make of homeworld was recently announced so I imagine people are looking at that and thinking EvE needs to look like AI ships moving around v0v

"Do not touch anything unnecessarily. Beware of pretty girls in dance halls and parks who may be spies, as well as bicycles, revolvers, uniforms, arms, dead horses, and men lying on roads -- they are not there accidentally." -Soviet infantry manual,

Herzog Wolfhammer
Sigma Special Tactics Group
#32 - 2013-08-02 16:48:35 UTC
I can see what the OP is getting at, but I lack understanding of the topic overall.

One thing I must admit is this: whenever we see press about big fleet fights, and they show a blob of ships all tangled up, my first impression is how stupid that looks.

My second thought is, how others will see that and also think it looks dumb.

That there are no real maneuvers with the heavies - admittedly at the speed they move why bother? - and they all just pile up and sit there hitting and getting hit probably looks dumb to outsides. To an insider there's more going on of course, concerns about damage, primary, logistics, etc.

This is the thing I don't grasp. If people are to be attracted to the game because they envision something like the fleet battles from Star Wars and Star Trek (assault on the Death Stars, Battle for Deep Space 9, etc), what impression is this "big static blob of ships" going to give them?

It's as if the very appearance of this big selling point un-sells itself.

And how many trailers have we seen where the ships are doing everything but just sitting around?


Bring back DEEEEP Space!

Ranger 1
Ranger Corp
Vae. Victis.
#33 - 2013-08-02 16:48:57 UTC
Alavaria Fera wrote:
Fleetwarps all warp the ships to the same point.

Formations need all the ships to go to different points, which have to be continuously updated.

With an anchor, each ship tells the server which direction is is going. The server doesn't have to calculate where to go, the appropriate direction and then the appropriate speed.

In a fleet warp the server positions all of the ships in fleet while in warp so the don't come out at exactly the same point. I know you've noticed this.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Azurae
Doomheim
#34 - 2013-08-02 16:49:55 UTC
Rex Adragoon wrote:
James Amril-Kesh wrote:
No.


Well thanks for your reply but may I hear the critic?


NO

because you didnt even bother to put it in the right forum (features and ideas) so there isnt much thought in your idea either and its not even worth discussing
Leigh Akiga
Kuhri Innovations
#35 - 2013-08-02 16:56:27 UTC
Rex Adragoon wrote:
James Amril-Kesh wrote:
No.


Well thanks for your reply but may I hear the critic?


In any fleet fight- range is the most important factor for both parties which is currently handled by anchoring. Logistics ships need their own separate anchor as well and would end up getting screwed by generic 'formations'. I dont see how fancy formations can do anything but clutter an already wonky fleet management UI with unnecessary buttons.

This is fluff stuff for video makers
Takari
Promised Victorious Entropy
#36 - 2013-08-02 17:00:28 UTC
The main problem I see with this, and the reason this would add tremendous amounts of processing time to the already beleaguered eve nodes is that space is a 3 dimensional playing field, and it's space.

Rex Adragoon wrote:

1. Fast Assault Formation: A squad of fast assault frigates forming a "V" shape advancing together, this can give the whole squad a speed bonus for closing the distance to the target, at the expense of slower turret tracking speed.


A 'V' shape wouldn't do here. A cone maybe, but seeing as we're in space, why would a pointed configuration give any benefit to speed or maneuverability? In theory any given formation would be as fast as any other. If you want to optimize damage, then a semi-sphere with optimal range as it's center would probably be best.

Rex Adragoon wrote:

2. Short Range Focus Attack Formation: A squad of assault ships lining up with each other orbiting the same target, this gives them a bonus of reduced signature radius and a boost in dps as long as the whole squad is attacking the same target. Will apply a slight debuff on the speed of the squad.


A sig radious fleet boost does sound neat and there may actually be a logi/warfare type skill-link that does this. Still we're talking about lines, though and this won't do at all. If you've ever seen the "Ball of death" motorcycle stunt, that would work better here and this can be done manually anyhow.

Rex Adragoon wrote:

3. Long Range Focus Attack Formation: Multiple long range attack ships forming an inverted "V" shape. The more ships attacking the same target, the higher additional damage that target will receive. This formation also gives a debuff on the speed of the whole group.


V's still won't do, and you'd still have to optimize for distance considering the person at the apex would need to have the longest optimal range. Semisphere at optimal would work best again, but I'm against giving bonuses based on number of ships that showed up as a matter of principle.

Rex Adragoon wrote:

4. Point Defense Formation: A squad of ships staying at a fixed distance apart from each other, forming a multi-layer wall of ships. The more layers the incoming fire passes through in order to hit a target further within, the more the damage will be deducted. This formation is also good for bigger ships like battleships clustering together at a fixed range and activates smart bombs together, in order to counter drones/attack frigates trying to tear the defense from within. Gives debuff on weapon optimal range to ships further within the layer.


This is the one that would hurt the server most. The system, right now, does not keep track of where projectiles are, it just calculates whether it hit or not and applies damage. Asking the server to keep track of what's between point A and point B would bog down the system once any decent number of ships started firing. Also, You'd need a bubble because dropping someone above and below a wall would become trivial.

Rex Adragoon wrote:

4. Logistically Enhanced (Attack/Defense) Formation: being within a certain distance to a logistic ship gives certain bonus to different stats for the whole squad. Thus it's always beneficial to put a logistic ship at the center of any formation.


Staggered Logistics ranges does sound neat but in practice would lead to most fleets being "Logi-ball" fleets with everyone staying within various optimal ranges always.


I see where you're going here, and I agree that formations and such would look pretty awesome especially from a tactical overview point of view but pre-set formations take too much control out of the players hands individually for a group numeric benefit that I feel would be detrimental to group play.

"Roll the dice, don't think twice. This is the way of things. Welcome to EVE." ~ CCP Falcon

"Good luck, shoot straight and don't back down." - Serendipity Lost

Six Alpha
section 61
#37 - 2013-08-02 17:34:47 UTC
Takari wrote:
The main problem I see with this, and the reason this would add tremendous amounts of processing time to the already beleaguered eve nodes...


I don't see an issue with server load here.

If you have a fleet formation layout with several numbered anchor points that is anchored on the fleet/wing/squad commander, every ship in fleet could automatically follow their assigned position by using "keep at range" for instance.
The only additional thing the server would have to handle is the formation-command given by the leaders.
The rest would be standard client-server communication.

Or am I missing something?
Jonathan Peak
Center for Advanced Studies
Gallente Federation
#38 - 2013-08-02 18:32:07 UTC  |  Edited by: Jonathan Peak
I'm no sailor/pilot, but aren't precise formations of ships or fighters mainly good for photo ops and initial approaches anyway? Large aerial or naval engagements aren't common these days, but it's my impression that in the days of close-range dogfights and ships trying to broadside each other with somewhat weak and inaccurate cannon, large engagements quickly became confusing masses of planes or ships maneuvering around each other, formations be damned.

I'm something of an outsider, and shots of EVE battles consisting of numerous ships jumbled together have always struck me more as exciting and realistic than as confusing and silly. If there is a problem, then it probably isn't the ball of ships so much as the lack of differentiation between fleets. Both sides are using more or less the same ships with the same markings/colors, so assessing a large battle from the outside can be difficult. I would imagine shots and footage of a battle between, say, an exclusively Amarrian fleet and an exclusively Caldari fleet, would be much easier for the outsider to process.

Otherwise, EVE battle screenshots and zoomed in footage remind me of the battles in the newer Battlestar Galactica series, which is fine by me (lack of collision damage and Newtonian physics in EVE notwithstanding). ;)
Takari
Promised Victorious Entropy
#39 - 2013-08-02 18:48:43 UTC
Six Alpha wrote:
Takari wrote:
The main problem I see with this, and the reason this would add tremendous amounts of processing time to the already beleaguered eve nodes...


I don't see an issue with server load here.

If you have a fleet formation layout with several numbered anchor points that is anchored on the fleet/wing/squad commander, every ship in fleet could automatically follow their assigned position by using "keep at range" for instance.
The only additional thing the server would have to handle is the formation-command given by the leaders.
The rest would be standard client-server communication.

Or am I missing something?


The positioning is only part of the issue though.

The real processing problem comes from the addition of the bonuses and game mechanics that were attached to each of the positioning ideas.

"Roll the dice, don't think twice. This is the way of things. Welcome to EVE." ~ CCP Falcon

"Good luck, shoot straight and don't back down." - Serendipity Lost

Alavaria Fera
GoonWaffe
#40 - 2013-08-02 20:44:28 UTC
Khanh'rhh wrote:
HOWEVER any attempt to add in an auto-conga feature would be welcome, because there's always a bunch of 5 guys who just don't get it and follow the lead.

Ok, I'll give in on this point, since it would be mostly an automatic "form list of players" "each ship is keeping the ship above at range" sort of thing. Of course #1 person has to fly manually.

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 ?