These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

So what If warp scram and warp disruption was chance based?

First post
Author
Cerulean Ice
Royal Amarr Reclamation
#61 - 2013-09-20 05:46:50 UTC  |  Edited by: Cerulean Ice
Most EWAR: As long as you are inside the module's optimal range, it is 100% effective at what it does. If you are outside optimal but inside falloff, it has reduced chance of working (very similar to turret falloff).

Additional for ECM: Rather than a percentage based effect, it compares the Jam Strength to the target's Sensor Strength. This creates a chance for the ECM to work, unless the Jam is stronger than the Sensor. ECM also has the falloff range to worry about.

Warp Jammers: These modules have no falloff. They only have an optimal range. This means they will always land within range, and have zero chance of working beyond that range. However, they also have a unique mechanic. Each warp jammer has a warp jamming strength, which is compared to the warp core strength of the target. It's all or nothing with it, meaning you must have more points of warp jamming than the target has warp core strength in order to prevent a warp.

Warp Scramblers: These specific warp jammers also disable microwarpdrives and microjumpdrives. They do this at the cost of range, thus making it a trade off.

Warp Jammer mechanics, oddly enough, are nearly identical to all other EWAR types already. They do a set effect (1 to 3 points of warp jamming, and scramblers also disable micro warp and micro jump), and it always works within their optimal range. ECM is the only ewar that is not guaranteed to work within optimal, since it compares strength for a chance based thing.

The only way I can see warp jammers working as chance based is to actually use the ECM method. If you have more jam than core strength, it is guaranteed to work (ECM is exactly the same; if the jam is stronger than the sensor it has 100% chance to work within optimal range). This would be exactly as it is now, but with one extra thing. Warp jammers would have a chance to prevent a warp even if the jam strength is less than the core strength. Now, it would likely cause issues with stacking points, since ECM doesn't stack with itself either (they're all calculated separately), and of course warp core stabilizers would have to be reworked to accommodate this.

All in all, this just over-complicates an already simple game mechanic. Leave the complicated maths for the turret accuracy calculations. Warp jammers work just fine as they are.

edit:
Mayhaw Morgan wrote:
If you will, search your own personal knowledge base. Is there any equivalent to "tackling" anywhere in your memory of history, militarily, technologically, commercially, biologically? A lion cannot webify a gazelle. An F-15 cannot warp scramble a Mig 29. The police do not bubble a bank robber. A pawn cannot warp disrupt the opposing queen to keep it from moving across the board.

I so want to see police bubble a bank robber...

But, none of these are accurate metaphores. This is Internet Spaceships we're talking about. Internet Spaceships aren't lions, F-15s, police, or pawns... well, they can be pawns, but not chess board pawns. Wavy-hand science, the most important kind of science, can let us do anything. Smile
Cannibal Kane
Viziam
Amarr Empire
#62 - 2013-09-20 06:15:58 UTC
Everytime I see somebody post crap like this I do some searching on Killboards. And then discover why post like these exist.

"Kane is the End Boss of Highsec." -Psychotic Monk

Fia Magrath
The Clown Inquisition
#63 - 2013-09-20 06:25:53 UTC
i got a better idea, how about we remove the warp disrupt/scram modules all together and instead make it impossible to warp or use a jump gate while in combat?
Roime
Mea Culpa.
Shadow Cartel
#64 - 2013-09-20 10:20:21 UTC
Some other well-thought suggestions to reduce the playability of EVE Online:

- docking is random, say you have a 30% chance of successs (skill based)
- stargates port you to random systems (skill reduces distance)
- random amount of ISK is reduced from your wallet on every purchase transaction
- CONCORD randomly pods bypassers (this simulates RL)
- PLEX has a random change of getting destroyed when you attempt to add game time to account
- implants are randomly destroyed when plugging them in

.

Debora Tsung
Perkone
Caldari State
#65 - 2013-09-20 11:30:25 UTC
Oswald Bolke wrote:
wow I poked a beehive on this one...nice discussion of flame here

so much for rational discourse

adhominim away!


Do you remember the time (back in the day) shortly before the release of Bethesda's "The Elder Scrolls IV - Oblivion" game?

How everyone would hype it to the skies, and then suddenly there was this one post in the forum (not this one) which said "the games performance on the XboX360 is not optimal" and suddenly all the flames of the internet came and devoured the thread?

Do you??

Well the thing is, this forum does not contain ALL the flames of the internet, but we sure can make it look like it did. Blink

Stupidity should be a bannable offense.

Fighting back is more fun than not.

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

Jayne Fillon
#66 - 2013-09-20 11:45:34 UTC
A more hilarious idea than this would be to give warp scramblers and disruptors a fall off range.

Oh how the tears would flow.

SmileBig smileLol

Can't shoot blues if you don't have any. Long Live NPSI.

Sura Sadiva
Entropic Tactical Crew
#67 - 2013-09-20 11:50:21 UTC
Oswald Bolke wrote:

Most successful gankers bring overwhelming force to an engagement. A new player can't just decline to fight that attack, or many times have a very good chance to escape.


Hardly anyone could consider fun or accettable in EVE to have a PVP engagment outcome entirely (whould be so) dependent on a single dice roll.

So, if you want to call for more limits to ganking or non-consnesual PvP I sugegst to try something less direct and more sneaky, like:

"updating local to remove cloacking AFK influences and improving PvP"
"increasing locking time for a better PvP esxperience"

and so on

Daniel Plain
Doomheim
#68 - 2013-09-20 12:14:59 UTC
i've been thinking about this issue for quite a while now. my initial idea was to somehow make warping away less binary, but by now i am convinced that there is no good way to do it. my best proposal so far is to turn warp strength and disrupt strength into floating point numbers and giving scramblers and disruptors a falloff. for example, a frigate would have 0.8 base warp strength and a warp disruptor would have 15km optimal with disruption strength of 1.0 and another 10km falloff where the disruption strength would degrade to 0.5. this means somewhere in the middle of the falloff, the frigate would be actually able to warp away.

with this change, you could add warp core strength as another balancing factor. for example, whereas battlecruisers have a baseline strength of 1.5, battleships are at 1.9 and cannot be kited as easily.

I should buy an Ishtar.

Silvetica Dian
Imperial Shipment
Amarr Empire
#69 - 2013-09-20 13:30:45 UTC
Oswald Bolke wrote:
Tippia wrote:
Then they would have to be 100% effective, not offer degradation like they do now.

The reason ECM is chance-based is because it only has two states: either you can lock or you can't. So to create different degrees of effect, they employ chance and statistics — you are only locked out x% of the time, rather than having your locking ability be reduced by x%.

Compare this to other ewar: TPs makes you a certain percentage easier to hit, not a guaranteed hit for a certain percentage of the time; TDs reduces your guns' hit chance and range by a certain percentage, rather than simply make a percentage of your shots misses, no matter what the circumstances are.

Or, to use a more closely related module, if you wanted webs to be chance based, they would have to instantly reduce your speed to 0 for a percentage of the time, rather than reduce the speed by some percentage all the time. So by the same token, scrams and disruptors would have to apply infinite scram strength a percentage of the time, rather than just reduce your warp stability by a point or three all the time.

Of course, since degraded performance is a far better mechanism than a binary one with only statistic gradation, the module you are trying to use as a template is actually the one that should be changed so it works like all other types…


In short, hell no.


how about something like:
80% chance to point. If pointed then good done....If not...reroll until pointed
have skills and modules increase this. lower cycle time for rerolls to balance accordingly


it ain't broken dude.

Money at its root is a form of rationing. When the richest 85 people have as much wealth as the poorest 3.5 billion (50% of humanity) it is clear where the source of poverty is. http://www.theguardian.com/commentisfree/2014/jan/20/trickle-down-economics-broken-promise-richest-85

Drake Doe
88Th Tax Haven
#70 - 2013-09-20 13:40:28 UTC
I could live with this if it means I have a chance to point with a t2 warp scrambler at 18km or however far it's falloff would be and still point everytime within 9km I could live with that.

"The homogenization of EVE began when Gallente and Caldari started sharing a weapon system."---Vermaak Doe-- "Ohh squabbles ohh I love my dust trolls like watching an episode of Maury with less " Is he my Dad " but more of " My Neighbor took a dump on my lawn " good episode! pops more corn" ---Evernub--

Lilliana Stelles
#71 - 2013-09-20 13:48:01 UTC
At first, this sounded like an okay idea.
Then, I think about how many kills I've lost to ewar/neuts/burning away/station games/etc.

It's easy enough to get away already.
Unless tacklers get a new tool to make up for it, this would seriously cripple the amount of kills occurring universe-wide, and therefore hurt the economy.

Not a forum alt. 

BigSako
Aliastra
Gallente Federation
#72 - 2013-09-20 15:46:51 UTC
The only ewar mod that is chance based is ECM, every other mod is not chance based, but based on optimal range + falloff (e.g. target painters, tracking disruptors, sensor disruptor ...).

if you want to defend against being warp scrambled/disrupted, there are several ways to do that. One is warp core stabs, others are energy neuts or a jamming mod.

The best way to defend against getting warp scrambled/disrupted is being smart about how you fly your ship and be awake.
Tuggboat
Oneida Inc.
#73 - 2013-09-20 17:17:12 UTC
Range based with falloffs are going to change kiting.

I'm still with chance based even though range was my first idea too. I overall like the idea of reducing the risk, still think the game would be more fun with it

I like the the 80% chance, no reason it has to be 50/50 or anywhere near there. Whatever increases the odds of survival.

Floating point disruption mechanics seem ok, , with warp disrupter upgrades for the lows and a few new skills, or even conversion of the old one to chance instead of capacitor they would work like a lot of other systems

How about converting it to a high slot? I always feel like I been hit with a gun more-so than any turret ever made me feel:)
Mayhaw Morgan
State War Academy
Caldari State
#74 - 2013-09-20 19:00:22 UTC  |  Edited by: Mayhaw Morgan
BigSako wrote:
The best way to defend against getting warp scrambled/disrupted is being smart about how you fly your ship and be awake.


What does being smart or dumb or tall or drunk or bald . . . have to do with my ship being unable to fly away because someone is warp disrupting me?
Daichi Yamato
Jabbersnarks and Wonderglass
#75 - 2013-09-20 20:30:55 UTC
Mayhaw, u silly.

Mayhaw Morgan wrote:


Did you mean to say "so it suits YOUR PVP, but I have to suffer?"?


The Op was referring to one type of PvP, fleet fights. The vast majority of other PvP uses points, and that is what i was referring to. u fall so short of making a decent retort.


Quote:
How does targeting -> activating interdiction module equate to skill? And, what do you mean by "tactical"? There are many different tactics even for the same exact ship, letalone entire fleets.


u must be the type of player that just presses 'approach' and then activates all his modules. thats if u PvP at all.

tactical is micro managing. range control, cap control, traversal control, the timing of mods. Basically individual gameplay all comes under tactical gameplay. its what u get a lot of in small scale fights, where as fleet fights are much less tactical, where u turn up and press F1 at whatever ur FC tells u to target. its not so individual gameplay.

one example of pilot skill and maintaining point being important isa kiting ship engaging a close brawler. the kiter tries to keep his opponent at maximum point range to keep his range advantage. However, this carries the risk that the other player may just stop chasing and turn around. If u dnt notice him change course, u can run urself out of point range and let him free before u make the kill. it takes good PILOT skill to maintain this, it is not something u can train in game. Overheating allows some margin of error, but u cant overheat forever. its something else u must micro manage.

Another example may be, when under neuting pressure, timing the activation of a cap charge moments before the point timer expires. thus ensuring u have some cap, even when heavily neuted, to keep the point running.

pilot skill is a thing, and it exists.


Quote:
1)How does a new player having to sit there and tank damage FOREVER empower them? You seem to be painting a picture of some new Golden Boy player running up on a savvy low sec pirate and holding him down while barely managing to whittle down his tank and avoid the pirate's fleet/corp/alliance mates, and that's a cool story, but maybe you should log in and play the game to see how that ACTUALLY plays out. Then you might change your opinion.
2)Noobs don't make good tacklers, not even with the current mechanics. They're cannon fodder, very useful cannon fodder performing an invaluable function, but . . . I don't see how they would fare any worse than they do now. The only difference would be that their extra warp disrupt cycles might actually matter and losing them might actually turn the tide of a fight. As it is now, they tend to run up and tackle something for long enough to allow other players to get onto grid. Then they usually explode inconsequentially. If interdiction were chance based, teaching/helping them to stay alive might become an actual priority, because it would increase the odds of maintaining points on the target.
3)"Tactical" play involves using tactics. If every "tactic" involves warp scrambling/disrupting/interdicting your opponent, that might be an indication that interdiction is very heavily weighted in the game, some might even say imbalanced.


1) its a difficult spot to be in, and theres not much u can do. The vet rapier is always going to have more control than some noob 1v1. so instead of wandering around alone, why doesn't he work with his friends, tackle the rapier (or at least try) and turn the tables.

2) just holding something on grid until a meatier ship can arrive is very useful. after that the tackler has done his job and will be praised. if he dies, we replace his ship and he still gets on the KB of something more expensive than him. if he doesnt die, great. if warp disruption chance becomes skill based, then noob tacklers will have the worst possible chance, making many of their efforts futile. it will not increase their survivability seeing as they will be ordered to keep trying to tackle until the big guns arrive or they die. noob tacklers are not put into inexpensive ships for nothing.

3) disrupting warp is imbalanced? i dnt even know where to begin. if there was no point, anyone could warp away the second they feel like they are losing. it is essential to prevent someones escape if u cannot alpha them in an instant. if ur THAT afraid of point, fit warp core stabs in all ur ships. failing that, stay away from all other players. this game doesnt seem to be for u at all

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

Daichi Yamato
Jabbersnarks and Wonderglass
#76 - 2013-09-20 20:41:47 UTC
Quote:
If someone wants to fly their internet spaceship around, why shouldn't they be able to just because you say so? Why should they have to carry around such specialized equipment as ECM drones to do that? (Not every ship has a drone bay and not every noob can use ECM drones.) Shouldn't the burden be on the person trying to stop them? And, how much of a burden should stopping someone be? Have you ever tried to stop someone from running away? How about someone bigger? How about a horse? A truck? A freight train?

If you will, search your own personal knowledge base. Is there any equivalent to "tackling" anywhere in your memory of history, militarily, technologically, commercially, biologically? A lion cannot webify a gazelle. An F-15 cannot warp scramble a Mig 29. The police do not bubble a bank robber. A pawn cannot warp disrupt the opposing queen to keep it from moving across the board.

I think that somewhere in MMO history, some dev got pissed off that he couldn't catch and pwn some frisky player and decided he would put in a snare mechanic so that he didn't have to. And now it is standard for every MMO to put mechanics in place to make players "fight honorably" by not moving/running away.


this really solidifies that u dnt get eve.

the burden IS on the attacker, he must fit a point. a module that is CPU and capacitor intensive, uses up a slot and has no other purpose other than to keep the opponent on grid (save for the scram turning off mwd's). they dnt even affect the speed of ur ship.

the defender can fit warp core stabs to counter it. its not that hard.

as for tackling or lack there of in other games and scenarios, u may try and tackle vehicle by destroying/shooting its propulsion system. this is not yet a feature in eve, but it happens in other games and i suppose in RL. in other MMO's and games all ur opponents are in an enclosed arena. some games even have u die if u try to leave. this is not the case in eve, with uncountable grid possibilities, ur target has limitless places to warp to at the push of a button. keeping him on grid with u is very important for locking them into any kind of fight.

honor has nothing to do with it. this is eve.

if u dnt get it by now, then i'm sorry. i give up on u.

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

Busta Rock
The DawnSoarers
#77 - 2013-09-20 23:01:29 UTC  |  Edited by: Busta Rock
how's about making damps, remote sensor boosters, warp disrupters/scramblers and webs actually have a falloff, as opposed to just having a range then nothing. this way, a certain meta item would have an optimal where 100% of it's effect would BE in effect, and of course it would have less effect out to the edge of its' falloff (progressively worse as range increases).

nevermind... I just saw that it had been mentioned elsewhere in the thread.
Liltha
Lost My Way Enterprises
#78 - 2013-09-21 03:53:33 UTC
Mayhaw Morgan wrote:
[quote=Daichi Yamato]

If you will, search your own personal knowledge base. Is there any equivalent to "tackling" anywhere in your memory of history, militarily, technologically, commercially, biologically? A lion cannot webify a gazelle. An F-15 cannot warp scramble a Mig 29. The police do not bubble a bank robber. A pawn cannot warp disrupt the opposing queen to keep it from moving across the board.

I think that somewhere in MMO history, some dev got pissed off that he couldn't catch and pwn some frisky player and decided he would put in a snare mechanic so that he didn't have to. And now it is standard for every MMO to put mechanics in place to make players "fight honorably" by not moving/running away.


Depends on how specifically you get stuck on the concepts of webbing and scrambling. There is a huge list of things that were developed specifically for the idea of stopping people or preventing them from running away. A short list of examples to follow

Caltrops
Spike strips
Quick walls (police pull them across the road to make fast roadblocks, name is probably wrong)
Any number of various designs of mancatcher
Leg irons
Weighed Nets
Chain weapons and whips could be on here as well in some uses

Depending on how you view it, pit traps and barbed wire could be added to the list, along with any number of weapons designed to disable someone non-lethaly

Armies and Police have always looked for ways to keep their opponents from escaping, this is certainly not an idea that was newly thought up by some game developer
Mayhaw Morgan
State War Academy
Caldari State
#79 - 2013-09-21 05:23:06 UTC
Daichi Yamato wrote:
The Op was referring to one type of PvP, fleet fights. The vast majority of other PvP uses points, and that is what i was referring to. u fall so short of making a decent retort.


I just re-read the original post and it doesn't seem to be specifically referring to large fleet engagements.
Also, the "vast majority" of other PVP is probably overstating it. I've been 1-shotted enough times to know that a point isn't ALWAYS necessary. The only question is: How often is it necessary? I don't think the answer to that question is "the vast majority of times", but I concede it may very well be a majority.

Daichi Yamato wrote:
pilot skill is a thing,


Pilot skill is definitely a "thing", but skillpoints are also a thing. Luck is also a thing. Numbers are also a thing. Equipment is also a thing. I am reminded of the verse in Ecclesiastes: "I returned, and saw under the sun, that the race is not to the swift, nor the battle to the strong, neither yet bread to the wise, nor yet riches to men of understanding, nor yet favor to men of skill; but time and chance happeneth to them all."

"player skill" is a great, feel-good narrative for people to tell themselves every time they get a kill. However, unless CCP has made a supernaturally fair and well balanced, perfect game, the "player skill" narrative is not an entirely accurate representation of why engagements are won or lost. Sorry.

Daichi Yamato wrote:
if there was no point, anyone could warp away the second they feel like they are losing. it is essential to prevent someones escape if u cannot alpha them in an instant.


So? Are you familiar with the term "guerilla warfare"? In guerilla warfare, you don't even wait to start losing. You just sneak up on them. Hit them as hard as you possibly can. Then, you **** off. With things like cruise missiles and sniper rifles and artillery and land mines, you don't even need to get away, because you are so far away to begin with when the strike is delivered, that you are essentially pre-gone. This idea that your opponent should be forced by game mechanics to stand there and duke it out with you is bewildering to me, honestly, and I think it stems from people's sense of entitlement to being in a "fair" circumstance.
So, but, WHY should a gazelle have to stand and fight a lion? WHY should a Mig 29 have to dogfight an F-15? WHY should that bank robber have to take on a city's entire police force? WHY should that pawn be able to disable the queen? And, how easily?

Daichi Yamato wrote:
the burden IS on the attacker, he must fit a point . . . the defender can fit warp core stabs to counter it.


Maybe you should compare those two modules. They're not really on par with one another. Maybe if they WERE equally useful . . .
Roime
Mea Culpa.
Shadow Cartel
#80 - 2013-09-21 08:00:18 UTC  |  Edited by: Roime
Mayhaw Morgan wrote:
Daichi Yamato wrote:
The Op was referring to one type of PvP, fleet fights. The vast majority of other PvP uses points, and that is what i was referring to. u fall so short of making a decent retort.


I just re-read the original post and it doesn't seem to be specifically referring to large fleet engagements.
Also, the "vast majority" of other PVP is probably overstating it. I've been 1-shotted enough times to know that a point isn't ALWAYS necessary. The only question is: How often is it necessary? I don't think the answer to that question is "the vast majority of times", but I concede it may very well be a majority.


It is required every time when your opponent wants to bail out of the battle that is going south form him. This is majority of engagements, people try and will evade ship loss if they can. Hell, it happens all the time even with binary point modules.

You are on to something about 1-shotting- in an EVE with random points, alpha would be the only viable weapon. A smaller ship would never kill a bigger ship. You would always need a gang to kill any stronger ship. No need for ceptors, dictors, hictors or bubbles any more, you can also remove logistics since every fleet is alpha fleet.

Quote:


Pilot skill is definitely a "thing", but skillpoints are also a thing. Luck is also a thing. Numbers are also a thing. Equipment is also a thing. I am reminded of the verse in Ecclesiastes: "I returned, and saw under the sun, that the race is not to the swift, nor the battle to the strong, neither yet bread to the wise, nor yet riches to men of understanding, nor yet favor to men of skill; but time and chance happeneth to them all."

"player skill" is a great, feel-good narrative for people to tell themselves every time they get a kill. However, unless CCP has made a supernaturally fair and well balanced, perfect game, the "player skill" narrative is not an entirely accurate representation of why engagements are won or lost. Sorry.


Yes, luck is always a thing in everything, open world PVP game is not an exception. However a skilled player works to reduce the effect of pure luck, just as player skill is required to take any advantage of SP and equipment. It's less the absolute quality of equipment, than using the right tools properly for a given task.

Quote:
So? Are you familiar with the term "guerilla warfare"? In guerilla warfare, you don't even wait to start losing. You just sneak up on them. Hit them as hard as you possibly can. Then, you **** off. With things like cruise missiles and sniper rifles and artillery and land mines, you don't even need to get away, because you are so far away to begin with when the strike is delivered, that you are essentially pre-gone.


RL is lacking one crucial game mechanic- warp drives. There's no button you can push that makes you invulnerable and teleports you to other side of galaxy in seconds. Also, humans don't have much EHP, they tend to get one-shot.

Furthermore guerrilla gameplay already exists in game, bomber and alphanado fleets. Even though bombers often employ tackle

Quote:
This idea that your opponent should be forced by game mechanics to stand there and duke it out with you is bewildering to me, honestly, and I think it stems from people's sense of entitlement to being in a "fair" circumstance.
So, but, WHY should a gazelle have to stand and fight a lion? WHY should a Mig 29 have to dogfight an F-15? WHY should that bank robber have to take on a city's entire police force? WHY should that pawn be able to disable the queen? And, how easily?


It's not forcing by game mechanics, it's offering the players a chance against the power of warp drives, a basic mechanic. It works in both directions, the opponent also tackles you in engagements and kills you if the cans. I think your opposition to tackle stems from your sense of entitlement to being in a "fair" circumstance.

Basically without points, PVP would be only about getting the lock first and alphaing your enemy before he warps out, engagements lasting always just a few seconds.

Sounds like fun to everyone.

.