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Idea for webbing change

Author
Lacun Motabilum
Shadow Brokers
#1 - 2013-11-29 17:32:27 UTC
The impending changes to the Serpentis web bonus discusses here made me think about possible solutions.

Fozzie states:
Quote:
One thing I can say for sure though is that we consider the solo Daredevil and the force multiplier Vindicator to both be too strong in their current states, and that we recognize that the primary source of their disproportionate power is the web bonus (for different reasons as I said above).


I think if we changed how webs work we can address both the range control and damage application concerns.

My understanding of the equation is that at some point the thrust provided by the prop mod is divided by the total mass of the ship. I propose adding a new element to the equation that webs manipulate, a mass multiplier. Say a T1 web applies a mass multiplier of 3, and a T2 of say 4. The result would be the ab/mwd of the the target would be roughly 1/3 and 1/4 as effective respectively.

By affecting only the prop mod we prevent the larger ships from applying disproportionate amounts of dps on smaller targets. This change also allows smaller faster ships to still control range, but within reason, as ships that are natively faster will have a much more pronounced advantage.

By adding a new element to the equation instead of actually affecting mass we prevent possible abuse in wh's.

My initial thoughts were to start much more severe than 3 and 4 on the mass multiplier, but I figured it would be best to start conservatively and see what people think.

Gigan Amilupar
Viziam
Amarr Empire
#2 - 2013-11-29 20:35:28 UTC  |  Edited by: Gigan Amilupar
What you seem to be suggesting is that we make it so that webs less affect the inherent speed of the ship and rather are changed into a platform that reduces the effectiveness of prop mods by altering their mass calculations (at least partially). This is an interesting concept but I'm not entirely sure if it's a good idea, and here's why:

1) Having webs focus more on prop mods to allow faster ships to retain the advantage isn't necessarily bad. I think that, if anything, it would bring a more balanced approach to the current combat situation where once you have tackle up the tackling fleet can easily close distance. In a situation where only the prop mod is affected good flying can still affect the outcome of the fight to some extent as you would retain the ability to at least kind of keep your transversal up against slower or larger ships relying on the fast tackle. It still wouldn't be terribly effective against same-gun-size platforms (read: Destroyers) but it would help a frigate versus cruisers or cruisers vs battleships, partially, at least.

2) On the down side, it causes problems for PvE. While yes, most things are balanced around PvP capability we should consider the PvE ramifications, if only for those who run incursions. I think it's fair to say that changing webs to affect prop mods more then the speed of the ship itself would drastically reduce the ability of ships that rely on webs to apply their damage at close range to frigates and other small craft that get under their guns. This could be compensated for by having fleet mates shoot at the NPCs orbiting the ship that cannot hit thanks to the NPCs transversal, but this can already be done to an extent, and therefor does little to change webs capacity as a force multiplier, which is one of the concerns that CCP has with the current state of webs (the 90% webs in particular). It would also further solidify missile boats as the solo PvE ships of choice, and I don't think that is a particularly good thing.

This all said, CCP may very well only be concerned about the way webs multiply force in PvP, not PvE activities such as incursions. If this is the case then changing webs to primarily affect prop mods may be an effective solution. There can be no debate about it though, it would be a nerf to webs. In their current form, webs simply reduce target speed by a percentage (60% on non-bonused webs). This means that large ships can effectively use webs to stop small ships transversal and use their guns to hit them. This kind of mechanic is inherently in the larger ships favor, as the smaller engagement range of small craft requires them to get closer to their target, and inside of their web range frequently. If you combine this with boosts extending web range then suddenly small ships have no chance. And while this is not really game breaking for PvE it definitely reduces the use of small ships against large ships in PvP. If there is a demographic affected by this change, it is without a doubt solo players who take advantage of webs to kill smaller ships (i.e. the solo double web blaster fit talos).

If anything, I would be concerned that this would reduce the ability for ships to tackle ships that have over-fit ABs, as I feel that changing the mass equation would not slow a ship with a over-fit AB nearly as much as a web currently does. It would however be a slight buff to MWDs and would help enforce scrams as the hard counter to them.

Personally I don't think that we should entirely remove a webs effect on ship speed, but rather redistribute the power of the web towards this method a bit if it were to be implemented, lest it be too much of a nerf to webs. All in all though, an interesting idea, and I would love to see a number comparison if anyone feels like figuring it out (I don't really want to).

Edit: I also think it's worth adding that this is merely an analysis of webs in the context of PvE and PvP, not an analysis of the ships that use them. Whether or not ships that currently get web bonuses would need a buff to compensate for the new stats and whether or not that "homogenizes" them is an entirely different debate.
Lacun Motabilum
Shadow Brokers
#3 - 2013-11-30 00:11:24 UTC
Thanks for the well thought out response. Your first point echoes my thoughts almost exactly.

As for PVE, I think what bother Fozzie ( and myself ) is large ships applying full or nearly full dps to smaller targets, and those small targets (especially under a bonused web) not having any recourse. I dont see why these concerns should apply only when the frigate is piloted by a capsuleer. A frigate should be a hard target for a BS to hit regardless of the pilot (assuming its not sitting still or keeping a low transversal). Also missiles are an entirely different discussion, but for the record I believe large missile systems apply damage to smaller ships far too well.

Regarding oversized prop mods, I'd have to actually run some numbers, which I dont have the time to right now, but I will at some point and update this thread with what I find. However, I do know that equivalent prop mods of all sizes add the same thrust and mass ratio, so if the mass is applied to simple mass multiplier, the new version of webs would reduce the speed bonus of all prop mod sizes by roughly the same percentage. The mass multiplier would also scale much quicker as multiple webs are applied. So instinctively I think dealing with oversized prop mods would be slightly easier, but I do want to run the numbers anyway.
Vizvig
Savage Blizzard
#4 - 2013-11-30 00:26:10 UTC
wow, this is too smart.

CCP just reduce range and strength instead.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#5 - 2013-11-30 00:40:59 UTC  |  Edited by: Kirimeena D'Zbrkesbris
I see a lot of problems and unintended (ab)uses of mass multiplier as mass affects both max speed and agility of ships.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Gigan Amilupar
Viziam
Amarr Empire
#6 - 2013-11-30 00:50:54 UTC
Kirimeena D'Zbrkesbris wrote:
I see a lot of problems and unintended (ab)uses of mass multiplier as mass affects both max speed and agility of ships.


The idea is that webs would add a multiplier to the mass part of the equation for prop mods, thus reducing their usefulness, not affect the target ships mass.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#7 - 2013-11-30 01:06:51 UTC
Gigan Amilupar wrote:
Kirimeena D'Zbrkesbris wrote:
I see a lot of problems and unintended (ab)uses of mass multiplier as mass affects both max speed and agility of ships.


The idea is that webs would add a multiplier to the mass part of the equation for prop mods, thus reducing their usefulness, not affect the target ships mass.

There is no mass part equation for prop mods, they simply add mass to the ship's upon activation of said prop module. With your suggestion they will add a bit more but overall effect will be less than you think, but agility will suffer none the less.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Gigan Amilupar
Viziam
Amarr Empire
#8 - 2013-11-30 01:40:36 UTC  |  Edited by: Gigan Amilupar
Kirimeena D'Zbrkesbris wrote:
Gigan Amilupar wrote:
Kirimeena D'Zbrkesbris wrote:
I see a lot of problems and unintended (ab)uses of mass multiplier as mass affects both max speed and agility of ships.


The idea is that webs would add a multiplier to the mass part of the equation for prop mods, thus reducing their usefulness, not affect the target ships mass.

There is no mass part equation for prop mods, they simply add mass to the ship's upon activation of said prop module. With your suggestion they will add a bit more but overall effect will be less than you think, but agility will suffer none the less.


Are we sure about that? Lets think about how the prop mod actually adds speed. If it was just based off of percentage (i.e. the 135% from ABs) then over-fitting a larger AB on a ship wouldn't actually make a ship move faster then the normal sized AB, that is to say, 100mn AB wouldn't make you go any faster then a 10mn AB, it would just have higher thrust and thus push you to your maximum speed faster (more acceleration). But since we see a oversized prop mod boost your speed higher on a ship then its regular sized one we can safely assume that mass or inertia has to be taken into account with how much faster you actually go, unless we assume that every ship (or class of ships) has a specific modifier that works with or against it's particular size of prop mod. At least, that's how I see it. By all means though, if anyone has the equation and can show it to settle this then post it; the more we understand the mechanics the better we can propose changes.

Also this concept isn't my suggestion, it's the OPs.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#9 - 2013-11-30 02:28:17 UTC  |  Edited by: Kirimeena D'Zbrkesbris
Gigan Amilupar wrote:
By all means though, if anyone has the equation and can show it to settle this then post it; the more we understand the mechanics the better we can propose changes.

without taking skills, other modules and implants into account as they are simple modifiers:
SpeedWithPropMod = speed * (1 + AB or MWD boost*(thrust / ship mass)) where ship mass = base ship mass + AB or MWD penalty + armor plates' (if any) penalty

Example Scimitar with T2 100mn AB @ all5:
ship mass: 12,090,000
speed w/o AB: 316.25
AB speed bonus: 1.6875
AB thrust: 150,000,000
AB mass penalty: 50,000,000

316.25m/s * (1 + 1.6875*(150,000,000/ 62,090,000) = 1605.52 m/s // matches EFT numbers

So, looking at OP's suggestion it will seriously affect only ships with oversized prop mods (unless he meant overall ship's mass). But then Ship's mass affects its acceleration and bumping and wormholes...

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Endovior
PFU Consortium
#10 - 2013-11-30 03:16:16 UTC
Kirimeena D'Zbrkesbris wrote:
math

I see how the formula works, but I don't see how that invalidates OP's suggestion (that said, I certainly read it as "increase the overall ship's mass", since "increase only the specific mass penalty applied by prop mods, and not the identical mass penalty applied by armor plates and such" is a really odd reading). OP is proposing that webs will affect the mass of their targets, which will affect the propulsion's velocity factor... which will, in fact, degrade the speed factor. Naturally, this will really quite seriously affect the speed factor of ships with oversized prop mods. That said, the OP's numbers were obviously preliminary. Given the way the formula works, it's clearly possible to assess web values which affect the mass of ships in such a way as to meaningfully impact the effect of prop mods, and the only question is what values should actually be used.


Gigan Amilupar wrote:
Personally I don't think that we should entirely remove a webs effect on ship speed, but rather redistribute the power of the web towards this method a bit if it were to be implemented, lest it be too much of a nerf to webs.

Agreed. Rebalancing webs to affect the velocity granted by prop mods more seriously than they do the unmodified velocity would be an interesting change... but modifying them to ONLY affect that velocity would be a serious nerf. I don't know if rats and such even use those calculations normally... so if the web rebalance ultimately winds up being "webs are less effective normally, but more effective only against player ships fit in a certain (albeit ubiquitous) way", the PvE crowd will whine endlessly (admittedly, they do that anyways). It'd probably help if it was more obvious when ships are and aren't using prop mods, and in particular for NPC ships of various types to have prop mods that they use for positioning advantage, against which PvE players could leverage the mass-factor-increasing properties of the new webs.
Lacun Motabilum
Shadow Brokers
#11 - 2013-11-30 06:44:23 UTC
Kirimeena D'Zbrkesbris wrote:
Gigan Amilupar wrote:
By all means though, if anyone has the equation and can show it to settle this then post it; the more we understand the mechanics the better we can propose changes.

without taking skills, other modules and implants into account as they are simple modifiers:
SpeedWithPropMod = speed * (1 + AB or MWD boost*(thrust / ship mass)) where ship mass = base ship mass + AB or MWD penalty + armor plates' (if any) penalty

Example Scimitar with T2 100mn AB @ all5:
ship mass: 12,090,000
speed w/o AB: 316.25
AB speed bonus: 1.6875
AB thrust: 150,000,000
AB mass penalty: 50,000,000

316.25m/s * (1 + 1.6875*(150,000,000/ 62,090,000) = 1605.52 m/s // matches EFT numbers



your equation matches my understanding as well, what i am envisioning in terms of the equation is adding a multiplier to the total mass calculation in the denominator of the last element of that equation. So, assuming a T2 web applies a 10x multiplier the equation from your example above works out as follows:

316.25m/s * (1 + 1.6875*(150,000,000/ (62,090,000 * 10)) = 445.18 m/s

The beauty of this solution though is that it affects prop mods of different sizes almost equally since the ratio of thrust and mass that prop mods generate is roughly the same.

The equation below is the same scenario as above only with a 10NM AB under the influence of one of the new webs instead of a 100NM AB.

316.25m/s * (1 + 1.6875*(15,000,000/ (17,090,000 * 10)) = 363.09 m/s

In both cases a single web using the proposed changes is more severe than current mechanics, and by a fairly wide margin (T2 web on 100mn ab with current mechanics leaves top speed at 642.21). However, since the drawbacks affect only prop mods the total speed will never drop below its 316 base.

Personally, I think leaving it there would be fine, but if we can think of a creative way to slow down a ship further while still preventing it from being an I-win button for larger ships attacking smaller ships I am all ears.
Otto Schultzky
Garoun Investment Bank
Gallente Federation
#12 - 2013-11-30 06:47:04 UTC  |  Edited by: Otto Schultzky
I would rather see webs reduce percentage thrust output then temper with mass that is added by propulsion modules, due to potential miss use of mass.
Gigan Amilupar
Viziam
Amarr Empire
#13 - 2013-11-30 10:32:38 UTC  |  Edited by: Gigan Amilupar
Lacun Motabilum wrote:
Kirimeena D'Zbrkesbris wrote:
Gigan Amilupar wrote:
By all means though, if anyone has the equation and can show it to settle this then post it; the more we understand the mechanics the better we can propose changes.

without taking skills, other modules and implants into account as they are simple modifiers:
SpeedWithPropMod = speed * (1 + AB or MWD boost*(thrust / ship mass)) where ship mass = base ship mass + AB or MWD penalty + armor plates' (if any) penalty

Example Scimitar with T2 100mn AB @ all5:
ship mass: 12,090,000
speed w/o AB: 316.25
AB speed bonus: 1.6875
AB thrust: 150,000,000
AB mass penalty: 50,000,000

316.25m/s * (1 + 1.6875*(150,000,000/ 62,090,000) = 1605.52 m/s // matches EFT numbers



your equation matches my understanding as well, what i am envisioning in terms of the equation is adding a multiplier to the total mass calculation in the denominator of the last element of that equation. So, assuming a T2 web applies a 10x multiplier the equation from your example above works out as follows:

316.25m/s * (1 + 1.6875*(150,000,000/ (62,090,000 * 10)) = 445.18 m/s

The beauty of this solution though is that it affects prop mods of different sizes almost equally since the ratio of thrust and mass that prop mods generate is roughly the same.

The equation below is the same scenario as above only with a 10NM AB under the influence of one of the new webs instead of a 100NM AB.

316.25m/s * (1 + 1.6875*(15,000,000/ (17,090,000 * 10)) = 363.09 m/s

In both cases a single web using the proposed changes is more severe than current mechanics, and by a fairly wide margin (T2 web on 100mn ab with current mechanics leaves top speed at 642.21). However, since the drawbacks affect only prop mods the total speed will never drop below its 316 base.

Personally, I think leaving it there would be fine, but if we can think of a creative way to slow down a ship further while still preventing it from being an I-win button for larger ships attacking smaller ships I am all ears.


So, I just did the math for your two equations and moved the variable from the mass to the speed modifier, that is I moved it from:

SpeedWithPropMod = speed * (1 + (AB or MWD boost)*(thrust / ship mass(X))) where X = 10

to

SpeedWithPropMod = speed * (1 + (AB or MWD boost)*(x)*(thrust / ship mass)) where x = 0.1

In both these circumstances I get the same numbers as you. However, I've noticed a problem. The propulsion equation is probably going to have to check for a web value when it's active, which means that we cannot have an X value of zero. Because of this, our equation changes from:

SpeedWithPropMod = speed * (1 + AB or MWD boost*(thrust / (ship mass(X))))

to

SpeedWithPropMod = speed * (1 + AB or MWD boost*(thrust / (ship mass*(1+X))))

Where the value of X would be the desired reduction -1. That is to say, to reduce the thrust/ship mass multiplier value to 10% of it's original value you would add a web modifier (the X value) of +9.

It's because of this reason that we have to make it a bit more complicated to move X to the speed boost modifier part of the equation. In order to do so, we would need to rewrite it as:

SpeedWithPropMod = speed * (1 + (AB or MWD boost)*(1-X)*(thrust / ship mass)). In this version of the equation, in order change the modifier to 10% as we would like in the previous one the X value would have to be set at 0.9.

For a proof, it looks like this with the above example (for both versions):

316.25m/s * (1 + 1.6875*(150,000,000/ (62,090,000 * (1+X))) = 445.18 m/s where X = 9
316.25m/s * (1 + 1.6875*(15,000,000/ (17,090,000 * (1+X))) = 363.09 m/s where X = 9

and

316.25m/s * (1 + (1.6875)*(1-X)*(150,000,000/ (62,090,000)) = 445.18 m/s where X = 0.9
316.25m/s * (1 + (1.6875)*(1-X)*(15,000,000/ (17,090,000)) = 363.09 m/s where X = 0.9

I guess ultimately it doesn't matter how the modifier is implemented then. Since this is solely the the prop mod speed equation it shouldn't have and effect on wormholes and the like, but it can just as easily have the modifier bundled with the prop boost, so whatever CCP would feel more comfortable doing. Still think that a partial benefit to this in addition to the current way webs reduce speed would be the best solution to the issue, and I think that it would also offer to most flexibility in terms of HOW a web slows it's target down (and therefor what targets it slows down) which is a plus in the grand scheme of balance. And finally, as shown, this modifier can be used as an interesting counter to over-fit AB fits without gimping a small ships ability to engage a larger one too much, depending on how exactly these values are scaled.

+1 for a good idea, and a thread that has been educational for me.
Roime
Mea Culpa.
Shadow Cartel
#14 - 2013-11-30 11:09:24 UTC
Another option would be to leave webs as they are, or at least try and come up with at least a single reason to change anything about them.

.