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Player Features and Ideas Discussion

 
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Mass Cap Blob = WH Style Nerf Bat ?

Author
AFK Hauler
State War Academy
#1 - 2014-01-20 15:56:52 UTC
Taken from The Backstory

Quote:
Some Titans are so massive they are capable of disrupting the tides of planets.



If they are massive enough to affect planets by being in system, then a mass of 10 would be devastating let alone 100 of them.

Mass titan blob should force a negative effect in system that makes using them (up to a set point) a diminishing return investment.

If one goes down- jump in a replacement, but keep the numbers in check to reduce server strain. (I know.. .it's the drones fault for server lag, just read the idea)

Mass Titan blobs should cause WH affects and crap out everyone's ability to shoot/repair/target/cap recharge.

This can be taken to the extreme for super control of system numbers. One Titan in Fleet for the 255 other pilots and the titan negates the effects it causes with a limit of 10 or so titans in the system. All others pilots are affected by the system WH-style debuffs and result in less ships on-grid - less lag on the node.

If the titan in the fleet is popped, all pilots in that fleet feel the effects of the system state until the number of titans on system are brought back into check.

Of course you can bring in 100 titans in the system, but the negative system affects will make it so that the investment becomes worthless.

Say there are 10 Titan fleets active in the system. That's 2560 players going at one another without any system effects.
Bring in titan number 11, and the system feels its first affect, say 10% reduction in all shields, armor,and hull HP for every ship in the system - same as W-space. for the players not in the fleet with a Titan, the effect would be Titan number 20 at this point.
Bring in another, and another affect kicks in, say 10% reduction in Cap recharge and cap transfer.
Titan 12, 20% Cap reduction for recharge/transfer
Titan 13, 30% Cap reduction for recharge/transfer
Titan 14, 40% Cap reduction for recharge/transfer
Titan 15, 50% Cap reduction for recharge/transfer
Titan 16, 10% Drone hp/tracking/range reduction -Plus 50% Cap recharge rate and cap transfer efficiency
Titan 17, 20% Drone hp/tracking/range reduction -Plus 50% Cap recharge rate and cap transfer efficiency
Titan 18, 30% Drone hp/tracking/range reduction -Plus 50% Cap recharge rate and cap transfer efficiency
Titan 19, 40% Drone hp/tracking/range reduction -Plus 50% Cap recharge rate and cap transfer efficiency
Titan 20, 50% Drone hp/tracking/range reduction -Plus 50% Cap recharge rate and cap transfer efficiency
etc...
...
Titan 100... No armor repair, no shield repair, no cap transfer, 90% reduction in shield capacity, 90% reduction in armor HP, range and falloff 500% normal (except drones because we all hate drones, right?) 500% weapon damage bonus, and loss of ability to cyno into the system and stargetes go offline into the system.

Yeah - things will die fast in a fight with 100 Titans, but that's the idea. It's not worth it to blob with supers is the system cannot take the stress.


The mix and type of system affects can and should change based on specific game mechanics. Say you drop an Amarr titan on the field first. Then the system affect follow a specific pattern based on Amarr. This would encourage the use of a Titan to set the battle escalation parameters and buffing affects, but discourage the blob of titans.


You get the idea.
I like big fights, but I hate lag more. The sandbox has reached its pilot limit and there is no sand for you.

This would allow for some very interesting mechanics to use in large scale fights. Do you commit more titans at the cost of possible reduction in capabilities? Can you use this mechanic to harm your opponent more than yourself? Should this be limited to Titans? Super capitals in general cause this affect, but at much higher numbers?

Titans have always been viewed as the end game ship for pilots to strive for because of their perceived cost and capabilities. CCP has not found a counter to their proliferation besides nerfing tracking and limit DD use to capital ships. After HED-GP, we need another mechanic to bring fleet sizes back to manageable game play.



TL;DR: Lots of Titans force system wide affects like a WH. Being in a fleet with a Titan negates these affects up to a specific number of titans. More Titans means worse affects for the system to fight eventually leading up to conditions of rapid ship loss brawl fest.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2014-01-20 16:05:05 UTC
But we want titans to actually be used, so that they die more. Making them literally worthless is not the way to ensure death to all supercaps.
AFK Hauler
State War Academy
#3 - 2014-01-20 16:08:28 UTC
Danika Princip wrote:
But we want titans to actually be used, so that they die more. Making them literally worthless is not the way to ensure death to all supercaps.



They are not worthless if you use them correctly - as described - to negate affects of the system against fleets that do not have a titan in their fleet.

Up to a set point.

This encourages the use of titans, but discourages the blobbing of said titans.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#4 - 2014-01-20 16:17:17 UTC
All lore aside, but a 18km ship (Rag) cannot influence a planet. It can very well influence the biosphere and the surface structure by Doomsdaying, but not the planet itself. If they could influence orbits/inclination and such, what about the 90km stations in moon orbits or planet orbits? Roll Some elements of the backstory just make no sense, just as current planet and star stats; thus the backstory should not be used as justification for such ideas...

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Swiftstrike1
Swiftstrike Incorporated
#5 - 2014-01-20 16:33:43 UTC
I could be wrong, but i thought that supercaps usually flew around in their own fleets without any pesky subcaps. It helps to keep out spies and awoxers if you are required to ante-up your own supercap to get into the fleet.

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

AFK Hauler
State War Academy
#6 - 2014-01-20 19:36:22 UTC
Rivr Luzade wrote:
All lore aside, but a 18km ship (Rag) cannot influence a planet. It can very well influence the biosphere and the surface structure by Doomsdaying, but not the planet itself. If they could influence orbits/inclination and such, what about the 90km stations in moon orbits or planet orbits? Roll Some elements of the backstory just make no sense, just as current planet and star stats; thus the backstory should not be used as justification for such ideas...




Lore is what it is. Titans are supposed affect planets tides - by themselves. 100 Titans? I see a solar anomalies reasonable for 10 Titan mass in the system.

Maybe CCP should make the Cap ship model the actual size so as to make it near impossible for wrecking ball to work due to spatial constraints.

The models are not drawn to actual size, bummer, I know.
Grath Telkin
Amok.
Goonswarm Federation
#7 - 2014-01-20 19:52:43 UTC
AFK Hauler wrote:
Danika Princip wrote:
But we want titans to actually be used, so that they die more. Making them literally worthless is not the way to ensure death to all supercaps.



They are not worthless if you use them correctly - as described - to negate affects of the system against fleets that do not have a titan in their fleet.

Up to a set point.

This encourages the use of titans, but discourages the blobbing of said titans.


No it doesn't, it discourages the use and no amount of word spin you can put on it changes the fact that your idea is simply punishing the 2000ish people that have titans.

For what, because you have crappy FC's that cost you a dread?

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Unsuccessful At Everything
The Troll Bridge
#8 - 2014-01-20 20:03:13 UTC
Grath Telkin wrote:
For what, because you have crappy FC's that cost you a dread?



Are you a carpenter? Because you hit that nail right on the head.

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

NearNihil
Jump Drive Appreciation Society
#9 - 2014-01-20 20:49:57 UTC
When I read the title, I imagined cynos with a mass limit. Left disappointed.
AFK Hauler
State War Academy
#10 - 2014-01-21 03:22:33 UTC
Grath Telkin wrote:
AFK Hauler wrote:
Danika Princip wrote:
But we want titans to actually be used, so that they die more. Making them literally worthless is not the way to ensure death to all supercaps.



They are not worthless if you use them correctly - as described - to negate affects of the system against fleets that do not have a titan in their fleet.

Up to a set point.

This encourages the use of titans, but discourages the blobbing of said titans.


No it doesn't, it discourages the use and no amount of word spin you can put on it changes the fact that your idea is simply punishing the 2000ish people that have titans.

For what, because you have crappy FC's that cost you a dread?



200? I thought there were more than that...
Punish? that's lame. If this does plays out, then there will be far more fights in more systems as the 200-ish titans can spread their capabilities to a much wider reach.

Don't be so limited in your thinking to blob mechanics only.


btw - I did not lose a cap, so your thinking is misplaced - again.

Rivr Luzade
Coreli Corporation
Pandemic Legion
#11 - 2014-01-21 09:04:35 UTC
AFK Hauler wrote:
Rivr Luzade wrote:
All lore aside, but a 18km ship (Rag) cannot influence a planet. It can very well influence the biosphere and the surface structure by Doomsdaying, but not the planet itself. If they could influence orbits/inclination and such, what about the 90km stations in moon orbits or planet orbits? Roll Some elements of the backstory just make no sense, just as current planet and star stats; thus the backstory should not be used as justification for such ideas...




Lore is what it is. Titans are supposed affect planets tides - by themselves. 100 Titans? I see a solar anomalies reasonable for 10 Titan mass in the system.

Maybe CCP should make the Cap ship model the actual size so as to make it near impossible for wrecking ball to work due to spatial constraints.

The models are not drawn to actual size, bummer, I know.


Even 100 Titans have less mass than a small asteroid like Phobos (Avatar * 100 is 2.2B tons, Phobos is ~50B tons (if I haven't made a calculation mistake)), and Phobos has no noticeable effects on Mars, which is even smaller than Earth. The only thing that can affect local space would be a device on titans, not titans themselves. Period.

Maybe CCP should put some effort into fixing the lore and/or fixing the game's objects, such as moons/planet/star stats and appearance, ship model size, etc , instead of wasting it on meaningless deployables.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Rhianna Ghost
Ghost Industries Inc.
#12 - 2014-01-21 09:19:04 UTC
Rivr Luzade wrote:

Maybe CCP should put some effort into fixing the lore and/or fixing the game's objects, such as moons/planet/star stats and appearance, ship model size, etc , instead of wasting it on meaningless deployables.


Because, obviously, the scale of masses and models of things is much more important than new gameplay possibilities or a testing ground for new mechanics that could well be the foundation of the new POS-code. Righty right...
Rivr Luzade
Coreli Corporation
Pandemic Legion
#13 - 2014-01-21 09:28:01 UTC  |  Edited by: Rivr Luzade
Rhianna Ghost wrote:
Rivr Luzade wrote:

Maybe CCP should put some effort into fixing the lore and/or fixing the game's objects, such as moons/planet/star stats and appearance, ship model size, etc , instead of wasting it on meaningless deployables.


Because, obviously, the scale of masses and models of things is much more important than new gameplay possibilities or a testing ground for new mechanics that could well be the foundation of the new POS-code. Righty right...


If only this was the case...

Much rather than meaningless, controversial new modules and dwarf step-by-step POS experiments, I would prefer to fly in a universe with this as a red giant system, for instance.

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Danika Princip
GoonWaffe
Goonswarm Federation
#14 - 2014-01-21 18:28:46 UTC
AFK Hauler wrote:


200? I thought there were more than that...
Punish? that's lame. If this does plays out, then there will be far more fights in more systems as the 200-ish titans can spread their capabilities to a much wider reach.

Don't be so limited in your thinking to blob mechanics only.


btw - I did not lose a cap, so your thinking is misplaced - again.




No there won't, because, as has always been the case, a lone titan is a dead titan.
Scuzzy Logic
Space Spuds
#15 - 2014-01-21 19:53:41 UTC
Danika Princip wrote:
But we want titans to actually be used, so that they die more. Making them literally worthless is not the way to ensure death to all supercaps.


Actually it pushes forward the idea of ''this system's titan'' and the spreading out of titans. I love it. The problem isn,t the quantity of supercaps as much as the blobbing of them.
Scuzzy Logic
Space Spuds
#16 - 2014-01-21 19:55:58 UTC
Rivr Luzade wrote:
AFK Hauler wrote:
Rivr Luzade wrote:
All lore aside, but a 18km ship (Rag) cannot influence a planet. It can very well influence the biosphere and the surface structure by Doomsdaying, but not the planet itself. If they could influence orbits/inclination and such, what about the 90km stations in moon orbits or planet orbits? Roll Some elements of the backstory just make no sense, just as current planet and star stats; thus the backstory should not be used as justification for such ideas...




Lore is what it is. Titans are supposed affect planets tides - by themselves. 100 Titans? I see a solar anomalies reasonable for 10 Titan mass in the system.

Maybe CCP should make the Cap ship model the actual size so as to make it near impossible for wrecking ball to work due to spatial constraints.

The models are not drawn to actual size, bummer, I know.


Even 100 Titans have less mass than a small asteroid like Phobos (Avatar * 100 is 2.2B tons, Phobos is ~50B tons (if I haven't made a calculation mistake)), and Phobos has no noticeable effects on Mars, which is even smaller than Earth. The only thing that can affect local space would be a device on titans, not titans themselves. Period.

Maybe CCP should put some effort into fixing the lore and/or fixing the game's objects, such as moons/planet/star stats and appearance, ship model size, etc , instead of wasting it on meaningless deployables.


Or at the very least giving us the deployables industry has been begging for ever since they were introduced.
ShahFluffers
Ice Fire Warriors
#17 - 2014-01-21 20:47:56 UTC  |  Edited by: ShahFluffers
Not to nitpick... but you should read the lore a bit more closely (even visit the wiki tech page). There are two types of Titans; the ones we have ("Promethian Class Titans") and the ones that only the Empires have access to (the "moon sized ones" that require entire planetoids to build)... the latter being several orders of magnitude bigger.



Also... your idea discourages fights involving Titans rather than "spreading them out."
History shows that if groups are not allowed to (or can't) bring in overwhelming force... they won't come at all. And if there are ill effects for performing too much of a certain action, players will figure out PRECISELY what the optimal numbers are and go right up to that threshold. Failing that, they will push it as far as it can go and hope the affects are worse for the opponent than for them (e.g. lagging out the system when you know you cannot win).