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About sentry drones, control range and engage range (not F&I)

First post
Author
Tippia
Sunshine and Lollipops
#41 - 2014-01-31 21:28:43 UTC
Tyberius Franklin wrote:
Right, and the last part of my post addressed the fat that there is, in my opinion, a better way to do the limitations you describe. I don't see the point in having weapon range be wasted unless augmenting 2 factors of my ships performance, one costing potentially a considerable amount of CPU.

But that's just it: you're not wasting weapon range. The fact that the weapon carrier range is disconnected to the weapon engagement range which is (at least somewhat) disconnected from the targeting range means that you can play with the overlaps and get the most out of all three without having to waste slots or making sure everything matches.

While the drone is attacking one target that you can still keep track of, you hunt down a second target that it will attack next, and at every step, the target is within optimal firing range from the drone. The advantages this autonomy provides are balanced out by the need to keep that third range in mind if you want to maximise your efficiency.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#42 - 2014-01-31 21:42:40 UTC
Tippia wrote:

But that's just it: you're not wasting weapon range.
Just to note, using your words, not mine. you brought up the label wasted range.

Tippia wrote:
The fact that the weapon carrier range is disconnected to the weapon engagement range which is (at least somewhat) disconnected from the targeting range means that you can play with the overlaps and get the most out of all three without having to waste slots or making sure everything matches.
The overlap only really works with one set of drones as described and if anything keeps me somewhat tethered to the location that those drones are deployed at, which can be equally used as an asset by the aggressor. and if the ranges were unified it would still serve as a benefit since they would already be matched without effort and augmented with fewer modules.

Tippia wrote:
While the drone is attacking one target that you can still keep track of, you hunt down a second target that it will attack next, and at every step, the target is within optimal firing range from the drone. The advantages this autonomy provides are balanced out by the need to keep that third range in mind if you want to maximise your efficiency.
Except again, those targets can use the nature of your weapons against you. Assuming sentries they can simply be outranged, other drones almost always well within range to be destroyed when engaging successfully, disincentivising their use at ranges where they can't be recalled quickly. The mechanics themselves work weaknesses in to counter the strengths you mention, so why do we need another?
Ketov Aktar
Grey Wolff
#43 - 2014-01-31 21:54:00 UTC
You still have to TARGET with your ship for drones to engage, regardless of drone type.
They will ONLY attack a target on their own when the TARGET is attacking the controller (YOU).
Sentries do not move like other drone, therefore you SHOULD be within scoop range anyway.
SENRTIES:
1.lookout or guard: somebody who is assigned to keep watch and to warn of danger, especially a member of the armed services who guards entrances and exits.

1.nonworker male bee: a male bee that has no sting, does not gather pollen, and exists only to mate with the queen bee
2.lazy person: somebody who does not work or contribute anything, but relies on the work or energy of others
3.aircraft with no pilot: an aircraft whose flight is controlled from the ground. (pick which applies)Blink

They have great range, just don't expect them to move fast. Like what was said before; Drones are dumb.
Tippia
Sunshine and Lollipops
#44 - 2014-01-31 21:54:15 UTC  |  Edited by: Tippia
Tyberius Franklin wrote:
Just to note, using your words, not mine. you brought up the label wasted range.
…for turrets, not drones.

Quote:
The overlap only really works with one set of drones as described and if anything keeps me somewhat tethered to the location that those drones are deployed at, which can be equally used as an asset by the aggressor. and if the ranges were unified it would still serve as a benefit since they would already be matched without effort and augmented with fewer modules.
The overlap works with all of them. It's more that some drones aren't worth sending out to the edges of drone control range because they're just too slow, but at that point, it's not a limitation anyway for that very same reason.

Quote:
Except again, those targets can use the nature of your weapons against you. Assuming sentries they can simply be outranged, other drones almost always well within range to be destroyed when engaging successfully, disincentivising their use at ranges where they can't be recalled quickly. The mechanics themselves work weaknesses in to counter the strengths you mention, so why do we need another?
To ensure that at least one is always in effect. Also, that kind of turning your weapon's advantage against you exists for pretty much all other weapons as well, so again, there's nothing particularly special about drones.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#45 - 2014-01-31 21:57:54 UTC  |  Edited by: Tyberius Franklin
Tippia wrote:
To ensure that at least one is always in effect. Also, that kind of turning your weapon's advantage against you exists for pretty much all other weapons as well, so again, there's nothing particularly special about drones.
Agreed, so why the extra limitation? The others ARE always in effect anyways, they can't be turned off. That being the case, why do we need something extra?

Still think petrus' drone signal range is better than current if you feel there must be some 3rd limit.

ED:
Tippia wrote:
…for turrets, not drones.
How, does the concept apply to one and not the other.
Tippia
Sunshine and Lollipops
#46 - 2014-01-31 22:05:36 UTC  |  Edited by: Tippia
Tyberius Franklin wrote:
Agreed, so why the extra limitation?
Because of the extra autonomy.

Quote:
Still think petrus' drone signal range is better than current if you feel there must be some 3rd limit.
That would either be a massive nerf to drones and/or create balance issues in terms of target exposure.

Quote:
How, does the concept apply to one and not the other.
Turrets are not autonomous.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#47 - 2014-01-31 22:10:21 UTC  |  Edited by: Tyberius Franklin
Tippia wrote:
Tyberius Franklin wrote:
Agreed, so why the extra limitation?
Because of the extra autonomy.
The extra autonomy is countered by the extra vulnerability and/or ability to evade the effective range.


Quote:
Quote:
Still think petrus' drone signal range is better than current if you feel there must be some 3rd limit.
That would either be a massive nerf to drones and/or create balance issues in terms of target exposure.
There is no more exposure than there is to allowing gunships to engage their weapons at targeting range. It would also allow long range drones to not need augmentation unless operating remotely, in which case toy are no worse off than currently, and the operation of non sentries was already a dicey proposal at longer ranges, though still, with augmentation, no worse than current.

Tippia wrote:
Turrets are not autonomous.
Not seeing what that has to do with range.
Batelle
Federal Navy Academy
#48 - 2014-01-31 22:17:54 UTC  |  Edited by: Batelle
The real reason drone control range exists is that CCP didn't want to write new code for sentry drones 10 years ago or whatever. Scout drones use control range as a means to determine which targets are eligible. It wass apparently easier/better to have drones check once for eligible targets when they're looking for one than to constantly check their current target and range-from-mothership. I have seen drones follow targets that leave control range once they're already attacking. It works the same with sentry drones, despite the fact that sentry drones don't have to move to attack.

Sentry drones in fact do move, just very slowly. They are exactly the same as scout drones and operate on the same rules. They just start shooting sooner and move like a glacier.

The other reason is that its very easy to get super-long range bouncers and wardens. Without control range as a balancing factor, we'd have dominixes doing 600-700 dps at 200km+ range.

Control range is a terrible bandaid/figleaf designed to cover very old lazy code and very old lazy stats on drones and drone mods. The recent omni nerf is another terrible bandaid to cover up for the fact that t2 omnis, t2 DLAs, DDAs, and new bonuses threw all the old stuff out of balance.

So yeah, its stupid. Blame CCP, because its their fault. For realz. There's no reason for tippia to bend over backwards trying to justify the mechanic (lol "turrets are not autonomous," I thought you said lore reasons were irrelevant?). It maintains some semblance of balance, but thats its only worthwhile quality.

Hopefully that explains it. X

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#49 - 2014-01-31 22:30:41 UTC  |  Edited by: Tyberius Franklin
Batelle wrote:
The other reason is that its very easy to get super-long range bouncers and wardens. Without control range as a balancing factor, we'd have dominixes doing 600-700 dps at 200km+ range.
Pretty sure the omni nerf killed this anyways. Well, unless you use 3 ranged DLA's (reaches 200km in falloff) and 5 DDA's with wardens. Doesn't leave too much room for much else though, but yeah, it is doable.

Edit: yay math, missed a number in there somewhere. Not sure where.
Batelle
Federal Navy Academy
#50 - 2014-01-31 22:35:10 UTC
Tyberius Franklin wrote:
Batelle wrote:
The other reason is that its very easy to get super-long range bouncers and wardens. Without control range as a balancing factor, we'd have dominixes doing 600-700 dps at 200km+ range.
Pretty sure the omni nerf killed this anyways.

Pre 1.1 you could probably get wardens to 250km. Now you can get wardens to hit at 200km but they're in about half falloff. Untanked, of course, and t2 scope rigs are a bit expensive.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Tippia
Sunshine and Lollipops
#51 - 2014-01-31 22:35:55 UTC  |  Edited by: Tippia
Tyberius Franklin wrote:
The extra autonomy is countered by the extra vulnerability and/or ability to evade the effective range.
…except that it's not really any extra since the same abilities exist for other weapons as well in various forms.

Quote:
There is no more exposure than there is to allowing gunships to engage their weapons at targeting range.
That's the problem: there's less exposure from enemy return fire. DCR means you must get closer to your target to engage your weapons; replacing it with signal range means you don't — in fact, you can move away instead.

Quote:
It would also allow long range drones to not need augmentation unless operating remotely
They already don't need it — that's the beauty of having the two overlapping areas.

Quote:
Not seeing what that has to do with range.
There is no wasted range because the autonomous nature of drones allow them to operate in a (completely) different area than what your ship currently covers. By moving the ship around, you can make sure that the edges of those areas always match up to what you want to target, even anticipating what you're going to go after next. Like so. With turrets, they (obviously) move with you so the inevitable gap between weapon application range and ship targeting range is constant.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#52 - 2014-01-31 22:55:17 UTC
Tippia wrote:
Tyberius Franklin wrote:
The extra autonomy is countered by the extra vulnerability and/or ability to evade the effective range.
…except that it's not really any extra since the same abilities exist for other weapons as well in various forms.
I'm not aware of another weapons system that can be directly engaged like drones can. Missiles can be firewalled, but at least the launchers remain in tact so long as the ship does.

Quote:
That's the problem: there's less exposure from enemy return fire. DCR means you must get closer to your target to engage your weapons; replacing it with signal range means you don't — in fact, you can move away instead.
You can do that now, but a drone signal range means you have to be within range of the drones, which must in turn be within range of the target and still need to be within targeting range to have the ability to issue commands. Your effecting range is the overlap of targeting and DSR. DCR adds nothing to that, but detracts from committing to drone location while engaging at range.

Quote:
They already don't need it — that's the beauty of having the two overlapping areas.
They don't fully overlap though, and aren't able to be individually manipulated. Both center on your ship which marginalizes one of them.

Quote:
There is no wasted range because the autonomous nature of drones allow them to operate in a (completely) different area than what your ship currently covers. By moving the ship around, you can make sure that the edges of those areas always match up to what you want to target. With turrets, they (obviously) move with you so the inevitable gap between weapon application range and ship targeting range is constant.
That would still leave wasted range under the same definition, just not range that is anchored to the weapon's position, but rather the ships position, which as you mention are uniquely able to be separated. Specifically unless I've augmented my DCR to beyond my drone control range and stay within the difference in radius between the areas covered, I cannot utilize a part of my range. Sure, the target may not be outside of that overlap at any point in time, but the same applies for guns and targeting range.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#53 - 2014-01-31 23:08:32 UTC
Batelle wrote:
Tyberius Franklin wrote:
Batelle wrote:
The other reason is that its very easy to get super-long range bouncers and wardens. Without control range as a balancing factor, we'd have dominixes doing 600-700 dps at 200km+ range.
Pretty sure the omni nerf killed this anyways.

Pre 1.1 you could probably get wardens to 250km. Now you can get wardens to hit at 200km but they're in about half falloff. Untanked, of course, and t2 scope rigs are a bit expensive.

<-Keeps forgetting the scope rigs.
Tippia
Sunshine and Lollipops
#54 - 2014-01-31 23:08:35 UTC
Tyberius Franklin wrote:
I'm not aware of another weapons system that can be directly engaged like drones can. Missiles can be firewalled, but at least the launchers remain in tact so long as the ship does.
Your long-range turrets can be evaded by flying closer; your short-range turrets can be evade by flying away from them. If he's actually out to kill you, at least you can somewhat dictate how he has to move in relation to your drones so those evasion tactics won't work.

Quote:
You can do that now, but a drone signal range means you have to be within range of the drones, which must in turn be within range of the target and still need to be within targeting range to have the ability to issue commands.
You can, but not to the same extent. After all, with DCR, you're limited by the lesser of the two as you engage you target; with the suggested DSR, it's becomes an addition of ranges instead.

Quote:
That would still leave wasted range under the same definition
No. The range at which your drones can kill a target are pretty much completely decoupled from the ranges at which you can monitor and engage a second and third target. This means you can manoeuvre to improve overlap and thus reduce the wasted range to zero in any given direction. This unlike turrets, which go wherever you go and where the weapon and the ship ranges are always 100% coupled to each other.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#55 - 2014-01-31 23:46:26 UTC  |  Edited by: Tyberius Franklin
Tippia wrote:
Your long-range turrets can be evaded by flying closer; your short-range turrets can be evade by flying away from them. If he's actually out to kill you, at least you can somewhat dictate how he has to move in relation to your drones so those evasion tactics won't work.
In the case of sentries the same is true, in the case of other drones they can still be directly outrun and as stated engaged in ways other weapons can't. Also sentries can't effectively pursue at all. They can still be out-tracked when within range though.

Quote:
You can, but not to the same extent. After all, with DCR, you're limited by the lesser of the two as you engage you target; with the suggested DSR, it's becomes an addition of ranges instead.
That's kinda the point, though really in the case of adding ranges you are between your drones and the target anyways.

Quote:
No. The range at which your drones can kill a target are pretty much completely decoupled from the ranges at which you can monitor and engage a second and third target. This means you can manoeuvre to improve overlap and thus reduce the wasted range to zero in any given direction. This unlike turrets, which go wherever you go and where the weapon and the ship ranges are always 100% coupled to each other.
The range where they can kill a target is still equal to their effective range as a weapon. Yes, that isn't the same as the range from the ship, but again, as that can be manipulated by the engagers as well to varying degrees depending on the type of drone or positioning changes during battle, it can still be wasted or negated in effectively the same way.
Erufen Rito
The Dark Space Initiative
Scary Wormhole People
#56 - 2014-02-01 00:19:05 UTC
The problem here is that Tippia is linking the DCR to the effective range of the drone. They are independent values, and should be treated as such. If I were to position the sentries, move forward 100km, lock the enemies 100km ahead of me *200km from the sentries*, the sentries would engage because in both instances, both parts of the system are within the DCR.

That is broken. Rationalize it as you might, that is broken. Why? Because the drone range becomes irrelevant. Sentries are deployable turrets which can be killed, unlike ship turrets. So why limit the drone range to the ship attributes, as the ship turrets are?

If the sentries are within the drone control range, but the target isn't, the drone should still be able to engage if and only if it's within the sentries' lock range. If it hits or not, that's a whole different matter. Last I checked, any drone will stay on their assigned target, even if the ship itself is not locking it, and drones will also engage any target that agresses the ship, even if said target is never locked in the first place. Ship lock range is not a factor.

This is as nice as I get. Best quote ever https://forums.eveonline.com/default.aspx?g=posts&m=4137165#post4137165

Muestereate
Minions LLC
#57 - 2014-02-01 03:36:09 UTC
Just remae attribute identifier references to drone targeting range. Unless I'm missing something, this solves the problem. Minimal coding work ya know?
poppeteer
Pator Tech School
Minmatar Republic
#58 - 2014-02-01 04:07:05 UTC
Nothing at all wrong with drone control range. I can't believe people still have such a fundamental problem understanding it, and drone engagement mechanics. It is their problem too - the picture on post #8 is rather simple.

Muestereate
Minions LLC
#59 - 2014-02-01 04:19:20 UTC
I guess I agree with op. The distance to your drone. Is the distance to your drone . Your remotely controlling something and remotely controlled things have range constraint and a measure of that constraint Could accurately be called range.
James Amril-Kesh
Viziam
Amarr Empire
#60 - 2014-02-01 05:39:37 UTC  |  Edited by: James Amril-Kesh
Tyberius Franklin wrote:
Batelle wrote:
The other reason is that its very easy to get super-long range bouncers and wardens. Without control range as a balancing factor, we'd have dominixes doing 600-700 dps at 200km+ range.
Pretty sure the omni nerf killed this anyways. Well, unless you use 3 ranged DLA's (reaches 200km in falloff) and 5 DDA's with wardens. Doesn't leave too much room for much else though, but yeah, it is doable.

Edit: yay math, missed a number in there somewhere. Not sure where.

3 DLAs only gets you to, at most, 132 km control range. You need 6 to get to 200 km (204 km at most).

Enjoying the rain today? ;)