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force multipliers vs. diminishing returns

Author
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#21 - 2014-02-12 23:35:26 UTC
Chopper Rollins wrote:
Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.

No you want a system where its more advantageous to split your fire than to focus it all on one target. If you got to a point where additionally damage declined by % the people with the most firepower would still win, since they could still focus on two targets while the smaller force could only focus on one.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

MeBiatch
GRR GOONS
#22 - 2014-02-12 23:36:59 UTC
Chopper Rollins wrote:
Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.





that already happened two weeks ago when cfc lost 300 dreads.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Sentamon
Imperial Academy
Amarr Empire
#23 - 2014-02-12 23:49:00 UTC
Chopper Rollins wrote:
Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.



selecting multiple targets .. yes, complex I know Big smile, what will F1 monkeys do?

~ Professional Forum Alt  ~

MeBiatch
GRR GOONS
#24 - 2014-02-12 23:51:17 UTC
Sentamon wrote:
MeBiatch wrote:

How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.


Yes everything should have diminishing returns. IMO the worst offender is damage applied to a single target by multiple sources, that leads to alpha strikes, which afaik, nobody likes to be on the receiving end of.


agreed but i am unsure of a solution for that.

maybe some formula that reduces chance to hit or damage applied.

perhaps a formula based on sig radius of the ship vrs total sig resolution.

like a frig has 50 m3 of surface area so you can only shoot up to that much before any extra shots just miss or are destroyed by the other items hiting the target ship.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Caviar Liberta
The Scope
Gallente Federation
#25 - 2014-02-13 00:01:18 UTC  |  Edited by: Caviar Liberta
MeBiatch wrote:
Caviar Liberta wrote:
MeBiatch wrote:

One of the most common is Remote Repair modules.

My question is should there be any limits on force multipliers?


So something like Remote Repair would scale without being out of balance.


So Great EvE player base should there be a limit on force multipliers or not?



ECM is the answer to your question


Ecm is also a force multiplier


It is also a counter to remote repairing.
Caviar Liberta
The Scope
Gallente Federation
#26 - 2014-02-13 00:09:58 UTC
Chopper Rollins wrote:
Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.





Perhaps the more damage the ship takes the more resistant it becomes and takes less damage as it approaches 0 hp.

So you have to time your alpha damage just right to make the ship explode.
Andski
Science and Trade Institute
Caldari State
#27 - 2014-02-13 00:10:19 UTC
Caviar Liberta wrote:
It is also a counter to remote reping and allows a smaller group to take on a larger group.


Assuming that the larger group wouldn't just drop triage carriers if they were fighting an enemy known to ewar logistics?

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

MeBiatch
GRR GOONS
#28 - 2014-02-13 00:36:51 UTC
Caviar Liberta wrote:
MeBiatch wrote:
Caviar Liberta wrote:
MeBiatch wrote:

One of the most common is Remote Repair modules.

My question is should there be any limits on force multipliers?


So something like Remote Repair would scale without being out of balance.


So Great EvE player base should there be a limit on force multipliers or not?



ECM is the answer to your question


Ecm is also a force multiplier


It is also a counter to remote repairing.


so the counter to one force multiplyer is another force multiplyer?

thats saying i know lets dig our way out of the hole!

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Caviar Liberta
The Scope
Gallente Federation
#29 - 2014-02-13 00:39:10 UTC
MeBiatch wrote:
Caviar Liberta wrote:
MeBiatch wrote:
Caviar Liberta wrote:
MeBiatch wrote:

One of the most common is Remote Repair modules.

My question is should there be any limits on force multipliers?


So something like Remote Repair would scale without being out of balance.


So Great EvE player base should there be a limit on force multipliers or not?



ECM is the answer to your question


Ecm is also a force multiplier


It is also a counter to remote repairing.


so the counter to one force multiplyer is another force multiplyer?

thats saying i know lets dig our way out of the hole!


Counters and escalations. Fun fun fun!
Tauranon
Weeesearch
CAStabouts
#30 - 2014-02-13 00:41:24 UTC  |  Edited by: Tauranon
MeBiatch wrote:


so the counter to one force multiplyer is another force multiplyer?

thats saying i know lets dig our way out of the hole!


The whole point to "strategies and tactics" is that they kill more of your opponents, than your opponents kill you, therefore any strategy or tactic is going to have the apparent effect of being a force multiplier.

If that were not the case, then they might as well remove everything other than the blaster, and let us have honorable 1v1s in a giant melee of a thousand blasterboats where the random roll of a wrecking shot decides each outcome.Roll
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#31 - 2014-02-13 02:29:04 UTC
Tauranon wrote:
MeBiatch wrote:


so the counter to one force multiplyer is another force multiplyer?

thats saying i know lets dig our way out of the hole!


The whole point to "strategies and tactics" is that they kill more of your opponents, than your opponents kill you, therefore any strategy or tactic is going to have the apparent effect of being a force multiplier.

If that were not the case, then they might as well remove everything other than the blaster, and let us have honorable 1v1s in a giant melee of a thousand blasterboats where the random roll of a wrecking shot decides each outcome.Roll

No that's not true. A force multiplier is something that is used to increase the power of your force. Alone my Widow can tank 1000 DPS, with my alt boosting in a command ship, my widow without any modifications can get close to 1500 dps.

That's not a tactic, a tactic is something you do to improve your outcome, a force multiplier is something you add to improve your outcome.

RR is a force multiplier, alone an RR does nothing but if you add multiple ships with RR, you suddenly have the capacity to turn each ship into an unkillable behemoth.

ECM is a tactic not a force multiplier. It can fail if done correctly. RR cannot fail if done correctly, links cannot fail if done correctly.

Force multipliers are a problem because they're not capable of being "dealt with". You can't alpha an RR off the field like you can a Falcon or Celestis, same with links (although hopefully this will be dealt with once OGB is removed).

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Herzog Wolfhammer
Sigma Special Tactics Group
#32 - 2014-02-13 02:58:02 UTC
Ahhh

imagine how different the game would be if ship explosions had AOE damage and too many tracking systems locking onto one ship would cause disruptions and falloff (thereby limiting how many ships can target one ship).




Bring back DEEEEP Space!

Nivo Green
Stac Enterprises
#33 - 2014-02-13 03:03:24 UTC
Infinity Ziona wrote:
Tauranon wrote:
MeBiatch wrote:


so the counter to one force multiplyer is another force multiplyer?

thats saying i know lets dig our way out of the hole!


The whole point to "strategies and tactics" is that they kill more of your opponents, than your opponents kill you, therefore any strategy or tactic is going to have the apparent effect of being a force multiplier.

If that were not the case, then they might as well remove everything other than the blaster, and let us have honorable 1v1s in a giant melee of a thousand blasterboats where the random roll of a wrecking shot decides each outcome.Roll

No that's not true. A force multiplier is something that is used to increase the power of your force. Alone my Widow can tank 1000 DPS, with my alt boosting in a command ship, my widow without any modifications can get close to 1500 dps.

That's not a tactic, a tactic is something you do to improve your outcome, a force multiplier is something you add to improve your outcome.

RR is a force multiplier, alone an RR does nothing but if you add multiple ships with RR, you suddenly have the capacity to turn each ship into an unkillable behemoth.

ECM is a tactic not a force multiplier. It can fail if done correctly. RR cannot fail if done correctly, links cannot fail if done correctly.

Force multipliers are a problem because they're not capable of being "dealt with". You can't alpha an RR off the field like you can a Falcon or Celestis, same with links (although hopefully this will be dealt with once OGB is removed).


I'm sure if you re-read your post you will find tons of contradictions and poor wording which does not really clarify what you mean by a force multiplier. I do not however think it matters what you consider a force multiplier or a tactic, as they are very vague terms and do not help anyone make any concrete ideas or decisions. From the rest of your posts it seems that you want a nerf to logistics ships in some way. I've fought many tech 3 armor fleets with guardian support and I can say that it is depressing how much damage a t2 logi can repair on a well fit tech2 resist ship. Tech 2 Logi and carriers are definitely very powerful and very hard to kill in proper use, however I do not think this is really a bad thing entirely. A fleet supported by carrier reps or t2 logi reps is a symbol of organization and coordination. If logistics ships are too easily countered then there will be little reason to bring expensive and coordinated fleets because it won't matter. ANYONE can kitchen sink welp, this is not very interesting nor does it require any sort of higher order group effort.

EVE is a social game at its finest, and just like in real life those who know how to coordinate and lead OTHER people have a distinct advantage over those who do not. Many are better at it than others, and fewer more are good to the point of having real potential in the real world as well. Getting people to do **** for you, making them feel like it is for their benefit (whether it is or is not does not matter), is a skill of LIMITLESS potential. The argument you seem to bury in your posts outside of this direct subject is that people with this skill should not be able to win 100% of the time if they execute correctly. Why not? Have you ever considered practicing the skill of crowd manipulation yourself? Perhaps you only need to befriend a few people who have this skill already and guide them towards your benefit? In a game of people, the #1 resource is people, not spaceships, not veldspar, and not ISK. People can make spaceships, veldspar and even isk. People are the root of everything in this game. If you want to fight a tactic used by your enemy then you need, first and foremost, people to get the job done.

TL;DR

Get more friends (or get a few friends who have many friends themselves etc.)
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#34 - 2014-02-13 04:16:42 UTC  |  Edited by: Infinity Ziona
Nivo Green wrote:
Infinity Ziona wrote:
Tauranon wrote:
MeBiatch wrote:


so the counter to one force multiplyer is another force multiplyer?

thats saying i know lets dig our way out of the hole!


The whole point to "strategies and tactics" is that they kill more of your opponents, than your opponents kill you, therefore any strategy or tactic is going to have the apparent effect of being a force multiplier.

If that were not the case, then they might as well remove everything other than the blaster, and let us have honorable 1v1s in a giant melee of a thousand blasterboats where the random roll of a wrecking shot decides each outcome.Roll

No that's not true. A force multiplier is something that is used to increase the power of your force. Alone my Widow can tank 1000 DPS, with my alt boosting in a command ship, my widow without any modifications can get close to 1500 dps.

That's not a tactic, a tactic is something you do to improve your outcome, a force multiplier is something you add to improve your outcome.

RR is a force multiplier, alone an RR does nothing but if you add multiple ships with RR, you suddenly have the capacity to turn each ship into an unkillable behemoth.

ECM is a tactic not a force multiplier. It can fail if done correctly. RR cannot fail if done correctly, links cannot fail if done correctly.

Force multipliers are a problem because they're not capable of being "dealt with". You can't alpha an RR off the field like you can a Falcon or Celestis, same with links (although hopefully this will be dealt with once OGB is removed).


I'm sure if you re-read your post you will find tons of contradictions and poor wording which does not really clarify what you mean by a force multiplier. I do not however think it matters what you consider a force multiplier or a tactic, as they are very vague terms and do not help anyone make any concrete ideas or decisions. From the rest of your posts it seems that you want a nerf to logistics ships in some way. I've fought many tech 3 armor fleets with guardian support and I can say that it is depressing how much damage a t2 logi can repair on a well fit tech2 resist ship. Tech 2 Logi and carriers are definitely very powerful and very hard to kill in proper use, however I do not think this is really a bad thing entirely. A fleet supported by carrier reps or t2 logi reps is a symbol of organization and coordination. If logistics ships are too easily countered then there will be little reason to bring expensive and coordinated fleets because it won't matter. ANYONE can kitchen sink welp, this is not very interesting nor does it require any sort of higher order group effort.

EVE is a social game at its finest, and just like in real life those who know how to coordinate and lead OTHER people have a distinct advantage over those who do not. Many are better at it than others, and fewer more are good to the point of having real potential in the real world as well. Getting people to do **** for you, making them feel like it is for their benefit (whether it is or is not does not matter), is a skill of LIMITLESS potential. The argument you seem to bury in your posts outside of this direct subject is that people with this skill should not be able to win 100% of the time if they execute correctly. Why not? Have you ever considered practicing the skill of crowd manipulation yourself? Perhaps you only need to befriend a few people who have this skill already and guide them towards your benefit? In a game of people, the #1 resource is people, not spaceships, not veldspar, and not ISK. People can make spaceships, veldspar and even isk. People are the root of everything in this game. If you want to fight a tactic used by your enemy then you need, first and foremost, people to get the job done.

TL;DR

Get more friends (or get a few friends who have many friends themselves etc.)

I'm quite certain that I wouldn't. Your own post can be TL;DR'd as nonsense.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Nevyn Auscent
Broke Sauce
#35 - 2014-02-13 04:17:21 UTC
Force Multipliers are things that multiply every single ship in the fleet by the same amount.
Logi are not a true force multiplier, because they can only rep one ship at a time fully. They are more additive.
Boosts are a true force multiplier. Because no matter how many ships in fleet, each ship still gets the full bonus.

Anyway, start with Tessellation, then go to line of effect for weapons. (Which also allows for weapon shots scattering, misses actually missing randomly rather than shooting a specific spot on your collision bubble which is off the ship, and impacts on different spots of your hull, and for ship facing to matter potentially) And suddenly you have a lot of strategy, and the blob is no longer automatically king.

Much better fix than trying to come up with some crazy mathematical scaling which you can be sure will get abused constantly by friendly fire methods.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#36 - 2014-02-13 04:45:43 UTC  |  Edited by: Infinity Ziona
Nevyn Auscent wrote:
Force Multipliers are things that multiply every single ship in the fleet by the same amount.
Logi are not a true force multiplier, because they can only rep one ship at a time fully. They are more additive.
Boosts are a true force multiplier. Because no matter how many ships in fleet, each ship still gets the full bonus.

Anyway, start with Tessellation, then go to line of effect for weapons. (Which also allows for weapon shots scattering, misses actually missing randomly rather than shooting a specific spot on your collision bubble which is off the ship, and impacts on different spots of your hull, and for ship facing to matter potentially) And suddenly you have a lot of strategy, and the blob is no longer automatically king.

Much better fix than trying to come up with some crazy mathematical scaling which you can be sure will get abused constantly by friendly fire methods.

400 Slowcats can do 200,000 dps against both capitals and sub-capital ships. That means they can kill another Archon in about 20 seconds, and reinforce a POS in less than a minute.

The math is not crazy, its pretty simple. The devs decide the minimal amount of time it should take to kill a specific ship or POS and using that baseline cap DPS based on ship type so that limit cannot be exceeded. They've already done it with bombers and bomb launchers, you can't get 400 bombers and wtfpwn a capital because all bombs except 7 will be destroyed.

In the example of the POS, lets say it has 10,000,000 HP. Pulling a number out of my ass, lets say minimal 30 minutes to reinforce a POS which is way too quick.

30 minutes that's something like 6000 dps required. Anything above 3000 gets a % reduction till the cap of 6000. Not rocket science.

If you're against that then I guess you think 200,000 dps fleets that can melt a dread in under 25 seconds is fine.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

MeBiatch
GRR GOONS
#37 - 2014-02-13 05:01:59 UTC
Nevyn Auscent wrote:
Force Multipliers are things that multiply every single ship in the fleet by the same amount.
Logi are not a true force multiplier, because they can only rep one ship at a time fully. They are more additive.
Boosts are a true force multiplier. Because no matter how many ships in fleet, each ship still gets the full bonus.

Anyway, start with Tessellation, then go to line of effect for weapons. (Which also allows for weapon shots scattering, misses actually missing randomly rather than shooting a specific spot on your collision bubble which is off the ship, and impacts on different spots of your hull, and for ship facing to matter potentially) And suddenly you have a lot of strategy, and the blob is no longer automatically king.

Much better fix than trying to come up with some crazy mathematical scaling which you can be sure will get abused constantly by friendly fire methods.


ccp has alot of devs some are based on this others on that. they already are testing with direct x 11 so lets say by winter at latestest for tesalation.

but on point the devs who work on balance have nothing to do with tessalation

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Your Dad Naked
Doomheim
#38 - 2014-02-13 05:06:53 UTC
Entered thread scared that OP might reveal my super secret force multiplier only few use.
Left thread satisfied super secret force multiplier is still a super secret.

I wonder how many others had some similar thought Cool
Tauranon
Weeesearch
CAStabouts
#39 - 2014-02-13 05:37:42 UTC
Infinity Ziona wrote:
Tauranon wrote:
MeBiatch wrote:


so the counter to one force multiplyer is another force multiplyer?

thats saying i know lets dig our way out of the hole!


The whole point to "strategies and tactics" is that they kill more of your opponents, than your opponents kill you, therefore any strategy or tactic is going to have the apparent effect of being a force multiplier.

If that were not the case, then they might as well remove everything other than the blaster, and let us have honorable 1v1s in a giant melee of a thousand blasterboats where the random roll of a wrecking shot decides each outcome.Roll

No that's not true. A force multiplier is something that is used to increase the power of your force. Alone my Widow can tank 1000 DPS, with my alt boosting in a command ship, my widow without any modifications can get close to 1500 dps.



So lets say I started with an ishtar, and you started with a widow.

So if you add an RR boat to your widow, and I add a second (presumed my all gun, all damage mod fits) ishtar I go from 926 dps, to 1852 dps, and now I can break your tank where I couldn't 1v1. So now my problem is no longer running away, its just avoiding your damage long enough for your tank to break or for you to retreat, which may not be inconceivable in a cruiser, and doubly so if I brought a TD on each ishtar to try and make cruiser speed and signature work against your big guns.

Your force multiplier always has to be compared against the alternative of just bringing more dakka dakka, and in the cases you seem to be conceiving of, you don't appear to have enough ships to outweigh the basic force multipler of 2 associated with doubling the dps ships available, and you have the ongoing problem of only having 1 source of dps, and thus being vulnerable to being entirely shut down.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#40 - 2014-02-13 05:47:10 UTC  |  Edited by: Infinity Ziona
Tauranon wrote:
Infinity Ziona wrote:
Tauranon wrote:
MeBiatch wrote:


so the counter to one force multiplyer is another force multiplyer?

thats saying i know lets dig our way out of the hole!


The whole point to "strategies and tactics" is that they kill more of your opponents, than your opponents kill you, therefore any strategy or tactic is going to have the apparent effect of being a force multiplier.

If that were not the case, then they might as well remove everything other than the blaster, and let us have honorable 1v1s in a giant melee of a thousand blasterboats where the random roll of a wrecking shot decides each outcome.Roll

No that's not true. A force multiplier is something that is used to increase the power of your force. Alone my Widow can tank 1000 DPS, with my alt boosting in a command ship, my widow without any modifications can get close to 1500 dps.



So lets say I started with an ishtar, and you started with a widow.

So if you add an RR boat to your widow, and I add a second (presumed my all gun, all damage mod fits) ishtar I go from 926 dps, to 1852 dps, and now I can break your tank where I couldn't 1v1. So now my problem is no longer running away, its just avoiding your damage long enough for your tank to break or for you to retreat, which may not be inconceivable in a cruiser, and doubly so if I brought a TD on each ishtar to try and make cruiser speed and signature work against your big guns.

Your force multiplier always has to be compared against the alternative of just bringing more dakka dakka, and in the cases you seem to be conceiving of, you don't appear to have enough ships to outweigh the basic force multipler of 2 associated with doubling the dps ships available, and you have the ongoing problem of only having 1 source of dps, and thus being vulnerable to being entirely shut down.

In a small numbers scenario RR is not going to be that effective, I don't have a problem with logi's since logi's are easy to kill. It becomes a force multiplier when you start to have a fleet with RR, where each member of the fleet other than the primary can put more RR on the primary than the opposing fleet can put DPS.

Archons for example have +2 million HP, they're not easy to take care of, they can rep 1.5k per rep so trying to break them down requires a ridiculous amount of dps. A RR fleet of HACS is similiar. But in a 2 ship scenario I'd likely prefer an arazu or a falcon.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)