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force multipliers vs. diminishing returns

Author
Ptraci
3 R Corporation
#41 - 2014-02-13 10:18:20 UTC
Infinity Ziona wrote:
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.



You mean, a fantasy system that has no comparison in real life. Like, where concentration of fire is the absolute key to victory. Maybe the WOW people would be interested in such a system. EVE while not being real, does try to model at least some aspects of reality faithfully.
Nevyn Auscent
Broke Sauce
#42 - 2014-02-13 10:23:40 UTC
Ptraci wrote:


You mean, a fantasy system that has no comparison in real life. Like, where concentration of fire is the absolute key to victory. Maybe the WOW people would be interested in such a system. EVE while not being real, does try to model at least some aspects of reality faithfully.

Actually, splitting fire is a real thing on the battlefield. Because you want to suppress the enemy so they can't take time to line up a clean shot and are worried about keeping their heads down themselves. You don't fire every single gun you have at a single target.

So.... if you want to talk about reality, at least get it right.
Lina Theist
Running out of Space
ExoGenesis Consortium
#43 - 2014-02-13 11:33:09 UTC
I think you're onto something. same should go for bonuses, like in Hearts of Iron III. Boosts at squad level give 100% to all members. Boosts from wing would give 50% and from Fleet 25%.

In Hearts of Iron III they stack, so links could use some rebalancing if this was considered, and it would probably tie up more players in command ships, if that's good or bad I don't know.
MeBiatch
GRR GOONS
#44 - 2014-02-13 12:19:45 UTC
Nevyn Auscent wrote:
Ptraci wrote:


You mean, a fantasy system that has no comparison in real life. Like, where concentration of fire is the absolute key to victory. Maybe the WOW people would be interested in such a system. EVE while not being real, does try to model at least some aspects of reality faithfully.

Actually, splitting fire is a real thing on the battlefield. Because you want to suppress the enemy so they can't take time to line up a clean shot and are worried about keeping their heads down themselves. You don't fire every single gun you have at a single target.

So.... if you want to talk about reality, at least get it right.


Indeed

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

Ugh ti-di pooping makes me sad.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#45 - 2014-02-13 12:24:02 UTC
Nevyn Auscent wrote:
Ptraci wrote:


You mean, a fantasy system that has no comparison in real life. Like, where concentration of fire is the absolute key to victory. Maybe the WOW people would be interested in such a system. EVE while not being real, does try to model at least some aspects of reality faithfully.

Actually, splitting fire is a real thing on the battlefield. Because you want to suppress the enemy so they can't take time to line up a clean shot and are worried about keeping their heads down themselves. You don't fire every single gun you have at a single target.

So.... if you want to talk about reality, at least get it right.

Not to mention the requirement in real life not to shoot through other people, tanks, ships. I'm not sure shooting citadel torps or 3500mms through another dread or carrier qualifies as the reality faithful :)

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..... :)

Nivo Green
Stac Enterprises
#46 - 2014-02-13 12:46:27 UTC
So this is basically just a slowcat whine thread nothing more. You keep talking about force multipliers like they are some concrete thing. Adding a carrier to the slowcat fleet increases the force of a fleet LINEARLY, there is no multiplication. If you are going to run around using terms wildly at least think before you do. Any linear addition can be fought with another linear addition. Your true complaint is that carriers offer too much rep power and too much dps. Carriers in themselves do not do very much DPS, they do however repair a lot. Honestly you could have just added to the million other "NERF SLOWCATS" threads instead of trying to make it seem like your post was about more than that.

That being said, and lets see if you even read what I post this time, you are suggesting that linear growth of a fleets power ( carriers in particular) needs to be balanced and have its growth tapered. Honestly the topic of limiting effective fleet sizes is a much bigger topic and has some merit. If not for balance, it really should be on someones desk at CCP just for the sake of smoother giant space battles. 3 FPS 10% tidi space chunking battles are few people's idea of a great time.
Sentamon
Imperial Academy
Amarr Empire
#47 - 2014-02-13 13:24:58 UTC
Nivo Green wrote:
So this is basically just a slowcat whine thread nothing more. .


Actually, it's about making fleet combat more interesting then everyone shooting the FC's target. Its so mindlessly boring, no wonder people would rather use drone assist and go afk for the fight.

~ Professional Forum Alt  ~

MeBiatch
GRR GOONS
#48 - 2014-02-13 13:39:08 UTC
Sentamon wrote:
Nivo Green wrote:
So this is basically just a slowcat whine thread nothing more. .


Actually, it's about making fleet combat more interesting then everyone shooting the FC's target. Its so mindlessly boring, no wonder people would rather use drone assist and go afk for the fight.


This.

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

Ugh ti-di pooping makes me sad.

Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
#49 - 2014-02-13 15:53:50 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).


Ah yes, when you realize your point doesn't make sense, renew the assault with the dictionary. Priceless. Lets argue definitions!

And yes, remote repping can "fail" or else no ship would ever get destroyed when there were remote reps on the field, even if they are "doing it correctly."

You might be talking about a different game? We're talking about EVE.

I am not an alt of Chribba.

Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
#50 - 2014-02-13 15:58:03 UTC
Nevyn Auscent wrote:
Ptraci wrote:


You mean, a fantasy system that has no comparison in real life. Like, where concentration of fire is the absolute key to victory. Maybe the WOW people would be interested in such a system. EVE while not being real, does try to model at least some aspects of reality faithfully.

Actually, splitting fire is a real thing on the battlefield. Because you want to suppress the enemy so they can't take time to line up a clean shot and are worried about keeping their heads down themselves. You don't fire every single gun you have at a single target.

So.... if you want to talk about reality, at least get it right.


Are you equating EVE battle to infantry fights, instead of naval warfare? It looks like you are. "At least get it right" indeed.

From what I can gather, most naval battles are won when one fleet drops enough suppressing fire to make the opposing fleet keep their heads down, so congratulations, you nailed it right on the head. You should app to the Naval Academy - I'll vouch for you with a letter of recommendation if you need it.

I am not an alt of Chribba.

Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
#51 - 2014-02-13 16:04:27 UTC
Herzog Wolfhammer wrote:
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).






This would be the one way to "fix" the n+1 problem EVE is always going to face. I don't think there is any way in hell that it could work from a pure software/hardware standpoint, but if the game actually tracked projectile/missile/hybrid/missile attacks it would add a whole new dimension to the game.

Your arty shot might miss the ship you were shooting at, but hit the ship behind your target. Or, your fleet mate could drift in front of your guns and take a full salvo to the face, dying to friendly fire. Meanwhile, the odd interceptor is getting creamed because he flew through the middle of 1000 Maelstroms firing a timed salvo at the enemy fleet.

Friendly fire, projectiles that keep on flying into the sunset, and ship positioning would, at a minimum, make blob fleets have to think harder/pilot better. I'd be all for it, but I know the servers couldn't handle it, so meh.

It's always gonna be a numbers game.

I am not an alt of Chribba.

Ptraci
3 R Corporation
#52 - 2014-02-13 17:12:37 UTC  |  Edited by: Ptraci
Bizzaro Stormy MurphDog wrote:


Are you equating EVE battle to infantry fights, instead of naval warfare? It looks like you are. "At least get it right" indeed.

From what I can gather, most naval battles are won when one fleet drops enough suppressing fire to make the opposing fleet keep their heads down, so congratulations, you nailed it right on the head. You should app to the Naval Academy - I'll vouch for you with a letter of recommendation if you need it.


Yes indeed I think he is. While I agree that having all the grunts shoot at different bushes and rocks is much more effective than having them all shoot at the same bush and/or rock, this has nothing to do with naval warfare where the targets are usually very large and very discrete from the surrounding terrain.

EDIT: I mean feel free to spread your fire, ask the French how that worked out for them at Trafalgar.
Harrison Tato
Yamato Holdings
#53 - 2014-02-13 17:29:28 UTC
Ptraci wrote:
Bizzaro Stormy MurphDog wrote:


Are you equating EVE battle to infantry fights, instead of naval warfare? It looks like you are. "At least get it right" indeed.

From what I can gather, most naval battles are won when one fleet drops enough suppressing fire to make the opposing fleet keep their heads down, so congratulations, you nailed it right on the head. You should app to the Naval Academy - I'll vouch for you with a letter of recommendation if you need it.


Yes indeed I think he is. While I agree that having all the grunts shoot at different bushes and rocks is much more effective than having them all shoot at the same bush and/or rock, this has nothing to do with naval warfare where the targets are usually very large and very discrete from the surrounding terrain.

EDIT: I mean feel free to spread your fire, ask the French how that worked out for them at Trafalgar.


Neslon should have paid more attention to infantry tactics!
Nivo Green
Stac Enterprises
#54 - 2014-02-13 19:45:10 UTC
Sentamon wrote:
Nivo Green wrote:
So this is basically just a slowcat whine thread nothing more. .


Actually, it's about making fleet combat more interesting then everyone shooting the FC's target. Its so mindlessly boring, no wonder people would rather use drone assist and go afk for the fight.


Thats not really what the thread is about. The general idea of diminishing returns is to shift fleets into smaller ones where its much easier to actually do advanced tactics. Large fleets are simple and boring not because they have to be, but because it is in no way worth it to actually put the effort into advanced tactics with 1000 people. If you go into smaller gang warfare more interesting tactics can develop. If you limit the amount of people able to do anything to a target to around 200 lets say, you will just get 5, 200 person each, fleets with everyone following the FC's target calling. That will never go away. Putting arbitrary caps on head counts will not fix this.
Spurty
#55 - 2014-02-13 21:03:39 UTC
So what you are saying is give everything in eve 1/4 hit points so numbers just mean you probably have no justification for being in the fleet if there's over 255 dudes there already?

There are good ships,

And wood ships,

And ships that sail the sea

But the best ships are Spaceships

Built by CCP

Tauranon
Weeesearch
CAStabouts
#56 - 2014-02-13 21:23:38 UTC
Ptraci wrote:
Bizzaro Stormy MurphDog wrote:


Are you equating EVE battle to infantry fights, instead of naval warfare? It looks like you are. "At least get it right" indeed.

From what I can gather, most naval battles are won when one fleet drops enough suppressing fire to make the opposing fleet keep their heads down, so congratulations, you nailed it right on the head. You should app to the Naval Academy - I'll vouch for you with a letter of recommendation if you need it.


Yes indeed I think he is. While I agree that having all the grunts shoot at different bushes and rocks is much more effective than having them all shoot at the same bush and/or rock, this has nothing to do with naval warfare where the targets are usually very large and very discrete from the surrounding terrain.

EDIT: I mean feel free to spread your fire, ask the French how that worked out for them at Trafalgar.


Fleets in WW1 did have standing orders for distribution of fire - I think British was often corresponding ship in the opposing battle line (which had its own problems if you couldn't see the van of the opposing line). The whole battle line shooting at one ship wasn't expected to be particularly effective because of visibility of fall of shot. ie 2 ships firing will usually able to discern their fall of shot from their range clocks, and will see the target sufficiently to determine if it was long, straddle or short. 10 ships can't.

Nevyn Auscent
Broke Sauce
#57 - 2014-02-14 03:51:01 UTC
Tauranon wrote:


Fleets in WW1 did have standing orders for distribution of fire - I think British was often corresponding ship in the opposing battle line (which had its own problems if you couldn't see the van of the opposing line). The whole battle line shooting at one ship wasn't expected to be particularly effective because of visibility of fall of shot. ie 2 ships firing will usually able to discern their fall of shot from their range clocks, and will see the target sufficiently to determine if it was long, straddle or short. 10 ships can't.


This holds true in Naval Warfare & Aerial Warfare as well, and especially submarine warfare, which is the closest thing to our flight mechanics. If someone is taking evasive action, they aren't concentrating as much on putting damage onto you. If you have to execute a radical turn, radar may loose target lock for a second, guided munitions may loose track during that second, guns may be thrown off by sudden manoeuvring.

If instead they can cruise straight and steady and the only thing they have to worry about it putting lead onto you, their fire will be more accurate. Not just infantry tactics, but at any level, infantry, armour, ships, aircraft, subs, this holds true on all of them.

So, what if you took a 10-20% DPS loss when someone has damaged you in the last 15 seconds? Or a 10-20% DPS gain if no-one has damaged you in the last 15 seconds. Depending if you want to make ships die faster or if you want to increase ship life on which way you go. Suddenly F1 follow the target BC's is not the optimal for the entire fleet. A steady stream of bombs to keep them moving while still not actually doing critical damage, smart bombing warp in & out ships.... There could be a threshold if people worry about newbie ships I guess.

A significant portion of the fleet can still F1 for the alpha damage, but you start to want some of your ships to un-group their guns, and spread fire, in order to maximise the impact on the enemy fleet. Then Ewar comes into play by trying to keep your highest DPS ships from being disrupted, or at least the ships being disrupted the least, in order to raise your fleet effectiveness. And tactics play a larger part. So you haven't lost the idea of focused fire. You just aren't focusing every single weapon at one target, just a majority of the fire-power while trying to suppress the rest a bit.

This would also impact PvE, making missions with 2 players (Or at least 2 accounts, but we can't prevent that) far better than 1, since 2 players chances are someone wouldn't be taking fire at any particular time. Which is an interesting follow on of encouraging fleeting for PvE also.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#58 - 2014-02-14 04:21:22 UTC
Its amusing the null seccers here pulling out the realism argument.

The issue is not realism, CCP did away with most of that before release. At release we did at least have splash damage and missile collisions but that was done away with as well.

The main issue outside of a simulator, which EVE is definitely not, is playability and enjoyability of fleet pvp. I think everyone would agree that fleet vs fleet is pretty boring as far as mechanics go.

Having your dread or carrier roasted in less than 25 seconds when it often takes you 2 minutes to activate a module cannot be fun.

CCP tried to address the issue years ago by increasing EHP however in typical CCP fashion they neglected to acknowledge that if you add something to the game that increases survivability, players will add ships to eliminate that fix.

One thing in EVE that is almost universal is the stacking penalities, for every module that does something benefiicial there is also in most cases a penalty that decreases the next module of the same type.

As I said before, bombs were prenerfed to prevent excessive bombs being launched and insta popping ships so its not that far fetched to have dps bleed from a target getting overganked.

And most importantly it would open up the battlefield so that apart from the FC, there would be things for people to do other than to press the F1 key. DPS should be important but it should not be the only tactic on the battlefield.

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..... :)

Tauranon
Weeesearch
CAStabouts
#59 - 2014-02-14 04:55:57 UTC  |  Edited by: Tauranon
Infinity Ziona wrote:
Its amusing the null seccers here pulling out the realism argument.

The issue is not realism, CCP did away with most of that before release. At release we did at least have splash damage and missile collisions but that was done away with as well.

The main issue outside of a simulator, which EVE is definitely not, is playability and enjoyability of fleet pvp. I think everyone would agree that fleet vs fleet is pretty boring as far as mechanics go.



This is a discussion, I don't have an absolute position on the topic. (otherwise I would never have brought up distributed fire standing orders).

The problem with diminishing is that as you close on fully diminished, diminished reps beats diminished guns, or diminished guns beats diminished reps, and will always do so, and that is kind of meh predictable outcome that is even more boring than current.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#60 - 2014-02-14 05:27:32 UTC  |  Edited by: Infinity Ziona
Tauranon wrote:
Infinity Ziona wrote:
Its amusing the null seccers here pulling out the realism argument.

The issue is not realism, CCP did away with most of that before release. At release we did at least have splash damage and missile collisions but that was done away with as well.

The main issue outside of a simulator, which EVE is definitely not, is playability and enjoyability of fleet pvp. I think everyone would agree that fleet vs fleet is pretty boring as far as mechanics go.



This is a discussion, I don't have an absolute position on the topic. (otherwise I would never have brought up distributed fire standing orders).

The problem with diminishing is that as you close on fully diminished, diminished reps beats diminished guns, or diminished guns beats diminished reps, and will always do so, and that is kind of meh predictable outcome that is even more boring than current.

Yeah though I think but I'm not sure that RR was implemented to counter the F1 primary problem. Its a solution to a problem that didn't work but rather added more fuel to the problem, as RR increased, more DPS was needed to counter and so more RR was used ... ad nauseam.

Also I wasn't referring to you in that comment regarding the null seccers.

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..... :)