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Proposal: Do away with turret signature resolution stat

Author
Aebe Amraen
Dreddit
Test Alliance Please Ignore
#141 - 2014-07-08 01:04:20 UTC
Sodabro wrote:
Ko'Ahi wrote:
I think you're a NERD.

that, and that OP got it all wrong. so very wrong.

signature resolution for turrets is for comparing with the target's SIZE. it has nothing to do with speed if you only consider that specific factor.


Oh look, another person who doesn't understand signature resolution or basic algebraic manipulations.
Deerin
East Trading Co Ltd
#142 - 2014-07-08 05:37:25 UTC
Reaver Glitterstim wrote:
Deerin wrote:
I believe there is an easier fix to make things more "readable":

Right now the angular velocity and tracking values are in rad/sec which is a hard to understand term. Change it to deg/s and suddenly it wil become much clearer for people.
You miss the point of applying radians: If you are orbiting Aebe Amraen's Eagle in your Vagabond and trying to outmaneuver his 250mm Railguns, that you have to be able to travel 0.01011 radians per second around him to outmaneuver, adjusted a bit by his Motion Prediction skill and any difference in your Vagabond's signature radius from 125 meters.

How does this make the math easier? Simple. You travel 1 radian around him when you travel a distance in the orbit equal to the distance from him to you. Say he is 14,216 meters away from you, well punch into a calculator 14,216 x 0.012 (adjusting upwards for tracking skill and shield extenders) and you get 170.6 meters per second you should be traveling to match his tracking. Since at this range you might even make 340m/s without afterburner, you should be able to lazily drift around him without getting hit, provided he doesn't do any fancy maneuvering. But he's a pretty sharp guy so I'm sure he won't give in that easily. Still, being able to make such an estimation quickly on the fly is important for judging your opponent's abilities.

Also, this thread is proof TEST is better at math than the rest of EVE.


Although Eve IS spreadsheets in space, I really do not use a calculator when flying.

As far as math side goes, rad/s and deg/s are essentailly same thing modified by a constant (180/pi). Deg/s uses a bigger number, thus it is easier to read on screen. Someone here proposed a milliradians/s, which is also fine. Why would I need to read 0.012 if I can just read 12. Unnecessary digits add an unnecessary level of complexity, which is what CCP is trying to avoid. You don't see 14,216 meters on your overview. You see 14.2km.

Back to OP topic, I believe a better method of explaing tracking "in-game" is needed. It is disappointing how many people got it wrong.

Again, OP math is right. Turret signature is a value in turrets properities and has absolutely nothing to do with missile damage or lock times or chance of being probed out. The only thing it affects in game is the tracking formula. It is a constant denominator in one of the terms. The OP wishes to merge it with another constant(tracking speed) and make the equation simpler to understand. The math is ok.
Joe Zevin
Sebiestor Tribe
Minmatar Republic
#143 - 2014-07-08 21:26:28 UTC
This is the most embarrassing thread i have seen in a while, before you post, read the the OP's post in it's entirety. If you still have somehow come to the conclusion that op wants to change tracking, or Sig, you need to brush up reading comprehension and math. This changes nothing to the tracking formula and is intended to simplify things. Soldier on OP. It's not dumbing eve down, it's streamlining, and that is a good thing in my opinion.
Hakaari Inkuran
State War Academy
Caldari State
#144 - 2014-07-08 21:35:11 UTC
I've read the OP and it doesn't seem like he's simplifying anything. But neither implementation seems superior to the other. Both implementations are a bit mysterious to a new player. Both implementations require maths and a bit of game experience to understand. Gameplay is exactly the same in both implementations. Meaning that no change should happen. If a change isn't beneficial there's no point having a change.
Lady Rift
His Majesty's Privateers
#145 - 2014-07-08 21:41:25 UTC
Hakaari Inkuran wrote:
I've read the OP and it doesn't seem like he's simplifying anything. But neither implementation seems superior to the other. Both implementations are a bit mysterious to a new player. Both implementations require maths and a bit of game experience to understand. Gameplay is exactly the same in both implementations. Meaning that no change should happen. If a change isn't beneficial there's no point having a change.



The Op's post might not change the way thing actually work but it might make it easier to understand as currently this thread proves that currently the system is not understood by many.
Tyberius Franklin
Federal Navy Academy
Gallente Federation
#146 - 2014-07-08 21:53:44 UTC
Lady Rift wrote:
Hakaari Inkuran wrote:
I've read the OP and it doesn't seem like he's simplifying anything. But neither implementation seems superior to the other. Both implementations are a bit mysterious to a new player. Both implementations require maths and a bit of game experience to understand. Gameplay is exactly the same in both implementations. Meaning that no change should happen. If a change isn't beneficial there's no point having a change.



The Op's post might not change the way thing actually work but it might make it easier to understand as currently this thread proves that currently the system is not understood by many.
As you stated it doesn't change the system, so I'm not sure how it gets better understood. Also, the most common misconceptions regarding the relation ship of signature and tracking aren't resolved with this. If anything it seems they would be strengthened since those who don't understand now still likely won't and thus the "sig res:sig rad is a separate chance to hit" crowd will just go on citing gun sizes as the reason rather than having the sig res itself to point at.

TL;DR: Changing a number to a constant won't suddenly make people understand math or bother to learn the formula in the first place any more than now.
Reaver Glitterstim
The Scope
Gallente Federation
#147 - 2014-07-10 11:15:00 UTC  |  Edited by: Reaver Glitterstim
Let me sum up 75% of the responses:

"I don't understand how the math works. Therefore, when the OP claims he wants to simplify the math without changing in-game effects, I am going to claim his math is wrong as if I think I have a sufficient grasp to make such claims."

Speaking of EVE being spreadsheets in space, why don't we have the ability to pull up pre-made spreadsheets in the actual game interface to look at these relations? Turret tracking in relation to ships of specified size, distance, and velocity should be something we can graph up with in-game tools. That way you don't have to be a number genius to get it, you could be any kind of genius and get it.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Arla Sarain
#148 - 2014-07-10 11:33:32 UTC  |  Edited by: Arla Sarain
Reaver Glitterstim wrote:

With your system, it would be:


  1. All guns track (x ship size) by the listed rate
  2. Bigger sig radius means guns track it faster, smaller sig radius means guns track it slower
  3. Large guns track way slower and so are only useful against large ships, while small guns track way faster and can hit small ships



1) Fair enough
2) And against what would you compare sig radius?? And how would you know when and by how much is reducing sig radius enough to drop you below a certain threshold? You wouldn't. Currently the ratio between Turret Scan res and target sig radius IS what describes whether your guns track at the listed rate, or less, or more. Remove the turret scan res and then sig radius just becomes an odd number, for which people would need another relative number to receive any useful information.
3) This just repeats 2), and is the cornerstone behind Turret Scan res. That's what the so called arbitrary number describes - how well it tracks in regards to the size of the target.


By removing Turret Scan res and absorbing its value into another variable, tracking in this case, cos its the only one that makes sense, you'd remove a sense of scale between tracking and angular velocity. You'd have to increase the tracking number by some form of a constant. Then to compute whether you track well or not, you'd need to divide by your/your enemy's angular. I find it much easier to compare 0.5 to 0.2 than whatever alterations you make to raw magnitude of tracking to the unchanged angular velocity value. Because you can't reasonably change the latter - it has physical meaning that you'd throw out of the window if you tamper with it.

About the only useful change proposed in this thread so far was the change from radians to degrees in order to up the magnitude of numbers on the overview as numbers to 2-3 decimal points can be confusing. If anything else, flatout display the ratio between your tracking to your enemy's angular velocity. Both values are available as is and this would save the assailant another step.

The math aint wrong and the math isn't what people have an issue about. The whole equation is just 2 ratios, one of which is likely to be constant in a fight all together. But all given parameters are there for a reason. Unlike what the OP dismisses, Turret Scan Res is there to compare how well the said gun performs against targets of varying size.

For 8 pages, it's not that people are bad at math, but more like the OP is largely defensive on securing a change he proposed which holds no practical advantages. You will just replace one issue with another. Adding insult to injury, further participants join in the circlejerk to brag about how everyone is bad at math and they themselves are not. However, so far, no one has actually shown a record of practical numbers and the difference between current computing strategy (as in how'd you do this real time) and the strategy under the proposed changes. Why didn't you think that leading a change with this wouldn't be far more convincing that arguing about the validity of an equation? At the end of the day whether the manipulation of the equation is valid or not isn't what the user cares about; instead - how does one apply it.
De'Veldrin
Republic University
Minmatar Republic
#149 - 2014-07-10 13:00:12 UTC
I skimmed the thread following the OPs proposal and the tl;dr is basically "Let's change a very complex formula to make it appear less complex."

If there's literally no functional difference (and I haven't actually bothered to take the time to check) between the outcomes of the two forumlas, why are we touching code just for the sake of appearance? Honestly, I'm not concerned if people don't understand the formula intuitively. As has been proved by this thread, those who want the advantage WILL take the time, which is very much in keeping with the Eve Online culture. Additionally, those people who aren't interested will not (in all probability) suddenly become interested if the formula is rewritten, so there is literally no gain from making this change, but there is substantial risk given CCP's track record when it comes to making changes to old code that underlies vast portions of the game engine.

tl;dr: Leave it be. There is literally no reason to change it that overcomes the risks inherent in doing so.

De'Veldrin's Corollary (to Malcanis' Law): Any idea that seeks to limit the ability of a large nullsec bloc to do something in the name of allowing more small groups into sov null will inevitably make it that much harder for small groups to enter sov null.

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#150 - 2014-07-10 17:03:47 UTC  |  Edited by: Bronson Hughes
Aebe Amraen wrote:
You're wrong. Rather than spending a bunch of time explaining why you're wrong, I will simply refer you back to the first three pages of this thread where a half dozen other people were wrong in the same way as you.

This is, as I said then, further evidence that most people do not understand the turret sig resolution stat. Removing the turret sig resolution stat in the way I suggested will literally change nothing about any gun's ability to hit small or large, fast or slow targets. All it will do is make the mechanic easier to understand, so that hopefully we will have fewer people being wrong.


Turret signature resolution is not just a multiplier in an equation, it's a way to balance different classes of turrets and prevent extreme tracking scenarios.

Everything that I've seen in favor of your idea would have every gun get a new, re-balanced tracking stat, ignore the turret signature resolution while keeping the target's signature radius, and apply the same tracking equally to all targets. (If I'm incorrect here, please tell me so.) On paper, and at first glance, you are correct. Nothing seems to change.

There are two very key things you overlooked.

First, under the current system, only part of the tracking term is subject to effects from things like tracking computers, ammo type, tracking disruptors, etc. While the signature radius of the target can obviously be modified (target painters, MWDs, warfare links, etc.), there is currently no way to modify the signature resolution of a turret. It's static. It's constant. It's a buffer of sorts to keep their stats from going completely out of whack. Which leads me to my next point.

Second, turret signature resolution is way of saying that no, that 425mm railgun should not be able to hit that moving frigate quite so easily at 100km, even if my tracking says I should be able to while still ensuring that my light electron blaster will hit that battleship that I'm orbiting at 250m. At close to zero ranges, tracking needs to go up exponentially in order to have any chance to hit. Since giving them that much tracking would grossly overpower them at longer ranges, there needs to be another way to do it. CCP has acknowledged that tracking does not scale well, with either range or turret size. Trying to balance tracking so that close range weapons can track well enough to hit while not allowing long range weapons to over-track at long ranges is non-trivial. The signature resolution of a turret plays a key role in maintaining that balance. Try applying some of your re-balancing to to more extreme ranges (near zero, 100km+) and I guarantee you that you'll see unusual behavior.

Regardless of whether this is a good idea or not, it produces demonstrably different results than the current mechanic when you consider tracking bonuses/penalties, and would likely lead to broken performance at extremes of range and/or tracking. This means that your underlying assumption (that turret performance wouldn't change) is flawed.

Ergo, this idea is flawed and should not be implemented.

QED.

EDIT: The issue with tracking at close ranges is a large part of the reason why webs used to be 90% instead of 60%. Blasters used to need targets to be going that slow at ranges under 10km in order to hit anything, even oversized targets.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Aebe Amraen
Dreddit
Test Alliance Please Ignore
#151 - 2014-07-10 17:35:36 UTC
Bronson Hughes wrote:
Aebe Amraen wrote:
You're wrong. Rather than spending a bunch of time explaining why you're wrong, I will simply refer you back to the first three pages of this thread where a half dozen other people were wrong in the same way as you.

This is, as I said then, further evidence that most people do not understand the turret sig resolution stat. Removing the turret sig resolution stat in the way I suggested will literally change nothing about any gun's ability to hit small or large, fast or slow targets. All it will do is make the mechanic easier to understand, so that hopefully we will have fewer people being wrong.


Turret signature resolution is not just a multiplier in an equation, it's a way to balance different classes of turrets and prevent extreme tracking scenarios.

Everything that I've seen in favor of your idea would have every gun get a new, re-balanced tracking stat, ignore the turret signature resolution while keeping the target's signature radius, and apply the same tracking equally to all targets. (If I'm incorrect here, please tell me so.) On paper, and at first glance, you are correct. Nothing seems to change.

There are two very key things you overlooked.

First, under the current system, only part of the tracking term is subject to effects from things like tracking computers, ammo type, tracking disruptors, etc. While the signature radius of the target can obviously be modified (target painters, MWDs, warfare links, etc.), there is currently no way to modify the signature resolution of a turret. It's static. It's constant. It's a buffer of sorts to keep their stats from going completely out of whack. Which leads me to my next point.

Second, turret signature resolution is way of saying that no, that 425mm railgun should not be able to hit that moving frigate quite so easily at 100km, even if my tracking says I should be able to while still ensuring that my light electron blaster will hit that battleship that I'm orbiting at 250m. At close to zero ranges, tracking needs to go up exponentially in order to have any chance to hit. Since giving them that much tracking would grossly overpower them at longer ranges, there needs to be another way to do it. CCP has acknowledged that tracking does not scale well, with either range or turret size. Trying to balance tracking so that close range weapons can track well enough to hit while not allowing long range weapons to over-track at long ranges is non-trivial. The signature resolution of a turret plays a key role in maintaining that balance. Try applying some of your re-balancing to to more extreme ranges (near zero, 100km+) and I guarantee you that you'll see unusual behavior.

Regardless of whether this is a good idea or not, it produces demonstrably different results than the current mechanic when you consider tracking bonuses/penalties, and would likely lead to broken performance at extremes of range and/or tracking. This means that your underlying assumption (that turret performance wouldn't change) is flawed.

Ergo, this idea is flawed and should not be implemented.

QED.

EDIT: The issue with tracking at close ranges is a large part of the reason why webs used to be 90% instead of 60%. Blasters used to need targets to be going that slow at ranges under 10km in order to hit anything, even oversized targets.


Since you asked me to tell you if you were incorrect, here you go: you're still wrong.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#152 - 2014-07-10 17:56:30 UTC
Aebe Amraen wrote:
Since you asked me to tell you if you were incorrect, here you go: you're still wrong.


Simply making a statement without backing it up doesn't lend much strength to your statement. What part of this statement is wrong?

Bronson Hughes wrote:
Everything that I've seen in favor of your idea would have every gun get a new, re-balanced tracking stat, ignore the turret signature resolution while keeping the target's signature radius, and apply the same tracking equally to all targets.


Also, alleged lack of comprehension on my part aside, do you disagree with the content of my post or no?

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Aebe Amraen
Dreddit
Test Alliance Please Ignore
#153 - 2014-07-10 18:31:02 UTC
Depending on what you mean by "apply the same tracking equally to all targets," that sentence is either partially correct or entirely correct. If you mean "my guns will have the same chance-to-hit on a battleship as on a frigate if transversal is the same" then you are incorrect. I'm not sure what else you might mean by applying tracking that might make it entirely correct.

Unfortunately, almost everything after that sentence in your post is incorrect. Your paragraph about how sig res is a buffer keeping tracking from going out of whack is nonsense (and wrong). Your next paragraph is riddled with errors (i.e. it's wrong). The paragraph after that is just completely false (i.e. wrong). Ending with QED--as if your parade of words was a mathematical proof!--is asinine.

My argument is summed up in this equation which I linked in the OP: link. Algebra says that adjusting the tracking and sig res of turrets in the way I proposed makes no difference to the game mechanic. Your argument is based on not understanding algebra, flawed logic, and lots of words. Algebra is still right. You are still wrong.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#154 - 2014-07-10 18:45:31 UTC
Aebe Amraen wrote:
Unfortunately, almost everything after that sentence in your post is incorrect. Your paragraph about how sig res is a buffer keeping tracking from going out of whack is nonsense (and wrong). Your next paragraph is riddled with errors (i.e. it's wrong). The paragraph after that is just completely false (i.e. wrong).


Again, simply making a statement without backing it up doesn't lend much strength to your statement. What is wrong and why? Are there ways to modify turret signature resolution that I'm not aware of? Does holding part of the tracking term constant not limit the impact of external effects to turret performance? Does tracking not scale exponentially with decreasing range? Which of these statements is wrong?



You keep bringing up algebra as proof. Do yourself a favor and work out the numbers for these scenarios:

Frigate blaster damage applied to a battleship while orbiting at 200m, both with the current system and yours.

Frigate blaster damage applied to a frigate while orbiting at 200m, both with the current system and yours.

Battleship railgun damage applied to a frigate while orbiting at 200km, both with the current system and yours.

Battleship railgun damage applied to a battleship while orbiting at 200km, both with the current system and yours.


Have all ranges and speeds be the same, and the re-adjusted tracking for turrets must be the same for both uses. I think you'll be surprised by the results.


"Ergo" and "QED" are not asinine, they are standard language when making a logical argument. Apologies if you took offense, none was meant.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Aebe Amraen
Dreddit
Test Alliance Please Ignore
#155 - 2014-07-10 19:02:46 UTC  |  Edited by: Aebe Amraen
Are there ways to modify turret signature resolution that I'm not aware of?

No, you're actually correct here. Not so lucky on the next one.

Does holding part of the tracking term constant not limit the impact of external effects to turret performance?

Nope, it does not limit it. Because all the effects on tracking are multiplicative and the relationship between tracking and sig res is also multiplicative, and because multiplication is an associative (edit: and commutative) operator, it makes no difference whatsoever. If half the tracking effects worked on sig res and half worked on tracking the result would be exactly the same. If all the tracking effects worked on sig res instead of tracking the result would be exactly the same. Algebra says it makes no difference.

Does tracking not scale exponentially with decreasing range?

Nope. The tracking needed to maintain a constant chance-to-hit on a target with constant transversal is inversely proportional to range, i.e. x ~ 1/y, while exponential would be something like x ~ e^(1/y). This is completely irrelevant to the argument, but since you asked about this specifically I figured I'd go ahead and point out that you are wrong here anyway.

Do yourself a favor and work out the numbers for these scenarios:

The whole point of algebra is that it saves us from having to work out (possibly uncountably many) specific examples. I can say, without working any of them out, that the result will be identical before and after my proposed change. Because algebra says so. If you want to work them out yourself instead of trying to shunt the work onto me then be my guest. Just be aware that it's wasted effort, because algebra already gave us the answer.

Edit: added quote before last paragraph to clarify the change in subject there, decided to add commutativity in because that's an important property of multiplication too.
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#156 - 2014-07-10 20:30:54 UTC  |  Edited by: Bronson Hughes
Aebe Amraen wrote:
Does tracking not scale exponentially with decreasing range?

Nope. The tracking needed to maintain a constant chance-to-hit on a target with constant transversal is inversely proportional to range, i.e. x ~ 1/y, while exponential would be something like x ~ e^(1/y). This is completely irrelevant to the argument, but since you asked about this specifically I figured I'd go ahead and point out that you are wrong here anyway.


I wasn't referring to the 1/r relationship of transverse velocity, I was referring to the exponential nature of the chance-to-hit equation, which is 0.5^X * 0.5^ Y, where X and Y are the tracking and range terms, respectively. In order to maintain a constant chance-to-hit, X has to vary as 1/r, therefore chance to hit is proportional to 0.5^(1/r), which is an exponential relationship.

Aebe Amraen wrote:
Do yourself a favor and work out the numbers for these scenarios:

The whole point of algebra is that it saves us from having to work out (possibly uncountably many) specific examples.

Statements like this are the reason I left theoretical physics. ;^)

...erases whiteboard...

...re-reads OP...

...erases whiteboard again...

...re-reads OP again...

After going back and re-reading the OP a few times, it would appear that I did misread something. I retract my previous disagreement, and believe that everything would work exactly as you said it would. I stand by all of my previous statements, but I feel that some of them are, obviously, no longer applicable.

As a matter of personal opinion, I still dislike the proposal. While you may find the signature resolution statistic of turrets confusing, I always found it helpful knowing that my target's signature radius did play a role and having that value as sort of a guide. But I won't argue matters of opinion.

Cheers, and thanks for your patience.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Grenn Putubi
Sebiestor Tribe
Minmatar Republic
#157 - 2014-07-10 20:45:37 UTC
-1

Changing functional game mechanics because certain people don't understand them is a bad idea. The current system works fine and is relatively easily understood by anyone that's passed (and remembers) high school algebra and geometry. Poking around in it will just cause problems.
Reaver Glitterstim
The Scope
Gallente Federation
#158 - 2014-07-10 21:51:43 UTC
Bronson Hughes wrote:
Turret signature resolution is not just a multiplier in an equation, it's a way to balance different classes of turrets and prevent extreme tracking scenarios.
Actually it's not a multiplier at all, and it is not useful at all in balancing turrets.

You and several others are under the impression that signature resolution affects turret tracking. It does not.

Signature resolution is an arbitrary value that the rest of the equation is built around.

The equation is balanced to the desired values in partnership with the arbitrary value(s). Any and all possible arbitrary values work correctly and will not affect the outcome provided the tracking multipliers on the individual weapons are balanced to give them the correct amount of tracking.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#159 - 2014-07-10 21:59:42 UTC
Reaver Glitterstim wrote:
Actually it's not a multiplier at all, and it is not useful at all in balancing turrets.

You and several others are under the impression that signature resolution affects turret tracking. It does not.

Signature resolution is an arbitrary value that the rest of the equation is built around.

The equation is balanced to the desired values in partnership with the arbitrary value(s). Any and all possible arbitrary values work correctly and will not affect the outcome provided the tracking multipliers on the individual weapons are balanced to give them the correct amount of tracking.


See my later reply. I was operating under a mistaken understanding of what the OP wanted to do. In the proper context, I agree with both of you completely from a mathematical standpoint.

I still see no need to make the change, but do agree that it would not change turret performance in any way.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Reaver Glitterstim
The Scope
Gallente Federation
#160 - 2014-07-10 22:11:47 UTC  |  Edited by: Reaver Glitterstim
It is difficult to explain it, but if my last explanation was helpful then perhaps the original poster might consider adding it to the original post. No credit necessary.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."