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Changing the Lock Formula

Author
James Baboli
Warp to Pharmacy
#21 - 2014-10-23 22:41:01 UTC
It makes no sense to implement this, causes the n+1 issue of things not scaling well for massive fights due to number of calls and calculations needing to be done every tick, which modifies every other call for targeting speed that tick which means your logi need to be in London proper, preferably no more than a single block from the server, so they get into the qeue before the server goes to random server calls as it instantly devolves into soul crushing lag.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Marlona Sky
State War Academy
Caldari State
#22 - 2014-10-24 00:14:36 UTC
Daoden wrote:
*Daoden needs armor*

1 sec man still targeting

*the object you were targeting is no longer there*

logi pilots will HATE this and their fleet will hate them


Back it up some. How many people were shooting you?
James Baboli
Warp to Pharmacy
#23 - 2014-10-24 00:16:45 UTC
Marlona Sky wrote:
Daoden wrote:
*Daoden needs armor*

1 sec man still targeting

*the object you were targeting is no longer there*

logi pilots will HATE this and their fleet will hate them


Back it up some. How many people were shooting you?


Doesn't matter. It ups the absolute minimum lock time unless your gang is small enough to have prelocked all of your ships, and thus the minimum buffer, thus forcing slave'd cruisers to run 1600 plates to survive.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Marlona Sky
State War Academy
Caldari State
#24 - 2014-10-24 01:39:39 UTC
James Baboli wrote:
Marlona Sky wrote:
Daoden wrote:
*Daoden needs armor*

1 sec man still targeting

*the object you were targeting is no longer there*

logi pilots will HATE this and their fleet will hate them


Back it up some. How many people were shooting you?


Doesn't matter. It ups the absolute minimum lock time unless your gang is small enough to have prelocked all of your ships, and thus the minimum buffer, thus forcing slave'd cruisers to run 1600 plates to survive.

Actually, it matters a lot.
M1k3y Koontz
House of Musashi
Stay Feral
#25 - 2014-10-24 03:22:58 UTC
Soldarius wrote:
I don't disagree that this proposal would have the intended effect. Only that the more far-reaching effects would be disastrous to Eve.

Another side effect of this change would be to force fleets into non-targeting doctrines. Pipe-bombing and stealth bombing runs would become much more common, the former more so than the latter.

Also, good luck ever killing capital ships with subcaps again.



If my understanding of the proposed change is correct (by locking more ships, additional locks are slowed) your argument is invalid.

Subcaps lock capital, they have no need to lock anything else (bar maybe a secondary) since capitals don't typically die quickly to subcaps unless you have 1000 of them.

How much herp could a herp derp derp if a herp derp could herp derp.

Ranamar
Nobody in Local
Of Sound Mind
#26 - 2014-10-24 16:46:23 UTC
Marlona Sky wrote:
James Baboli wrote:
Marlona Sky wrote:
Daoden wrote:
*Daoden needs armor*

1 sec man still targeting

*the object you were targeting is no longer there*

logi pilots will HATE this and their fleet will hate them


Back it up some. How many people were shooting you?


Doesn't matter. It ups the absolute minimum lock time unless your gang is small enough to have prelocked all of your ships, and thus the minimum buffer, thus forcing slave'd cruisers to run 1600 plates to survive.

Actually, it matters a lot.


It matters even more that people broadcast early with this setup... because if the logi hasn't started locking before people are firing, they likely won't get a lock in time no matter what. Put another way, if you manage to get locked by a significant portion of the enemy fleet without being locked by your logi, the opposing DPS has even longer to kill you before reps land than now. And remember, you don't know you're being locked until the lock completes: the UI doesn't show yellow until you're locked. So, it makes ships even less saveable in high-alpha environments where it is already hard to save them. You might be able to keep ships topped up more in situations where they weren't really in danger in the first place, but anyone who gets serious attention is going to be in for even more of a world of hurt than before.

Marlona, I think you're better at problem statements than providing solutions, based on what you did with jump drives. Which would you say is the problem statement here?

  1. You can do back-of-the-envelope math to determine how large fleet battles go.
  2. EVE Online lacks unique stories for different fleet members in large battles.


I think you should clarify which is the primary problem, because I don't think this solves either of them, but focusing on one might allow you to craft a better solution.
Problem 1 doesn't get solved because, if you smear DPS and logistics reps across the fleet, the only ships you're going to lose are those that somehow fall through the cracks of broadcasting. It would actually get easier to calculate "This fleet has this much DPS; that fleet has that much reps. What is the value of DPS - reps?"
Problem 2 doesn't get solved either, IMO, because everyone is going to be doing the same things, just with more chaos. I've found that not being able to shoot/rep a target because you are out of range is a lot more compelling than because you can't lock it. However, this mostly tends to happen in brawling situations (where your range is less than the diameter of the fight) and some small (~10?) gang nano things where everybody is taking their own route to running away from the things chasing them. If you add more people, they might as well anchor onto whoever is the "best": there will always be an optimal position, and it only seems interesting when there's only one person to be in that position.
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