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Mechanics to Encourage Fights

First post
Author
James Zimmer
Republic University
Minmatar Republic
#1 - 2014-12-25 04:34:41 UTC
A little background: I had just purchased and fit a Tornado and was flying it into low when I ran into a Ishtar waiting on the gate for me. Realizing instantly that an Ishtar, especially at zero, would make short work of my Tornado, I did the MWD/cloak trick and warped off. He followed me through several systems, and then finally gave up when I entered highsec again. He called me a coward in local, and I responded that I was just being prudent. While I don't blame either of us for flying our ships the way we did, both of us were perfectly logical, I was disappointed in that encounter.

From my standpoint, if I had tried to engage him, regardless of what I did, it's almost certain that he would have pointed me and I would have lost my ship. Once pointed, unless you have a specialized ship with ECM or maybe nuets, you either win the fight or you die. A point is just too powerful of an offensive tool. Realistically, this means you just don't fight what you don't know you can win. On his part, he tried his best, but no matter what he did, he couldn't force an engagement. An MWD/cloak is too powerful of a defense. The MWD/cloak setup (in low) allows you to avoid every situation where you may have to fight a superior ship.

As a result, the majority of fights in low aren't really fights, they're ambushes. An obscenely overpowered ship or gang trounces another ship or gang by tricking them or catching someone being lazy. All tactics are thrown out the window, and the almightly blob wins by simply cycling their guns once or twice. There is a lot of interesting posturing that happens before people start shooting but the fight itself is just a formal conclusion to the real battle of jumping around. I think we could do better.

I'm not asking to turn EVE into a bunch of jousting matches, where everything is fair and even, but maybe both offense and defense need to be weakened some, so there is more grey area for fights to occur. Maybe that Ishtar should be able to force an engagement on my Tornado, and maybe that shouldn't be an automatic death sentence for me.

Here are some practical ways in which that could be done:

- Break the MWD/cloak trick. This will make it impossible for people to avoid every fight they don't like, and encourage people to travel in ships better suited to fighting rather than taking up a high with a cloak and a mid with a often sub-optimal propulsion mod. Hopefully this will mean that when a juicy target appears, they won't avoid it because they're travel-fit.

- Weaken warp scrams and warp disruptors. Have them slow warp speed, rather than prevent it, and make them cap-hungry (think nuets), so locking people down comes at a significant price, and it's not perfect.

- Slow, or even disable warp for ships that are running defensive or offensive equipment. As it stands, PVE ships suck at PVP because they don't have a way to pin people down and finish fights. Make this less vital, and that guy returning from a level 3 in his battlecruiser is suddenly a PVP pilot ready to take a fight and not just a PVE carebear trying to avoid everything.
Foxicity
The Scope
Gallente Federation
#2 - 2014-12-25 05:03:19 UTC
Explain how this fixes anything.
Anhenka
Native Freshfood
Minmatar Republic
#3 - 2014-12-25 05:04:36 UTC
James Zimmer wrote:
A little background: I had just purchased and fit a Tornado and was flying it into low when I ran into a Ishtar waiting on the gate for me. Realizing instantly that an Ishtar, especially at zero, would make short work of my Tornado, I did the MWD/cloak trick and warped off.

I'm not asking to turn EVE into a bunch of jousting matches, where everything is fair and even, but maybe both offense and defense need to be weakened some, so there is more grey area for fights to occur. Maybe that Ishtar should be able to force an engagement on my Tornado, and maybe that shouldn't be an automatic death sentence for me.



A: You doubled up on the bad choices by jump in in unscouted into lowsec, and doing it in a long range ship with little close range support. You did redeem yourself a bit by successfully doing the MWD trick and getting out, but two wrongs and a right still mean you made two bad decisions.

B: We are not re-balancing the entire game, system for warp scrambling, mod attributes, ship capabilities, and downsides of mods because you think that it will magically turn EVE into a land where an Arty Nado has a chance against an aggression Ishtar at close range.
James Zimmer
Republic University
Minmatar Republic
#4 - 2014-12-25 05:38:44 UTC
Anhenka wrote:
James Zimmer wrote:
A little background: I had just purchased and fit a Tornado and was flying it into low when I ran into a Ishtar waiting on the gate for me. Realizing instantly that an Ishtar, especially at zero, would make short work of my Tornado, I did the MWD/cloak trick and warped off.

I'm not asking to turn EVE into a bunch of jousting matches, where everything is fair and even, but maybe both offense and defense need to be weakened some, so there is more grey area for fights to occur. Maybe that Ishtar should be able to force an engagement on my Tornado, and maybe that shouldn't be an automatic death sentence for me.



A: You doubled up on the bad choices by jump in in unscouted into lowsec, and doing it in a long range ship with little close range support. You did redeem yourself a bit by successfully doing the MWD trick and getting out, but two wrongs and a right still mean you made two bad decisions.

B: We are not re-balancing the entire game, system for warp scrambling, mod attributes, ship capabilities, and downsides of mods because you think that it will magically turn EVE into a land where an Arty Nado has a chance against an aggression Ishtar at close range.


A. My ship didn't die, and it was never in any serious danger, so I don't see those decisions as mistakes. I'm not dealing with bubbles in null, and though it's theoretically possible to beat the MWD trick, it's very, very rare in practice.

B. I'm not saying an Arty Nado should be able to beat a tolerably fit Ishtar at point blank range, I'm saying that killing an Arty Nado at point blank range with an Ishtar should be a little more involved than activating a warp scram and keeping within range. As it stands, the Ishtar pilot could set a keep-at range or orbit, activate a warp scram, activate turrets, launch drones and walk away from the computer. If no one else gets involved, he'll win the fight every time, regardless of what the Tornado pilot does. That is extremely boring for both parties. If the Tornado pilot has a chance of warping out, it becomes an interesting race against time, or possibly a fight that spans multiple celestials as the Ishtar chases the Tornado down.

CCP allows the MWD trick, because without it, scrams would make it utter suicide to travel alone and low would become completely desolate. However, super-powerful scrams and the super-powerful MWD trick encourages and enables people to avoid fights, which is not what EVE should be about, IMHO.
Anhenka
Native Freshfood
Minmatar Republic
#5 - 2014-12-25 05:49:46 UTC
James Zimmer wrote:
IMHO.

Your welcome to your opinion. Most people would even agree with it.

But your proposal is like fixing peeling paint on your home by burning the house to the ground.



And yes, Arty nado vs close range PVP Ishtar should be a one sided rout. If you made no preparation to avoid such an event (say wcs or fitted ecm) and got caught before you can get back to gate or warp away, I see no reason to give you a chance to get away free.

In your spool up/delayed warp drive proposal were you somehow imagining that a 600+ DPS ship would somehow fail to kill a paper tanked Nado in the time it took to get into warp while scammed?



Get a scouting alt. Get friends to scout you, watch the killboards for yourtravel systems, pay someone to move your ship, buy a new ship at your destination.

Facetanking a travel route then expecting the game to give you a chance for survival when you facecheck a gatecamp in a non cloaky, non agile paper tanked ship is expecting absolutely silly things.


Still -1.
Alavaria Fera
GoonWaffe
#6 - 2014-12-25 06:04:09 UTC
We need bubbles in lowsec, then your tornado would have had a "fight"

Next time make sure you're the one catching the tornado

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

James Zimmer
Republic University
Minmatar Republic
#7 - 2014-12-25 06:24:46 UTC
Anhenka wrote:
James Zimmer wrote:
IMHO.

Your welcome to your opinion. Most people would even agree with it.

But your proposal is like fixing peeling paint on your home by burning the house to the ground.



And yes, Arty nado vs close range PVP Ishtar should be a one sided rout. If you made no preparation to avoid such an event (say wcs or fitted ecm) and got caught before you can get back to gate or warp away, I see no reason to give you a chance to get away free.

In your spool up/delayed warp drive proposal were you somehow imagining that a 600+ DPS ship would somehow fail to kill a paper tanked Nado in the time it took to get into warp while scammed?



Get a scouting alt. Get friends to scout you, watch the killboards for yourtravel systems, pay someone to move your ship, buy a new ship at your destination.

Facetanking a travel route then expecting the game to give you a chance for survival when you facecheck a gatecamp in a non cloaky, non agile paper tanked ship is expecting absolutely silly things.


Still -1.


I agree that the Ishtar should beat me in this situation, but the problem is, it doesn't. It doesn't even have a chance. I can MWD/cloak forever, and he will never catch me. That mechanic is overpowered.

I'm not super familiar with Ishtars (I just knew enough to know that's a fight I couldn't win) but if what you're saying is correct about 600+ DPS, I agree 100%. It should rip through a paper-tank Tornado before it can warp off. However, there are other ways to fit a Tornado, and if I put a fat buffer tank, or some resists and an ASB on it (which it can certainly support), I think I should have the potential to get away. Right now, I might as well do a paper thin tank, because thin or fat, I'll either not take a single shot, or I'm dead, there is no middle ground.

I disagree that other modules like warp core stabs (or MWDs/cloaks for that matter) should be necessary to move combat ships around in most cases, because it encourages a distinction between travel-fitting and combat-fitting, which, in my opinion, is lame and discourages PVP.
Anhenka
Native Freshfood
Minmatar Republic
#8 - 2014-12-25 06:49:54 UTC
You can MWD back to the gate and jump through, leaving him behind with aggro.

You can try and kill him, pitting your PvP ship vs his to try and drive him off or kill him.

You can fit a MJD (If applicable) to escape from disruptor setups.

You can try and slingshot him away so you can warp.

Or as mentioned earlier, you can fit WCS's, or Ewar, or get scouted, or carry your ships in a DST/blockade runner, or by PUSH, or Black Frog, or alliance services (if you are in a decent null group), or buying your ships at location, or bringing a falcon alt, etc, etc, etc.


If you have a PvP fit PvP ship and he has a PvP fit PvP ship and he catches you, then fight, or flee, or die.

But just because you have rock to his paper does not mean the game needs to be adjusted to give you some way of winning/getting away you wouldn't have if it was his rock to your paper.

You continue to insist that despite all the various tactics, fittings, and methods you have to avoid or outfight gamecamps, that you still deserve a chance to escape even once caught, webbed, scrammed, prevented from getting back to gate, and outgunned? Are you seriously reading your own posts?
ShahFluffers
Ice Fire Warriors
#9 - 2014-12-25 07:20:35 UTC  |  Edited by: ShahFluffers
Without warp disruptors/scramblers to force a fight everyone would just warp away as soon as they decide they won't win. So altering "points" to be "weaker" is an automatic no-go.

Getting rid of the MWD-cloak trick... it only works with some ships. Not all.
And, to be quite frank, if your non-covert-ops ship is fitted with a cloak you are not really looking for a serious engagement in the first place (because the penalties a non-covert cloak puts on a ship render it "sub-optimal" for fighting).

Quote:
I'll either not take a single shot, or I'm dead, there is no middle ground.

Welcome to warfare 101 (both in-game and in RL).
Unless you are using a certain tactic that specifically avoids commitment (see: "kiting/skirmishing"... which requires certain ships in specific setups) you are either all in, or not at all.

Plus... this highlights a certain aspect of the current system. Namely; you must prepare and have an answer for every engagement.

And yes... running is a viable answer.
James Zimmer
Republic University
Minmatar Republic
#10 - 2014-12-25 08:24:40 UTC
Anhenka wrote:
You can MWD back to the gate and jump through, leaving him behind with aggro.

You can try and kill him, pitting your PvP ship vs his to try and drive him off or kill him.

You can fit a MJD (If applicable) to escape from disruptor setups.

You can try and slingshot him away so you can warp.

Or as mentioned earlier, you can fit WCS's, or Ewar, or get scouted, or carry your ships in a DST/blockade runner, or by PUSH, or Black Frog, or alliance services (if you are in a decent null group), or buying your ships at location, or bringing a falcon alt, etc, etc, etc.


If you have a PvP fit PvP ship and he has a PvP fit PvP ship and he catches you, then fight, or flee, or die.

But just because you have rock to his paper does not mean the game needs to be adjusted to give you some way of winning/getting away you wouldn't have if it was his rock to your paper.

You continue to insist that despite all the various tactics, fittings, and methods you have to avoid or outfight gamecamps, that you still deserve a chance to escape even once caught, webbed, scrammed, prevented from getting back to gate, and outgunned? Are you seriously reading your own posts?


The point that I'm trying to make is that he won't catch me, ever. The tactics that you mention are good, but are pointless in lowsec. Why MWD back to the gate when I can just continue on my merry way with an MWD/cloak? This is more or less immunity to lowsec gate camps. In the interest of making the game interesting, I don't think I should have this immunity. I also don't think it should be as difficult to travel as null.

CCP could make the changes, and the tactics you mention would still be valid, but weakening scrams, and making them slow, rather than preventing, warp would add an entirely new aspect to the game: How badly do I want to get through? Can my tank last long enough for me to warp off? What if he dual scrams? You could add this aspect without effectively making your ship a non-combat ship with warp core stabs. On a related topic, I think it would also add to the game to make manual navigation still land you slightly off the gate, and thus give players realistic ways to engage on both sides of the gate.

I'm not complaining about it being too hard to travel in low; I'm saying it's too easy. I think there's a happy medium to be found that is more difficult than the current situation, without becoming null.
James Zimmer
Republic University
Minmatar Republic
#11 - 2014-12-25 09:10:30 UTC
ShahFluffers wrote:
Without warp disruptors/scramblers to force a fight everyone would just warp away as soon as they decide they won't win. So altering "points" to be "weaker" is an automatic no-go.

Getting rid of the MWD-cloak trick... it only works with some ships. Not all.
And, to be quite frank, if your non-covert-ops ship is fitted with a cloak you are not really looking for a serious engagement in the first place (because the penalties a non-covert cloak puts on a ship render it "sub-optimal" for fighting).

Quote:
I'll either not take a single shot, or I'm dead, there is no middle ground.

Welcome to warfare 101 (both in-game and in RL).
Unless you are using a certain tactic that specifically avoids commitment (see: "kiting/skirmishing"... which requires certain ships in specific setups) you are either all in, or not at all.

Plus... this highlights a certain aspect of the current system. Namely; you must prepare and have an answer for every engagement.

And yes... running is a viable answer.


I talked about making them weaker, not getting rid of them altogether. A battleship that got tackled by an interceptor would still take a good deal of time to get into warp, and as more ships target it and put scrams on it, that time would get longer and longer. However, it wouldn't be helpless for all eternity because a single frigate got under its guns. In addition, I mentioned possibly slowing or preventing warp if someone was using offensive or defensive mods, so sure they could "just warp away", but they would have to endure a period of time without shooting, repping or even hardening their shields and armor, which would be a hefty price to pay.

I'm fairly certain the MWD-cloak trick works for all sup-cap ships. Moving caps around is beyond my skill level at this point, so I can't comment on that. You are correct in saying that it is sub-optimal to fight in, which is why you put a mobile depot, an extra gun and an AB in your cargo hold and swap out in a safe or a station. It adds time and complexity to doing things in lowsec without making the game any more enjoyable.

Finally, I don't care how "realistic" it is, I care about how interesting it is. If I can get past every lowsec gate camp (like I can now), that's boring. If I can't get past any, that's also boring. I'm interested in having to think: Can I get past this gate camp?
mrjknyazev
College of Winterhold
Honorable Third Party
#12 - 2014-12-25 10:35:13 UTC
James Zimmer wrote:


The point that I'm trying to make is that he won't catch me, ever. The tactics that you mention are good, but are pointless in lowsec. Why MWD back to the gate when I can just continue on my merry way with an MWD/cloak? This is more or less immunity to lowsec gate camps. In the interest of making the game interesting, I don't think I should have this immunity. I also don't think it should be as difficult to travel as null.



Dedicated camps with quick seboed mwd ships can easily decloak you in 4-5 seconds and point you 2 seconds later. MWD/cloak trick works only on lazy and unprepared, it's not a low-sec free passage (well, most of the time it is, but not always).
FT Diomedes
The Graduates
#13 - 2014-12-25 15:31:40 UTC
Getting rid of the gate guns would go a long way towards making low sec less safe using the MWD/cloak tactic. I'm not saying that we should do that, but it is a way better suggestion than your proposal.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Kaarous Aldurald
Black Hydra Consortium.
#14 - 2014-12-25 15:34:17 UTC
Weakening the ability to force a fight will not lead to more fights.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Daichi Yamato
Jabbersnarks and Wonderglass
#15 - 2014-12-25 15:35:17 UTC  |  Edited by: Daichi Yamato
As mentioned, most fights in a sandbox are all or nothing fights. Especially when you are using all-or-nothing ships like tornados. Fly something more versatile next time?

Other enjoyable parts of the game are the preparations leading upto a fight. Selecting your ship, selecting its fit, building fleet numbers and picking a strategy for a fight. These tasks are much less all or nothing competitions but are where many fights are won or lost.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Nariya Kentaya
Ministry of War
Amarr Empire
#16 - 2014-12-25 15:54:14 UTC
Point A: You want to buff one-sided gatecamps

Point B: You want to make actual PvP that doesnt involve 5-1 odds and insta-alphas harder

Point C: I dont even get your reasoning behind this one, nerfing ships abilities to use offensive/defensive mods wont make anyone a pvp'er magically, it will just ensure that EVERY ship that walks into your gatecamp is forced to either be paper-thin, so automatically dead, or trying to defend itself, so its guaranteed dead 2 seconds later anyways
Bob Maths
Federal Navy Academy
Gallente Federation
#17 - 2014-12-25 16:03:15 UTC
What about basic ships of varying classes (say up to BC) and modules of basic strengths that anyone can fly (so long as you can fly the class of ship) and fit which are seeded by the game server. Perhaps this would encourage people to fight because ultimately they're throwaway ships that don't impact on their finances and can be done jumped into anywhere in any NPC corp in space
Daichi Yamato
Jabbersnarks and Wonderglass
#18 - 2014-12-25 16:18:10 UTC
Bob Maths wrote:
What about basic ships of varying classes (say up to BC) and modules of basic strengths that anyone can fly (so long as you can fly the class of ship) and fit which are seeded by the game server. Perhaps this would encourage people to fight because ultimately they're throwaway ships that don't impact on their finances and can be done jumped into anywhere in any NPC corp in space


One of the greatest things about eve is meaningful loss.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

FT Diomedes
The Graduates
#19 - 2014-12-25 17:52:06 UTC
Daichi Yamato wrote:
Bob Maths wrote:
What about basic ships of varying classes (say up to BC) and modules of basic strengths that anyone can fly (so long as you can fly the class of ship) and fit which are seeded by the game server. Perhaps this would encourage people to fight because ultimately they're throwaway ships that don't impact on their finances and can be done jumped into anywhere in any NPC corp in space


One of the greatest things about eve is meaningful loss.


I disagree, it is THE greatest thing about this lovely game. Eve without meaningful loss is not Eve.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Bob Maths
Federal Navy Academy
Gallente Federation
#20 - 2014-12-25 18:22:57 UTC
Daichi Yamato wrote:
Bob Maths wrote:
What about basic ships of varying classes (say up to BC) and modules of basic strengths that anyone can fly (so long as you can fly the class of ship) and fit which are seeded by the game server. Perhaps this would encourage people to fight because ultimately they're throwaway ships that don't impact on their finances and can be done jumped into anywhere in any NPC corp in space


One of the greatest things about eve is meaningful loss.


Even though getting popped in a single volley from a heavier ship won't encourage people to fly better ships with more vigour and give someone an actual incentive to PVP with proper ships and modules? Just because rookie ships exist doesn't mean everyone will PVP with them.
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