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a mathematical solution to N+1 structure grind on offence

Author
tatavath
high energy wormhole physics
#1 - 2015-02-25 23:19:22 UTC
A preface, this idea does not stop N+1 mechanics on defense nor does it stop the N+1 response to such a fleet it simple limits the value of large numbers of people sitting on a structure to grind it down and in turn makes value to attack many structures in the same area at once.As well as incentives with a response fleet to protect attempts to grinding fleet ready to respond to any deference fleet.

So now to the suggestion and the math to reinforce it . If we have structures gain resistance based on the number of ships on grid with it at a linear or near linear rate as the number of attackers grows the effective dps of each ship drops till at some point the addition on yet more ships does not make the structure drop any faster and as yet more ships arrive the rate at which the structure goes down will increases.

Now useing this idea as the bases lets look a simple case.

Suppose that the average ship does 1000 dps (chosen for simplicity sake) and that native resistances of the structure are 50% and that the structure gains 5% resistance per ship on grid and the structure has 5000000 hp.

now the table looks like this.
table

Now its clear to see from something like this that as the ships goes up the structure goes down faster and we can easily tweak the point of optimal return. Also it is easy to see that near the optimal point it does not really matter much if you are a little bellow or above the value they are nearly the exact same amount of time to go down. Now simply by tweaking the resistance per ship you set the optimal number of ships and by changing the hp of the structure you change the time to go down.

Now this leads to a new problem what about ships of mixed classes like dreads and BS and this makes a problem as we as players will simply take the ships with the highest dps and burn the structure as fast as we can. This in effect pushes more and more ships used for structure grinding to higher class ships, but there is a solution. Make the resistance gain per ship class rather then per ship. For example if we make the resistance gain for a dread at about 40% rather then the 5% I suggested before two dreads with 10000 dps take 23.1 mins to take down the same structure which when compared to the 5% for a 1000 dps ship which could easly be something as simple as a BS it takes them 23.2 mins with 20 BS. This is basically the same time but with wildly different assets on grid. This again is all adjustable so that the assets on grid to take the structure down quickly is controllable by CCP but is not strongly related to the size of the force on grid.


I think the net effect of a system like this is that structure grinding will be more dangerous less boring and will make be people fight in more locations at once as it will take comparable time to grind sovereignty but less people. Then again I could be wildly wrong so input would be cool.
Anhenka
The New Federation
Sigma Grindset
#2 - 2015-02-26 01:39:03 UTC  |  Edited by: Anhenka
This has to be a good contender for the most godawful proposal so far this month, exceeding even the "port the entire FW mechanics without alteration into Sov Null" proposals.

I am simply astounded that you managed to find a proposal that manages to take the absolute worst part of Sov warfare (grinding structures) and make it incredibly worse by causing the structure EHP to ramp the more more people you bring.

As someone who has bashed far too many structures in this game, allow me to rephrase your idea into practical application.

"No matter how many people you bring, or what composition you bring, it will always take a massive amount of time to kill a single structure, because the EHP increases rapidly with DPS."

Not to mention the sheer insanity that would result when you realize opposing fleets would stack, so that you could magically make a structure's resistances increase by 90% by flying a 100 man interceptor fleet 500km away, not interacting with the structure at all.

-1. Artificial imposed rules are terrible.

Edit: My apologies if I sound a bit cranky, but if there is one thing I can't stand in this game, it's people when people write long winded proposals on how a subject should be changed without any experience on the subject.
tatavath
high energy wormhole physics
#3 - 2015-02-26 05:26:23 UTC
Anhenka wrote:
This has to be a good contender for the most godawful proposal so far this month, exceeding even the "port the entire FW mechanics without alteration into Sov Null" proposals.

I am simply astounded that you managed to find a proposal that manages to take the absolute worst part of Sov warfare (grinding structures) and make it incredibly worse by causing the structure EHP to ramp the more more people you bring.

As someone who has bashed far too many structures in this game, allow me to rephrase your idea into practical application.

"No matter how many people you bring, or what composition you bring, it will always take a massive amount of time to kill a single structure, because the EHP increases rapidly with DPS."


i am not really suggesting keeping the HP of structures anywhere near the currently are. In fact this lets them be lower tons with out much consequence. By tweaking the numbers you can make structure grinding take a vary defined amount of time. As it currently sits 50,000,000 ehp of a SBU is 15.7 mins of 100 stealth bombers(530 dps) shooting or 13 moros(12900 dps) in siege mode for 5 mins. if you want it to take 5 mins to kill and SBU with 13 moros with this system it is simply setting the native resistance to 60% and 7% resistance per dread and a base hp of 7.9 mill and it will take 5 mins to destroy the SBU and as any interesting side effect 7 moros will destory it in about 6 mins so for a 20% gain in speed it will take twice as many people. Now looking back to the 15.7 mins of the 100 bombers with the same hp and base resistance and .92% resistance gain per frigate it will now take 15.8 mins to take down the structure with 100 bombers and 19.8 mins with 50 that is 25% improvement for twice the people. And again this is just an example in no way would i clam that this is the correct amount of time to set it to or the correct amount of people that should be fielded this is just a look at numbers as reference. With the current system twice the people is net twice as fast.

And i fully understand that structure grinding suck and you are highly encourage to bring as many people as you can to take it down as fast as you can but at the most basic they are a timer on how long a group has to respond to a threat, that is there point and as they currently sit they highly preference larger groups over smaller ones, PVP in Fleet combat already does that.

Anhenka wrote:

Not to mention the sheer insanity that would result when you realize opposing fleets would stack, so that you could magically make a structure's resistances increase by 90% by flying a 100 man interceptor fleet 500km away, not interacting with the structure at all.

-1. Artificial imposed rules are terrible.


I had not thought of that but there are simple solutions to that problem rather then making it about people on grid make it about in 250km, the max lock range. if you have 100 people to fly interceptor to slow the structure going down you likely have enough people to fight back so why are you not already doing that.

Anhenka wrote:

Edit: My apologies if I sound a bit cranky, but if there is one thing I can't stand in this game, it's people when people write long winded proposals on how a subject should be changed without any experience on the subject.


Its fine, i understand i no next to nothing about structure grinding but that is partly why I posted this, my idea is flawed but learning is learning. If i can see a simple solution to at least part of the problem why is this not how it is fix? well clearly i have more to learn on the topic. sov mechanics are going to get reworked that is clear but the fact is we will likely still be stuck with Structure grinding at some level as they are basically a response timer and life with out that timer would likely be worse.
ShahFluffers
Ice Fire Warriors
#4 - 2015-02-26 05:49:15 UTC
Counter proposal:

- Reduce all SOV structure HP and resistances to that of small POS towers (1.5 million hp).
- Allow Station Services (except Cloning and Refitting) to be attacked by anyone at anytime... regardless of the status of the system (contested or non-contested).
- Reduce all Player Station Services HP to that of tanky battleships (250,000 hp).
- Introduce non-controllable station sentry guns to Player Stations (same power as NPC station sentry guns). Max number 2.

Results?
Watch every small entity in the game begin to harass and attack every structure in null-sec. Now 0.0 alliances HAVE to actively protect their assets rather than "dock up, wait for PvP fleet to arrive"... which SHOULD result in more fights.


For funsies: apply the station service changes to all NPC stations as well... regardless of security rating.
Hakan MacTrew
Konrakas Forged
Solyaris Chtonium
#5 - 2015-02-26 06:13:00 UTC  |  Edited by: Hakan MacTrew
Increasing the resist profile massively buffs any reps that said structure could be recieving as well.

Either way you look at it, the principle is doomed to failure.
tatavath
high energy wormhole physics
#6 - 2015-02-26 06:41:36 UTC
ShahFluffers wrote:
Counter proposal:

- Reduce all SOV structure HP and resistances to that of small POS towers (1.5 million hp).
- Allow Station Services (except Cloning and Refitting) to be attacked by anyone at anytime... regardless of the status of the system (contested or non-contested).
- Reduce all Player Station Services HP to that of tanky battleships (250,000 hp).
- Introduce non-controllable station sentry guns to Player Stations (same power as NPC station sentry guns). Max number 2.

Results?
Watch every small entity in the game begin to harass and attack every structure in null-sec. Now 0.0 alliances HAVE to actively protect their assets rather than "dock up, wait for PvP fleet to arrive"... which SHOULD result in more fights.


For funsies: apply the station service changes to all NPC stations as well... regardless of security rating.


and you now have what 29 seconds to respond to a fleet of 100 bomber before losing sov?
yeah now small entity can and will be able to hurt the big but big entity will not let anything exist anywhere near them. we will basicly be in a world with out sov mechanics and with out sov at all. i mean why would you even try and defend something you cant even arrive in time to protect? and even if you are there and can pop one bomber a second they still kill the structure before you can stop them. At 2 a second you live at 10% but if they have 110 you still lose sov. basically with this system there is no defense at all because there is no point.
ShahFluffers
Ice Fire Warriors
#7 - 2015-02-26 06:56:05 UTC  |  Edited by: ShahFluffers
You misunderstand... the timers will still be there.

And repping something you wish to defend is always an option.


In any case... the counter proposal was nothing more than hyperbole meant to illustrate the polar oppose of your proposal... which is equally bad.
tatavath
high energy wormhole physics
#8 - 2015-02-26 07:16:37 UTC
Hakan MacTrew wrote:
Increasing the resist profile massively buffs any reps that said structure could be recieving as well.

Either way you look at it, the principle is doomed to failure.


That does lead to a problem but again it is simply numbers. Suppose we set base resistance to 4% and gain per frigate to .65% and base hp to 25000000 it again takes 100 bombers 15.7 mins to destroy and resistance at 100 bombers is 49.99% just a tiny bit lower then currently exists so reps will work a bit less but basically the same and again 50 bombers will kill in 22.7 mins which is 41% slower rather then 100% of the current system. And i could do exactly the same thing again with moros but i think my point is made. its simply a matter of tweaking the numbers and nearly any behavior you want can be achieved. A system like this will always punish larger blobs more then smaller ones and by tweaking the numbers will have simpler results for large groups but drastically increases the value of smaller ones
tatavath
high energy wormhole physics
#9 - 2015-02-26 07:24:37 UTC
ShahFluffers wrote:
You misunderstand... the timers will still be there.

And repping something you wish to defend is always an option.


In any case... but counter proposal was nothing more than hyperbole meant to illustrate the polar oppose of your proposal... which is equally bad.



yeah i kind of started to see that as i was writing a response (the hyperbole i mean, totally missed the timer part) the problem i see is i still dont really see the mathematical flaw. So please provide a situation in which the system i have breaks down, and or my understanding of the system break down. I will not clam that you are wrong, this game is working on by people much smarter then me but i have yet to see the flaw so please help educate me.
Swiftstrike1
Swiftstrike Incorporated
#10 - 2015-02-26 10:10:15 UTC
This is a foolish idea. Would you ever propose that the resistances of a ship increase with the number of people shooting it? No, of course you wouldn't. That would break PvP. So why would you suggest the same thing for structures?

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

sabre906
The Scope
Gallente Federation
#11 - 2015-02-26 17:22:47 UTC
ShahFluffers wrote:
Counter proposal:

- Reduce all SOV structure HP and resistances to that of small POS towers (1.5 million hp).
- Allow Station Services (except Cloning and Refitting) to be attacked by anyone at anytime... regardless of the status of the system (contested or non-contested).
- Reduce all Player Station Services HP to that of tanky battleships (250,000 hp).
- Introduce non-controllable station sentry guns to Player Stations (same power as NPC station sentry guns). Max number 2.

Results?
Watch every small entity in the game begin to harass and attack every structure in null-sec. Now 0.0 alliances HAVE to actively protect their assets rather than "dock up, wait for PvP fleet to arrive"... which SHOULD result in more fights.


For funsies: apply the station service changes to all NPC stations as well... regardless of security rating.


The only result of that is big entities sending tengu blobs and rolling every single station the small guys have in short order. PL will be the first to do this because... you know, Brave rookies aren't allowed to have station services.Roll
Frostys Virpio
State War Academy
Caldari State
#12 - 2015-02-26 17:33:38 UTC
tatavath wrote:
ShahFluffers wrote:
You misunderstand... the timers will still be there.

And repping something you wish to defend is always an option.


In any case... but counter proposal was nothing more than hyperbole meant to illustrate the polar oppose of your proposal... which is equally bad.



yeah i kind of started to see that as i was writing a response (the hyperbole i mean, totally missed the timer part) the problem i see is i still dont really see the mathematical flaw. So please provide a situation in which the system i have breaks down, and or my understanding of the system break down. I will not clam that you are wrong, this game is working on by people much smarter then me but i have yet to see the flaw so please help educate me.


How many bantams do I have to land on grid and start repping to have the resist skyrocket so high I can out-rep a super armada with that idea?
Zimmer Jones
Aliastra
Gallente Federation
#13 - 2015-02-26 19:13:08 UTC  |  Edited by: Zimmer Jones
Haha, "Mercenary" corps of logi:

they show up in fleets with in logi ships, buffer tanked t1 hulls with some kind of token weapon. by firing on the pos, agressing it, and repping at the same time they drive up resistances while still having the whole rest of the watchlist and their max locked targets to spread over fellow logi.

corp would be neutral, defeating the "friendlies/blues on grid don't count" kind of idea."

fun with pipebombing

all joking aside, unsupported, -1

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

tatavath
high energy wormhole physics
#14 - 2015-02-27 03:26:24 UTC
Frostys Virpio wrote:
tatavath wrote:
ShahFluffers wrote:
You misunderstand... the timers will still be there.

And repping something you wish to defend is always an option.


In any case... but counter proposal was nothing more than hyperbole meant to illustrate the polar oppose of your proposal... which is equally bad.



yeah i kind of started to see that as i was writing a response (the hyperbole i mean, totally missed the timer part) the problem i see is i still dont really see the mathematical flaw. So please provide a situation in which the system i have breaks down, and or my understanding of the system break down. I will not clam that you are wrong, this game is working on by people much smarter then me but i have yet to see the flaw so please help educate me.


How many bantams do I have to land on grid and start repping to have the resist skyrocket so high I can out-rep a super armada with that idea?


good question by a simple number check using the reference point if first said for bomber in my response to Hakan MacTrew and tweaking just the dead resistance so that for 14 dreads it hits vary close to 50% resistance so its close to how it is currently which works out to be a 4.55% resistance gain per dread the bantams rep more then the deads do in damage at 258. With the old system you would need 1046 bantams. Between now and the proposal i suggest is that rather then just trying to power the reps like you can now you kill the things reping. And again this can easly be by tweaking numbers, its all about building reference points on what is a reasonable rate of a structure going down and how many people should that take. The problem you are suggesting does not make a real break down of this problem.

For example suppose that rather then trying for 50% resistance with 14 dreads we go for 40% but we want it to take exactly the same amount of time for the structure to go down so 5 mins, while this can be many things based of changing the resistance gain per dread and the base resistance, the most simple case is base resistance 0% with a 3.58% resistance gain per dread, then we simply tweak the base hp to what ever makes it take 5 mins, in this case it is 32507951 hp. now we take these numbers and use them to make the basis for the bomber fleet of 100 people that takes 15.7 mins to take the structure down and again tweak just the resistance per frigate and from this we fine that to do this we are at .429% resistance per ship. and now we go back and look at the resistance for the bantams situation and we see it now takes 319 bantams to rep more then the dreads do. And this is one of the base cases for the bantams as base resistance grows with the same target resistance in mind for a given number of ship of a class the lower the resistance per ship will be and the higher the number of ships need to rep threw them must be.

This is all just a matter of playing with numbers, i have never suggested that the numbers i use are the most balanced they are just to provide reference. no matter the numbers they always make smaller numbers of ship more effective then the currently are.
Amyclas Amatin
SUNDERING
Goonswarm Federation
#15 - 2015-02-27 10:08:40 UTC  |  Edited by: Amyclas Amatin
I bet I've shot more structures than most of you.

My brain is so numb I couldn't give a rat's bottom if it's ten or fifty million ehp. Just keep grinding.

If the rules change, I'd go... oh. And then go back to grinding the structures. It doesn't matter how hard or easy they make it. Someone's gotta do it.

For more information on the New Order of High-Sec, please visit: http://www.minerbumping.com/

Remember that whenever you have a bad day in EVE, the correct reponse is "Thank you CCP, may I please have another?"

baltec1
Bat Country
Pandemic Horde
#16 - 2015-02-27 10:42:34 UTC
Nerf logi so a smaller force can do damage to a larger one.
Zimmer Jones
Aliastra
Gallente Federation
#17 - 2015-02-27 16:36:31 UTC
baltec1 wrote:
Nerf logi so a smaller force can do damage to a larger one.

Ouch, they already have one of the toughest, most active, low survival, and statistically thankless jobs.
Everyone loves logi, but hate the k/d ratio. I jokingly counter that brick tanks and lock times be nerfed across the board, so everyone takes a hit to the chin. More death all around.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.