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[Discussion] Entosis Link Tactics and Ship Balance Part 2

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Rain6637
GoonWaffe
Goonswarm Federation
#361 - 2015-04-13 05:37:47 UTC  |  Edited by: Rain6637
I can't say I disagree with anything you've said, so for the sake of forum PVP I shall feign righteous indignation and [insert logical fallacy insult here].


ooooh iiiii get it now. You -=want=- it to take 2 hours no matter what. You said "**** HP based objectives" because they're too easy... ??? Fozzie-kun?

holy crap, and here I was thinking it couldn't suck any harder. So is the 4 hour figure reached by adding offensive and defensive 2 hour max entosis periods back to back?

Foz. Fozz meister. Fozzski. Braux. Disregard everything I said.
Iroquoiss Pliskin
9B30FF Labs
#362 - 2015-04-13 10:07:52 UTC
Rain6637 wrote:

The timers are what allow reinforcements to slowboat across regions in time to defend systems they don't live in.


Not when you have 25 different systems coming out of RF simultaneously/+-1-2 hours apart. Blink

I liek to see the world burn. ~(˘▾˘~)
Iroquoiss Pliskin
9B30FF Labs
#363 - 2015-04-13 10:12:49 UTC  |  Edited by: Iroquoiss Pliskin
Rain6637 wrote:

ooooh iiiii get it now. You -=want=- it to take 2 hours no matter what. You said "**** HP based objectives" because they're too easy... ??? Fozzie-kun?


One more time...

One more time:
We're gonna celebrate
Oh yeah, all right-
Don't stop the dancing!

One more time:
We're gonna celebrate
Oh yeah, all right
Don't stop the dancing

One more time:
We're gonna celebrate
Oh yeah, all right
Don't stop the dancing

One more time:
We're gonna celebrate
Oh yeah...


One more time - take the same 4-5 dudes and put them into Ishtars/whatever - reinforce 1-2 empty systems in the same time it takes to RF a single one with the current mechanics. Blink

Besides, I don't see the need for the same tacticool strike dread teams going away, as the structures will need to be blaped and replaced with yours in their place. Or not? vOv

Anything that is inbetween that //duo dreads tackled on a gate// is bonus koality Player Content.™

Rowells wrote:
Rain6637 wrote:
What's the problem with bringing max dudes, I mean, isn't that what Entosis does... proliferates sov flipping down to just one character? I'm just spitballing and exploring possible motivations here.

Man you can get a lot done with just three or four dreads. It's not that hard. I'm very confident the number of Entosis minutes will be more than 10 (two siege cycles), which is a current threshold that is very easy to stay under.

My point is still the same as it was at the beginning of the last page: Why is so much being changed for the sake of something that is already easy with five to six ships, while keeping the timers which cause most of the clunkiness.

The timers are what allow reinforcements to slowboat across regions in time to defend systems they don't live in.

Doesn't make sense to me.

You could attack several systems owned by an alliance at once, sure, but that's not new. You can already put that kind of pressure on an alliance right now.

I ref'd that station in 2 cycles, btw. I took out some of the services because I still had time left on my siege cycles.

Yes, but I'm sure you didnt RF the IHUB or TCU or online the SBUs or wait the potential 2 (?) days for the final timer so you could do it all over again, in that same 10 minutes.

So much is being changed, because it currently requires quite a bit to even begin thinking about sov, much less anything beyond it. The focus needs to sway more into the fight for control, rather than the grind for it.

The timers are fine. If the timer is too short because you never use it, thats ok. If its long enough for you to form a proper defense, then thats the secondary benefit of using that system.

You could attack several systems at once, but lets take a look at the shopping list for that endeavour. 'x' will represent number of targetted systems. (all assuming no defenders present and no sov indices)
Dominion:

  • 5x dreads
  • (0.51 number of gates in system)x SBUs
  • x number of haulers for SBUs
  • 3 hours for SBU onlining
  • 1-3 days per timer for 2 timers (possible 6 days)
  • 30 minutes total of grinding time based on your numbers

And now for Entosis sov with the same systems:

  • x ships and pilots
  • x entosis mods (T1 or T2 dependant on availibility)
  • 20 minutes for inital timer on T1 12 on T2
  • 120 minutes for final timer spawns
  • roughly 24 hours to wait for final timer

while the grind has not been entirely removed (mostly for sake of potential defenders) the initial requirement is much lower, and will simply scale based on the defenders presence and resistance.

and for the last remark, see above post regarding SBUs and such


You're probably liek the only other active participant of this discussion, that gets it. Roll

Ooh, Cade Windstalker joined the ranks. o77
Soleil Fournier
Fliet Pizza Delivery
Of Essence
#364 - 2015-04-13 11:14:34 UTC  |  Edited by: Soleil Fournier
Well here's hoping the devs still monitor this thread lol


I think ship choice should matter in the sov system. Fozzie doesn't want to limit entosis links to a particular shiptype, so lets roll with that but make a change that would still add benefit to choosing different fleet types so it's not just a race to the bottom cheapest least risky option (or base your choices on the FOTM like ishtars or T3 cruisers have been).


Add in a penalty to all entosis modules that mirrors the capital link. But add in a bonus that cancels out this penalty based on the structure size that the entosis link is being used on.

So:

Frigates/destroyers would have no penalty against small structures, but a penalty against M,L, and XL structures.
Capitals would have no penalty vs XL structures, but a penalty vs S,M,L structures.
Same for the remaining shiptypes.

This means that I can still assault an XL structure with a frigate, it would just take longer to do so.

I think this would bring a happy medium to allowing all shiptypes to be viable against all structures, but you'd get a benefit for choosing the right sized ship type against that structure which will add variation to soverignty and have all ships have value in the system.
Raphael Celestine
Celestine Inc.
#365 - 2015-04-13 12:42:57 UTC
Soleil Fournier wrote:
I think ship choice should matter in the sov system. Fozzie doesn't want to limit entosis links to a particular shiptype, so lets roll with that but make a change that would still add benefit to choosing different fleet types so it's not just a race to the bottom cheapest least risky option (or base your choices on the FOTM like ishtars or T3 cruisers have been).

The goal for ship choice in Fozzie-sov is that you pick a composition to counter the enemy fleet, not the structure.

That means that there shouldn't need to be any special features on the structures to make some harder to take, or encourage bringing something other than T1 frigs, or anything else along those lines. The defenders will do that naturally, by bringing a counter fit and slaughtering you the moment you get too predictable.

(And if there are no defenders you get a cakewalk no matter what you bring... which is perfectly appropriate.)
Jenshae Chiroptera
#366 - 2015-04-13 14:36:32 UTC
Unless something changes an entire region can be flipped in 2 day and 40 minutes on each day.

So far Fozzie SOV is short sighted in what happens in one battle.
It also doesn't account for whole regions having timers.
It doesn't account for people being blocked out of systems and station camped.

Fozzie SOV will be too annoying to bother defending.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

Hafwolf
Git R Done Resources
#367 - 2015-04-13 14:48:02 UTC  |  Edited by: Hafwolf
The complex system in the consolation also makes an opertunity for the defenders at gate camps traping the invaders as the move out to get the complexes. I think it should take days to flip a system but it should be by fleet control of the constellation instead of who can do the most dps. Right now an invader puts down a sbu then reinforces the I hub then a timer starts. I don't see the difference if a fleet can control an entasis Link and capture complexes in the other systems of the constellation. I don't think these complexes should be just static if you can stay here for 30 minutes you win. They could be some type oh hack site that the fleet has to defend the hacker from the defending fleet and npc as well. maybe have the npc be like a vanguard incursion site.


If an invader completes the majority of complexes the I hub is reinforced. They can do the same can be done with I tcu and stations as well.


However keep an order to the sov changes make it so the system is taken first then the station. To give the null sec care bares time to get out. Since they like the safety of the current sov system. You could always try npc space.
Hafwolf
Git R Done Resources
#368 - 2015-04-13 15:09:55 UTC
I think sov should be temporary and null sec alliances should be more nomadic. Getting stronger and moving farther out with less dependence on high sec. Most of sov null is empty except for the occasional jump freighter dropping off fuel and picking up moon goods. Moon materials should move Arround and not be static. I hope that ccp sov changes will work to Thant end. No matter what you do or how the sov works the large alliance will stay static in there regions and not move until you change the profit motive.
Iroquoiss Pliskin
9B30FF Labs
#369 - 2015-04-13 19:22:44 UTC
Jenshae Chiroptera wrote:

Fozzie SOV will be too annoying to bother defending.


That one time when absolutely no one lived in Catch, because it was too annoying to bother defending. Waay before -AAA- times.

Good tymes. Cool
Alexis Nightwish
#370 - 2015-04-13 20:07:26 UTC
CCP Fozzie wrote:


The Entosis Link itself should have the minimum possible effect on what ships and tactics players can choose.

Two versions:
  • T1 with a base 5 minute cycle time and 25km range, costing ~20m isk
  • T2 with a base 2 minute cycle time and a 250km range, costing ~80m isk

  • T1 Entosis Link:
    [list]
  • Requires Infomorph Psychology 1
  • +250,000 mass when online
  • 5 Minute Cycle Time, 25km range
  • 10 PWG, 1 CPU
  • 50 Capacitor per cycle (0.1666 cap/s)
  • Consumes 1 Stront per cycle


  • T2 Entosis Link:
  • Requires Infomorph Psychology 4
  • +1,000,000 mass when online
  • 2 Minute Cycle Time, 250km range
  • 100 PWG, 10 CPU
  • 500 Capacitor per cycle (4.166 cap/s)
  • Consumes 1 Stront per cycle




  • The stront use is a great idea, but since it uses so little it's just an annoyance and doesn't require any logistical thought or strategy. Even an interceptor's tiny cargo capacity can hold enough stront for thirty cycles.

    Given the proposed stats and fitting requirements I see the T1 version only used on cruisers and up, and the T2 only BC and up due to the amount of PG required. Such a limitation does not have "the minimum possible effect on what ships and tactics players can choose."

    Have you considered creating three sizes of Elinks with T1 and T2 variants of each?

    For example:
    Small T1 Entosis Link:
  • Requires Infomorph Psychology 1
  • +250,000 mass when online
  • 5 Minute Cycle Time, 10km range
  • 1 PWG, 1 CPU
  • 50 Capacitor per cycle
  • Consumes 2 Stront per cycle

  • Small T2 Entosis Link:
  • Requires Infomorph Psychology 3
  • +250,000 mass when online
  • 2 Minute Cycle Time, 15km range
  • 5 PWG, 2 CPU
  • 50 Capacitor per cycle
  • Consumes 2 Stront per cycle

  • Medium T1 Entosis Link:
  • Requires Infomorph Psychology 2
  • +2,500,000 mass when online
  • 5 Minute Cycle Time, 30km range
  • 10 PWG, 5 CPU
  • 200 Capacitor per cycle
  • Consumes 5 Stront per cycle

  • Medium T2 Entosis Link:
  • Requires Infomorph Psychology 4
  • +2,500,000 mass when online
  • 2 Minute Cycle Time, 50km range
  • 15 PWG, 10 CPU
  • 200 Capacitor per cycle
  • Consumes 5 Stront per cycle

  • Large T1 Entosis Link:
  • Requires Infomorph Psychology 3
  • +10,000,000 mass when online
  • 5 Minute Cycle Time, 100km range
  • 100 PWG, 10 CPU
  • 500 Capacitor per cycle
  • Consumes 10 Stront per cycle

  • Large T2 Entosis Link:
  • Requires Infomorph Psychology 5
  • +10,000,000 mass when online
  • 2 Minute Cycle Time, 250km range
  • 150 PWG, 15 CPU
  • 500 Capacitor per cycle
  • Consumes 10 Stront per cycle

  • CCP approaches problems in one of two ways: nudge or cludge

    EVE Online's "I win!" Button

    Fixing bombs, not the bombers

    Iroquoiss Pliskin
    9B30FF Labs
    #371 - 2015-04-13 20:25:27 UTC
    Cyno Reapers is truth. Entosis Velator will succeed. (ง ͠° ͟ل͜ ͡°)ง

    Quote:
    Given the proposed stats and fitting requirements I see the T1 version only used on cruisers and up, and the T2 only BC and up due to the amount of PG required. Such a limitation does not have "the minimum possible effect on what ships and tactics players can choose."


    A hundred PG is nothing on a t1 cruiser, which probably are going to be yolo bricktanked.

    Anyone know whether Entosis cycle can be interrupted prematurely via loss of lock? Or does it keep on finishing its cycle, preventing all remote repairs until it's over?

    Depending, you could damp your own yolo kruiser, rep him up, regroup and repeat, since Entosis progress is saved AFAIK?

    TooGoodToBeTrue.
    Rowells
    Blackwater USA Inc.
    Pandemic Horde
    #372 - 2015-04-13 20:29:35 UTC
    Alexis Nightwish wrote:
    Given the proposed stats and fitting requirements I see the T1 version only used on cruisers and up, and the T2 only BC and up due to the amount of PG required. Such a limitation does not have "the minimum possible effect on what ships and tactics players can choose."

    How do you think only cruisers will only use T1 version?
    Rowells
    Blackwater USA Inc.
    Pandemic Horde
    #373 - 2015-04-13 20:31:26 UTC
    Iroquoiss Pliskin wrote:
    Cyno Reapers is truth. Entosis Velator will succeed. (ง ͠° ͟ل͜ ͡°)ง

    Quote:
    Given the proposed stats and fitting requirements I see the T1 version only used on cruisers and up, and the T2 only BC and up due to the amount of PG required. Such a limitation does not have "the minimum possible effect on what ships and tactics players can choose."


    A hundred PG is nothing on a t1 cruiser, which probably are going to be yolo bricktanked.

    Anyone know whether Entosis cycle can be interrupted prematurely via loss of lock? Or does it keep on finishing its cycle, preventing all remote repairs until it's over?

    Depending, you could damp your own yolo kruiser, rep him up, regroup and repeat, since Entosis progress is saved AFAIK?

    TooGoodToBeTrue.

    cycle will continue to finish, regardless of anything short of ship destruction. no way to get out of it early.
    Dersen Lowery
    The Scope
    #374 - 2015-04-13 20:47:46 UTC
    Rain6637 wrote:
    At the very least, I think Entosis links should have skills that reduce cycle time.


    Cycle time is irrelevant to capture time. All those skills would do is increase the capacitor and fuel cost of running the link.

    Proud founder and member of the Belligerent Desirables.

    I voted in CSM X!

    Iroquoiss Pliskin
    9B30FF Labs
    #375 - 2015-04-13 21:06:40 UTC
    Rowells wrote:
    Iroquoiss Pliskin wrote:
    Cyno Reapers is truth. Entosis Velator will succeed. (ง ͠° ͟ل͜ ͡°)ง

    Quote:
    Given the proposed stats and fitting requirements I see the T1 version only used on cruisers and up, and the T2 only BC and up due to the amount of PG required. Such a limitation does not have "the minimum possible effect on what ships and tactics players can choose."


    A hundred PG is nothing on a t1 cruiser, which probably are going to be yolo bricktanked.

    Anyone know whether Entosis cycle can be interrupted prematurely via loss of lock? Or does it keep on finishing its cycle, preventing all remote repairs until it's over?

    Depending, you could damp your own yolo kruiser, rep him up, regroup and repeat, since Entosis progress is saved AFAIK?

    TooGoodToBeTrue.

    cycle will continue to finish, regardless of anything short of ship destruction. no way to get out of it early.


    How about ejecting and re-boarding the spaceship vessel in question?

    lel
    Rowells
    Blackwater USA Inc.
    Pandemic Horde
    #376 - 2015-04-13 21:08:03 UTC
    Iroquoiss Pliskin wrote:
    Rowells wrote:
    Iroquoiss Pliskin wrote:
    Cyno Reapers is truth. Entosis Velator will succeed. (ง ͠° ͟ل͜ ͡°)ง

    Quote:
    Given the proposed stats and fitting requirements I see the T1 version only used on cruisers and up, and the T2 only BC and up due to the amount of PG required. Such a limitation does not have "the minimum possible effect on what ships and tactics players can choose."


    A hundred PG is nothing on a t1 cruiser, which probably are going to be yolo bricktanked.

    Anyone know whether Entosis cycle can be interrupted prematurely via loss of lock? Or does it keep on finishing its cycle, preventing all remote repairs until it's over?

    Depending, you could damp your own yolo kruiser, rep him up, regroup and repeat, since Entosis progress is saved AFAIK?

    TooGoodToBeTrue.

    cycle will continue to finish, regardless of anything short of ship destruction. no way to get out of it early.


    How about ejecting and re-boarding the spaceship vessel in question?

    lel

    dont think you can eject while its running. I don't remember a specific response to it, but the intention is it is a locked state of vulnerability.
    Rain6637
    GoonWaffe
    Goonswarm Federation
    #377 - 2015-04-13 21:49:12 UTC  |  Edited by: Rain6637
    Dersen Lowery wrote:
    Rain6637 wrote:
    At the very least, I think Entosis links should have skills that reduce cycle time.


    Cycle time is irrelevant to capture time. All those skills would do is increase the capacitor and fuel cost of running the link.

    I was toying with that idea, yeah, that in exchange for more frequent opportunities to come out of Entosis and catch reps, it would drain resources faster by virtue of cycling faster.

    And left that way? Unlike the recent-ish change to MWD to reduce cap use.

    I dunno. Just putting words out there. I like the sound of my keyboard.
    Cade Windstalker
    #378 - 2015-04-13 22:00:33 UTC
    Soleil Fournier wrote:
    Well here's hoping the devs still monitor this thread lol


    I think ship choice should matter in the sov system. Fozzie doesn't want to limit entosis links to a particular shiptype, so lets roll with that but make a change that would still add benefit to choosing different fleet types so it's not just a race to the bottom cheapest least risky option (or base your choices on the FOTM like ishtars or T3 cruisers have been).


    Add in a penalty to all entosis modules that mirrors the capital link. But add in a bonus that cancels out this penalty based on the structure size that the entosis link is being used on.

    So:

    Frigates/destroyers would have no penalty against small structures, but a penalty against M,L, and XL structures.
    Capitals would have no penalty vs XL structures, but a penalty vs S,M,L structures.
    Same for the remaining shiptypes.

    This means that I can still assault an XL structure with a frigate, it would just take longer to do so.

    I think this would bring a happy medium to allowing all shiptypes to be viable against all structures, but you'd get a benefit for choosing the right sized ship type against that structure which will add variation to soverignty and have all ships have value in the system.


    Check the structure dev-blog, specifically the images of the progression trees: For example this one

    The small and medium structures still run on damage based mechanics, and mediums use the old reinforcement mechanics (probably because their HP pool is fairly reasonable and their cost is low). Only Large and Extra-Large sizes use the new Entosis mechanics.

    Jenshae Chiroptera wrote:
    Unless something changes an entire region can be flipped in 2 day and 40 minutes on each day.

    So far Fozzie SOV is short sighted in what happens in one battle.
    It also doesn't account for whole regions having timers.
    It doesn't account for people being blocked out of systems and station camped.

    Fozzie SOV will be too annoying to bother defending.


    If you let an entire region be reinforced then how is that different from right now? You have a lot of timers to deal with, so you'd better go deal with them. If you can't, then you lose. If someone camps you out of the region you need to defend, you also lose. Those are valid tactics so I'm not sure what the problem here is.

    Also I'm not seeing any reasoning behind this new system being more annoying than "here's a structure with about a billion EHP, kill it". Unless your goal is a sov system that lets you catch up on your Netflix queue...

    Hafwolf wrote:
    I think sov should be temporary and null sec alliances should be more nomadic. Getting stronger and moving farther out with less dependence on high sec. Most of sov null is empty except for the occasional jump freighter dropping off fuel and picking up moon goods. Moon materials should move Arround and not be static. I hope that ccp sov changes will work to Thant end. No matter what you do or how the sov works the large alliance will stay static in there regions and not move until you change the profit motive.


    This seems massively unrealistic. Sov is populated because players can create a modicum of security to offset the risks. The story of Sov in Eve is one of players building something up and other players coming to try and tear it down. What you're talking about is like someone saying "well, it was hard to establish this colony in these harsh lands, but the crops are coming in nicely! Time to throw it all away and move on again!"

    Also there are areas of Null that are less dependant on High Sec, but they're generally considered the worse places to live since having a high-sec life-line is very valuable.

    Iroquoiss Pliskin wrote:
    Anyone know whether Entosis cycle can be interrupted prematurely via loss of lock? Or does it keep on finishing its cycle, preventing all remote repairs until it's over?

    Depending, you could damp your own yolo kruiser, rep him up, regroup and repeat, since Entosis progress is saved AFAIK?

    TooGoodToBeTrue.


    You may want to pay a bit more attention instead of trolling everyone. This was answered in the last thread in a dev post. If you lose lock your progress stops and you need to run a new warm-up cycle, but the module does't stop cycling and you still have all of the penalties it gives, meaning no remote assistance and no warping out.

    Rain6637 wrote:
    I was toying with that idea, yeah, that in exchange for more frequent opportunities to come out of Entosis and catch reps, it would drain resources faster by virtue of cycling faster.


    Keep in mind that you need a new warm-up cycle every time you shut off your link or otherwise lose connection.
    Hafwolf
    Git R Done Resources
    #379 - 2015-04-13 22:38:15 UTC
    I think it more like we have used up this area lets move. My thinking is if the moons dry up after while and have to search for new moons. Maybe make them take months to replenish there value so that is more like what would happen you mine some place after a while it is gone and you have to move. After reading the dev blog on structures that sounds like where ccp wants to head. I think the entosis link is where way of helping make it easier to flip systems that are not guarded. The static moons printing isk for null sec alliances is the main thing that is killing null for pilot in my view. One reason I hate sov grind is most of the time its about getting more sov to provide some director with more moons to make them more passive rich. If the moons ran out the alliance would have to move to find better moons.
    Valenthe de Celine
    Center for Advanced Studies
    Gallente Federation
    #380 - 2015-04-14 00:09:38 UTC
    I didn't see anyone mention this one by page 13 so I figured I would ask it:

    How will TiDi affect the timer for running Entosis units? Will filling a system with ships/drones give a defender or aggressor a sudden advantage to get more help on its way to the system under siege by creating a TiDi situation specifically to slow the timers if they get knocked off grid by foes, allowing them more time to regroup?