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Player Features and Ideas Discussion

 
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Eve needs more AoE weapons!

First post
Author
Mr Mieyli
Doomheim
#41 - 2015-08-21 08:29:33 UTC  |  Edited by: Mr Mieyli
Edit: forum ate my post

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Sigras
Conglomo
#42 - 2015-08-21 08:42:44 UTC
Serendipity Lost wrote:
Don't push CCP to add things that punish blobs. Push CCP to add things that are more interesting and better than being in a blob.

This is a fantastic idea... Its just too bad nothing like that exists...

I have a challenge for you... come up with a mechanic. A positive non-punishing mechanic that you think would make people split into smaller groups.

Game designers use AOE for a good reason; without it blobs are unreasonably strong.

As mentioned earlier in this thread, there are only 3 things that counter blobbing in games

1. Terrain - Bottlenecks like ramps that only a certain number of units can fit onto at a time; unfortunately this is not in Eve.
2. Line of Sight - If your units/ships/soldiers must all be able to see the target to shoot at it, then the size of a blob is effectively limited because there is obviously a finite amount of space around a given target. Unfortunately this is also not in Eve because it would make the servers hotter than the sun.
3. AOE - Since Eve has neither 1 or 2, this is the only option we have left.
Serendipity Lost wrote:
I'm just like most other folks - I don't like blobs, lag or getting alpha'd either. I also don't like negative programming / game design.

Which would you rather have: Blobs or a mechanic to punish blobs? because youre going to have one or the other. If you dont have mechanics to punish blobs, then people are gonna blob up because it's the easiest most effective thing to do.
Lu Ziffer
Balanced Unity
Goonswarm Federation
#43 - 2015-08-21 09:23:55 UTC
I like blobs I also like to see if they get bombed or pipebombed or any other creative idea of taking them apart(FYF).

We already have Fozziesov which is entirely based on the idea of making the fights smaller which is not going to happen.
The problem with all this ideas is that they only think 2 steps in to the future not 10 or 20.
EVE players especially in the big alliances are very good theorycrafters. That is why they have so much power they outsmart CCP and the other players they find the easyiest most isk efficient way to achieve there goal.

Let's face reality, even if you set an artifical limit on how many players can be in a system the site with the bigger numbers wins.
They have more ressources and players to choose from and if that is not enough they can pay someone to fight for them.
There is no counter to metagaming and everytime someone tries it makes the game worse.

There were a lot of counters in the past but due to a lot of crying in the forums they are gone.

Bottlenecks: We had that when there was a cynojammer cover over EVE
Line of sight : We have that its limited to 250km or the grid and gridfu is not allowed because it is overpowered to a point that is not even funny.
AOE it is one of many options you have . There is a reason why FYF exists.


If you think blobs are to easy to manage then you forget it is only this way because the targets at the moment are easy to kill.
There are blops with a high complexity but most of the time it is not needed, the target is stanading in front of you and it is a pure battle of dps vs repair with no ewar and no second fleet involved. In such a battle the site with the bigger numbers will win 9 out of 10 times.
Mr Mieyli
Doomheim
#44 - 2015-08-21 14:36:57 UTC
Lu Ziffer wrote:
I like blobs I also like to see if they get bombed or pipebombed or any other creative idea of taking them apart(FYF).

We already have Fozziesov which is entirely based on the idea of making the fights smaller which is not going to happen.
The problem with all this ideas is that they only think 2 steps in to the future not 10 or 20.
EVE players especially in the big alliances are very good theorycrafters. That is why they have so much power they outsmart CCP and the other players they find the easyiest most isk efficient way to achieve there goal.

Let's face reality, even if you set an artifical limit on how many players can be in a system the site with the bigger numbers wins.
They have more ressources and players to choose from and if that is not enough they can pay someone to fight for them.
There is no counter to metagaming and everytime someone tries it makes the game worse.

There were a lot of counters in the past but due to a lot of crying in the forums they are gone.

Bottlenecks: We had that when there was a cynojammer cover over EVE
Line of sight : We have that its limited to 250km or the grid and gridfu is not allowed because it is overpowered to a point that is not even funny.
AOE it is one of many options you have . There is a reason why FYF exists.


If you think blobs are to easy to manage then you forget it is only this way because the targets at the moment are easy to kill.
There are blops with a high complexity but most of the time it is not needed, the target is stanading in front of you and it is a pure battle of dps vs repair with no ewar and no second fleet involved. In such a battle the site with the bigger numbers will win 9 out of 10 times.


This proposal alone is not meant to in any way break up big alliances as like you said they are successful for many other reasons and likely regardless of any mechanic changes they always will be. EvE coalitions have followed IRL very closely and now matches where we are in the world today. Enitities have gotten so big and wars so costly that actually it's in everyone's best interest to carry on peacefully.

What this proposal does do is add a level of on-grid depth to the game. You are right that we already have e-war but does that mean we don't need anything else? AoE weapons fill a different role than e-war and therefore I think there is room for both. Currently fights are a simple dps vs repair race because 99% of ship weapons and 100% of repair effects are single target.

As to your counters, none of those are / were valid comparisons.

Bottlenecks/ Terrain: in other games these limit unit movement IN battles, the closest equivalent in eve would be warp disrupt bubbles (only affects ability to leave / force enemies to land at point of your choosing) however there is little other on-grid area denying effects.

Line of sight: simply doesn't exist in eve at all. Your example shows a max range limit and nothing to do with line of sight.

AoE: Bombers already exist as an AoE counter to large ships, they have done this considerably well to the point that nobody uses battleships anymore. Targeted (much MUCH weaker than bomb dmg) AoE would allow AoE to be used against cruiser and frigate fleets, possibly reducing the attractiveness of cruisers.

For the record I would also be in favour of more area denying effects to create terrain and for line of sight to be implemented as these would lead to a more interesting game but got to start somewhere.

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Barrogh Habalu
Imperial Shipment
Amarr Empire
#45 - 2015-08-21 15:00:58 UTC  |  Edited by: Barrogh Habalu
Sigras wrote:
ya know, you're right... I remember when stealth bombers were totally wrecking battleship fleets, they just brought more battleships and BAM problem solved... Roll

Can we start saying coherent things again?

Good job missing the point.
Larger group can field more of anything including (in this scenario) more bombers. Or more counters to bombers. Or more counters to anything you bring than you can.
The limit was put through bomb HP and resistances to its own damage type to avoid them being answer to anything if applied in enough numbers. What do we have in the end? Blobs still prevail due to virtue of them being able to field whatever you bring +1 and EVE have enough compositions that resistant to bombers, all that was done in the end is crippling battleships.

Unless your aim to put an arbitrary limit to number of ships relevant to the conflict at hand (ignoring the fact it's abusable, and hell, where do you draw the line?), more people will mean more options = more power.
Frostys Virpio
State War Academy
Caldari State
#46 - 2015-08-21 15:19:25 UTC
Sigras wrote:
ya know, you're right... I remember when stealth bombers were totally wrecking battleship fleets, they just brought more battleships and BAM problem solved... Roll

Can we start saying coherent things again?


It's not like we have a mainfleet doctrine consisting of armor battleships highly resilient against bombs...
Mr Mieyli
Doomheim
#47 - 2015-08-21 16:42:28 UTC
Frostys Virpio wrote:
Sigras wrote:
ya know, you're right... I remember when stealth bombers were totally wrecking battleship fleets, they just brought more battleships and BAM problem solved... Roll

Can we start saying coherent things again?


It's not like we have a mainfleet doctrine consisting of armor battleships highly resilient against bombs...


As a great man once said, "if you set out to make a ship do a certain thing in EvE you can make it do that thing very well". I'm sure your bomb resistant doctrine has it's own weaknesses and there's nothing wrong with that. EvE's fitting system allows for a wide range of tactics and strategies and it is only limited by the available modules (and fitting space on the ship). However if no modules exist that fill a tactical niche no amount of clever fitting can make up for this.

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Helios Panala
#48 - 2015-09-04 15:03:59 UTC
If the goal is to nerf Logi by increasing the complexity of the role wouldn't damage over time weapons/ammo have the same effect while being less taxing on the servers?
Frostys Virpio
State War Academy
Caldari State
#49 - 2015-09-04 15:12:30 UTC
Helios Panala wrote:
If the goal is to nerf Logi by increasing the complexity of the role wouldn't damage over time weapons/ammo have the same effect while being less taxing on the servers?


No because it would have to keep track of all the DoT timer generated. Instead of checking one time for who is in range, it know you are always in range but has to take into account how often and for how much you get it on each tick.
Helios Panala
#50 - 2015-09-04 15:22:11 UTC
Frostys Virpio wrote:
No because it would have to keep track of all the DoT timer generated. Instead of checking one time for who is in range, it know you are always in range but has to take into account how often and for how much you get it on each tick.


We kind of already have damage over time weapons in the form of drones anyway, the DoT tick can even be removed with the right weapons.

Yeah... never mind, more I think about it more I think drones are basically dots and that clearly hasn't countered blobs in anyway.
Ben Ishikela
#51 - 2015-10-05 16:05:42 UTC
Missile AoE needs BrainInABox or massive TiDi.
But it would be awesome! no more anchoring. more manual pilot. hurray!

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#52 - 2015-10-05 16:36:56 UTC  |  Edited by: Asuka Solo
SomethingIs InMyButt wrote:
Cristl wrote:
The hamsters would veto it. AOE weapons are bad for server calculations apparently.

CCP doesn't know how to optimize square root and sin/cos functions properly. :-(


Nah... it would get VETOd because it kills sub cap pvp.

Oh wait...

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Zimmer Jones
Aliastra
Gallente Federation
#53 - 2015-10-05 16:48:42 UTC  |  Edited by: Zimmer Jones
SFM Hobb3s wrote:
Reaver Glitterstim wrote:
Some good logi stuff




Because I'm truly evil and love to see explosions (and would love to see battles where two sides smash into eachother and one side does not just walk away unscathed), I'm all for even more extreme measures. Don't just drop remote reps to 1/4 effectiveness, lets also add diminishing returns to prevent people from just trying to compensate with 4x logi.

It would be awesome if we actually had to start using local active repping in fights, and not just depend on buffer and logi. The long standing meta of everyone focusing fire on a single target in hopes of overcoming incoming reps is, while tactically sound, boring.

I'd like to see spider repping make a comeback, get a bit past that f1 monkey thing. Now, having armada fleets, that is fleets of fleets would mean you could also have the PVPers do emergency alpha logi at the same time, and warp off to seperate off grid logi ship "emergency triage" fleet( make a papertank hullrepping logi pls) for full repairs.

As for AOE weapons, have to say -1, the hamsters are overtaxed as it is. Drones alone bring servers to their knees, and i suggest you go check out rooks and kings vids to se what smartbombs do even without drones on field.

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

gunzbngbng
Apsis Corporation
Hard Knocks Executors
#54 - 2015-10-05 16:59:59 UTC
The point in concept is that in a large fleet fight, one side shouldn't completely dominate the other based on logistics. I suppose I have a concept in mind that ships should evaporate on both sides, provided they are both positioned properly. Having to resort to alpha doctrines isn't interesting gameplay.

When I first started playing this game, I joined a corporation that flew T1 cruisers fully ensured and were nearly free to fly. We would take gangs of 12-15 out and slam them into the nearest vastly superior gang and often all die taking down one "shiny." The destruction of that one hac/recon/etc was worth more than the entire fleet combined. To a degree, I believe that an FC looking at a superior fleet should have the option to ship down and repeatedly throw inferior gangs at the opposing fleet to whittle it down.

At the moment, I simply believe that isn't possible when fleets are bringing 10+ logistics with them.

The fix I would propose is simple. Stacking penalties on logistics. Say after 8 remote repair modules, it becomes noticeable. By 12, it's half. By 16, it's practically non-existent.
Frostys Virpio
State War Academy
Caldari State
#55 - 2015-10-05 17:00:29 UTC
Ben Ishikela wrote:
Missile AoE needs BrainInABox or massive TiDi.
But it would be awesome! no more anchoring. more manual pilot. hurray!


Anchor further away... It's not like missile would get 10k+ AoE blast radius.
Frostys Virpio
State War Academy
Caldari State
#56 - 2015-10-05 17:04:46 UTC
gunzbngbng wrote:
The point in concept is that in a large fleet fight, one side shouldn't completely dominate the other based on logistics. I suppose I have a concept in mind that ships should evaporate on both sides, provided they are both positioned properly. Having to resort to alpha doctrines isn't interesting gameplay.

When I first started playing this game, I joined a corporation that flew T1 cruisers fully ensured and were nearly free to fly. We would take gangs of 12-15 out and slam them into the nearest vastly superior gang and often all die taking down one "shiny." The destruction of that one hac/recon/etc was worth more than the entire fleet combined. To a degree, I believe that an FC looking at a superior fleet should have the option to ship down and repeatedly throw inferior gangs at the opposing fleet to whittle it down.

At the moment, I simply believe that isn't possible when fleets are bringing 10+ logistics with them.

The fix I would propose is simple. Stacking penalties on logistics. Say after 8 remote repair modules, it becomes noticeable. By 12, it's half. By 16, it's practically non-existent.


Feel free to tell me why remote reps should be stacking penalized while weapon are not. No one ever answer that anyway...
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#57 - 2015-10-05 18:01:01 UTC
Frostys Virpio wrote:
gunzbngbng wrote:
The point in concept is that in a large fleet fight, one side shouldn't completely dominate the other based on logistics. I suppose I have a concept in mind that ships should evaporate on both sides, provided they are both positioned properly. Having to resort to alpha doctrines isn't interesting gameplay.

When I first started playing this game, I joined a corporation that flew T1 cruisers fully ensured and were nearly free to fly. We would take gangs of 12-15 out and slam them into the nearest vastly superior gang and often all die taking down one "shiny." The destruction of that one hac/recon/etc was worth more than the entire fleet combined. To a degree, I believe that an FC looking at a superior fleet should have the option to ship down and repeatedly throw inferior gangs at the opposing fleet to whittle it down.

At the moment, I simply believe that isn't possible when fleets are bringing 10+ logistics with them.

The fix I would propose is simple. Stacking penalties on logistics. Say after 8 remote repair modules, it becomes noticeable. By 12, it's half. By 16, it's practically non-existent.


Feel free to tell me why remote reps should be stacking penalized while weapon are not. No one ever answer that anyway...


The people who cry about nerfing RR, don't have enough....

The people who cry about nerfing Alpha, don't have enough....

I say bring back AoE doomsdays and to hell with all of em. Blow up their crap and laugh at them when they wine on the forums.

No?

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Mr Mieyli
Doomheim
#58 - 2015-10-05 19:48:31 UTC
Frostys Virpio wrote:
Ben Ishikela wrote:
Missile AoE needs BrainInABox or massive TiDi.
But it would be awesome! no more anchoring. more manual pilot. hurray!


Anchor further away... It's not like missile would get 10k+ AoE blast radius.


Different ammo types could have different explosion radii with the tightest explosion having the most focused (highest) damage. Stacking penalising logi is not a good solution as now it becomes literally impossible to defend against a large enough fleet.

It seems everyone's main problem is server load, are there any programmers among us able to figure out a good easy-on-the-server way to do AoE?

This post brought to you by CCP's alpha forum alt initiative. Playing the eve forums has never come cheaper.

Frostys Virpio
State War Academy
Caldari State
#59 - 2015-10-05 20:05:16 UTC
Mr Mieyli wrote:
Frostys Virpio wrote:
Ben Ishikela wrote:
Missile AoE needs BrainInABox or massive TiDi.
But it would be awesome! no more anchoring. more manual pilot. hurray!


Anchor further away... It's not like missile would get 10k+ AoE blast radius.


Different ammo types could have different explosion radii with the tightest explosion having the most focused (highest) damage. Stacking penalising logi is not a good solution as now it becomes literally impossible to defend against a large enough fleet.

It seems everyone's main problem is server load, are there any programmers among us able to figure out a good easy-on-the-server way to do AoE?


Barring a re-write of the game code? Good luck with that. Each damage tick, be it from a single source or AoE need to be calculated independently which is why AoE can lag the server the hell and back.

((Damage type VS resists) + (target sig radius VS explosion radius)) * number of "unit" in range = no easy way out.
Thron Legacy
White Zulu
Scorpion Federation
#60 - 2015-10-05 22:27:23 UTC
Mr Mieyli wrote:

AoE to be used against cruiser and frigate fleets, possibly reducing the attractiveness of cruisers


step in the right direction