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Sized propulsion inhibitors. Webs, disruptors, scrams

Author
Markus Reese
Deep Core Mining Inc.
Caldari State
#1 - 2015-12-19 03:38:44 UTC  |  Edited by: Markus Reese
In a discussion, we were talking kiting, and power balances of ships. The advantages and disadvantages of certain fleets. One recently discussed was the benefits and issues that would come with changing the power effect of the tackle mods. All would fit to the standard models of small, med, large, extra large. Fittings to match.

Summary of discussions.

Webs:
Webs could go one of two ways. Perhaps both or a range that lets a player select.

1. Massed based webifiers.
Similar to the way mass affects your prop mods, it also could effect how well it works. Result would be a small web wouldn't be of much effect vs a larger heavy hull. It also means that if somebody expends the high fitting cost for a heavy web, then they would have more power vs a kiter/nano hull.

2. Range based webifiers.
Maintain the standard percentage bonus (or have a fixed mass effect common to all webs of a meta) that scales range with the module size.

Summary. The largest risk is potentially invalidating the kiting fit, but at the same time, it also means a person is giving up valuable fitting to counter kite and to tackle. It offers advantage to large ships slower mobility in fleets by making them more difficult to lock down. The mass scaled one means it is much more risky for small ships to run tackle because little web vs large web. Same goes for range. While range means getting webbed would be more common, it wouldnt be instant death for kiting larger hulls.


Webs and Scrams:
Once more, a few ways to look at this.

1. First is range as above. Else no real changes.

2. Strength
Strength based would be more complex and add another bit of depth to MWD. First thing would be to have the larger the ship, the more basic warp core strength. Disruptors and scrams offering more value of points. This could carry over to supers, etc. In addition, the MWD effect from scrams could also potentially be converted to an MWD reduction related to mass instead of just shutting it down.

Results and consequences?

First, I hope for diversified combat. The biggest consequence would be the invalidation of small/fast hulls. I hope to counter this by having powerful tackle being a fit and not necessarily a tactical choice. Fitting heavy tackle would result in a tradeoff of damage or tank. It would not just be an add in. The kiting fleets still having power in that multiple ships, common in the fast fleets would have the same resulting effect overall and fade off with kills.

As current, specialized tackle ships could get the range/strength/fitting bonuses to compensate.

In terms of capitals, I am thinking of some fun would occur if capitals change for carriers and force auxiliary being of additional role. Possible for dreadnoughts and similar as well.

This was just very raw vetting prior to the posting, so am curious of what people think would be legitimate other pros and cons that can come into play.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Hopelesshobo
Hoboland
#2 - 2015-12-19 09:44:56 UTC
These changes would shake things up for sure.

The part I do like about what you are suggesting is that it opens up larger ships to fit for kiting more compared to smaller ones. Because with the current system, all tackle ranges remain the same, meanwhile larger platforms can project their DPS out further which gives larger kiting setups less room to work.

I'm not convinced about scaling webs with mass. Because you end up with battleships that could web a frigate like a vindicator currently can, and frigates that can't slow the battleship so they can't keep their transversal as high. So with the differences in mass between these ships, it would make battleships virtually immune to frigates.

Lowering the average to make you look better since 2012.

Mike Voidstar
Voidstar Free Flight Foundation
#3 - 2015-12-19 09:51:06 UTC
You mean make battleships dangerous?

I am on board with the idea that bigger isn't always better, but the idea that a frigate be the most dangerous thing on the field when you are in a battleship is kind of...odd.

I actually think that tackle and much ewar should be sized, but the differences be in range or possibly area of effect (depending on the effect in question). There is not a lot of sense in everything but guns and tank modules having the exact same effect regardless of ship.
Hopelesshobo
Hoboland
#4 - 2015-12-19 10:08:07 UTC
Mike Voidstar wrote:
You mean make battleships dangerous?


But the mass difference between frigates and battleships is rather large, so I think battleships would go from being dangerous to the I.W.I.N. ship rather easily. Unless there were some other factors to keep it from scaling too far.

Lowering the average to make you look better since 2012.

Mike Voidstar
Voidstar Free Flight Foundation
#5 - 2015-12-19 10:14:43 UTC
That's why I said the differences should perhaps be in range, or area of effect, or some other aspect.

Right now, a battleship poses very little threat to a frigate, whereas a properly fit frigate is quite capable of being a death sentence to a battleship.

That's not in absolutes, there are some combinations that work better against others, but in general a frigate does not really fear a battleship, whereas the battleship better hope his drones get it before it gets him.
Markus Reese
Deep Core Mining Inc.
Caldari State
#6 - 2015-12-19 16:29:13 UTC
Mike Voidstar wrote:
You mean make battleships dangerous?

I am on board with the idea that bigger isn't always better, but the idea that a frigate be the most dangerous thing on the field when you are in a battleship is kind of...odd.

I actually think that tackle and much ewar should be sized, but the differences be in range or possibly area of effect (depending on the effect in question). There is not a lot of sense in everything but guns and tank modules having the exact same effect regardless of ship.


For some modules, the same size and CPU based fitting, it makes sense. Cap and weapon upgrades for example. The comment I read, but then in rereading current quotes couldn't find was about how battleship weapons are long ranged, but can only tackle to less than 15km. In some ways, it isn't bad design as it would rely on small fast tackle more, but being a sized based module makes it a tradeoff more to being the all in one fit.

Hopelesshobo wrote:


But the mass difference between frigates and battleships is rather large, so I think battleships would go from being dangerous to the I.W.I.N. ship rather easily. Unless there were some other factors to keep it from scaling too far.


This is why test servers are so important. As others have pointed out, having it mass based could potentially offer lots of of programming challenges. A way to prevent overpowering is to have the mass capped instead, so a 50% or whatever if below the mass effect of the module, then a falloff.

This way would have an additional secondary effect. Prop mods add mass. So activating an MWD essentially overpowers the web. Gotta get the scram on there or the person with an MWD can burst out of fast tackle?

Overall my main concern is always of becoming an I win or just invalidating another playstyle. Hence why careful consideration of the fitting would be important. On a smaller ship, the CPU cost makes it a difficult choice, but tackle is really manditory somewhere. That CPU could be put to making the ship faster or stronger but the expectation to be popped, just put on a tackle. A tackle larger hull, well suddenly that choice has more consequence to the power. Being a vindicator means you are at an advantage by fitting smaller webs for less fitting issues and be potent, or the heavy webs and end up being a dreaded force multiplier at the cost of no longer being a high damage output.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Reaver Glitterstim
The Scope
Gallente Federation
#7 - 2015-12-19 20:10:56 UTC
I have an idea for a web that uses target mass and signature radius to determine how well it can apply the effect. A lower mass or larger signature radius makes the effect easier to apply.

Simply compare the square root of the target's sig radius (before MWD and target painters) and cube root of the target's mass to the square root of the webifier's effect radius and the cube root of the webifier's effect mass. A medium webifier with an effect radius and mass designed for maximum effect against cruisers would have a reduced effect against frigates and battleships, but it would still have a pretty significant effect.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Rawketsled
Generic Corp Name
#8 - 2015-12-21 00:00:11 UTC
Reaver Glitterstim wrote:
I have an idea for a web that uses target mass and signature radius to determine how well it can apply the effect. A lower mass or larger signature radius makes the effect easier to apply.

Simply compare the square root of the target's sig radius (before MWD and target painters) and cube root of the target's mass to the square root of the webifier's effect radius and the cube root of the webifier's effect mass. A medium webifier with an effect radius and mass designed for maximum effect against cruisers would have a reduced effect against frigates and battleships, but it would still have a pretty significant effect.

I would love to see the maths for that.
Serendipity Lost
Repo Industries
#9 - 2015-12-21 13:48:18 UTC
Rawketsled wrote:
Reaver Glitterstim wrote:
I have an idea for a web that uses target mass and signature radius to determine how well it can apply the effect. A lower mass or larger signature radius makes the effect easier to apply.

Simply compare the square root of the target's sig radius (before MWD and target painters) and cube root of the target's mass to the square root of the webifier's effect radius and the cube root of the webifier's effect mass. A medium webifier with an effect radius and mass designed for maximum effect against cruisers would have a reduced effect against frigates and battleships, but it would still have a pretty significant effect.

I would love to see the maths for that.



square root of 4 is 2. The cube root of 8 is 2. (you can extrapolate out the other outcomes from these base data points).

What more do you need?


(I think the idea is silly, this is only help with the math aspect)
Markus Reese
Deep Core Mining Inc.
Caldari State
#10 - 2015-12-21 16:41:37 UTC
Serendipity Lost wrote:



square root of 4 is 2. The cube root of 8 is 2. (you can extrapolate out the other outcomes from these base data points).

What more do you need?


(I think the idea is silly, this is only help with the math aspect)


Closing statement leads me to believe a bit of sarcasm, but I have been wrong a many times.

So sig radius with relativistic mass.... hrm.... The comparative part is pretty straight forward, but comparing the cubed root of mass... I do not see value in except that it widens the range of application

So straight forward, a 64 vs 125 would be 4/5 effectiveness. As a multiple, or difference, be the similar result.

Throwing sig in there is essentially saying let me sig tank webbing? Without seeing a numerical formula, the concept of squares and cubed doesn't have much weight. When i proposed the mass affected one, it would have a nominal effect at mass. Compare together to get a modifier. I guess that is where sig comes in as it would prevent this modifier from being too extreme? Poor shield passive fits...

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Alexis Nightwish
#11 - 2015-12-21 18:34:23 UTC
Regarding scrams, I would love to see S M L sized scrams (with increased PG for each similar to how ancil armor reps are) with small giving 2 points, medium 4 points, and large 6 points. Each size could give better range as well with small T2 being 9km, medium 15km?, and large 25km?

With that I'd want ship classes to have inherent warp core strength:
Frigate: +0
Dessy: +1
Cruiser: +2
BC: +3
BS: +4

This would mean that you'd really need more than just 1 frigate to hold down a BS, and isn't that the way it should be?


Regarding webs, I am vehemently opposed to having signature radius have anything to do with webs. CCP hates shields as evidenced by their recent remote shield nerf, and the continued use of sig radius for bomb damage application. This is in addition to the fundamental aspects of being locked faster, as well as hit harder by weapon systems. When you have a giant sig, speed is your defense. Being penalized on your speed more for trying to be fast is, in a word, bullshit.

If high sig resulted in being webbed for more, the prevalence of tiny sig armor ships would go from its current state of "dominant" to "cancerous". I would rather see the upcoming web resistance be a thing. BS would have more web resistance (maybe 60%?) than a frigate (0%).

I wouldn't mind seeing S M L webs with longer ranges, but only slightly stronger effects, and concomitant PG needs (similar to the scrams above).

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

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Fixing bombs, not the bombers

Estella Osoka
Cranky Bitches Who PMS
#12 - 2015-12-21 19:03:10 UTC
Mike Voidstar wrote:
You mean make battleships dangerous?

I am on board with the idea that bigger isn't always better, but the idea that a frigate be the most dangerous thing on the field when you are in a battleship is kind of...odd.

I actually think that tackle and much ewar should be sized, but the differences be in range or possibly area of effect (depending on the effect in question). There is not a lot of sense in everything but guns and tank modules having the exact same effect regardless of ship.


It's not odd, it actually makes sense. A frigate is small and fast, and does not have overwhelming firepower to take down a BS outright. It takes time to kill a BS in a frigate.

However, if the BS is fit correctly, then it can swat a frigate relatively easily.

You really have no idea how PvP works, do you?
Mornak
Exotic Dancers Union
Hatakani Trade Winds Combine
#13 - 2015-12-22 15:13:44 UTC
a tackler being able to do his job when it comes to solo BS is fine with me. BS need support or they need to be very careful out there.
The tackler needs some DPS from friends, you need some anti-tackle... i dont see the problem.



Alexis Nightwish wrote:
...
With that I'd want ship classes to have inherent warp core strength:
Frigate: +0
Dessy: +1
Cruiser: +2
BC: +3
BS: +4

This would mean that you'd really need more than just 1 frigate to hold down a BS, and isn't that the way it should be?


...


this would kill solo/micro/small all together unless you bring a dictor/hic. please dont. -1
Markus Reese
Deep Core Mining Inc.
Caldari State
#14 - 2015-12-22 18:30:34 UTC
Mornak wrote:
a tackler being able to do his job when it comes to solo BS is fine with me. BS need support or they need to be very careful out there.
The tackler needs some DPS from friends, you need some anti-tackle... i dont see the problem.



Alexis Nightwish wrote:
...
With that I'd want ship classes to have inherent warp core strength:
Frigate: +0
Dessy: +1
Cruiser: +2
BC: +3
BS: +4

This would mean that you'd really need more than just 1 frigate to hold down a BS, and isn't that the way it should be?


...


this would kill solo/micro/small all together unless you bring a dictor/hic. please dont. -1


Would it? scrams are +2 or +3 so in that respect, small/solo wouldnt be affected unless it is single small ship can take down battleships. A battleship should be vulnerable to small, but take multiple smalls to kill. So solo battleship? Would kill that but should solo battleship exist? Discussion for another thread.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Helios Panala
#15 - 2015-12-22 19:40:54 UTC
I always thought it would be cool if webs worked like lassos, the heavier the thing applying the web the more it slows down the target.

I also thought it would be funny if a Battleship could web a frigate then use its comparatively huge engines to drag the tiny little thing around, but that's probably going too far.
Valacus
Streets of Fire
#16 - 2015-12-22 20:54:29 UTC
I like the idea. Currently battleships are the easiest ships to tackle and kite. They're slow, they can't track worth a damn, they can't lock worth a damn, and they can't warp worth a damn. Scaled webs would solve some of those problems. I don't have any problem with interceptors being able to stop a battleship from warping, but getting in web/scram range for a small ship should be a death sentence. Choosing your targets more carefully should be something kiting ships have to face, as opposed to, "I'm faster, I can kill it." Smaller, faster ships will always have the option to not engage because of speed and lock time, so it's not like battleships will be "I WIN" vs. everything. You can simply stay away from it, but right now battleships are virtually a free kill, and the answer to ships that might threaten you as kiters is just to bring more kiters. Kiting is still the answer in every situation. It shouldn't be that way.