These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
Previous page123Next page
 

Damage dampener device to counter focus fire

Author
oiukhp Muvila
Doomheim
#21 - 2016-11-02 03:02:30 UTC
Donnachadh wrote:

Focusing fire onto a single or small group of targets is standard military practice and has been for centuries why should the game change to prevent this valid and valuable tactic?



Actually you are wrong.

Focus fire on a single target or a very small area of a larger target by and entire force is a waste of resources for any military in any time.

Even with small unit tactics, the idea is for individual units to provide direct or indirect fire for relatively small zones or areas of a larger target such as suppression fire to allow enveloping forces to maneuver.


The way that Eve allows focus fire of extremely large forces against single targets is rarely possible IRL due to force dispersion and line of sight issues, which Eve doesn't really use.


The reason for this is that Eve gives great advantage to being able to deploy extremely large forces into very tiny areas with the danger of such action decreasing the larger the deploying force gets. Stealth bombers can seriously affect subcaps, but have marginal affect on Super Caps.

Real life combatant forces have far greater risk to such concentration of force such as grenades and mines for small units, and indirect fire for larger forces up to tactical nuclear weapons for larger maneuver units.

CCP could change the game to create more indirect fire weapon, as in untargeted weapons to counter such blobbing, and introduce Line of Sight requirements for weapons but probably at a huge hit to game performance and players whining about dying to such large AOE weapons very similar to the original Titan DD, which was Eve Online's "nuke".








Edward Olmops
Gunboat Commando
#22 - 2016-11-02 10:32:50 UTC
Donnachadh wrote:
Focusing fire on a single ship is not a game design problem, and it is not up to CCP to solve the situation. Focusing fire is a tactic used by players and it is up to you as players to find a way to deal with it.

Focusing fire onto a single or small group of targets is standard military practice and has been for centuries why should the game change to prevent this valid and valuable tactic?


It is the dominant and only viable tactic unless you are flying a smart bomb fleet.
It's an indirect effect of game mechanics, so CCP could try to change this - and should do it if it would make the game better.

Donnachadh wrote:

Changing the TSB will make no real difference, currently they are not widely used simply because they break target lock for everyone friend and foe. Changed as you propose would likely make the situation even worse because every one would be required to use them to counter the other side. Just think of all the fun we will have hurling insults are each other as the two mighty fleets sit in space unable to fight because no one can get or keep a target lock.


The concern that such a module would become mandatory in large scale fights is valid.
FIttings should not be no-brainers.

How about making damage cap/repair cap a ship attribute then? (same as with Citadels)

This would encourage more interesting choices

- on fleet composition level
- organisational level
- tactical level

Ideally the fleet would focus at least as many targets as possible while hitting the damage cap on each target. So the fleet would have separate groups with separate target callers etc.
You would need experience to estimate how many raw DPS actually translate into the cap since resists may be different, target can still speed tank etc.

Possibly you can gamble and target more enemy ships to turn around a battle with a higher kill speed - or play safe and focus more firepower to secure a strategic kill.

Same time this would also mean new challenges for Logistics as well as they would need to react on multiple attacked targets.

And finally... even if a large battle is lost, the losers can be sure to at least kill a few things.
13kr1d1
Hedion University
Amarr Empire
#23 - 2016-11-02 11:47:46 UTC
PopeUrban wrote:
Donnachadh wrote:

Focusing fire onto a single or small group of targets is standard military practice and has been for centuries why should the game change to prevent this valid and valuable tactic?


Bringing real military tactical discussion in to a discussion about fake internet spaceship mechanics is meaningless. Targeting isn't quite so perfect and effortless in real life, and more importantly, real life has concepts like not actually being able to hit a target because other targets are in the way, including allies. On top of that, the EHP of any given unit in a real fight is excessively low. In general most real life units can successfully 1v1 each other in a matter of seconds.

Focus fire in real life is directed at an area, not a single target, and is more commonly done for supression purposes, not to directly neutralize them. This is because having all your guys shoot at one dude is a dumb idea, because your guys can be easily taken out of the fight in a matter of seconds by any one of those enemy targets if it positions itself properly.

Obviously that doesn't transition to EVE, because the design of TTK on spaceships, lock times, lock limits, and the server limitations that prevent collision detection prevent it from simulating that environment.

I've played a lot of PVP games. There's one constant with most of them. Small fights are more fun than large fights. Usually, this is because small fights generally contain both passive and active mitigation sufficient enough to nullify incoming DPS, which requires smart target selection on the fly, while large fights typically consist of alpha-centric strategies the make most of large fights boil down to "kill whatever target is closest to your DPS ranges" because at that scale the individual utility of said targets is meaningless, only their proximity to enemy fire and ability to apply damage to them is at all important. In games with good/unlimited AOEs this in stead morphs in to "nuke that area" and completely pushes most single target damage right out of the meta, again creating a pretty boring fight that boils down to prioritizing decisions based on target density rather than target utility.

Or, to put it more simply, you don't target enemies based on their function in the fight past a certain point, you target them based on their liklihood of getting healed, because their tactical utility doesn't matter at that scale. Thus, the only targets that are actually useful to prioritize are the healers, which, in such systems, have to be designed to basically screen themselves out of range of opposing DPS to not get immediately destroyed.

What it comes down to, really, is that in a large fleet fight (or a comparably large fight in any MMO really) the vast majority of the combatants could easily be on autopilot. Their job is "assist target caller and DPS" which is, strategically, the superior tactic, and the force that employs it better does well. However it doesn't create fun gameplay. The FCs are having fun. The Logi is actually pretty involved. The rest of the fleet is only there to enjoy the scenery of exploding ships. people don't talk about f1 monkeys for no reason. It's the optimal strategy to heavily employ f1 monkeys. The OP's point is that its not necessarily the best experience for all involved, and turns fleet fights in to FC versus FC affairs with very little room for the skill of most individual pilots to make a difference.

However, it is entirely too entrenched in the overall design to be totally removed. We could theorycraft about it all day, but realistically large fleet battles are going to be mobs of f1 monkeys until the EVE servers shut down because too much of the game is designed around that idea, and the server architecture and overall game design don't offer any really solid avenues to get around it.



Maybe people need to practice forcing smaller fights.

Don't kid yourselves. Even the dirtiest pirates from the birth of EVE have been carebears. They use alts to bring them goods at cheap prices and safely, rather than live with consequences of their in game actions on their main, from concord to prices

Steffles
University of Caille
Gallente Federation
#24 - 2016-11-02 12:56:30 UTC
There is already a method of diminishing returns used in EvE to prevent massive alpha - bombs damaging other bombs, I believe the max is something like 8 bombs at once.

A similar method of preventing mass overkill could probably be employed to do the following, note the numbers are just random placeholders to demonstrate the idea:

Hull Size
=======

Small - 500 dps - 10% reduction due to reflected heat damage destroying incoming rounds
small - 600 dps - 20% reduction due to reflected heat damage destroying incoming rounds
.
.
.
small - 1000 dps - 60% reduction due to reflected heat damage destroying incoming rounds

Add addition hull sizes here

Super Capitals - 100,000 dps - 10% reduction due to reflected damage destroying incoming rounds
.
.
.
.
Super Capital - 600,000 dps - 60% reduction due to reflected damage destroying incoming rounds


* The different damage reduction amounts for different sized hulls of course are necessary to prevent larger ships from being impossible to kill.
* While you can still use overkill to kill targets its no longer a straight line damage equation. Putting out 600,000 dps on one ship might be possible but splitting up those same ships and shooting 3 ships instead for 300,000 each would mean logi needs to rep 3 ships for 900,000 dps instead of the 1 for 600,000. Makes sense?

Now the numbers are just made up and the idea is simply brainstorming and there may be issues with this exact idea but you should hopefully understand what I'm getting at.

Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg

Eye-Luv-Girls wDaddyIssues
Hookers N' Blow
#25 - 2016-11-02 13:21:17 UTC
This game is too far along to change the style, I dont disagree a game would be fun to have large fleet fights where squads each have respective targets to engage.

But that game is not this game.
Donnachadh
United Allegiance of Undesirables
#26 - 2016-11-02 14:30:49 UTC
oiukhp Muvila wrote:
Focus fire on a single target or a very small area of a larger target by and entire force is a waste of resources for any military in any time.

This comment serves to illustrate a point, your assumption here is that you can only focus fire as an entire fleet, but that is only one way in which the term can be used. Focus fire can be applied at the squad or wing level, in fact a good commander will not separate a squad or wing onto multiple targets since drawing them in different directions often cause the unit to loose cohesion and become ineffective as a fighting force.

oiukhp Muvila wrote:
The way that Eve allows focus fire of extremely large forces against single targets is rarely possible IRL due to force dispersion and line of sight issues, which Eve doesn't really use.

You do not understand the differences and that is something the group I fly with finds common in EvE. Focusing the fire of an entire real world fighting force onto a single target or area CAN be done. The simple reality is the crushingly over powered nature of the real worlds military equipment means that such a tactic is simply not needed, but that does not mean that it cannot be done. In the real world a single person with a shoulder fired weapons system and just a little luck can remove a destroyer class vessel from the fight in one shot. That same person with that same weapons system could remove an entire squad of tanks from the battle in a matter of minutes. To put this into EvE perspective that would mean that an interceptor could remove a destroyer or cruiser class vessel from the fight with one shot from just one of it's weapons, one has to wonder just how well that would be received by the EvE players.

In the end you are partially correct, EvE is not like the real world. But you are also very wrong EvE is very much like the real world and real world tactics and strategies do apply as long as you adjust them for the specific differences just as you would have to adjust them for each force and situation in the real world. But then to know that you would need to study those real world tactics and strategies that you consider to be useless so perhaps that will never happen. But on the off chance that you do want to pursue this I suggest you start with General Patton and Admiral Halsey they both have some unique ideas and perspectives on battle field / fleet tactics.

Setting that aside commanders in EvE have an entire realm of suicide tactics available to them that a real world commander does not simply because they never have to write THAT letter to a family explaining why their daughter / son will not be coming home.
Khan Wrenth
Viziam
Amarr Empire
#27 - 2016-11-02 16:00:56 UTC
Focus fire is made necessary through the power of remote reps. You don't need new modules to counter focus fire as a necessity, because you're just adding confusing complexity the way you have it set up.

If you want to change focus fire being the be-all end-all tactic that it currently is, you need to change how remote reps work so more targets open up as being vulnerable. Currently, if you have enough remote reps, you can nullify any damage the enemy can put out until they hit a certain threshold, at which point remote logi because almost useless (feast or famine anyone?). If you have redundancy built into your logi wings, then that severely limits the tactics available for the other side to be successful. High alpha, and focus fire being chief among them because they work most reliably when other tactics do not or mechanically cannot.
Edward Olmops wrote:
It is the dominant and only viable tactic unless you are flying a smart bomb fleet.

For complicated reasons I tried to sum up, yes, exactly that. There's room for other tactics, especially for clever FC's, but their scope is limited, where high alpha/focus fire always works. Add more logi, and other tactics become decreasingly viable. High alpha/focus fire is like the central pole of the tactics pyramid; it's center in the base and exists all the way up to the top point, because it's always an option, it always works, and goes all the way to the top because it works when everything else fails.

Dolorous Tremmens wrote:
Putting a damage incoming and rep incoming cap does nothing for cap incoming. Throw away all the tank expansions, the shield extenders and Armor plates, and replace them with batteries or injectors. Add on the right rigs and ships are unbreakable because they're locally repping with 2-3 reppers staggered and have that many more slots and rigs to devote to resists. Because they can rely on cap transfers, and know they only have to survive x amount of raw dps and thus have not fleet fits, but evewide standard fits for each hull to become permatanking.

That is astoundingly ignorant and I'm surprised anybody with any EvE flight time could utter such a statement.

You cannot have it both ways. If you're sacrificing slots and rigs to running your reps, you ARE sacrificing resists. There's no way around it. You aren't magically going to add more slots to your ship. So yes, throw away all the tank expansions and replace them with reppers. Now you have no buffer and much less resists, meaning the amount of damage needed to alpha you is FAR lower (exactly what the OP is trying to accomplish - only three people needed to Alpha you instead of the entire wing), and the amount you can self-rep is also far lower, so standard DPS takes you down more easily (also what the op is trying to accomplish). Furthermore, all this ignores the simple fact that remote logi is far more powerful than local reps, so even IF your impossible fantasy (that people would stack self-reppers) were to come to reality, you'd STILL be repping yourself far less, and getting less EHP because you sacrificed resists and extenders for more repping. So OP's goal is still accomplished.

Plus there's only a handful of ships that can effectively remote cap transfer. And if they're running those plus their own local reps, they're extremely neut vulnerable and probably not even cap stable to begin with without boosters. Since you now just heavily sacrificed their tank to have them self-rep, popping them is easier than ever, so more tactics are already opening up.
Dolorous Tremmens
The Scope
Gallente Federation
#28 - 2016-11-02 18:51:44 UTC  |  Edited by: Dolorous Tremmens
Please re-read that quote. I mentioned only buffer mods and rigs, trimarks extenders, plates and the like being made obsolete. They would be rendered useless in favor of resisting mods and rigs. I made it clear that slots previously devoted to such would just be replaced with active repairs, cap mods and resists. Because the maximum incoming raw damage would be a known number, it can be easily countered with a cookie cutter omnitank and repper fit.

I've made your own argument and for someone who has been commenting as long as you have on the forums I would be surprised, except I have misread or misconstrued in a similar manner, and posted about it.

Get some Eve. Make it yours.

Rawketsled
Generic Corp Name
#29 - 2016-11-02 21:46:38 UTC
Focusing DPS and focusing reps is a natural Red Queen's Race.


If you focus DPS and the opponent doesn't focus reps, you win. If you focus reps (and switch accordingly) and your opponent doesn't focus DPS, you win. Once you're locked into that, you're forced to escalate with more DPS and reps, or force-multipliers that tilt the balance of DPS/reps one way or the other.

If you're going to reduce damage because of 'reflected heat' you need to reflect reps too.

And on that, calculating reflected heat by DPS is hard because the 'shape' of damage differs between weapon types. If you do damage-taken-in-the-previous-second then artillery isn't going to see that reflected heat at all, but blasters will.

Edward Olmops
Gunboat Commando
#30 - 2016-11-02 22:02:35 UTC
Dolorous Tremmens wrote:
Please re-read that quote. I mentioned only buffer mods and rigs, trimarks extenders, plates and the like being made obsolete. They would be rendered useless in favor of resisting mods and rigs. I made it clear that slots previously devoted to such would just be replaced with active repairs, cap mods and resists. Because the maximum incoming raw damage would be a known number, it can be easily countered with a cookie cutter omnitank and repper fit.


While we are at it... please re-read the OP.
I nowhere wrote "remote rep cap". Blink

Damage cap in conjunction with a generic rep cap.
Rep cap < damage cap.

You will never (locally or remotely) be able to regenerate as many HP as you can lose if you enemies reach the cap.

No ship will ever be invulnerable, only maybe dying VERY slowly.



Interestingly, there would even be a choice between buffer and resists, because...

Say the raw damage cap is 2000 DPS.
Repair cap is 1800 DPS.
Say you are a battleship with 8000 HP raw armor buffer.
50% resists uniformely among damage types.

Somehow you can modify your fitting to either increase the resists to 75% (doubling EHP) OR you can add more plating to increase the raw buffer to 16000 (also doubling EHP).

Nowadays the answer is simple: always go for the resists as they boost remote reps.
You only need enough buffer to withstand alpha strikes/survive reaction time of your Logis.

If there was a damage cap + rep cap, things change.

You can only lose max 200 raw HP per second, so a battleship with the first fitting will last 40 seconds under max DPS and max reps.

The second fitting with 16.000 raw buffer will last TWICE as long under maximum damage and maximum repairs.
Your fleet would lose only one battleship every 80 seconds.
But you would need also twice as many Logis to rep that ship.

On the other hand, in the first case the enemy needs TWICE the amount of firepower to get to the damage cap, because the resists are higher.

And suddenly, to find the optimal answer to this fleet comp/fitting task, you need to know:
How much incoming DPS per firing squad/organisational unit in the enemy fleet do I expect?
How many such firing squads will they have?
How many Logis are available and in how many groups can they be organized?
...

If the enemy throws big groups with tons of DPS on your buffer ships, you will still only take losses very slowly.
If the use small groups with split fire on your resist tanked ships, you might be able to permatank.
Will they be able to reorganize in mid-combat?

Instead of:
just throw everything on one damage/repair target and hope your reps hold and theirs won't.


Nevyn Auscent
Broke Sauce
#31 - 2016-11-03 00:48:53 UTC
Edward Olmops wrote:

Interestingly, there would even be a choice between buffer and resists, because...

Say the raw damage cap is 2000 DPS.
Repair cap is 1800 DPS.



Lets assume that that's 'after resists' Damage.
You are neglecting something in that list. Local reps.
Which is where infinite cap transfers would allow you to stack enough rep power to meet the damage cap with just local reps in many cases.

However there is a very simple solution, of just limiting cap transfer as well. That also means that cap chain logi are not nigh on invulnerable to neuts because there is a limit to how much it can accomplish, it simply adds stability. (Yes they aren't quite invulnerable, enough neuts can break cap chains, but it's overkill in neuts most of the time to do that, simple alpha damage gets there before neuts do currently).

As for scaling DR based on incoming damage. That doesn't actually solve it, because as was mentioned, incoming reps would scale to match, meaning all it's doing is making the numbers lower at the top end, but doesn't actually stop the DPS vs Reps focus fire of entire fleet race. It makes it harder to alpha a ship which actually encourages people to simply bring more logi and deadlock on both sides trying to kill a single ship.
Hard cap like Citadels have is the only way to break that meta short of hamster melting actual line of fire mechanics.

@Donnachadh. You do realise your last post utterly contradicted your first posts right, and actually made our point for us. We want to get focus fire down to the squad level, sure squads should still focus fire, but we want to move it to that level, not the entire 250 man fleet focusing a single ship. When you have 25 squads focusing fire, you have a lot more room for command errors also, and the groups with real skilled commanders & sub commanders will shine through a lot more. FC's will focus on actual fleet command, not on single target calling.
DSpite Culhach
#32 - 2016-11-03 01:25:54 UTC
I'm joining in ONLY to discuss the concepts of such a mechanic, not because I think such a system would be better or worse or how it would effect combat as a whole.

Throwing ideas out based on what I know of current mechanics, using a base the fact that a Target Spectrum Breaker module exists so the that idea of a high count of "target locks" is apparently a mechanic already.

---

* Fact that 100+ ships can all lock on to a single target.

There could be a mechanic in place such that when a large volume of targeting systems are all aimed at targets there will be saturation and reflections, same as you would get if hundreds of radars started painting the same target, making lock times increase dramatically or raising the chances of target locks being lost.

* Size matters.

Large ships with larger sensor arrays would place a larger "value" on targets, so that a bunch of Supers locking other Supers might make smaller ships have a harder time maintaining locks, unless they are using specialized systems or scripts or have bonuses on hulls. A T1 Frig for example might not be able to hold a Scram on a Super with other Supers locking, but a T2 Interceptor fitted for that would.

* Distance to ships.

If 20 battleships lock on a target at 50KM, then another 20 try to lock on a target from 100KM, they will have a harder time because the closest ships are painting the target a lot harder.

* Sensor types:

There is 4 types of Sensors: Grav/Ladar/Mag/Radar, so in a large fight where one side has 100 ships of the same race will have a harder time with targets then a side with 25 ships of each race as there will be less saturation, with the different sensor types.

...

I apparently have no idea what I'm doing.

Nevyn Auscent
Broke Sauce
#33 - 2016-11-03 01:34:10 UTC
DSpite Culhach wrote:

Throwing ideas out based on what I know of current mechanics, using a base the fact that a Target Spectrum Breaker module exists so the that idea of a high count of "target locks" is apparently a mechanic already.

---

* Fact that 100+ ships can all lock on to a single target.

There could be a mechanic in place such that when a large volume of targeting systems are all aimed at targets there will be saturation and reflections, same as you would get if hundreds of radars started painting the same target, making lock times increase dramatically or raising the chances of target locks being lost.

Been debunked. Gets abused by first fleet on grid pre locking each other, meaning enemy fleet can't get locks initially for the first minute or so due to increased lock times.
That or it's so irrelevant it makes no difference and doesn't stop anything.

It simply doesn't work as a game mechanic at all.
Steffles
University of Caille
Gallente Federation
#34 - 2016-11-03 03:29:11 UTC  |  Edited by: Steffles
Rawketsled wrote:
Focusing DPS and focusing reps is a natural Red Queen's Race.


If you focus DPS and the opponent doesn't focus reps, you win. If you focus reps (and switch accordingly) and your opponent doesn't focus DPS, you win. Once you're locked into that, you're forced to escalate with more DPS and reps, or force-multipliers that tilt the balance of DPS/reps one way or the other.

If you're going to reduce damage because of 'reflected heat' you need to reflect reps too.

And on that, calculating reflected heat by DPS is hard because the 'shape' of damage differs between weapon types. If you do damage-taken-in-the-previous-second then artillery isn't going to see that reflected heat at all, but blasters will.


Yeah like I said its a concept and needs refining. Since the server acts in 1 second ticks I imagine that total damage is calculated in 1 second intervals and then subtracted from the target all at once.


So if you have a 6 second frame of the battle:

Blasters doing 15000 per tick
Projectiles doing 25000 per 2.5 ticks
Target is a battleship and it has dps thresholds of 10000 damage, 20000 damage, ..., 60,000 damage

The reduction would be

Tick 1 15K - 10% = 13,500 damage
Tick 2 15K - 10%
Tick 3 40K - 40% = 24,000 damage
Tick 4 15K - 10%
Tick 5 15K - 10%
Tick 6 40K - 40%

Based on the 10 percent per threshold.


If you had blasters doing 20,0000 dps and no projectiles

Tick 1 - Tick 6 20K - 20% = 16,000 damage


If you were doing 80000 damage with blasters

Tick 1 - Tick 6 80K - 60% = 32,000 damage

At 50,000 - 50% you're doing 25,000 damage
At 60,000 - 60% you're doing 24,000 damage

Diminishing returns, it works and its not exploitable. Additionally in terms of the remote repairs they could be rebalanced so they're not trying to defeat the n+1 mechanic we currently have. They were only introduced as a patch against it anyway.

Hey CPP - Time we put highsec back to how it was originally designed - http://i.imgur.com/GT0T0oS.jpg

Edward Olmops
Gunboat Commando
#35 - 2016-11-03 17:23:24 UTC
Nevyn Auscent wrote:
Edward Olmops wrote:

Interestingly, there would even be a choice between buffer and resists, because...

Say the raw damage cap is 2000 DPS.
Repair cap is 1800 DPS.



Lets assume that that's 'after resists' Damage.
You are neglecting something in that list. Local reps.
Which is where infinite cap transfers would allow you to stack enough rep power to meet the damage cap with just local reps in many cases.



No. I did not neglect local reps, I meant "repair cap" as a limit to ALL repairs. local or remote.
The idea is that the sum of both cannot be higher than the Repair Cap which is lower than the damage cap which in turn means you cannot permatank under no circumstances IF the enemy manages to apply enough damage (after speed tanking and resists).
Khan Wrenth
Viziam
Amarr Empire
#36 - 2016-11-03 23:14:57 UTC
Nevyn Auscent wrote:

Lets assume that that's 'after resists' Damage.
You are neglecting something in that list. Local reps.
Which is where infinite cap transfers would allow you to stack enough rep power to meet the damage cap with just local reps in many cases.

Was debunked four posts above yours. Local reps are not a problem, with or without unlimited cap transfer. The game already balanced that out quite well and as such, is not a factor in this discussion.
oiukhp Muvila
Doomheim
#37 - 2016-11-04 16:56:32 UTC
Donnachadh wrote:
oiukhp Muvila wrote:
Focus fire on a single target or a very small area of a larger target by and entire force is a waste of resources for any military in any time.

This comment serves to illustrate a point, your assumption here is that you can only focus fire as an entire fleet, but that is only one way in which the term can be used. Focus fire can be applied at the squad or wing level, in fact a good commander will not separate a squad or wing onto multiple targets since drawing them in different directions often cause the unit to loose cohesion and become ineffective as a fighting force.

oiukhp Muvila wrote:
The way that Eve allows focus fire of extremely large forces against single targets is rarely possible IRL due to force dispersion and line of sight issues, which Eve doesn't really use.

You do not understand the differences and that is something the group I fly with finds common in EvE. Focusing the fire of an entire real world fighting force onto a single target or area CAN be done. The simple reality is the crushingly over powered nature of the real worlds military equipment means that such a tactic is simply not needed, but that does not mean that it cannot be done. In the real world a single person with a shoulder fired weapons system and just a little luck can remove a destroyer class vessel from the fight in one shot. That same person with that same weapons system could remove an entire squad of tanks from the battle in a matter of minutes. To put this into EvE perspective that would mean that an interceptor could remove a destroyer or cruiser class vessel from the fight with one shot from just one of it's weapons, one has to wonder just how well that would be received by the EvE players.

In the end you are partially correct, EvE is not like the real world. But you are also very wrong EvE is very much like the real world and real world tactics and strategies do apply as long as you adjust them for the specific differences just as you would have to adjust them for each force and situation in the real world. But then to know that you would need to study those real world tactics and strategies that you consider to be useless so perhaps that will never happen. But on the off chance that you do want to pursue this I suggest you start with General Patton and Admiral Halsey they both have some unique ideas and perspectives on battle field / fleet tactics.

Setting that aside commanders in EvE have an entire realm of suicide tactics available to them that a real world commander does not simply because they never have to write THAT letter to a family explaining why their daughter / son will not be coming home.



Focus fire onto a single target is not standard military practice as you suggested in the post I quoted.

Most land forces either have a few ground combatants engage specific targets or a group of combatants engage an "area" target where dispersed forces are located.

Most modern naval forces engage targets in order of highest threat for any specific weapon system used. Not all ships are able to engage each target because of friendly ships that may be in-between them and the hostile target, and it probably would be a waste of assets if they could, depending on weapon system used of course.

Eve does not care about line-of-sight and the lethality of weapons in Eve are closer to WW II where dozens or hundreds of rounds may need to be expended on equally classed ships where just a few missiles can do the job in modern warfare.

Very large naval forces do not all shoot a single target IRL.

The larger the forces involved the more likely you will have an area target specified as in focusing on the lead ships of a column you just crossed the "T" on.

Xiles Eilop
Southern Cross Silver Shields
Flying Dangerous
#38 - 2016-11-04 20:47:40 UTC  |  Edited by: Xiles Eilop
Has anyone ever considered the use of squads or wings that engage enemy squads and wings as a means to limit focus fire? I also had the idea that squads should have designed roles and ships within that squad get bonuses if they're flying a certain type of ship. This might make FCs have to make more tactical decisions as they assign which enemy divisions/squad their squads can engage. And then once assigned it'll be up to squad leaders to win the smaller squad battle. This is just a preliminary idea of mine but it considers two issues, focus fire and the importance of fleet organization/structure.
Rawketsled
Generic Corp Name
#39 - 2016-11-06 11:23:19 UTC
Xiles Eilop wrote:
Has anyone ever considered the use of squads or wings that engage enemy squads and wings as a means to limit focus fire? I also had the idea that squads should have designed roles and ships within that squad get bonuses if they're flying a certain type of ship. This might make FCs have to make more tactical decisions as they assign which enemy divisions/squad their squads can engage. And then once assigned it'll be up to squad leaders to win the smaller squad battle. This is just a preliminary idea of mine but it considers two issues, focus fire and the importance of fleet organization/structure.

How does that work when the opposition isn't in a wing, or even a fleet?
Danika Princip
GoonWaffe
Goonswarm Federation
#40 - 2016-11-06 12:02:32 UTC
Xiles Eilop wrote:
Has anyone ever considered the use of squads or wings that engage enemy squads and wings as a means to limit focus fire? I also had the idea that squads should have designed roles and ships within that squad get bonuses if they're flying a certain type of ship. This might make FCs have to make more tactical decisions as they assign which enemy divisions/squad their squads can engage. And then once assigned it'll be up to squad leaders to win the smaller squad battle. This is just a preliminary idea of mine but it considers two issues, focus fire and the importance of fleet organization/structure.


And how long do you intend to spend setting up your fleet to ensure perfect bonuses, only for the whole lot to break when you jump a gate and someone disconnects?
Previous page123Next page