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Anti-Alpha Mechinism

Author
Steffles
University of Caille
Gallente Federation
#1 - 2016-11-03 15:36:43 UTC
So the idea is a mechinism to encourage but not force people to spread fire while not causing battles to degenerate into impossible to kill situations. The idea is similiar to bomb damage where excess bombs are destroyed. In this case, excess heat at certain threshholds destroy a percentage of incoming rounds.

You split the current ships into hull sizes:

Small
Medium
Large
Capital

You then assign each hull size damage threshholds, these are just placeholders and not intended as finished numbers

Small - 1000 - damage reduction 10%
.
.
Small - 6000 - damage reduction 60%

Medium - 5000 - damage reduction 10%
.
.
.
Medium 30000 - damage reduction 60%

And so on


* 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?

A sample battle of 6 seconds:

Ships with Blasters doing 15000 per tick
Ships with 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 damage in one tick - 50% you're doing 25,000 damage
At 60,000 damage in one tick - 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.

Its genius of course, I thought of it

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

Tiberius NoVegas
NovKor Corp.
#2 - 2016-11-03 15:51:20 UTC
Steffles wrote:
So the idea is a mechinism to encourage but not force people to spread fire while not causing battles to degenerate into impossible to kill situations. The idea is similiar to bomb damage where excess bombs are destroyed. In this case, excess heat at certain threshholds destroy a percentage of incoming rounds.

You split the current ships into hull sizes:

Small
Medium
Large
Capital

You then assign each hull size damage threshholds, these are just placeholders and not intended as finished numbers

Small - 1000 - damage reduction 10%
.
.
Small - 6000 - damage reduction 60%

Medium - 5000 - damage reduction 10%
.
.
.
Medium 30000 - damage reduction 60%

And so on


* 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?

A sample battle of 6 seconds:

Ships with Blasters doing 15000 per tick
Ships with 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 damage in one tick - 50% you're doing 25,000 damage
At 60,000 damage in one tick - 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.

Its genius of course, I thought of it


smaller ships are already protected from larger weapons by there size. smaller ships are harder to hit. glances result in fractional damage. whats wrong with the current system?
Steffles
University of Caille
Gallente Federation
#3 - 2016-11-03 15:55:28 UTC
Tiberius NoVegas wrote:
Steffles wrote:
So the idea is a mechinism to encourage but not force people to spread fire while not causing battles to degenerate into impossible to kill situations. The idea is similiar to bomb damage where excess bombs are destroyed. In this case, excess heat at certain threshholds destroy a percentage of incoming rounds.

You split the current ships into hull sizes:

Small
Medium
Large
Capital

You then assign each hull size damage threshholds, these are just placeholders and not intended as finished numbers

Small - 1000 - damage reduction 10%
.
.
Small - 6000 - damage reduction 60%

Medium - 5000 - damage reduction 10%
.
.
.
Medium 30000 - damage reduction 60%

And so on


* 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?

A sample battle of 6 seconds:

Ships with Blasters doing 15000 per tick
Ships with 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 damage in one tick - 50% you're doing 25,000 damage
At 60,000 damage in one tick - 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.

Its genius of course, I thought of it


smaller ships are already protected from larger weapons by there size. smaller ships are harder to hit. glances result in fractional damage. whats wrong with the current system?

It doesn't protect smaller ships. The reason they're broken up is because if you had a generic threshold for say, frigates, that same threshhold for capitals would make them impossible to kill. Likewise if you had a generic threshhold for capitals then frigates would be vaporised before the first 10% reduction kicked in.

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

Tiberius NoVegas
NovKor Corp.
#4 - 2016-11-03 16:07:21 UTC
Steffles wrote:

It doesn't protect smaller ships. The reason they're broken up is because if you had a generic threshold for say, frigates, that same threshhold for capitals would make them impossible to kill. Likewise if you had a generic threshhold for capitals then frigates would be vaporised before the first 10% reduction kicked in.


First, a Capital weapon is so large it fires projectiles larger then a frigate, so of course its going to vaporize it.

second, It does protect smaller ships as larger turrets have slower tracking speed and makes it harder for them to hit smaller ships due to there size and speed. I can harass BC and larger ships in a frigate without much threat due to my size/speed compared to there tracking speed.
Steffles
University of Caille
Gallente Federation
#5 - 2016-11-03 16:20:07 UTC
Tiberius NoVegas wrote:
Steffles wrote:

It doesn't protect smaller ships. The reason they're broken up is because if you had a generic threshold for say, frigates, that same threshhold for capitals would make them impossible to kill. Likewise if you had a generic threshhold for capitals then frigates would be vaporised before the first 10% reduction kicked in.


First, a Capital weapon is so large it fires projectiles larger then a frigate, so of course its going to vaporize it.

second, It does protect smaller ships as larger turrets have slower tracking speed and makes it harder for them to hit smaller ships due to there size and speed. I can harass BC and larger ships in a frigate without much threat due to my size/speed compared to there tracking speed.

Capital weapons usually have no way of hitting a frigate so the size of the projectile is pretty much a moot point.

If you mean it protects frigates as in reducing % of damage yeah it does but only applied damage not damage fired at the frigate. But it doesn't just protect frigates, it protects all ships that have so much dps put on them they instantly melt. That's the whole point of the code, to encourage people to spread fire around rather than the n+1 facemelt and next target.

Of course it would have no effect on a frigate if it was being attacked by a small gang because it would never reach the required threshhold and even if it did a frigate taking as in my example 1,000 dps is going to die in a very small amount of time, it'll probably be saved an extra second of life. If its taking 2000 damage, 20% off is still 1800 dps per second.

The numbers of course are just placeholders but if you've ever been in a big battle its no fun at all to be suddenly in a pod and never having had the chance to take evasive action, hit your repper or whatever because the damage was so intensely stupid.


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

Jerghul
Aliastra
Gallente Federation
#6 - 2016-11-03 16:23:52 UTC
I am pretty sure CCP has considered dps diminishing returns (the more modules firing, the less damage per module) for ship-ship combat.

Just as I am sure its a back burner thing it will likely revisit in the future.

Blocked list: Teckos, Sonya, Wander, Baltec1

Steffles
University of Caille
Gallente Federation
#7 - 2016-11-03 16:33:33 UTC
Jerghul wrote:
I am pretty sure CCP has considered dps diminishing returns (the more modules firing, the less damage per module) for ship-ship combat.

Just as I am sure its a back burner thing it will likely revisit in the future.


That doesn't work though, more modules firing, less damage - because of exploits and workarounds with own fleets. My idea works, it can not be exploited.

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

Danika Princip
GoonWaffe
Goonswarm Federation
#8 - 2016-11-03 18:38:15 UTC
If you want small gang ~gudfites~, go have them.

leave large scale combat as large scale combat.

(Also, as I ask every time someone suggests this, please explain why you feel that supercapitals need this kind of a buff)
elitatwo
Zansha Expansion
#9 - 2016-11-03 23:39:00 UTC
Danika Princip wrote:
If you want small gang ~gudfites~, go have them.

leave large scale combat as large scale combat.

(Also, as I ask every time someone suggests this, please explain why you feel that supercapitals need this kind of a buff)


Danika, remind we why we would listen to a mindblurrbh of an NPC in the first place?

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Danika Princip
GoonWaffe
Goonswarm Federation
#10 - 2016-11-03 23:44:22 UTC
elitatwo wrote:
Danika Princip wrote:
If you want small gang ~gudfites~, go have them.

leave large scale combat as large scale combat.

(Also, as I ask every time someone suggests this, please explain why you feel that supercapitals need this kind of a buff)


Danika, remind we why we would listen to a mindblurrbh of an NPC in the first place?


In the somewhat vain hope they'll accidentally post with their main so we can laugh at some feythabolis renter corp that hasn't seen a red in five years, usually.
Paranoid Loyd
#11 - 2016-11-03 23:47:29 UTC
Danika Princip wrote:
elitatwo wrote:
Danika Princip wrote:
If you want small gang ~gudfites~, go have them.

leave large scale combat as large scale combat.

(Also, as I ask every time someone suggests this, please explain why you feel that supercapitals need this kind of a buff)


Danika, remind we why we would listen to a mindblurrbh of an NPC in the first place?


In the somewhat vain hope they'll accidentally post with their main so we can laugh at some feythabolis renter corp that hasn't seen a red in five years, usually.

As hilarious as this reason is, someone needs to post logic or some of these idiotic ignorant ideas might get farther than getting **** on here.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Danika Princip
GoonWaffe
Goonswarm Federation
#12 - 2016-11-03 23:51:42 UTC
That too, but my answer was more fun.
Steffles
University of Caille
Gallente Federation
#13 - 2016-11-04 04:53:47 UTC
Yes please post reasons would be interesting to see if there are any working brains other than mine in this thread

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

GROUND XERO
The Legion of Spoon
Curatores Veritatis Alliance
#14 - 2016-11-04 11:28:25 UTC
Did you ever take a look into the "WHY" alpha-fleets are on the field?

It is only because of the op of logistics/faxes etc. .... so if you want to cut alpha ( while i´m still not sure why) you kill one of the last mechanics to kill gangs with large ammount of logis! via dmg!
No clue why?
Nerf logi or delete em from game!!! and you are fine!Shocked

NCPL (Necromonger of new Eden) will make EVE great again!

Steffles
University of Caille
Gallente Federation
#15 - 2016-11-08 06:02:17 UTC  |  Edited by: Steffles
GROUND XERO wrote:
Did you ever take a look into the "WHY" alpha-fleets are on the field?

It is only because of the op of logistics/faxes etc. .... so if you want to cut alpha ( while i´m still not sure why) you kill one of the last mechanics to kill gangs with large ammount of logis! via dmg!
No clue why?
Nerf logi or delete em from game!!! and you are fine!Shocked

This is not true. The alpha fleets were in game before carriers and logi. Logi was put in game to deal with alpha.

Alpha developed out of CCP's failed n+1 doctrine. For years CCP actively encouraged larger and larger fights and it was that encouragement that led to the everyone target x and fire mechanic.

If you nerfed logi or deleted it the alpha problem would become much worse. It would switch from a alpha vs logi to just an alpha issue.

I hate logi btw, I think its a ******** mechanic, the equivalent of priests from WoW.

Personally I'd love to get rid of enchanters / rogues (ECM), priests / shamans (logi / links), and wizards (cyno's) and get back to the original game of spaceships but what can you do.

My idea is a very good one. Its not fantasy / magical crap like the above, its based on both practical and logical reasoning - the more explosions / radiation occuring on a target the more likely incoming rounds will be destroyed before they hit the target.

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

Iain Cariaba
#16 - 2016-11-08 09:11:23 UTC
If you don't want to deal with fights where you get alpha's off the field, don't join those fleets.

Alpha strikes are a perfectly valid tactic. Just because you don't like it doesn't make this any less so.
Zan Shiro
Doomheim
#17 - 2016-11-08 14:03:18 UTC
Is DR applying to gross (before the shots hit and damage calcs run their course) or net (shots hit, damage calcs run thier course then the DR applied) damage? Reason asking is you seem to be doing gross, and one lump sum.

If gross damage before actual calcs...you have a problem. You have a weighted score that hurts the shooters. You are using paper damage. target shot may get this DR effect for damage they would have never gotten in the first place. 20 ravens flown by low sp noobs with crap missile skills with no paint/mgc/rigor will have impressive per ship paper damage to artificially boost gross damage. Actual net damage will sucks ass most likely however. Eft/pyfa raw damage only tells half the story on the top page. Its when run the graphs and mix up speed, angles and sig you see the other half.


If net, you now have another issue. YOu are inducing a half assed resist boost effect. your issue here is this why ccp put resist holes in ships is one. Or else we'd all be say 80% and higher.

Your second issue is ccp has in the past nerfed resist boosts. A few years back for some reason(s) I can't recall and didn't quite grasp when the change happened....ccp .dropped 5% per level resist bonus to 4%. For reasons some fellow bitter can jog my memory on maybe....my rokh and other ships were imba with 25% resists max skill and is now 20% max.

Third issue as Danika pointed out is you are buffing mommy ships. See when mommies became supers (I still call them mommies anyway, old habits die hard) CCP gave them an arguably stupid silly ehp buff. They took this away in rebalance. For good reason. You are giving that back as a mommy shoot will give it ample time to keep on getting your DR effect. And I am being nice...I haven't even slaved them if armour based. your DR, slaves, brick tank.....the mommy pilot would die from boredom if no save op before the shooters kill them. Self destruct to end the pain more quickly...I would not blame them for that even.

Basically with net damage you are bringing back stuff CCP nerfed, with extreme prejudice and deliberation. When they do this...they don't bring it back later generally.
Steffles
University of Caille
Gallente Federation
#18 - 2016-11-08 15:44:29 UTC
Zan Shiro wrote:
Is DR applying to gross (before the shots hit and damage calcs run their course) or net (shots hit, damage calcs run thier course then the DR applied) damage? Reason asking is you seem to be doing gross, and one lump sum.

If gross damage before actual calcs...you have a problem. You have a weighted score that hurts the shooters. You are using paper damage. target shot may get this DR effect for damage they would have never gotten in the first place. 20 ravens flown by low sp noobs with crap missile skills with no paint/mgc/rigor will have impressive per ship paper damage to artificially boost gross damage. Actual net damage will sucks ass most likely however. Eft/pyfa raw damage only tells half the story on the top page. Its when run the graphs and mix up speed, angles and sig you see the other half.


If net, you now have another issue. YOu are inducing a half assed resist boost effect. your issue here is this why ccp put resist holes in ships is one. Or else we'd all be say 80% and higher.

Your second issue is ccp has in the past nerfed resist boosts. A few years back for some reason(s) I can't recall and didn't quite grasp when the change happened....ccp .dropped 5% per level resist bonus to 4%. For reasons some fellow bitter can jog my memory on maybe....my rokh and other ships were imba with 25% resists max skill and is now 20% max.

Third issue as Danika pointed out is you are buffing mommy ships. See when mommies became supers (I still call them mommies anyway, old habits die hard) CCP gave them an arguably stupid silly ehp buff. They took this away in rebalance. For good reason. You are giving that back as a mommy shoot will give it ample time to keep on getting your DR effect. And I am being nice...I haven't even slaved them if armour based. your DR, slaves, brick tank.....the mommy pilot would die from boredom if no save op before the shooters kill them. Self destruct to end the pain more quickly...I would not blame them for that even.

Basically with net damage you are bringing back stuff CCP nerfed, with extreme prejudice and deliberation. When they do this...they don't bring it back later generally.

I'm talking net damage based on hits nothing else. Resists could be calculated afterwards so there is no resist buff for resist holes. As for motherships the DR is not huge if the right ships are used to counter. Bring a fleet of battleships, carriers, dreads or your own motherships. My numbers are simply placeholders and I did recognize that a -25% reduction from battleships to caps might be problematic but like I said they're just placeholders, for large weapons and larger you could set caps to 100% no reduction.

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

aldhura
Blackjack and Exotic Dancers
Top Tier
#19 - 2016-11-09 22:58:11 UTC
This will only cause a stalemate in large fleet engagements, not a good idea.
PopeUrban
El Expedicion
Flames of Exile
#20 - 2016-11-09 23:22:39 UTC
You know there's a preexisting thread discussing this EXACT thing right?

Short version: Damage caps/reduction on spaceships are far too unpredictable due to the large amount of fitting choices on spaceships.

Long version:
From the thread you should have posted this in in the first place.
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