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The Titan issue – a recap and a possible solution

Author
Reilly Duvolle
Hydra Squadron
#1 - 2012-02-14 19:36:49 UTC  |  Edited by: Reilly Duvolle
I debated whether or not I should write this, as it gives the lobbyists on each side of the titan debate another thread to sperg in, but on the other hand I haven’t really seen a thread that tries an impassionate look at the issue from a game design perspective.
What we have got instead is threads filled with people that wants titans removed/nerfed into oblivion, and people that think titans are fine because they are expensive/hard to build/hard to train into. What destroys the Titan debate is that super capitals – and titans in particular – translate to in-game political power. Thus, many commentators speak not from a game design perspective but really from an in-game political perspective, using the forums as an alternate arena for PVP.

Now – in nullsec today there exist a strategic discrepancy between Goonswarm and allies on the one side, and XDeath/Raiden/PL/NC. on the other. Goonswarm and allies typically have a blob mentality to warfare – which dates back to their roots 6 years ago – while most of the alliances on the other side is comprised of a smaller number of highly skilled characters (what the goons with obvious contempt describes as “elite PVP”). This concept is not new; it dates back to at least the heyday of Mercenary Coalition which was employed by Band of Brothers to spearhead their offensives. This strategic discrepancy obviously reflects in fleet doctrines employed by either side. The goons prefer massive fleets of tech 1 battleships or battle cruisers, and see super caps mainly as heavy hitters in the sovereignty game – structure bashing being their main role, and titans as “flagships”. The “elite PVP”ers see titans as just another combat ship in its arsenal, preferably to be used en-masse to turn the tide of battles. The elite PVP side enjoys a numerical superiority in Titans, while Goons and allies enjoy a numerical superiority in players. This is the strategic situation.

It will come as no surprise that forum commentators that see the situation from the Goon perspective prefer removal or nerfing of titans into oblivion. That will free the blob to once again advance and overwhelm their enemies with sheer numbers. Equally, it will come as no surprise that forum commentators from the other side think the Goons are just crybabies that don’t want to make a real effort, and that the titan isn’t overpowered.

The thing is, the titan as a ship isn’t really overpowered. It does more DPS than a dreadnought, as it should – while sharing the same weapon size and -properties. It has a stiffer buffertank too, which it should. In addition it has some supercap only/titan only capabilities, but those aren’t really debated, especially after the Doomsday nerf that prevents it from DDing subcapitals.

The problem with titans is that they scale badly with numbers. Ship for ship, Titans is where they ought to be. But used en-masse, they become an unstoppable rapetrain. Why does this happen? Well, it is a combination of 1) EWAR invulnerability and 2) very stiff tanks. Since they are immune to EWAR, killing them is the only way to neutralize them. Tank and gankwise, the titan is heavily tank-oriented, but it still dish out enough DPS to **** whatever is thrown their way before any of them really gets into trouble.

So why can’t we just take away a big portion of their tank? This could definitely work against the titan blob. The problem with that is that it would be even more effective against the lone titan, which would become very vulnerable to even a smallish sub capital gang. And since they are 80 billion a ship, people tend to not take too many risks. Nerfing their tank significantly would therefore encourage blobbing even more, and discourage smaller entities from acquiring them at all, leaving the game – titan wise – at status quo, eternally divided between the haves and the have-nots.

Well then, what about taking away their EWAR immunity? Again, this could definitely work against the titan blob. But again – a lone titan would become as useful as a paperweight when encountering a 3 month old pilot flying a Crucifier frigate with 2 bonused tracking disruptors.

And then there is the question of tactics and fleet doctrine. Should numerical superiority be the only way to win null sec sovereignty conflict? Or should there exist a quality based alternative to quantity like it has been for most of EVE’s history?

Lastly we have the training issue. 5 years of training will put a player above 100 million skill points, which is enough to fly any sub capital PVP ship in EVE with near perfect skills. At that point the choice is between stop training or train into capitals. EVE is now 10 years old. The game design issue here is obviously the choice between a skill point “cap” which essentially means that after a certain time you just have to stop training, or evolving the game with its aging player base, giving it new things to train for as the years go by. The thing is, EVE depends on its veterans unlike any other game in existence. CCP provides the games PVE content. But industry, markets and above all PVP is player driven. This is especially true for this games main signature feature – null sec sovereignty wars involving tens of thousands of players fighting epic battles over influence and resources. Who drives this content? Yep, the veterans. Veterans that would drop the game in an instant if deprived of the opportunity to evolve and improve their characters. So, unless CCP really wants old-time players to leave once they reach a theoretical skill cap, they have no option but to evolve the game with its players. Introducing new stuff as the game matures.

Edit: CCP Diagoras confirmed the number of active characters with more than 100 million SP to be 10.766 Characters as of Feb 20, 2012.
Reilly Duvolle
Hydra Squadron
#2 - 2012-02-14 19:36:59 UTC  |  Edited by: Reilly Duvolle
The discussion however does not revolve around these issues in any great detail. Instead it revolves around titan tracking. Many commentators – again mostly holding the goon perspective – feel that XL guns shouldn’t really be able to hit sub capitals at all. The thing is, due to the properties of EVE gun tracking formula, any gun in the game can theoretically hit any target, but the chances increase with a correlation of the guns signature resolution and the targets signature radius. That is – big guns will hit bigger targets more consistently than small targets. Also, with enough ships shooting, any target will be hit eventually regardless of that correlation. Nerfing the XL gun will also nerf the dreadnought (at least the 3 that uses guns), and I see very little forum whining about how overpowered dreads are after they lost their drone bay back in December.

TL;DR

So this is the situation. If CCP does nothing, the situation will worsen and the titan blob will claim more and more attention, ultimately driving players away from nullsec altogether. If CCP guts titans as combat ships, it will only free the blob to roam nullsec and prevent a quality based doctrine any chance of success. If CCP removes supercaps from the game it will introduce a skillcap that thousands of players have already reached, and – with no option to evolve and improve – will see veteran players leave EVE by the thousands.

Therefore, I believe that the only way forward is to introduce a more diverse capital battlefield, comprised of new low-entry capital ships (price/training wise) with different capabilities which will introduce titans and other capital ships to a true rock-paper-scissors environment. Capital electronic warfare ships, XL gun wielding glass cannon type ships (maybe a tier 4 battleship similar to the tier 3 battlecruisers), maybe capital death ray ships (think a “light” doomsday weapon on a dreadnought that require it going into siege to fire) capital mines with properties that will hurt capitals primarily, supported by capital minelayers and capital minesweepers, heavily tanked capital interdictors with multiple long range infinipoints. Captial cyno jamming ships. Maybe capital cyno generator ships holding special "titan cynos". Carriers with improved remote tanking capabilities. I am sure people can think of even better alternatives. The object however is to provide tools to counter titans without resorting to more titans.
Angela Constantine
Imperial Shipment
Amarr Empire
#3 - 2012-02-14 19:37:43 UTC  |  Edited by: Angela Constantine
Why reserve the 1st and second posts? Why not just post the fecking content to the first post and then post after that reserving the second?

No one will reply until they have read your drivel anyway giving you time to post and reserve the second post.
Jas Dor
Republic University
Minmatar Republic
#4 - 2012-02-14 19:37:46 UTC
Reilly Duvolle wrote:
reserved


Two reserved posts, super long wall of text incoming I fear.
Jaroslav Unwanted
Brutor Tribe
Minmatar Republic
#5 - 2012-02-14 19:37:56 UTC
I like your thinking.. nothing else needs to be said.

Reserved is all this topic needs. to be honest.
Skydell
Bad Girl Posse
#6 - 2012-02-14 19:52:39 UTC
Caps and Super caps should have a Warp to 200 km option. So should T2 battleships. They should also act as a bonus to Sov. If a small alliance claims a system, gets a TCU and an I-Hub up, there is a sequence to follow in order to take Sov from that alliance. Add a Titan and a Super Carrier to the list of things you need to kill. (forcing it to log out is as good in effect)

But Goons have 50 titans and can hold system sov forever? Good, they earned it, same for -A- and other entities. his would reassign Supers as Sov weapons and if a small alliance owns one, they can use it to hold thier Sov the way it should be. It wouls also obligate people to log thier titans in every now and then.
MeBiatch
GRR GOONS
#7 - 2012-02-14 20:14:36 UTC  |  Edited by: MeBiatch
while i do argree more cap ships... i think a simple fix for titan tracking could be in the damage applied formula...

sure the chance to hit formula might make it so you should do damage... but the damage applied formula could make it so its negligible at best...

example make x two different variable based on if the value is 0 or 1... 0 being a sub cap and 1 being a cap ship

if 0 is true then x = 0.75 to 1.0

if 1 is true then x = 0.01 to 1.0

what this will do is make it a once in a blue moon shot that even that double webbed/scrammed/ TP bs will never be hit by a titan...

tdlr:
nerf the damage applied formula not the chance to hit...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

ElQuirko
University of Caille
Gallente Federation
#8 - 2012-02-14 20:37:38 UTC
As you've said, titans themselves are fine as they are.

Why not, instead of nerfing damage or tank, nerf availability? A titan is a very desirable ship, as shown by the massive numbers of them brought to the battlefield. Currently, big alliances can press the "I win" button and drop fourty titans onto a battlefield, winning instantly.

Why not make it so the cost of those fourty titans can only build one titan? Delete 99 in every 100 titans, compensate the current owners with the material cost of the titans at that time and stash the fittings in Jita 4-4. After this, make titans 40x (or even 100 if you're feeling Shari'ah-ic) more costly to build.

Problem solved.

*Dusts off hands and walks away*

Dodixie > Hek

baltec1
Bat Country
Pandemic Horde
#9 - 2012-02-14 20:46:22 UTC
ElQuirko wrote:
As you've said, titans themselves are fine as they are.

Why not, instead of nerfing damage or tank, nerf availability? A titan is a very desirable ship, as shown by the massive numbers of them brought to the battlefield. Currently, big alliances can press the "I win" button and drop fourty titans onto a battlefield, winning instantly.

Why not make it so the cost of those fourty titans can only build one titan? Delete 99 in every 100 titans, compensate the current owners with the material cost of the titans at that time and stash the fittings in Jita 4-4. After this, make titans 40x (or even 100 if you're feeling Shari'ah-ic) more costly to build.

Problem solved.

*Dusts off hands and walks away*


Cost is never a barrier. It was originally thought there would be very few titans when they came out.
Velvet Eva
Be Nice Inc.
Prismatic Legion
#10 - 2012-02-14 20:47:53 UTC
ElQuirko wrote:
Delete 99 in every 100 titans, compensate the current owners with the material cost of the titans at that time and stash the fittings in Jita 4-4.


Being realistic here - this is the part that will never happen. It's too much, and would cause a huge outrage.
Reilly Duvolle
Hydra Squadron
#11 - 2012-02-14 20:52:54 UTC  |  Edited by: Reilly Duvolle
ElQuirko wrote:
As you've said, titans themselves are fine as they are.

Why not, instead of nerfing damage or tank, nerf availability? A titan is a very desirable ship, as shown by the massive numbers of them brought to the battlefield. Currently, big alliances can press the "I win" button and drop fourty titans onto a battlefield, winning instantly.

Why not make it so the cost of those fourty titans can only build one titan? Delete 99 in every 100 titans, compensate the current owners with the material cost of the titans at that time and stash the fittings in Jita 4-4. After this, make titans 40x (or even 100 if you're feeling Shari'ah-ic) more costly to build.

Problem solved.

*Dusts off hands and walks away*


Let me first say: Titans add to the game. Epic tales of epic battles need epic ships and epic losses. Titans provides this property to nullsec warfare. But history has shown that an increased price tag would have no effect. Unless ofc the price is so ludicrous that they are not worth it, and thus relegating them to the scrapheap. Which would be bad for EVEs epicness.

What strikes me though, is that the main reason you dont see massive titan battles is that the price for loosing an entire fleet of them is so large that it could topple alliances and destroy empires. So maybe - if titans were ships you could afford to loose even in large numbers - things would even itself out :) I am however not sure if I am really serious about that. Lol
Jooce McNasty
Islefive Consulting
#12 - 2012-02-14 21:10:29 UTC  |  Edited by: Jooce McNasty
Here is my outsiders view on titans and supercaps.

What I see as a issue with titans is the +1 problem. If one side drops 20 titans on field for the other side to hold the field they need to either drop a huge number of sub caps or come back with more then 20 titans.

I don't believe the root of the problem is the titan in its self. I see the root of the problem being the way that they are deployed to the field in a hot drop style.

If there was a way to counter titans before they got onto the field this could allow groups to stop the escalation to titans and supers while still having a superior subcap fleet.

My suggestion would be change the way that they are brought onto the field by changing the cyno mechanics.

1. 1 or 2 titans max per cyno. This stops the small throw away ship from dropping the cyno for a brief amount of time while 40 jump in.

2. Spin up time of cyno and jump drive. There should be a certain amount of time required to bring a titan onto the field. This way instead of just hot dropping you would need to have a solid hold on the field. Larger ships would be dropping the cyno's with reps on them while the cyno is up. This would give fleets the ability to stop the titans from getting on the field.

Personally with these 2 changes Titans and Supers remain a massive defensive force but when on offense they lose the ability to hotdrop on fleets. Slowing the escalation of combat. Making attacking forces bring in larger ships such as carriers and dred's first to make sure they hold the field. Before trying to commit titans.

1 other suggestion I would make is give dred's another style of guns. Give dred's dual guns allowing them to counter battleship blobs. Basically 2 large guns on 1 XL turret. Also I would potentially give the siege mod on dreds a script function where either you can load a massive damage buff script or a tracking script depending on the fleet your facing.

Jooce
None ofthe Above
#13 - 2012-02-14 21:14:01 UTC  |  Edited by: None ofthe Above
Enough with the nerfbat whack-a-mole game.

What Titans need is a new counter-measure.

The empires should be working to create a sub-cap or cap titan buster. Perhaps a smart bomb with a huge radius that does tremendous damage to anything as large as a titan. Or ECM linking to blast and override the Titan's ECM invulnerability. Bothan spies uncover a secret weakness... something on that order.

EDIT: AKA I agree with the OP, I think. At least mostly.

The only end-game content in EVE Online is the crap that makes you rage quit.

5p4c3 M4n
Doomheim
#14 - 2012-02-14 21:16:12 UTC
ElQuirko wrote:
As you've said, titans themselves are fine as they are.

Why not, instead of nerfing damage or tank, nerf availability? A titan is a very desirable ship, as shown by the massive numbers of them brought to the battlefield. Currently, big alliances can press the "I win" button and drop fourty titans onto a battlefield, winning instantly.

Why not make it so the cost of those fourty titans can only build one titan? Delete 99 in every 100 titans, compensate the current owners with the material cost of the titans at that time and stash the fittings in Jita 4-4. After this, make titans 40x (or even 100 if you're feeling Shari'ah-ic) more costly to build.

Problem solved.

*Dusts off hands and walks away*


Agreed. This would "balance" a lot of things in 0.0.

Also Sov in 0.0 needs to be reset to a limit per alliance. Maybe a limit of 5 constellations or something to that effect.

Too many of the titans and too much Sov was built/taken using previous exploits. Something has to be done to reset things and penalize exploiters.

Reilly Duvolle
Hydra Squadron
#15 - 2012-02-14 21:17:33 UTC
Jooce McNasty wrote:
Personally with these 2 changes Titans and Supers remain a massive defensive force but when on offense they lose the ability to hotdrop on fleets.
Jooce


Yes.

The problem with this however, is that it will give the defender a massive advantage over the attacker, probably to a level were it would be futile to try an attack in the first place. So, the Titan blob shifts from a offensive weapon to a defensive weapon, making it impossible to eject alliances from space they allready hold.

This would be bad. After all, we want to promote conflict, not restrain it.
Xolve
GoonWaffe
Goonswarm Federation
#16 - 2012-02-14 21:19:30 UTC
ElQuirko wrote:
As you've said, titans themselves are fine as they are.

Why not, instead of nerfing damage or tank, nerf availability? A titan is a very desirable ship, as shown by the massive numbers of them brought to the battlefield. Currently, big alliances can press the "I win" button and drop fourty titans onto a battlefield, winning instantly.

Why not make it so the cost of those fourty titans can only build one titan? Delete 99 in every 100 titans, compensate the current owners with the material cost of the titans at that time and stash the fittings in Jita 4-4. After this, make titans 40x (or even 100 if you're feeling Shari'ah-ic) more costly to build.

Problem solved.

*Dusts off hands and walks away*


There really isn't a way to do this properly. If you limit the production of Titans (with exception to the point of rediculous costs) the people with the most will stay in a comfortable relative state of absolute power and the small alliances won't have a chance at competing against them.

If you remove CSAA's from the game, and stop production of titans, the same thing will happen.

If you completely remove a Titan's combat capabilities, then its effectively reduced to a really expensive jump bridge to system of choice.

The only way to 'limit' the super cap blob would be to nerf its maneuverability, and implement a 'cooldown' or some sort of aspect limiting the actual movement of Titans. All it takes now (aside from heaps of fuel) is 5 minutes and a pre-arranged alt army of cyno lighting kestrels. PL has demonstrated time and time again that they can deploy their supers literally in minutes to just about anywhere in the game. Shadoo has even commented on the price of hiring PL service's being expensive because "25b won't even cover the fuel" (not an exact quote).

I don't think Titans should lose their turrets, I don't think they should lose their tank. For 60b ISK they should be a power house ship, but maybe limited in some other way.The only idea I have is to either make them Sov dependant (which will still cause alot of crying) or limit their movement under some lore-based "massive engines take heat damage jumping extreme distances" fluff reasoning.

5p4c3 M4n
Doomheim
#17 - 2012-02-14 21:20:51 UTC
None ofthe Above wrote:

The empires should be working to create a sub-cap or cap titan buster. Perhaps a smart bomb with a huge radius that does tremendous damage to anything as large as a titan. Or ECM linking to blast and override the Titan's ECM invulnerability. Bothan spies uncover a secret weakness... something on that order.


This is something I have never understood about eve.. ccp designed the game to be a sandbox (close to real life) which basically made it self policing in game.

The thing I see is eve has a problem with real life actions. In real life something would have been done long ago about how to defend against Titan's or how to defend against cloaky afk'ers etc.

So why does ccp limit what is done in game by allowing exploits and then the spoils of exploits after they're fixed??
ElQuirko
University of Caille
Gallente Federation
#18 - 2012-02-14 21:22:37 UTC
Reilly Duvolle wrote:

What strikes me though, is that the main reason you dont see massive titan battles is that the price for loosing an entire fleet of them is so large that it could topple alliances and destroy empires. So maybe - if titans were ships you could afford to loose even in large numbers - things would even itself out :) I am however not sure if I am really serious about that. Lol


Titans are fielded in massive enough numbers to prove that they're too cheap right now.

Why not make them fubarexpensive? They're meant to be rare - the big alliances would have one or two, while the smaller ones would make do with that mainstay of anti-supercap combat: normal capitals.

Also nerf tech moons and rogue drones.

Dodixie > Hek

Tore Vest
#19 - 2012-02-14 21:27:43 UTC
Nerf drakes Bear

No troll.

Jooce McNasty
Islefive Consulting
#20 - 2012-02-14 21:29:21 UTC
Reilly Duvolle wrote:
Jooce McNasty wrote:
Personally with these 2 changes Titans and Supers remain a massive defensive force but when on offense they lose the ability to hotdrop on fleets.
Jooce


Yes.

The problem with this however, is that it will give the defender a massive advantage over the attacker, probably to a level were it would be futile to try an attack in the first place. So, the Titan blob shifts from a offensive weapon to a defensive weapon, making it impossible to eject alliances from space they allready hold.

This would be bad. After all, we want to promote conflict, not restrain it.


It could but then if they have all their titans in one place, attack somewhere else. Also Titans and Supers can be **** caged in poses.

Putting all your eggs in one basket is a problem in itself.

It also might be a good idea to give a reason to attack two systems at once or three systems instead of focusing on one.

it's not a perfect solution but I view it as one of the major problems of super caps.
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