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EVE Online Development Strategy (CSM Public)

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corestwo
Goonfleet Investment Banking
#161 - 2012-11-20 07:02:18 UTC
Snow Axe wrote:
The supercap stuff was already addressed by corestwo in this thread ( https://forums.eveonline.com/default.aspx?g=posts&m=2198403#post2198403 is a link to the specific post). I'd selectively quote but it's all quite good to read. Also if you're one of those people smart enough not to balk at TM.com, http://themittani.com/features/supercap-proliferation-fixing-solved-problem addresses the point as well.


I wrote that article too :ssh:

Mara Rinn wrote:
You are right. Why bother increasing the entire fleet's DPS by 5% when you could just keep throwing cheaper ships at the enemy until they suffocate on the wreckage?


How many mindlinks are you really going to be able to invent to give people reason to field more than a few titans in the role you're imagining? At eight links a titan you'll run out of things people will consider worth bringing awfully fast, even in this notional "a mindlink for every skill" scenario. I'd say give them a reason to deployed against each other dozens at a time (this already exists, arguably), give them the means to tackle each other (or give dreadnaughts a new role by allowing them to tackle supers), and lean back to watch the carnage. Imagine how many more supers might have died in that SOLAR vs the world engagement a few weeks back if the supers themselves had been able to tackle each other? Quite a lot more than 7 out of over a hundred deployed on field, I'd hope.

This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.

fofofo

Mara Rinn
Cosmic Goo Convertor
#162 - 2012-11-20 07:30:27 UTC  |  Edited by: Mara Rinn
What about expanding the role of titans to deliberately include blapping subcaps?

Or allowing logistics to repair HICs? Tackle dreads might be worthwhile if there was a capital tackle module whose only purpose was to prevent jump drives from functioning.
Malcanis
Vanishing Point.
The Initiative.
#163 - 2012-11-20 07:59:30 UTC
Mara Rinn wrote:
What about expanding the role of titans to deliberately include blapping subcaps?


This has been tried. It did not end well, unless you think roving fleets of dozens of titans killing everything with impunity is "well".

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

Noisrevbus
#164 - 2012-11-20 08:25:58 UTC
Mara Rinn wrote:
What about expanding the role of titans to deliberately include blapping subcaps?

Or allowing logistics to repair HICs? Tackle dreads might be worthwhile if there was a capital tackle module whose only purpose was to prevent jump drives from functioning.


Logistics can already repair HICs, you just have to operate in tandem with other HIC to maintain points - which makes for a more complex and interesting tactical situation. We don't want the game dumbed down further where more HICs survive and less people commit SC.

The questions seem to operate under the assumption that SC rarely die because they have too easy a time to escape, while in reality SC "rarely" die because as with everything else there's little incentive to commit them from an unfavourable position. Very few groups are ballsy enough to use them as equalizers. It's more common to see them played as a stake rush when you have a good hand. Unlike many other ships in EVE, the loss of one also often hurt a wallet.
Jack Miton
School of Applied Knowledge
Caldari State
#165 - 2012-11-20 08:27:38 UTC
Mara Rinn wrote:
What about expanding the role of titans to deliberately include blapping subcaps?


that's exactly what they used to do.
issue is it's fine if you have a dozen or less titans per alliance like in the olden days, but now that everyone and their mother flies a titan, 200man titan blobs than can each volley any subcap gets old real fast.

titans need an on field role that no other ship has.
until then, they will remain as they are: glorified epeens.

There is no Bob.

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rodyas
Tie Fighters Inc
#166 - 2012-11-20 11:27:17 UTC
Snow Axe wrote:
The supercap stuff was already addressed by corestwo in this thread ( https://forums.eveonline.com/default.aspx?g=posts&m=2198403#post2198403 is a link to the specific post). I'd selectively quote but it's all quite good to read. Also if you're one of those people smart enough not to balk at TM.com, http://themittani.com/features/supercap-proliferation-fixing-solved-problem addresses the point as well.


Thanks, but I don't really agree with corestwo's opinoins though.

I do see it as a viable nerf to supers and stuff, if compression was nerfed. If players found a way around it, it would be by doing a ton of work, which really isn't a way around things at all.

Also don't really care about the rate of super deaths or how many there are I suppose, just annoying that it is too easy to get one. But that is a wierder point though.

I mostly made my post off of corestwo's post though, about how the miners and industry peeps would have to carry the null sec residents if compression was nerfed. Suppose, with some of his opinions he wouldn't allow anyone to carry him though. Personally I don't think I could ever support super production really, but BS sized hulls would be worth debating over.

Signature removed for inappropriate language - CCP Eterne

Sinzor Aumer
Planetary Harvesting and Processing LLC
#167 - 2012-11-20 12:45:10 UTC
Alekseyev Karrde wrote:
Kirith Kodachi wrote:
While I like a lot of what was said in this document, I am a little disappointed that nothing was said in regards to supercap proliferation and dominance contributing to the stagnancy of null sec.

Overall, B+.

Moving away from structure grinds and (eventually) getting the ship balancing team done with subcaps and onto caps/supers will help with this. On the production/death specifics, there's a lot of controversy about it, as evidenced with the fight over mineral compression in this thread.

My personal feeling is that while their production rate has been reduced, super capitals were intended to be rare and any month where triple digits of supers are being produced is a bad month. I think they need to be harder to build (or have disrupting their building be easier), i think they need a battlefield role that differentiates them from carriers/dreads but is never the less so compelling that you WANT to use your super fleet, and I think that super fleet needs to have more threats to it while they're deployed. Obviously a lot of these goals are competing, but somewhere in the balance between them is the sweetspot where supers will be useful and the death/production numbers so close that during particularly violent months we might see the global number drop (which it hasnt for like 3 years)

The issue of proliferation can be dealt with pretty easily, without increasing death rate or otherwise messing it with PVP activity. And I'm not talking about nerfing production as well, as nerfing the industry in nullsec is not a good idea at all.

You just need to impose maintenance costs for the owner of a supercapital ship, these costs should be considerable and comparable to the production costs. I'll present the draft of this mechanics, but I dont insist it should be exactly as I say - just to give a general idea.

Every day you should put you super into a ship maintenance array, and click "pass maintenance". It would take 15 minutes and will consume some random amount of capital components. If you dont pass maintenance, your ship would loose 1% of max shield, armor, structure and capacitor every day after downtime. When you finally decide to pass it - it would cost you more time and materials, proportional to the number of skipped days.
Besbin
Blue Republic
RvB - BLUE Republic
#168 - 2012-11-20 12:57:30 UTC
ma perke wrote:

- create more interaction. for instance on completing an anomally you get next annomaly in different system - this will increase traffic i.e. interaction. of course should be ballanced with increased bounties.


It's there already: Escalations. However, I see no reason why the escalation chance should be as low as it is right now. And it should be easy code to just increase that chance significantly.
corestwo
Goonfleet Investment Banking
#169 - 2012-11-20 18:02:49 UTC
Mara Rinn wrote:
What about expanding the role of titans to deliberately include blapping subcaps?


The ability to do this is exactly why, up until recently (last November for supercarriers, April for titans) supers were proliferating at such a sky-high rate. The fact that their rate of production fell off a cliff after those nerfs is rather telling. Players love flying overpowered ships, who knew.

This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.

fofofo

Alekseyev Karrde
Noir.
Shadow Cartel
#170 - 2012-11-20 19:08:11 UTC  |  Edited by: Alekseyev Karrde
corestwo wrote:
Players love flying overpowered ships, who knew.

I'm shocked you would suggest such a thing! ;p

Supers already have a maintenance cost atm: PLEX. Because the character cant leave that ship, using a super on your "main" is rare indeed. So 600m/month. Now if you COULD leave it safely maybe some kind of in-game upkeep would make sense

Alek the Kidnapper, Hero of the CSM

Imports Plus
Doomheim
#171 - 2012-11-20 20:26:07 UTC
I wont pretend to know how to accomplish this but the primary issues seem to be:

1. Make a reason for them to be fielded more frequently (more than a pos bash) without going back to the days of a 40 titan blob devastating a 250 man BS fleet.

2. Let caps tackle caps.
corestwo
Goonfleet Investment Banking
#172 - 2012-11-20 20:31:13 UTC
Imports Plus wrote:
I wont pretend to know how to accomplish this but the primary issues seem to be:

1. Make a reason for them to be fielded more frequently (more than a pos bash) without going back to the days of a 40 titan blob devastating a 250 man BS fleet.

2. Let caps tackle caps.


Well, sort of.

Issues are:

1. People need more of a reason to use them beyond structure bashing. "Drop them on other people's supers" is another reason, but it's always going to be a reason unless their offensive capabilities are removed entire.

2. Supercaps are devilishly hard to actually pin down. Part of that is due to a willingness to sacrifice an entire support fleet to scrape off the only ships able to tackle them.

And so proposed solutions are:

1: ??? Lots of talk about increasing or changing role, nothing firm.

2: Let caps (or dreads with a special module, or whatever) tackle supers.

This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.

fofofo

CataCourier
Gordon Industries
#173 - 2012-11-20 20:40:34 UTC
corestwo wrote:
2: Let caps (or dreads with a special module, or whatever) tackle supers.


Aren't dreads susceptible to EWAR? There would need to be a preventative measure to keep them from being quickly target jammed as soon as they tried to lock down a super.
Sofia Wolf
Ubuntu Inc.
The Fourth District
#174 - 2012-11-20 20:46:06 UTC
IDK if I like the tone of the report. It leaves me with “**** empire space, 0.0 is only thing important” after-taste. I find it quite dishonest to claim that empire space is more profitable then 0.0 space. This is simply not true, unless one counts market speculation and trading, but I don't think those should count.

And despite their focus on 0.0 as on most important part of the game they ignored 2 biggest problems of 0.0 space: blobbing and fact that something like 2 to 4 (depending on how one counts) mega coalitions control all of sov space in 0.0 and that nobody that is unwilling to suckup to handful of oligarchs running those coalitions has any place in sov 0.0. Both of those problems are consequence of excessive speed of travel in 0.0. It takes about as much time to transit from one corner of 0.0 to another in carrier blob as it takes to transit from one corner of empire space to another in interceptor.. If one is serious about improving 0.0 he must first deal with mechanic that make fast travel in that space possible: cyno, jump bridges and titan bridging.

That said there are some proposals that I like: Farms and Fields sov mechanics, diversifying 0.0 (although I don’t know why CSM thins this should be exclusive to 0.0 alone, any part of New Eden could benefit from that), Standings and the Map (UI) , and Breaking Mineral Compression.

Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows...

Hans Jagerblitzen
Ice Fire Warriors
#175 - 2012-11-20 20:46:43 UTC
Sinzor Aumer wrote:
You just need to impose maintenance costs for the owner of a supercapital ship, these costs should be considerable and comparable to the production costs. I'll present the draft of this mechanics, but I dont insist it should be exactly as I say - just to give a general idea.


You say this as if $15 or 600 million for a PLEX every month isn't a high enough maintenance cost. Roll

CPM0 Chairman / CSM7 Vice Secretary

Poetic Stanziel
The Scope
Gallente Federation
#176 - 2012-11-20 20:47:37 UTC
Hans Jagerblitzen wrote:
Sinzor Aumer wrote:
You just need to impose maintenance costs for the owner of a supercapital ship, these costs should be considerable and comparable to the production costs. I'll present the draft of this mechanics, but I dont insist it should be exactly as I say - just to give a general idea.
You say this as if $15 or 600 million for a PLEX every month isn't a high enough maintenance cost. Roll
There's an echo in here.
Hans Jagerblitzen
Ice Fire Warriors
#177 - 2012-11-20 21:19:24 UTC
That's what I get for not hitting refresh before posting. Big smile

CPM0 Chairman / CSM7 Vice Secretary

Mara Rinn
Cosmic Goo Convertor
#178 - 2012-11-20 21:22:57 UTC
Why would someone only have one character on an account? Why would only Titan piloting accounts be considered to be paying an "upkeep" of an account subscription?

I disbelieve.

Here's what actually happens: you have accounts that have titan flying pilots on them. In some cases, that is in fact the only viable character on the account, and the account is shared by an alliance (because why spend the money on a Titan when the player is only on two hours a day, four days a week?). In other cases, there are one or two other characters on the account: for example a hisec ice mining alt and a destroyer-flying ganking alt, which are perfectly usable for those times when the player (who is — incredibly — the only user of the account) doesn't want to be a titan.

The argument that the upkeep for a Titan pilot is 1 PLEX a month is bogus to start with: all accounts cost that kind of upkeep, even the new player who has just started and can only fly frigates with poor tank and DPS has to pay for that account somehow.

A Faction Warfare alt costs more "upkeep" than a Titan flying alt, because the FW alt will lose ships and need to replace them. The Titan/Supercarrier alt isn't losing ships.
Mara Rinn
Cosmic Goo Convertor
#179 - 2012-11-20 21:41:53 UTC
Noisrevbus wrote:
Mara Rinn wrote:
Or allowing logistics to repair HICs? Tackle dreads might be worthwhile if there was a capital tackle module whose only purpose was to prevent jump drives from functioning.


Logistics can already repair HICs, you just have to operate in tandem with other HIC to maintain points - which makes for a more complex and interesting tactical situation. We don't want the game dumbed down further where more HICs survive and less people commit SC.

The questions seem to operate under the assumption that SC rarely die because they have too easy a time to escape, while in reality SC "rarely" die because as with everything else there's little incentive to commit them from an unfavourable position.


So we can already tackle capitals and supercapitals with HICs, and HICs can be repaired (when they don't have their infinite point active), why do we need (super)capitals to be able to tackle supercapitals? Is this just a wish from dreadnought pilots wanting to have something worthwhile to do with their dreadnoughts?

I wonder if the real reason that supercapitals aren't dying is simply that there are no fights important enough to win that they're worth sacrificing super-expensive ships for? Or is the reason more likely to be that noone wants to escalate a supercapital fight because the only people currently using supercapitals have such vastly superior numbers that anyone else using supercapitals is going to have their supercapitals effortlessly removed from space?
corestwo
Goonfleet Investment Banking
#180 - 2012-11-20 22:35:21 UTC  |  Edited by: corestwo
Mara Rinn wrote:
Why would someone only have one character on an account? Why would only Titan piloting accounts be considered to be paying an "upkeep" of an account subscription?


Someone might want to come to fleet ops in a regular ship while they dawdle in their titan, which means two accounts, an extra account which they might not actually have.

Most super pilots also tend to maintain their own network of cyno and scout alts too, for that matter.

Sofia Wolf wrote:
IDK if I like the tone of the report. It leaves me with “**** empire space, 0.0 is only thing important” after-taste. I find it quite dishonest to claim that empire space is more profitable then 0.0 space. This is simply not true, unless one counts market speculation and trading, but I don't think those should count.

I don't think anyone is saying that empire space is unimportant and indeed many things in this would likely be a boon to empire as well. What's being said is that null has been neglected for quite some time and has glaring structural issues that have been unaddressed throughout the entire game.

Sofia Wolf wrote:
And despite their focus on 0.0 as on most important part of the game they ignored 2 biggest problems of 0.0 space: blobbing and fact that something like 2 to 4 (depending on how one counts) mega coalitions control all of sov space in 0.0 and that nobody that is unwilling to suckup to handful of oligarchs running those coalitions has any place in sov 0.0.

Large coalitions have existed in the past and often throughout the entire game. The old "Southern Coalition" of Lokta Volterra, Veritas Immortalis and KOS numbered some ten thousand players, for example. The old "Northern Coalition" in all its myriad incarnations was similarly sized. Two things have changed. First, the servers have grown and been refined to actually allow players to work together (or against each other) in increasingly large numbers. No one wants to revert this. And second, the out-of-game coordination and infrastructure supporting these coalitions has grown increasingly more sophisticated, something CCP can't do anything about anyway.

Sofia Wolf wrote:
Both of those problems are consequence of excessive speed of travel in 0.0. It takes about as much time to transit from one corner of 0.0 to another in carrier blob as it takes to transit from one corner of empire space to another in interceptor.. If one is serious about improving 0.0 he must first deal with mechanic that make fast travel in that space possible: cyno, jump bridges and titan bridging.

Uh...based on your extensive, what, 16 months of playing this game wherein you've played with such carrier blob using superstars as "Ubuntu Inc" that would qualify you to actually say something like this?

Look. Goons conquered everything from Scalding Pass to Detorid before jump bridges and titan bridges ever existed, with just very dedicated carrier pilot or two doing out logistics. The argument that players can only conquer and hold large amounts of space because of titan bridges, jump bridges and cynos is laughable

Mara Rinn wrote:

I wonder if the real reason that supercapitals aren't dying is simply that there are no fights important enough to win that they're worth sacrificing super-expensive ships for? Or is the reason more likely to be that noone wants to escalate a supercapital fight because the only people currently using supercapitals have such vastly superior numbers that anyone else using supercapitals is going to have their supercapitals effortlessly removed from space?

A recent (within the past month, I'm having trouble finding news coverage) fight between SOLAR and RA that escalated to include HBC and others joining in on both sides featured over a hundred supers on the field and many hundreds of other players on both sides.

A total of 7 supers died, and for that type of engagement that's actually exceptional.

This post was crafted by a member of the GoonSwarm Federation Economic Cabal, the foremost authority on Eve: Online economics and gameplay.

fofofo