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"Make smaller better"

Author
Lord Zim
Gallente Federation
#261 - 2013-01-04 12:01:43 UTC
Gillia Winddancer wrote:
Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations.

Which "certain situations"?

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

James Amril-Kesh
Viziam
Amarr Empire
#262 - 2013-01-04 12:08:10 UTC
Gillia Winddancer wrote:
As for arbitrary mechanics - I strongly oppose any such suggestions as this would definitely harm EVE on so many levels. Bonus velocity when flying in small groups just because they are in a small group is just silly. Besides, that is what gang assist modules are for already. All stats are solid and should stay solid.

Well good, I'm glad we're in agreement.

Gillia Winddancer wrote:
However, I do want to make full use of the stats that EVE already has presented, namely primarily signature radius and use that as a factor when finding ships. There is nothing arbitrary about this. If a small group of players are flying together then they will only emit such amount of signal. If a huge blob is flying however then said signal will be quite significantly bigger.

Interesting idea. I think it has some merit.

Gillia Winddancer wrote:
You cannot really deny that a lot of people avoid taking risks like going to low/null simply because there is a mechanic out there that actively plays against them for no real reason. And most people who oppose these changes are most likely the ones who want to keep taking advantage of these mechanics - even when CCP themselves have said that said mechanic wasn't meant to be used this way in the first place. In fact I strongly suspect that CCP of all people have been perfectly aware of the points that I am trying to make for quite a few years already.

If you're referring to local, the mechanic actively works for them as well. Not to mention that without local there'd be a lot less people in nullsec to shoot at, unless we had some consistent method of continuously determining the presence of ships, including cloaked ships, within several AU.

Gillia Winddancer wrote:
Information should be something that you have to work for. Not something that you get for free, instantly and in extreme detail.

Local only shows the names of the pilots in the same system as you. That's the only information you get from it. It doesn't tell you whether they're docked, undocked, in a POS, what ship they're in, what the name of their ship is, their location, what fleets they're in (unless of course they're in your fleet).

The directional scanner will tell you a few more things, but it's a tool that gives you more information the more work you put into it. If you set it to 360 degree scan it will tell you what's out there that's uncloaked, what the ship name is and the ship type, but that's about it. It takes practice before one is able to quickly determine distance and direction to a target using the dscanner. In any case, the dscanner doesn't tell you who's in control of the ship or even that there is someone in control of the ship at all, except for a few cases like they forgot to rename their ship after assembling it or something.

Enjoying the rain today? ;)

Mayhaw Morgan
State War Academy
Caldari State
#263 - 2013-01-04 12:44:10 UTC
Maybe the gist of the "Make smaller better." argument is that in the real world, one hellbent pilot with an airplane full of fuel and explosives can put an aircraft carrier out of action.
Gillia Winddancer
Aliastra
Gallente Federation
#264 - 2013-01-04 12:44:27 UTC
Lord Zim wrote:
Gillia Winddancer wrote:
Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations.

Which "certain situations"?


That should be pretty obvious right? This is of course in the assumption that you do not have local or current d-scanner mechanics:

Small groups - easier time slipping deep into whatever enemy system without being detected. There is still always a risk for detection, as it should be, but chances for detection is to a large extent based on the size of the fleet and whether an enemy happens to pick up a scent or not, and if he does, how far said enemy feels like investigating said scent.

Solo players/micro groups of the more "care-bearish" nature as many of you like to put it which are extremely common will be able to consider taking the risk of visiting low/null.

Large groups - well, the opposite. They won't be able to hide as well so they will stand out a lot more, maybe be more open for ambushes and such. This depends of course also entirely on what the group intends of doing like PoS bashing or whatever. Changes would hardly affect them from the way things are today, except for the fact that they would have to take extra care of their surroundings in some cases.

Working for intel would be equal regardless of the size of the group however whether it is a solo player or a massive blob.
Lord Zim
Gallente Federation
#265 - 2013-01-04 12:47:53 UTC
Solo players/small groups of carebearish players aren't going to move into low/null if local was removed, in fact the opposite would happen unless CCP also made massive changes to the risk/reward ratio between hisec and low/null.

Why? Because these "solo/micro groups of the more carebearish nature" already have such a place to go to, it's called "wormholes".

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat

Gillia Winddancer
Aliastra
Gallente Federation
#266 - 2013-01-04 13:29:29 UTC
James Amril-Kesh wrote:
Gillia Winddancer wrote:
As for arbitrary mechanics - I strongly oppose any such suggestions as this would definitely harm EVE on so many levels. Bonus velocity when flying in small groups just because they are in a small group is just silly. Besides, that is what gang assist modules are for already. All stats are solid and should stay solid.

Well good, I'm glad we're in agreement.

Gillia Winddancer wrote:
However, I do want to make full use of the stats that EVE already has presented, namely primarily signature radius and use that as a factor when finding ships. There is nothing arbitrary about this. If a small group of players are flying together then they will only emit such amount of signal. If a huge blob is flying however then said signal will be quite significantly bigger.

Interesting idea. I think it has some merit.

Gillia Winddancer wrote:
You cannot really deny that a lot of people avoid taking risks like going to low/null simply because there is a mechanic out there that actively plays against them for no real reason. And most people who oppose these changes are most likely the ones who want to keep taking advantage of these mechanics - even when CCP themselves have said that said mechanic wasn't meant to be used this way in the first place. In fact I strongly suspect that CCP of all people have been perfectly aware of the points that I am trying to make for quite a few years already.

If you're referring to local, the mechanic actively works for them as well. Not to mention that without local there'd be a lot less people in nullsec to shoot at, unless we had some consistent method of continuously determining the presence of ships, including cloaked ships, within several AU.

Gillia Winddancer wrote:
Information should be something that you have to work for. Not something that you get for free, instantly and in extreme detail.

Local only shows the names of the pilots in the same system as you. That's the only information you get from it. It doesn't tell you whether they're docked, undocked, in a POS, what ship they're in, what the name of their ship is, their location, what fleets they're in (unless of course they're in your fleet).

The directional scanner will tell you a few more things, but it's a tool that gives you more information the more work you put into it. If you set it to 360 degree scan it will tell you what's out there that's uncloaked, what the ship name is and the ship type, but that's about it. It takes practice before one is able to quickly determine distance and direction to a target using the dscanner. In any case, the dscanner doesn't tell you who's in control of the ship or even that there is someone in control of the ship at all, except for a few cases like they forgot to rename their ship after assembling it or something.


In regards to local, yes, it does work both ways, and that is the problem. Basically it counters an engagement before it has even taken place in many cases. Take the case of the lone miner as an example: why enter low-sec if you are announced the second you enter it? That alone is a huge risk considering that EVE is as far from Rainbow-land as you can get when you take player nature into account. A rare few may take this risk but we don't want this to be about rare cases.

Of course, removing local would require something else (in this case, the d-scan) to become better. I don't want it to become impossible to find players either. And whether local tells you that a player is docked or not etc does not matter. You instantly know that a player is present and the current d-scanner does the rest for you. Whether a player is in a fleet or not and such information is still up to you to determine for yourself from the information gathered.

I am not saying that local or d-scan by themselves give you all information, but individually they already give way too much, and together they complement each other extremely well.

In regards to a new d-scanner; the steps I have in my mind is something roughly like this:

1: Find signals on d-Scanner.

2: Investigate a signal to determine whether it is a player/several players or anomaly

3: If the signal is a player, determine ship type(s)/identity of player(s)

4: Once identity/ship type is determined, get a strong enough reading to lock on to signal

5: Once signal is locked on, warp to it. Signal stays locked on even if the target(s) is moving. Here you can even have further factors which determine what keeps a signal locked on. This stage is also open for debate regarding on how exactly the warp-in should work. Warp to 0 would probably be overkill for instance, specially if you take cloaked ships into account.

All these steps that have to be taken are done in an almost identical fashion to the current d-scan mechanics.

Going back to cloaked ships, they are of course unable to hide from the scans. As I said before, the only thing a cloaked ship does is hide you visually, and in that regard it works flawlessly. Here you can debate whether being cloaked would increase your sig-radius (purely for the sake of d-scanning - you can't shoot at cloaked ships regardless) or not for pure balance reasons if required.

The only thing I am still pondering on is how anomalies/sites should work in regards to the d-scanner. Anomalies in particular should help players to hide. The way you find anomalies however is with probes. Probes should still be king when it comes to finding said anomalies/sites/ships. Regardless they may require a slight rework (read: buff) when it comes to finding ships.

Meh, anyway, long rant became really long P
Gillia Winddancer
Aliastra
Gallente Federation
#267 - 2013-01-04 13:33:04 UTC
Lord Zim wrote:
Solo players/small groups of carebearish players aren't going to move into low/null if local was removed, in fact the opposite would happen unless CCP also made massive changes to the risk/reward ratio between hisec and low/null.

Why? Because these "solo/micro groups of the more carebearish nature" already have such a place to go to, it's called "wormholes".


Wormholes are a bit of an odd case though. What you don't take into account is that wormholes have a somewhat unique issue which most likely keeps many at bay. And that is the nature of wormholes and the inconsistent access to normal space.

But then again, that is what makes wormhole space special :p

Kahega Amielden
Rifterlings
#268 - 2013-01-04 14:08:44 UTC
Quote:
And that is the nature of wormholes and the inconsistent access to normal space.


...The inconsistent access to normal space is exactly why wormhole space is ideal for small groups.
RubyPorto
RubysRhymes
#269 - 2013-01-04 14:22:10 UTC  |  Edited by: RubyPorto
Miri Amatonur wrote:
Cameron Cahill wrote:

I'm sure the devs will leave you to die too, just like his gods did ;P


Seems you forget that it delayed the Persians long enough. Mission accomplished. Leonidas name lived on to our days and might be known till the last humans are gone. I don't really expect the same for me, Miri Amatonur. Lol

@RubyPorto
You demanded examples and you got a ton of them.
You can go on and try to discard every example because they don't fit your course. The readers know why you're doing it.

Even Goons reported in to support "smaller is better" (to present their own agenda under that disguise).
A change to SOV and SOV warfare is needed.

"Smaller is better"



Yes, I demanded specific examples of when an aggressor defeated 10 to 1 odds against a technological and organizational equal. Because that's what you're asking to happen in EVE. You haven't furnished one single example that meets those critera, and most of your examples are based on bad history (like accepting Herodotus's claims for the size of the Persian armies in the Greco-Persian Wars, or ignoring the role of disease [not to mention the vast technological advantage] in the European conquest and subsequent settlement of the Americas.).

I also will repeat the question that you keep dodging. Why should, all else being equal, a 100 man group be able to take space that is actively defended by a 1,000 man group?

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

RubyPorto
RubysRhymes
#270 - 2013-01-04 14:56:11 UTC  |  Edited by: RubyPorto
Gillia Winddancer wrote:
Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations.


In many situations, a very small group can annihilate an unprepared larger group.

For instance, an 8 man bomber wing vs any size fleet of sniping Tier 3 BCs. Or a group of bomber wings vs a battleship fleet.

Small and prepared beats up big and unprepared quite often in EVE. (Look at the way PL operated until recently. A small group was able to run roughshod over groups many times its size because they fielded competently lead composed fleets against groups that used the "everyone bring whatever" composition, or because they were willing and able to field capitals or Supers anywhere in EVE on short notice (before supers it was Dreads that PL were able to drop at will) against enemies who were not equally willing and able.)

What you're complaining about is that, given equal preparedness, morale, ships, fittings, and leadership, bigger almost always wins. You've yet to establish why that should not be the case.

In other words, you're assuming that "smaller" = "more competent" when you've provided nothing to support that assumption.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Karrl Tian
Doomheim
#271 - 2013-01-04 15:37:55 UTC
Mayhaw Morgan wrote:
Maybe the gist of the "Make smaller better." argument is that in the real world, one hellbent pilot with an airplane full of fuel and explosives can put an aircraft carrier out of action.


Real world has collision damage....would you really want to give The Order collision damage? I would, but only if a well-tanked mining barge (ha) could survive it.
RubyPorto
RubysRhymes
#272 - 2013-01-04 15:49:27 UTC
Karrl Tian wrote:
Mayhaw Morgan wrote:
Maybe the gist of the "Make smaller better." argument is that in the real world, one hellbent pilot with an airplane full of fuel and explosives can put an aircraft carrier out of action.


Real world has collision damage....would you really want to give The Order collision damage? I would, but only if a well-tanked mining barge (ha) could survive it.


Screw mining barges. Collision Damage means CONCORD Ganking freighters for us or the ability to Bump-Gank Freighters at no cost in ships and Sec Status (depending on whether or not bumping becomes a criminal action).

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Alavaria Fera
GoonWaffe
#273 - 2013-01-04 16:54:59 UTC
RubyPorto wrote:
Gillia Winddancer wrote:
Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations.


In many situations, a very small group can annihilate an unprepared larger group.

For instance, an 8 man bomber wing vs any size fleet of sniping Tier 3 BCs. Or a group of bomber wings vs a battleship fleet.

Small and prepared beats up big and unprepared quite often in EVE. (Look at the way PL operated until recently. A small group was able to run roughshod over groups many times its size because they fielded competently lead composed fleets against groups that used the "everyone bring whatever" composition, or because they were willing and able to field capitals or Supers anywhere in EVE on short notice (before supers it was Dreads that PL were able to drop at will) against enemies who were not equally willing and able.)

What you're complaining about is that, given equal preparedness, morale, ships, fittings, and leadership, bigger almost always wins. You've yet to establish why that should not be the case.

In other words, you're assuming that "smaller" = "more competent" when you've provided nothing to support that assumption.

It's fun when you manage to catch some T3 BCs with a bombing run. Kaboom !

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Gillia Winddancer
Aliastra
Gallente Federation
#274 - 2013-01-04 20:39:38 UTC
RubyPorto wrote:
Gillia Winddancer wrote:
Yes, game mechanics should favour large groups but only in certain situations. Just as small groups should be favoured in certain situations.


In many situations, a very small group can annihilate an unprepared larger group.

For instance, an 8 man bomber wing vs any size fleet of sniping Tier 3 BCs. Or a group of bomber wings vs a battleship fleet.

Small and prepared beats up big and unprepared quite often in EVE. (Look at the way PL operated until recently. A small group was able to run roughshod over groups many times its size because they fielded competently lead composed fleets against groups that used the "everyone bring whatever" composition, or because they were willing and able to field capitals or Supers anywhere in EVE on short notice (before supers it was Dreads that PL were able to drop at will) against enemies who were not equally willing and able.)

What you're complaining about is that, given equal preparedness, morale, ships, fittings, and leadership, bigger almost always wins. You've yet to establish why that should not be the case.

In other words, you're assuming that "smaller" = "more competent" when you've provided nothing to support that assumption.


I find your definition of small groups being confined to "bombers" only somewhat restrictive to say the very least. Not that it is bad mind, but it could be so much more. Frigates and cruisers are plentiful after all and right now you talk as if bombers are the right tools for pretty much any job involving small groups.
Nicolo da'Vicenza
Viziam
Amarr Empire
#275 - 2013-01-04 20:59:18 UTC
If game mechanics were geared so that small numbers of frigates would be advantaged to take out large numbers of various larger ships, battles would be large groups of frig vs small groups of frigs.
Gillia Winddancer
Aliastra
Gallente Federation
#276 - 2013-01-04 21:05:01 UTC
Nicolo da'Vicenza wrote:
If game mechanics were geared so that small numbers of frigates would be advantaged to take out large numbers of various larger ships, battles would be large groups of frig vs small groups of frigs.


I see that some are still stubbornly locked on the false assumption that this whole discussion is all about straight up fights only.

Alavaria Fera
GoonWaffe
#277 - 2013-01-04 21:29:40 UTC
Nicolo da'Vicenza wrote:
If game mechanics were geared so that small numbers of frigates would be advantaged to take out large numbers of various larger ships, battles would be large groups of frig vs small groups of frigs.

Bomber duels !!

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

RubyPorto
RubysRhymes
#278 - 2013-01-05 16:31:00 UTC
Gillia Winddancer wrote:
I find your definition of small groups being confined to "bombers" only somewhat restrictive to say the very least. Not that it is bad mind, but it could be so much more. Frigates and cruisers are plentiful after all and right now you talk as if bombers are the right tools for pretty much any job involving small groups.



It's not. I've mentioned things like kiting gangs a number of times in this thread. Bombers are simply a really handy example because they're the right tool for many encounters between a small group and a large group because they don't have to commit to a fight at all to do huge amounts of damage, and they move around so easily.

Just like RL Skirmish tactics, you do not want to fight a larger group in a way that forces you to commit to a fight to do damage because the larger group will murderfy you, (i.e. Blaster boats are right out) unless you're willing and able to run better ships in a more organized fashion, with better leadership (i.e. AHACs vs Scrub BS, Blaster Rokhs vs Scrub Cruiser, etc).

In other words, I only "talk as if bombers are the right tools for pretty much any job involving small groups" because you haven't been paying attention.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

RubyPorto
RubysRhymes
#279 - 2013-01-05 16:54:29 UTC
Gillia Winddancer wrote:
Nicolo da'Vicenza wrote:
If game mechanics were geared so that small numbers of frigates would be advantaged to take out large numbers of various larger ships, battles would be large groups of frig vs small groups of frigs.


I see that some are still stubbornly locked on the false assumption that this whole discussion is all about straight up fights only.


Since small groups do just fine in harassing large ones when they use tactics that allow them to stay uncommitted, stand up fights are really the only type of fights you could possibly be complaining about (especially since a big portion of the conversation has been about "small groups should be able to take Sov from larger groups" thing, and if you don't see the problem with being able to take Sov without committing to a fight... Roll).

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." -Abrazzar "the risk of having your day ruined by other people is the cornerstone with which EVE was built" -CCP Solomon

Lord Zim
Gallente Federation
#280 - 2013-01-05 17:08:06 UTC
I'd love to hear examples of how he thinks "smaller groups" should be able to harass, take sov and defend sov from "bigger groups" as a matter of course.

Cyno's lit, bridge is up, but one pilot won't be jumping home.

RIP Vile Rat