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No Win Mission concept

Author
Daniel Plain
Doomheim
#21 - 2013-07-05 21:40:51 UTC
interesting concept but you have to take REALLY good care to keep people from abusing it. i'm thinking 100 smartbombing battleships oneshotting whole waves no matter how many spawns, and other similar exploits...

I should buy an Ishtar.

Nikk Narrel
Moonlit Bonsai
#22 - 2013-07-05 22:57:49 UTC
Wolf Kraft wrote:
Lilliana Stelles wrote:
I don't think this would really work.

Look at Enemies Abound (Gallente) part V/V.

It's one of the toughest level 4 missions.

A new wave spawns every few minutes (up to 6), with varied damage type battleships that are highly resistant.
It's very difficult to solo.
The goal is to kill the stargate and warp out before you get overwhelmed.

Though 90% of mission runners won't even shoot at the stargate until the end. They wait there, with an alt or another player, and continually kill the battleships to get more loot.

I feel like your "unwinnable" situation will, instead, just generate massive income for a fleet of machariels with logi support who can kill them nearly as fast as they spawn.

Even scaled up to Incursion size, unless there are insta-kill death rays, someone will find a way to tank it with their 4x PITH X-TYPE BEARD OF INDESTRUCTIBILITY or whatever other nonsense, giving an enormous advantage to those who have such fits, and making the mission useless to the have-nots, creating a large disparity.


I could be mistaken, but I took it as each wave becoming significantly more difficult. So you might start with the first wave having four battleships, the second having eight, the third having sixteen, and so on with each wave have some amount of smaller ships as support. Until you reach the point that there are so many NPC's on grid that they're instapopping players.

This is pretty close to the concept, although the rate of increase will vary.

A good clue, is if the NPC forces managed to push you into hull, or even made it through most of your armor, it is probably not a good idea to stick around...
hmskrecik
TransMine Group
Gluten Free Cartel
#23 - 2013-07-06 07:21:40 UTC  |  Edited by: hmskrecik
Daniel Plain wrote:
interesting concept but you have to take REALLY good care to keep people from abusing it. i'm thinking 100 smartbombing battleships oneshotting whole waves no matter how many spawns, and other similar exploits...

But this is what I like about it. As I imagine it the difficulty rises more or less exponentially. Take example of what Wolf Kraft wrote: each wave is double numbers of the previous one. Which means no matter how many ships do you bring with you, you *will* be beaten at certain moment (or EVE server implodes, but let's put hardware considerations aside). Roughly estimating, in that scenario for each tenfold ships more you are able to survive three more waves. Isn't it beautiful?

As for abuse, farmville, etc. again, the way exponential functions behave means that if the payout is directly proportional to difficulty you make most of your profit on latest waves, those which almost kill you. Though here I'd invoke law of diminishing returns and scale the payout linearly (quadratically, to be more precise).

An example (not proposition of actual balance, just an illustration of the principle).
- each wave is twice as numerous and dangerous as the previous
- each wave pays 1 million more than earlier; here I assume the payout is split like in missions, not paid individually like in incursions
- starting conditions are such that 4th wave is still doable solo by regular T2 fitted T1 battleship with good skills, next wave can be maybe done but takes long time (or requires warping out, if it's applicable)
- with perfect skills, pimped marauder or pirate battleship takes solo one wave more

Some consequences:
- typical solo mission runner will go to 4th or 5th wave and GTFO
- mission runner can go with friend and go to one wave more
- blitzers, if they ever go here, will finish earlier, at 3 or 4 because that will be the last one done in reasonable comfort
- ditto farmers
- because payout is split, you get less when you do it in fleet, but you go farther (bragging)

Generally, the way to avoid abuse is by careful reward vs. risk balancing. Which is when problems begin, IMO. Difficulty is multidimensional and it would be hell of a job getting it right. Though I have firm belief in exponential functions. In worst case even if just doubling number of ships in each wave does not make it exactly twice as difficult, it definitely won't make it any easier.

As for smartbombs, last time I checked they take cap. Quite lots of. And have quite limited range. Nobody said all waves start clustered on top of your head. Add some neuting to the mix and you're in trouble. Add some scramming stuff and you're screwed.

@Nick, BTW, unless I missed something there's one thing which haven't been considered so far, wave triggers. Obvious three are:
- killing or attacking a trigger ship: could be a bit too nasty. Maybe save it for later iterations.
- killing whole wave: I'd start with this one. Self-pacing and gives some breathing room. Maybe it turns out it gives it too much but again, this can be tweaked.
- timed: this is interesting, in some twisted way. You not only have to deal with the wave, but you have to do it quick enough not to get overwhelmed. Probably it would mean than in typical conditions typically one wave less would be completed, as compared to other options.
Scatim Helicon
State War Academy
Caldari State
#24 - 2013-07-06 07:28:42 UTC
I suspect implementing this would require some significant work behind-the-scenes on Eve's codebase. Having said that, missioning as a whole is in need of a complete overhaul and this is a good example of how missions could work if PvE in Eve wasn't an afterthought knocked together in 5 minutes by devs still recovering from last night's drinking. Should CCP be willing to put in that effort I'd very much like to see this kind of development.

Every time you post a WiS thread, Hilmar strangles a kitten.

Omnathious Deninard
University of Caille
Gallente Federation
#25 - 2013-07-06 14:40:19 UTC
Some thoughts, would the waves come after a certain time period of after the last rat of the current wave was destroyed?
If the next wave comes after the last rat of the current wave is destroyed should there be a "cleanup" time?

If you don't follow the rules, neither will I.

Nikk Narrel
Moonlit Bonsai
#26 - 2013-07-06 19:08:14 UTC
Omnathious Deninard wrote:
Some thoughts, would the waves come after a certain time period of after the last rat of the current wave was destroyed?
If the next wave comes after the last rat of the current wave is destroyed should there be a "cleanup" time?

These points are pointed at as options, regarding whether ships arrive in waves with a possible gap, or as positions become available.
Force increase to occur either way.
Tryaz
University of Caille
Gallente Federation
#27 - 2013-07-10 11:01:26 UTC
+1 This is a great idea!

The only problem I envisage is that it might still be possible, using extraordinarily elite gear and implants to turn MASSIVE profits with ease because the system assumes that most people "by this point" are dead or warped (the percentage improvements over t2 possible with boosters, links, high-grades and officer mods are huge after all)

What do you think?

Narrator of Chronicles of New Eden, the EVE audiobook series. Listen at www.soundcloud.com/chroniclesofneweden

Daniel Plain
Doomheim
#28 - 2013-07-10 11:14:14 UTC
hmskrecik wrote:
Daniel Plain wrote:
interesting concept but you have to take REALLY good care to keep people from abusing it. i'm thinking 100 smartbombing battleships oneshotting whole waves no matter how many spawns, and other similar exploits...

But this is what I like about it. As I imagine it the difficulty rises more or less exponentially. [...]

notice how in the exploit i proposed it does not matter how many rants spawn because they are instantly wiped out before they can even fire a single shot. i'm not saying this particular case can't be worked around (for example by increasing the rats' hp); i'm saying it's difficult to predict ALL exploits of this kind of mission and if you fail once, you will have to deal with people 4x4ing through the sandbox.

I should buy an Ishtar.

hmskrecik
TransMine Group
Gluten Free Cartel
#29 - 2013-07-10 13:09:15 UTC
Daniel Plain wrote:
hmskrecik wrote:
Daniel Plain wrote:
interesting concept but you have to take REALLY good care to keep people from abusing it. i'm thinking 100 smartbombing battleships oneshotting whole waves no matter how many spawns, and other similar exploits...

But this is what I like about it. As I imagine it the difficulty rises more or less exponentially. [...]

notice how in the exploit i proposed it does not matter how many rants spawn because they are instantly wiped out before they can even fire a single shot. i'm not saying this particular case can't be worked around (for example by increasing the rats' hp); i'm saying it's difficult to predict ALL exploits of this kind of mission and if you fail once, you will have to deal with people 4x4ing through the sandbox.

Yes, I do. By no means I'm saying that what had been proposed in this thread is 100% bulletproof. But the exploint you mentioned is relating to implementation details. Yeah, those where devil is hidden but still details and at this very moment we're discussing only rough idea.

Yet not leaving an opportunity to fuel discussion unchallenged I'd like to observe that in order to exploit smartbombing tactics you have to be close to those guys. Which means couple of things:

1. You have to be where they spawn. Counter: different spawn points; spawns can be spread.
2. Or you have to reach them very fast. Counter: same as above; add some stasis towers for good measure.
3. Your fleet have to stay together. If you can instabomb an NPC battleship, there's chance the same can happen to your ship too. Unless there is something I don't know about smartbombs, it should naturally limit your fleet size.
Daniel Plain
Doomheim
#30 - 2013-07-10 13:40:45 UTC
random spawn points sound good, except the fact that they may introduce bias towards missile boats.

also, i feel that we are past the point of asking IF this system would be a good idea (the answer is yes), and are moving on to the specifics of how to implement it properly (exorcising the details if you will).\

btw: just as a random thought, is there any reason to not incorporate this new type of pve into the incursion system (as in: incursion hard modes for the shiny fleets to compare their e-peen)?

I should buy an Ishtar.

hmskrecik
TransMine Group
Gluten Free Cartel
#31 - 2013-07-10 14:14:58 UTC
Daniel Plain wrote:
btw: just as a random thought, is there any reason to not incorporate this new type of pve into the incursion system (as in: incursion hard modes for the shiny fleets to compare their e-peen)?

No, there is no reason not to do it. I thought about integrating it with regular missions (bonus room) but incursions are as good.
Nikk Narrel
Moonlit Bonsai
#32 - 2013-07-10 14:37:13 UTC
Tryaz wrote:
+1 This is a great idea!

The only problem I envisage is that it might still be possible, using extraordinarily elite gear and implants to turn MASSIVE profits with ease because the system assumes that most people "by this point" are dead or warped (the percentage improvements over t2 possible with boosters, links, high-grades and officer mods are huge after all)

What do you think?

Using time or rate of damage being done to the NPCs, the system can adjust the rate of spawn increase.

Sand bagging, in this case, would delay the rewards as well as the reinforcements, so would not help increase the amount of ISK recovered since all aspects would be slowed down.

If the ISK retrieval should be through something where delays work for the player, the NPC rate of increase will be tied to the rate of ISK recovery.
(IE: mining special ore, etc)
Loki Feiht
Warcrows
#33 - 2013-07-10 15:03:38 UTC
If you made these a modular type of 'dungeon' you could have different waves trigger in different ways which would increase the the difficulty through lack of knowledge of the next spawn and/or trigger.

More NPC - Randomly Generated Modular Content thread https://forums.eveonline.com/default.aspx?g=posts&t=220858

Nikk Narrel
Moonlit Bonsai
#34 - 2013-07-10 15:14:43 UTC
Loki Feiht wrote:
If you made these a modular type of 'dungeon' you could have different waves trigger in different ways which would increase the the difficulty through lack of knowledge of the next spawn and/or trigger.

You would need the reward element to follow the risk element flawlessly.

The base concept needs the reward recovery to be done under fire, so that it becomes a judgement call to risk trying to recover more vs getting out with what you already have.
Callic Veratar
#35 - 2013-07-10 15:22:53 UTC
I like what I'm seeing here as an idea. A horde mode/survival mode mission.

For those who consider this to be a potential loot/bounty farm, I have some ideas that would make it much more difficult to park and win:

- The site is present for a certain time (maybe a pirate mining/salvage/invasion fleet?) at the end of the time, all NPCs and wrecks on the grid disappear
- The difficulty rapidly increases as ships are destroyed, starting with average belt rats for the system ramping up to high level WH NPCs.
- NPCs coordinate to take out threatening targets, responding with what's present. Have a spider tank? lots of neuts and jams show up. Sitting at long range? Stealth Bombers unload on you. Parking with disco ships? Snipers warp at long range and blow you away.
- NPCs bring in ships that directly counter player ships. Got a fleet of frigates? NPCs use destroyers. Bring in a supercarrier? NPCs use HICs and dreads.

My thoughts behind this are not that capsuleers can win, merely disrupt the event. The more you disrupt, the harder it is to stay in the site. Unlike level 4 missions or incursions where players are (usually) confident that given enough time, they'll complete the mission, players should have the same mindset that if they don't get out now, they won't get out at all, even in the lowest rank spawn in the safest 1.0 highsec system.


There was a recent bug with AI in the missions where everything would aggro immediately on landing on a grid. Half of the corp joined in to take out the first room as the 40 some battleships ate through almost everything in seconds. We only completed it because there were no new spawns. That was easily the most fun I had doing a mission in a really long time. Building it into the game would be awesome.
Callic Veratar
#36 - 2013-07-10 15:24:44 UTC
hmskrecik wrote:
Daniel Plain wrote:
btw: just as a random thought, is there any reason to not incorporate this new type of pve into the incursion system (as in: incursion hard modes for the shiny fleets to compare their e-peen)?

No, there is no reason not to do it. I thought about integrating it with regular missions (bonus room) but incursions are as good.


Both new incursion sites and a new class of combat site in exploration.
Daniel Plain
Doomheim
#37 - 2013-07-10 15:40:12 UTC  |  Edited by: Daniel Plain
Nikk Narrel wrote:
Tryaz wrote:
+1 This is a great idea!

The only problem I envisage is that it might still be possible, using extraordinarily elite gear and implants to turn MASSIVE profits with ease because the system assumes that most people "by this point" are dead or warped (the percentage improvements over t2 possible with boosters, links, high-grades and officer mods are huge after all)

What do you think?

Using time or rate of damage being done to the NPCs, the system can adjust the rate of spawn increase.

this is a very risky concept. how can you judge if the players are slow because they have bad gear, are holding back on purpose or are just plain incompetent?
it may be better to counter bling with random damage spikes. that way, a smart playerwill never fly anything too expensive and take random losses in stride. still not a very good idea but less exploitable to be sure.

I should buy an Ishtar.

Nikk Narrel
Moonlit Bonsai
#38 - 2013-07-10 15:48:34 UTC
Daniel Plain wrote:
Nikk Narrel wrote:
Tryaz wrote:
+1 This is a great idea!

The only problem I envisage is that it might still be possible, using extraordinarily elite gear and implants to turn MASSIVE profits with ease because the system assumes that most people "by this point" are dead or warped (the percentage improvements over t2 possible with boosters, links, high-grades and officer mods are huge after all)

What do you think?

Using time or rate of damage being done to the NPCs, the system can adjust the rate of spawn increase.

this is a very risky concept. how can you judge if the players are slow because they have bad gear, are holding back on purpose or are just plain incompetent?
it may be better to counter bling with random damage spikes. that way, a smart playerwill never fly anything too expensive and take random losses in stride. still not a very good idea but less exploitable to be sure.

Good point, and one I also considered here.

If the reward is obtained by NPC losses, then it will also be paced slower.
It will simply be a slower progression of mounting threat matching the rate of reward as a side effect.

If the reward is more loosely tied in, like ore to be mined, it can also be slowed down, but will probably be handled in waves of obvious increasing risk.

Like in any mission, a poorly fitted ship or bad tactics leads to predictable results
Daniel Plain
Doomheim
#39 - 2013-07-10 15:54:06 UTC
Nikk Narrel wrote:
Daniel Plain wrote:
Nikk Narrel wrote:
Tryaz wrote:
+1 This is a great idea!

The only problem I envisage is that it might still be possible, using extraordinarily elite gear and implants to turn MASSIVE profits with ease because the system assumes that most people "by this point" are dead or warped (the percentage improvements over t2 possible with boosters, links, high-grades and officer mods are huge after all)

What do you think?

Using time or rate of damage being done to the NPCs, the system can adjust the rate of spawn increase.

this is a very risky concept. how can you judge if the players are slow because they have bad gear, are holding back on purpose or are just plain incompetent?
it may be better to counter bling with random damage spikes. that way, a smart playerwill never fly anything too expensive and take random losses in stride. still not a very good idea but less exploitable to be sure.

Good point, and one I also considered here.

If the reward is obtained by NPC losses, then it will also be paced slower.
It will simply be a slower progression of mounting threat matching the rate of reward as a side effect.

If the reward is more loosely tied in, like ore to be mined, it can also be slowed down, but will probably be handled in waves of obvious increasing risk.

Like in any mission, a poorly fitted ship or bad tactics leads to predictable results

can you put that in numbers? i have trouble understanding what exactly you mean here.

I should buy an Ishtar.

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