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partial targeting signal disruption - possible antiblob and other stuff

Author
pisula tisicpecto
University of Caille
Gallente Federation
#1 - 2013-07-12 14:49:48 UTC
Eve is unique in a way, that it is the only game there is, where everybody can attack 1 target at once, so larger numbers will always (almost) win vs any other tactics. You cannot create chokepoint and use spartan tactics (300 elites vs hordes) etc. Which creates few problems, some welcomes them, some not. Generally there is negative attitude towards blobs so:

Partial solution might be reduced effectiveness of additional attackers to single target. Maybe by targeting signal disortion. Any additional attacker would disrupt all attackers targeting signal (lore: some sort of interference between signals), so they get reduced accuracy.

lore: weapon's targeting signal is different from basic target lock, only this type of signal is interfering, so no friendly locks to save ship, unless they are shooting:P

For example: fleet of ships doing 100 dps a ship targeting 1 enemy ship.
3 ships, no penalty 3*100 =300 dps.
4 ships, disortion of signal reduces accuracy of all attackers by 5%,4*95=380 dps
5 ships, disortion of additional ship further reduces accuracy of all attackers by 5%, to total 10%, 5*90 =450 dps
6 ships ........., 6*85=510
...

4ths ship raises fleet dps by only 80 dps
5th by 70
6th by 60
XYth by 0,00001 dps

Also add some formula about canon size vs signature radius - lore: It is less difficult to target large ship with smaller cannons.

For example 10 CRs can attack BS without penalty, but only 5 BS can attack BS without penalty. So you can still take caps with subcaps down etc.

(all numbers are out of thin air, just to show the principle, so pls don't dismiss idea because of them being op or gamebreaking)

Result:
- some blob effectiveness reducement, fewer ships with better tactics or fit will win vs larger numbers much more often.
- more weight on individual fitting, now you can acctualy take your better, more expensive fit to make a difference to really make a difference (if your bs gets targeted by 300 enemy bs, you can fit faction 6900 jesuschrist ninjaplates and it wont save you, but might if 300 bs can't fire at you effectively, you decide)
- whole new tactics, target prioritizing, fleet dividing on wings etc. Finding a good balance, whether you wish to bring additional ship on target and bring it down quicker, or put it on another target
- local repair boost. If carefully balanced, this will also solve loc rep uselessness in pvp.
- adds a whole new world of possibilities of module "levels" and add a little powercreep to the game, which is direct effect of individual weight increase (optional)

negatives - really hard to balance and implemet, cause it changes the game pretty drastically
more negatives: dunno, thats what are you forum guys for:) so
Ronny Hugo
KarmaFleet
Goonswarm Federation
#2 - 2013-07-12 16:31:42 UTC
Hm, I have thought about this instapop problem also, but I solved it by borrowing an idea from way back which was to make targeting slower in proportion to how many have the ship targeted and trying to target it. Maybe this can work better. But, this does not stop a frig from being neuted out by a thousand battleships.
The result would by the way not be less blobs, but primary and secondary target calling would not be the only thing needed anymore. Each squad would target its own target, only when attacking bigger targets would whole wings and fleets attack one or two targets.
I would not say its hard to balance, its hard to balance anything without testing it, if its just implemented quickly and brought to the test server it will be balanced there in direct proportion with how long it takes the devs to change the values a tad and retest it (not overthinking each tweak too much, the test itself decides if its balanced, not pre-test theory).
Silent Rambo
Orion Positronics
#3 - 2013-07-12 18:22:56 UTC
Ronny Hugo wrote:
Hm, I have thought about this instapop problem also, but I solved it by borrowing an idea from way back which was to make targeting slower in proportion to how many have the ship targeted and trying to target it


This sound like a great idea. I like it a little better than OPs idea, just because its a more direct solution. It wont effect the actual damage output of your ship.

You really think someone would do that? Just log into EvE and tell lies?

Harvey James
The Sengoku Legacy
#4 - 2013-07-12 18:32:38 UTC
perhaps something like targeting disruption that starts after say 3or 4 ships are hitting a ship then this disrupts the targeting systems of others wishing to shoot at it which has the effect of reducing the accuracy of shots so for example

- 10% accuracy decrease after the 4th ship.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Silent Rambo
Orion Positronics
#5 - 2013-07-12 20:33:27 UTC
Harvey James wrote:
perhaps something like targeting disruption that starts after say 3or 4 ships are hitting a ship then this disrupts the targeting systems of others wishing to shoot at it which has the effect of reducing the accuracy of shots so for example

- 10% accuracy decrease after the 4th ship.


I kinda like the resolution penalty. Would make it so if people need to take out, lets say, a Titan, everyone can actually lock the huge target, but also means if you want 15 - 25 people to focus on a carrier or a dreadnought, then you can do that as well. Also doesn't stop things from becoming targets, just will severely limit you if you want to have everyone primary something not very big.you can still use that tactic, just makes it kinda suck.

You really think someone would do that? Just log into EvE and tell lies?

Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2013-07-13 01:07:23 UTC
'Okay, everyone in fleet lock up the FC and two names above and below yours in the list so the hostiles can't'
pisula tisicpecto
University of Caille
Gallente Federation
#7 - 2013-07-13 18:43:17 UTC
Danika Princip wrote:
'Okay, everyone in fleet lock up the FC and two names above and below yours in the list so the hostiles can't'



i wrote im my original post, that "weapon firing lock only disrupts the signal"so sure, you can shoot your FC if you want

or any of number different solution to prevent friendlies abusing this mechanic
Ronny Hugo
KarmaFleet
Goonswarm Federation
#8 - 2013-07-13 21:46:47 UTC  |  Edited by: Ronny Hugo
Danika Princip wrote:
'Okay, everyone in fleet lock up the FC and two names above and below yours in the list so the hostiles can't'

I'm not sure this is a game-breaking feature. Afterall, no additional friendly logistics can lock fast then. There would likely be different bonuses for different groups, for example logi will be able to lock faster, differences in squads (so squad locks interact differently so individual squads can target faster than two half-size squads can), and a bunch of other sensible things. I can't imagine any of the features that are in the game now were made in a day. You know how many days Rome weren't built in.
Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2013-07-13 22:58:11 UTC
pisula tisicpecto wrote:
Danika Princip wrote:
'Okay, everyone in fleet lock up the FC and two names above and below yours in the list so the hostiles can't'



i wrote im my original post, that "weapon firing lock only disrupts the signal"so sure, you can shoot your FC if you want

or any of number different solution to prevent friendlies abusing this mechanic



But if the lock is only disrupted by ships firing weapons, not just targeting, then if the fleet you're fighting against is either disciplined or reliant on high alpha, low ROF weapons, then your change is useless. The FC calls the primary, counts down from three, then everyone shoots and the guy dies with the lock time penalty affecting precisely nothing.
pisula tisicpecto
University of Caille
Gallente Federation
#10 - 2013-07-14 08:33:45 UTC
Danika Princip wrote:
pisula tisicpecto wrote:
Danika Princip wrote:
'Okay, everyone in fleet lock up the FC and two names above and below yours in the list so the hostiles can't'



i wrote im my original post, that "weapon firing lock only disrupts the signal"so sure, you can shoot your FC if you want

or any of number different solution to prevent friendlies abusing this mechanic



But if the lock is only disrupted by ships firing weapons, not just targeting, then if the fleet you're fighting against is either disciplined or reliant on high alpha, low ROF weapons, then your change is useless. The FC calls the primary, counts down from three, then everyone shoots and the guy dies with the lock time penalty affecting precisely nothing.


i doubt that fc count down to three to exact milisecond and will count in also player ping, and the fleet fires absolutly at once, so that eve servers wont be able to notice the time difference.

as i said, there are many mechanics that could prevent abusing this.

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#11 - 2013-07-14 08:53:20 UTC
pisula tisicpecto wrote:

i doubt that fc count down to three to exact milisecond and will count in also player ping, and the fleet fires absolutly at once, so that eve servers wont be able to notice the time difference.

1. Sentry (Dominix, rattler, gila, slowcat) format
2. assist drones to somebody
.........
Profit!

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

pisula tisicpecto
University of Caille
Gallente Federation
#12 - 2013-07-14 09:31:25 UTC
Kirimeena D'Zbrkesbris wrote:
pisula tisicpecto wrote:

i doubt that fc count down to three to exact milisecond and will count in also player ping, and the fleet fires absolutly at once, so that eve servers wont be able to notice the time difference.

1. Sentry (Dominix, rattler, gila, slowcat) format
2. assist drones to somebody
.........
Profit!


true, well, drones have their targeting signal too, and even if they fired at once (they have to warp there in case of normal drones, or align in case of sentrys) there shouldn't be a problem to compute that info , 100 fired at once, so that's xy penalty for everyne(or reduced accuracy and few will miss or something ) , thats total of xyDMG.

All this are detail, which can be solved np somehow. The point is general idea, of making 1000vs 1 fights less possible
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#13 - 2013-07-14 13:34:39 UTC
pisula tisicpecto wrote:
Kirimeena D'Zbrkesbris wrote:
pisula tisicpecto wrote:

i doubt that fc count down to three to exact milisecond and will count in also player ping, and the fleet fires absolutly at once, so that eve servers wont be able to notice the time difference.

1. Sentry (Dominix, rattler, gila, slowcat) format
2. assist drones to somebody
.........
Profit!


true, well, drones have their targeting signal too, and even if they fired at once (they have to warp there in case of normal drones, or align in case of sentrys) there shouldn't be a problem to compute that info , 100 fired at once, so that's xy penalty for everyne(or reduced accuracy and few will miss or something ) , thats total of xyDMG.

All this are detail, which can be solved np somehow. The point is general idea, of making 1000vs 1 fights less possible

send 5x TD drones on a missile ship and and get reduction to incoming damage for free. Sounds like your idea can and will be abused in many ways.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

pisula tisicpecto
University of Caille
Gallente Federation
#14 - 2013-07-14 14:46:48 UTC
Kirimeena D'Zbrkesbris wrote:
pisula tisicpecto wrote:
Kirimeena D'Zbrkesbris wrote:
pisula tisicpecto wrote:

i doubt that fc count down to three to exact milisecond and will count in also player ping, and the fleet fires absolutly at once, so that eve servers wont be able to notice the time difference.

1. Sentry (Dominix, rattler, gila, slowcat) format
2. assist drones to somebody
.........
Profit!


true, well, drones have their targeting signal too, and even if they fired at once (they have to warp there in case of normal drones, or align in case of sentrys) there shouldn't be a problem to compute that info , 100 fired at once, so that's xy penalty for everyne(or reduced accuracy and few will miss or something ) , thats total of xyDMG.

All this are detail, which can be solved np somehow. The point is general idea, of making 1000vs 1 fights less possible

send 5x TD drones on a missile ship and and get reduction to incoming damage for free. Sounds like your idea can and will be abused in many ways.


if they are not shooting, they won't cause damage reduction, if they are, there can be different mechanic for drones, not 5 drones as 5 ships, but less reduction. In either case you wold be not using those drones for some other thing...

Sound to me like there is a prevention mechanic for every abuse, just need a little thought. But trying to find every little abuse window on just a general idea/concept is ridiculous... thats not what is this about.
Danika Princip
GoonWaffe
Goonswarm Federation
#15 - 2013-07-14 20:17:45 UTC
pisula tisicpecto wrote:
Danika Princip wrote:
pisula tisicpecto wrote:
Danika Princip wrote:
'Okay, everyone in fleet lock up the FC and two names above and below yours in the list so the hostiles can't'



i wrote im my original post, that "weapon firing lock only disrupts the signal"so sure, you can shoot your FC if you want

or any of number different solution to prevent friendlies abusing this mechanic



But if the lock is only disrupted by ships firing weapons, not just targeting, then if the fleet you're fighting against is either disciplined or reliant on high alpha, low ROF weapons, then your change is useless. The FC calls the primary, counts down from three, then everyone shoots and the guy dies with the lock time penalty affecting precisely nothing.


i doubt that fc count down to three to exact milisecond and will count in also player ping, and the fleet fires absolutly at once, so that eve servers wont be able to notice the time difference.

as i said, there are many mechanics that could prevent abusing this.




The point is that it's the alpha that kills the ship. Your suggestion basically forces everyone to run alphafleets.
Sigras
Conglomo
#16 - 2013-07-14 20:47:43 UTC
so if weapons firing at a target does the trick, i just need to remember to fit my one electron blaster in the utility high of my raven and fire it at the FC right?

This change would be totally broken not to mention that it makes no sense. AOE is the way to take care of blobs not some broken, nonsensical damage scaling effect
RubyPorto
RubysRhymes
#17 - 2013-07-15 05:41:33 UTC  |  Edited by: RubyPorto
Friends are Overpowered. Nerf Friends.

Eve is not meant to be a sporting arena. Why shouldn't the group who can attract more people to their cause have an advantage?


Anyway, the development of modern fleet doctrines started when small numbers of ships with superior tactics and fittings started winning against larger, less organized fleets. Guess what happened? The larger fleets got organized.

You're asking for the smaller group to gain a relative advantage without, in any way, forcing them to have superior tactics and fittings. Also you're doing so in a way that doesn't really help them the way you think it will, and in a way that vastly buffs logistics (something that CCP has said they think is currently OP).

"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

pisula tisicpecto
University of Caille
Gallente Federation
#18 - 2013-07-15 06:31:59 UTC
-NO, as i wrote, alfa wouldn't solve anything in this case...

-1 electron blaster would provide less targeting signal disruption than entire ship, or even less than neutron blaster, again, don't hold onto numbers, these are details that needs to be though of later on.

-I have no friends with such a problem, i wrote this idea, because i saw a lot of dissatisfaction with blob mechanic, and for other stuff it might solve when the numbers are set right, i mentioned few in my 1st post. (active tank, individual weight ..)

-No sense? Why? If you have several wi-fi or some sort of signal on same or similar frequency, they get messed up. Same might apply to ship targeting, and might cause reduced accuracy, which will scale down total dps of a fleet.

-This is not providing advantage to smaller fleet, it is slightly lowering numbers advantage to larger fleet, which will be still in great advantage. And it provides opportunity to a great number of tactics for both sides, certainly more than today.

This is not just antiblob mechanic numbers will have allways advantage, but can solve million times discussed active tanking in fleets, which will become more viable due to needed target prioritization (less effective dps at 1000 vs 1 situation). It also brings more joy to pilots fitting their ship, because it will have more weight. In 1v1, 1v3 etc, it makes difference if you dual rep or have 1 more plate, or one more dmg module, if you are targeted by 1000 ships you can have 100 faction plates it won't make a difference.

Please don't adhere on little details or numbers, i am not able to predict every possible situation in forum thread, things like this are done after a lot of testing and calculations by devs, and often needs several patches to get them right. Thread is about mechanic in general. All details and numbers could be solved further down the path. I've created this thread just to present an idea, that would be interesting to implement, would bring mentioned positive effects to the game if set right.
Danika Princip
GoonWaffe
Goonswarm Federation
#19 - 2013-07-15 10:03:16 UTC
How does it not encourage alpha? If you have diminishing DPS, you might as well blow one guy apart in one go so no logistics can land anything. If you're using a fleet composition reliant on DPS, you're going to be a lot more affected by this, which will allow your opponent's logi to do thier thing that much easier.

Incidentally, how would multiple people targetting the same ship affect the damage done by an artillery shell the size of a car? Or a metal slug traveling at hypersonic velocities? Or a laser beam, gob of antimatter, or even a missile? If I hit you with a shell, the fact that 200 other people have also hit you with shells won't make mine somehow do a fraction of the damage it usually would.

How would this affect AOE weapons like bombs? And how would it affect shooting structures or caps? Would there be any DPS reduction at all on shooting them with BS?
RubyPorto
RubysRhymes
#20 - 2013-07-15 10:23:59 UTC  |  Edited by: RubyPorto
pisula tisicpecto wrote:
-I have no friends with such a problem, i wrote this idea, because i saw a lot of dissatisfaction with blob mechanic



Your first problem is assuming there is such a mechanic. There is not.

"Bring your friends" is the first rule of any non-sports fight.
"Have them bring their friends" is the second rule.

EVE is simply not sports, so people bring their friends. Why should you punish people for having friends who want to help?

"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

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