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Player Features and Ideas Discussion

 
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So what If warp scram and warp disruption was chance based?

First post
Author
Drax Concrilla
Viziam
Amarr Empire
#21 - 2013-09-19 15:59:00 UTC
-1/10

In the long line of bad ideas I've had the misfortune of hearing, this is one of the worst.

I love how the justification is to, "make it more skill based", because we all know how skill based RNG is right?
SpoonRECKLESS
Beach Boys
The Minions.
#22 - 2013-09-19 16:04:34 UTC
I didn't even need to read what you posted. I read everyone elses post and they are right you are wrong.Like I always say to avoid being gank don't be afk try to watch local have a tank, and don't fly what you can't afford to lose. In the end you will get ganked if they are very well organized group.

Blue

Tippia
Sunshine and Lollipops
#23 - 2013-09-19 16:09:28 UTC
Oswald Bolke wrote:
thats not bad, lower the range a bit and allow modules.
No. Just add falloff on top of the range, like with everything else. So 24km optimal, 25km falloff for a T2 disruptor. 10+12 for a T2 scram.

Can't wait to fly my Lachesis, applying 3-point scrambling out to 85km. Twisted


…or just leave it because there's no real reason to change it to begin with.
Oswald Bolke
Pator Tech School
Minmatar Republic
#24 - 2013-09-19 16:12:40 UTC  |  Edited by: Oswald Bolke
Tippia wrote:
Oswald Bolke wrote:
thats not bad, lower the range a bit and allow modules.
No. Just add falloff on top of the range, like with everything else. So 24km optimal, 25km falloff for a T2 disruptor. 10+12 for a T2 scram.

Can't wait to fly my Lachesis, applying 3-point scrambling out to 85km. Twisted


…or just leave it because there's no real reason to change it to begin with.


falloff would be interesting...yeah but I would more mean something like:

20KM falloff for a disrupt (maybe 25+ for a TechII)
10KM 100% chance optimal

skills and modules increase optimal

so yes, you could make a super long range gank boat, but you would pay for it in slots for other stuff. could be interesting to see gang with one ship with little tank or guns, but with long range and buddies to support
War Kitten
Panda McLegion
#25 - 2013-09-19 16:23:59 UTC
Oswald Bolke wrote:
All other Ewar is, your damps don't always land.

What I mean is what if we make scram chance be a skill based thing, and also depend on modules installed and meta of the modules.

For example:

-Different metas have higher chance
-low slot modules to increase chance


Your premise is flawed; only ECM is chance based. All other ewar works when it is on.

Your idea is bad; chance based tackling would just ensure larger gangs blobbing for tackles or multiple points on ships and help kill smaller gang and solo pvp.

People bad at the game would randomly escape when tackled sometimes, but I don't see that as any kind of positive impact, merely a random one. If you randomly pat your dog on the head and scratch behind his ears when he ***** on the carpet, and scold him at other times, he's only going to learn slower than if his actions had predictable consequences.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Tuggboat
Oneida Inc.
#26 - 2013-09-19 16:26:22 UTC  |  Edited by: Tuggboat
double post
Sura Sadiva
Entropic Tactical Crew
#27 - 2013-09-19 16:27:05 UTC
Oswald Bolke wrote:
wow I poked a beehive on this one...nice discussion of flame here

so much for rational discourse

adhominim away!



That's cause what you said is kinda like a blasphemy :)

chance based factors in an open pvp envinroment with fill loot hardly will be accepted by the players and balanced properly. ECM already are problematic for the same reason.
Go figure modules crucial for PVP engagment like scramblers and disruptors...

Tippia
Sunshine and Lollipops
#28 - 2013-09-19 16:30:16 UTC
Oswald Bolke wrote:
falloff would be interesting...yeah but I would more mean something like:

20KM falloff for a disrupt (maybe 25+ for a TechII)
10KM 100% chance optimal
…except that there's no reason to reduce the range.
Solstice Project
Sebiestor Tribe
Minmatar Republic
#29 - 2013-09-19 16:30:42 UTC
I like how the OP displays his cluelessness in such a serious manner.
March rabbit
Aliastra
Gallente Federation
#30 - 2013-09-19 16:31:54 UTC
Bienator II wrote:
points are such an important part of pvp that i would probably stop playing as soon they work like ECM. There is no room for random in a competitive environment.

mmm... i dunno about your game but in EVE lots of stuff has RNG inside: warp-in point, damage application, ECM, ....

The Mittani: "the inappropriate drunked joke"

Tuggboat
Oneida Inc.
#31 - 2013-09-19 16:32:56 UTC  |  Edited by: Tuggboat
Chance is inherent in risk. Risk itself implies a range of probabilities. by considering such a proposal your actually talking about managing risk.

Now why would a gaming company like EVE want to manage risk when its all supposed to be about danger? All gaming companies make their livelihoods of of creating fun. fun is not the same as danger though, Can fun be dangerous, of course. What a game sells us is actually a sliding scale, at the one extreme we could call it entertainment, the other end lets call it excitement. Entertainment is more like watching a movie, our attention is only partially required and there's very little risk. Were killing time, relatively relaxed. What separates the two? I'd say its up for discussion but if it was a mathematical formula, I'd put forward that the terms are engagement and risk.

EVE has High amounts of both. That adrenaline we feel nowhere else is actually engagement by the large amounts of ourselves time and aspirations invested in a symbol we call our ship. We can limit our own engagement. Commonly we fly less expensive ships to do this. Or more expensive to increase it.

Now what are we trying to do when we plan fleet doctrines, fittings, FOTM, battles or any activities at all or even mining? All of us in some way are trying to manage risk by decreasing the probability that an enemy will take away whats responsible for our our engagement. We don't want to lose our source of engagement if we can help it at all. If we are not engaged, we are not excited and we are having very little fun.

so excitement = engagement/risk lets say risk of loss is between 0 and 1, like a percentage and engagement level 1is equal to 10 million isk, 100 million isk is 10 etc. In truth the engagement scale is not a straight slope, more likely exponential or logarithmic but you get the drift for illustration.

I jump a BC though a gate, its worth a hundred million, my engagement is 10. I know I'm probably jumping into a superiority engaged bubbled gate-camp. The probability that I will be relieved of what is causing me engagement is very high. In my case 95% or .95.

excitement = 10/.95 = 10.5.

Now lets put a 50% chance of losing a ship due to chance based scram mechanics.

excitement = 10/.47 = 21.27.

My fun just doubled because my fate was not sealed.

This would have negative effects? How much more traffic into low sec and null would result if going there was twice as much fun as it is now? This would drastically alter the balance of the game in both positive and negative ways turning simple wants into needs of whats usually held by an opposing side and increasing conflict.
Herzog Wolfhammer
Sigma Special Tactics Group
#32 - 2013-09-19 16:36:44 UTC
Ah this is another thing that boils down to a binary outcome (works entirely or does not) versus chance/skill based with a result of degradation or complete shutdown.

To be more accurate, it's more like "chance based skill influenced".

So there is no across the board consistency, but that does not appear arbitrary.




Some would like to see warp bubbles become more chance/skill based. A web/scram not working every time would certainly mix things up a bit.

But there are double edge swords to contend with.

Perhaps that stab would be chance-based and skill influenced as well?

I don't think there are solutions to such ideas as a change. If warp scramming or webbing were chance-skill based, then the instalocking boosted interceptor would also be equipped and flown by someone who is also just as much an ace at successful scramming such that only a ship specifically geared to escape could do so.

Therefore, you could end up in a situation where you would end up needing to fill the entire rack of lows with stabs just to escape one ship.

And when that starts happening, there will be more than one ship.

Let ships dial in system to system warp to and any "landing celestial" that the pilot targets (such as in Star Trek for example) and all this bubble/scram/stab stuff goes out the window. The bubble is replaced by the combat probe, and people will start earning their food.


Until then, we are just aiming our streams into the wind.

Bring back DEEEEP Space!

Kitty Bear
Deep Core Mining Inc.
Caldari State
#33 - 2013-09-19 16:43:49 UTC
ElQuirko wrote:
What if? Well, it'd be a f*** awful idea.


but people quite happily offer this system as a change to the other binary ewar system in the game ECM

why is it so good a proposal for ecm, but bad for prop disruption ...

Donbe Scurred
University of Caille
Gallente Federation
#34 - 2013-09-19 16:44:35 UTC  |  Edited by: Donbe Scurred
You sure don't sound like a Brave Newbie, I hope they kick you for posting this drivel.

Cut down on the ganking? That sounds brave.Roll

I don't gank often, but when I do, I don't even need a disruptor or scramblerTwisted
Sky' Darkstar
Magnetar Dynamics
#35 - 2013-09-19 16:45:20 UTC
What if mining laser yields were chance based?

What if mission rewards were chance based?

What if getting the actual finished product after an industry job cycle was chanced based?

What if getting the listed bounty on the juicy rat in null was chance based?

What if receiving the item you just bought from the market was chance based?

I mean, invention stuff is chance based, so it makes sense right?

-Sky'

Oswald Bolke
Pator Tech School
Minmatar Republic
#36 - 2013-09-19 16:55:47 UTC
Sky' Darkstar wrote:
What if mining laser yields were chance based?

What if mission rewards were chance based?

What if getting the actual finished product after an industry job cycle was chanced based?

What if getting the listed bounty on the juicy rat in null was chance based?

What if receiving the item you just bought from the market was chance based?

I mean, invention stuff is chance based, so it makes sense right?


the only thing I see there is the fact that those are all non PVP exercises

except for the market.

and sometimes that is

lol scamming anyone? Lol

Oswald Bolke
Pator Tech School
Minmatar Republic
#37 - 2013-09-19 17:00:03 UTC
Donbe Scurred wrote:
You sure don't sound like a Brave Newbie, I hope they kick you for posting this drivel.

Cut down on the ganking? That sounds brave.Roll

I don't gank often, but when I do, I don't even need a disruptor or scramblerTwisted


your prolly the guy camping stations in the tornado

I get it. and even if it was chance based I'd still throw away hero tackle ships for sure. Nothing would change. just because you want tacking to have a different mechanic dosen't mean "your not brave"

don't confuse that with cowardice.

Mayhaw Morgan
State War Academy
Caldari State
#38 - 2013-09-19 17:09:57 UTC
Lykouleon wrote:
You posted something exceptionally stupid and expected people to not come out of the woodworks to call you out on it?


The OP wasn't exceptionally stupid. It was exceptionally threatening to the way you currently play the game. There is a huge difference between those two things and knowing and accepting the difference is one of the key differences between being a child and being an adult.
He said something you didn't like so you're throwing a tantrum. He's not stupid.

...

On topic: without interdiction, how would people with more skillpoints/"friends" be able to hold your spaceship down, beat you up, and take all your stuff? And, if they couldn't hold you down, beat you up, and take your stuff, then what point would there be to playing EVE Online?
samualvimes
Brothers At Arms
#39 - 2013-09-19 17:24:38 UTC
Oswald Bolke wrote:
Tippia wrote:
Oswald Bolke wrote:
I don't think it's stupid really. to me i makes sense. everything else has a skill attached to it for hit chance, so why not this?
Because nothing else has a skill attached to it for hit chance with the exception of ECM, so really, it's ECM that should be brought into the fold rather than have its horrible mechanics spread to other modules.

Quote:
how about something like:
80% chance to point. If pointed then good done....If not...reroll until pointed
have skills and modules increase this. lower cycle time for rerolls to balance accordingly
How about something like this:
100% chance to point.
Have skills and modules that let you apply this chance farther out, like with all other ewar (except that one type that is horribly designed).


thats not bad, lower the range a bit and allow modules.

It's a thought yeah



Why are you trying to fix possibly one of the most UN-broken mechanics in the game?

If you've never tried PvP in EvE it's quite possible you've missed out on one of the greatest rushes available in modern gaming.

Roime
Mea Culpa.
Shadow Cartel
#40 - 2013-09-19 17:34:51 UTC
Mayhaw Morgan wrote:
Lykouleon wrote:
You posted something exceptionally stupid and expected people to not come out of the woodworks to call you out on it?


The OP wasn't exceptionally stupid. It was exceptionally threatening to the way you currently play the game. There is a huge difference between those two things and knowing and accepting the difference is one of the key differences between being a child and being an adult.
He said something you didn't like so you're throwing a tantrum. He's not stupid.

...

On topic: without interdiction, how would people with more skillpoints/"friends" be able to hold your spaceship down, beat you up, and take all your stuff? And, if they couldn't hold you down, beat you up, and take your stuff, then what point would there be to playing EVE Online?


No this idea is really extremely stupid, soaring above harryscale. Supporting his idea makes you a harry too, completely clueless of how this game even works. I understand that you are only familiar with being a victim, and laying the blame to others having more SP/friends for being a bad spaceship pilot doing stupid things in a failfit in hisec, but tackling is the crux of every PVP engagement in this game.

If people can't pin each others down in combat reliably, the outcome of the engagement is no longer decided by skill, but RNG.



.