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Fighting the blob with interference

First post
Author
Vembuvend
State War Academy
Caldari State
#21 - 2013-12-25 02:40:48 UTC  |  Edited by: Vembuvend
It should hit everyone on grid equally, balanced only by the amount if interference different ship types can handle. The negative side-effects I proposed are just an example and of course it should have some serious discussion.

Basically what those side-effects should do is make every ship worse than it was(and I think adding locking time, reducing speed and agility does that fine)

With full interference, the locking times should be 3-5x of what they were before.

I don't have any high level math to back it off, I'm just a newbie.
Kagura Nikon
Native Freshfood
Minmatar Republic
#22 - 2013-12-25 10:33:24 UTC
Vembuvend wrote:
Seems like hot topic lately: The problems with nodes and blobs.

My suggestion would be to add a new mechanic to ship interaction called interference. Every ship would generate X amount of interference and every ship could also handle X amount of interference before negative effects due to excess interference apply. This would not directly affect the maximum amount of players people can get on grid, but once different ship's interference peaks start to fill up, you probably don't want more there.

Negative effects could be things like smaller targeting range, scan resolution, sensor strength, agility and speed.



CCP already stated in past they will nto try to implement anytihgn of this sort because simply make defendign too easy. You cram up 2k plauyers at the system and voilá.


That is NOT the way to solve blob. To solve blob you need to make more STRATEGICALLY interestign to attack with several smaller gangs and to reduce power projection speed.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Danika Princip
GoonWaffe
Goonswarm Federation
#23 - 2013-12-25 12:20:37 UTC
Vembuvend wrote:
It should hit everyone on grid equally, balanced only by the amount if interference different ship types can handle. The negative side-effects I proposed are just an example and of course it should have some serious discussion.

Basically what those side-effects should do is make every ship worse than it was(and I think adding locking time, reducing speed and agility does that fine)

With full interference, the locking times should be 3-5x of what they were before.

I don't have any high level math to back it off, I'm just a newbie.



But this is a buff to blobs.

The bigger blob in a fight would be hit with the same effects as the smaller one, but the bigger blob has the sheer numbers to push through them.
violator2k5
Crescent Nova
#24 - 2013-12-25 16:55:12 UTC
ShahFluffers wrote:
Idea: Bring back the old Titan Area of Effect doomsday weapon the clear out blobs!
Problem: There are a lot more Titans than there used to be and multiple Titans can be brought on-grid to wipe out anything that isn't tanky enough (see: any and all sub-capitals).



while I would love to see this come back as I had a lot of fun back in the day when titan aoe's were more hostile to sub-cap fleets then they are today by either charging the nub pilot down during the aoe or gtfo of the grid before i got dd'd. Today the targetable dd's are not really as much of a threat as the aoe version used to be, as there was one major issue with them back then which the CFC+friends clearly showed in their war against bob. They had the capacity back then to field enough titans to wipe a capital fleet and im pretty sure a lot of people don't want to see the aoe aspect of the dd to come back again.
Nevyn Auscent
Broke Sauce
#25 - 2013-12-26 00:21:55 UTC
About the only 'anti-blob' mechanic that I know of that promotes skill is the LOS mechanic.
Which if they tried to implement with the current engine would melt the servers.

If they introduce the tessellation tech, it becomes much easier to do as the graphics engine then automatically calculates it.

This then creates an environment where you can blob still, but you require the skill to not be hitting your own ships with friendly fire, so if you manage to out blob the other guy, you are actually showing a degree of skill, not just of numbers.
Pipa Porto
#26 - 2013-12-26 01:19:22 UTC  |  Edited by: Pipa Porto
Nevyn Auscent wrote:
If they introduce the tessellation tech, it becomes much easier to do as the graphics engine then automatically calculates it.


Tessellation is your graphics apparatus interpreting the data the server is sending it in order to make pretty pictures.

The server does not and will never trust any calculations that a client hands it. For obvious reasons.
So adding Tessellation would do nothing to reduce server load.


Calculating the fire arc and missile paths of everything and comparing each one to the models of everything else would be a catastrophic increase in server load.

EvE: Everyone vs Everyone

-RubyPorto

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