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force multipliers vs. diminishing returns

Author
MeBiatch
GRR GOONS
#1 - 2014-02-12 17:26:26 UTC

How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.

Currently there are several force multiplier mechanics in EvE that offer zero diminishing returns.

One of the most common is Remote Repair modules.

My question is should there be any limits on force multipliers?

One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.

I think it would be fair to say their YES there should be diminishing returns built into any force multiplier in EVE.

Personally I think the best way would be found in Fleet mechanics.

It would be logical that when you are in a fleet you are sharing information about your ship with other ships...

A squad would be the closest connected as there is less ships to monitor and then would go all the way out to non fleet member where critical information is not shared.

So something like Remote Repair would scale without being out of balance.

So now Remote repair for a squad member would be 100% effective then 75% on a wing member then 50% on a fleet member and then 25% on a non fleet member.

This too should also apply for application of damage. Tough I am unsure how this should scale I feel that its just bad that the force multiplier that is "blob" has zero diminishing returns...

i.e its just as effective to shoot one ship with 1 ship as its with over 2000. It would seem reasonable that at a certain point any more ships shooting a single target should just be "overkill" and not be effective at all...

So Great EvE player base should there be a limit on force multipliers or not?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

War Kitten
Panda McLegion
#2 - 2014-02-12 17:33:26 UTC
MeBiatch wrote:

i.e its just as effective to shoot one ship with 1 ship as its with over 2000. It would seem reasonable that at a certain point any more ships shooting a single target should just be "overkill" and not be effective at all...


This overkill point is when the combined alpha exceeds the ship's EHP.


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.

MeBiatch
GRR GOONS
#3 - 2014-02-12 17:49:01 UTC
War Kitten wrote:
MeBiatch wrote:

i.e its just as effective to shoot one ship with 1 ship as its with over 2000. It would seem reasonable that at a certain point any more ships shooting a single target should just be "overkill" and not be effective at all...


This overkill point is when the combined alpha exceeds the ship's EHP.




pretty much eve fights used to be all about dynamics now its more akin to how a tournament fight plays out...

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Obvious Cyno
The Scope
Gallente Federation
#4 - 2014-02-12 19:37:19 UTC
The biggest force multiplier in Eve is knowledge. And that cannot be beaten by numbers.
MeBiatch
GRR GOONS
#5 - 2014-02-12 19:38:33 UTC
Obvious Cyno wrote:
The biggest force multiplier in Eve is knowledge. And that cannot be beaten by numbers.


Ever been in a tidi fight?

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Obvious Cyno
The Scope
Gallente Federation
#6 - 2014-02-12 19:43:39 UTC
MeBiatch wrote:
Obvious Cyno wrote:
The biggest force multiplier in Eve is knowledge. And that cannot be beaten by numbers.


Ever been in a tidi fight?


Several.Lol

What I mean by knowledge isnt limited to game mechanics. Stuff like intel also helps. Blindly jumping into a fight yelling 'yolo' will probably end with pointless death. Scouting, gathering intel, knowing what your opponent is capable of. All make a difference.
Bizzaro Stormy MurphDog
B.L.U.E L.A.S.E.R.
#7 - 2014-02-12 19:47:17 UTC
MeBiatch wrote:

My question is should there be any limits on force multipliers?

One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.



Yup.

You just need to understand that, all things being equal, the side with more pilots will always win a fight. "Force Multipliers" operate on the assumption that not all of the other things will be equal - they'll have more AHACs than you, but your 6 logistics ships will keep your pilots on the field longer and allow you to win a protracted fight. If they have more pilots than you AND more logi, all other things being equal, you're always gonna lose that engagement.

Force multipliers, by design, only meet their potential if they are not being countered. If the enemy fleet also has logi on the field, and also has ECM boats jamming your logi, and also has SD boats wrecking the lock time of your logi, you are just absolutely outmatched and any cry to "fix" the game mechanics to allow you to win will fall on deaf ears.

I am not an alt of Chribba.

MeBiatch
GRR GOONS
#8 - 2014-02-12 20:37:55 UTC
Bizzaro Stormy MurphDog wrote:
MeBiatch wrote:

My question is should there be any limits on force multipliers?

One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.



Yup.

You just need to understand that, all things being equal, the side with more pilots will always win a fight. "Force Multipliers" operate on the assumption that not all of the other things will be equal - they'll have more AHACs than you, but your 6 logistics ships will keep your pilots on the field longer and allow you to win a protracted fight. If they have more pilots than you AND more logi, all other things being equal, you're always gonna lose that engagement.

Force multipliers, by design, only meet their potential if they are not being countered. If the enemy fleet also has logi on the field, and also has ECM boats jamming your logi, and also has SD boats wrecking the lock time of your logi, you are just absolutely outmatched and any cry to "fix" the game mechanics to allow you to win will fall on deaf ears.


i dont think this is about win or loose its about number.

I think it has to do more with enjoyable gameplay.

should more people always be a good thing?

IMO no it should not.

It might be a strategic assest to have more people to attack more objects but this should not mean that more people = win.

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Caviar Liberta
The Scope
Gallente Federation
#9 - 2014-02-12 21:37:33 UTC  |  Edited by: Caviar Liberta
MeBiatch wrote:

One of the most common is Remote Repair modules.

My question is should there be any limits on force multipliers?


So something like Remote Repair would scale without being out of balance.


So Great EvE player base should there be a limit on force multipliers or not?



ECM is the answer to your question
Obvious Cyno
The Scope
Gallente Federation
#10 - 2014-02-12 22:15:39 UTC
MeBiatch wrote:
Bizzaro Stormy MurphDog wrote:
MeBiatch wrote:

My question is should there be any limits on force multipliers?

One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.



Yup.

You just need to understand that, all things being equal, the side with more pilots will always win a fight. "Force Multipliers" operate on the assumption that not all of the other things will be equal - they'll have more AHACs than you, but your 6 logistics ships will keep your pilots on the field longer and allow you to win a protracted fight. If they have more pilots than you AND more logi, all other things being equal, you're always gonna lose that engagement.

Force multipliers, by design, only meet their potential if they are not being countered. If the enemy fleet also has logi on the field, and also has ECM boats jamming your logi, and also has SD boats wrecking the lock time of your logi, you are just absolutely outmatched and any cry to "fix" the game mechanics to allow you to win will fall on deaf ears.


i dont think this is about win or loose its about number.

I think it has to do more with enjoyable gameplay.

should more people always be a good thing?

IMO no it should not.

It might be a strategic assest to have more people to attack more objects but this should not mean that more people = win.


Ccp cannot rewrite simple math friend.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#11 - 2014-02-12 22:25:12 UTC
MeBiatch wrote:

How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.

Currently there are several force multiplier mechanics in EvE that offer zero diminishing returns.

One of the most common is Remote Repair modules.

My question is should there be any limits on force multipliers?

One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.

I think it would be fair to say their YES there should be diminishing returns built into any force multiplier in EVE.

Personally I think the best way would be found in Fleet mechanics.

It would be logical that when you are in a fleet you are sharing information about your ship with other ships...

A squad would be the closest connected as there is less ships to monitor and then would go all the way out to non fleet member where critical information is not shared.

So something like Remote Repair would scale without being out of balance.

So now Remote repair for a squad member would be 100% effective then 75% on a wing member then 50% on a fleet member and then 25% on a non fleet member.

This too should also apply for application of damage. Tough I am unsure how this should scale I feel that its just bad that the force multiplier that is "blob" has zero diminishing returns...

i.e its just as effective to shoot one ship with 1 ship as its with over 2000. It would seem reasonable that at a certain point any more ships shooting a single target should just be "overkill" and not be effective at all...

So Great EvE player base should there be a limit on force multipliers or not?

Yes there should imo. Or perhaps not a limit but a different way that force multiplication works.

Slowcats are a great example of how force multiplication is out of control. The ability to rep through the damage of 100's of dreads with RR (FM) while assigning drones to a single person to achieve extremely high alpha (FM) shows how FM's can get out of control.

The same goes for links, a 30% buff to 1,000,000 worth of a fleets HP cancels out, but even worse tilts the balance into the favour of the advantaged, against 500,000 worth of the opposing ships HP. It gives the smaller force 150,000 more HP but that's cancelled out by the 300,000 HP granted to the larger fleet. The end result is the links do nothing for the smaller force and end up not being a multiplier but a subtractor.

I like your ideas they would go some way to improving things for the smaller force while reducing bonuses for the force with the advantage.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Jill Chastot
WE FORM BL0B Inc.
Goonswarm Federation
#12 - 2014-02-12 22:30:39 UTC
RR too strong, everyone fly glass cannons.

Gogo stock up on Talos shield fits.

https://forums.eveonline.com/default.aspx?g=posts&t=298596&find=unread OATHS wants you. Come to the WH "Safety in eve is the greatest fallacy you will ever encounter. Once you accept this you will truely enjoy this game."

Ptraci
3 R Corporation
#13 - 2014-02-12 22:34:18 UTC
MeBiatch wrote:


One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.




And all is well with the universe where the 1000 man blob can insta-explode the 30 man fleet that tried to take them on, with not even as much as a scratch on the paintwork.

EVE is not about "fair", and I don't think ship "balancing" means what you want it to mean. If you want to win, I suggest you find at least 999 friends who are better pilots on average than that 1000 man blob.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#14 - 2014-02-12 22:42:38 UTC
Ptraci wrote:
MeBiatch wrote:


One argument is that a force multiplier allows a smaller force to engage a larger one. Which is true but without any limit or diminishing return this stays true for larger forces and such can zero out any gains gained for the smaller force.




And all is well with the universe where the 1000 man blob can insta-explode the 30 man fleet that tried to take them on, with not even as much as a scratch on the paintwork.

EVE is not about "fair", and I don't think ship "balancing" means what you want it to mean. If you want to win, I suggest you find at least 999 friends who are better pilots on average than that 1000 man blob.

A disingenuous reply. Who would have thought on GD.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

MailDeadDrop
Archon Industries
#15 - 2014-02-12 22:49:44 UTC  |  Edited by: MailDeadDrop
I don't necessarily disagree with your premise, but I do have a problem with your terminology. Logistics repair doesn't qualify as a force modifier: it doesn't kill the enemy any faster. My understanding of force modifiers would cover things like command ships with links which affect DPS (R.O.F., etc.)

Logistics ships and other things which affect fleet "toughness" (e.g. command links which increase/harden shields/armor) are something, but I don't think the proper label is "force multiplier".

MDD
MeBiatch
GRR GOONS
#16 - 2014-02-12 22:52:39 UTC
Caviar Liberta wrote:
MeBiatch wrote:

One of the most common is Remote Repair modules.

My question is should there be any limits on force multipliers?


So something like Remote Repair would scale without being out of balance.


So Great EvE player base should there be a limit on force multipliers or not?



ECM is the answer to your question


Ecm is also a force multiplier

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#17 - 2014-02-12 22:54:48 UTC
MailDeadDrop wrote:
I don't necessarily disagree with your premise, but I do have a problem with your terminology. Logistics repair doesn't qualify as a force modifier: it doesn't kill the enemy any faster. My understanding of force modifiers would cover things like command ships with links which affect DPS (R.O.F., etc.)

Logistics ships and other things which affect fleet "toughness" (e.g. command links which increase/harden shields/armor) are something, but I don't think the proper label is "force multiplier".

MDD

They're a force multiplier because they can be used to apply an entire fleets worth of repping to each ship in fleet when its primaried.

The whole concept of RR is absurdly OP and logically ridiculous. A module on one ship that uses no paste or consumable that can magically put bits of a ship back together again.. :)

WoW priests come to mind. The difference in WoW though was priests were very fragile and could be killed easily, in EVE they're some of the biggest toughest ships in game with the most EHP (Carriers) as well as any ship in game being able to fit the priest module.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Sentamon
Imperial Academy
Amarr Empire
#18 - 2014-02-12 23:01:09 UTC
MeBiatch wrote:

How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.


Yes everything should have diminishing returns. IMO the worst offender is damage applied to a single target by multiple sources, that leads to alpha strikes, which afaik, nobody likes to be on the receiving end of.

~ Professional Forum Alt  ~

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#19 - 2014-02-12 23:18:45 UTC
Sentamon wrote:
MeBiatch wrote:

How does the EvE community feel about force multipliers vs. diminishing returns game play mechanics.


Yes everything should have diminishing returns. IMO the worst offender is damage applied to a single target by multiple sources, that leads to alpha strikes, which afaik, nobody likes to be on the receiving end of.

Yeah I proposed a sort of bleed system that bleeds damage into space the more damage per second is applied to a target in F&I. It'd stop a large fleet of supers and dreads from blapping down a POS shield in minutes but could also be applied to ships, however fell on deaf blind CCP ears and eyes I guess.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Chopper Rollins
Republic Military School
Minmatar Republic
#20 - 2014-02-12 23:28:41 UTC
Now now, you idiots, we don't want a situation where a group has trouble winning because they have too much firepower on the field.



Goggles. Making me look good. Making you look good.

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