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Player Features and Ideas Discussion

 
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Add signature radius to the overview

Author
Frostys Virpio
State War Academy
Caldari State
#61 - 2015-04-16 15:38:13 UTC
Ivarr Kerensky wrote:
James Baboli wrote:
Ivarr Kerensky wrote:
Showing actual sig radius would give far too much information on fitting, links and whatnot. So no, it shouldn't be implemented.


Why does it give away too much information, and why should giving away intel from being on grid with a thing be an issue, if that intel is how big it is to your sensors?


Your obviously biased question is then answered by yourself. It's giving away too much intel and creates yet another hilarious non-effort clown fleet "sort by sig" option. No thanks.


What's wrong with sorting by sig if it was available? Chance are the majority of a fleet would be the exact same size if they have a doctrine fit since there isn't a bajillion skill level difference where you can end up with a different final sig size...
Enya Sparhawk
Black Tea and Talons
#62 - 2015-04-16 15:51:00 UTC  |  Edited by: Enya Sparhawk
-1

Sig radius helps you probe people in space. Determines if a gun can even be effectively used against you (without actually firing it). etc.

If you want people to have this sort of information, then make them work for it.

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James Baboli
Warp to Pharmacy
#63 - 2015-04-16 15:53:15 UTC
Enya Sparhawk wrote:
-1

Sig radius helps you probe people in space.

sig radius also affects tracking, missile damage, lock time, etc. Gonna need to expand why you -1 the idea beyond a single (relatively niche) use of the stat we would like visible if you want to effectively contribute to the discussion.

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Enya Sparhawk
Black Tea and Talons
#64 - 2015-04-16 16:02:57 UTC
Fair enough. This seems to be a touchy subject now a days. People want to have all the information that they can to use against someone but are too lazy or too stupid to actually get it themselves...

Its shameful. There's no real strategy to it. Just collect info at one point and then send a mass down upon that target fitted.


Game mechanics? Yes. Expected? Yes. Necessary? No.

I always prefer to make cowards work for it. That way in the end, it hurts them so much more...


Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

James Baboli
Warp to Pharmacy
#65 - 2015-04-16 16:07:57 UTC
Enya Sparhawk wrote:
Fair enough. This seems to be a touchy subject now a days. People want to have all the information that they can to use against someone but are too lazy or too stupid to actually get it themselves...

Its shameful. There's no real strategy to it. Just collect info at one point and then send a mass down upon that target fitted.


Game mechanics? Yes. Expected? Yes. Necessary? No.

I always prefer to make cowards work for it. That way in the end, it hurts them so much more...




So, because we want a statistic which makes huge differences in how several things perform to have an option to make visible, we're lazy and stupid and cowards? How *nice* of you to say that.
As for strategy, this isn't a huge change, other than being able to see who has how much sig-bloat and/or halos.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Ivarr Kerensky
Kerensky Tactical Group
#66 - 2015-04-18 08:45:04 UTC
James Baboli wrote:
As for strategy, this isn't a huge change, other than being able to see who has how much sig-bloat and/or halos.


Yes, it is.

Excellence is an attitude.

Nevyn Auscent
Broke Sauce
#67 - 2015-04-18 09:46:34 UTC
James Baboli wrote:

sig radius also affects tracking, missile damage, lock time, etc. Gonna need to expand why you -1 the idea beyond a single (relatively niche) use of the stat we would like visible if you want to effectively contribute to the discussion.

Let me see.... Velocity affects tracking & missile damage, we can see that in the overview.....
In fact we can see angular velocity which is directly the tracking stat.....
So.... we already have other stats that also similarly affect damage that are shown in the overview, there is no reason for sig radius to be the sacred cow.....

Unless of course you are a 'solo' PvPer scared that this will show up your OGB before someone engages, since that's the main intel it will give away.

Is it a significant change, totally. But it's not a sacred cow.
Ivarr Kerensky
Kerensky Tactical Group
#68 - 2015-04-18 10:25:56 UTC
Nevyn Auscent wrote:
James Baboli wrote:

sig radius also affects tracking, missile damage, lock time, etc. Gonna need to expand why you -1 the idea beyond a single (relatively niche) use of the stat we would like visible if you want to effectively contribute to the discussion.

Let me see.... Velocity affects tracking & missile damage, we can see that in the overview.....
In fact we can see angular velocity which is directly the tracking stat.....
So.... we already have other stats that also similarly affect damage that are shown in the overview, there is no reason for sig radius to be the sacred cow.....

Unless of course you are a 'solo' PvPer scared that this will show up your OGB before someone engages, since that's the main intel it will give away.

Is it a significant change, totally. But it's not a sacred cow.


But you can also see that in space, to an extend. Sig radius is an extra, currently hidden, stat an that changes things a bit. Your pojnt on "solo" makes sense but then again, if you see an extra neutral you can expect him to be a booster and with OGB going the way of the dodo that's very much a moot point.

It's just too much intel, too easily gotten that massively benefits clown blobs.

Excellence is an attitude.

elitatwo
Zansha Expansion
#69 - 2015-04-18 10:39:53 UTC
James Baboli wrote:
Still waiting for this vital information, that I should have by the time I'm done locking a thing, to be available somehow.


Why?

All the information you need is already displayed in the center of the screen in blue letters, telling you how much damage you do or not.
Instead of looking at the angular velocity, look at transversal and apply high=bad, low=good.

The target speed tells you already if some boat is linked or not. If a boat goes as fast as it should, no links and if yes links are in play.

For missiles the volley damage displayed on the top center screen position tells you how much % of the volley damage is applied.
It goes from 0% - 1% of the volley damage - unfortunately not higher than that.

0-0.1% means bad, 0.2-1% means heavy missiles good, mmkay?

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Baali Tekitsu
AQUILA INC
#70 - 2015-04-18 11:11:51 UTC  |  Edited by: Baali Tekitsu
Sig radius is one of the core defensive characteristics of a ship and gives away too much information (oversized prop? pirate implants? warfare links? pilot ship skills in some cases, shield/armor tank?) at once. Some even when the ship is not moving at all or engaging in any hostile activity, as opposed to speed for example. You dont get to see shield/armor links and slave/crystal implants at first glance either. Its the same reason why shield recharge, total hp numbers, enemy repair numbers, capacitor amount and recharge rate etc are not shown.

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Hopelesshobo
Hoboland
#71 - 2015-04-18 18:02:15 UTC
Baali Tekitsu wrote:
Sig radius is one of the core defensive characteristics of a ship and gives away too much information (oversized prop? pirate implants? warfare links? pilot ship skills in some cases, shield/armor tank?) at once. Some even when the ship is not moving at all or engaging in any hostile activity, as opposed to speed for example. You dont get to see shield/armor links and slave/crystal implants at first glance either. Its the same reason why shield recharge, total hp numbers, enemy repair numbers, capacitor amount and recharge rate etc are not shown.


So, are trying to say that you are going to create an excel spreadsheet that has every ship in the game in it and you can plug in the sig radius of a ship that you see in the game to see what their fit could be? Keep in mind that once this goes on the overview, people can start throwing off the intel by fitting one shield extender or a rig on to hide they have those halos in when they are just travelling around. They can also just keep the link that reduces sig radius off until the fight actually starts in which they can turn that last link back on.

Even if someone was shield tanked and they had links, do they have all perfect level 5 skills on both the booster and the character they are playing (Including rig skills) along with the proper boosting ship and implant? Or are they simply flying as armor?

Lowering the average to make you look better since 2012.

Ivarr Kerensky
Kerensky Tactical Group
#72 - 2015-04-18 21:27:21 UTC
How nice of you to sum up part of the reason why the intel would just be "too good" if it would be introduced. So what was your initial excuse to ask for it in the first place?

Excellence is an attitude.

Hopelesshobo
Hoboland
#73 - 2015-04-18 21:35:09 UTC
Ivarr Kerensky wrote:
How nice of you to sum up part of the reason why the intel would just be "too good" if it would be introduced. So what was your initial excuse to ask for it in the first place?


If you read my OP you can see why I would like to see this introduced in the game. It is not "too good" to be introduced. People are just afraid that this will be a game breaking thing to add to the game but just like velocity only lets you estimate fits, so will sig radius. There are counters to the intel of the velocity column by either not moving or moving at a slower speed, but there are also tricks you can do with your sig radius as well.

Lowering the average to make you look better since 2012.

Ivarr Kerensky
Kerensky Tactical Group
#74 - 2015-04-19 08:52:00 UTC
Hopelesshobo wrote:
Ivarr Kerensky wrote:
How nice of you to sum up part of the reason why the intel would just be "too good" if it would be introduced. So what was your initial excuse to ask for it in the first place?


If you read my OP you can see why I would like to see this introduced in the game. It is not "too good" to be introduced. People are just afraid that this will be a game breaking thing to add to the game but just like velocity only lets you estimate fits, so will sig radius. There are counters to the intel of the velocity column by either not moving or moving at a slower speed, but there are also tricks you can do with your sig radius as well.


That was a rhetorical question because the answer is obvious. It's too much info on stuff you can't "see", it's too useful, too handy.

Excellence is an attitude.

James Baboli
Warp to Pharmacy
#75 - 2015-04-19 09:01:00 UTC
Ivarr Kerensky wrote:
Hopelesshobo wrote:
Ivarr Kerensky wrote:
How nice of you to sum up part of the reason why the intel would just be "too good" if it would be introduced. So what was your initial excuse to ask for it in the first place?


If you read my OP you can see why I would like to see this introduced in the game. It is not "too good" to be introduced. People are just afraid that this will be a game breaking thing to add to the game but just like velocity only lets you estimate fits, so will sig radius. There are counters to the intel of the velocity column by either not moving or moving at a slower speed, but there are also tricks you can do with your sig radius as well.


That was a rhetorical question because the answer is obvious. It's too much info on stuff you can't "see", it's too useful, too handy.

Except that sig radius is exactly about how big you "see" the thing on grid. It's something that is really, really obvious if you are willing to make an IRL comparison, with radar cross section being almost instantly available on anything like a modern combat sensor array.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Ivarr Kerensky
Kerensky Tactical Group
#76 - 2015-04-19 10:06:02 UTC  |  Edited by: Ivarr Kerensky
James Baboli wrote:
Ivarr Kerensky wrote:
Hopelesshobo wrote:
Ivarr Kerensky wrote:
How nice of you to sum up part of the reason why the intel would just be "too good" if it would be introduced. So what was your initial excuse to ask for it in the first place?


If you read my OP you can see why I would like to see this introduced in the game. It is not "too good" to be introduced. People are just afraid that this will be a game breaking thing to add to the game but just like velocity only lets you estimate fits, so will sig radius. There are counters to the intel of the velocity column by either not moving or moving at a slower speed, but there are also tricks you can do with your sig radius as well.


That was a rhetorical question because the answer is obvious. It's too much info on stuff you can't "see", it's too useful, too handy.

Except that sig radius is exactly about how big you "see" the thing on grid. It's something that is really, really obvious if you are willing to make an IRL comparison, with radar cross section being almost instantly available on anything like a modern combat sensor array.


No, you don't. A ship model doesn't become smaller just because someone uses Evasive links, it doesn't become bigger because you fit a shield extender. I'm not making any RL comparisons because they have no place in balancing discussions in games, especially not in this space submarine sim.

Excellence is an attitude.

Mechanical Infidel
Republic Military School
Minmatar Republic
#77 - 2015-04-19 11:09:55 UTC
Adding sig to the overview gives away to much information into being able to prioritize targets in fleets. Examples being TPed targets and people with Inty 4 dying a lot quicker.

I thought of a compromise with showing sig next the locked target would be a better option, but decided against it again as I wouldn't be able to trick opponents into thinking am AB only fit anymore. However skirmish linked targets would be a lot easier to avoid in cases were they improperly time activation in order to wreck you.
MidnightWyvern
Fukamichi Corporation
SAYR Galactic
#78 - 2015-04-19 15:52:45 UTC
This is an excellent idea.

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Dark reminance
Kinetic Fury
#79 - 2015-06-03 07:35:20 UTC
Coming from an Incursion point of view, and fleet mechanics, instead of having sig rad as an overview option, why couldn't the fleet we're all in see our e-war icons..i.e. webs and target painters show up on the targets we (the fleet) have locked? This way the blasters dudes can see what the painters are shooting at, since it is common that the painters are on different ships.

I'd rather see pics/icons like we have above our huds on the targets locked than another column of numbers. +1 anyway for the idea.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#80 - 2015-06-03 08:09:25 UTC
Mechanical Infidel wrote:
Examples being TPed targets

I hope this speaks for itself.

I think the most vocal group against this are people that don't want to announce that they have links.