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Logistics Proposal: Signature

Author
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#1 - 2014-09-05 14:48:43 UTC
By this point, pretty much everyone accepts that logistics in general (remote reps, remote cap) are more effective at keeping ships alive that combat ships are at killing them.

The problem with fixing logistics is that we need to balance it, not nerf it into oblivion, and I don't think there's a consensus yet on how to do that. One advantage that remote reps have over weapons is a complete disregard for the size of the target relative to the size of the logistics module. The smaller your target is relative to you weapon, the harder it is to apply damage to it, but this is not the case for logistics.

My proposal is three-part:

1. Add a "signature resolution"-like term to remote armor reppers and shield boosters. Values would be based on the corresponding values for turrets: 40m for small modules, 125m for medium modules, 400m for large modules, and 2000m for capital modules. This would make oversize logistics modules have a hard time scaling down just like DPS does. (I did specifically exclude remote capacitor transmitters from this change. Neuts and NOS don't have any kind of signature term, so I figured their corresponding counter shouldn't either. Maybe it should get added to all three at a later date, but one thing at a time.)

2. Modify Triage modules to provide a hefty bonus to the "signature resolution" of capital remote armor reppers and capital shield boosters. Triaged carriers were meant to support small fleet actions, and I don't think anyone wants that to change. Non-triaged carriers, however, would have a rather hard time supporting subcapital assets.

3. Add capital class energy neutralizers and energy vampires. I know that this is not specifically related to signature resolution, but currently capital remote energy transfers have no class-equivalent counter, and I feel it's time for this to change.

I realize that these are small steps in and of themselves and won't properly balance logistics. But given CCP's recent approach of multiple, small balance passes instead of large, sweeping ones, I think they fit.



Thoughts?

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

FireFrenzy
Cynosural Samurai
#2 - 2014-09-05 14:59:58 UTC
problem with this is that it pushes more into the slowcat direction since capital reps are more for capitals which means mixxed fleet setups aren't as viable so you'd need to double down harder on the capital assets...

Also arent logistics ships MEANT to rep with large reppers? which would be sorta pointless if you cant get solid "hits" with them on cruiser sized stuff?

All in all not supported unless a real upside can be shown...
Frostys Virpio
State War Academy
Caldari State
#3 - 2014-09-05 15:51:20 UTC
Fleet won't counter logi being more efficient by bringing more logi.

They totally won't...
Zan Shiro
Doomheim
#4 - 2014-09-06 06:10:01 UTC
This really only nerfs armour tanking RR, and hull if someone daft enough to use it (what the cert said long ago lol).


Shield will have have a mix of shield rigs (1 resist at least common) maybe a shield extender. Basically lots of little things that may add up to a fatter sig anyway.

Put another way...its basically business as usual for my say basi. Little bit of ding to RR. but if reaping a dual lse 2 shield rig ship. I like my odds against sig hits on the rr.

Armour's bene is low sig over shield. Sure they get fatter mass wise and the speed hits, but the sig radius stays lower.

TL;DR I see armour up in arms when there RR stops working so well and shields works almost as well as it did before since shiled often takes sig blooms left and right anyway right now.


Mike Voidstar
Voidstar Free Flight Foundation
#5 - 2014-09-06 07:06:58 UTC
What you want fixed isn't broken.

Logistics is a fleet tool. It's meant to keep one or more ships in the fight against enemy fleets. There is no cap or reduction of incoming fire, which means the counter to logi is more dps, the counter to more dps is more logi. There just isn't a way around that.

If you nerf logi, fleets will simply bring more of them, because fleet sizes aren't practically limited until your fleets get very large. The people that won't be able to just run you over with logi under the new system aren't doing it now either.

In fact, several ways of essentially nullifying the effect of logi exist already. ECM and Sensor Damps can all but remove them from the fight, and simply using enough Alpha to kill ships before reps can land works just fine. These are fleet options used to counter a fleet tool. Working as intended.

Now, if your intent is to limit the use of logi on a smaller scale, then you need to go back to the drawing board. What is needed first is a way to limit fleet sizes. Once you establish some limits on "just bring more" you can adjust other elements so that a certain level of DPS vs. a certain level of Logi becomes a tactical choice that impacts other elements of the fight.
Sara Tosa
School of Applied Knowledge
Caldari State
#6 - 2014-09-06 08:32:09 UTC
Frostys Virpio wrote:
Fleet won't counter logi being more efficient by bringing more logi.

They totally won't...

you have just so many hot bodys to throw in a fight, so if they bring more logis they bring less dps...
baltec1
Bat Country
Pandemic Horde
#7 - 2014-09-06 08:58:02 UTC
Mike Voidstar wrote:
What you want fixed isn't broken.



Oh it is very broken.

We are effectively immune to small alliances and forget about doing any damage to a boot fleet with subcaps.
Vesan Terakol
Trollgrin Sadface
Dark Taboo
#8 - 2014-09-06 09:43:54 UTC
Hmm, there is some merit to the idea and logistics have always been perceived as a really strong force multiplier, too strong at times. And it will be something to consider when arranging your fleet composition besides "bring the biggest logi ship you can find".

And then, specialized hulls could have an application bonus on them if the amount of repping power fall s down disproportionately to the intended levels.

On the argument above about the difficulty of carriers applying reps to subcaps - i would definitively like more reasons for a carrier to go in triage to be able to apply reps properly. That's how it is designed to work.
Mike Voidstar
Voidstar Free Flight Foundation
#9 - 2014-09-06 09:44:37 UTC
baltec1 wrote:
Mike Voidstar wrote:
What you want fixed isn't broken.



Oh it is very broken.

We are effectively immune to small alliances and forget about doing any damage to a boot fleet with subcaps.


Problem is that this is working as intended. You bring more, and thus you win.

Only way to fix that is to find a way to limit the ability to simply bring more. Until that is fixed, nothing else matters.

I am not even advocating any sort of change to limit fleet engagements... it's just the cold reality of the situation.


Personally, I think the answer to the blob is AOE damage weapons. These hurt large groups more than small groups by their nature, as you take more damage if you have more targets getting hit. If Logi stayed limited to helping one ship at a time, but fleets were being damaged en masse, then you have a situation that is low impact on smaller groups vs. larger groups.

Will It break on scale? yes it will, but it will continuously tip in favor of the smaller group, and attrition will cost the larger groups more in the long run.
Sigras
Conglomo
#10 - 2014-09-06 10:05:05 UTC
Mike Voidstar wrote:
What you want fixed isn't broken.

Logistics is a fleet tool. It's meant to keep one or more ships in the fight against enemy fleets. There is no cap or reduction of incoming fire, which means the counter to logi is more dps, the counter to more dps is more logi. There just isn't a way around that.

If you nerf logi, fleets will simply bring more of them, because fleet sizes aren't practically limited until your fleets get very large. The people that won't be able to just run you over with logi under the new system aren't doing it now either.

In fact, several ways of essentially nullifying the effect of logi exist already. ECM and Sensor Damps can all but remove them from the fight, and simply using enough Alpha to kill ships before reps can land works just fine. These are fleet options used to counter a fleet tool. Working as intended.

Now, if your intent is to limit the use of logi on a smaller scale, then you need to go back to the drawing board. What is needed first is a way to limit fleet sizes. Once you establish some limits on "just bring more" you can adjust other elements so that a certain level of DPS vs. a certain level of Logi becomes a tactical choice that impacts other elements of the fight.

The answer to large fleet sizes is more, better AOE. This is how all RTS games (which Eve is on a large enough scale) solve the problem of "blobbing"

Try playing CoH or Starcraft 2 and just attack moving into your opponent's base and see how that goes...
Fer'isam K'ahn
SAS Veterinarians
#11 - 2014-09-06 11:42:42 UTC
RR mechanics aren't broken - period.

Doesn't mean the availability and fleet numbers, neutrals and so forth aren't balanced or even or or or or or or or ...

... now for what do you actually want to balance RR for ? Cause you can pick only one or two out of a listt of 30-50, but hey, then the X - 2 will scream again. °°

Fix your warfare, your 'majority rules', leave RR alone.
Adrie Atticus
Caldari Provisions
Caldari State
#12 - 2014-09-06 12:35:09 UTC
Fer'isam K'ahn wrote:
RR mechanics aren't broken - period.

Doesn't mean the availability and fleet numbers, neutrals and so forth aren't balanced or even or or or or or or or ...

... now for what do you actually want to balance RR for ? Cause you can pick only one or two out of a listt of 30-50, but hey, then the X - 2 will scream again. °°

Fix your warfare, your 'majority rules', leave RR alone.


"Welcome to EvE Online, the ultimate 3rd person space sandbox with always-enabled PvP!

You are allowed to play the game any way you want to as long as you understand that you will be shot at. Do missions, do anomalies, mine, trade, produce, fiddle with planets or just chat with as many friends as you want to at a time. Want to mine with 300 other people? Go ahead. Want to have a circle-jerk with 500 closest friends? Go ahead.

Attention: due to the nature of human behavior of banding together to protect a common asset any and all non-pve activities are limited to 20 v 20 due to "fairness". Welcome to the sandbox!"

How does this look?
Fer'isam K'ahn
SAS Veterinarians
#13 - 2014-09-06 12:42:10 UTC  |  Edited by: Fer'isam K'ahn
Adrie Atticus wrote:
"Welcome to EvE Online, the ultimate 3rd person space sandbox with always-enabled PvP!

You are allowed to play the game any way you want to as long as you understand that you will be shot at. Do missions, do anomalies, mine, trade, produce, fiddle with planets or just chat with as many friends as you want to at a time. Want to mine with 300 other people? Go ahead. Want to have a circle-jerk with 500 closest friends? Go ahead.

Absolutely correct ....

... and this has to do with the RR mechanics ?

Quote:

Attention: due to the nature of human behavior of banding together to protect a common asset any and all non-pve activities are limited to 20 v 20 due to "fairness". Welcome to the sandbox!"

How does this look?

Now this goes more into something I had in mind, yet not as simple as you put it; and with this condecending tone of it being bad just out of hand ...

... fairness had and will have nothing to do with it at all ... it should never be fair by any rules. If you mistake my comment for an Arena by numbers or fit idea, you would be wrong.
Zan Shiro
Doomheim
#14 - 2014-09-06 13:07:34 UTC
Sigras wrote:
[quote=Mike Voidstar]
The answer to large fleet sizes is more, better AOE. This is how all RTS games (which Eve is on a large enough scale) solve the problem of "blobbing"

Try playing CoH or Starcraft 2 and just attack moving into your opponent's base and see how that goes...



You'd have to define better AOE. Current AOE in game is not that bad. Bombers run well put some hurting on things. Bombers run like ass....suck.

When I hear better AOE I hear make it idiot proof. I like the idiot part of bombers, its a control mechanism to me. But not inflexible here, what better AOE even if rough draft did you have in mind. Keep in mind however to help the smaller crews it has to have no appeal to the "blob". Here you have issues. You have some blobs, goons and test come to mind, who are not SP elitist. If your AOE is something they have the vast number of low sp.'s lined up for, they would not be scared to use them. This is my fear....spam the cannon fodder low sp players. When they hot drop currently, there is at least the chance if you fight them off their waller feels it of only a little bit.

Adrie Atticus
Caldari Provisions
Caldari State
#15 - 2014-09-06 15:34:52 UTC
Fer'isam K'ahn wrote:
Fix your warfare, your 'majority rules', leave RR alone.



Fer'isam K'ahn wrote:


Quote:

Attention: due to the nature of human behavior of banding together to protect a common asset any and all non-pve activities are limited to 20 v 20 due to "fairness". Welcome to the sandbox!"

How does this look?

Now this goes more into something I had in mind, yet not as simple as you put it; and with this condecending tone of it being bad just out of hand ...

... fairness had and will have nothing to do with it at all ... it should never be fair by any rules. If you mistake my comment for an Arena by numbers or fit idea, you would be wrong.


So how should 'majority rules' be interpreted then? You cannot implement a single change which doesn't impose an artificial limit on ships players can bring.
Ghaustyl Kathix
Rising Thunder
#16 - 2014-09-06 19:59:53 UTC  |  Edited by: Ghaustyl Kathix
baltec1 wrote:
We are effectively immune to small alliances
Just through sheer numbers of DPS ships, you're immune to small alliances.

Nerfing logi so they don't out-repair the DPS of one ship means that in order for logi to do their job, you'd have to bring more logi than DPS. It would make it so nobody would bring logi on any small-gang fleets, because EWar ships would just do their job better, in terms of damage mitigation. Not to mention that logi have their own counters, like EWar, cap warfare and simple tactics like switching targets repeatedly to wear down the logi pilots.
Mike Voidstar
Voidstar Free Flight Foundation
#17 - 2014-09-06 20:13:27 UTC
AOE inherently has less appeal to the blob, because with more ships on field, you take more damage from AOE as a fleet.

If standard ships could use bomb or bomb-like weapons that actually hit useful areas, tactics based on positioning become a thing, as well as tanking ships extremely well against a given damage type, and using the matching damage type while in close with your enemy.

The same considerations that go into using a fleet of disco smart bombing battleships to clear sleepers would be just as effective in the hands of smaller gangs against blobs, and even if the blob used the same tactics, those tactics would still favor the smaller group by requiring less Logi to keep ships in space longer.
Fer'isam K'ahn
SAS Veterinarians
#18 - 2014-09-06 20:48:59 UTC
Adrie Atticus wrote:
[So how should 'majority rules' be interpreted then? You cannot implement a single change which doesn't impose an artificial limit on ships players can bring.

Well, we already have that limit ... the question is how to change it so it will work better and actually give more options then feel like simple restrictions ... I have an idea, but I am not gonna tell, since it is not ready...
Even is on par with lore 8)
Sigras
Conglomo
#19 - 2014-09-08 08:52:27 UTC
Zan Shiro wrote:
Sigras wrote:
The answer to large fleet sizes is more, better AOE. This is how all RTS games (which Eve is on a large enough scale) solve the problem of "blobbing"

Try playing CoH or Starcraft 2 and just attack moving into your opponent's base and see how that goes...

You'd have to define better AOE. Current AOE in game is not that bad. Bombers run well put some hurting on things. Bombers run like ass....suck.

When I hear better AOE I hear make it idiot proof. I like the idiot part of bombers, its a control mechanism to me. But not inflexible here, what better AOE even if rough draft did you have in mind. Keep in mind however to help the smaller crews it has to have no appeal to the "blob". Here you have issues. You have some blobs, goons and test come to mind, who are not SP elitist. If your AOE is something they have the vast number of low sp.'s lined up for, they would not be scared to use them. This is my fear....spam the cannon fodder low sp players. When they hot drop currently, there is at least the chance if you fight them off their waller feels it of only a little bit.

My initial thought when I say "better" AOE is something that punishes a big blob orbiting/following a single anchor... Something like a grav bomb which would do damage proportional to the amount of mass in the blast radius when it went off, or maybe bombs that do far more damage but have no optimal only falloff, so they do more damage the closer you are to the center.

Im not really sure, but right now I know that Eve doesnt have enough focus on positioning, everything is simply "follow anchor, shoot primary" Adding more AOE to the game would improve the situation for pilots who can each operate independently instead of in a massive group.

What you want to do is make the FC have to work to properly utilize his people and not just get massacred. AOE would do this. Even if they just buffed the speed of a bomb to 6000 m/s and nerfed its flight time to 5 seconds, This would have a massive effect on fleet tactics and composition because right now you can basically warp anywhere and have your fleet align and be out before the bomb hits, that would not be the case with a 5 second delay instead of 10.

How would you as an FC call a warp in with super effective bombs on the field? you would have to say something like "everyone spread out in random directions" then youd have a group of people flying the same way, some flying into each other, some not paying attention, some still asking who the anchor is etc.
Klyith
Republic Military School
Minmatar Republic
#20 - 2014-09-08 09:22:29 UTC
Mike Voidstar wrote:

Problem is that this is working as intended. You bring more, and thus you win.

It's not just the fact that we (or N3 or PL or other big, high skill alliances) win, it's the margin of victory. A fleet that has solid logistics can wipe out a smaller or unsupported fleet with basically zero losses. That's a problem. Getting into a fight and being blown the F out is what makes people want to quit pvp. Getting in a fight and losing, but still feeling like you made the enemy bleed for it, makes you come back for round 2.

Us goons feel strongly about this because way back in the day we fought against superior forces and used persistence, numbers, and suicidal insanity to win. The old propaganda poster even said "my ship is worth less than your ammo". Plenty of the battles were losses, but they weren't so one-sided that people quit.

Today, a new Goonfleet (brave newbies?) would have enormous difficulty because they'd find wearing down the enemy nearly impossible.

Ghaustyl Kathix wrote:
Just through sheer numbers of DPS ships, you're immune to small alliances.

Nerfing logi so they don't out-repair the DPS of one ship means that in order for logi to do their job, you'd have to bring more logi than DPS.

Logis having less rep power than the DPS of one ship would be too big a nerf (nobody would use them in that case). But maybe logis shouldn't have more rep power than 3 ships?

Whether you want to nerf logis with sig res or by making reps have inverse effectiveness with resistances, the game would be improved by logis being less effective.
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