These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Increasing Warp Strength

Author
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#61 - 2015-02-27 06:23:45 UTC
A little bump. I think this deserves more reads and comments, specially from CCP.
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#62 - 2015-02-27 07:18:51 UTC  |  Edited by: Ines Tegator
Randomness is bad. EVE is a very strategic game, not a random deathmatch. ECM is already a terrible system and nothing should be based on it, except as an example of a gameplay mechanism that should be deleted. And that doesn't even start to get into the problems with fleet composition, tacklers vs bubblers balance, and so forth.

This change would be completely unsub-worthy for me.
Lienzo
Amanuensis
#63 - 2015-02-27 07:41:55 UTC  |  Edited by: Lienzo
Falloff isn't really a random number generator.

I suspect that many of the RNGs in the game are actually a way of compensating for the tick rate, and time based effects that don't divide into nice round numbers.
Aiyshimin
Mea Culpa.
Shadow Cartel
#64 - 2015-02-27 08:07:08 UTC
That falloff crap is crap, but warp core strength idea is interesting.
Reina Xyaer
Tha Lench Mob
#65 - 2015-02-27 12:54:40 UTC  |  Edited by: Reina Xyaer
Ines Tegator wrote:
Randomness is bad. EVE is a very strategic game, not a random deathmatch. ECM is already a terrible system and nothing should be based on it, except as an example of a gameplay mechanism that should be deleted. And that doesn't even start to get into the problems with fleet composition, tacklers vs bubblers balance, and so forth.

This change would be completely unsub-worthy for me.



How do you think ECM should work?

The way tackle works now? Jammers have a max range, and if you activate it on any ship, they are definitely jammed?

No sensor strength factor? How would racial jamming work without it?
Reina Xyaer
Tha Lench Mob
#66 - 2015-02-27 12:55:34 UTC
Aiyshimin wrote:
That falloff crap is crap, but warp core strength idea is interesting.


Why do you think the falloff idea is crap? Can you give reasons or are you just rejecting anything that's different because it's SO different?
Arthur Aihaken
CODE.d
#67 - 2015-02-27 13:23:51 UTC
Quote:
T1 Frigs, T1 Destroyers: +1 (same as now)
T2 Frigs, T2 Destroyers, T1 Cruisers: +2
T2 Cruisers, BCs: +3
T1 Battleships, T2 BCs: +4
T2 Battleships, Carriers, Dreads: +5

While I like the idea, for simplicity I think it would make more sense to just give each class of ship an inherent warp core strength rather than multipliers for warp disruptors and scramblers.

Capsule, Shuttle, Frigate (T1|T2|Faction): 0
Destroyer (T1|T2|T3|Faction), Transport (T1|T2): 1
Cruiser (T1|T2|T3|Faction), Freighter (T1|T2|Faction): 2
Battlecruiser (T1|T2): 3
Battleships (T1|T2|Faction): 4
Carrier and Dreadnought (T1): 5

I am currently away, traveling through time and will be returning last week.

Clara Barcelo
Abysmal Gentlemen
#68 - 2015-02-27 14:13:29 UTC
Ravasta Helugo wrote:
God's Apples wrote:
Are you ******** how does this improve solo pvp? I don't see too many solo pvp ships with 3 ******* points fit to them so how do you realistically expect to kill anyone who isn't asleep in their chair or mentally inept?

The point is that frigates shouldn't be killing Battleships. Chase off, sure. Destroy with a small gang, yep. Kill solo? Easily? No.

But they do. A lot. One of the myriad of reasons that Battleships are nearly obsolete in their current form.



Because, Heavy Neut + Dual Web + Light Drones = A Totally not dead Frigate.

A Battleship can die to a Frig because he didn't properly fit for dealing with a frig. Why should he not be punished for that?

EVE online is not Bigger=Better
Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#69 - 2015-02-27 15:13:16 UTC  |  Edited by: Ines Tegator
Reina Xyaer wrote:
Ines Tegator wrote:
Randomness is bad. EVE is a very strategic game, not a random deathmatch. ECM is already a terrible system and nothing should be based on it, except as an example of a gameplay mechanism that should be deleted. And that doesn't even start to get into the problems with fleet composition, tacklers vs bubblers balance, and so forth.

This change would be completely unsub-worthy for me.



How do you think ECM should work?

The way tackle works now? Jammers have a max range, and if you activate it on any ship, they are definitely jammed?

No sensor strength factor? How would racial jamming work without it?


ECM has two problems - one, that it's random. Second, that it completely shuts down the target ship. There are many ideas you can find with the Search function to address both of them; I don't really have a preference.

Comparing it to tackle is a bad idea anyway. Tackle is a core part of engaging a target. Getting an engagement is ALREADY the core part of fleet combat (unless a sov structure is involved to force an engagement at a specific place; I'm talking about your average roaming gang). Making it even harder just to pin down a target is stupid. The dominance of bubbles will only get worse; the niche of flying tacklers for a fleet will evaporate, which is a key role for new players to start getting into PVP. People will just start fitting more scrams to their ships. The delicate balance between big, hard hitting ships and small, fast movers would be forever broken. There will be chaos. Dogs and cats will like each other.

Really, the OP idea doesn't just alter a core gameplay mechanic, it alters several of them. Everything from fleet composition, battle tactics, new player experience, fitting strategy to ship balance. It's absolutely insane to change that many systems at once.
Reina Xyaer
Tha Lench Mob
#70 - 2015-02-27 16:52:49 UTC
Ines Tegator wrote:


ECM has two problems - one, that it's random. Second, that it completely shuts down the target ship. There are many ideas you can find with the Search function to address both of them; I don't really have a preference.

Comparing it to tackle is a bad idea anyway. Tackle is a core part of engaging a target. Getting an engagement is ALREADY the core part of fleet combat (unless a sov structure is involved to force an engagement at a specific place; I'm talking about your average roaming gang). Making it even harder just to pin down a target is stupid. The dominance of bubbles will only get worse; the niche of flying tacklers for a fleet will evaporate, which is a key role for new players to start getting into PVP. People will just start fitting more scrams to their ships. The delicate balance between big, hard hitting ships and small, fast movers would be forever broken. There will be chaos. Dogs and cats will like each other.

Really, the OP idea doesn't just alter a core gameplay mechanic, it alters several of them. Everything from fleet composition, battle tactics, new player experience, fitting strategy to ship balance. It's absolutely insane to change that many systems at once.


Okay well first of all, ECM isn't completely random, it has a higher or lower chance based on the strength of the jammer and target ship's sensors. Again, that's why I initially said that if Tackle had a system like this, I'd want it to be much less hit-or-miss, and more consistent.

Second, ECMs other problem is that it totally shuts down the target ship? So you think ECM is unfair/OP because it "completely shuts down the target ship", but it's also not good because it's chance based and doesn't ALWAYS shut down the target ship? You're being a little inconsistent here. Because right now, tackle "completely shuts down the target ship" from warping away, 100% of cycles of a disruptor (unless a target has warp core stabs). So why is it okay for Tackle to be 100% effective, but jamming to be random? (But then also jamming shouldn't be random? according to you?)

I just disagree that it would break or ruin combat. It would certainly CHANGE it a lot, yes. But nobody has convinced me that it would be for the worse. Granted I'm not certain that it would be for the better either.

Let's think, if tackle was like ECM, a chance to "land" based on warp core strength and disruptor strength (which got weaker as range increased)...

You're right, tackle as a role would change drastically. Tackle would be more like ECM, in that not every ship, or even every fleet would have it. Currently all E-war is like an extra bonus in your fleet, if you have a jamming ship or two, or a painting ship, or a damping ship, it's like "oh cool, we're that much stronger". MOST PVP fits don't include a jammer, but almost EVERY PVP fit includes a Dis/Scram. For all of EVE's history, tackle has been a NECESSITY for anyone hoping to get kills. Without it, things will just run away.

Under a system like what I'm imagining, tackle would still be necessary, and still viable for all pilots. Just like my first concept, under the newer ECM-like/falloff concept, disruptor strength would go up as hulls got bigger. And don't forget I also said some, maybe even lots of ship should get bonuses to Disruptor Strength (DS). So if we assume the Atron gets a big role bonus to DS, your fleets newbros can still tackle things twice their size, maybe even bigger. But let's say it takes a "Heavy Tackle", like a thorax or something, to tackle a fully skilled Battleship. Or even a perfectly skilled Atron, with a DS upgrade mod, and maybe some cheap DS implants... THEN it can tackle Battleships (consistently at optimal, maybe yes/maybe no once you're in falloff).

I don't see this as a bad thing. The total newbs in completely cheap trash frigs could still tackle most things, assuming they fly the "tackle" bonused hulls. In fact, with added range and falloff like what I made up, they may even be able to tackle more things, more often.

Honestly I think this would make tackle MUCH more interesting. With a several skills added, multiple implants (even low-mid-high grade sets for it), and tackle upgrade modules, I think it would become a much more fun system.

Think: "Oh yea I'm a dedicated PRO tackler... nothing gets away from me. I fly a (pick a ceptor) with a faction short point, DS upgrade, and DS implants blahblahbalh.... the ONLY thing that can warp when I'm scramming it is a (pick ship class with high Warp Core Strength), with at least 1 stab, and WCS implants."

Then tackle proficiency would go down from there, making it a career that people can really specialize in, instead of just "no stabs, point from any ship, and you're 100% tackled.

I agree that it might be a little bit "insane" to change that many things at once, but I don't agree that it's definitely a bad thing.


Ravasta Helugo
Republic University
Minmatar Republic
#71 - 2015-02-27 20:47:41 UTC  |  Edited by: Ravasta Helugo
Clara Barcelo wrote:
Ravasta Helugo wrote:
God's Apples wrote:
Are you ******** how does this improve solo pvp? I don't see too many solo pvp ships with 3 ******* points fit to them so how do you realistically expect to kill anyone who isn't asleep in their chair or mentally inept?

The point is that frigates shouldn't be killing Battleships. Chase off, sure. Destroy with a small gang, yep. Kill solo? Easily? No.

But they do. A lot. One of the myriad of reasons that Battleships are nearly obsolete in their current form.



Because, Heavy Neut + Dual Web + Light Drones = A Totally not dead Frigate.

A Battleship can die to a Frig because he didn't properly fit for dealing with a frig. Why should he not be punished for that?

EVE online is not Bigger=Better

This idea does not conflict with your thesis that Frigates should be relevant, and that Battleship pilots should be forced to make fitting choices and concessions to engage them.

What this idea centers around is the idea that Battleships should have superior freedom of movement to help partially alleviate the MASSIVE disadvantage they are under in the current meta of the game.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#72 - 2015-02-27 21:56:53 UTC
I think the original idea and its variants (warp core strengh and disruption multipliers according to ship class) was much more simple and elegant than the system based on ECM mechanics. Those mechanics are source of great discord, as they rely too much on chance on something as critical as to pin a ship in place. Personally I think we should revert to the original concept, and tweak it more.
Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#73 - 2015-02-27 22:57:50 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
I've brought this up many times, only to be quickly shot down Lol

I'm glad to see it garnering support- this would make for a very interesting change!

+1

And instead of creating a big complicated system, wouldn't something like this make sense?:

Frigate/Destroyer: WCS 1
Cruiser/Industrial: WCS 2
Battlecruiser: WCS 3
Battleship/Frieghter: WCS 4
Carrier/Dreadnought: WCS 5
Supercarrier/Titan: WCS 7
Ravasta Helugo
Republic University
Minmatar Republic
#74 - 2015-02-27 23:52:01 UTC
Uriel Paradisi Anteovnuecci wrote:
I've brought this up many times, only to be quickly shot down Lol

I'm glad to see it garnering support- this would make for a very interesting change!

+1

And instead of creating a big complicated system, wouldn't something like this make sense?:

Frigate/Destroyer: WCS 1
Cruiser/Industrial: WCS 2
Battlecruiser: WCS 3
Battleship/Frieghter: WCS 4
Carrier/Dreadnought: WCS 5
Supercarrier/Titan: WCS 7

I'm more supportive of this as well, for several reasons.

First of all, warp strength is already an existing statistic that every ship has. Increasing it for different ship classes would be very quick and simple for Devs to do. So, low overhead.

Second, fewer changes mean fewer things to balance.
Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#75 - 2015-02-28 11:42:56 UTC
Ravasta Helugo wrote:
Uriel Paradisi Anteovnuecci wrote:
I've brought this up many times, only to be quickly shot down Lol

I'm glad to see it garnering support- this would make for a very interesting change!

+1

And instead of creating a big complicated system, wouldn't something like this make sense?:

Frigate/Destroyer: WCS 1
Cruiser/Industrial: WCS 2
Battlecruiser: WCS 3
Battleship/Frieghter: WCS 4
Carrier/Dreadnought: WCS 5
Supercarrier/Titan: WCS 7

I'm more supportive of this as well, for several reasons.

First of all, warp strength is already an existing statistic that every ship has. Increasing it for different ship classes would be very quick and simple for Devs to do. So, low overhead.

Second, fewer changes mean fewer things to balance.
I completely agree. It would be an elegant and simple solution.

Uriel, would those numbers be both warp core strenght and warp disruption multipliers? I mean, it makes sense a Battleship can pin in place another one on its own, while being easier to pin by a Carrier, and more difficult by a Cruiser.
Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#76 - 2015-02-28 12:54:15 UTC
Guys let's make running away super easy that won't be super frustrating at all.
Arthur Aihaken
CODE.d
#77 - 2015-02-28 16:39:13 UTC
Vimsy Vortis wrote:
Guys let's make running away super easy that won't be super frustrating at all.

It just means that going forward you're going to have to make more fitting sacrifices to tackle ships.

I am currently away, traveling through time and will be returning last week.

sabre906
The Scope
Gallente Federation
#78 - 2015-02-28 18:35:05 UTC  |  Edited by: sabre906
Arthur Aihaken wrote:
Vimsy Vortis wrote:
Guys let's make running away super easy that won't be super frustrating at all.

It just means that going forward you're going to have to make more fitting sacrifices to tackle ships.


Rather, the effect would be forcing people to tackle in heavier ships that can't run away immediately if the "victim" turns out to be a bait. Currently, it's so easy for roaming gang's interceptor to run away from a bait, even after taking the bait, that there's essentially no risk for the tacklers.

I kept running into this problem myself. The only bait I've had success killing interceptors in are Ravens with rapid heavies using precision missiles. These things run away way too fast unless you alpha them.
Alexis Nightwish
#79 - 2015-03-01 00:15:34 UTC
Reina Xyaer wrote:
Warp Disruption Projection (HORRIBLE name): + X% range and falloff of warp disruptors per skill level

NONONONONONO!!!!

The range of warp disruption (and to a lesser extent webs) is fundamental to how PvP works, and is one of the few things that are actually well balanced in EVE. There's a very good reason faction points are so ridiculously expensive.

You're proposal is, on the whole, good. But axe this well intended but horrible aspect :)

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

beakerax
Pator Tech School
#80 - 2015-03-01 01:01:16 UTC
Interesting hypothetical (the original, not so much the RNG one), but personally I'd be more comfortable with larger ships receiving reduced penalties from warp core stabilizers, rather than simply having a higher warp core strength out of the box.

There are probably less significant changes that could be made to make larger ships more viable, though. I'm not sure tackle resistance would be really fun for anyone.