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Better Bubble Mechanics

Author
James Zimmer
Republic University
Minmatar Republic
#1 - 2015-03-19 18:20:57 UTC
At the moment, bubble mechanics are extremely powerful. and a little bit boring. For example: I drop a drag bubble, or a stop bubble near a gate and every ship warping in from a particular direction lands at exactly the same location. If I was camping in null, I'd have a can or a ship at that location to uncloak covops and I kill the thing. It's not PvP, it's farming. Sometimes opportunities exist to avoid a bubble, such as a planet or a anom to warp to, sometimes they don't. As a result, travel in null is horrifyingly difficult and tedious for any ship but nullified T3s or interceptors, which is why T3s are nearly the exclusive null site runners, and interceptors are the taxis of null.

In another instance, I'm in a big battle and want to bring in some sniping ships, but alas, there are bubbles everywhere, and I have to do some warping around Houdini tricks, or again, I get caught in the edge of the bubble. and warp straight to brawling range.

I suggest a change to bubble mechanics, not to remove the influence on warp, but to make it a hair easier to influence, both for the bubbling entity and the person warping in. Let's make them more or less like gravity. Instead of the current system, how about a bubble has a diminishing, area of effect pull on an incoming ship, centered at whatever is producing the bubble (HIC, probe, or mobile bubble). In addition, in the case of multiple bubbles, this pull gets a stacking penalty, so 2 bubbles can pull a ship further, and even in different directions, but the further bubble will influence in less by virtue of it being further away, and the stacking penalty. For harware performance's sake, perhaps there should be a hard limit on how many bubbles can influence a warp, say 3. Take the following scenarios as examples of what I mean:

1. Someone drops a bubble exactly on a gate. I warp to 0 at the gate, the bubble's pull is 100% and I intended to go to that spot, so I land exactly at gate/bubble.

2. Someone drops a drag bubble 50km off the gate in line with the direction I'm warping in from. I warp to 0 at the gate. Since I intended to land 50km away from the bubble, the bubble's pull is at 50% strength, and I land 25km further than my intended target.

3. Someone drops 2 drag bubbles 50km from the gate in line with the direction I'm warping in from. I warp in to the gate at 0. As before, the first bubble drags me 25km, the second bubble, with a stacking penalty drags me another 50% closer times the stacking penalty. or 10.8625km (if I did my math right), so I land 35.8625km off the gate.

4. Someone drops a drag bubble 50km off the gate, in line with the direction I'm warping in from. I warp to 50km off the gate. Since my intended target is a full 100km away from the bubble, the bubble's pull is only 10% and I land 40km from the gate.

5 Now the complex scenario: Someone drops a drag bubble 100km off the gate, in line with my warp in, and a second drag bubble, 50km from the gate, 90 degrees off of the first one, so the angle between the first bubble, the gate, and the second bubble, is 90 degrees. I warp to 0. The closer bubble drags me first, as before, 50% the distance from my warp in location to it, which puts me halfway between the gate and the bubble. Now the second bubble gets its shot. My land point is now 101.54km from the second bubble (I think, trig not my strong suit). It gets about a 10% pull on my ship X the stacking penalty. and pulls me ~8.69km closer to it. Ultimately, I land somewhere in the triangle between the gate, the first bubble and the second bubble.

In general, this would make land points a lot more difficult to predict, and give people meaningful opportunities to land at strategicly important places in big battles. Bubbles would still have value as strategic assets pulling people off of landing points, and helping gate camps, but it wouldn't be as insanely powerful, giving non-nullified ships a realistic way to travel through null without a near-guarantee of getting ganked. Is it feasible? I don't know, but I can't imagine the math is much more taxing on hardware than current shot mechanics, which take place hundreds, or even thousands of times a second in large fleet battles.
Frostys Virpio
State War Academy
Caldari State
#2 - 2015-03-19 18:31:28 UTC
Then the "solution" is always "put as many bubbles as possible 50km off because stacking is not really a problem with non in-line bubbles because the game always calculate the most efficient effect 1st. Instead of 1 bubbles per potential warp-in angles, you will put 2+ and let the enemy always land about 30km from the gate or something like that. You the position your ship according to that point instead of relative to the bubbles center.

Anything warping to a tactical off the gate to check/scan will still be relatively safe. Everything warping to gate will still get caught. Every inty will still taxi through. Every nullified T3 will still bypass you.
Iain Cariaba
#3 - 2015-03-19 18:45:36 UTC
The angle you have to be warping from in order to be effected by a drag or stop bubble is extremly narrow. Warping to a gate from greater than that angle makes it ineffective. Warping from pretty much any celestial other than from gate to gate will get you past them.

Nullified t3s and interceptors are the most prevalent transport in null not because of drag or stop bubbles but because of bubbles placed directly on gates.
Leto Aramaus
Frog Team Four
Of Essence
#4 - 2015-03-19 18:47:25 UTC
Frostys Virpio wrote:
Then the "solution" is always "put as many bubbles as possible 50km off because stacking is not really a problem with non in-line bubbles because the game always calculate the most efficient effect 1st. Instead of 1 bubbles per potential warp-in angles, you will put 2+ and let the enemy always land about 30km from the gate or something like that. You the position your ship according to that point instead of relative to the bubbles center.

Anything warping to a tactical off the gate to check/scan will still be relatively safe. Everything warping to gate will still get caught. Every inty will still taxi through. Every nullified T3 will still bypass you.


Yea, this is just a needlessly complicated "solution" to what I see as a non-problem.

-1
Lugh Crow-Slave
#5 - 2015-03-19 20:23:52 UTC  |  Edited by: Lugh Crow-Slave
if you fly smart you can avoid bubbles
James Zimmer
Republic University
Minmatar Republic
#6 - 2015-03-19 21:35:57 UTC  |  Edited by: James Zimmer
Leto Aramaus wrote:


Yea, this is just a needlessly complicated "solution" to what I see as a non-problem.

-1


The gun damage mechanic in Eve is arguably the most complicated damage calculation mechanic in any MMORPG, and I think it's one of the very best damage mechanics in any game, precisely because it is so complex. Guns in Eve operate in ways that make sense (for the most part), and whether or not you know all of the math behind it (and that understanding certainly does help), speed tanking is an intuitive way to avoid getting hit. This mechanic could be a lot less complicated and the game would still function, albeit poorly, and would be much more like a normal MMORPG. Small ships would be more "agile" or have more "dexterity" and would therefore get hit by big weapons less.

I would argue that a bubble dragging you to precisely the same spot, regardless of whether you intend to land at 0, or land at 100, and the absolute lack of influence it has if the trajectory is different, is a needlessly simple mechanic in a game that revels off of complexity. Is the game broken because of it? Maybe, maybe not. Most areas in null ARE fairly desolate, and while there are certainly a lot of reasons for that, increasing the complexity of bubble mechanics could only help to give some life to it.
Frostys Virpio
State War Academy
Caldari State
#7 - 2015-03-19 21:51:07 UTC
James Zimmer wrote:
Leto Aramaus wrote:


Yea, this is just a needlessly complicated "solution" to what I see as a non-problem.

-1


The gun damage mechanic in Eve is arguably the most complicated damage calculation mechanic in any MMORPG, and I think it's one of the very best damage mechanics in any game, precisely because it is so complex. Guns in Eve operate in ways that make sense (for the most part), and whether or not you know all of the math behind it (and that understanding certainly does help), speed tanking is an intuitive way to avoid getting hit. This mechanic could be a lot less complicated and the game would still function, albeit poorly, and would be much more like a normal MMORPG. Small ships would be more "agile" or have more "dexterity" and would therefore get hit by big weapons less.

I would argue that a bubble dragging you to precisely the same spot, regardless of whether you intend to land at 0, or land at 100, and the absolute lack of influence it has if the trajectory is different, is a needlessly simple mechanic in a game that revels off of complexity. Is the game broken because of it? Maybe, maybe not. Most areas in null ARE fairly desolate, and while there are certainly a lot of reasons for that, increasing the complexity of bubble mechanics could only help to give some life to it.


People will just put more bubbles to catch you. It changes nothing if you land 35 off the gate of 50 off the gate. If the camp is worth it's salt, you die in both cases unless you were nullified. Your suggestion adds server load in a rather complexe fashion just because you think it should be more complex. The server would have to calculate all those vectors with their respective DRs for every ship warping to a point on that grid. In a large fight, I could generate TiDi just by dropping some bubbles because the node would now have loads of additional vector to process. CCP want people to use gates more by nerfing jump bridge/drive and you want to add a massive load of calculation for any fleet warping to/near a gate.
James Zimmer
Republic University
Minmatar Republic
#8 - 2015-03-19 21:52:16 UTC
Frostys Virpio wrote:
Then the "solution" is always "put as many bubbles as possible 50km off because stacking is not really a problem with non in-line bubbles because the game always calculate the most efficient effect 1st. Instead of 1 bubbles per potential warp-in angles, you will put 2+ and let the enemy always land about 30km from the gate or something like that. You the position your ship according to that point instead of relative to the bubbles center.

Anything warping to a tactical off the gate to check/scan will still be relatively safe. Everything warping to gate will still get caught. Every inty will still taxi through. Every nullified T3 will still bypass you.


You could do that, but if a person selects warp to 30km off the gate, the land point will be before the bubbles, somewhere about between the gate and the bubble, and that point will vary if you land at 0, 10, 20, 83 or 100. There will be a curve of potential land points, not a single point, as there is now. If you land at 0, yes, it will bring you to precisely the spot you described, but if you land at any other distance it will bring you to a different point.
Garnoo
Eternity INC.
Goonswarm Federation
#9 - 2015-03-19 21:59:18 UTC
then solution for your fleet is to have interceptor scout that knows how to make a warpin to avoid bubble... and you warp to him (simple?)
btw wardecs are more like farming than pvp, same for ganking... this is eve - hunter learn new tricks so must the prey
(have that strange feelings prey stopped learning few years ago)

People are going to try to ruin your day. Get together with others, ruin their day back -  EvE

Frostys Virpio
State War Academy
Caldari State
#10 - 2015-03-19 22:13:20 UTC
James Zimmer wrote:
Frostys Virpio wrote:
Then the "solution" is always "put as many bubbles as possible 50km off because stacking is not really a problem with non in-line bubbles because the game always calculate the most efficient effect 1st. Instead of 1 bubbles per potential warp-in angles, you will put 2+ and let the enemy always land about 30km from the gate or something like that. You the position your ship according to that point instead of relative to the bubbles center.

Anything warping to a tactical off the gate to check/scan will still be relatively safe. Everything warping to gate will still get caught. Every inty will still taxi through. Every nullified T3 will still bypass you.


You could do that, but if a person selects warp to 30km off the gate, the land point will be before the bubbles, somewhere about between the gate and the bubble, and that point will vary if you land at 0, 10, 20, 83 or 100. There will be a curve of potential land points, not a single point, as there is now. If you land at 0, yes, it will bring you to precisely the spot you described, but if you land at any other distance it will bring you to a different point.


Who the hell warps @30 unless the gate is already scouted or they are joining an ongoing fight?
afkalt
Republic Military School
Minmatar Republic
#11 - 2015-03-19 22:41:05 UTC
Lugh Crow-Slave wrote:
if you fly smart you can avoid bubbles


Sometimes that's a hell of a long way around.

Ain't no avoiding a T2 large slap bang on top of a gate.
Leto Aramaus
Frog Team Four
Of Essence
#12 - 2015-03-19 22:44:04 UTC
James Zimmer wrote:
Leto Aramaus wrote:


Yea, this is just a needlessly complicated "solution" to what I see as a non-problem.

-1


The gun damage mechanic in Eve is arguably the most complicated damage calculation mechanic in any MMORPG, and I think it's one of the very best damage mechanics in any game, precisely because it is so complex. Guns in Eve operate in ways that make sense (for the most part), and whether or not you know all of the math behind it (and that understanding certainly does help), speed tanking is an intuitive way to avoid getting hit. This mechanic could be a lot less complicated and the game would still function, albeit poorly, and would be much more like a normal MMORPG. Small ships would be more "agile" or have more "dexterity" and would therefore get hit by big weapons less.

I would argue that a bubble dragging you to precisely the same spot, regardless of whether you intend to land at 0, or land at 100, and the absolute lack of influence it has if the trajectory is different, is a needlessly simple mechanic in a game that revels off of complexity. Is the game broken because of it? Maybe, maybe not. Most areas in null ARE fairly desolate, and while there are certainly a lot of reasons for that, increasing the complexity of bubble mechanics could only help to give some life to it.



I agree complexity isn't a bad thing inherently. That's why I said your idea is "needlessly" complicated.

The first poster detailed why. It would just result in the bubblers needing to put MORE bubbles to achieve the same results.

However, I do say change bubble mechanics...

Bubbles should simply do two things:
1. Prevent warping from inside them
2. Be unable to warp INTO/through

Either you:
a. Put a bubble ON the gate, surrounding it. Anyone who was going to land at a spot inside the bubble, instead gets stopped at the edge.
b. Put a bubble between two warp points, and anyone who's warp tunnel was going to go through it, gets stopped on the front edge of the bubble.

So a bubble on a gate prevents people who just jumped in from warping away...

And a bubble 100km from the gate in the direction of any celestial stops any ships warping from that celestial at the bubble's location.