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[Discussion] Entosis Link Tactics and Ship Balance Part 2

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Author
Rain6637
GoonWaffe
Goonswarm Federation
#321 - 2015-04-12 06:56:53 UTC  |  Edited by: Rain6637
Why Entosis?

Fozzie, it's still unclear in my mind why Entosis is being picked as the way forward. Perhaps if I explain my interpretation of Entosis, you can help me fill in the blanks.

1. Compared to what is currently required for flipping Sov, Entosis as a module is incredibly OP.

2. To balance the OP-ness of Entosis, Entosis vulnerability is limited to a small time window.

You've mentioned your dislike of EHP based objectives, and I can understand that. I disagree with it, but I understand the sentiment.

Military control of the grid is mentioned as a key aspect of Entosis, but it's already a component of Sov and ownership warfare. It's not a revolutionary thing that Entosis will enable.

The popular belief and often stated justification for Entosis is the scalability (based on the defending force). But. Like military control, I don't think defensive scalability is unique to Entosis either. I don't understand why it's cited as being new to Entosis.

It seems to me that you're removing the EHP grind, and leaving the timers in place. Of the two, the timers are by far the least engaging aspect of Sov gameplay, but they're being left alone. (?)

Why are you not going with a solution that reduces both the EHP grind and timers equally? Why Entosis?

The potential for griefing is going to be a lot higher with Entosis. At least with the renter business model, there is a commitment to defend systems by a type of allied force, however weak. I mean, station services harassment and extortion is about to become a legitimate profession.

You can make Sov warfare more linear right now, without involving Entosis. Disconnect station ownership from sov like you plan to do with Entosis, and simplify the timers between shield, and armor, and onlining.

To put it simply, there are ways within Dominion sov to reward the defending force willing to put up a fight. The consequences are already bad enough for not maintaining an active presence in sov. If you're not already following what nearly happened in ED-L9T, NC came within 2 minutes of losing Sov to a group of 20 Ishtars. On two separate TCU timers.

Which, by the way, were the only four minutes that NC was present in that system in four days.

Timers in general, and invulnerability... imo... are indications of sloppy game design and room for improvement. Invulnerability is video game make-believe in its purest form. Surely, there are better ways to reward defenders for fighting until they have zero military control. In contrast, timers allow players to log out, instead of being active and engaging. (why are timers OK?)

Are you sure it's a worthwhile change to enable small groups to take and hold Sov? The way I see it, lowering the barrier to entry only makes it easier to gain a false sense of hope. The players who occupy most sov systems are renters, and these are the very same people who will occupy sov systems post-Entosis.

Do you know they do things like attempt to repair station services with ratting carriers that are either so unskilled or afraid of four or five Ishtars (without logi) to risk a single Triage cycle? They're using T1 logi drones on Thanatoses at undock. Is this the group you should be catering to?

At least with EHP objectives, progress scales with the force committed to killing a structure. Timers are absolute no matter what size force you have, big or small.

EHP objectives are decent, compared to timers. Timers that pause the game and give no incentive for being logged in. I mean, I'm there in space, looking to interact with the game, but when I attempt to lock a structure during a timer, I get a popup telling me there is no gameplay to be had... despite my presence being uncontested.

I want to affect someone, but I can't, despite having 100% military control of the grid. It's about to be this way across all systems owned by an alliance, 20 hours of the day?

This took less than an hour just now, Sisi of course. Undisturbed. But it's the situation you hope to fix with Entosis, right? If you leave the timers in place, are you really changing anything? http://i.imgur.com/qXFdgXS.png

Don't you think SBU timers are enough warning? You know how jump fatigue reduced the radius of help that can arrive to an engagement, and effectively made EVE bigger? By reducing timers, you could have a similar effect--by allowing less time for reinforcements to arrive, you localize sov. In other words, too much invulnerability time and warning begins to negate what you tried to make happen with jump fatigue.

Why would you limit jump drive use but still allow days for reinforcements to form? The only explanation I can think of is wanting gate travel to happen, as if that is a strong indicator of health and activity. But really, all you accomplish is more gate use and not much else. (was this a result of game balancing based on statistics? I think maybe yes, too much importance was placed on gate travel, and it became the only thing you achieved?)

If you want sov ownership to reflect occupancy, don't give organizations 2 days to get their ships moved?
Nolak Ataru
Hedion University
Amarr Empire
#322 - 2015-04-12 13:26:44 UTC
Sarah Eginald wrote:
I hope these changes might make it easier for smaller groups to take sov. Not because of superior force but lack of interest in the large powers to keep outer non crucial systems.
An example would be say a non useful that does not have any high value moons. A small alliance can take the system. The larger alliance may keep them neutral but not take the system back because it gives them targets to kill. The smaller alliance would have a foothold in null sec.
Also larger alliances can use the small alliances as buffer against invasion from another large group.
Most alliances that may want to take sov would be no match for the mega alliances and coalitions like the CFC or any other mega alliance.


The problem you run into is, "what's a non-crucial system"? With R64 and JBs involved, every system has the potential to be extremely useful. Every system of Sov we own is it's own buffer, and we already have some "meatshields", so to speak. GSF wont let people take "non-crucial" systems because they can turn into alliances.
Iroquoiss Pliskin
9B30FF Labs
#323 - 2015-04-12 13:40:28 UTC  |  Edited by: Iroquoiss Pliskin
Rain6637 wrote:

Military control of the grid is mentioned as a key aspect of Entosis, but it's already a component of Sov and ownership warfare. It's not a revolutionary thing that Entosis will enable.


It rather is.

You discount the other new mechanics, which will require accomplishing simultaneous objectives over, say, a constellation.

Spread out, escalate in one place, detract from an another, and possibly lose everything in the end. Blink

Rain6637 wrote:

The potential for griefing is going to be a lot higher with Entosis. At least with the renter business model, there is a commitment to defend systems by a type of allied force, however weak. I mean, station services harassment and extortion is about to become a legitimate profession.


Tell me more.

Been there, done that. BlinkPirate

Quote:
The players who occupy most sov systems are renters, and these are the very same people who will occupy sov systems post-Entosis.

Do you know they do things like attempt to repair station services with ratting carriers that are either so unskilled or afraid of four or five Ishtars (without logi) to risk a single Triage cycle? They're using T1 logi drones on Thanatoses at undock. Is this the group you should be catering to?


Does not compute.

Clowns like that will be ejected back to Empire out of the (safe) buffer zones. Pirate

Rain6637 wrote:
Timers that pause the game and give no incentive for being logged in. I mean, I'm there in space, looking to interact with the game, but when I attempt to lock a structure during a timer, I get a popup telling me there is no gameplay to be had... despite my presence being uncontested.

I want to affect someone, but I can't, despite having 100% military control of the grid. It's about to be this way across all systems owned by an alliance, 20 hours of the day?

This took less than an hour just now, Sisi of course. Undisturbed. But it's the situation you hope to fix with Entosis, right? If you leave the timers in place, are you really changing anything? http://i.imgur.com/qXFdgXS.png


Agreed. Is cancur - however, we haven't seen the complete details yet.

In the end, the most important part is Reviving koality CAOD participation rates und poasting with the new Sov thingamajig this coming Summer!

Or Eve is kill.
Rain6637
GoonWaffe
Goonswarm Federation
#324 - 2015-04-12 14:04:09 UTC
The interesting thing about the constellation mechanic is the new requirement for a constellation coordinator type of player. Or, the gang you see pictured that had just finished reinforcing every structure in a system...

That's all me. Instead of having a high DPS setup using dreads, I can split myself over several systems with an entosis module on each ship, and handle business that way.

Really, it changes very little to spread things out over a wider area, in the name of military control.
Iroquoiss Pliskin
9B30FF Labs
#325 - 2015-04-12 14:17:21 UTC
Rain6637 wrote:

That's all me. Instead of having a high DPS setup using dreads, I can split myself over several systems with an entosis module on each ship, and handle business that way.


Fozzie OP Greate Success then. Blink
Rain6637
GoonWaffe
Goonswarm Federation
#326 - 2015-04-12 14:26:28 UTC
In that podcast interview with the EVE Down Under crew, Fozzie was asked this same question (more or less), of why Entosis. He didn't give a direct answer, and instead asked the question "how is it worse than what we have now?" In my opinion, it's underhanded to throw the question back at the interviewers like that, and put them on the spot to justify Entosis sov when they asked the question first, and Fozzie is the subject matter expert among them.

Truth is I don't expect a direct answer.
Iroquoiss Pliskin
9B30FF Labs
#327 - 2015-04-12 14:43:06 UTC  |  Edited by: Iroquoiss Pliskin
I still think POS spam & ensuing dynamics was the pinnacle of Eve around the BoB times, which incidentally, is around when player PCU numbers started to peak, following the biggest player expansion ever.

http://eve-offline.net/?server=tranquility

We're currently back to those PCU levels of the year 2008/2009. Going by the graph, the current sov should've died horribly back in 2011/2012, or 2013 at the latest.

Another thing that old system was good at: Making logistics and actual geography of regions, constellations and supply lines matter.

Anyone remember baby Titans being aborted on a 2-weekly basis? Blink

Good times. Cry

I hope we can reach & exceed that Era in every way.
Sarah Eginald
Git R Done Resources
#328 - 2015-04-12 14:56:17 UTC  |  Edited by: Sarah Eginald
Nolak Ataru wrote:
Sarah Eginald wrote:
I hope these changes might make it easier for smaller groups to take sov. Not because of superior force but lack of interest in the large powers to keep outer non crucial systems.
An example would be say a non useful that does not have any high value moons. A small alliance can take the system. The larger alliance may keep them neutral but not take the system back because it gives them targets to kill. The smaller alliance would have a foothold in null sec.
Also larger alliances can use the small alliances as buffer against invasion from another large group.
Most alliances that may want to take sov would be no match for the mega alliances and coalitions like the CFC or any other mega alliance.


The problem you run into is, "what's a non-crucial system"? With R64 and JBs involved, every system has the potential to be extremely useful. Every system of Sov we own is it's own buffer, and we already have some "meatshields", so to speak. GSF wont let people take "non-crucial" systems because they can turn into alliances.


As far as non crucial system I think this will have to be determined by the alliance. Alliance leader that hold sov would maybe have a series of systems they want to keep and ones they don't. I think the whole point of this is so smaller groups can get sov

The only other way to make null sec more accessible to smaller alliances would be to get rid of moon mining period and change the materials to a new type of asteroids that can re spawn to be mined. The only reason large tracks of sov is held is because of moon goo.

Or get make new null sec that has no harvest-able moons in it.

Also you are missing the point that Goon, N3, PL and the other mega alliances can easily crush a 100 man alliance that has sov so if they get to big they can join or be crushed. Even with the new sov mechanics the larger alliances will always be dominant in null sec.

How happy would Goon Pvper's be with a care bear industrial alliance that has sov on the edge of goon space that they can get kills and not have to roam across half the galaxy just to end up board.

No matter what system is in place the power of the mega alliances will always win against smaller alliances.
Rain6637
GoonWaffe
Goonswarm Federation
#329 - 2015-04-12 15:01:48 UTC
I can't be sure, but I think we're in agreement here. Just to make my opinion clearer, I think EHP grinds are good. If I had to pick between EHP and timers, anyway.

The time I spent on Sisi was just me getting a sense of how hard it is to ref a system. In terms of the number of dreads needed to ref the structures in one siege cycle, I found that each structure was:

Poco: 2 dreads
Ihub: 8-10 dreads
Outpost: 8-10 dreads
refining station service: 3-4 dreads

The reason I bring this up is to illuminate exactly how OP an entosis module is. For each objective, that's how many dreads are being replaced by one Entosis module. Counting the run-up cycle, those figures are cut in half.

That is, assuming all it will take is one effective Entosis cycle to reinforce something.

When the Entosis times are released, the number of five-minute Entosis cycles required is the number of times those dreads are being split in terms of DPS. I'm curious to see exactly how much DPS will be replaced per cycle.

Sure, we know how much EHP will be replaced, but Entosis is moving the EHP requirement over to a time requirement... which I disagree with, but whatever. I'll make do.

I'd rather see structure EHP increased 10x, 20x, 50x... whatever, as a buffer for the defenders. Enough EHP to get rid of timers. Basically the opposite of the Entosis direction.

I think SBUs should be the only timer in the process, perhaps 24 hours (and no more), with a huge EHP buffer. After that, there are no timers, only EHP buffers.
Hafwolf
Git R Done Resources
#330 - 2015-04-12 15:16:56 UTC
Rain6637 wrote:
I can't be sure, but I think we're in agreement here. Just to make my opinion clearer, I think EHP grinds are good. If I had to pick between EHP and timers, anyway.

The time I spent on Sisi was just me getting a sense of how hard it is to ref a system. In terms of the number of dreads needed to ref the structures in one siege cycle, I found that each structure was:

Poco: 2 dreads
Ihub: 8-10 dreads
Outpost: 8-10 dreads
refining station service: 3-4 dreads

The reason I bring this up is to illuminate exactly how OP an entosis module is. For each objective, that's how many dreads are being replaced by one Entosis module. Counting the run-up cycle, those figures are cut in half.

That is, assuming all it will take is one effective Entosis cycle to reinforce something.

When the Entosis times are released, the number of five-minute Entosis cycles required is the number of times those dreads are being split in terms of DPS. I'm curious to see exactly how much DPS will be replaced per cycle.

Sure, we know how much EHP will be replaced, but Entosis is moving the EHP requirement over to a time requirement... which I disagree with, but whatever. I'll make do.

I'd rather see structure EHP increased 10x, 20x, 50x... whatever, as a buffer for the defenders. Enough EHP to get rid of timers. Basically the opposite of the Entosis direction.

I think SBUs should be the only timer in the process, perhaps 24 hours (and no more), with a huge EHP buffer. After that, there are no timers, only EHP buffers.



Well I sold all of my capitals and because of the sov grind. That is the most boring part of eve. I would rather get something in timer then have a race to fight for complexes and each other in sub caps then sit starring at my dread or carrier on structure over structure. Actually I would rather run missions or mine in high sec then do the sov grind. Capitals are dead except for transport and they should die. Make things smaller faster. The large alliances will still control null sec just make sov mechanics more fun.
Rain6637
GoonWaffe
Goonswarm Federation
#331 - 2015-04-12 15:18:33 UTC  |  Edited by: Rain6637
I think that's understandable. Maybe it comes down to playstyles, and what you're looking to get out of gameplay.

I'm happy for you if Entosis is to your liking.

I'm still bothered by a flat Entosis minutes requirement, that locks any group of attackers into a minimum length of time. At least with EHP grinds, you can reduce the time spent by bringing more people. The entosis minutes system removes that incentive. So even if you bring 256 max dudes, you're still going to linger around like a group that only brings 10.

I think there's a strong case to be made for the feedback of watching damage notifications flash on the screen. It lets you know you're affecting the game, in a press-button-get-bacon type of way. Fleets watching a timer, notsomuch.
Iroquoiss Pliskin
9B30FF Labs
#332 - 2015-04-12 15:43:52 UTC
Why bring 256 dudes for a single system? Smile Leverage the new mechanics and take half a constellation in the time it takes to RF a system with the current sov.

Those fat dudes will come in handy, when conflict moves from the periphery and buffer zones, into the most-treasured systems, where control of the grid will be key prior to RF.

As with all structural changes, one can never know in advance. Some successful Entosis zergrush doctrines might develop, but with alpha fleets being readily available - that is unlikely. Blink
Hafwolf
Git R Done Resources
#333 - 2015-04-12 15:56:40 UTC  |  Edited by: Hafwolf
I think the Entosis link yes the boring part is the person running the link. However I think it should take a couple times for Sov structures then have complexes popup in the constellation then have a race to see who can get the most complexes done. So a 4 hour timer starts to claim complexes if no one gets enough complexes or the sov holder get the majority of complexes then they keep there sov. If an invader get the majority of complexes in 2 hour they get the sov. So more people can get it done faster with smaller groups doing more complexes. This will Also create conflict and fights as 2 or more groups race to fight for the complexes. This I think this would be a lot more fun then sitting in a dread hitting f1 every few minutes after your guns reload. This would also give the bonus to the sov holders since they would have ships and manpower available at close range in a fight. The invaders would have to have logistics and fleet replacement and be able to get back in the fight quickly so they would probably not go to far from home to start.
Rain6637
GoonWaffe
Goonswarm Federation
#334 - 2015-04-12 16:26:40 UTC  |  Edited by: Rain6637
This is assuming fights are worth instigating in the first place. Cherry picking moons and sticking with EHP / timer mechanics of POSes is a more lucrative activity. Tried and true, even.

About alpha fleets. Doesn't it seem odd that Entosis links will incur restrictions similar to siege/triage/bastion? I still don't get that part. You'll still have ships performing siege-like behavior. How can you dislike siege dreads and then say you like the idea of Entosis? Entosis is almost literally sieging in a Revelation without having to deal with ammo reloads.

I thought that part was pretty clear, that Entosis is about to force more siege-like gameplay, except you get to move around on grid. The components of siege are there. 5 minute increments of time, everyone has to wait around, and you too can siege in your subcap, just fit an Entosis link!

?
Iroquoiss Pliskin
9B30FF Labs
#335 - 2015-04-12 17:07:05 UTC  |  Edited by: Iroquoiss Pliskin
Rain6637 wrote:
This is assuming fights are worth instigating in the first place. Cherry picking moons and sticking with EHP / timer mechanics of POSes is a more lucrative activity. Tried and true, even.

About alpha fleets. Doesn't it seem odd that Entosis links will incur restrictions similar to siege/triage/bastion? I still don't get that part. You'll still have ships performing siege-like behavior. How can you dislike siege dreads and then say you like the idea of Entosis?


I despise all capitals alike. Blink

Quote:
Entosis is almost literally sieging in a Revelation without having to deal with ammo reloads.


One ship doing that, not twenty.

Quote:
I thought that part was pretty clear, that Entosis is about to force more siege-like gameplay, except you get to move around on grid. The components of siege are there. 5 minute increments of time, everyone has to wait around,


Again - one ship.

Sure, they can wait around if they suspect incoming hostiles and/or the system not being secure. P In an situation with both parties present in sufficient numbers, it will make for a very dynamic engagement.

Time to dig up that dusty Grid Fu manual... 750 km by 250 by 250 visibility rectangular piece of Art is a Go. Attention
Rain6637
GoonWaffe
Goonswarm Federation
#336 - 2015-04-12 19:15:50 UTC
I'm not sure I understand the importance of the solo ship point you are trying to make. Can you explain it further?

The premise behind this fitting update to Entosis seems to be disallowing interceptors, but there are still very viable options for attack and defense. To apply Entosis I would pick something fast with boosted lock range. To defend, I would use an Arazu and damp.

You don't have to kill the ship outright. All you have to do is break its lock.

Overall, I don't get why manpower is being disincentivized. But apparently you understand why solo Entosis is a good thing, so maybe you can help me understand?
Rowells
Blackwater USA Inc.
Pandemic Horde
#337 - 2015-04-12 19:28:14 UTC  |  Edited by: Rowells
man power is only being disincentivizrd in situations where it is unnecessary. The effort to take the system or structure needs to more reflect the defenders participation, rather than simply blabbing as much as possible with as much DPS you can muster, to overtake absentees landlord holdings.

In other words, the amount of resources to take something, is exactly the same if you attack someone's home system versus snatching a backwater buffer system is exactly the same, any fights generated not withstanding
Iroquoiss Pliskin
9B30FF Labs
#338 - 2015-04-12 19:54:13 UTC  |  Edited by: Iroquoiss Pliskin
Rain6637 wrote:

Overall, I don't get why manpower is being disincentivized. But apparently you understand why solo Entosis is a good thing, so maybe you can help me understand?


Read Fozzie's first point on the first page of this most illustrious thread.

CCP Fozzie wrote:
As much as possible, the Entosis Link capture progress should reflect which group has effective military control of the grid.

At its core, the Entosis Link mechanic is a way for the server to tell who won (or is winning) a fight in a specific location. This is a surprisingly tough thing for the server to determine. The best way to win a structure or command node with the Entosis Link should be to gain effective control of the grid.
...
This means that there will always be an intermediate state where the grid is "contested" and neither side is making significant progress until the fight is resolved.


Server "knowing" who has won/lost a battle is not a literal meaning, rather from a complex systems designer point of view: determining the control of a grid/system/regions in its truest definition.

Entosis concept isn't even a catalyst, but rather a confirmation that yes - no one is here, system is unoccupied, all clear, fly safe. o77 The only balance question that needs to be asked now is the exact cycle/progress timers and exact counter-measure conditions, along with how the new coming structure system is going to be involved. I think structure teardown & replacement is still going to remain as one of the cornerstones in the new Era, albeit on a medium scale versus today's levels.

TL;DR Practical frequency of ping-pongs.

If you could force multiply the effect by merely bringing more warm bodies, you'd nullify the whole point of the new sov system. Blink The point being - Clean up the multiple clusterfucks and get Eve back into healthy Order.

For without Death, there is no Life; without Death running its course, there are far worse things.

And so, Life feeds on life; feeds on Life; feeds on Life; feeds on...

This is necessary. Smile

I am re-reading the 409-page Phoebe Jump Changes thread - On page 8 currently. So gud.

DEATH TO ALL CAPITALS
Rain6637
GoonWaffe
Goonswarm Federation
#339 - 2015-04-12 20:36:49 UTC  |  Edited by: Rain6637
I'm still not satisfied with the bit about determining military control of the grid. Killing the thing is already a good indication of who is winning.

What Entosis does differently is ensuring that one side has fought to the last man, or has left completely. Or has run out of entosis links. This strikes me as very wishful thinking.

I mean no disrespect when I say that I find the attempt amusing. I'm left hoping there's simply a big chunk of future changes that we aren't being told, that would make this revamp worthwhile.

Rowells wrote:
man power is only being disincentivizrd in situations where it is unnecessary. The effort to take the system or structure needs to more reflect the defenders participation, rather than simply blabbing as much as possible with as much DPS you can muster, to overtake absentees landlord holdings.

In other words, the amount of resources to take something, is exactly the same if you attack someone's home system versus snatching a backwater buffer system is exactly the same, any fights generated not withstanding

Doesn't the current system already scale in difficulty based on the defender's participation? What I see is that timers are guaranteed while the option of accelerating the process is being removed completely. I don't understand how this fits in with making sov easier to defend if you live there, and the reduction of power projection through jump fatigue.

EHP buffers, rather than timers, would support the idea of scaling based on the fight. If Entosis has to be used, it could be required in conjunction with an EHP buffer. For example, a structure can only be flipped when it is out of EHP and has been Entosised. Doesn't this satisfy the military control requirement? So why is Entosis being used exclusively.

Is this not trading an EHP buffer for a time buffer? Feels oversimplified, to put it lightly.
Iroquoiss Pliskin
9B30FF Labs
#340 - 2015-04-12 20:40:50 UTC  |  Edited by: Iroquoiss Pliskin
Rain6637 wrote:
I'm left hoping there's simply a big chunk of future changes that we aren't being told, that would make this revamp worthwhile.


Bingo-presto, but I think the concept at its core will remain the same. Blink

All your buffer, all y---our buffer are belong to us.

Rowells wrote:
man power is only being disincentivizrd in situations where it is unnecessary. The effort to take the system or structure needs to more reflect the defenders participation, rather than simply blabbing as much as possible with as much DPS you can muster, to overtake absentees landlord holdings.

In other words, the amount of resources to take something, is exactly the same if you attack someone's home system versus snatching a backwater buffer system is exactly the same, any fights generated not withstanding


This man will become a General. Or at least a kapitain.

Also to consider: System development indices and their effects in the Sov 5.0. Both Military & Indy decay rates are being changed AFAIK.

V V V Strong - Bring a dreadnaught. Or five hundred. ᕦ( ͡° ͜ʖ ͡°)ᕤ

Rain6637 wrote:

Doesn't the current system already scale in difficulty based on the defender's participation? What I see is that timers are guaranteed while the option of accelerating the process is being removed completely.


You've posted the RF data yourself.

With Entosis, RF now, blap later. Maybe. ( ͡~ ͜ʖ ͡°)

So yes.

I threw a wish in the well,
Don't ask me, I'll never tell
I looked to you as it fell,
And now you're in my way

I'd trade my soul for a wish,
Pennies and dimes for a kiss
I wasn't looking for this,
But now you're in my way

Your stare was holdin',
Ripped jeans, skin was showin'
Hot night, wind was blowin'
Where do you think you're going, baby?

Hey, I just met you,
And this is crazy,
But here's my number,
So call me, maybe!