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[Discussion] Entosis Link Tactics and Ship Balance Part 2

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Author
Nevyn Auscent
Broke Sauce
#341 - 2015-04-12 22:23:57 UTC
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? 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!

?

Try looking at HIC's, that's actually the behaviour the entosis link best copies, not Siege.
Rain6637
GoonWaffe
Goonswarm Federation
#342 - 2015-04-12 23:26:28 UTC
You're right. I guess I got stuck on siege due to the role that Entosis is more or less taking over (from siege).
Rowells
Blackwater USA Inc.
Pandemic Horde
#343 - 2015-04-12 23:44:35 UTC
Rain6637 wrote:
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.

The key difference between "having effective military control" and "holding the grid" defines whether or not hostiles are present and engaging. A simple way to explain this would be to ask,"If i bring in something I cannot support with remote assistance, will it be safe?"
vs.
"I am holding my position however I cannot gauruntee the safety of anything that is independent of my repair ability"
Military control is fluid and dynamic. If you can suppress a hostile entity's ability to engage targets, You have control. If the hostiles can engage targets freely, you do not have effective military control.
Rain6637 wrote:
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.

The current system does not do it well or barely at all. The difficulty of taking the structure itself (the hostiles fighting is an almost entirely independent variable in both situations, due to factors outside of the engagement) does not change. Whereas, trying to take a system under high use and with long-standing occupancy, is more difficult to take than a system that literally just had a flag planted in it and nothing else, under the new system.

The EHP buffer only offered a system where having greater numbers would be a higher determinant of structure survivability, than actually fighting the enemy. This was why reducing the EHP would not be a viable solution to lowering the entry bar for sov, since it makes it slightly easier for a small group and greatly easier for a much larger established group. This won't remove the advantage of greater numbers entirely, but make the numbers advantage applicable to the fight, rather than the grind.

Lets think of an extreme example:
Group A has 100 pilots
Group B has 50

Hypothetically we assume group B destroys the enemy fleet or causes them to leave the field indefinitely. Group B has to spend more time trying to take the system even though group A lost or abandoned it.

This system removes numbers as the determining factor for how long you have to sit cycling guns on a target, which is almost irrelevant to the actual combat victory in most cases.
Rain6637
GoonWaffe
Goonswarm Federation
#344 - 2015-04-13 00:05:27 UTC
Until I hear some deeper reasoning to justify numbers as being a bad thing, I'm stuck in disagreement. Compared to damage (EHP), things like invulnerability, timers, and a special module will remain, in my mind, nothing more than 'because magic' a la WoW. In the meantime, I'll live without an explanation to satisfy my curiosity, so I suppose it'll just have to be whatever. Magic game mechanics break my immersion quite a bit, but who cares about RP right.
Rowells
Blackwater USA Inc.
Pandemic Horde
#345 - 2015-04-13 00:37:44 UTC  |  Edited by: Rowells
Rain6637 wrote:
Until I hear some deeper reasoning to justify numbers as being a bad thing, I'm stuck in disagreement.
numbers are not bad. However the advantage they give needs to be in the fight, not the grind. We have no need to make smaller groups spend more time destroying something that is undefended simply because they don't have as many friends. Numbers will still give you the advantage in a fight and in maintaining sov indices to make it tougher, amongst the other benefits it gives. However the way scaling worked for HP grinds made numbers absolutely ESSENTIAL to do anything in a reasonable time. It all goes back to,"shoudld an abandoned system take just as long to flip as an occupied one?"

Rain6637 wrote:
Compared to damage (EHP), things like invulnerability, timers, and a special module will remain, in my mind, nothing more than 'because magic' a la WoW. In the meantime, I'll live without an explanation to satisfy my curiosity, so I suppose it'll just have to be whatever. Magic game mechanics break my immersion quite a bit, but who cares about RP right.

I don't find this unique to many mechanics in eve. As much 'scientific' explanation someone will give me, I will never believe turning capacitor energy into nanites into armor on a ship 50km away will ever make sense (in a sense all sov mechanics don't make any real sense either). Guess it just depends on how important the realism is to you.
Rain6637
GoonWaffe
Goonswarm Federation
#346 - 2015-04-13 00:45:09 UTC  |  Edited by: Rain6637
I don't see why the EHP can't be part of the conflict. It can be called a grind, but if you're uncontested while grinding EHP, then you should consider yourself fortunate.

Oh, and magic capacitor creation through cap chaining... that's hilariously fake and I love abusing making use of it.

At the very least, I think Entosis links should have skills that reduce cycle time.
Rowells
Blackwater USA Inc.
Pandemic Horde
#347 - 2015-04-13 01:18:22 UTC
Rain6637 wrote:
I don't see why the EHP can't be part of the conflict. It can be called a grind, but if you're uncontested while grinding EHP, then you should consider yourself fortunate.
Considering myself fortunate because no one is going to show up for the next few hours while I try to work with dominion sov and hp is not something I would like to do. At that point its almost me just paying for something in man hours. Rather than from actually using my man hours better.

Rain6637 wrote:
Oh, and magic capacitor creation through cap chaining... that's hilariously fake and I love abusing making use of it.

At the very least, I think Entosis links should have skills that reduce cycle time.

no complaints here
Rain6637
GoonWaffe
Goonswarm Federation
#348 - 2015-04-13 01:26:06 UTC  |  Edited by: Rain6637
See, that point about man hours. You have to submit to a set number of minutes under Entosis. Unlike right now, like I did on Sisi last night, just bring three or four dreads and get it done in 10 mins. I don't think it's a worthwhile trade off. I also don't see why Fozzie expressed such a strong negative sentiment toward HP objectives. Does he grind structures alone, with just one character?

If the goal was to negate multiboxing, which his other comment about wanting to remove fleet warp makes me wonder if he has a thing against multiboxing... it's a failure. Allowing me to flip something with just one character only means I can flip several things at once.
Rowells
Blackwater USA Inc.
Pandemic Horde
#349 - 2015-04-13 02:14:59 UTC
Rain6637 wrote:
See, that point about man hours. You have to submit to a set number of minutes under Entosis. Unlike right now, like I did on Sisi last night, just bring three or four dreads and get it done in 10 mins. I don't think it's a worthwhile trade off. I also don't see why Fozzie expressed such a strong negative sentiment toward HP objectives. Does he grind structures alone, with just one character?
disabling a station service with 5 dreads in 10 minutes? ok. grinding through 2 station and ihub timers with much more hp and onlining sbus in system? very different amounts of investment in time.

Which might also lead us to the question,"how mamy dreads should an alliance have before it can take sov reasonably?". Should we start setting minum limits to take sov like that?

Also considering a T2 link can quite possibly RF an unused system in about 12 minutes, without having to drag caps and industrial ships around the system for hours, I find that a very fair trade off. In fact the largest investment in time would be the 120 minutes (or less if friends) minimum needed on the final timer. And using a flat timer instead of HP also benefits a smaller group since no one can just drop hundreds of people and roll through in a matter of minutes for all of their services. A well used system will give the advantage in defense. An underused one will give very little in defense. It equals the requirements of time in similar scenarios and focuses the gameplay on the actions surrounding it. Same thing happened with jump fatigue, everyone's timer is the same based on the same factors.

Rain6637 wrote:
If the goal was to negate multiboxing,
I remember no such goal
Rain6637
GoonWaffe
Goonswarm Federation
#350 - 2015-04-13 02:26:16 UTC  |  Edited by: Rain6637
What's the problem with bringing max dudes, I mean, isn't that what Entosis does... proliferates sov flipping down to just one character? I'm just spitballing and exploring possible motivations here.

Man you can get a lot done with just three or four dreads. It's not that hard. I'm very confident the number of Entosis minutes will be more than 10 (two siege cycles), which is a current threshold that is very easy to stay under.

My point is still the same as it was at the beginning of the last page: Why is so much being changed for the sake of something that is already easy with five to six ships, while keeping the timers which cause most of the clunkiness.

The timers are what allow reinforcements to slowboat across regions in time to defend systems they don't live in.

Doesn't make sense to me.

You could attack several systems owned by an alliance at once, sure, but that's not new. You can already put that kind of pressure on an alliance right now.

I ref'd that station in 2 cycles, btw. I took out some of the services because I still had time left on my siege cycles.
Nevyn Auscent
Broke Sauce
#351 - 2015-04-13 02:46:09 UTC
The point is you only have to bring the number of pilots required to beat the defenders, and that caps aren't required for Sov warfare. By removing the HP grind there is no longer a need to have 200 pilots to take an undefended system in a reasonable time. (Your 3-4 dreads for 10 minutes is so so far off the mark for HP grinds for full sov in a single system). Instead you now have your 200 man fleet looking for actual people to shoot, not shooting structures. More people interaction = more real content.

Timers already exist in Sov currently, and NEED to stay to avoid stuff being burnt just because people aren't online 24/7 because EVE is a game, not life. So timers aren't significantly being changed.
Rain6637
GoonWaffe
Goonswarm Federation
#352 - 2015-04-13 02:50:34 UTC  |  Edited by: Rain6637
If a limited vulnerability window is going to be implemented, timers should synchronize, rather than exit at some random number of hours +/-. I'd agree with the timers and the vulnerability if timers come out at the same time alliance-wide.

Explain to me how I'm off. I showed up as SBUs onlined, reinforced the Ihub and then the outpost, took 20 mins. Am I missing something?

If vulnerability will only be for a period of 4 hours per day, why can't I run straight through EHP for those four hours. Is it too much to expect players to be vigilant for 4 hours? Is 1 hour better?

I just logged in to that system to check the timers, I didn't write anything down... I still can't do anything for 1 or 2 days, depending on the structure.

I don't see why people will bother. Have you checked rental prices? Most of them are one or two billion ISK per month. If that's really what systems are worth, really, why do people bother, outside of attrition.

Quote:
More people interaction = more real content.

Sov griefing is quite real & enjoyable content for some players m8. Why do you think I'm putting in the extra time and doing my homework on Sisi right now. I'm being objective about it in this discussion, but m8...
Rowells
Blackwater USA Inc.
Pandemic Horde
#353 - 2015-04-13 03:29:56 UTC
Rain6637 wrote:
What's the problem with bringing max dudes, I mean, isn't that what Entosis does... proliferates sov flipping down to just one character? I'm just spitballing and exploring possible motivations here.

Man you can get a lot done with just three or four dreads. It's not that hard. I'm very confident the number of Entosis minutes will be more than 10 (two siege cycles), which is a current threshold that is very easy to stay under.

My point is still the same as it was at the beginning of the last page: Why is so much being changed for the sake of something that is already easy with five to six ships, while keeping the timers which cause most of the clunkiness.

The timers are what allow reinforcements to slowboat across regions in time to defend systems they don't live in.

Doesn't make sense to me.

You could attack several systems owned by an alliance at once, sure, but that's not new. You can already put that kind of pressure on an alliance right now.

I ref'd that station in 2 cycles, btw. I took out some of the services because I still had time left on my siege cycles.

Yes, but I'm sure you didnt RF the IHUB or TCU or online the SBUs or wait the potential 2 (?) days for the final timer so you could do it all over again, in that same 10 minutes.

So much is being changed, because it currently requires quite a bit to even begin thinking about sov, much less anything beyond it. The focus needs to sway more into the fight for control, rather than the grind for it.

The timers are fine. If the timer is too short because you never use it, thats ok. If its long enough for you to form a proper defense, then thats the secondary benefit of using that system.

You could attack several systems at once, but lets take a look at the shopping list for that endeavour. 'x' will represent number of targetted systems. (all assuming no defenders present and no sov indices)
Dominion:

  • 5x dreads
  • (0.51 number of gates in system)x SBUs
  • x number of haulers for SBUs
  • 3 hours for SBU onlining
  • 1-3 days per timer for 2 timers (possible 6 days)
  • 30 minutes total of grinding time based on your numbers

And now for Entosis sov with the same systems:

  • x ships and pilots
  • x entosis mods (T1 or T2 dependant on availibility)
  • 20 minutes for inital timer on T1 12 on T2
  • 120 minutes for final timer spawns
  • roughly 24 hours to wait for final timer

while the grind has not been entirely removed (mostly for sake of potential defenders) the initial requirement is much lower, and will simply scale based on the defenders presence and resistance.

and for the last remark, see above post regarding SBUs and such
Rain6637
GoonWaffe
Goonswarm Federation
#354 - 2015-04-13 03:36:23 UTC  |  Edited by: Rain6637
I missed that figure, 120 minutes of Entosis?

Welp. At least there's still POSes to cherry pick.

(120 minutes... what is that balanced against... a ratting carrier?)
Rowells
Blackwater USA Inc.
Pandemic Horde
#355 - 2015-04-13 03:42:53 UTC
Rain6637 wrote:
If a limited vulnerability window is going to be implemented, timers should synchronize, rather than exit at some random number of hours +/-. I'd agree with the timers and the vulnerability if timers come out at the same time alliance-wide.

Explain to me how I'm off. I showed up as SBUs onlined, reinforced the Ihub and then the outpost, took 20 mins. Am I missing something?

If vulnerability will only be for a period of 4 hours per day, why can't I run straight through EHP for those four hours. Is it too much to expect players to be vigilant for 4 hours? Is 1 hour better?

I just logged in to that system to check the timers, I didn't write anything down... I still can't do anything for 1 or 2 days, depending on the structure.

I don't see why people will bother. Have you checked rental prices? Most of them are one or two billion ISK per month. If that's really what systems are worth, really, why do people bother, outside of attrition.


I have my disagreements with the currently proposed RF timers as well. mostly the 'alliance wide' thing.

Those SBUs didnt just spring up pre-onlined out of nowhere. They are an essential step to taking anything sov related and require 3 hours to online each.

The 4 hours is for the defender as I understand it. And I don't understand what you mean by running through the EHP for 4 hours.

yep, timers for sov structures can be timed for a max of 3 days I believe, making it 6 for the two timers.

I have no idea why people rent, never done it myself. I imagine its either for the ISK, the glory, or the babes. And ironically, an active renter empire will actually be harder to take than one might think. go figure.
Rowells
Blackwater USA Inc.
Pandemic Horde
#356 - 2015-04-13 03:45:16 UTC
Rain6637 wrote:
I missed that figure, 120 minutes of Entosis?

Welp. At least there's still POSes to cherry pick.

(120 minutes... what is that balanced against... a ratting carrier?)

10 capture points with a T2 mod (warm up time 2 minutes)

10 points x 12 minute capture

god forbid any poor man is forced to try and claim lots of sov sov with a carrier fleet, or is that a good thing? who knows.
Rain6637
GoonWaffe
Goonswarm Federation
#357 - 2015-04-13 03:56:37 UTC  |  Edited by: Rain6637
2 hours isn't so bad, I guess. If it's an unoccupied system, it just means splitting up and hitting several things at once.

The part about the 4 hour window: If structures are only vulnerable for 4 hours, isn't that enough warning for the occupants to be vigilant for that window? Why do you need timers on top of a limited vulnerability window.

If you know you're only going to be attacked in a 4 hour window, why not allow EHP to be grinded down continuously within that time period. What I'm hearing is that on top of 20 hours of safety per day, structure owners also get a day or two of prep time to defend their stuff.

It doesn't strike me as enough consequence for not being present in a system.
Rowells
Blackwater USA Inc.
Pandemic Horde
#358 - 2015-04-13 04:13:40 UTC
Rain6637 wrote:

The part about the 4 hour window: If structures are only vulnerable for 4 hours, isn't that enough warning for the occupants to be vigilant for that window? Why do you need timers on top of a limited vulnerability window.

If you know you're only going to be attacked in a 4 hour window, why not allow EHP to be grinded down continuously within that time period. What I'm hearing is that on top of 20 hours of safety per day, structure owners also get a day or two of prep time to defend their stuff.

It doesn't strike me as enough consequence for not being present in a system.

I believe the timer is in counter to the option of not having a timer. It gives time for alliance members to arrive or to grab ships from a staging system, etc. If you still manage to lose the system due to neglect, its even more reason you need to fight later on.

The 4 hour window is to ensure the defending alliance has a reasonable chance to organize a defense in a TZ they are actually using, rather than playing TZ games. it has its advantages and disadvantages over the old system.

The day (20-28 hours) is much less than the possible 6 for current mechanics. And since the barrier for entry was lowered substantially, the defenders are granted the ability to roughly decide the time of engagements, whereas the offender can decide the place. But, again, I dont necessarily like the way the 4 hour window works in its suggested form. Has potential to exclude parts of the alliance from assisting in defense, makes you pick favorites really.
Rain6637
GoonWaffe
Goonswarm Federation
#359 - 2015-04-13 04:23:19 UTC  |  Edited by: Rain6637
The other problem with the randomness of the timers (rather than always coming out at the same time) is the possibility of moving the same force from one system to another, if their timers are far enough apart. Due to laziness, and greed, and anxiety, and needing jump bridges, if you allow one force to cover multiple systems in the same day, you'll end up with renters.

Renter space is a symptom of defense being too easy across multiple systems.

imo.
Cade Windstalker
#360 - 2015-04-13 05:28:49 UTC  |  Edited by: Cade Windstalker
Rain6637 wrote:
Until I hear some deeper reasoning to justify numbers as being a bad thing, I'm stuck in disagreement. Compared to damage (EHP), things like invulnerability, timers, and a special module will remain, in my mind, nothing more than 'because magic' a la WoW. In the meantime, I'll live without an explanation to satisfy my curiosity, so I suppose it'll just have to be whatever. Magic game mechanics break my immersion quite a bit, but who cares about RP right.


Sometimes gameplay has to trump story. If you need an explanation then invent one. Like whatever system it is that creates the invulnerability field needs to vent waste products and this creates a vulnerability period.

The alternative, removing these timers for the sake of people finding them unsatisfactory for Lore reasons, creates an unplayable bad gameplay situation so that's not an option.

Rain6637 wrote:
I don't see why the EHP can't be part of the conflict. It can be called a grind, but if you're uncontested while grinding EHP, then you should consider yourself fortunate.

Oh, and magic capacitor creation through cap chaining... that's hilariously fake and I love abusing making use of it.

At the very least, I think Entosis links should have skills that reduce cycle time.


There's already a simple explanation for cap chain. Your ships capacitor is one power source, its power-grid is another. The Capacitor Transfer module makes use of some combination of ship's powergrid and chemical reactions to take the energy jolt from your ship's capacitor and transfer energy to another ship. This may be in some way related to Cap Recharger module and how it improves cap recharge rate.

The problem I see with having skills that reduce Entosis Cycle time is that Sov has accessibility problems currently. It's basically "bring supers/Caps or go home" and it's universally dominated by alliances with lots of high skill players. Since there is a clear advantage to having reduced cycle time the module needs to be balanced around the lowest possible cycle time. This means that if you don't have that you're at a distinct disadvantage starting from the design intent and working down from there.

Rain6637 wrote:
See, that point about man hours. You have to submit to a set number of minutes under Entosis. Unlike right now, like I did on Sisi last night, just bring three or four dreads and get it done in 10 mins. I don't think it's a worthwhile trade off. I also don't see why Fozzie expressed such a strong negative sentiment toward HP objectives. Does he grind structures alone, with just one character?

If the goal was to negate multiboxing, which his other comment about wanting to remove fleet warp makes me wonder if he has a thing against multiboxing... it's a failure. Allowing me to flip something with just one character only means I can flip several things at once.


The current problem with Structure Grinds is that they're boring and basically mean "throw people at it" becomes a mechanic. If enemies aren't going to contest you still need to drag a huge cap fleet around to every structure you want to knock over, which also makes them very hard to defend since there's a point where you have enough people to just have everyone press F1 (or I guess F2 for Titans?) on the structure and it either goes boom or enters its next timer.

The Entosis mechanic means you can send a small squad or series of squads around to every timer and get them all done at once, and you can't just throw a massive fleet at a timer and clear it out in one Siege Cycle. Worst case scenario is you getting a fight out of it as both sides escalate their harassment and response.

Rain6637 wrote:
I missed that figure, 120 minutes of Entosis?

Welp. At least there's still POSes to cherry pick.

(120 minutes... what is that balanced against... a ratting carrier?)


This figure is incorrect, at worst it's 40 minutes to flip a Node, and you need 10 nodes. Since 5 spawn at a time you're looking at a best-worst-case of 80 minutes uncontested, but that's for fully occupied Sov. Also Entosis is taking over all structure shooting mechanics, though the details outside of Sov are a bit fuzzy.

Rain6637 wrote:
The other problem with the randomness of the timers (rather than always coming out at the same time) is the possibility of moving the same force from one system to another, if their timers are far enough apart. Due to laziness, and greed, and anxiety, and needing jump bridges, if you allow one force to cover multiple systems in the same day, you'll end up with renters.

Renter space is a symptom of defense being too easy across multiple systems.

imo.


Having timers all come out at a fixed time also hurts the defenders, since an entrenched group may have enough defenders advantage to cover one timer, but not two. Of course there's always the chance two could spawn fairly close together as well but I think that makes for fun randomness as opposed to frustrating randomness. That said, I think maybe moving the timer window to the *start* of the 4 hour window helps matters, since having one start at the end of your Alliance's Prime Time window could make defense hard for those who have work in the morning.