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Logistics Change - Looking for Feedback

Author
Dr Cedric
Science and Trade Institute
Caldari State
#21 - 2015-06-15 16:15:08 UTC
Delt0r Garsk wrote:
So read up on a few of the logi is OP threads.

The logic seems to something like this. My fleet can't hurt that fleet. So its OP. Well yea 50 pilot fleets are not going to win against a 100 pilot fleet. Yes some even said exactly the 50 man vers 100 man thing is unfair with logi. Logi makes no difference. Being out gunned is part of life. Changing logi so no one will use it will not change that fact. Even worse someone made the complaint that 200 rifters can't break a good fleet comp with logi.

Even worse is the crying about 200 carrier fleet. Well duh, if they can field 200 carriers, why would you expect to be able to kill things and even win with what? a bunch of curisers? or even battleships? They are caps, what the hell do you want. To solo them in a rifter?

If you permit big fleets. This is the game you get. Changing logi only changes the ships flown, and in fact reduces choice. Since if there is no logi then the only thing to go for is pure DPS. Nothing else will matter. After all Damage does not get stacking penalized. If you want no fleet to be "invulnerable" to any other fleet, then well that is just stupid. Of course a large fleet of battleships is going to be invulnerable to a small gang of frigates.

Evey other MMO fixes this problem just one way. Corps/alliance and fleets have very very low member size limits. Stop the big brawl, don't have to waste time with perceived unfairness of not winning ridiculously outnumbered.

If you are outnumbered, your outnumbered. Your going to lose big time. It is right there in the number of guns theory.



This issue isn't that I'm outnumbered, its that I can't do ANYTHING against the bigger fleet.

If I'm the 50 man fleet w/ 5 logi, and I meet the 100 man fleet with 10 logi, there is a point where I can no longer inflict enough damage to do anything against the other fleet. If I'm engaging, it isn't because I want to wipe the floor with my 50 man fleet and not take a loss, its because I want to inflict enough damage that the 100 man fleet loses heart and goes home. At some point, once my fleet has lost enough DPS, I can no longer damage their fleet.

In which case why should I engage anyway? They have more Logi and I would only be throwing ships away, so I'll just dock up. I'd rather take my fleet out, lose every last one of them, but make the other fleet think twice about visiting my area of space. With current logi and fleet meta, the "suicide" fleet has no place.

What I'm trying to do with my proposal is make a diminishing return on Logistics so that the smaller guy can still bring some hurt even if he's outgunned and outnumbered. Perhaps I didn't make that clear in my OP

Cedric

Frostys Virpio
State War Academy
Caldari State
#22 - 2015-06-15 16:18:28 UTC
Dr Cedric wrote:
Delt0r Garsk wrote:
So read up on a few of the logi is OP threads.

The logic seems to something like this. My fleet can't hurt that fleet. So its OP. Well yea 50 pilot fleets are not going to win against a 100 pilot fleet. Yes some even said exactly the 50 man vers 100 man thing is unfair with logi. Logi makes no difference. Being out gunned is part of life. Changing logi so no one will use it will not change that fact. Even worse someone made the complaint that 200 rifters can't break a good fleet comp with logi.

Even worse is the crying about 200 carrier fleet. Well duh, if they can field 200 carriers, why would you expect to be able to kill things and even win with what? a bunch of curisers? or even battleships? They are caps, what the hell do you want. To solo them in a rifter?

If you permit big fleets. This is the game you get. Changing logi only changes the ships flown, and in fact reduces choice. Since if there is no logi then the only thing to go for is pure DPS. Nothing else will matter. After all Damage does not get stacking penalized. If you want no fleet to be "invulnerable" to any other fleet, then well that is just stupid. Of course a large fleet of battleships is going to be invulnerable to a small gang of frigates.

Evey other MMO fixes this problem just one way. Corps/alliance and fleets have very very low member size limits. Stop the big brawl, don't have to waste time with perceived unfairness of not winning ridiculously outnumbered.

If you are outnumbered, your outnumbered. Your going to lose big time. It is right there in the number of guns theory.



This issue isn't that I'm outnumbered, its that I can't do ANYTHING against the bigger fleet.

If I'm the 50 man fleet w/ 5 logi, and I meet the 100 man fleet with 10 logi, there is a point where I can no longer inflict enough damage to do anything against the other fleet. If I'm engaging, it isn't because I want to wipe the floor with my 50 man fleet and not take a loss, its because I want to inflict enough damage that the 100 man fleet loses heart and goes home. At some point, once my fleet has lost enough DPS, I can no longer damage their fleet.

In which case why should I engage anyway? They have more Logi and I would only be throwing ships away, so I'll just dock up. I'd rather take my fleet out, lose every last one of them, but make the other fleet think twice about visiting my area of space. With current logi and fleet meta, the "suicide" fleet has no place.

What I'm trying to do with my proposal is make a diminishing return on Logistics so that the smaller guy can still bring some hurt even if he's outgunned and outnumbered. Perhaps I didn't make that clear in my OP


If they have diminushign return, your threashold of "can't do enough damage now" will just be lower and you will have to dock up again. You do realize this right?
Nasar Vyron
S0utherN Comfort
#23 - 2015-06-15 16:51:10 UTC
Dr Cedric wrote:

This issue isn't that I'm outnumbered, its that I can't do ANYTHING against the bigger fleet.

If I'm the 50 man fleet w/ 5 logi, and I meet the 100 man fleet with 10 logi, there is a point where I can no longer inflict enough damage to do anything against the other fleet. If I'm engaging, it isn't because I want to wipe the floor with my 50 man fleet and not take a loss, its because I want to inflict enough damage that the 100 man fleet loses heart and goes home. At some point, once my fleet has lost enough DPS, I can no longer damage their fleet.

In which case why should I engage anyway? They have more Logi and I would only be throwing ships away, so I'll just dock up. I'd rather take my fleet out, lose every last one of them, but make the other fleet think twice about visiting my area of space. With current logi and fleet meta, the "suicide" fleet has no place.


Why should you be able to do anything? You did not come prepared for what you faced, especially in your so called "suicide" fleets. They came over prepared with firepower and logistical support. All in the name of a GF? How is it a GF if CCP implements a mechanics just so the under/unprepared and lazy have a chance to inflict damage on those who were?

Where is the balance when a subcapital fleet can inflict damage to a large capital fleet without extreme numbers and/or superior comp? Are you expecting to pit squad of marines with field medics against a tank squadron and have them come out on top? Unless you have prepared your fleet with the tools by which to handle the situation you can expect it to go something like THIS... To expect CCP to implement a mechanic making planning/strategy unnecessary or worth less in any way is simply lazy on your behalf.

You say you are part of that 50 man fleet. If this is just a number's problem I suggest you send your diplos to surrounding alliances and try to team up so you can field proper numbers. If you don't want to do that for fear of too many blues, then I'm sorry, it is you who is not playing EVE correctly. The strong will always feed on the weak in this game. You have the tools to make yourself stronger, it is only you who are preventing yourselves from standing a fighting chance by clinging so tightly to your small gang mentality and refusal to adapt.


Dr Cedric wrote:
What I'm trying to do with my proposal is make a diminishing return on Logistics so that the smaller guy can still bring some hurt even if he's outgunned and outnumbered. Perhaps I didn't make that clear in my OP

So basically, you're too lazy and/or stubborn to change your tactics or increase the number of players being filed on your side to stand a chance against those who would have you outnumbered and outgunned. You refuse to put forth the time and effort yet still expect to deal with the threat in such a way that they would not want to fight you again. This is a horrible mentality to have and has no place in EVE. Adapt or die, and you seem to be gasping for breath crying to CCP to fix your problem for you.
baltec1
Bat Country
Pandemic Horde
#24 - 2015-06-15 17:24:52 UTC
FT Diomedes wrote:


If you took the Supercarriers out of the equation, would that still be a true statement?

More to the point, if you took Supercarriers out of the picture and brought Dreadnoughts with subcapital support, would that still be a true statement?


Now list the organisations with enough dreads to take on the Imperiums capital fleet. Even we couldn't dump enough dreads on a supercap/carrier blob and do any damage, we had to bring in our own even bigger super/titan blob.
baltec1
Bat Country
Pandemic Horde
#25 - 2015-06-15 17:29:50 UTC
Frostys Virpio wrote:


Could't that be a problem of super/carriers and not logi? It's only when the EHP of a ship goes into the millions that it really approache the "impossible" line no?


Nah its just the most outrageous example. Tengu and domi fleet are more or less invincible vs any 150 man fleet.
Frostys Virpio
State War Academy
Caldari State
#26 - 2015-06-15 17:41:30 UTC
baltec1 wrote:
Frostys Virpio wrote:


Could't that be a problem of super/carriers and not logi? It's only when the EHP of a ship goes into the millions that it really approache the "impossible" line no?


Nah its just the most outrageous example. Tengu and domi fleet are more or less invincible vs any 150 man fleet.


A gardian giving ~340 armor HP/s is not that scary until resist come into the equation imo. Would there be any massive problem created by inflating every ship's raw HP and adjusting the resist profiles to get the same or better alpha protection without leaving logi's number grow proportionally insanely large? Base resist and resist giving modules all getting reduced so you can't get stupid stuff like 90%+ resist which amplify the effect of logistic ships.
Juan Mileghere
The Corporate Raiders
#27 - 2015-06-15 18:02:02 UTC
Logi is partially the issue but logi can only go so far, with base 90% resists even a little logi goes a super long way, I'd rather see these insane resists get tweaked rather than the logis themselves YET down the road, sure but right now monster resists don't help anything neutering logi means bringing EWAR though, drop enough damps/jams(or neuts for Gal/Minnie logis) and eventually you will bring down their logi wing.
Dr Cedric
Science and Trade Institute
Caldari State
#28 - 2015-06-15 19:40:30 UTC
Quote:
Why should you be able to do anything? You did not come prepared for what you faced, especially in your so called "suicide" fleets. They came over prepared with firepower and logistical support. All in the name of a GF? How is it a GF if CCP implements a mechanics just so the under/unprepared and lazy have a chance to inflict damage on those who were?

Where is the balance when a subcapital fleet can inflict damage to a large capital fleet without extreme numbers and/or superior comp? Are you expecting to pit squad of marines with field medics against a tank squadron and have them come out on top? Unless you have prepared your fleet with the tools by which to handle the situation you can expect it to go something like THIS... To expect CCP to implement a mechanic making planning/strategy unnecessary or worth less in any way is simply lazy on your behalf.

You say you are part of that 50 man fleet. If this is just a number's problem I suggest you send your diplos to surrounding alliances and try to team up so you can field proper numbers. If you don't want to do that for fear of too many blues, then I'm sorry, it is you who is not playing EVE correctly. The strong will always feed on the weak in this game. You have the tools to make yourself stronger, it is only you who are preventing yourselves from standing a fighting chance by clinging so tightly to your small gang mentality and refusal to adapt.


First, who says that I am lazy? The current mechanic says that the only way I can win is if I have a bigger fleet with as much or more Logi. What if my coalition/alliance/corporation/buddies isn't 250 strong and always playing all at the same time? Am I lazy because I haven't quit my RL job so that I can play at the peak times for my alliance? Am I unprepared just because I can't find 100 other players to play with me because they're also busy doing their own thing? Laziness has nothing to do with it!

Secondly, I haven't said anything about a subcap vs capital fight, I'm talking about similarly fitted fleets, and if one has more logi, that fleet will win. With your example, marines vs tanks, no, I would not expect the marines to win. I would however expect a few of the marines to die gloriously to distract the tanks so some other marines could drop grenades inside the tank and make it go boom.

A better example, marine vs marine, I would expect that the 50 man group could go ahead and kill some of the 100 man group and have a meaningful impact in the grand scale of the fight, rather than saying, lets head back to the bunker and not even try to fight the other guys.

Thirdly, me playing eve the way I WANT TO is the correct way to play eve... If I want a blue donut I'll, get one, if not, I won't. Besides the fact that this discussion isnt about the blue donut, if the mechanics force people to play that way, I'd say that is whats wrong... not me being unable/unwilling to get a bigger fleet.

Fourth, this kind of idea might actually make fleet planning and execution even more necessary, rather than simply bringing as much DPS and Logi as you can and rolling over the other guy.


Quote:
So basically, you're too lazy and/or stubborn to change your tactics or increase the number of players being filed on your side to stand a chance against those who would have you outnumbered and outgunned. You refuse to put forth the time and effort yet still expect to deal with the threat in such a way that they would not want to fight you again. This is a horrible mentality to have and has no place in EVE. Adapt or die, and you seem to be gasping for breath crying to CCP to fix your problem for you.


Again, its not about lazy, its about being forced to get a bigger group to have even a chance to "play," and if I can't do that, well I just can't play. That is not the way this should work, and this is an idea to make it so that smaller groups can have meaningful impact in the world of fleet warfare.


Finally, I have adapted. I've adapted for the last 10 years, and been happy to do so. Maybe they make a Logi change... maybe they don't. I'd suggest you take a bit of your own Adapt or Die medicine and be willing to look at things from a different perspective.

Cedric

Kenrailae
Center for Advanced Studies
Gallente Federation
#29 - 2015-06-15 21:04:03 UTC
Frostys Virpio wrote:
Kenrailae wrote:
Yeah I can't even with you. First 'oh just bring more and bigger guns' then 'I see no problem with fewer smaller guns winning. They just had a better fleet comp.' There is an old saying about not arguing with an idiot. First they bring you down to their level, then beat you with experience. I have very little experience arguing at that level.


Problem in your example is the battleship indeed did bring more and bigger guns but forgot they should have the same support for this rule to apply. 8 T1 logi cruiser vs 10 T2 ones is not a fair match...


L2read. His response was solely bring more mans so I gave an example where more mans following the blob principle were ineffective against the logi+resists+signature tanking+Moar logi principle, which is what is being discussed, ideas on how to stop the meta being a 'who has the most reps vs incoming dps' game.

The Law is a point of View

The NPE IS a big deal

Enya Sparhawk
Black Tea and Talons
#30 - 2015-06-15 21:07:29 UTC
I think I get what he is saying but unfortunately what he is looking for cannot be given by a tweak to the logis' functions but the ability to better use his own environment (and everything within it) in an engagement.

Strategies are always the key, these are the things that need to be changed...(ie. broader definitions to define them are needed - as opposed to just standing still and slugging it out.)

Alliances need a way to harness 'environmental effects.' (they're there, lets use 'em)

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

baltec1
Bat Country
Pandemic Horde
#31 - 2015-06-15 21:09:23 UTC
Frostys Virpio wrote:
baltec1 wrote:
Frostys Virpio wrote:


Could't that be a problem of super/carriers and not logi? It's only when the EHP of a ship goes into the millions that it really approache the "impossible" line no?


Nah its just the most outrageous example. Tengu and domi fleet are more or less invincible vs any 150 man fleet.


A gardian giving ~340 armor HP/s is not that scary until resist come into the equation imo. Would there be any massive problem created by inflating every ship's raw HP and adjusting the resist profiles to get the same or better alpha protection without leaving logi's number grow proportionally insanely large? Base resist and resist giving modules all getting reduced so you can't get stupid stuff like 90%+ resist which amplify the effect of logistic ships.


I like the idea to restrict broadcasts to squad only. No nerf to logi, no nerf to resists, no nerfs to small gangs.
Kenrailae
Center for Advanced Studies
Gallente Federation
#32 - 2015-06-15 21:18:30 UTC  |  Edited by: Kenrailae
baltec1 wrote:
Frostys Virpio wrote:
baltec1 wrote:
Frostys Virpio wrote:


Could't that be a problem of super/carriers and not logi? It's only when the EHP of a ship goes into the millions that it really approache the "impossible" line no?


Nah its just the most outrageous example. Tengu and domi fleet are more or less invincible vs any 150 man fleet.


A gardian giving ~340 armor HP/s is not that scary until resist come into the equation imo. Would there be any massive problem created by inflating every ship's raw HP and adjusting the resist profiles to get the same or better alpha protection without leaving logi's number grow proportionally insanely large? Base resist and resist giving modules all getting reduced so you can't get stupid stuff like 90%+ resist which amplify the effect of logistic ships.


I like the idea to restrict broadcasts to squad only. No nerf to logi, no nerf to resists, no nerfs to small gangs.



Problem there becomes fleet organization. Most fleets keep their logi in their own squads so they can warp independent of the fleet. Dps is also not restricted to squad broadcasts. Line of sight would be the ideal fix to both problems.... but ccp and stuff



Edit: or make them both squad broadcasts

The Law is a point of View

The NPE IS a big deal

Ben Ishikela
#33 - 2015-06-15 23:47:26 UTC  |  Edited by: Ben Ishikela
@OP: Absolutely right. There are description of how you deal with the problem in this thread used as counter-arguments, but i feel that they just explain the problem perfectly.
Simple: If one party has to dock up, gameplay and content is lost. And the other then "not-winners" are unhappy also.
More fights = good. Killing = fun. Winning = overrated. War = Investment =/= safe.
To clarify: I support the Proposal.

Stacking penalties is a must, although it sounds painful to big fleets. why? because Resistances are not added like damage, they are multiplied. Imagine 10 exeqs that boost one's resist, its like (1-30%)^(10*3)=0.2E-4 (which would be 1.5bil eHPShocked). with stacking, there is some thinking required, but after all doable. But at the same time, stacking penalty with equiped resistance mods seems unpleasent.

Gameplay possibility: apply resist to a target prior to it being shot. (enabled by superior intel and spies. also positioning). ==> watch it hold 3-4 shots instead of one alpha strike. Should win you the damage race.

I cant decide whether the addional damage inflicted and its push for economy is better than the negative outcome that comes with it. It is the additional cost of even the well executed fights, that might be incentive for stalemates and walling.
On the other hand, unperfected combat is more fun, than no fight at all.

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Nasar Vyron
S0utherN Comfort
#34 - 2015-06-16 00:54:33 UTC
Dr Cedric wrote:
First, who says that I am lazy? The current mechanic says that the only way I can win is if I have a bigger fleet with as much or more Logi. What if my coalition/alliance/corporation/buddies isn't 250 strong and always playing all at the same time? Am I lazy because I haven't quit my RL job so that I can play at the peak times for my alliance? Am I unprepared just because I can't find 100 other players to play with me because they're also busy doing their own thing? Laziness has nothing to do with it!

Secondly, I haven't said anything about a subcap vs capital fight, I'm talking about similarly fitted fleets, and if one has more logi, that fleet will win. With your example, marines vs tanks, no, I would not expect the marines to win. I would however expect a few of the marines to die gloriously to distract the tanks so some other marines could drop grenades inside the tank and make it go boom.

A better example, marine vs marine, I would expect that the 50 man group could go ahead and kill some of the 100 man group and have a meaningful impact in the grand scale of the fight, rather than saying, lets head back to the bunker and not even try to fight the other guys.

Thirdly, me playing eve the way I WANT TO is the correct way to play eve... If I want a blue donut I'll, get one, if not, I won't. Besides the fact that this discussion isnt about the blue donut, if the mechanics force people to play that way, I'd say that is whats wrong... not me being unable/unwilling to get a bigger fleet.

Fourth, this kind of idea might actually make fleet planning and execution even more necessary, rather than simply bringing as much DPS and Logi as you can and rolling over the other guy.


For one, I am calling you lazy. You are coming to CCP to fix your problems rather than fixing them yourself. Coalitions exist because of power in numbers. The solution to your problems is not "bring more logi" but "bring more alpha" or a proper fleet composition to handle it. Start be actually targeting their logistics who are far less tanky than their dps ships I promise you then go after their dps ships once their logistics have been brought to a low enough level. Not a solution you like? Fine, bring in a bomb wing and void bomb their logi and dps ships to turn off hardeners. Now your lesser dps group will have an easier time breaking their logistics. Still not good enough for you? Bring damps in combination to the void bombs. You will break their cap chains, you will bring their logistics in closer to their main fleet and be able to pop them off one after another. Still not good enough??? Here's something straight out of the goon playboook: strap ecm bursts onto a few ceptors and warp them on top of the dps/logi groups, burst, then warp off and repeat. Bottom line is there are tactics to handle every situation in EVE. If you can't think of a way look at what others are doing. Get more friends to help you put up a fight, recruit more players to fill the gaps in your alliances peak time, get more alliances in your mini-coalition who cover your weak points and you there's. That is how EVE funtions, it is an MMO, no one group is expected to be good at everything. Even Goons would fall flat on their face in many engagements if they didn't have other alliances to stand beside them. Stop trying to be a special snowflake and looking towards CCP to fix what you perceive to be unfair because it forces you to adapt your playstyle to what actually WORKS.

Dr Cedric wrote:

Again, its not about lazy, its about being forced to get a bigger group to have even a chance to "play," and if I can't do that, well I just can't play. That is not the way this should work, and this is an idea to make it so that smaller groups can have meaningful impact in the world of fleet warfare.


Finally, I have adapted. I've adapted for the last 10 years, and been happy to do so. Maybe they make a Logi change... maybe they don't. I'd suggest you take a bit of your own Adapt or Die medicine and be willing to look at things from a different perspective.


Welcome to EVE Online, an MMO where players get power through numbers and must work together to survive.
Ben Ishikela
#35 - 2015-06-16 09:15:17 UTC  |  Edited by: Ben Ishikela
Nasar Vyron wrote:
Stop trying to be a special snowflake and looking towards CCP to fix what you perceive to be unfair because it forces you to adapt your playstyle to what actually WORKS.

Wow. more BM. Where is that attitude coming from?
What did OP do, to get you upset so much? Trying to "punsh below the beltline" and agress the poster instead of the idea.
It seems to me that you do neither listen nor understand how participation incentives work.
Do you fear that you might have to adapt to something new? Certainly not. So what is it? boredom? if yes, that idea might even help.

My point here being: There is a difference between something that WORKS and a possible improvement that is going to be more fun additionaly.

I see too many players complaining. (even complain about perceived complements.........see what i did here?).
But OP is not one of them!

I dont want to see another great idea trampled to dirt, just because some forum-active haters do not understand how improvement works.

Ideas are like Seeds. I'd chop fullgrown trees to start a fire.

Dr Cedric
Science and Trade Institute
Caldari State
#36 - 2015-06-16 13:53:52 UTC
@ Ben: Thanks for the positive feedback

@ Nasar: Sheesh, sorry I accidentally pee'd in your Wheaties yesterday! I'm pretty sure I never mentioned anything being unfair, nor do I think I'm a special snowflake, nor am I whining to CCP that the game is broken. Instead, I'm pretty sure that I'm simply putting an idea out about a potential change to the way logistics modules work that might add some new and/or fun gameplay to a system that has been in place since I started playing the game 10 years ago.

So, to that end, does anyone have any reasonable feedback about ways this idea would totally fail, be broken, work well, be awesome or any other constructive feedback (rather that simply complaining that I'm lazy!!)

Fake Edit: I am currently sitting in my office at work typing on these forums using my work computer - Lazy or Awesome as a descriptor of my behavior is up for debate!

Cedric

Frostys Virpio
State War Academy
Caldari State
#37 - 2015-06-16 14:19:40 UTC
Dr Cedric wrote:
@ Ben: Thanks for the positive feedback

@ Nasar: Sheesh, sorry I accidentally pee'd in your Wheaties yesterday! I'm pretty sure I never mentioned anything being unfair, nor do I think I'm a special snowflake, nor am I whining to CCP that the game is broken. Instead, I'm pretty sure that I'm simply putting an idea out about a potential change to the way logistics modules work that might add some new and/or fun gameplay to a system that has been in place since I started playing the game 10 years ago.

So, to that end, does anyone have any reasonable feedback about ways this idea would totally fail, be broken, work well, be awesome or any other constructive feedback (rather that simply complaining that I'm lazy!!)

Fake Edit: I am currently sitting in my office at work typing on these forums using my work computer - Lazy or Awesome as a descriptor of my behavior is up for debate!


The issue with your idea is how open it can leave ship to alpha. Fitting a local tank with the current powergrid value mean you don't drop the resist module you had fitted but the buffer ones which mean your total tank capability is based on the fact you can push your resist high enough in time to counter the first volley from the opposing side. You could broadcast as soon as you are yellow boxed but then the other side can pick 6 targets to target and a final call on who to shoot and your logi won't be able to respond at all. You will be gone before they could select you from their locked list and run the remote resist on you. If the enemy want to be even more funny about it, they can use any ship with spare high slot to fit a pasive targetter. Then, no yellow box. Just red box when the firsts shots are landing.

The end result is the same except for some time, the losing side might be able to use propaganda about inflicting losses to the other side but at the end of the day, you would keep losing strategic objectives one after another.

Do you expect to be able to inflict enough losses to the bigger side you can't fight right now because they just overpower your fleet to somehow drain their war chest for SRP before yours is drained?
Nasar Vyron
S0utherN Comfort
#38 - 2015-06-16 17:06:52 UTC
@OP Sorry for snapping on you the other day. You have to realize any of us who regularly visit these forums literally see this post every other week, if not more often. Humorously enough with dang near exactly the same idea every time. The unique part of your idea is the remote resist amps. While I agree this would give more options to logi it simply exacerbates what people already complain about with logistics/reps scaling "too well" with resists. And unfortunately as Frostys' pointed out, in order for these new remote amps to make up for the loss in buffer they would need to be applied at yellow box otherwise they will succumb to the alpha of the enemy fleet.

Here's are a few of the problems with this in a nutshell so I can actually be considered giving you feedback, not just bile:
1) Removal of remote direct reps for remote amplifiers will over time reduce the number of viable doctrine ships as the focus will begin to shift to hulls with local rep/buffer bonuses.
2) Trading buffer for a local rep results in increased susceptibility to alpha
3) Remote amps must be applied at yellow box to presumably bring tanks to their current EHP or higher to defend against alpha
-This is not simply making logistics harder, this is nearly impossible in most all cases due to lock times and fast target swapping.
4) Remote amps would need to cover all resistance types similar to an enam as expecting logistics to pick between 4 different remote resist modules is asking far too much on such limited hulls.
-Could always allow for scripting to focus the resistances if you'd really like, but doesn't solve #3
5) One of two things: cap chain importance increased significantly for sustaining non-cap stable dps ships -or- dps ships must forgo more damage and tank to gain cap stability
6) Power of neuts/void bomb increased exponentially as now capping out a single ship means that ship will now die without immediate cap transfers
-More variety in logistics may sound like a good thing, but what you're actually doing is increasing the minimum required logistics required to bring with your fleet. I.E. increasing minimum fleet size hurting smaller groups further.

Something I missed my first and second read through that I feel worth pointing out tho I'm sure you know....
7) Remote hardener numbers you threw out are far more powerful than past iterations I've seen. Obviously your numbers are just ones you threw out but a ship can reach 98-99% resists easily with a handful of logi using your numbers even after DR.
-The idea of a 95%+ omni tank ceptor with a small shield booster...



I could list more off, but I don't think it's necessary. You knew your idea would have flaws, you asked for suggestions yourself as have all the others before you. While your suggestion does add more variety for logistics pilots it very much limits fleet comps. You may not realize this right off but this would actually just hurt small gangs/alliances more in the long run. Large alliances will simply bring more logistics even to a 1:1 scale if they must.
Your suggestion, just as the may others before you, view this as an opportunity for the smaller alliances to fight back, when in reality they are the least suited to handle such a drastic change. Small alliances can function as well as they can due to simplicity. This places more importance, not less, on the number of logistics pilots fielded all while reducing the number of viable dps ships and fittings by making each individual's survivability centered around their local rep in conjunction with their logistic's lock times.

For the future tho, please please use the search function and pull up past posts on the subject. Read what they have suggested as well as what people have said in response. Reply to those unless you feel your idea so monumentally different (or that post completely off topic) that it merits making a new post.
Delt0r Garsk
Shits N Giggles
#39 - 2015-06-16 21:05:50 UTC
baltec1 wrote:
Frostys Virpio wrote:
baltec1 wrote:
Frostys Virpio wrote:


Could't that be a problem of super/carriers and not logi? It's only when the EHP of a ship goes into the millions that it really approache the "impossible" line no?


Nah its just the most outrageous example. Tengu and domi fleet are more or less invincible vs any 150 man fleet.


A gardian giving ~340 armor HP/s is not that scary until resist come into the equation imo. Would there be any massive problem created by inflating every ship's raw HP and adjusting the resist profiles to get the same or better alpha protection without leaving logi's number grow proportionally insanely large? Base resist and resist giving modules all getting reduced so you can't get stupid stuff like 90%+ resist which amplify the effect of logistic ships.


I like the idea to restrict broadcasts to squad only. No nerf to logi, no nerf to resists, no nerfs to small gangs.

That is seriously a stupid idea. So logi has to be mixed in squads with the cepters and DPS? It makes absolutely no sense at all. At the same time why not band out of game coms because hay someone my call for reps.

Or may as well just do what all other MMOs do and just restrict all fleets to like 30 or whatever.

AKA the scientist.

Death and Glory!

Well fun is also good.

Delt0r Garsk
Shits N Giggles
#40 - 2015-06-16 21:13:09 UTC
Kenrailae wrote:
Yeah I can't even with you. First 'oh just bring more and bigger guns' then 'I see no problem with fewer smaller guns winning. They just had a better fleet comp.' There is an old saying about not arguing with an idiot. First they bring you down to their level, then beat you with experience. I have very little experience arguing at that level.

Try reading.

I said all things being equal and in brackets it never is. And that is where balance comes in.

Why not bring more logi or some nuets? or try something other than "My fleet A can't beat fleet B, therefore eve is broken nurf logi".

Why? Why should Fleet A be able to damage fleet B? Regardless of anything else? How does logi break EVE? It doesn't. Plain and simple.

Incoming DPS doesn't get stacking penalties, or other arbitrary restrictions placed on it. Why should reps. Your trying to fix something that just isn't broken.

AKA the scientist.

Death and Glory!

Well fun is also good.