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CCP: Make the mechanics to make this happen

Author
Solstice Project
Sebiestor Tribe
Minmatar Republic
#21 - 2011-12-08 18:19:40 UTC
Morganta wrote:
BUT FLEETZ NEED SCAPEGOATS!

Thanks. <3 :)
Astrid Stjerna
Sebiestor Tribe
#22 - 2011-12-08 18:29:15 UTC
Omniwing wrote:
CCP likes EVE to be the ultimate SF simulator. Everyone who has seen SF shows knows how space battles are portrayed (even in CCPs own video's): ships weaving in and out of enemy lines, and multiple small battles between individual ships going on amidst the greater carnage.


Trailers are designed to grab attention; that's why a movie like Die Hard shows off the cool explosions, racing cars and hot girls (and guys). There are plenty of cool fleet moments in EVE -- you just have to create them.

I can't get rid of my darn signature!  Oh, wait....

Aiwha
School of Applied Knowledge
Caldari State
#23 - 2011-12-08 18:32:18 UTC
AHAC fleets.

Sanity is fun leaving the body.

Large Collidable Object
morons.
#24 - 2011-12-08 18:39:55 UTC
Stacking penalties on damage would sort of help creating smaller skirmishes within fleet fights, since it would encourage taking on enemies as squads.

As as long as as the most efficient way to kill stuff is 200 morons ctrl-clicking their fleet broadcasts at the same time and hitting F1 like brainless robots, blobwarfare will stay as idiotic as it currently is.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Krios Ahzek
Royal Amarr Institute
Amarr Empire
#25 - 2011-12-08 18:50:44 UTC
Large Collidable Object wrote:
Stacking penalties on damage would sort of help creating smaller skirmishes within fleet fights, since it would encourage taking on enemies as squads.

As as long as as the most efficient way to kill stuff is 200 morons ctrl-clicking their fleet broadcasts at the same time and hitting F1 like brainless robots, blobwarfare will stay as idiotic as it currently is.


And why should the bullets beyond the first be less effective when 200 of them are hitting you in the face at the same time?

 Though All Men Do Despise Us

War Kitten
Panda McLegion
#26 - 2011-12-08 18:53:13 UTC
Stacking penalties on damage would just make remote rep even more ridiculous. Nothing would die in larger battles.

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Niskowitz
The Scope
Gallente Federation
#27 - 2011-12-08 19:16:32 UTC  |  Edited by: Niskowitz
Easy (ish) fix: Allow the client to record the public data the server sends -- ship positions / vectors, effects toggling, explosions, etc. Then allow the client to offline-replay that data with a no-clip invisible observer that can move around the grid and observe and fraps _that_ rather then the live battle.

That way all the best camera angles, action shots, maneuvers and explosions can be on the resulting YouTube video without having a pilot who has to try to fly around in a furball and record in real time.
Petrus Blackshell
Rifterlings
#28 - 2011-12-08 19:19:59 UTC
Niskowitz wrote:
Easy (ish) fix: Allow the client to record the public data the server sends -- ship positions / vectors, guns toggling, explosions, etc. Then allow the client to offline-replay that data with a no-clip invisible observer that can move around the grid and observe and fraps _that_ rather then the live battle.

That way all the best camera angles, action shots, maneuvers and explosions can be on the resulting YouTube video without having a pilot who has to try to fly around in a furball and record in real time.


This, tbh. Eve battles are dynamic enough as is, especially with all the new graphics enhancements. Trouble is, when you play it doesn't look that way, and it's nigh-impossible to record "exciting" shots of battles.

However, I think people have been asking for this for years now, so don't hold your breath.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

Indeterminacy
Deep Core Mining Inc.
Caldari State
#29 - 2011-12-08 19:22:51 UTC
I am shocked, shocked to realize that promotional content may not reflect my actual experience.
Jack Traynor
Doomheim
#30 - 2011-12-08 19:31:31 UTC
"... orgy of rusted nails..."

Heh... That's pretty good. Lol
Nova Fox
Novafox Shipyards
#31 - 2011-12-08 19:34:23 UTC
Cant control what players do. You can prod them but they may wind up kicking you instead.

Dust 514's CPM 1 Iron Wolf Saber Eve mail me about Dust 514 issues.

Large Collidable Object
morons.
#32 - 2011-12-08 19:43:45 UTC
Krios Ahzek wrote:
Large Collidable Object wrote:
Stacking penalties on damage would sort of help creating smaller skirmishes within fleet fights, since it would encourage taking on enemies as squads.

As as long as as the most efficient way to kill stuff is 200 morons ctrl-clicking their fleet broadcasts at the same time and hitting F1 like brainless robots, blobwarfare will stay as idiotic as it currently is.


And why should the bullets beyond the first be less effective when 200 of them are hitting you in the face at the same time?



Because the first couple hitting me would shake my ship, throw it around and blur my signature. Moreover, missiles, hybrid charges and projectiles would collide with each other and get caught in their own explosions whilst lasers crossing would cause interference.

Also Liquid space mechanics, nanobots, jovians and gameplay.
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Petrus Blackshell
Rifterlings
#33 - 2011-12-08 19:47:44 UTC
Large Collidable Object wrote:
Stacking penalties on damage would sort of help creating smaller skirmishes within fleet fights, since it would encourage taking on enemies as squads.

As as long as as the most efficient way to kill stuff is 200 morons ctrl-clicking their fleet broadcasts at the same time and hitting F1 like brainless robots, blobwarfare will stay as idiotic as it currently is.


A "maximum damage per second" would also possibly horribly break active tanks and RR. Such a change would result in stupid unkillable fleet setups.

This also eliminates the concept of alpha, which is an essential style of play.

Accidentally The Whole Frigate - For-newbies blog (currently on pause)

arcca jeth
Dark Alliance
#34 - 2011-12-08 20:37:39 UTC
this is pretty much the same discussion as using WASD controls to fly frigates. well not the same but close. Some people would say that the server couldn't handle it, but i think that is just BS. I only support this option for frigates. You could actually have some good dogfights then. The only time it would get annoying is when chasing down drones. It could be an option i guess for when flying in frigates, as in, can turn it off or turn it on. At least that way it might have a bit more of that exciting feel. there are still circumstances where I would rather just orbit a target though so as long as WASD was only and option for frigate hulls i'd be cool with it.

when you really put more thought into trying to imagine how shooting would work and activating modules, you would still have to clicky clicky to activate gun cycles and such. as much as I would like to see it, it really would take a lot of work redesigning how that class of ship would be flown. there is way too much opposition out there for it though and it just doesn't seem feasible.

irrelevant though if your flying 70 Maelstroms in a fleet without frigates.....and why wouldnt someone through a squad of frigates at at Maelstrom fight anyway, soo much ewar could be delegated to those ships that could be used to boost damage or other capabilities that the BSs are fitting.
Krios Ahzek
Royal Amarr Institute
Amarr Empire
#35 - 2011-12-08 20:41:01 UTC
Large Collidable Object wrote:
Krios Ahzek wrote:
Large Collidable Object wrote:
Stacking penalties on damage would sort of help creating smaller skirmishes within fleet fights, since it would encourage taking on enemies as squads.

As as long as as the most efficient way to kill stuff is 200 morons ctrl-clicking their fleet broadcasts at the same time and hitting F1 like brainless robots, blobwarfare will stay as idiotic as it currently is.


And why should the bullets beyond the first be less effective when 200 of them are hitting you in the face at the same time?



Because the first couple hitting me would shake my ship, throw it around and blur my signature. Moreover, missiles, hybrid charges and projectiles would collide with each other and get caught in their own explosions whilst lasers crossing would cause interference.



The result would still be your ship, vaporized. Momentum and energy don't just go away and laser interference doesn't work the way you think it does.

 Though All Men Do Despise Us

Reilly Duvolle
Hydra Squadron
#36 - 2011-12-08 20:53:07 UTC
I'll go out on a limb here and disagree with most of you Big smile

I think I get what the OP is asking for, namely that EVE battles lack diversity - at least when large fleets clash togehter. And its true. You see "hellcat fleets" or "alpha fleets", or "drake fleets" etc - where a single FC on both sides usually call the shots and everybody else follows orders (ideally) and shoots the primary. It IS a bit more to it than this of course, but on the whole, large fleet fights in EVE is incredibly centralized.

Now there are TWO main reasons for this:

1) Firstly - the absolute need for concentration of force. In 20-21st century naval engagments, a single missile or torpedo will sink all but the largest of warships. In EVE, you need maybe hundreds of hits (a single drake salvo is 7 missiles) before a spaceship finally blows up. EVE fleetfights thus resembles more Napoleonic battles than modern naval battles when it comes to the application of damage - i.e you need large numbers of similar ships to concentrate on each target to take it down reasonably quickly. Fail to do this, and the enemy will just dismantle you.

2) Secondly - the near total lack of command and control tools. In EVE, command and control tools available for its commanders are very primitive and does not lend itself to distributed command models where assigning tasks to individual wings or squads in real time is practical. And because of point 1) it is not desirable either.

Now, if you want to see large fleet fights where fleets are composed of different types of (specialized) ships performing certain functions for the fleet as a whole (like you see in for example Babylon 5), the command and control tools will need a revamp. And even more imortantly, the relationship between damageoutput and tank would need to change drastically. When advents in weaponry makes hardtanking impractical (the advent of the crossbow made armoured knights obsolete, gunpowder slowly made fortesses impractical and modern precision weapons is making it harder and harder for the tank to survive on the 21st century battlefield), you will typically see greater reliance on mobility, deception (camouflage) and dispersion in the evolving tactics. So instead of surviving the hit - avoid beeing hit in the first place.

In EVE this would mean a much higher reliance on avoidance tanking - that is EWAR, cloaking, range, speed, signaturetanking etc etc, and a corresponding much lower reliance on buffer- or repairtanking.


TL;DR a "dynamic" battlefield filled with different classes of ships performing specialized functions where subcommanders exercise initiative and make individual descisions based on a common understanding of the situation - would require a revamp of the entire EVE combat system.
Large Collidable Object
morons.
#37 - 2011-12-08 22:20:39 UTC
Petrus Blackshell wrote:


A "maximum damage per second" would also possibly horribly break active tanks and RR. Such a change would result in stupid unkillable fleet setups.

This also eliminates the concept of alpha, which is an essential style of play.


Who's talking about hardcaps? Just some stacking based on sigradius, so it would be far more efficient to split primaries up for individual squads under most circumstances. Of course this would need some balancing with active tanks and a similar stacking penalty on RR.

As for the concept of alpha: Who cares if that 'style of play' changes? I rarely hear anyone moaning about how it has become impossible to run multiple propulsion mods on the same ship at once anymore.

Things change, and concerning current fleet mechanics, I'd love to see them changed .

Especially alpha, which is no fun for anyone involved - neither for the people following primaries, because anyone exceeding the intelligence of a simple script would be insulted to do it nor for the guy sitting in his ship and instantly getting blown up, regardless of how much personal skill he has. It stands for everything that's terrible about eves fleet warfare. Small-gang warfare and using ones knowledge about things like transversal, signature radii and ships capabilities to gain an edge is what makes eve pvp interesting. Sitting in a blob following primaries is plainly dumb and boring.

Krios Ahzek wrote:


The result would still be your ship, vaporized. Momentum and energy don't just go away and laser interference doesn't work the way you think it does.



Roll I *think* laser interference in liquid space works the same way as lasers making *pewpew*-noises in eve...
You know... [morons.](http://www.youtube.com/watch?v=4gjOx65yD5A)
Trin Xi
#38 - 2011-12-08 22:43:09 UTC
Personally I'd like to see fleet fights where formation and motion make a difference, as in the Lost Fleet books. That'd be difficult with space submarines, though.

Post with someone else's main™.

Krios Ahzek
Royal Amarr Institute
Amarr Empire
#39 - 2011-12-08 22:57:40 UTC
Large Collidable Object wrote:

Krios Ahzek wrote:


The result would still be your ship, vaporized. Momentum and energy don't just go away and laser interference doesn't work the way you think it does.



Roll I *think* laser interference in liquid space works the same way as lasers making *pewpew*-noises in eve...


Lasers make pewpew noises because your ship's computer simulates those noises before feeding them into your nervous system. The Eve devs actually thought about stuff like this.

Also the liquid space physics are due to wrap drives creating drag against space.

 Though All Men Do Despise Us

Onictus
Federal Navy Academy
Gallente Federation
#40 - 2011-12-08 23:05:31 UTC
Daedalus Arcova wrote:
If you want more diverse fleets, create them.

Abaddon/Drake/Maelstrom/whatever blobs are ******* boring, and actually quite limited in their capabilities. They play right into the fallacy of rock paper scissors, instead of trying to remake the rules.

Hint: rock AND paper AND scissors will always beat rock OR paper OR scissors.



It gets interesting when you have rock paper AND scissors all on the grid at the same time.
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