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Player Features and Ideas Discussion

 
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Real Tractor Beams

First post
Author
Rek Seven
University of Caille
Gallente Federation
#41 - 2016-01-22 07:13:02 UTC  |  Edited by: Rek Seven
elitatwo wrote:

If only it wouldn't remove piloting out of the game for reasons I don't get. You wanna go close to a boat, fly closer to the boat. Yes, it is that simple.
If you want to combine a Serpentis immobilizer with a scram, I will never support you.


It increases the need for good piloting if you actually stop to think for a second.

"Fly closer if you want to get closer"... That quite a stupid outlook, especially for the features and ideas section. It can literally be applied to anything. Using your logic web and scrams are not needed because propulsion mods exist. Logi is not required because you can fly away from what is dealing damage to you. A Cynon is not required because we have gates.

If you don't get the idea or simply don't like it that is fine. Feel free to make an argument but don't use flawed logic to back up your cheap, troll comments.
Iain Cariaba
#42 - 2016-01-22 07:22:51 UTC
Rek Seven wrote:
If you don't get the idea or simply don't like it that is fine. Feel free to make an argument but don't use flawed logic to back up your cheap, troll comments.

Well, when you come up with an idea that isn't simply "I don't want to have to be bothered trying to keep range on my target," maybe you'll get better responses.
Rek Seven
University of Caille
Gallente Federation
#43 - 2016-01-22 07:53:32 UTC  |  Edited by: Rek Seven
So we are limiting ideas now? That is a stupid thing to say but then again you have yet to make a well reasoned and intelligent argument so I'm not surprised.

I have clearly stated my reasoning so perhaps you could do the same instead of saying "it takes away range control" when in actuality I helps balance range control and increases the importance of piloting skill.
Iain Cariaba
#44 - 2016-01-22 08:35:52 UTC
Rek Seven wrote:
So we are limiting ideas now? That is a stupid thing to say but then again you have yet to make a well reasoned and intelligent argument so I'm not surprised.

I have clearly stated my reasoning so perhaps you could do the same instead of saying "it takes away range control" when in actuality I helps balance range control and increases the importance of piloting skill.

No, it increases the laziness of those who don't want to bother learning to fly. Why should you have to learn how to contend with the kiting meta when you just use this module and reel the kiter into weapon range?
Rek Seven
University of Caille
Gallente Federation
#45 - 2016-01-22 09:03:21 UTC
Please stop asking rhetorical questions and making assumptions that i could easily offer a solution to.

You don't like the idea because you think it would disrupt the kiting tactic. Fine, i get it. Move on!
Serendipity Lost
Repo Industries
#46 - 2016-01-22 14:26:13 UTC
Rek Seven wrote:
1. It's a batleship and capital only mod as stated in the first post
2. I think multiple tractors on the same target could work
3. You can't bump a cyno so logic would dictate that you can't tractor it
4. Theoretically tractoring bastion and siegeing ships would be possible.
5. Yes can use a MYJ while being tractored
6. Yes you can warp if not pointed
7. Stacking penalties could be applied to limit your fear of people having a "rubber band".
8. If implemented all the above could change to suit the designer.



2. tractoring a cyno off of a station would be awesome!
6. I would think if 9 guys are tractoring you - you would never get up to warp speed
7. I don't fear rubber banding - more rubbery bandanigans would be sweet



Could you give us some ranges?
Could you give us some strengths (3 BS will stop a mwd frig heading straight away)?
If I'm in an interceptor and get tractored by a BS - will I be able to turn into the tractor and slingshot away to safety or am I just screwed?
Donnachadh
United Allegiance of Undesirables
#47 - 2016-01-22 15:40:34 UTC
Rek Seven wrote:
Please stop asking rhetorical questions and making assumptions that i could easily offer a solution to.

You have been asked at least a dozen questions and so far you have not answered any of them other than to restate your original idea. To be more direct I have asked you twice in the past and I will ask you again I want more SPECIFIC information on this "EQUATION" you keep referring to that would govern the function of this module in game.

Yes it is YOUR responsibility to answer that question it is YOUR idea.

I have tried to be open minded and I have tired to get you to expand your idea to the next level of discussion by providing us with more details into the specifics of how this will work and so far all we get is the usual crap answer of you would know if you would read my posts type of crap.

As it stands right now you get a resounding HELL NO (that's a -1 by the way) from me.
If you want that to change OR you want me to help you work out any problems that the rest of us can see in your basic concept then give me the information I need to do that.
Rek Seven
University of Caille
Gallente Federation
#48 - 2016-01-22 16:14:53 UTC  |  Edited by: Rek Seven
Serendipity Lost wrote:

Could you give us some ranges?
Could you give us some strengths (3 BS will stop a mwd frig heading straight away)?
If I'm in an interceptor and get tractored by a BS - will I be able to turn into the tractor and slingshot away to safety or am I just screwed?


1. I could but so could you. I'm thinking 20km - 30km for T2 but what do you think?

2. Potentially the fastest frigates should be able to escape one tractor but not three. However, a frigate with sufficient mass and speed may be able to.

3. Good question... I would limit the speed a ship can be tractored at. By thay i mean, after the "escape strength" has been calculated and subtracted from the "tractor strength" giving you a tractor strength of "X" you will never be able to travel faster than "X" unless you introduce a third element (links, boosters, a friendly tractor) after the calculation.

Given the slow lock time of battleships, you should have plenty of time to get to a safe distance. You should be more concerned with the othrus on grid!
Rek Seven
University of Caille
Gallente Federation
#49 - 2016-01-22 16:19:14 UTC  |  Edited by: Rek Seven
Donnachadh wrote:

You have been asked at least a dozen questions and so far you have not answered any of them other than to restate your original idea. To be more direct I have asked you twice in the past and I will ask you again I want more SPECIFIC information on this "EQUATION" you keep referring to that would govern the function of this module in game.


I have answered plenty of questions. In particular, I have answered all Serendipity Lost's questions because she was one of the few people be constructive (in her own way).

You're question didn't warrant an answer IMO. You want details on the equation and i gave you the variables, so you should be able to see how it works for yourself.

What are you specifically having trouble with?
Frostys Virpio
State War Academy
Caldari State
#50 - 2016-01-22 16:58:20 UTC
I really want to know if you are still not getting that warping would be impossible because your alignment is not based on where your ship appear to be looking but where it is going.

It is impossible to warp to point A if I am not moving in a straight line toward point A. It does not matter if my ship seem to be "pointing" toward point A or not. I have to be moving in that direction. Sideways warps happen because the graphic is not spinning as fast as it would need to follow the vector of movement of the ship. Your tractor beam would alter the vector of movement itself by making the "physical" entity that is my ship move toward you.

Remember, being aligned is not "Have your ship pointed in a direction while at 75% speed" but "Move at 75% speed toward your target warp point even if your ship looks like he's sliding sideways".

Your module would 100% prevent warps unless you happen to drag your target in a straight line with his warp destination. There is no way around that unless you also completely change how the warping mechanic.

Do you expect CCP to completely revamp the warp mechanic?
Rek Seven
University of Caille
Gallente Federation
#51 - 2016-01-22 17:02:01 UTC  |  Edited by: Rek Seven
Are you able to warp out of the new citadel tractor beams?

... If not, then yes I think the mechanic should be updated. Don't you? Straight
Frostys Virpio
State War Academy
Caldari State
#52 - 2016-01-22 17:34:14 UTC
Rek Seven wrote:
Are you able to warp out of the new citadel tractor beams?

... If not, then yes I think the mechanic should be updated. Don't you? Straight


I really would not have a problem with a citadel doing it. I have a problem with ships doing it.
Donnachadh
United Allegiance of Undesirables
#53 - 2016-01-23 07:30:48 UTC  |  Edited by: Donnachadh
Rek Seven wrote:
You're question didn't warrant an answer IMO. You want details on the equation and i gave you the variables, so you should be able to see how it works for yourself.


Consider the strength that would be needed to hold a prop modded T3 cruiser, with a beam that strong there is not a frigate in the game that would be able to get away.

Turning that around and weaken the beam to the point where frigates have a chance to get away and that prop modded T3 cruiser will simply laugh at your pathetic attempt as he flies away from you.

We can further compound the math hassles by looking at those pesky high speed light weight interceptors, and at the opposite end of the scale is that unique combination of near frigate class speed and battleship mass known as the Machariel.

Does your math formula consider the maximum speed possible or the speed at the time the tractor beam is activated.

So in a very basic and very short form there is my problem. No matter how I look at this the math just never works you always end up with some ships guaranteed to be held while others are guaranteed to always get away.
So what I want from you as the one who proposed this idea is your idea on the actual math formula that the game could use.
How would you write the formula so that ALL ships had an equal chance to get away from your tractor.
Rek Seven
University of Caille
Gallente Federation
#54 - 2016-01-23 10:28:02 UTC
Donnachadh wrote:

How would you write the formula so that ALL ships had an equal chance to get away from your tractor.


All ships would not have an equal chance. The chance would depend on mass and speed as stated. i.e. it would be harder for a 2000m/s frigate to escape than it would be for a 2000m/s battle cruiser.

I'm not going to waste my time writing a formula, I make no claims of being a programmer or a mathematician. However, I'm sure someone at CCP is capable of writing said formula and even including limiting factors on certain classes of ships to make this tractor beam work in a balanced way.

No doubt this will not satisfy your need for hard numbers but it is all you are going to get.
Iain Cariaba
#55 - 2016-01-23 12:45:34 UTC
Rek Seven wrote:
Donnachadh wrote:

How would you write the formula so that ALL ships had an equal chance to get away from your tractor.


All ships would not have an equal chance. The chance would depend on mass and speed as stated. i.e. it would be harder for a 2000m/s frigate to escape than it would be for a 2000m/s battle cruiser.

I'm not going to waste my time writing a formula, I make no claims of being a programmer or a mathematician. However, I'm sure someone at CCP is capable of writing said formula and even including limiting factors on certain classes of ships to make this tractor beam work in a balanced way.

No doubt this will not satisfy your need for hard numbers but it is all you are going to get.

So, you profected this "great idea" that you had, but otherwise can't be arsed to defend or expound on it?

Got it, you apparently have nothing useful to add to your own thread, so we can lock it now.
Rek Seven
University of Caille
Gallente Federation
#56 - 2016-01-23 12:57:43 UTC  |  Edited by: Rek Seven
I think I have addressed the concerns quite well. If anything you are the ones being unreasonable by expecting me to detail the precise way a formula works. The thread is "I think a tractor beam would be cool to have in the game" not "I have the perfect solution to implement a new mechanic".

Also lol at you thinking you have lock powers Big smile
Iain Cariaba
#57 - 2016-01-23 13:11:05 UTC
Rek Seven wrote:
I think I have addressed the concerns quite well. If anything you are the ones being unreasonable by expecting me to detail the precise way a formula works. The thread is "I think a tractor beam would be cool to have in the game" not "I have the perfect solution to implement a new mechanic".

Also lol at you thinking you have lock powers Big smile

You're expected to at least have thought out the idea enough so that you would be able to identify methods of abusing the mechanic, and possibly suggest counters for said abuse. You're expected to at least have thought out the idea enough so that you would be able to identify problems like Donnachadh is seeing. You've done none of this.

All you have done is say "this would be cool," and complain when people call you out on your inability to flesh out your own idea. If you can't be bothered to provide any of the thought behind your idea, then you must not think highly enough about. If you don't think highly about it, why should anyone else?

And yes, I have the same powers to report your thread as everyone else does.
Rek Seven
University of Caille
Gallente Federation
#58 - 2016-01-23 13:21:57 UTC  |  Edited by: Rek Seven
I answered all questions that didn't require a precise mathematical formula and have explains my reasons for this several times. So I fail to see how you see that as me saying nothing but "this would be cool".

All you have done is ask the same thing over and over again and made statements, that are not necessarily true and when I refute them, you ignore it as ask for a formula again... Not once have you been constructive.

If you have a question/issue, state it clearly like Serendipity did and I'll do my best to answer.
Donnachadh
United Allegiance of Undesirables
#59 - 2016-01-23 14:41:26 UTC
Rek Seven wrote:
Donnachadh wrote:
How would you write the formula so that ALL ships had an equal chance to get away from your tractor.


All ships would not have an equal chance. The chance would depend on mass and speed as stated. i.e. it would be harder for a 2000m/s frigate to escape than it would be for a 2000m/s battle cruiser.

I'm not going to waste my time writing a formula, I make no claims of being a programmer or a mathematician. However, I'm sure someone at CCP is capable of writing said formula and even including limiting factors on certain classes of ships to make this tractor beam work in a balanced way.

No doubt this will not satisfy your need for hard numbers but it is all you are going to get.

You are correct it does not satisfy me and it is now perfectly clear that you do not have a single clue about how to actually implement this idea you just want it because it is cool.

Rek Seven wrote:
All ships would not have an equal chance. The chance would depend on mass and speed as stated. i.e. it would be harder for a 2000m/s frigate to escape than it would be for a 2000m/s battle cruiser.

This is the worst part of the whole thing, your idea would instantly eliminate from any practical form of use in this game an entire class of ships. How do you justify that?

And so I close out my last post in this topic with my final verdict on your idea.

-1 - because you have not and will not help us try and work through some of the problems that we see in your idea.

This will fall on deaf ears and blind eyes but here goes any way.
The more completely you think out an idea and yes that includes any basic MATH it may need to function in game the better your chances are to convert the skeptics on this or any other forum, and more importantly having thought that much about your idea improves your chances of success with CCP and getting it put into the game.
Rek Seven
University of Caille
Gallente Federation
#60 - 2016-01-23 18:48:28 UTC  |  Edited by: Rek Seven
Donnachadh wrote:

-1 - because you have not and will not help us try and work through some of the problems that we see in your idea.


I have tried to help you multiple times but you fail to accept my opinion that current mechanics are not my concern. That is for the programmers to solve.

You have chosen to ignore my repeated requests for you to state your issues clearly and instead, continue to post nonconstructive posts that are doing nothing but furthering pointless argument.

I do not require you're +1 and i'm not sure why you continue to post but thanks for the bumps all the same.