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Damage dampener device to counter focus fire

Author
Edward Olmops
Gunboat Commando
#1 - 2016-10-31 10:45:12 UTC
From a comment about the new trailer:

Quote:
Honestly, the one thing these trailers always leave me wanting is a way to make large scale combat appear cinematic in game. As in:
[...]
2) A way to encourage people to shoot all over the place instead of entire legions focusing a single key target - which though logical, looks very very silly in game.


This and also balancewise I dislike the total dominance of focus fire as a tactic.

I wonder whether maybe we could get a module to change the meta here.
CCP introduced Target Spectrum Breakers some years ago. In theory they should be able to counter focus fire. Only nobody uses them because they also break locks of friendly remote reps and even with the jamming ships will still pop if they try to rely on local reps.

Option A:
So... how about rebalancing TSBs to only affect enemies?
(maybe the server checks each time a shot is fired or a hostile action is taken whether the lock of the offender breaks instead of doing it in pulses)

Option B:
Imagine a new module that introduces a damage cap to a ship (like Citadels have) while at the same time introducing a rep cap.
The rep cap is a bit lower than the damage cap.
Both caps would have to be based on raw HP (=after resists).

So you could turn the shield device on and now a ship can only take e.g. 1000 DPS. All excess is discarded.
Same time, any repairs exceeding 800 DPS are discarded.
(sample numbers, subject to balancing)

So the ship is definitely going down, but at a slow rate. Focussing an entire fleet's firepower will waste a lot.
A fleet with relatively few Logistics could still tank well.

If this "damage dampener" effect could be applied remotely, there would be an additional twist, since it could be used offensively as well.
Any enemy ship under the effect is guaranteed to go down (albeit slowly). No repping forever and no large scale fights where one side loses nothing, because the enemy could not break their reps...
PopeUrban
El Expedicion
Flames of Exile
#2 - 2016-10-31 11:57:25 UTC  |  Edited by: PopeUrban
It's a pretty common PvP problem. Like you said, focus fire tactics are the only logical way to handle most encounters.

However it almost always makes pvp a lot more boring than it could be once the fights get big enough, and unlike most games EVE does have the concept of target limits and lock times to play with. This would, however, represent a HUGE departure from the way fleet battles are currently fought. Now, personally, I don't think that's a bad thing. I'm absolutely certain many people will disagree.

I think, maybe, a better way to go about it would be not to rebalance the TSB, but introduce a new size-specific module as a utility high (so more ships can use it, since mid/low often have less wiggle room)

Call it a "Reflective Interference Device"

Tiered/faction versions are differentiated primarily by fitting cost and cycle time, with a Reflective Interference ECM skill that reduces cap drain and unlocks the t2 stuff at 5 (with the T2s having 50% higher fitting costs, but 50% reduced cycle time, using a T2 may be tight enough to have to forgo another module)

Lorewise it just relays incoming targeting systems to a single wide band transmitter, basically using incoming targeting systems to create a local noise bubble, which make the ship untargetable past a certain point. Kinda like a more haphazard version of existing EWAR systems.

What this guy does is enforce lock limits when active. It comes in small, med, and large versions (but not XL versions because capitals are kinda immune for "instant alpha" syndrome and need some kind of subcap vulnerability)

When you switch it on, all locks above its limit are broken, and locks above this limit fail while it is running. In addition, like a cloak, you can not maintain target locks or control drones while it is running. The locks chosen to break when it activates are chosen at random. You could break all your logi locks and have to tank the full incoming, or you could luck out and break nothing but hostile locks, but basically waste your logi in the process. Logi in this case would be useless keeping that lock on you. You are no longer contributing DPS while running it, and your drones are basically dead in the water.

The basic idea here is that its your panic button. You get redboxed by the entire enemy fleet, you cycle this guy, you still get shot at, but its not a great idea for 70 enemy ships to keep trying to lock you up. It encourages a smaller group of ships to target you based on the known limit of your ships size class, which, theoretically, leads to multiple fleet subgroups/squads targeting different targets rather than entire fleets targeting the same thing.

Cap drain for this thing is fairly immense, talking bigger than unbonused RR levels of cap drain here. Additionally, you can not fit wrong-sized RIDs for your hull size. You can be pretty handily neuted right out of it, and trying to use it to guarantee friendly logi while denying hostile locks is going to seriously gimp your fit if you plan on perma-cycling it.

Small (frigs) - 4 lock limit
Med (cruisers) - 6 lock limit
Large (BC/BS)- 10 lock limit

Drone locks count as .2 for the purpose of this calculation (so 5 drone locks counts as one lock)

Thinking about some fairly long cycle times here, or even have it use a similar ammo paradigm to cap boosters, with very heavy ammo and very long reload times to balance it. The goal being a module that is unsustainable to just cycle endlessly, but can successfully cut instapop levels of hostile lock down to a somewhat tankable level with the drawback that it's going to shut off your ability to deal DPS and possibly impact your ability to get friendly reps.

With such a module in play, you could see fleet maneuvers that actively tank themselves, and have a limited ability to shunt alpha. Focus fire would still be important and valuable, but the larger your fights get the more you're going to have to focus fire in smaller subgroups rather than an entire fleet simultaneously throwing alpha at a single battleship.

This wouldn't completely remove the utility of logi either, but it would require building around in the fleet comp to successfully use. You'd need more mobile logi, or more mobile fleets, sebos, etc. and using these at a fleet level would require a much higher level of individual pilot and FC skill, but used properly a fleet choosing to employ said modules would have an interesting advantage against a more vanilla full fleet alpha approach at the cost of being more difficult to run and logi.
Donnachadh
United Allegiance of Undesirables
#3 - 2016-10-31 13:41:02 UTC
Focusing fire on a single ship is not a game design problem, and it is not up to CCP to solve the situation. Focusing fire is a tactic used by players and it is up to you as players to find a way to deal with it.

Focusing fire onto a single or small group of targets is standard military practice and has been for centuries why should the game change to prevent this valid and valuable tactic?

Changing the TSB will make no real difference, currently they are not widely used simply because they break target lock for everyone friend and foe. Changed as you propose would likely make the situation even worse because every one would be required to use them to counter the other side. Just think of all the fun we will have hurling insults are each other as the two mighty fleets sit in space unable to fight because no one can get or keep a target lock.
Old Pervert
Perkone
Caldari State
#4 - 2016-10-31 15:22:20 UTC  |  Edited by: Old Pervert
An interesting topic. I have long wished for a bit more dynamic gameplay relating to focus fire. It's boring. FC calls primary, secondary, fleet burns primary, then while burning secondary, new target is queued. Talwar alpha fleets, I'm looking at you :(

In addition to focus fire, I would say anchoring up into a ball is also a problem. It discourages active gameplay.

Not commenting on any of the suggestions so far, I agree in principal that some form of hard limit on focus fire would increase the "fun" of the game, by decentralizing the fight.

Yes it's an effective (real world too) strategy, but it's boring. If you get rid of it, you will most certainly have more dynamic gameplay.

As an aside, you may also find that if fleets are no longer able to simply alpha targets off the field with 50 of something, you may find an increase in fleet composition diversity. If a target can only be locked by X number of people, it makes more sense to bring something that can most efficiently apply dps to it.

Lastly, the drawback.

Roaming.

A 20-50 person roam will most certainly result in people sitting on their thumbs. Everyone warps to tackle, and only X number of people can lock up. Will probably lead to the death of moderate and larger fleet roaming.
Daichi Yamato
Jabbersnarks and Wonderglass
#5 - 2016-10-31 15:37:39 UTC
This would probably take something like asteroids and ships blocking shots. Cover and the likes, to create pockets of fighting.

Doubt thats going to happen though.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Old Pervert
Perkone
Caldari State
#6 - 2016-10-31 15:41:43 UTC
Daichi Yamato wrote:
This would probably take something like asteroids and ships blocking shots. Cover and the likes, to create pockets of fighting.

Doubt thats going to happen though.


It shouldn't be too terribly difficult... it would probably dramatically increase the amount of server horsepower needed (not only are we calculating weapon trajectories for early impacts, but something like a missile has a dynamic trajectory.

I agree that it's not likely to happen... it would be hilarious seeing a little piece of spacedust blocking a 1200mm arty, though I guess in principal it would probably be enough to deflect it enough to miss most targets over the distances involved (assuming an off-center impact to the projectile).
elitatwo
Zansha Expansion
#7 - 2016-10-31 16:18:43 UTC
A long time ago in a galaxy far away...

You may not believe it but early drafts of New Eden had a collision detection system which led to a mass hamster-extinction event.
Long story short, the hamsters necessary to deal with 3 million collision detection calls on one grid are scheduled to be developed in 2150 or at a later date.

Eve Minions is recruiting.

This is the law of ship progression!

Aura sound-clips: Aura forever

Dolorous Tremmens
The Scope
Gallente Federation
#8 - 2016-10-31 18:20:04 UTC
Putting a damage incoming and rep incoming cap does nothing for cap incoming. Throw away all the tank expansions, the shield extenders and Armor plates, and replace them with batteries or injectors. Add on the right rigs and ships are unbreakable because they're locally repping with 2-3 reppers staggered and have that many more slots and rigs to devote to resists. Because they can rely on cap transfers, and know they only have to survive x amount of raw dps and thus have not fleet fits, but evewide standard fits for each hull to become permatanking.

Then you'll talk Cap transfer limits, and then you might as well say fleets are too big, cap those numbers too.

Really how could you really justify having only x# of ships target you? Just get x# of your friends to pre-lock you at all times. Non fleet members only? well have a sperate fleet for max range and number targeting.

Don't bother trying to "save the phenomenon" just leave well enough alone, the system DOES work. Range, falloff and transversal can be tricky things for FC's to manage with such a wide selection of ships, weapons, ammo and fleet comps.


Get some Eve. Make it yours.

Danika Princip
GoonWaffe
Goonswarm Federation
#9 - 2016-10-31 19:01:31 UTC
...I am reasonably confident that removing focus fire would just mean nothing ever dies.

Can you people please explain why that's a good thing, and why you feel that supercapitals need this kind of a buff?
Old Pervert
Perkone
Caldari State
#10 - 2016-10-31 19:46:22 UTC
Danika Princip wrote:
...I am reasonably confident that removing focus fire would just mean nothing ever dies.

Can you people please explain why that's a good thing, and why you feel that supercapitals need this kind of a buff?


In order to kill a supercap, you effectively need supercaps. 3v1, I'll let you guess who wins. The "damage cap" wouldn't be such a good idea, but limiting the number of target locks would certainly not make any ship immortal.

Adding a friendly target lock cap would make sure logi couldn't just laugh their way home.

Consider two 50-pilot fleets. 35 battleships and 15 T2 logi cruisers.

Existing gameplay:
FC - Primary Bill, secondary Bob, tertiary Jedediah

DPS all locks up Bill, logi all lock up Bill, and it becomes a simple numbers race - can they out-rep the damage, or can they out-damage the reps?

New gameplay:
FC - Wing 1, Bill, wing 2, Bob, wing 3, Jebediah


DPS lock up their respective targets, logi lock up their respective targets, and now you have 3 different number races.



The difference between these two mechanics, is that you've got 3 different chances for "something" to go wrong. A logi pilot being slow to lock for example could spell doom. EWAR breaking a cap-chain and/or disrupting a single logistics pilot all of a sudden becomes substantially more important than interrupting 1/15th of their logistics.

If anything, it ensures that there are more chances for things to die without just being a single boring dps race.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2016-10-31 19:58:14 UTC
You have no idea what you are talking about, and should at least participate in large scale PVP, if not lead a fleet, before making that kind of suggestion.

Just the setup alone will double the length of time it takes for a fight to happen.

And really, it takes supers to kill supers? Are we in 2012 again?
Sitting Bull Lakota
Poppins and Company
#12 - 2016-10-31 20:23:07 UTC
It's hard enough to get 50 people to shoot the same target. Getting those same 50 to shoot different targets without wasting shots to damage caps would be a nightmare.
I think that would kill off large fleets.
Nevyn Auscent
Broke Sauce
#13 - 2016-10-31 23:11:10 UTC
Donnachadh wrote:
Focusing fire on a single ship is not a game design problem, and it is not up to CCP to solve the situation. Focusing fire is a tactic used by players and it is up to you as players to find a way to deal with it.

Focusing fire onto a single or small group of targets is standard military practice and has been for centuries why should the game change to prevent this valid and valuable tactic?

Changing the TSB will make no real difference, currently they are not widely used simply because they break target lock for everyone friend and foe. Changed as you propose would likely make the situation even worse because every one would be required to use them to counter the other side. Just think of all the fun we will have hurling insults are each other as the two mighty fleets sit in space unable to fight because no one can get or keep a target lock.

Uh, yes it is entirely a game design problem. (Also you are wrong about the 'standard military practice' but explaining why would be too many words and go too far off topic)

The way the game works you are punished for ever splitting fire until you reach the point of instant overkill.
There are only three effective scenarios.
Small gang (Up to large fleet vs caps) doesn't have enough DPS to break reps (Be they logi or crazy local ASB tank). Small gang has to accept losses on whoever is pointed and disengage.
Small gang has enough DPS to break reps. Small gang can stay on grid and fight, (May disengage anyway due to their own losses).
Large fleet can instant alpha enemy. Same as above will stay on grid unless their own losses are too much.

Out of those three scenario's, the only interesting one is the middle one, where you have enough DPS to break reps, not enough DPS to alpha targets, and only then if the enemy can do the same to you.
Every other scenario is a boring turkey shoot for one side. It may be 'fun' if you are on the winning side of a turkey shoot, but it's not gripping game play to be out logi'ed, or to be instantly volleyed.

What we want is a scenario where every pilot who loses a ship gets a gripping 30-60 second panic and struggle to do something. Maybe even a few minutes.
Think of your own most memorable losses. For most of you they weren't about being 1 of 500 in a fleet, and when the enemy got around to you dying instantly with only a few seconds of yellow box warning. They also weren't being pointed when your fleet couldn't break their logi at all, and your fleet disengaging leaving you behind. They were the ones where you got time to struggle, saw the end coming, but also thought 'Maybe just maybe if I can kill one of the tackle, & overheat my prop I'll break free' and you had time to actually engage in the fight to save your ship.

That struggle, that feeling of probable doom but also a ray of hope, that is what will keep people in EVE, and if we can make more fights like that we will have better retention and better experiences overall.
And to create that struggle DPS caps (& obviously lower logi caps) are one of the best methods available to us that won't melt the hamsters. True line of effect fire where hiding behind another ship or object would actually stop damage would be ideal, but we can all imagine how the servers would literally catch fire. So since we like the servers intact, DPS caps are the next best solution to create that feeling.

And who cares if certain large fleets struggle. People should be rewarded for skill, and 250 people all pressing F1 on the FC's call isn't much skill. The FC being able to relay commands to the WC's, who then get the SC's to call individual targets, now that's a lot more skill to keep it all organised. And it keeps a lot more people involved in the leadership chain.

So that's why we need DPS caps, and not via some module gimmick either, but just straight on the ship hulls.
PopeUrban
El Expedicion
Flames of Exile
#14 - 2016-11-01 00:39:57 UTC  |  Edited by: PopeUrban
Donnachadh wrote:

Focusing fire onto a single or small group of targets is standard military practice and has been for centuries why should the game change to prevent this valid and valuable tactic?


Bringing real military tactical discussion in to a discussion about fake internet spaceship mechanics is meaningless. Targeting isn't quite so perfect and effortless in real life, and more importantly, real life has concepts like not actually being able to hit a target because other targets are in the way, including allies. On top of that, the EHP of any given unit in a real fight is excessively low. In general most real life units can successfully 1v1 each other in a matter of seconds.

Focus fire in real life is directed at an area, not a single target, and is more commonly done for supression purposes, not to directly neutralize them. This is because having all your guys shoot at one dude is a dumb idea, because your guys can be easily taken out of the fight in a matter of seconds by any one of those enemy targets if it positions itself properly.

Obviously that doesn't transition to EVE, because the design of TTK on spaceships, lock times, lock limits, and the server limitations that prevent collision detection prevent it from simulating that environment.

I've played a lot of PVP games. There's one constant with most of them. Small fights are more fun than large fights. Usually, this is because small fights generally contain both passive and active mitigation sufficient enough to nullify incoming DPS, which requires smart target selection on the fly, while large fights typically consist of alpha-centric strategies the make most of large fights boil down to "kill whatever target is closest to your DPS ranges" because at that scale the individual utility of said targets is meaningless, only their proximity to enemy fire and ability to apply damage to them is at all important. In games with good/unlimited AOEs this in stead morphs in to "nuke that area" and completely pushes most single target damage right out of the meta, again creating a pretty boring fight that boils down to prioritizing decisions based on target density rather than target utility.

Or, to put it more simply, you don't target enemies based on their function in the fight past a certain point, you target them based on their liklihood of getting healed, because their tactical utility doesn't matter at that scale. Thus, the only targets that are actually useful to prioritize are the healers, which, in such systems, have to be designed to basically screen themselves out of range of opposing DPS to not get immediately destroyed.

What it comes down to, really, is that in a large fleet fight (or a comparably large fight in any MMO really) the vast majority of the combatants could easily be on autopilot. Their job is "assist target caller and DPS" which is, strategically, the superior tactic, and the force that employs it better does well. However it doesn't create fun gameplay. The FCs are having fun. The Logi is actually pretty involved. The rest of the fleet is only there to enjoy the scenery of exploding ships. people don't talk about f1 monkeys for no reason. It's the optimal strategy to heavily employ f1 monkeys. The OP's point is that its not necessarily the best experience for all involved, and turns fleet fights in to FC versus FC affairs with very little room for the skill of most individual pilots to make a difference.

However, it is entirely too entrenched in the overall design to be totally removed. We could theorycraft about it all day, but realistically large fleet battles are going to be mobs of f1 monkeys until the EVE servers shut down because too much of the game is designed around that idea, and the server architecture and overall game design don't offer any really solid avenues to get around it.
Dolorous Tremmens
The Scope
Gallente Federation
#15 - 2016-11-01 12:46:00 UTC
So you like small little fights. good on you. Stick to them, and don't try to turn big fights that others like into many small fights.

There are ways to deal with/mitigate alpha, and they are used. You use them. But oh, you like small fights. Best idea is: stay out of large ones.

Get some Eve. Make it yours.

Donnachadh
United Allegiance of Undesirables
#16 - 2016-11-01 14:10:34 UTC
Nevyn Auscent wrote:
Uh, yes it is entirely a game design problem. (Also you are wrong about the 'standard military practice' but explaining why would be too many words and go too far off topic)

The game does not REQUIRE you to have a primary target, the game simply provides us with a set of tools we can play with in the sandbox. How the players choose to use those tools dictates what you have to do. Instead of crying to CCP to change the game because, how about you stop being lazy and try something different, you know force your opponents to play the game YOUR way instead of playing it their way. And yes if you use the brains you have you can easily defeat a fleet set up based on the focus fire method by being unorthodox and attacking them where they are weakest. No I do not accept that this is not possible because we do it all the time in our fights.

Nevyn Auscent wrote:
What we want is a scenario where every pilot who loses a ship gets a gripping 30-60 second panic and struggle to do something. Maybe even a few minutes.

No that is what you want, what myself and the rest of the group I fly with wants is to WIN the fight we simply do not care how long it takes or what happens during as long as we win. And to that end we use every single tool this sandbox gives us and yes that means that we use focus fire to take out a single target, we also use it to draw reps to a specific ship so they cannot be applied to the real target. And by the way this tactic of drawing reps off the real targete would be impossible with the OP suggestion, even if we could find a way around it the limit on incoming DPS would kill this tactic.

Nevyn Auscent wrote:
That struggle, that feeling of probable doom but also a ray of hope, that is what will keep people in EVE

Again that is your idea of what keeps people in EvE. The guys I fly with could care less about impending doom and all the rest of that crap, we simply enjoy a good fight with another group of players, we want to win and we do everything we can to win but in the end it is about the fight and testing ourselves against another group not about some idiotic impending doom crap.

Nevyn Auscent wrote:
And who cares if certain large fleets struggle. People should be rewarded for skill, and 250 people all pressing F1 on the FC's call isn't much skill.

People should be rewarded for using out of the box thinking, and for trying new and different tactics all of which the OP idea of DPS caps etc would penalize and yes in some cases make it impossible.

And please do not tell me that you cannot overcome the F1 bunny primary target style of fighting because we do it all the time. Maybe we are more creative in finding ways to overcome these things, or perhaps we just have a little more luck at it I do not know.

Also I challenge you to think seriously through the DPS / Reps cap thingy you support.
How do you balance this?
If the incoming DPS versus incoming rep caps are equal then you can NEVER destroy a ship because local reps combined with resists make it impossible.
If you give the advantage to the DPS side then you simply put more emphasis on having local reps and / or resists to counter. At best you end up with a slow and miserable death on one side and a painful and not very fun grind on the other before the ultimate end is reached and the target dies. And at worst you end up with this balanced and you cannot kill the target because you cannot do enough DPS to overcome the reps. I do not know or to be honest even care what you think but neither of these options sounds like fun to me, I would prefer to die quickly to focused fire that way I represent a chance for my FC to change the make up of the fleet and a chance to shift tactics in hopes that we can win.
Donnachadh
United Allegiance of Undesirables
#17 - 2016-11-01 14:21:51 UTC  |  Edited by: Donnachadh
To many quotes so I will have to deal with this one in a separate response.
PopeUrban wrote:
Bringing real military tactical discussion in to a discussion about fake internet spaceship mechanics is meaningless. Targeting isn't quite so perfect and effortless in real life, and more importantly, real life has concepts like not actually being able to hit a target because other targets are in the way, including allies.

Actually bringing real world into this particular aspect of EvE is valid. Even though this is a game of internet space ships it still uses tactics and strategies that have been used for centuries in real wars. You know crazy things like spotters to locate the enemy, surprise attacks and the ever present my fleet is bigger than your fleet thingy.

Going to the targeting thing I wonder what world you live in?
In mine modern systems can put a 200 pound artillery shell through a single 2 foot x 2 foot window from more than 30 miles away. They can use controlled fire to land as many as 5 of those 200 pound shells through that same window at the same time and all of them fired from the same artillery piece.

A cruise missile can deliver nearly 1,000 pounds of explosives or a small nuclear war head through that same window from more than 1,000 miles away.

And modern aircraft can put a 2,000 pound laser or GPS guided bomb through that same window from 30,000 feet while flying at more then twice the speed of sound.

On a more personal level there are rifles that can hit a target first shot and every shot from more than 5,000 yards.

I am afraid to tell you that modern targeting systems are indeed extremely accurate and capable of some incredible, or horrible things depending on which side you are on.

PopeUrban wrote:
Focus fire in real life is directed at an area, not a single target.

Indeed modern military has the capability of focusing fire on an area, but then that is why I stated target or small group of targets. On the other hand the modern military can just as easily focus fire onto a single ship, aircraft, tank or even a single person. The decision to target and area or a single item is not a function of targeting or capabilities it is a function of strategic or tactical planning.

PopeUrban wrote:
I've played a lot of PVP games. There's one constant with most of them. Small fights are more fun than large fights. Usually, this is because small fights generally contain both passive and active mitigation sufficient enough to nullify incoming DPS, which requires smart target selection on the fly, while large fights typically consist of alpha-centric strategies the make most of large fights boil down to "kill whatever target is closest to your DPS ranges" because at that scale the individual utility of said targets is meaningless, only their proximity to enemy fire and ability to apply damage to them is at all important. In games with good/unlimited AOEs this in stead morphs in to "nuke that area" and completely pushes most single target damage right out of the meta, again creating a pretty boring fight that boils down to prioritizing decisions based on target density rather than target utility.

And how is this different than the real world?
May I suggest you make a study of the naval fleet battles throughout history. If you do you will find that they bear a remarkable similarity to the battles we have here in EvE. Destroyers always target destroyers, cruisers go after cruisers etc while the carriers choose their target based on strategic or tactical needs and then launch the proper weapons systems to deal with that target. Perhaps what we need in EvE is more people that study the battles of history and look for the similarities that can be applied instead of the bunch of people like you that insist that real world tactics and strategies are worthless because this is a game. Personally the group I fly with is all current or former military and we find our training in battle filed tactics and statagies to be extremely helpful, and we are continually amazed at how close to the real world EvE really is.

PopeUrban wrote:
What it comes down to, really, is that in a large fleet fight (or a comparably large fight in any MMO really) the vast majority of the combatants could easily be on autopilot. Their job is "assist target caller and DPS" which is, strategically, the superior tactic, and the force that employs it better does well. However it doesn't create fun gameplay. The FCs are having fun. The Logi is actually pretty involved. The rest of the fleet is only there to enjoy the scenery of exploding ships. people don't talk about f1 monkeys for no reason. It's the optimal strategy to heavily employ f1 monkeys. The OP's point is that its not necessarily the best experience for all involved, and turns fleet fights in to FC versus FC affairs with very little room for the skill of most individual pilots to make a difference.

Amazing, remove the references to EvE and you could be talking about dozens of naval fleet battles from history.
Think about the american revolutionary war the British used tactics that were considered standard at the time standing in lines at opposite ends of the field of battle and simply target shooing at each other. The American side, you know the side that was massively out numbered, struggled for the entire duration with having enough of anything and everything they needed including food was victorious because the leaders got creative an fought out side the box. I know real world and does not apply but perhaps there is a lesson in it for you anyway.

Fun and exciting game play is a personal thing. In the end Dolorous Tremmens says it best, if you do not like the large fleet fights then stay out of them, but leave them alone because there are players that do enjoy them as they are.
Eye-Luv-Girls wDaddyIssues
Hookers N' Blow
#18 - 2016-11-01 15:15:51 UTC
Interesting Topic. Would be more like Star Trek fights where guys are shooting **** all over the place.
PopeUrban
El Expedicion
Flames of Exile
#19 - 2016-11-01 21:21:39 UTC  |  Edited by: PopeUrban
Lots of good responses so I'm not going to engender a quote pyramid here.

What I'm going to say is that while yes, saturation fire and in some cases real world military stratgies are applicable, it is... lets say an inappropriate to use them as a BASIS for spaceship (or indeed video game) combat balance. The fact that certain high level strategic concepts can be adapted is no suprise. That's the mark of a solid commander, the ability to adapt to a changing battlefield with changing assets.

With due respect I don't have any personal military experience. All my familiarity with the subject matter comes from family that served. Therefore my perspective comes completely from the lens of having played "that target caller guy" in large and small fights across various games. In most cases where I'd meet some brazen military vet, his strategies were only passingly adaptable to the very real systemic differences in video games.

Not to put down vets for being vets mind you. But, my point, specifically, is that "because it works something like a real battle" is never by itself a good reason to design a game that way unless you're going out of your way to make a sim. EVE is such a poor model of physical reality that in terms of combat it can not remotely be called a sim. Nobody is designing real warfare to be fun, or to create skill reflective outcomes or play for individual combatants. In fact the opposite is true. Real warfare is all about getting the most utility out of as little training as possible. Real warfare's ultimate goal is weapons efficient enough that they only require "f1 monkeys" because real warfare is about getting the job done, not making sure both sides of the engagement have a fighting chance or somewhat equal capabilities when evenly matched.

Thank you for your service, I really appreciate it, but it doesn't mean **** in an internet video game, and I've met entirely too many military personnell in MMOs that seem to think those skillsets translate to playing video games much better than they actually do.

And, for what its worth, I do endeavor to stay out of those fights because I no longer find them fun, and as I've said twice at this point attempting to effectively remove the massed alpha strategy from the playbook just isn't realistic because of how little EVE combat has in common with real combat. The problem is that, unlike the american civil war, there are simply not enough external variables for a smart and creative combatant to get by on merit of individual ability (like American woodsmen winning engagements against the British on virtue of being on average simply better shots, and engaging from concealed positions with better cover)

Unlike some people in this thread, I don't think completey removing high alpha spiking from play is healthy. My point is only that there do not exist sufficient tools to employ a diverse range of alternative playstyles, specifically because of the limitations of EVE's simulation, and that possibly warrants additional tools in the form of modules to create opportunities to disrupt that strategy.

Not necessarily MY modules, or that ridiculous damage cap solution, but that its definitely a situation that merits a look.
Rawketsled
Generic Corp Name
#20 - 2016-11-02 02:17:28 UTC
Remote Target Spectrum Breakers please.
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