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Anti-Alpha mechanic?

Author
A8ina
Pator Tech School
Minmatar Republic
#21 - 2017-03-21 19:48:40 UTC  |  Edited by: A8ina
Idea
Old Pervert
Perkone
Caldari State
#22 - 2017-03-21 19:51:06 UTC
Hmm..

While I'm sure that under the present coding this isn't even remotely possible, what if shields and armor were in zones. Like an Avatar having a giant shield at the front for ships going in and out (lore-wise).

Certain zones (rear shields, side plates, whatever) would be weaker to damage, allowing a properly maneuvered fleet to be able to get kills with substantially lower amounts of firepower.

In that regard, a machfleet (really any BS fleet) would die horribly to HACs because they'd simply be outmaneuvered without smaller ships supporting them and disrupting flanking maneuvers.

Yes, you could simply have a ball of battleships killing things one by one. But in addition to being horribly vulnerable to bombs, they're now vulnerable to being flanked without proper support.

In doing this, yes you could still have Alpha fleets, but without some means of interfering with flanking maneuvers, they simply wouldn't be ISK-efficient to use.

Frostys, you said your machfleet doctrine uses a dozen different hulls... that to me is fantastic, but it seems excessive (though I guess it depends on what kind of fights you're planning on taking).

The moment you start needing actual strategy in how/where you fly your ships, those dozen hulls will end up being of extremely high strategic value.
A8ina
Pator Tech School
Minmatar Republic
#23 - 2017-03-21 20:31:20 UTC
Frostys Virpio wrote:
A8ina wrote:
Another approach in reducing the use of Alpha tactic, is to use the total signature resolution of all the ammunitions fired on a particular target against the signature radius of the targeted Ship and reducing the damage taken by an X percentage.


The more guns fire at my ship, the stronger it gets.

Makes sense...

Roll



Overwhelming concentration of ammunitions fired at a single target causes the ammunitions to collide, therefore you have some loss Roll.Idea
Danika Princip
GoonWaffe
Goonswarm Federation
#24 - 2017-03-21 23:29:31 UTC
A8ina wrote:



Overwhelming concentration of ammunitions fired at a single target causes the ammunitions to collide, therefore you have some loss Roll.Idea


A battleship is a kilometre long. That is 1,000,000 mm. A battleship railgun slug is 425mm wide. Assuming eight per battleship, you can walk the fire of 294 battleships along the side of one in a single volley, and that's if they're all putting every shot along a one dimensional axis in a single server tick.

So...
A8ina
Pator Tech School
Minmatar Republic
#25 - 2017-03-22 22:49:48 UTC
Danika Princip wrote:
A8ina wrote:



Overwhelming concentration of ammunitions fired at a single target causes the ammunitions to collide, therefore you have some loss Roll.Idea


A battleship is a kilometre long. That is 1,000,000 mm. A battleship railgun slug is 425mm wide. Assuming eight per battleship, you can walk the fire of 294 battleships along the side of one in a single volley, and that's if they're all putting every shot along a one dimensional axis in a single server tick.

So...



Never underestimate Murphy's law , I bet you if it was possible to target a specific location chances are they all would ..Lol
Frostys Virpio
State War Academy
Caldari State
#26 - 2017-03-23 15:24:36 UTC
A8ina wrote:
Danika Princip wrote:
A8ina wrote:



Overwhelming concentration of ammunitions fired at a single target causes the ammunitions to collide, therefore you have some loss Roll.Idea


A battleship is a kilometre long. That is 1,000,000 mm. A battleship railgun slug is 425mm wide. Assuming eight per battleship, you can walk the fire of 294 battleships along the side of one in a single volley, and that's if they're all putting every shot along a one dimensional axis in a single server tick.

So...



Never underestimate Murphy's law , I bet you if it was possible to target a specific location chances are they all would ..Lol


You don't build game mechanic based on freak incident possibilities. If you want to make this a thing, you will have to make other stuff more believable first like not shooting though well, anything really...
Wolfino
Imperial Academy
Amarr Empire
#27 - 2017-03-23 16:50:20 UTC
Old Pervert wrote:
A fair and valid criticism.

Ultimately... I wish Eve pvp was more like TV. Groups of ships splitting off to engage each other, while the battle rages on, each a cog in a massive clock of death.

Frigates dogfighting each other for superiority so as to harass larger ships (destroyers and up, assuming sufficient quantities of frigates)

Destroyers and cruisers offering fire support for their frigates, or harassing larger ships (battlecruisers+)

Battlecruisers offering fire support against dessies and cruisers, or harassing battleships

Battleships offering fire support for BCs

Capitals fighting capitals (and then wiping the floor with subcaps once the enemy capitals are gone)

Supercapitals demolishing everything in their path, so long as they're properly supported.

Then you've got the more specialized ships, T2 cruisers, T3 cruisers, etc, wreaking havoc on the enemy to disrupt and throw the whole mess into complete chaos.

The only way I can see it happening is if it's no longer a valid strategy for the FC to broadcast one or two or three targets and then just tell the fleet to blap them. I mean, even sieged dreads can go poof very quickly. That's just no fun.

Maybe how I want to see PVP end up (in a perfect world where it just is that way "because") is not a view supported by the majority. It just feels more interesting than "okay, everyone hop into machs, I want this many people to X up and fly logi". Ready, set, F1. Ready, set, F1. Ready, set, F1.




Try to get into some smaller gang pvp like faction warfare, large group its hard to coordinate a bunch of people going off and doing their own thing, but if your in small gang and you all trust each other do something worth while then you don't need to all go target the main target and kill.
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