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The Titan issue – a recap and a possible solution

Author
Akirei Scytale
Okami Syndicate
#21 - 2012-02-14 21:36:17 UTC  |  Edited by: Akirei Scytale
Akirei Scytale
Okami Syndicate
#22 - 2012-02-14 21:36:36 UTC  |  Edited by: Akirei Scytale
Ok, back to super-serious mode. I'm used to this line of thinking, and have this sort of discussion rather frequently, as my roommate is a professional MMO developer - generally when his friends visit thats the topic of conversation, as it comes up when we're just shooting the ****.

You're analyzing this like a developer, but you still have some bias apparent. The way I see it, it is safe to hurt the viability of the "lone titan" simply because a titan will never be alone, and if it is, it deserves to die. All supercaps should require strong subcap support to be fielded with any shot at surviving. The alternative is just silly. CCP seems to agree, as the direction of their recent nerfs suggests.

The way I see it, Carriers are the only capital with a clearly defined role. The rest don't have one - the old roles they were intended to fill are all obsolete or no longer applicable due to the way the game has evolved. Right now, we have carriers serving as excellent support and logistics (both varieties) ships, dreads not doing much except sieging structures, supercarriers acting as a force multiplier, and titans raping anything that looks at them wrong. These roles are muddled and imbalanced as hell.

What needs to be done is a clear definition of roles for each ship class. Carriers are working well as is, if anything I would extend their role to be the bridge between the rest of the capitals and subcaps - they would be the counter to massive supcap fleets you cannot match. Obviously this would require some tweaks, but as they are vulnerable to battleship alpha and doomsdays, they should be the middle of the road combat capital here. Let them be the flexible anti-subcap / support ships that can be killed by either subs or supers, depending on how the engagement goes.

Dreads are just screwed right now. No one wants an expensive ship to shoot structures in all day, and this is in large part due to the way siege works and the small buffer relative to supers. They tend to just be a liability. It would be interesting to see dreads retooled to be the capital supercap counter - which would likely involve a significant boost to their EHP, among a few other tweaks. This would mean that capitals of the non super variety have two clearly defined roles, and can fight both uphill and downhill battles without super support. Both should require subcap support in order to operate "safely" however.

Now for the supercaps. Right now, they are a little ridiculous. And by a little I mean what the ****. Taking the capital roles defined before, they could be expanded upwards, with Supercarriers being the anti-capital supercap (as they really are right now, honestly). However the nerfs to supers were a little overwrought, they cannot even fit two full flights of bombers / fighters now. Annoyances like that should be looked at, what we have now is a half-thought through half-measure. Basically, unacceptable. Supercarriers should be very vulnerable without support, however, and if caught alone by a subcap fleet, should die unless rescued.

Now for titans. The ludicrous ships of EVE. In my humble opinion, titans should never be able to engage subcaps. Period. They are far too large and far too effective at murdering capitals for this to be even remotely balanced. They should be the superweapons of EVE - a hard counter to massive capital / supercarrier fleets, extremely effective at this role, but completely vulnerable without heavy cap / subcap support. They should NOT make up 50% of a fleet's composition and sit back, annihilating everything in sight, down to the damn frigates.

If it were up to me, Titans would be unmatched at removing caps / supercarriers / structures from the picture. They would be an alliance's primary form of power projection, the "big guns" if you will, which you bring out to swat someone else's big guns out of the sky or remove their claim to a system. And that's it. Giving them the ability to fight with minimalistic subcap support breaks the big picture - it turns them into omnitools as opposed to specialized jackhammers. Something FUNDAMENTALLY incompatible with good game design - you never give a player an omnitool.
Reilly Duvolle
Hydra Squadron
#23 - 2012-02-14 21:38:49 UTC
Jooce McNasty wrote:

It could but then if they have all their titans in one place, attack somewhere else. Also Titans and Supers can be **** caged in poses.

Putting all your eggs in one basket is a problem in itself.

It also might be a good idea to give a reason to attack two systems at once or three systems instead of focusing on one.

it's not a perfect solution but I view it as one of the major problems of super caps.


This would work in real life, but not in EVE. You see, you cant really choose to attack somewhere else. Because EVE is divided into timezones, CCP has implemented a system where an alliance cant take over systems in one go. You have to give the defender a chance to respond. So, to prevent timezone wars, a system of RF timers are in place to ensure "proper battles" betwen attacker an defender. Once you commit to an attack, you reinforce the system, and then you must come back later to finish the job.
Mara Rinn
Cosmic Goo Convertor
#24 - 2012-02-14 22:07:58 UTC
MeBiatch wrote:
while i do argree more cap ships... i think a simple fix for titan tracking could be in the damage applied formula...


OR rather, nerf the signature resolution of XL weapons. At present, XL guns have a resolution of 1000m, meaning that a painted battleship will take full damage. If XL guns were adjusted to a resolution of 3000m, they would still do full damage to structures, capital ships and super capitals with no other changes being necessary. The same adjustment could be made to doomsday weapons, allowing the "only usable against capitals" special case.

In addition, it might be worth nerfing the tracking of XL weapons and adjusting dreadnought siege mode to improve the tracking and signature resolution of XL weapons, thus allowing dreadnoughts to fight off hubcap ships while in siege mode.

I'd also like to see super caps either become immune to all EWAR such as tracking links and remote sensor boosters, or become vulnerable to all EWAR including tracking disruptors and target dampers.

The first measure would result in no changes to the mechanics of combat (i.e.: no special cases for "is the target a hubcap"). The second measure would increase the utility of dreadnoughts. The third case would allow high-tracking titans IFF the enemy can damp their tracking.

This is, of course, assuming that the design intent was that super capital ships shouldn't be able to fend off swarms of cruisers on their own.
Cormallin
Horizon Security
#25 - 2012-02-14 22:59:03 UTC  |  Edited by: Cormallin
The forum ate my well thought out universe shattering post and I cant be arsed to type it all out again, so... in other news "CCP gives every player a free Titan!" problem solved lol.
Reilly Duvolle
Hydra Squadron
#26 - 2012-02-14 23:12:43 UTC  |  Edited by: Reilly Duvolle
Akirei Scytale wrote:
You're analyzing this like a developer, but you still have some bias apparent

Heh. I try to remain neutral in this issue, and based on your post I think the bias maybe at least as strong in you Smile

Allthough I agree with most of what you write, I think you misunderstand what i mean with lone titans. Lone titans - as in unsupported titans - should indeed die horribly. What I am talking about here however is lone supported titans - as in smaller alliances using them, not only the massive nullsec powerhouses. Used to tip the their (smaller) battles in their favor as a proper flagship should do.

Further on, you say that

Akirei Scytale wrote:
In my humble opinion, titans should never be able to engage subcaps. Period. They are far too large and far too effective at murdering capitals for this to be even remotely balanced. They should be the superweapons of EVE - a hard counter to massive capital / supercarrier fleets, extremely effective at this role, but completely vulnerable without heavy cap / subcap support.

This basically means that the only alliances using titans in the foreseeable future would be confined to the established nullsec powerhouses allready using them. There is no room for lone supported titans or even a small group of titans. In your world, titans should be used in a massive blob and only that, and only against other capitals. There is no room in this view for a lone or small group of titans to turn the scale of battles like it has done since 2005.

Also, in your world, the only effective counter to a massive blob of titans would be an even more massive blob of titans, which is exactly what we have today. So basically you woudnt improve the game that much, only free the subcapital blob to roam with impunity.

Needless to say, I disagree with this view.

I want to democratize titans, making them useful and even desirable for most serious nullsec entities. I dont want to see a nullsec continuing as a stalemate between the old established haves and the new aspiring have-nots. Which is also why I want to see counters to titan blobs which does not consist of titans but rather other capital ships providing both hard- and softkill capabilities.
Akirei Scytale
Okami Syndicate
#27 - 2012-02-14 23:22:19 UTC  |  Edited by: Akirei Scytale
Reilly Duvolle wrote:

This basically means that the only alliances using titans in the foreseeable future would be confined to the established nullsec powerhouses allready using them. There is no room for lone supported titans or even a small group of titans. In your world, titans should be used in a massive blob and only that, and only against other capitals. The is no room in this view for a lone or small group of titans to turn the scale of battles like it has done since 2005.

Also, in your world, the only effective counter to a massive blob of titans would be an even more massive blob of titans, which is exactly what we have today. So basically you woudnt improve the game that much, only free the subcapital blob to roam with impunity.

Needless to say, I disagree with this view.

I want to democratize titans, making them useful and even desirable for most serious nullsec entities. I dont want to see a nullsec continuing as a stalemate between the old established haves and the new aspiring have-nots. Which is also why I want to see counters to titan blobs which does not consist of titans but rather other capital ships providing both hard- and softkill capabilities.


Well, that's what the dreadnought retooling is for. They would be able to engage Titans resource efficiently. Maybe not win a battle, but do more damage than they take in the ISK department.

There really is no way to prevent titan blobs from happening. The alliances that can field 40 titans will field 40 titans when they are applicable, and there isn't much you can do to prevent that. They are there, and whatever niche they get placed into, they will continue to blob into. The key is limiting their role - they need to be specialized.

Also, alliances incapable of matching Titan numbers are perfectly capable of fighting them off in the right situation. Hell, last time a blob of titans tried to headshot VFK, things didn't go so well for them. That is impossible right now, as titan turrets eliminate subcaps at a much higher rate than doomsdays ever did.

I feel my implementation makes life much easier for smaller alliances. If a capital fleet wants to kill a subcap fleet, they bring carriers en masse. Large subcap fleets vs carriers with support is a fight that can go either way. Bringing Supers to said fight would result in dead supers, or battlefield ornaments. What the titans would do is prevent the alliance incapable of matching the capital fleet from warping in what they have - if the subcap-focused smaller alliance dropped a dozen carriers, the titans would pop in and remove them from the picture. Otherwise, the titans do their job indirectly - the threat of their presence makes escalation a risk.

And if an alliance can't even match supcap numbers, then they really shouldn't be winning the fight, now should they? The whole problem with supers as they are now is they allow 100 people to hold off 1000, something not even remotely balanced.

Also, nullsec has never been the realm of solely old established alliances. There are SO damn many small alliances in 0.0, always have been, and always will be. They pick their fights and operate tightly. Most of them don't hold sov, but you don't need to hold sov to be a major presence in 0.0.
foxnod
Perkone
Caldari State
#28 - 2012-02-14 23:39:07 UTC  |  Edited by: foxnod
I tend to agree with the OP that the real problem with capital and supercap warfare is that there's not enough content to make a true rock, paper, scissers scenario. Introducing some new content along the lines of tier 4 bs's, and capital ewar ships would go
a long way towards bringing balance to the game.

Years ago motherships(aka predomion supercarriers) were used by pirates to solo gatecamp lowsec pipes because they were effectivelly untacklable in lowsec. CCP balanced them by introducing the HIC with the scripted Warp disrupt field gen. That brought alot of balance to the situation, not by nerfing anyones toys directly, but by expanding the sandbox.
Akirei Scytale
Okami Syndicate
#29 - 2012-02-14 23:45:41 UTC
foxnod wrote:
I tend to agree with the OP that the real problem with capital and supercap warfare is that there's not enough content to make a true rock, paper, scissers scenario. Introducing some new content along the lines of tier 4 bs's, and capital ewar ships would go
a long way towards bringing balance to the game.

Years ago motherships(aka predomion supercarriers) were used by pirates to solo gatecamp lowsec pipes because they were effectivelly untacklable in lowsec. CCP balanced them by introducing the HIC with the scripted Warp disrupt field gen. That brought alot of balance to the situation, not by nerfing anyones toys directly, but by expanding the sandbox.


You literally made my roommate laugh :P

His words:

"Adding **** to a game is the exact opposite of improving balance."
Reilly Duvolle
Hydra Squadron
#30 - 2012-02-14 23:46:24 UTC  |  Edited by: Reilly Duvolle
Akirei Scytale wrote:

There really is no way to prevent titan blobs from happening. The alliances that can field 40 titans will field 40 titans when they are applicable, and there isn't much you can do to prevent that.

I disagree. There is no good way to prevent alliances from aquring massive amounts of titans in a sandbox game. But there are certainly ways to influence how to best employ them in the field. Which is why I'd like to see soft-kill and area denial mechanics implemented as well as hardkill mechanics.

Akirei Scytale wrote:

The key is limiting their role - they need to be specialized.

Titans is the "battleship" of the capital class, and as such they are not specialized, they are generalized. I think they should continue to be so, because it would provide a massive boost to any fleet big or small using them. What needs to be done is introducing more specialized ways to break up blobs of them without killing their viability as smaller entity hammers.

Akirei Scytale wrote:

Also, alliances incapable of matching Titan numbers are perfectly capable of fighting them off in the right situation.

What you are proposing is a one dimensional tank vs DPS calculation, instead of full spectrum counters. Imagine how dull sub-capital pvp would be of tank and dps were the only considerations. I want to see that complexity introduced on the capital level as well.

Akirei Scytale wrote:

I feel my implementation makes life much easier for smaller alliances.

Yes, if you mean that they only have to watch as the titan blob enters the field killing every capship they have while having absolutely no possibility of doing anything about it, you are right. It is indeed easy.
Headerman
Native Freshfood
Minmatar Republic
#31 - 2012-02-14 23:50:53 UTC
I'm afraid Winter has come and gone. No further changes should be done to titans.

Australian Fanfest Event https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=90062

foxnod
Perkone
Caldari State
#32 - 2012-02-14 23:53:27 UTC
Akirei Scytale wrote:
foxnod wrote:
I tend to agree with the OP that the real problem with capital and supercap warfare is that there's not enough content to make a true rock, paper, scissers scenario. Introducing some new content along the lines of tier 4 bs's, and capital ewar ships would go
a long way towards bringing balance to the game.

Years ago motherships(aka predomion supercarriers) were used by pirates to solo gatecamp lowsec pipes because they were effectivelly untacklable in lowsec. CCP balanced them by introducing the HIC with the scripted Warp disrupt field gen. That brought alot of balance to the situation, not by nerfing anyones toys directly, but by expanding the sandbox.


You literally made my roommate laugh :P

His words:

"Adding **** to a game is the exact opposite of improving balance."


Actually it did in the example I mentioned.
Akirei Scytale
Okami Syndicate
#33 - 2012-02-14 23:56:01 UTC  |  Edited by: Akirei Scytale
Reilly Duvolle wrote:

I disagree. There is no good way to prevent alliances from aquring massive amounts of titans in a sandbox game. But there are certainly ways to influence how to best employ them in the field. Which is why I'd like to see soft-kill and area denial mechanics implemented as well as hardkill mechanics.


Debateable, but valid point. I feel adding to the game will only add to the problems though.

Reilly Duvolle wrote:

Titans is the "battleship" of the capital class, and as such they are not specialized, they are generalized. I think they should continue to be so, because it would provide a massive boost to any fleet big or small using them. What needs to be done is introducing more specialized ways to break up blobs of them without killing their viability as smaller entity hammers.


Interesting example, as battleships have extremely limited means to deal with frigates or well-flown cruisers, are extremely inflexible, and only operate at their best in very specific roles. Bombers are a fantastic way to break up subcap blobs, but there is no such analog for capitals. Introducing one would be interesting, and would not be far off from my dreadnought suggestions.

Reilly Duvolle wrote:

What you are proposing is a one dimensional tank vs DPS calculation, instead of full spectrum counters. Imagine how dull sub-capital pvp would be of tank and dps were the only considerations. I want to see that complexity introduced on the capital level as well.


Hardly, I'm talking about specialization, not DPS vs tank.

Reilly Duvolle wrote:

Yes, if you mean that they only have to watch as the titan blob enters the field killing every capship they have while having absolutely no possibility of doing anything about it, you are right. It is indeed easy.


Assuming my suggestions are all being applied:

If a capital heavy fleet has a large carrier contingent, they can deal with subcaps.

If a subcapital heavy fleet wins the fight against said carriers, they win the fight against every single dread, supercarrier and titan on the field.

Titans are killable utilizing only subcaps, but in order to kill them in a timely manner (before reinforcements), dropping dreads once supercarriers were eliminated would be necessary.

A smaller force only has to worry about subcaps and carriers.

The group bringing the right tools to the fight gets the advantage, as opposed to the one bringing the titan blob or the subcap blob.
Akirei Scytale
Okami Syndicate
#34 - 2012-02-14 23:58:01 UTC
foxnod wrote:

Actually it did in the example I mentioned.


You're forgetting that when something is added, you have to account not only for its intended role, but its relation to everything else in the game, and the inevitable unforseen applications players devise.

Adding anything to a game hurts balance, and things need to be re-balanced in the aftermath once most of the influences become apparent. Its a part of the development pipeline, and it is unavoidable. Don't be shortsighted.
Messoroz
AQUILA INC
#35 - 2012-02-15 00:00:20 UTC
Akirei Scytale wrote:
dreads not doing much except sieging structures,


They are used for everything in wspace and are deployed often from hole collasping, jewing and pvping other caps.

It's funny how balanced the game is in space where supers aren't allowed Twisted
foxnod
Perkone
Caldari State
#36 - 2012-02-15 00:02:12 UTC
Akirei Scytale wrote:
foxnod wrote:

Actually it did in the example I mentioned.


You're forgetting that when something is added, you have to account not only for its intended role, but its relation to everything else in the game, and the inevitable unforseen applications players devise.

Adding anything to a game hurts balance, and things need to be re-balanced in the aftermath once most of the influences become apparent. Its a part of the development pipeline, and it is unavoidable. Don't be shortsighted.



So your saying HICs are unbalanced?
Reilly Duvolle
Hydra Squadron
#37 - 2012-02-15 00:03:37 UTC
foxnod wrote:
Akirei Scytale wrote:


"Adding **** to a game is the exact opposite of improving balance."


Actually it did in the example I mentioned.


Indeed it did. The old motherships could be used in lowsec with impunity because of a combination of no bubbles + EWAR immunity. Introducing the HIC added to the game, and stopped this flawed gameplay. That came with Trinity I think, 2007.
foxnod
Perkone
Caldari State
#38 - 2012-02-15 00:10:41 UTC
Reilly Duvolle wrote:
foxnod wrote:
Akirei Scytale wrote:


"Adding **** to a game is the exact opposite of improving balance."


Actually it did in the example I mentioned.


Indeed it did. The old motherships could be used in lowsec with impunity because of a combination of no bubbles + EWAR immunity. Introducing the HIC added to the game, and stopped this flawed gameplay. That came with Trinity I think, 2007.



Along with Blackops, Marauders, and EAF's.

With subcaps, there's a gradual escalation in skillreqs and and performance from frigates up to battleships. That stops at bs's. From Bs's to caps there's a sudden skyrocketing in cost, skillreqs, performance, which repeats itself in the caps to supercaps jump.

If the only subcaps in the game were frigates and bs's, you'd have the same problems as you do today with supercaps. You'd have blobs of bs's pwning the frigs and frig pilots raging about balance and they'd be right.
Akirei Scytale
Okami Syndicate
#39 - 2012-02-15 00:11:01 UTC
Reilly Duvolle wrote:
foxnod wrote:
Akirei Scytale wrote:


"Adding **** to a game is the exact opposite of improving balance."


Actually it did in the example I mentioned.


Indeed it did. The old motherships could be used in lowsec with impunity because of a combination of no bubbles + EWAR immunity. Introducing the HIC added to the game, and stopped this flawed gameplay. That came with Trinity I think, 2007.


All HICs prove is that specialization is how you solve these sorts of problems. It is an extremely risky move to balance a game by introducing new content, however. Just look at the track record of nearly any heavily supported game, from RTSes to MMOs. New things get introduced, or expansions added, and everything is broken for a few months.

CCP got lucky that their solution was so focused. Pushing said luck is not the optimal way to solve said problems, and I have heard CCP devs say much the same in interviews when asked about introducing new ships in the past.
Reilly Duvolle
Hydra Squadron
#40 - 2012-02-15 00:14:39 UTC  |  Edited by: Reilly Duvolle
Akirei Scytale wrote:


All HICs prove is that specialization is how you solve these sorts of problems.


In this case it solved a problem with a generalized capital ship (the mothership) used in ways never intended, with a specialized counter - the HIC. Not unlike what I propose to do with new specialized capital ships countering generalized titans.