Posts Tagged ‘Proposals’

Large fleets, impressive but stagnant?

While I was at Fanfest I had the fortune to actually be seated on the front row during the ship balancing round tables, watching the interaction between CCP fozzie, CCP Rise and CCP Ytterbium, was great, each of them are very different people with differing opinions, the three of them together I feel are going to give us the most well thought out ship balancing I think eve has seen.
The Grid

The Grid

I could go on for some time about the many topics that came up but one particular area interested me: Fleet Boosters. I should say from the outset that I am pro boosting ships being on grid, I feel that no role should be so dull or easy that it should be done effectively afk. I suspect this will get me flack from the many people who like to fight solo (even though they are fighting with at least two ships); I even enjoy flying solo myself, but Eve at its heart is a mmo, if you want to fly solo that’s great, but in general flying with friends is what makes this good game great.

That personal opinion aside one of the ideas that was floated was that boosting ships could be changed so that they effectively boost ships within a sphere around them (kind of like a hictor bubble), this would mean that the pilots of these ships would require actual flying skills to place themselves in the correct places and large fleets may even require multiple boosting ships, it would also mean that your average grunt would need to check their position relevant to the boosters as well as the logistics.
This to me sounds like if it was implemented that we may actually end up in much more dynamic mobile fleets where actual flying skill would be needed. It would mean that highly skilled pilots (or budding pilots) would be able to aspire to roles within fleets that could make or break an engagement, reliant on their flying skills.
This however started my evil mind turning and led me to have a conversation with the CCP devs after the meeting finished and here I will outline where my evil thoughts went…
Boosting Radiance Ships? Maybe not...

Boosting Radiance Ships? Maybe not…

As some people who have read my posts before may have noticed I do not understand why most random events in eve are positives, some of the most interesting stories are about when an unforeseen event has occurred and how people have managed (or not) to cope with them. All this talk of ships creating bubbles of “ship boosts” had me wondering, would it not be fair to have ships that do the opposite?

My thought was if CCP want more people flying command ships and for it to be a much more active and responsive role then surely the obvious way to make this happen was for there to be something for them to have to actively counter? At the moment there is a class of ships post tiercide that only has a single ship in it: The Battleship disruption line, and in it the scorpion. This currently has a bonus to ECM burst modules, what if this ship was changed to create a Hic like bubble of effect around it with an ECM effect and balanced against  sensor strength boosting command ships? Suddenly you would have pilots of these two ships attempting to counter each others effects, the command ship defensively while the disruptor would be attempting to fly his ship so he didn’t impact his own fleet but not so far forward he was out of range of his own support, suddenly fleet and even individual positioning within a fleet become more complex, dynamic, responsive and even rewarding of flying skill, not just skill points.
At this point you can expand on the idea, if you stick with current racial ewars then a how about an area effect tracking disrupting Amarr ship? A area effect sensor damping Galente ship? ( think of the effect on logi) How about an area effect target painting Minmatar? (that could mess with AHacs).
I think that if you gave people the opportunity to fly these ships that could negatively impact enemy fleets you would actually reward pilots with the experience and ability to fly well with a whole new class of ships that would really bring something new to fleet combat and that would then have the knock on effect of making command ships much more interesting, responsive and fleet combat much more dynamic. Each Disrupting ship would require a different command ship to counter.
And this idea carries on again, currently bombers have only two forms of ewar covered “lockbreaker” and “void” seems to me that some are missing here but I think you can all follow that idea on to a logical conclusion, I suppose here is the point to say what the devs had to say about the suggestion.

Press F1 for help

The idea was met I feel with guarded interest and support, it appears that the main issue that is holding up what they want to do with command ships (and by effect potential disruption ships) is a system issue. Currently bubbles are a problem, interdiction bubbles work because when a ship attempts to enter warp a single check is made by that ship “am I in a bubble?” if the answer is yes warp fails. currently ecm burst, lockbreaker and void bombs send out a single pulse and ships in the area are effected once. The problem with what they want to do with “boost bubbles” is that the server would need to know which ships at any given time were being effected by positive (or even negative) effects from one moment to the next and as fleets get larger the number of checks on this gets larger as well and can rapidly become a large resource hog, it is something they are looking at a solution for apparently but they could not say anymore at this time.

Personally I am very pleased that they are even looking in this direction and I am hopeful that they will find an elegant solution so that soon we will see much more interesting fleets flying in elegant shoals of death responding to each other in much more dynamic ways than the current “everyone anchor on x at 10km, follow targets and hit f1 in time. I can but hope. [Editors note: even worse. “Every one stop your ships and assign drones to XXXXX”]

Mini games in Eve’s future?

As some of you will now have seen from Fanfest the idea of compact “mini games” is coming to our gaming
universe, at the moment it will be confined to exploration but I think this small “toe dip” into the murky waters of “mini gaming” is the tip of what could be some pretty big changes. It reminded me of a proposition I put forward some years ago on the eve-o forums that was also mini game based and I thought I would post it here for interest and maybe to spark debate. Shown below is the post in pretty much it’s original form……

The ancient post

Idea 1: Copying is the sincerest flattery…
Mass effect 2 style probing mini game using a audio/ visual queue as you hover over a asteroid representation to find the best areas of the asteroid to hit with your mining lasers. if you choose poorly (or not at all in the case of afk miners) you get a poorer yield (mining skills could improve the accuracy of the audio/ visual queue or the resolution you could scan at maybe). You could also have the rare “ultra dense” drops show as a special anomaly on this that you may miss if you do not check thoroughly) If you have not played mass effect 2 there are loads of vids on youtube of the probing mechanic but my forum foo is weak and I cant make a working linky. Sad face.
Idea 2: use a similar mechanic already in place….
How about the “heat map” from PI also becomes audio and is adapted to be used on asteroids to again show relative potential yield areas with the same “if you choose poorly (or not at all in the case of afk miners) you get a poorer yield mechanism I mentioned above. Obviously the visual heat map will need to be robust enough or the colour scale changeable to allow for visual impairment. Also as with PI you could simulate resource depletion so it rewards people interacting more and finding the best mining laser site at any given time. Skills can effect the audio/visual representation in a way similar to PI and through properly exploring the asteroids you may find the “super duper dense officer
mining equivalent” that an afk miner will not further rewarding people actually actively mining.
Possible fall out of proposed mining “improvements”
Okay those are 2 ideas that someone elsewhere may have already had but I didn’t spot (sorry if this is the case and its not intended as an offence) but what could be the result of making mining better through a “mini game mechanic”?
As is already known people like to min max where possible, by adding a new element to the equation to take concentration you run the risk of not spotting other things (like that hostile that just came into system or the new belt rats etc). I am not actually saying this is a bad thing (I am actually a null sec raider and would love more chance that a miner may not spot my entry into local but I feel this mini game idea, due to concentration required to attain the best results will actually help keep the “risk/reward” mechanic in place.
Also on the subject of min maxing fits I had a random idea, why are asteroids only a resource? why not make them the trigger for rat spawns or even have them shoot back? using the two potential mechanics listed above how about not having all finds positive?
While were at it why are asteroids “only” positive? You could have some asteroid anomalies that are negative, for example…
1. You accidentally spooked a hidden pirate hideout and they boil out of hiding to protect their hideaway (maybe handled as simply as a player generated belt spawn)
2. The asteroid actually has camouflaged weapon emplacements and starts shooting at you itself and you must now incapacitate the defenses or even leave its vicinity if you cannot.
3. There is a pocket of explosive minerals/ gas/ compounds, the asteroid goes off like a smart bomb.
Hell go wild people, I am sure others can come up with cool alternative asteroid anomalies both positive and negative.
The mechanic of system sec status could be used to govern the likely hood of these “negative and positive anomalies” and the severity when they occur and skills could help you spot these special anomalies more easily and avoid them or not as required. This will add an element of balance into people fitting there mining ships as they have to consider if they can survive a potential “negative anomaly” which again helps the risk/reward mechanic.

Some final thoughts

As I said this is a post I made some years ago, the thing that worries me though is that is one area that even with the re balance of the mining ships there has been no iteration off, a rarity in Eve these days, I actually spoke with CCP greyscale at Fanfest about the “why are all “anomalies” positive idea, can we have some negative ones and he sounded genuinely interested so who knows maybe in the near future we may be hearing about actually interesting “once when I was mining” stories that don’t involve a mass smart bomb gank, who knows?

Capital Punishment (and reward)

Proposals: I don’t do these very often (yeah I know the last post was one, but I blame Arian…) Today however I wanted to highlight a potential easy solution to the issue I believe is caused by the current dominance of Capitals and Super Capitals in 0.0. Let me first expand on what I perceive as the parameters of the issue:

– Currently Capital assets are frequently deployed without sub cap support fleets

– Not enough super capitals are being killed (look at Jesters Super cap summaries with KOTW).

            – If we nerf super caps they don’t turn up to fights (like at the moment)

            – If we boost super caps they just dominate the field (like before)

To solve both these issues in one swoop we need to do two things:

            – Increase the dependence of capital ships on sub capital support

            – Make supers invaluable on the field, to encourage their deployment, while, giving sub capitals a clear method to destroy them

My suggestion may come a little bit out of the blue; boost the Black Ops Battleships. I discussed this with a friend a good while back during the advent of the first Super Carrier boost (and since then others have posted similar, but not identical suggestions).

Let me introduce the Super Heavy Bomb. Super Heavy Bombs are heavily modified Citadel Class Torpedoes, designed to cause maximum damage to large stationary targets. Fitted only to the highly advanced Black Ops battleships, these “bunker buster” style weapons are deployed to the field in a similar fashion to their smaller cousin; the bomb. Although under half the speed of a bomb these strait fire weapons travel 60km before detonating a full 40 seconds later. When they do detonate these projectiles are designed to cause maximum damage to any object with a signature radius greater than 3000m (a un fitted carrier) and a speed lower than 100m/s, to the point where even the slowest biggest battleships will receive only a tiny fraction of the total damage (around 30 points un-resisted). On the other hand Capital Ships will feel the full brunt of the damage, with synchronised bombers able to destroy a well tanked Carrier. The major issue with these munitions is that due to their large size, and sophisticated containment and trigger systems, they are lockable on all modern space tracking systems, similar to a drone. Despite slimming down the signature radius (to about half the size of an interceptor) and adding a minimalistic tank, the SH-Bomb is easily targeted and destroyed by a sub cruiser locking speed ship.

Coupled with the Black Ops Battleships already advanced cloaking system, these weapons are devastating against pure capital groups who are unlikely to be able to lock and destroy the Black-ops ships before they launch and re-cloak. However with an alert and ready sub capital defence force, the munitions are easily intercepted and destroyed, with a good chance of catching the bombers themselves.

I believe that taking the mechanic which makes Stealth Bombers so useful and fun, i.e. the annihilation of larger class fleets (if they are not alert enough and don’t bring frigate/destroyer class locking times) and up scaling it to the largest sub capital class ship would work wonders in giving sub capital defence fleets a method of destroying un-supported capitals. If this were released, I would actually advocate bringing in a simultaneous and significant Capital Buff, giving capital pilots good reason to want to deploy their assets on the field, where they may fall prey to the SH-Bomb. It would also breathe life into the currently tragically underused BOBS.

Feel free to pick holes, claim it wasn’t my idea, or just tell me super capitals/capitals need to destroy entire fleets, because of the cost and skill point requirements.

Fly theoretically,

Hark¬