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blankseplocked fighter = lag => solution?
 
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Gordon Red
Posted - 2008.07.27 19:14:00 - [1]
 

Edited by: Gordon Red on 28/07/2008 14:10:31

The capital battle in Sahtogas showed again, that 38 Carrier and 48 Dreads (and only a minor number of support) can't fight each other at a POS.

The cyno-process on seems to create problems, but the main problem named "fighter" remains.

To take away the fighters from the carrier and to give them something else (weapons and such) seems to be an unlikely process.

=> So my advance would be to REDUCE the number of fighters that a carrier/mom can deploy and to INCREASE the damage and durability.

That already has been done with the standard drones back in the old days AND for the same reason: "to decrease lag". (A ship could launch max 10 drones instead of the 5 today.)

Edit: accumulated concept:

carrier:
- max drones/fighter = 5
- Can deploy 1 additional Fighter per level => increase max damage/repair amount etc. of drones/fighters by +20%/per level
[5 fighter + 100% for level 5 = same damage as 10 fighters]

modules:
- drone control unit: +1 max fighter => +20% to the damage of fighters
[5 fighter + 100% for level 5 + 20% from one drone control unit = same damage as 11 fighters]

fighters:
- HP*2 (optional)
- base damage remains the same

IceAero
Amarr
Shadow Company
Posted - 2008.07.27 20:20:00 - [2]
 

SIGNED

(don't forget to increase their hp though)

AND instead of 'can deploy 1/3 extra fighter'

make it a 10/30% damage increase or something of the sort

Gordon Red
Posted - 2008.07.28 01:02:00 - [3]
 

Originally by: IceAero
SIGNED

(don't forget to increase their hp though)

AND instead of 'can deploy 1/3 extra fighter'

make it a 10/30% damage increase or something of the sort


durability = HP

The extra damage is a good idea!

Idea This should also apply for the drone control unit!!!
=> not more drones that create even more lag, but increase the damage output of the drones instead.

Typhado3
Minmatar
Posted - 2008.07.28 02:59:00 - [4]
 

hmm I'd rather say no... this would mean less support is needed to control the fighters and also it would be much harder for the defenders to kill the fighters.

Scatim Helicon
GoonWaffe
Goonswarm Federation
Posted - 2008.07.28 07:07:00 - [5]
 

If it is the fighter/drone swarms that are causing the server problems, I've said before that 5 individual fighters could be merged into a single 'squadron' entity when they are launched, with 5 times the HP and damage output of a single drone.

Allowing a single fighter to do the same damage as 2 or more has slight knock on effects for balance (the carrier pilot is risking fewer fighters at a time), but merging multiple entities into one avoids this.

Jaketh Ivanes
Amarr
House of El
Posted - 2008.07.28 11:53:00 - [6]
 

CCP actually suggest a change like this not long ago, but with a slightly added twist.
A carrier/Mom can only deploy 5 fighters at a time. Then it needs to assign the fighters to a fleet member before it can launch the next 5.

That will reduce the effectiveness of the carrier/mom in solo play but still retain it's usefulness in fleets. So, if you have a fleet of 38 carriers, they can only deplay 190 drones (5 each). If you have just as much support, each can be assigned 5 fighters so the drone swarm increases to 380 and so forth.

Ofcourse it will create a lot of lag in very big fights, but in my mind, a fleet should only consists of 1 or 2 capital ships (Utopian dream, i know Smile).

Grytok
KL0NKRIEGER
Posted - 2008.07.28 13:04:00 - [7]
 

I'd go even further...

...REMOVE ALL CAPITALS Twisted Evil

Only capital that may remain is the Titan, but without DDD and to be used as a mobile station only instead, with a hangar big enough to carry atleast 30 battleships.

But that's just me, and not the oppinion of my corp or alliance.

Gordon Red
Posted - 2008.07.28 13:34:00 - [8]
 

Edited by: Gordon Red on 28/07/2008 13:35:22
Originally by: Grytok
I'd go even further...

...REMOVE ALL CAPITALS Twisted Evil

Only capital that may remain is the Titan, but without DDD and to be used as a mobile station only instead, with a hangar big enough to carry atleast 30 battleships.

But that's just me, and not the oppinion of my corp or alliance.


To bring in the dreads (you need them vs the POSes) wasn't wrong, but the carrier with all that fighters was. :-/
The doomsday is also gamebreaking used in masses.

I wish they would remove the fighters entirely => carrier = missile carrier (+logistic) or such, but that can't happen due whinemania. (I can't use my carrier due lag, but I don't want them to be changed... rofl)

Gordon Red
Posted - 2008.07.28 14:06:00 - [9]
 

Edited by: Gordon Red on 28/07/2008 14:10:52

the numbers of the concept (just thinking loud):

carrier:
- max drones/fighter = 5
- Can deploy 1 additional Fighter per level => increase max damage (or armor repair or what ever) of drones/fighters by +20%/per level [5 fighter + 100% for level 5 = same damage as 10 fighters]

modules:
- drone control unit: +1 max fighter => +20% to the damage of fighters [5 fighter + 100% for level 5 + 20% from one drone control unit = same damage as 11 fighters]

fighters:
- HP*2 (optional)
- base damage remains the same

Sepheir Sepheron
Caldari
1st Grave
Posted - 2008.07.29 03:25:00 - [10]
 

Edited by: Sepheir Sepheron on 29/07/2008 03:25:43
I know this doesn't make much of a difference but you're forgetting something.

If a carrier used half of the number of drones with increased durability and damage, they would have a different miss/hit ratio because two guns have a chance to do half damage, full damage or completely miss, but one gun is just hit or miss. Fighters should have doubled rate of fire, not damage. They should also have their signature radius cut in half because there are less drones to lock.

Willow Whisp
Sadist Faction
Posted - 2008.07.29 03:42:00 - [11]
 

the problem with increased ROF is... lag. :(

Merin Ryskin
Peregrine Industries
Posted - 2008.07.29 03:59:00 - [12]
 

Originally by: Sepheir Sepheron
Edited by: Sepheir Sepheron on 29/07/2008 03:25:43
I know this doesn't make much of a difference but you're forgetting something.

If a carrier used half of the number of drones with increased durability and damage, they would have a different miss/hit ratio because two guns have a chance to do half damage, full damage or completely miss, but one gun is just hit or miss. Fighters should have doubled rate of fire, not damage. They should also have their signature radius cut in half because there are less drones to lock.


Wrong. Per hit, it's different, but over an infinite duration, the damage is exactly identical. Over the duration of an actual fight, even a short gank, the theoretical difference is less than the effect of the random number generator.


Anyway, the main problem with this idea is assigned fighters. Only 5x fighters = only one support ship needed to assign all of them.

Gordon Red
Posted - 2008.08.04 01:12:00 - [13]
 

Edited by: Gordon Red on 04/08/2008 01:12:36
Originally by: Merin Ryskin
Anyway, the main problem with this idea is assigned fighters. Only 5x fighters = only one support ship needed to assign all of them.


I don't see the problem here, there is also only one ship to destroy so that the drones would be send back to the carrier.

Also there are less drones to web/shoot at.

But all does not matter, if you aren't able to do anything due to lag from 250+ fighters you do not shooting at anyone or anything!


 

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