Pilot Archive

Thread: Can someone explain the Why of this please :)

Tsumitsuki
Thu Apr 21, 2005 6:19 am
#1



In several threads I have been a supporter of damage reduction in some form or another. Reapeatedly people have (flamed) told me that this will take all the skill out of PVP. Yet none have managed to explain why. First of all let me explain how I see it.


In all the following scenarios consider both ships to be identical in all respects other than the pilot behind them. Pilot A is Astounding, and Pilot B is Barely able to control his ship.


Both ships are capable of one shotting each other:


Scenario 1 : Both ships go head to head, pilot A fires first (due to reactions) and wins.. A flies off happy.

Scenario 2 : the same, but pilot B twitches gets off a lucky shot and totals pilot A, B flies off happy

Scenario 3 : the same, but A dodges doubles back and oneshots B before he can turn.

Scenario 4 : B catches A not paying attention and oneshots him in the back of the head, B flies off happy and A really should have known better, tho it can happen.

Scenario 5 : A catches B not paying attention and oneshots him, A flies off happy


B pops an inspiration pill and becomes suddenly as good as A.


Scenario 6 : Both pilots fly head to head, the person that twitches first wins

Scenario7 : both pilots fly head to head, but manage to dodge, they fly around each other for a few seconds until one makes a mistake/gets a lucky shot this is where the skill lies but seeing as its a one shot theres no forgiveness


B's pill wears off and is now a dunderhead again, both pilots undergo severe weapon nerfage.


Scenario 8 : Pilots fly head to head.. both fire on each other but A makes it easily past B by dodging past... A then turns and grinds B in to next week.. Skill wins out.

Scenario 9 : Same again but B gets in a couple of lucky shots.. but because he cant kill in 1 shot A still wins with perhaps slight damage.


B finds another pill and becomes a great pilot again.


Scenario 10 : Both pilots fly at each other but not directly at, they dodge the first pass and quickly turn on each other, much twisting and turning happens with a few shots from each opponent striking home, A gets one in on B's engines and from there its pretty much over. B cant compete with only 30% engines left and sets hyperspace in a last ditch attempt to deny A his kill.



Right then, I said weapon nerfage but before someone accuses me of DR promotional heresy, consider this, I said at all times the ships were identical. Scenarios 6 and 7 describe heavy fighter PVP combat while scenarios 8, 9 and 10 describe light fighter combat, both fairly accurately I think. Yep I know I havent covered all the possible outcomes but I think I have the most common ones listed.


Light fighter combat already has damage reduction, so how can damage reduction remove the skill from PVP? surely as long as both ships are capable of destroying each other (taking Cap-shield shunt into account) then prolonging the encounter can only favour the more skilled pilot. This doesnt mean that equipment becomes more important. At the moment I would say equipment is more important because in post battle discussion I have most often found I was beaten by someone who's ship has a much higher PYR and Im just not lucky enough to have looted the right components (or had the money to buy them). Still skill does play a part, a very big part but equipment is at least 50% involved in whether you win or lose.


As Ive said before in other posts the system currently favours combat between light fighters using RE'd equipment. The ground game is based ONLY on equipment because 2 players using the same template are identical in every respect and have the same chance of hitting each other. The combat it handled by the server on a "dice roll" basis. Space is NOT like this at all. Unless its to the point where ships are unable to destroy each other there is no way that equipment tweaks can nullify the inate skill of the person behind the stick. If anythying increasing damage would take some skill out becasue of the chance of a lucky shot killing you outright.


So WHY am I so wrong?


everybody aggrees taht something needs to be done. Sorting out the droid programs is a favourite, but making CO4 and CO3 actually take more power from the reactor or whatever would limit the ammount of damage you can do in a given time.. _thats_ damage reduction. Increasing shield values means it takes longer to kill someone is still damage reduction just the mathematical inverse of it (not the opposite). Anything at all that affects the base ammount of time it takes for weapon X to deplete Shield Y is either damage reduction or damage increase.


Anyway I do listen to what people say, except those who are rude/scathing/flaming, those I ignore completely even tho they might be correct (its your own fault ), and I have modified my suggestions over the course of several threads and experiments. I will now recap them here, for comment, if you want to flame or think this is more of the same old same old and youre tired of it them please click the back button now.


(asside from sorting out droid progs which is a no brainer)


1) Damage Reduction - Increase shield values on a per chasis basis so that the heavier the ship the more defences you get so that using the same shield a Heavy gets far more shield than a light. Light fighters being the base, were not nerfing light fighters, improving heavies is the idea so that light vs light remains the same. Heavy fighters should be hard to take down and pack a serious punch, thats why they are called heavy fighters, The down side is they still have poor handling skilled light fighter pilots should still stand a fair chance.. especially multiple against 1. The heavy fighter still has to actually HIT the light fighter, but if it does the light fighter should be in serious trouble. For the turreted heavies perhaps a limit to the level of gun that can be placed in the turret. Cap-shield shunt - done on the base value of the shield NOT the bonus ammount applied in total to the ship. Same for True MP ships, they really suck at maneuverability but really do need much much bigger survivability.

(The trouble with this tho is it unbalances the PVE side.. however there must be a workaround, there always is)


2) Obstacles in deep space.. Run and hide would be very usefull if the fight is going badly. would be nice if you could take cover behind debris / asteroids/ cap ship carcasses etc.. IMO this would also allow skilled pilots to better show their ability as they are essentially using the "terrain" to their advantage.


3) reduce the turnaround time for getting back into deep space please please please.. for 30 seconds PVP combat theres at least 3 minutes turn around to get back in.


  • let us respawn with droid programs still running, you repair us for free, why ham string us with a waiting time.

  • let us respawn at the entry point to deep space rather than 8km away at the planet space station.

  • if we survive a battle in deep space let us get repairs there from either the ISD or the RSS

4) is there any chance of the spawn point for reb/ imperials being slightly randomised? several times now I have gone into deep space only to find myself being totalled while I was still loading. The other player ships load _after_ I appear in the world and have control it seems so if someone is waiting at the spawn point then Im dead before I can see the ship thats doing it. (So I cant even report the player that repeatedly spawn killed me)


Out of these 3 I think item 3 has the most imediate benefit. 1 and 2 would take a lot more work.. especially 1 which I think definately has merit but probably requires more knowlege of how the game acutally works than players actually have.


Comments please (polite ones ) I like a good argument but that's argument in the technical sense.. not an insult and flaming contest.

Message Edited by Tsumitsuki on 04-21-2005 07:24 AM

TUMOS_GHOST
Thu Apr 21, 2005 7:51 am
#2

i dont know what you are talking about





__.:FQ:. Inc.________
Totai & Fatoos



Tsumitsuki
Thu Apr 21, 2005 8:05 am
#3

THats ok.. I will admit that I dont post _that_ often because I like to spend more time playing than getting depressed reading forum posts. But others will remember me and know what I am on about.
Jisrael
Thu Apr 21, 2005 8:25 am
#4

I dont PVP, I try my best not to, i come from a game solely based on PVP (EVE), so Im not interested in killing anyone else in game. Ive only engaged 2 players in game, and becuase they tried to shoot me first.

But i aggree on the whole entrypoint thing, last night , I took out my Imperial fighter to Deepspace for a little joyriding, and was having a blast killing vettes, like crazy, well, one of the vettes gets the better of me and gets me with a full barage, mind you i had her alsmot done, taking out shield 2 on it, so disabled, the fighters finish me off, I spawn at endor station, and reload droid programs in route back to claw, get back to deepspace, just to find that my target was gone, and i had to start all over again. this whole traveling accross the sector to reenter deepspace is not right, you should be able to spawn next to the entryponint and that atation should also let you get fullrepairs/overt status options, and how come you dont automatically go overt ( Faction Point farming ) when you enter deepspace/kessel? I know Kessel is not a PVP area, but I would like to get faction points automaticaaly when you enter these areas.



Play or quit..... there is no whine.

Jisrael= Rebel Masterpilot, Elder Jedi,BH,Commando,TK (list just goes on)
Jis Rael = Imp Master Pilot, Domestics (Elder Shipwrite)
She'lob Rael = Corsec Pilot ,ShipWrite ( elder Smuggler)
Johrdi Rael= Corsec Master Pilot, Engineering ( elder Doctor)
Lurdez Rael = Rebel Pilot ,Master Entertainer
Sunrunner


Drusan
Thu Apr 21, 2005 8:36 am
#5

No one is telling you why you're wrong, Tsu, because they don't know how to do so. Your post makes good sense. A minor amount of dmg reduction in pvp is needed.



Haga Qubany
12pt Master Shipwright
QSI - Qubany Systems Integration, Sintari, Dantooine
Stohn Cabouser
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StohnCorp
bmeenan
Thu Apr 21, 2005 8:57 am
#6

I agree with you Tsu, almost entirely.

The ideal for the ground game is that a PvP encounter will last anywhere from 1 to 3 minutes. While I'm not so sure it should last that long in space, I would like to see it last a little longer then it currently does.

IMO, the pilot with the quickest FIRST twitch shouldn't always win. However, if that same pilot moves faster and better three times in a row, they should definiately win. If I'm attacked and make a bad move ... oops, I better get my groove on and start flying right. If I make two bad moves or even three, I deserve to sent back to the Space Station - no question about it.

That said, I'm not so sure that damage reduction is the solution. In fact, I don't really care about the technical solution just yet. I'm more interested in seeing agreement on the high-level vision of what a Space PvP encounter should be. Once that's acheived, the rest are just details.




______________________
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GaladhrimOlorin
Thu Apr 21, 2005 9:11 am
#7

yea, i took down 2 firesprays in deep space with 4shots total in my A-Wingjust cause they didnt see me hiding under the star destroyer.



Galadhrim Olorin

Tsumitsuki
Thu Apr 21, 2005 9:24 am
#8






Drusan wrote:

No one is telling you why you're wrong, Tsu, because they don't know how to do so. Your post makes good sense. A minor amount of dmg reduction in pvp is needed.







Its ok Drusan, In other threads, this thread is the cumulative version of what I think to-date on the whole thing. Just that gathering info and discussing things has involved receiving a fair few insults and flames. An attitude far too prevalent in the SWG community in my opinion.


Message Edited by Tsumitsuki on 04-21-2005 09:29 AM

Tumbler2002
Thu Apr 21, 2005 11:00 am
#9

Wow that was a long post.

I think a problem that gets overlooked all too often is that "skill" as many people see it is the ability to dodge shots from another player. Because if one of those shots strikes you're likely to be damaged enough to all but ensure you're demise.

I'm starting to think that Engine Overloads are as much a problem as weapon overload 3. With that program boosting YPR rates it is making all fighters, especially light fighters, VERY hard to hit. Assuming that with wpn overload 3 fixed players will have to watch their shots carefully it won't be a lot of fun to fire until cap runs out and hit nothing.

I'd really like to see engine overload programs not give a boost at all to YPR. This would keep ships turning at a reasonable speed and slow combat down enough that fixing WO 3 alone would have a great chance to fix pvp combat.

It takes most of the skill out of flying when u can use a program that boosts your engine performance that much. I can basically circle strafe around my target because my engine is so fast and manueverable. And I'm in an Xwing. In an a-wing or tie adv it'd be even worse. I like the program boosting my top speed but I don't think boosting YPR should be allowed. The ships with low YPR levels shouldn't be able to compete in dogfights. They are bombers. The EO programs make it possible to take any ship into pvp and have a chance at winning. (Ships like the Bwing are a real long shot but it's possible...)
Alyxian
Thu Apr 21, 2005 11:41 am
#10






Tsumitsuki wrote:




So WHY am I so wrong?


everybody aggrees taht something needs to be done.




First, not all of us agree something needs to be done with fighter to fighter combat.


Why you are wrong:


1) With me using CtSS, you would NEVER be able to kill me. I can CtSS every 9.5 seconds, that is restoring *any* damage you may get off every 9-12 seconds. Everyone would fly around pecking at each other forever and it would be as boring as dirtside PvP.


2) You decribe only one on one scenarios. Those are the few rare times you come across someone else. Try flying in big PvP events, with your rules, no one would ever die and there would be very little fun.


3) A lot of people cannot one shot me, 99% of the time I go up against an A-Wing I can survive 2-3 shots in an Oppressor, making for 20-40 seconds of intense 1 on 1 dogfighting...perfect. Which means my shields ARE that much stronger and I CAN take that much more damage than the light fighter.


4) Obsticals in Deepspace, Um, go to Kessel? Using the mass of white dots is a great obstical in DS


5) to your point #3 at the bottom...I do not care about the travel time getting back to DS, but you are right, I do not think the setup Droid programs should take any time...it is just time I spend hypering around or sitting around waiting. I agree that needs to go. I do not think repairs should be available in DS though. Taking the hit of having to leave system if you are that badly damages should be there.


6) Spawn points should not only be randomized, but there shouls be a wait timer on them. X seconds after you zone in you are covert.


Why not try and work inside the existing framework? One shot kills are fine after a 20-30 second dog fight. Honestly I have had way more fun in this sort of PvP than any other MMO ever. The *only* thing I dislike about being blown up is the length of time it takes to run my overloads again. I have been having some great 1v1 in DS lately, against several types of ships, and it has been very fast, but very intense.


If you are talking about POB ships, you are right, those should take a good hammering before going down.


You don't mention what server you are on, or what equipment you fly with. Honestly, it took me a while to get all my ships dialed just right for me, and right for my flight style and PvE or PvP style. I would humbly suggest you spend some time on that as well as some time flying in larger PvP conflicts before calling for the nerf bat.


Think about the movies...hell yes, swarm of fighter vs swarm of fighters and in the first engagement you loose a couple on both sides, even really good pilots, simple due to the odds of a good solid hit.


I am not saying there are not tweaks neccisary, there are. I just do not think Damage Reduction is going to do anything other than make Space PvP like ground PvP, 20 minutes of beating on someone and they boost off laughing.





Alyxian Gorgaan
"Just an honest Trader"
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Ducimus
Thu Apr 21, 2005 1:04 pm
#11

To add an example to Alyxian's point 1.

Ive been in a couple dogfights were it dragged on anywhere from 2 minutes to 5 minutes before one of us scored a hit. I know of a couple ppl who've been in fights even longer. PvP damage being what it is, is the only thing that ended those fights.

The disparity here isn't in damage, the disparity is in who is against who. A couple ace's can lock horns for a good 5 minutes. You put one of those aces against a rookie, its going to last 5 seconds.



Major Rapax Victis - Commando
Time wasted playing MMO's:
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Washell
Thu Apr 21, 2005 2:33 pm
#12






Ducimus wrote:
To add an example to Alyxian's point 1.

The disparity here isn't in damage, the disparity is in who is against who. A couple ace's can lock horns for a good 5 minutes. You put one of those aces against a rookie, its going to last 5 seconds.




/agree


I like flying big and heavy stuff. Most of my current PvP experience is in a Y-Wing. I haven't been one-shotted yet in that ship, nor have I one-shotted others with the 2 L8 RE'd reward blasters on board. They may have flown straight for a second too long so I could land 2 or 3 shots in a row. That'll feel like one-shotting on the receiving end. Reduce PvP damage further and finally fix WO3 so the cap actually empties and I'll be immortal. That'll be a fun battle against another pilot of my skill, twisting, turning andjousting for 15 mins, then boost/hyper out.


Fixing WO3 will finally drain the cap, a drained cap is no good for CtSS. Heavier caps and possibly reactors will be needed, changing ship setups. This willchange PvP. Always fix one thing at the time, so I'm in favor of waiting for the WO3 fix before any other changes to PvP.



Halyn
Thu Apr 21, 2005 2:52 pm
#13

Instead of reducing damage, a better possibility would be to increase shield strengths for heavy fighters...simply because hit a shunt can only dump so much power into a shield. E.g. it works off solid numbers, not percentages.




Halyn Lance -- Rara Avis Flight School
Common sense is highly uncommon.
...has mastered the Pilot profession.
"I'll type this slowly so even Imperials can understand..."--Michael Stackpole, RS IRC
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