51

(106 replies, posted in Balancing)

Pak wrote:

While it appears "logical" that whatever the enemy says is not to be believed, you, as a leader, are going to face internal struggle for power (multiple), discontent about how a fleet commander conducted a fight, burnout from the struggle (in a campaign, if you do not keep it up for a long time, all you did so far becomes useless. And if you do, success is still not guaranteed), conflicts between the PvPers crying for more numbers and calling the industrialists and logistics to fight, and the industrialists and logistics that are not interested in PvP. Or the industrialists lamenting lack of local defense/logistics because the fighters are away from home.

I'm not seeing how scale affects any of this stuff, which appears to be the only relevant section. More of it to handle, more people to handle it. Create a culture, don't dictate behaviour. As the organisation grows larger, that becomes even more relevant.

It still sounds like leadership issues. I never had a problem with enemy propaganda (particularly in the vein of 'they're not really your friends!'), and it wasn't for lack of trying on their behalf. You would have to find some very gullible people to buy into that kind of thing. On the other hand, we never lost so I'm not really in a position to understand first hand the kind of pressures that can put on an organisation.

Oh, btw, not that it seems particularly relevant, but I did mean 800 in the alliance, not the server. Still very small scale compared to eve from what I hear.

25.38 seems absurdly high.

53

(106 replies, posted in Balancing)

@Pak

Sounds like the leadership is leaving room for doubt. I've led a very successful alliance in a game where you had zero control over when attacks on your territory would happen. The game had multiple servers so it was on a smaller scale, about 800 members all told. Half or more of those members were in 'minor' guilds, but no one ever felt like those guilds were not doing their share, at least not in my guild, and if anyone among them ever felt that way they kept it very quiet... obviously. That's simply a matter of following the views expounded in your first link logically. People aren't going to doubt the value of their input if they can rationalise it away, and it's pretty damn easy to rationalise utterly baseless (whichever way you look at it)words from an enemy.

That first article almost caused me to not read any further btw, it was pretty much common sense. The only reason I did read on was due to the fact that someone had managed to verbalise things most people take for granted, which is quite difficult to do. I've read several others now and they've been better, interesting although I wouldn't say terribly enlightening. I quite enjoy the high drama of massive alliances dissolving, so the 'case study' types are my favourites so far.

54

(106 replies, posted in Balancing)

Seems like a lot of mmo insulting is political, not just in eve. If my allies started wondering if I considered them pets because they were smaller, I'd doubt their rationality. I guess it's a question of how much external validation someone needs. I could see someone with especially low self esteem buying into it.

I'm more interested in the numerically small alliances that were powerful. If that is a commonplace thing then I can understand the use of the term, just as I can understand its use in that particular instance. Otherwise, from all accounts it pretty much just amounts to yelling noob at someone who beat you.

Edit: and hoping that someone will beleive you.

How much does a t4 long range demob slow you by?

Juan Valdez wrote:

Also really need an active propulsion mod that hoovers cap. Would do more than anything else to improve pvp

Really? Guy activates and starts running, you activate and start chasing, his bot has more accum, you never get close.

Or say you're doing 70 and he is doing 60, outpost is 4k away. He can get there in 4 minutes. If you detected him from 500m outside your engagement range, it'll take you only 3 minutes to get to him.

Now you both turn on the boosters, you're doing 100 and he is doing 90. It's still going to take you 3 minutes to get to him, but he will be safe after 2:40.

Accum already seems pretty important, I don't know that making it the only pvp stat would improve things.

57

(106 replies, posted in Balancing)

Yeah sounds kinda like calling someone a noob after they just smashed your face in really. Just a word used to insult, but kind of counter to logic.

58

(106 replies, posted in Balancing)

No just curious. Seems like a bit of a disconnect between 'doing it alone' and 'doing it in a massive corp that doesn't need stronger allies' though.

Isn't the small corp retaining at least some of their individuality while gaining the strength of a large corp, while those who join the large corp are pretty much just part of a faceless mass?

Seems to lack any coherence. Unless it was commonplace in EvE for a small corp to compete successfully with a large corp?

59

(106 replies, posted in Balancing)

So basically it's a term you use when you want to insult someone for being in a small corp? I'm just trying to figure out how exactly someone came up with the idea that a small corp allying with a large corp is worthy of a negative term. What is bad about it?

60

(106 replies, posted in Balancing)

So basically it's a small corp that allies to a large corp? And a renter is someone who rents access to resources?

61

(111 replies, posted in Q & A)

Annihilator wrote:

unlike the former imba shield tank ictus that could do the same with nearly no extension higher then 5

What was different then that made ictus imba?

62

(106 replies, posted in Balancing)

What's a pet?

From what he said, sounds like LWF is still going to be a mandatory fit, but the gap might close significantly between t4 lwf and low end ones.

If t4 is 15% reduction, you have to squeeze t1 t2 and t3 between 1 and 15%. 1% would be completely worthless with the added penalties, so I'm guessing they'll start a few points in. Maybe 7.5/10/12.5/15% reductions? That would make t3 very viable and t2 feasible for cost. Remains to be seen how they'll go about it though. It could end up more like 4/7/10/15%, which I doubt would change anything.

In my opinion, the penalties should be cut by 50-75% and the mass reduction should be cut by 75%. The major cost of installing it should be the slot it occupies, and the bonus it gives should be small enough to balance with that cost. That's the first method that occurs to me in order to change them from a requirement to an option. They shouldn't be a standard fit, they should be for bots dedicated to speed and/or economical in their module application. Such a major advantage from one slot will simply cause players to play around any penalties you apply to it. Balance the advantage with the opportunity cost of not installing something else there, rather than penalties on the item itself.

The demob penalty in particular is quite meaningless. At the current mass reduction levels, if you don't equip it and they do, they don't need to demob you anyway, so your lack of vulnerability to being demobbed isn't exactly helping, unless you're also demobbing everyone you're facing.

64

(12 replies, posted in Balancing)

Remanufacturing doesn't seem to have destroyed primary production irl.

65

(75 replies, posted in General discussion)

Robbie wrote:
Syndic wrote:

What Perpetuum needs is the Devs taking a good, hard look at why 5/6 of the Beta islands in game are completely empty and devoid of activity, with the remaining 1 being super-active and blockaded when there is epriton/hauling underway but otherwise mostly empty.

...Or we can take a look at it ourselves and perhaps come up with an interim solution.

Currently, PVP in Perpetuum is largely unsatisfying for any but the oldest players with mechs. Many Corps. have made an effort to do Light/Assault-only roams and gotten beaten down by overwhelming numbers of larger bots. Yes...these roams were on someone else's island but that was where they were likely to find some action.

While I don't want to permanently change the sandbox nature of this game, I wondered which Corps would agree to a temporary, self-enforced ban on mechs for one island only. This would be a gentleman's agreement but with the understanding among those signing on to it that they would all immediately end other combat on this island to "punish" anyone who brought over something other than a light or assault.

The agreement would not extend to industrials. Mine on the chosen island at your own risk. It also not be in force for any Corp. engaged in an incursion there.

If enough Corps. signed onto this, it might be possible to get the devs to either post a TP-in pop-up screen warning outlining the agreement or even, if the response included a high enough percentage of the current player base, to build-in an exclusionary mechanic (or even add one new island for this purpose!).

BTW - This is personal proposal and not a one made by my Corp.

Size restricted teleporters could be fun somewhere down the line. Some teleporters could have decayed worse than others and only be capable of transporting bots up to 4m hit size.

Predator Nova wrote:

Something along the lines of Normandy landing on D-Day if you know what I mean. Of course that's a little more extravagant...

Basically what this comes down to I think is that we want a way to gain access onto an island without the use of the static and easily camped teleports.

Static easily camped access points like the beaches of Normandy? I know, I know, not a fair comparison. I do like the bridgehead/beachhead element of the teleporter system though. If some method was added to get 'behind enemy lines' there should be restrictions on the amount of people you can send through in a given amount of time, so harassing is possible, but completely bypassing outer defenses is not. Maybe one of those corp energy rewards could let you transport 5, maybe 10 guys. That way usage can be tracked, rather than just buying 10 of them and porting 100 guys.