Thought of something, maybe it has been covered already?
It’s my first post so please be nice. Don’t wanna embarrass my peeps. This is me and nothing to do with my corp or alliance BTW.
Can I assume blobbing is not as fun vs. relatively equal fleets? How do we tackle blobbing?
tl;dr
Use the boosting mechanic to introduce negative de-buffs on all ships on a grid if numbers on grid are too high. The blobbing group would be put at a mechanical disadvantage if they want to dodge the debuffs to the point where they would rather just show up with less people or otherwise give up some of their numbers advantage by inconvenience.
For example, if there are too many ships on grid AND in the same fleet, everyone in that fleet would suffer a negative side effect. Could be a 50% reduction in scan res? This would make locking new targets slower and logi reps land slower than the smaller fleet they are fighting. Evens the odds a bit (till both fleets are equal size).
‘But everyone will just fly armor fleets so they can use the mids to fit a sebo’
Then have the penalties to each ship type or class be different. Maybe Logi loses scan res or sensor strength, DPS class ships lose tracking, Capitals lose range or any number of things. There could be a per ship proximity weakness trait (like a reverse role bonus) if required for future balancing.
Implementation and mechanics possibilities: Spit-balling…
Debuff could build up over time to a max. Rewards faster and reactive fleets and hurts large blobs. Creates stragglers for guerrilla style game-play that could be fun?
2 blue fleets could multiply effects (up to max) when meeting on grid. Requires quicker pace of coalition coordination, makes room for mistakes if trying to avoid penalty.
(or just soak up the debuffs. Your call)
Time delayed removal of debuff as well as time accrued would lessen issues of large fleet eventually debuffing a smaller fleet as soon as the fight starts. Maybe debuff removal can by governed by aggression timers? Also lessens the need for the server to determine who’s on what side, although standings could help with that before battle?
Make links less effective based on how many ships your boosts affect?
Gaming the system:
You could just run many different fleets to skirt around this.
-> You could include standings/corp membership in the calculation.
-> Actual proximity debuff that wears off when X amount of distance and Y amount of time is achieved.
This gives a mechanical disadvantage: No fleet warps. Single comms would become confusing. Broadcasting target coordination becomes difficult. Multiple fleets on same grid still accrue penalties so you would have to space out gate jumps and everything. This makes large groups of F1 monkeys harder to use and rewards lower numbered by higher skilled players in battle.
Would you trade this for having less problems with ship debuffs? Maybe? The point is you are giving up some of your numerical advantage in the fight either way, reducing the advantage of the blob. Tweaking this will be a nightmare, but doing nothing could be worse for the health of the game IMO.
Don’t use standings if they help calculate your penalties.
-> Now you show up as neutral to your blood thirsty allies. I’m sure that will end well. Standings could just be a part of the equation; how large would be up to CCP. Sorting by alliance could negate this to an extent, but it’s another inconvenience you have to weather if you want to blob! The smaller enemy has NONE of these problems…
Flaws in the idea I can see:
Log off traps much less affected by accrued debuff? Joining fleet with a high debuff sounds ghey but could prevent this.
This all sounds like a complicated solution to a simple problem but this problem is unlikely to sort itself out by just inserting conflict all over the map. People sill still group up and N+1 their way to victory over whatever is the most important objective at the time. Without Brain-in-a-box Anything above would set the servers back 5 years in performance but maybe it’s possible now?
That’s enough for now. I’ll add and update from responses.