Delivering Damage is huge in games these days. EvE, your theme park of choice, Warmahordes, Warhammer (40k) you can have the most unbelievably killy bits on the field, but if you can’t deliver them to a range at which they can do damage… you are sucking.
I’m going to talk about a few examples. The old Megathron was a good example of poor damage delivery. It could be built into a true monster, but all too often it could be kited and picked apart because it was soooo sluggish and soooo hard to handle for the average pilot. Not to say you couldn’t accomplish awesome with it, but it was hard. Harder than it needed to be IMNSHO.
Melee DPS in The Secret World. One of the most fun Theme Parks out there, Melee DPS was completely useless in endgame because you could barely keep up with the boss, and godforbid you actually caught him because he’d nuke you the fuck down in two seconds. PAINFUL. Bad Gameplay design too.
Warmahordes is all about damage delivery. You have to figure out the perfect way to get troops into the fight intact as many of the attacks are nearly impossible to live through and the game is designed to be incredibly lethal. Figuring out the perfect way to deliver your melee monsters across the field was the be-all end-all of the game. Makes for some very interesting strategies.
Warhammer Fantasy focuses on how to deliver damage as well, however things are a bit different in Fantasy. The field tends to be much more crowded, and the targets are less distinct. The goal then becomes getting your damage intact, through your screens and the enemy’s screens without it getting crippled or destroyed. All this on a field replete with Chariots, Artillery, Mages, and Mayhem. One of the reasons I really love Fantasy is the complexity of the situation.
EvE has made damage delivery quite an art itself. You want to be as close as possible to make sure the target is tackled hard and in optimal, BUT if you get too close you lose tracking and can’t hit at all. Range control becomes a huge issue, getting to set up the target the way you want it, whether it be sensor damps, webs, tracking disruptors, you name it. Fleets handle things differently, depending on warpins and maneuvering to achieve the range the fleet comp is set up for, but whichever side gets to dictate range to allow them to deliver damage their way has a crushing advantage.