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Player Features and Ideas Discussion

 
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Mindlinks/Ganglinks/Ongrid Boosting

First post
Author
Maximus Andendare
Stimulus
Rote Kapelle
#81 - 2013-05-24 22:04:02 UTC
ExAstra wrote:
Maximus Andendare wrote:
CCP Fozzie wrote:
Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release.
I'm sure people--myself included--were thinking CS changes would make it into Odyssey based on what CCP Ytterbium stated in his Dev Blog "Back to the Balancing Future" on Nov. 6, 2012. He said:

CCP_Ytterbium wrote:
When we're finished with tech 1 hulls we are going to start looking into more advanced roles, starting with Command ships.
Since BSs were of the last of the T1 hulls needing fixing (save for Capitals), its only logical that we'd see Command Ship changes coming in Odyssey unless the tiericide initiative is going to take some time off.

That's not right at all. We still might have capitals, industrial ships, mining ships, etc. They're all T1 and we haven't a word about them.

And the battleship tiercide is coming with Odyssey. So for the most part yeah, T1 tiercide is done. That doesn't automatically mean Command Ships are coming at the same time. It means "Okay, T1 are done, time to start on T2"
Mining ships? What? Surely you jest or are just not caught up with what has left to be balanced. Besides, nobody said anything about Command Ships coming "at the same time." What I did quote was that the first T2 in the line, as stated, are Command Ships. So yes, once T1 hulls are done--and there are only T2 ships left to rebalance, that does mean that CSs are next, because, as I quoted, CCP Ytterbium expressly stated that. The confusion is that Fozzie seemed to imply that Command Ships were much farther down the "roadmap" than Ytterbium expressed. In actuality, anything farther than first on the T2 list conflicts with what we were told in the past. I hope it's not "old CCP" rearing its head again...

Enter grid and you're already dead, destined to be reborn and fight another day.

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Rroff
Antagonistic Tendencies
#82 - 2013-05-24 22:15:00 UTC  |  Edited by: Rroff
paritybit wrote:

The problem is that people think it's necessary to fit all the links to a single ship instead of choosing between them. If ships off-grid didn't affect the fight, then people would learn to choose which links they actually needed the most, make a choice and fit an effective ship to fly them on-grid. I know it's crazy. But for now, they can have their cake and eat it too, along with a handful of other cakes.


Problem is several of the links are designed to work in conjunction with other links - the armor and shield ones other than the resist bonus one are mostly only really worth it if you bring both, infowar links individually are fairly weak but provide quite an effective bonus to your abilities when you bring more than one of them and so on.

Actually find the whole bringing links on grid thing a bit annoying as it only really advantages the unprepared or unwilling to get properly organised (perfectly happy to and often do use my alt in an eos on grid with links in PVP and quite capable of dealing with hostiles who use off-grid boosting).
CCP Fozzie
C C P
C C P Alliance
#83 - 2013-05-24 22:22:26 UTC  |  Edited by: CCP Fozzie
Maximus Andendare wrote:
I hope it's not "old CCP" rearing its head again...

If you keep misusing that phrase so badly, it will lose all meaning.

"CCP only rebalanced or added 40 ships this expansion, let's shoot the monument!"

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

James Amril-Kesh
Viziam
Amarr Empire
#84 - 2013-05-24 22:24:18 UTC
Removing OGB is still a bad idea.

Enjoying the rain today? ;)

Cearain
Plus 10 NV
#85 - 2013-05-24 22:24:25 UTC
CCP Fozzie wrote:
When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. Blink



Glad to hear this is still a priority.

But if this ends up being pushed out to sometime after the end of time, I will call you out on it.

Maybe just give it a long cycle time of 24 seconds. Everyone in fleet within 100k gets the boost for the 24 seconds. If you are not in range during the next cycle no boost for 24 seconds.

Or just delete all these bonuses every 3rd week of the month. No need to tell players, just blame it on the sansha.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Lunaleil Fournier
Viziam
Amarr Empire
#86 - 2013-05-24 22:31:22 UTC  |  Edited by: Lunaleil Fournier
Throwing my hat in the ring for gang links being targeted modules, essentially turning them into remote reps.

For this to be effective, you'd have to combine all of the same type of bonuses into one module. So, you would have one 'skirmish link' remote rep that gives all 3 skirmish bonuses to one targeted ship. 8 highs = max 8 ships w bonuses. The pilot would have to pick and choose who to give bonuses to and when, so its a much more interactive experience - but also doesn't limit the number of command ships on the field giving out bonuses like the current system does (FC, WC, SL)

This makes command ships behave like logi, needing them ongrid, while maintaining their unique role and getting past technical issues. You could even keep the vulture as a link ship and nighthawk as a brawler w fewer links to offer choice.

Love it.
Makari Aeron
Imperial Shipment
Amarr Empire
#87 - 2013-05-24 22:38:57 UTC
CCP Fozzie wrote:
Maximus Andendare wrote:
I hope it's not "old CCP" rearing its head again...

If you keep misusing that phrase so badly, it will lose all meaning.

"CCP only rebalanced or added 40 ships this expansion, let's shoot the monument!"


Fozzie, you're assuming the angry players need an excuse to shoot something.

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP

Liang Nuren
No Salvation
Divine Damnation
#88 - 2013-05-24 22:47:44 UTC
Lunaleil Fournier wrote:
Throwing my hat in the ring for gang links being targeted modules, essentially turning them into remote reps.

For this to be effective, you'd have to combine all of the same type of bonuses into one module. So, you would have one 'skirmish link' remote rep that gives all 3 skirmish bonuses to one targeted ship. 8 highs = max 8 ships w bonuses. The pilot would have to pick and choose who to give bonuses to and when, so its a much more interactive experience - but also doesn't limit the number of command ships on the field giving out bonuses like the current system does (FC, WC, SL)

This makes command ships behave like logi, needing them ongrid, while maintaining their unique role and getting past technical issues. You could even keep the vulture as a link ship and nighthawk as a brawler w fewer links to offer choice.

Love it.


As much as I hate scripts, scripts would be cool there.

-Liang

I'm an idiot, don't mind me.

Veshta Yoshida
PIE Inc.
Khimi Harar
#89 - 2013-05-24 23:07:07 UTC  |  Edited by: Veshta Yoshida
Edward Pierce wrote:
...Give command ships the ability to fit a full rack of gang assist modules and still perform like a T2 ship in fleets and this would make people actually want to fly these ships rather than just put an alt in them and hide it somewhere in the system.

Where is the sacrifice then? The whole point of making links so hard to fit is to force a choice and to justify the over-the-top bonuses they provide ...

But judging from you description, the problem might as well be that the fleet mechanics do not allow for a sufficiently fluid boost system where multiple hulls might contribute rather than "The One" .. if each squad/wing could have multiple boosters then the tank problem goes byebye .. instead of you ship with six links you could have 3-4 fully armed and armoured ships all contributing with boosts.


Gotta say, the idea of axing links (boggles mind that it comes from a Heretic Big smile) in their entirety is looking better and better .. they do provide an abnormally high benefit for comparatively zero cost. Quite amazing that they have existed for as long as they have given the ISK/Time cost to get a fraction of the boost they provide through skills, modules or implants .. out-of-whack doesn't even come close when talking cost/benefit of links, and that is before nigh infinite scaling is taken into account Smile

Remove them completely (almost);
- Only Titan's can boost entire system but not from within a forceshield and maybe with some other detrimental effects applied such as links sharing DD timer or something. Note: Titan's like all capitals are born with link capability!.
- CC/T3 can get a hefty increase in sensor strengths (lock #, res, range, sensors) and provide their links directly/automatically to locked, fleeted targets. Might require some additional targeting code so that one can 'grey out' a locked item to prevent shooting it by 'accident'.
- Increase mobility/tank of link hulls so they can follow ships one size down around (ie. Cruisers/HACs) or introduce links to a lighter hull (ex. AF's, *new* T2 Dessie etc.)
- Linkship itself always gets full benefit of all modules running.
- Optional (Blob vs Solo mechanic): Divide the bonus between client ships + skill based modifier (ie. if five are locked by an all V character they each get 20% + 10-25% of the bonus). Even with 10 sharing the bonus will still be equal to or greater than and extra skill level or a faction mod.

Makes them on-grid and vulnerable to everything there. Goes a long way towards balancing the cost/benefit ratio. Blob vs. ~Elite~ PvP'er debate is killed in the cradle as one is better off with smaller crews. With the promised CC buffs and lowering of skill reqs there should be more than enough pilots/ships to pick up the slack.
CCP Fozzie wrote:
Maximus Andendare wrote:
I hope it's not "old CCP" rearing its head again...

If you keep misusing that phrase so badly, it will lose all meaning.

"CCP only rebalanced or added 40 ships this expansion, let's shoot the monument!"

We don't actually need a reason for that you know, it can be done based on any perceived slight .. just easier to rile people up if one can point to some official tomfoolery Big smile
MeBiatch
GRR GOONS
#90 - 2013-05-24 23:48:08 UTC
James Amril-Kesh wrote:
Removing OGB is still a bad idea.


if you did in its current form you would be correct.

in a fleet you have squads divisions and fleet right?

so why not make squad boosting the best but has limited range 50km and only works on people in the squad. some thing like a 1.5x increase in warfare links effectiveness.

then for division it has a larger range lets say 200 km but only gives a 1.0x for warfare links effectivenes.

then fleet being 0.5x but can still be used off grid.

that and i would reduce the fittings for links...

that way you can now have a well organized small fleet with a squad booster that gives a really good bonus but still can be killed and taken away.

or you can go the other extream and reverse that by selecting the fleet booster but only at 0.5x for the entire system....

There are no stupid Questions... just stupid people... CCP Goliath wrote:

Ugh ti-di pooping makes me sad.

James Amril-Kesh
Viziam
Amarr Empire
#91 - 2013-05-25 00:13:48 UTC
No, because your suggestion has no relation to how fleet boosting is actually used.

Enjoying the rain today? ;)

Maximus Andendare
Stimulus
Rote Kapelle
#92 - 2013-05-25 02:37:34 UTC  |  Edited by: Maximus Andendare
CCP Fozzie wrote:
Maximus Andendare wrote:
I hope it's not "old CCP" rearing its head again...

If you keep misusing that phrase so badly, it will lose all meaning.

"CCP only rebalanced or added 40 ships this expansion, let's shoot the monument!"
Your assumption that anyone wants to shoot the monument is incorrect, sir. The "old CCP" I'm referring to is the one where something is said one day and then contradicted the next, in a very similar way that the CS changes sound to be developing. Don't blow it out of proportion. If you'd read my forum posts, you'd see that I think you guys are doing a fantastic job at tiericide, aside from the left hand and the right hand not working together. Besides, you don't qualify for "old CCP"--you're too new there. ;)

Enter grid and you're already dead, destined to be reborn and fight another day.

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Warde Guildencrantz
Caldari Provisions
Caldari State
#93 - 2013-05-25 05:42:43 UTC
Veshta Yoshida wrote:
CCP Fozzie wrote:
It's a performance optimization problem. We could turn on range-based boosting in Odyssey but it would melt all the servers....

Get bigger servers? Big smile



CCP Notreal wrote:

hold on we'll buy some more RAM on ebay

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Seolfor
Caldari Provisions
Caldari State
#94 - 2013-05-25 06:28:38 UTC  |  Edited by: Seolfor
CCP Fozzie wrote:
Jerick Ludhowe wrote:
CCP Fozzie wrote:
When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. Blink


What does this mean for the Command Ship changes that were originally planned for this xpack? Can we expect to see a balanced group of CS in the near future? AKA, sleipnir and claymore should not magically get 1 more slot.


Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release.



Um I distinctly remember CCP saying that Command ships were the highest priority T2 fix and this would be an Oddssey point release - so while that's not 'release with xpack', that's still a far shot from 'end of time'

To be clear - not talking about ogb, talking about other changes to T3 and cS that nov 12 devblog talked about

Edit: oh ya, this was announced at fanfest 2013
Deerin
East Trading Co Ltd
#95 - 2013-05-25 08:08:58 UTC
I had made a post about this a few weeks ago. Since this one has a Dev Tag, I'll post it here too.

"According to old CSM notes and several blogs, it looks like we are not going to see boosters on the field any time soon. Although I have nothing against them, it makes people to get multiple accounts to stay competetive, which is a bad game design.

Furthermore, I believe current gang link distribution is too much in the favor of Matari links. I think the gang link bonuses themselves should be reshuffled to reflect racial doctrines.

So here is what I propose. I'll begin with ganglink modules. The values I'm listing are base values for t2 versions of modules

Amarr
Imperial Doctrine - Passive Defense - Armor Resists +%2
Imperial Doctrine - Parasitic Channel - Neutralizer/Nos Amount +%2.5
Imperial Doctrine - Flux Field - Cap Recharge -%2.5

Caldari
Superiority Process - Shield Harmonizing - Shield Resists +%2
Superiority Process - Electronic Superiority - EWAR range (ECM, TD, Damp, Paint), EWAR Str +%1.5
Superiority Process - Sensor Integrity - Sensor Str +%3.75

Gallente
Forced Engagement - Repair Efficiency - Armor Rep Amount +%2.5(local and remote)
Forced Engagement - Interdiction Maneuvers - Point Range +%2.5
Forced Engagement - Inertial Compensation - Agility +%2.5

Minmatar
Skirmish Warfare - Shield Efficiency - Shield Rep Amount +%2.5(local and remote)
Skirmish Warfare - Stasis Extension - Web Range +%2.5
Skirmish Warfare - Evasive Maneuvers - Signature Reduction -%2.5 OR Rapid Deployment - MWD/AB speed +%2

Web range is minmatar recon bonus, whereas point range is gallente. I believe they should be seperated.
I'm still undecided about speed bonus vs signature reduction. IMO they shouldn't exist together.

Mindlink Efficiency should be reduced to %25, and should apply to all links. Having specific booster clones is....not cool..

Specialization can be made at T2 Field Command BC's. 10% per level efficiency to racial specific doctrine puts them in today's t3 link levels.

T3's are generalisation ships and they should get %3 per level bonus to all

This way the multipliers at lvl5 skills become (without/with mindlink)

T1 BC's 7.5 / 9.375
T2 Field Command BC's (non-racial - racial) 7.5 / 9.375 - 11.25 / 14.06(<-This value is what a t3 booster today gets)
T3 Warfare Procs = 8.6 / 10.78

As a final touch, the boosting amount should be variable by its hierarchial level.

Squad Booster gives full boost
Wing Booster gives 75% boost
Fleet Booster gives 50% boost

This way, when making your squads you should choose which boost goes where carefully. One ship to boost them all shouldn't work.

/me puts on flame/troll slime retardant suit.

Flame on."
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#96 - 2013-05-25 08:42:23 UTC  |  Edited by: Jonas Sukarala
^^ The above is one way to do it
racial gang-links instead of the current set of 4 that would be bonused on nearly all T3's .. less homogenization would be great.
of course 3 links is a little short they need to have upto 6 so its actually a hard choice which too pick.
i can't see the neut/nos amount being allowed to go live though

I would like if they had a set of drone gang links maybe both the gallente and amarr could have access to.
Drone links
- drone tracking
- drone velocity
- reduced drone sig radius
- drone control range

Also they don't like the T3 level of bonuses thus the limit to 3% not the current 5% so keep dreaming on that.

I agree on separating the web and point bonus to the relative races.
Each race could have a link for there e-war maybe one to boost its primary e-war and one for its secondary e-war.

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Milton Middleson
Rifterlings
#97 - 2013-05-25 09:05:47 UTC
Even if the coding problem were fixed tomorrow, links would still be in an awful state, a) because they're absolute crap from a gameplay perspective, and b) the sheer magnitude of mindlinked (nerf mindlinks!) bonuses eclipses pretty much everything else. Skirmish links stand out as the most egregious right now because of the supremacy of speed and the limits imposed on combat by tackle range, but siege/armor links are nearly as bad in many respects. 40% more tank and doubled RR effectiveness can be effectively insurmountable in small-to-midscale fights.

Or just make boosting an active role instead of a passive aoe buff.
Jonas Sukarala
Deep Core Mining Inc.
Caldari State
#98 - 2013-05-25 09:17:39 UTC
I would urge CCP to remove all the remote rep bonuses from gang links especially considering they have said they want to reduce the prevalence and effectiveness of remote reps thus the ship resistance thread.

And on implants they should look to reduce the 50% bonus down to 10% at most and look at how other implant sets work 1-5% normally now maybe those numbers are too small for links to be worth the effort ... not sure

'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?  ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high

Chi'Nane T'Kal
Interminatus
#99 - 2013-05-25 11:23:33 UTC
James Amril-Kesh wrote:
Removing OGB is still a bad idea.


Yeah, what will all the terrible PvPers do that have to rely on the advantage OGB gives them to have a remote chance at winning against anyone but newbs?
Jerick Ludhowe
Internet Tuff Guys
#100 - 2013-05-25 13:04:42 UTC
Jonas Sukarala wrote:
I would urge CCP to remove all the remote rep bonuses from gang links especially considering they have said they want to reduce the prevalence and effectiveness of remote reps thus the ship resistance thread.


This is actually a novel idea. I'd keep the cap reduction link working on RR though.