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Off-Grid Boost Compromise - Signature Radius

First post
Author
JAF Anders
Adenosine Inhibition
The Chicken Coop
#1 - 2013-06-20 20:55:34 UTC
Core Idea:

- Implement a signature radius modifier ("bloom") to the activation effects of warfare links.

Peripheral Ideas:

- This effect amount should stack with the number of active links.

- This effect may be diminished or eliminated by a role bonus for Command Ships.

Notes:

- Only the signature radius of the ship providing boosts will be affected.

- The effect of the Evasive Maneuvers link should be kept in mind when balancing. Lokis should not be unfairly punished for this idea.

- This idea acknowledges and appreciates the presence of links in general and does not want to diminish their effectiveness, merely to increase their vulnerability.

- This idea acknowledges and appreciates the presence of links that are active from within a Force Field and does not wish to diminish the value for the investment.

The pursuit of excellence and stabbed plexing alts.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2013-06-20 22:06:15 UTC

Making booster's easier to scan down won't help nearly enough! POSes, Gate hugging, station Hugging, etc... are all means to circumvent the "dangers" to the boosting ships:


If you want a compromise:

a.) Reduce t3 warfare link bonus's to be less potent than command ships (nerf to 2% rather than 5% per level).

b.) Move mindlinks from the boosting character to the boosted character... i.e., to get that extra 50% mindlink boost to skirmish warfare link - interdiction manuevers warfare link, the Arazu pilot needs to be implanted with the Skirmish Mindlink, NOT the booster pilot!

JAF Anders
Adenosine Inhibition
The Chicken Coop
#3 - 2013-06-20 22:53:22 UTC
Hugging stations and stargates are methods of evasion that should also remain available to booster pilots and ships. That session change is the imbalance of a much, much, cheaper ship to neutralize a much more expensive one.

I think that a ship which only has one purpose should do it the best in its field. Command Ships are, by and large, still useful while on grid while anything breathing on a boosting T3 will kill it. I do not mind the booster configuration and the disadvantages it has.

But perhaps I'm going off-topic. I believe that this iteration is still worthwhile, bringing booster pilots into the fold of "things I wouldn't mind my main doing" and balancing the risk and reward.

The pursuit of excellence and stabbed plexing alts.

Gizznitt Malikite
Agony Unleashed
Agony Empire
#4 - 2013-06-21 00:39:23 UTC  |  Edited by: ISD Ezwal
JAF Anders wrote:
Hugging stations and stargates are methods of evasion that should also remain available to booster pilots and ships. That session change is the imbalance of a much, much, cheaper ship to neutralize a much more expensive one.

I think that a ship which only has one purpose should do it the best in its field. Command Ships are, by and large, still useful while on grid while anything breathing on a boosting T3 will kill it. I do not mind the booster configuration and the disadvantages it has.

But perhaps I'm going off-topic. I believe that this iteration is still worthwhile, bringing booster pilots into the fold of "things I wouldn't mind my main doing" and balancing the risk and reward.


*Snip* Please refrain from personal attacks. ISD Ezwal

A boosting T3 can have quite a sizeable and decent tank (50-75k EHP), while still doing 300 (Legion) to 700 dps (Proteus), as long as it limits itself to 2 warfare links!!!

It's when you use the ship to wield 3-6 links that it becomes paper thin and combat incapable.

Do you somehow think it was designed to be fit with 2-5 command processors and 3-6 links?!?

*Snip* Please refrain from personal attacks. ISD Ezwal

Your "compromise" isn't a compromise. Let's make OGBing dangerous when not done in a POS, like that somehow will solve the imbalances it causes!
JAF Anders
Adenosine Inhibition
The Chicken Coop
#5 - 2013-06-21 03:22:14 UTC
Yes, the 6-link is what I'm referring to.

Nothing else in that post is worth replying to.

The pursuit of excellence and stabbed plexing alts.

Gorgoth24
Aliastra
Gallente Federation
#6 - 2013-06-21 06:11:45 UTC
I'd settle for those modules locking you in place for 15 minutes and making you warpable. Can't be activated in a POS lol

Other then that I like the sentiment, but the sides are both too extreme for that sort of compromise
Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2013-06-21 06:26:55 UTC
JAF Anders wrote:
Yes, the 6-link is what I'm referring to.

Nothing else in that post is worth replying to.


Let me sum up your idea so far:

Off grid boosting should remain mostly unchanged.... You want to increase their sig radius when they activate their links:

Let's examine this in detail:

Why boost sig radius? Well, there are two major effects this will have:
1.) The ships takes more damage if it actually is in a fight. If on grid, they become easier to lock and easier to hit with BS sized weapons (or larger). The few people that do fly a boosting T3 On GRID will now do so at increased peril, because they can't sig tank very well if they are boosting. You mention not "penalizing" the loki, but fail to elaborate on what you mean. How do possibly "boost the signature" of boosting ships without first and foremost hurting the few brave people that actually take boosting ships onto the field of battle?

2.) It will make them much easier to scan down, specifically so "safe spotted" boosters are in real danger of being scanned down. This by itself isn't a bad idea, but you then go on to state how activating links inside a POS shield is completely acceptable. Now, what does this mean in practice? It means that a roaming gang that wishes to bring a booster is at severe risk of losing that booster to enemy probers. While anyone that "lives" in the system and has a POS setup is completely free to experience boost at it's full potency, completely in a protected manner. Furthermore, there are other techniques to make scannable boosting ships safe without a POS. For example, you put the ship inside a gated plex, and power off into space. Anyone that probes and warps to them, lands on the gate, making your boosting alt pretty damn safe. So tell, what exactly are you remedying with this change?

Finally, I want you to realize that the net effect of the changes is to drive boosting T3's into POS safety areas rather than encourage them to play on the field of battle. Is this really the result you want, or think is a compromise?

The result I personally want, is to get boosting ships on the field of battle. Barring that, I suggested allowing "off grid boosting" in a diminished capacity while requiring a synergy between the boosting and boosted to get the full effect of the booster. That would go a long way to balance "off grid boosting".

Now, you might say, "OGB is moreless fine as it is, and 5% per level is peachy given the 3-4 months of training you spent maxing out your link skills", however I'm tell you it is NOT. To summarize the 200 threads that elaborate on how OGB'ers are imbalanced (if you bother to do a forum search), you'd realize that a safed up ship that orbits inside a POS shield and requires no further input from you after you log it in and turn on its mods, yet gives every person in your fleet amazing, game imbalancing boosts. Think about it, a 3 link tengu provides 15% more Shields, 35% more Shield Resists and 70% more shield repping. That's like giving every ship in Fleet a CDFE Rig, an Anit-EM, Anti-Therm, Anti-Exp, Anti-Kin Resist Rig, 2x CD Operational Solidifier Rigs, and 3x CD Capacitor Safeguard Rigs.

Do you really think "increasing the signature radius" of boosting ships will do ANYTHING to balance them????? Especially when they can still safely provide boost from within a POS force field?

This is NOT a compromise, it's a joke at best!!!
Kenrailae
Center for Advanced Studies
Gallente Federation
#8 - 2013-06-21 06:53:09 UTC
Thinking about what a boosting ship is doing and how it is accomplishing this, Off grid boosting is really broken. Basically boosters are collecting massive amounts of combat data and redistributing it to the rest the fleet. No, in the age of Space and warping and so forth, you don't NEED to be on field to receive all that info, but the amount of processing it would take to receive, cross validate, and redistribute to an entire fleet to achieve the effects of the links is pretty insane. So much so that a single ship should really NOT be able to do it, even as highly advanced as Tech 3's and command ships are. Putting this back in terms of Off grid boosting, then it would make sense that for this to be possible, a ship would need access to a massive amount of processing power, such as a control tower. POS's or outposts are about the one place Off grid boosting makes any sense, because a POS is basically a giant generator and computer, the two things an Off grid booster should need to do what it does.

As said before Tech 3 boosters are typically highly breakable, so increasing their sig via link penalty I think is a bad idea. A better route to it, I think, would be a penalty for links being ran/available resources to draw on.

Example, stick the OBG in a POS, no change on effectiveness, because it has the POS to draw additional resources from to do it's job. Stick it in space, with no friendly assets, suffers an effectiveness penalty. The Danger here is SOV/space assets. Having an attacking force's loki at 75% effective vs the defenders at 100% effective boosting would REALLY alter a fight, but it also adds reason to have a POS in a system you are sieging(or other SOV units), creating another layer of depth to warfare.


THAT being said, A Command ship doesn't necessarily have more resources to draw on than a T3, so on grid or off should follow the same penalty. The difference here, I think should be in the command ship skill, negating effectiveness penalties per level.

WHOLE nother can of worms, but at the moment, Off grid boosting is really badly busted(Coming from a guy who has quite a bit of SP in Fleet boosting and spends alot of time doing it). Not sure the answer is in making ships more or less survivable, but rather more effective based on more circumstances than Mindlink and ship level.

The Law is a point of View

The NPE IS a big deal

BlakPhoenix
Load Up Blast Everything
DARKNESS.
#9 - 2013-06-21 07:16:26 UTC
What about classing them as weapons? This does not allow them to work inside a POS, also locks them out from jumping or docking for 1 minute. Would make activating links much more of a choice rather than "always on."
Kenrailae
Center for Advanced Studies
Gallente Federation
#10 - 2013-06-21 07:20:24 UTC
BlakPhoenix wrote:
What about classing them as weapons? This does not allow them to work inside a POS, also locks them out from jumping or docking for 1 minute. Would make activating links much more of a choice rather than "always on."



That's an interesting Idea. Would they give you suspect aggression timers?

Line of thought being High sec. Would a booster for a mission corp get suspect aggression if a fleet member went suspect, or to a war target?

The Law is a point of View

The NPE IS a big deal

Robert Caldera
Caldera Trading and Investment
#11 - 2013-06-21 08:25:17 UTC
off-grid boost has to go. Clear and simple.
Worst mechanic ever.
Buhhdust Princess
Mind Games.
Suddenly Spaceships.
#12 - 2013-06-21 09:45:42 UTC
Some people don't understand. In this day and age, people that fly smaller gang stuff need these off grid boosters to do solo work against larger gangs, and do small gang stuff vs larger fleet.

Nerfing off grid boosting entirely is stupid and shouldn't be done.

What should be done is:
Links can NOT be activated inside a POS Shield
When links are activated, Signature radius is increased [Command ships bonused against this]
When links are activated, the ship is completely immobile (Like a Siege Mod/Triage) [Limited to T3 Boosters]
Links can not be activated travelling over 500m/s (Limited to T3 Boosters)

That way, t3 boosters have the links that you actually pay for, are still viable and still are risky to use, nerfing off grid boosting entirely is wrong, I hope CCP never does that.
Tchulen
Trumpets and Bookmarks
#13 - 2013-06-21 09:47:30 UTC
Robert Caldera wrote:
off-grid boost has to go. Clear and simple.
Worst mechanic ever.


I wholeheartedly agree with one caveat: Mining. For off-grid boosting to be removed something needs to be done to make mining boosting feasible. I know some people don't care about mining but considering the change of removing OGB from the game as a whole requires considering miners, whether you like them or not. Mind you, that's a discussion for other threads.

I do think off grid boosting is crazy though. If someone is positively affecting the fleet they are negatively affecting the opposing fleet and therefore should be able to be shot at. In my mind it is as simple as that.
Alice Saki
Nocturnal Romance
Cynosural Field Theory.
#14 - 2013-06-21 09:49:28 UTC
This again.... ffs...

As a small gang Alliance, We need off Grid links to fight our small gang of 20 to 30 to fight a Gang of 500+

FREEZE! Drop the LIKES AND WALK AWAY! - Currenly rebuilding gaming machine, I will Return.

Tchulen
Trumpets and Bookmarks
#15 - 2013-06-21 09:54:33 UTC
Alice Saki wrote:
This again.... ffs...

As a small gang Alliance, We need off Grid links to fight our small gang of 20 to 30 to fight a Gang of 500+


I have to admit, that made me laugh quite a lot.

Like any sort of booster, off grid or otherwise, would help your gang of 20 to 30 against a gang of 500+

Seriously, pull the other one, it's got bells on it.
Robert Caldera
Caldera Trading and Investment
#16 - 2013-06-21 10:12:35 UTC  |  Edited by: Robert Caldera
Tchulen wrote:

Seriously, pull the other one, it's got bells on it.


I think he was ironic.

As if a bigger gang wouldnt have links, more likely they would.
Tchulen
Trumpets and Bookmarks
#17 - 2013-06-21 10:32:00 UTC
Robert Caldera wrote:
Tchulen wrote:

Seriously, pull the other one, it's got bells on it.


I think he was ironic.

As if a bigger gang wouldnt have links, more likely they would.


If she was really being ironic, I hope she accepts my apology. (it was the "oh ffs" bit that made me think it was serious)

If not.... bells.
Shereza
Center for Advanced Studies
Gallente Federation
#18 - 2013-06-21 11:29:40 UTC
Could put in a range-based limit so that for every, for example, .25au from the booster your ship is the bonus you receive is cut by 10%. Gives you off-grid boosting while having your booster farther out than 2.5au or whatever be absolutely worthless.
Lloyd Roses
Artificial Memories
#19 - 2013-06-21 14:02:17 UTC
Gizznitt Malikite wrote:


b.) Move mindlinks from the boosting character to the boosted character... i.e., to get that extra 50% mindlink boost to skirmish warfare link - interdiction manuevers warfare link, the Arazu pilot needs to be implanted with the Skirmish Mindlink, NOT the booster pilot!



though I'm confused, I like thought of it, or rather the direction. However, for FW solofrigs, they need the 8% HG in that slot. :p
Rroff
Antagonistic Tendencies
#20 - 2013-06-21 14:05:23 UTC  |  Edited by: Rroff
Gizznitt Malikite wrote:

Making booster's easier to scan down won't help nearly enough! POSes, Gate hugging, station Hugging, etc... are all means to circumvent the "dangers" to the boosting ships:


If you want a compromise:

a.) Reduce t3 warfare link bonus's to be less potent than command ships (nerf to 2% rather than 5% per level).

b.) Move mindlinks from the boosting character to the boosted character... i.e., to get that extra 50% mindlink boost to skirmish warfare link - interdiction manuevers warfare link, the Arazu pilot needs to be implanted with the Skirmish Mindlink, NOT the booster pilot!



Can't take your POS around with you, doesn't take much to force a gate or station hugging command ship to jump/dock or bump them out of range and kill them - most are relatively lightly tanked, same result they lose links.

Moving mindlinks to the recieving character is ridiculous.



While it would be something of a hack - to do it without sig bloom - I actually like the idea that command links make your ship easier to scan down - the more links running the easier it is so that once you get to say 4 links or so the ship can literally be warped to from the scanner overlay without having to scan it down.
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