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Player Features and Ideas Discussion

 
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Fleet Bonus Fix/Change

First post
Author
Manfred Sideous
H A V O C
Fraternity.
#1 - 2014-07-03 22:16:20 UTC
So as a FC its a pain getting the set fleet booster to work if that person isn't in the FC position. Seems like it bugs out a ton. This is a problem because the FC position is needed to fleet warp people around. But the person running bonuses isn't always the same as the FC or person that is handling fleet warps.


Suggested Change.

Arrow Fleet Boss becomes person who fleet warps. The fleet command position is for fleet bonuses.

easy peasy lemon squeas

@EveManny

https://twitter.com/EveManny

Aiyshimin
Mea Culpa.
Shadow Cartel
#2 - 2014-07-03 23:27:30 UTC
Alternative solution- remove fleet-wide boosts, turn links into active, targeted modules.
elitatwo
Zansha Expansion
#3 - 2014-07-04 02:27:39 UTC
Aiyshimin wrote:
Alternative solution- remove fleet-wide boosts, turn links into active, targeted modules.


Ha! I like it.

The only thing to do here is to give command ships a tiny buff, so they can lock more than just 6 ships at once, so let's say 100 or 200 ships.
Then we would need a bigger watchlist, so you can see which of the 100 or 200 ships you are linking aren't or are recieving the links but that should be easy enough with 1% game speed.

Eve Minions is recruiting.

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Aiyshimin
Mea Culpa.
Shadow Cartel
#4 - 2014-07-04 06:38:36 UTC
Command ships (and T3s) would need some changes, yes, but 9 links per ship would be just fine, one link ship per squad. We'd probably also need a T2 dessie-sized link ship for small ship gangs. "Flying boosts" would basically be a new fleet role.

On topic tho, any future fixes aren't an excuse to not fix the bugging and lagging fleet structure.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#5 - 2014-07-04 06:58:10 UTC  |  Edited by: Rivr Luzade
elitatwo wrote:
Aiyshimin wrote:
Alternative solution- remove fleet-wide boosts, turn links into active, targeted modules.


Ha! I like it.

The only thing to do here is to give command ships a tiny buff, so they can lock more than just 6 ships at once, so let's say 100 or 200 ships.
Then we would need a bigger watchlist, so you can see which of the 100 or 200 ships you are linking aren't or are recieving the links but that should be easy enough with 1% game speed.


Not to mention smaller Locked Target widgets. I am pretty sure that no screen size can accommodate 50 locked targets, let alone more than 100. Lol

How about we leave everything as is and instead get some members in the Fleet with perfect scanning skills and fancy equipment to scan down boosters in safe spots? Lot more fun and would require another important role for fleet fights to be taken more serious. Blink

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Samillian
Angry Mustellid
#6 - 2014-07-04 07:30:25 UTC
Remove links, remove problem and level playing field.

Additional bonus, forum threads complaining about how unfair links are disappear to be replace by far more interesting posts by link owners screaming about there removal.

NBSI shall be the whole of the Law

Fer'isam K'ahn
SAS Veterinarians
#7 - 2014-07-04 08:39:41 UTC  |  Edited by: Fer'isam K'ahn
Lol, links work as intended. The only problem is with non scannable t3s and some off grid cat and mouse game, but that's fair enough.

If you want to remove fleet boost, because "buhuhu, unfair", then also remove all boosting implants and boosters (drugs), then we can talk... but that's like removing 20% of the content, good luck passing that by the community.

And direct links, ROFL, I heard there are things like remote sensor booster, remote tracking enhancers etc.. I thought those were supposed to be direct links, guess I was wrong and they don't exist. - And yeah, ppl complain about them too getting insta locked bey sebo boosted gankers, lets remove those too and turn them into "I have to merge with that ship to boost it" Or better, lets just have 1 module each, no more T and meta.... sooo unfair Shocked

@dit: Ups sorry, off topic, just couldn't resist the fleet boost whine of ppl too lazy to train for them or not having friends to use them with.

Regarding topic, yes, if its glitchy, it should be fixed.
Mangala Solaris
Blue Republic
RvB - BLUE Republic
#8 - 2014-07-04 08:44:19 UTC
Manfred Sideous wrote:



Suggested Change.

Arrow Fleet Boss becomes person who fleet warps. The fleet command position is for fleet bonuses.

easy peasy lemon squeas


Has always bothered me why fleet boss doesnt have some of the tricks the FC slot does, despite being able to form the fleet, set the add etc etc.

Goti fase
Faulcon de Lazy
#9 - 2014-07-04 14:23:17 UTC
Copying this from a similar thread.

My thoughts on bringing boosters on grid are to make boosters reliant on targeting a ship and activating the booster module.

I will elaborate.

To begin with let us say that each level of a particular warfare link skill allows you to activate boosts on one more ship. So if you are squad booster, you will need the full level 5 skill in whatever boosts you are applying to spread your boosts to up to 5 ships in the squad. This means that the booster will have to decide which ships need priority on boosts or will have to fit multiple booster modules of the same type to cover everyone in the squad (a squad consisting of up to 10 squad members).

So, how do we manage boosts?

First of all as I mentioned boosts become on grid by requiring the booster to target lock the ship they want to apply boosts to. Then we need the devs to do a little tinkering with the how the module functions on our UI as I see it like this. You take your cursor over the booster module icon and instantly a column slides upwards out of it with up to 5 buttons which can be used by themselves to manage boosts and you activate each button as normal on whatever target you want. Alternatively you can just click the module icon normally to have the module activate on whatever targets you have locked up or if you have more than 5 targets locked, a random spread of those targets.

This can lead to some interesting situations. ECM and sensor dampening can be used to take out boosters by literally stopping them from applying their boosts to their targeted fleet mates. Maybe it could be worked that a booster who is not paying attention accidentally applies boosts to the enemy with hilarious results I am sure.

And it definitely brings boosters on grid.
Fer'isam K'ahn
SAS Veterinarians
#10 - 2014-07-04 17:29:34 UTC
Goti fase wrote:
My thoughts on bringing boosters on grid are to make boosters reliant on targeting a ship and activating the booster module....


You are high-jacking / derailing the thread, read the OP !

If you wanna have a tussle about the rest you posted I can respond in one of the other threads. Unless you bothered to read waht I posted above °°