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Should ships/fights last longer, should instantWarp be altered?

Author
Vayn Baxtor
Brutor Tribe
Minmatar Republic
#1 - 2014-07-08 12:45:17 UTC  |  Edited by: Vayn Baxtor
Let's just ignore the "all is fine in EVE" for now.

This is more or less a thread about a particular subject that has been bouncing in my head a lot. I doubt much has changed since the last few months of my inactivity. I want to suggest some ideas but somehow, I see there needs to be some things discussed yet again. I know some of this has been talked time and again, but unless CCP puts it on the dead horse list, I think it is okay to talk about it.


One issue for instance of "nerfing instant warpout, in favor of more fleet confrontations" is that if the other side has the bigger numbers, then it is instant death for the small fleet that can't get away fast enough. However, I still think there can be things done in smaller steps - and if all of it sucks, just revert back to normal :).


Most of us know that there is a lot of "I don't want to lose my ship" mindsets when it comes to confrontations in 0.0 and elsewhree. Call it a streak of bad luck, but I for one can only recall a multitude of fleet confrontations involving our FC warping us in and out, in and out until the others just pulled off. I know muscle-flexing is a tactic, but all that was clearly due to being able to warp out that fast.

And no, this is not about me wanting to get kills. I want fights.
But fights should also include a bit more of "not dying that fast either" or "if we fight, then at least it should be long", along with "okay, you caught me, I'm not instantly dead".

The opposite is often the case, with roaming fleets warping off.

Fights of course get long when time dialation kicks in, too. But I'm not about that.


The game's mechanic of FTL propulsion is laid out that you can always warp out as long as you are aligned and somewhat above 3/4 above your max speed. This makes it just a tad too easy for getaways. This is somewhere okay for small ships, but it can get ridiculous with big ships.

So, after that blathering, what would you think of these gameplay changes:

edit: Somewhat, maybe there could be the ruleset "FOR 0.0 space ONLY", so highsec/lowsec can remain the same (aka, carebears be unharmed in hi/lowsec). Just give it an interstellar phenomenon name :P.



  • Aligning helps, but when hitting the warp button, your ship still needs a few seconds to warp out (Interceptor/Frigates being fastest; the big ones needing of course longer). Note: Modules etc shall exist to allow instant warpout for a trade-off penalty.

  • Across-the-board hitpoints increase to ALL ships, excluding capital ships and Orca.

  • A very slight decrease to ALL weapon dmg, across-the-board

  • A moderate/significant increase in Interdiction Ships as well as other methods and tools of generating shortlived, projected bubbles to prevent getaways (as well as ships/modules that can project anti-bubble-bubbles :P)

  • (I'm not too fancy about this one for this suggestion), have logistics ships and the likes be more about temporarily buffing resistances and lowering incoming dmg for xx%, rather than just flat out heals. This however is bullcrap considering Incursions/Missioning. So, not that cool.


This is not perfect, but I am trying to figure what else I am missing out on here, aside to anybody's disapprovals.
One of course is what I mentioned above, where a smaller fleet would or could be easy food for big fleets; although, if you are playing around on a big alliance's playground, you're asking for it...

Anyhow, this combination of mentioned ideas is to raise survivability if caught and not dying instantly while also not allowing people to get away that easily.

Ever since the love patch came for Interceptors, it is easier to catch bots, but maybe with this, fleet fights can still happen. This would also force FCs more to plan ahead if they really want to confront or disengage.
I have a few love ideas for the FCs, but that's another thread.

How would this work in your eyes?
Crap?
Worthwhile?

Please elaborate if you find problems.

Using tablet, typoes are common and I'm not going to fix them all.

ShahFluffers
Ice Fire Warriors
#2 - 2014-07-08 14:01:14 UTC
A few years ago, CCP buffed all ship hp by 50% in order to make "fights last longer." The end result was that nothing changed. More people were brought to punch through.

Also... I do not think you have ANY idea how frustratingly difficult it is to break through a half dozen logistics ships with DPS alone (in a small gang settings).

All this will do is solidify the power of "bringing more numbers" and herald a return of alpha-strike doctrines.
Velicitia
XS Tech
#3 - 2014-07-08 14:08:24 UTC  |  Edited by: Velicitia
it's bad, because all that will happen is instead of needing 10* ships to alpha you, we now need 15* ... so the blobs get larger, and we're right back here.

Get things to favor small gang (or rather, make small gang ~useful~ in sov warfare), and you'll probably see what you're looking for start to happen.

*Totally made up number.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#4 - 2014-07-08 15:02:56 UTC
Quote:
Also... I do not think you have ANY idea how frustratingly difficult it is to break through a half dozen logistics ships with DPS alone (in a small gang settings).


The hell I do -- provided it would ever get to actual fights than both sides chickening back and forth on bookmarks.
I've seen both sides and more than often on various occasions - and I made up my mind about it. Also included me being in logistic ship as well in said occassions. And the counter was using ECM and Neuts - you of course needed to take them along. I've also been in fleets where FCs said no to small ships (read, no real tacklers - which I love to fly) but then they wondered all day why enemies got away, dot dot dot.

Regardless, it was good that you pointed it that fights could take too long after all. I disagree though that it is that much of a problem. However, this is EVE online and not, say, WoW, where its some 5vs5 arena; so I wouldn't debate here on EVE about "equal-numbers via points" confrontations like an Alliance Tournament, because that is not the case in 0.0 pvp.

Quote:
A few years ago, CCP buffed all ship hp by 50% in order to make "fights last longer." The end result was that nothing changed. More people were brought to punch through.


A lot of ships were paper actually. So it did help. ou still have a multitude of ships that can deal massive loads of dmg. As said above, if you have reinforcements, then it's quite a no-brainer.

But as said, there is too much of a "reliability" on alpha-sniping. Even more, it's easy to hop around on spots and bookmarks. Yes, yes, this is cool for the sniping ship, of course, especially when using Nightmares and such, and then warping off to far-out safespots...

I will leave the "longer fights" stuff for another thread then, as this also needs to work out on this alpha-striking everybody frequently fancies.

Quote:
Get things to favor small gang (or rather, make small gang ~useful~ in sov warfare), and you'll probably see what you're looking for start to happen.


I am considering to drop the part with "longer fights", although I still find that having too much alpha/frontload dmg is still rather contraproductive for the game. I simply disagree that it is "Okay".

Since you mentioned it:
I'm a sucker for small gang warfare myself, but this is not really about small gang stuff to be honest as it is a general suggestion to all ships. Plus, if you want more small gang warfare, it is unlikely to be pushed through as somewhere, big fleets would needs limits and whatnots. I doubt anything can really be done for small gangs these days.

Ideas like suggested ships that could for instance "blink buddies" behind enemy lines has been shot down.
Ideas to limit ways of blobs vs smaller fleets, also.
(I am generalizing what I've seen over the last years of F&I drama)

I'm not giving up though, as I will also re-iterate those ideas. Just hope you'll be there to support that one.

Anyhoo. This thread has nothing really to do with small gangs, other than the fact that the probability of getting caught (or catching something, which is more important) is higher; provided warp-out lags for another x seconds before zipping away.

Using tablet, typoes are common and I'm not going to fix them all.

Reaver Glitterstim
The Scope
Gallente Federation
#5 - 2014-07-08 15:21:46 UTC  |  Edited by: Reaver Glitterstim
I'm all for eliminating instant warp from standstill but I've put a lot of thought into possible solutions and I cannot find one that I feel okay with.

A minimum delay to warp could work but you have to balance it with the time it takes a given ship to warp as well as any pre-alignment they did before they chose to warp. Any ship already aligned should warp instantly and no ship should be delayed by minimum warp time longer than it takes them to warp from standstill.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Fer'isam K'ahn
SAS Veterinarians
#6 - 2014-07-08 15:27:41 UTC  |  Edited by: Fer'isam K'ahn
I understand your concern and I think your observations are right and the suggestions ok, but as has been said, in the end it will remain the same, msot of the problems will persist.

The one reasonable idea that could be considered is to cut some of the rep power of logistics and add the direkt link resist boost for instance. All of this needs to be balnced of course by how many reps a ship can take, or the same 'numbers' problem will arise again.

I think it's more a general issue of damage application and mitigation, where the rot lies, what can be done about it and how will players react and break it again. In the end everything might come out the same again though.

Very difficult subject, but worth discussing.

Reaver Glitterstim wrote:
I'm all for eliminating instant warp from standstill but I've put a lot of thought into possible solutions and I cannot find one that I feel okay with.


How about giving each ship an internal warp counter, made visible by a default module that works like an MJD with spool up time ?
Each ship gets different timers depending on their class/role. The you remove 'warp to' from the menu completely and just keep 'align to'. Clicking the module will open the tab 0 - 100km and once you click on a number, the engine charges starting the counter. You still need to be aligned and speed at 50% though or the module will be greyed-out.
Danika Princip
GoonWaffe
Goonswarm Federation
#7 - 2014-07-08 18:25:24 UTC
It's already a pain in the arse to travel in anything bigger than a cruiser, does it really need to be worse?
Netan MalDoran
Hail To The King
The Silent Syndicate
#8 - 2014-07-08 19:09:36 UTC
-----------------/\ That, and if your want longer fights, just fit better buffer tanks.

"Your security status has been lowered." - Hell yeah it was!

Falcon's truth

Velicitia
XS Tech
#9 - 2014-07-08 19:14:47 UTC
Vayn Baxtor wrote:
Anyhoo. This thread has nothing really to do with small gangs, other than the fact that the probability of getting caught (or catching something, which is more important) is higher; provided warp-out lags for another x seconds before zipping away.



Right, but anything to "buff" survivability of one (or multiple) ships in a fleet engagement means that the blobs get bigger ... so giving reasons to run a 10 man BLOPS gang (or bomber or recon or whatever else can fit a Covops Cloak*) will help do away with huge fleets that alpha everyone, if only on the "roaming gang" front.

If you need big fleets supported by (super) caps to harass a system, you're only gonna use big fleets supported by caps.


* yes, I realize BLOPS only fit non-covert cloaks.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#10 - 2014-07-11 09:32:56 UTC
Quote:
Right, but anything to "buff" survivability of one (or multiple) ships in a fleet engagement means that the blobs get bigger ... so giving reasons to run a 10 man BLOPS gang (or bomber or recon or whatever else can fit a Covops Cloak*) will help do away with huge fleets that alpha everyone, if only on the "roaming gang" front.


Depends. Your fleet or gang is literally only going to get as big as the guys you can get. It sounds like a no-brainer, but blobs are already big, and they get bigger already today without any of these implementations. BLOPs gangs are certainly viable counters vs blob fleets, but I've seen them more in lolganking single targets for easy killmails than the actual counter as you say. This is of course due to our different experiences with them.

Another example.
I still find though that it is too easy to be standing out at +100km, shooting stuff and getting away. This is simply game mechanics as it is, and my standpoint is just seeing if there are ways to at least give in some penalties or some extra physics so things like that come with a twist. Same would go for, say, a possible ~50vs50 "engagements" that often end up in bouncing back and forth on bookmarks/celestials.

I doubt anybody would like this suggestion, like:
The more "long-range guns, the larger your internal warpout-clock profile".

Anyhow so. You (or your FC) could still hit the warpout preemptively if the risks are too high, but there would be some "room of error" and/or a chance where a tackler just might be able to snatch a few of you or my guys if we were in said fleets. I just find it too easy to get away these days in EVE. And if we do get a fight, they end damn fast.
Plus, I thought EVE should always be more about HTFU. I cannot harden the f up myself if it is the other side (AND MY FC) that chickens, but that's just me and my experience/observation.


I see too that if anybody would want longer fights, we'd have to have some extra things attuned into a bundle of suggestions; because it makes no sense to have just one of these assumed suggestions brought into live servers.
That said, I'd have to figure more gimmicks and modules that would need to come into play, so that individuals can still beef their ships to warping out instantly or not. Or "faster", so that slowpoke cruisers and above don't just get the shorter end of the stick.

I think I can come up with things that wouldn't domino-effect that horribly.

Okay thanks for the replies. I will see that I get a better "bundle" done while considering all fo the concerns. I know some "Just don't want it", which is fine, but I'd still consider some of this stuff, because there are a lot of changes and such always coming from F & I - > to CCP - > and into the game -> and that shoved down our throats.

Using tablet, typoes are common and I'm not going to fix them all.

Reaver Glitterstim
The Scope
Gallente Federation
#11 - 2014-07-11 10:38:27 UTC  |  Edited by: Reaver Glitterstim
Fer'isam K'ahn wrote:
Each ship gets different timers depending on their class/role. The you remove 'warp to' from the menu completely and just keep 'align to'. Clicking the module will open the tab 0 - 100km and once you click on a number, the engine charges starting the counter. You still need to be aligned and speed at 50% though or the module will be greyed-out.
Then nobody can insta-warp while pre-aligned. That's bad.




As for longer fights, I think it's reasonable to buff ship HP. We really need to reduce logi output, maybe cut it in half. The way I see it, logi should be more about rapid repairs between engagements, and the repairs done during a fight should be merely supplemental. A single logi ship should repair slower than a single DPS ship can tear the HP down. If we give ships more HP overall, then logi will be less important and fleets will be able to get by with weaker logi. Fleet engagements will last similar lengths of time but there will be fewer cases of fleets that lose no ships due to having overwhelming logi support. Perhaps additionally, each ship could receive logistic support from a limited number of ships at a time, or repair modules of a specific type would have a stacking penalty applied when more than one are on the same target.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Ioci
Bad Girl Posse
#12 - 2014-07-11 11:20:03 UTC
You could say that if a fight lasts longer you introduce the possibility of human error that EVE relies so much on but I don't think it would be long before people learned to time the battle and automate how they fight the battle based on that.

I'm not trying to poke holes in your larger idea but I think EVE is just too limited in design to be made more than blap. It's not just EVE either. Any game where 20 vs 20 or 10 vs 10 is converted to 10 vs 1 x 10 or 20 vs 1 x 20 is never going to be balanced and won't stay fun for long.

R.I.P. Vile Rat

Daichi Yamato
Jabbersnarks and Wonderglass
#13 - 2014-07-11 11:34:21 UTC
some fleets just dont fight if they cannot get around enemy logi. so making it harder to alpha through tanks means more fleets stand down before the fight starts.

Making warp take a little longer to initiate means players try to warp sooner. Maybe they warp when ur 1au away rather then as u land on grid.

Players will still be cautious and this will probably lead to less fights.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Bohneik Itohn
10.K
#14 - 2014-07-11 12:58:06 UTC
Reaver Glitterstim wrote:


As for longer fights, I think it's reasonable to buff ship HP. We really need to reduce logi output, maybe cut it in half. The way I see it, logi should be more about rapid repairs between engagements, and the repairs done during a fight should be merely supplemental. A single logi ship should repair slower than a single DPS ship can tear the HP down. If we give ships more HP overall, then logi will be less important and fleets will be able to get by with weaker logi. Fleet engagements will last similar lengths of time but there will be fewer cases of fleets that lose no ships due to having overwhelming logi support. Perhaps additionally, each ship could receive logistic support from a limited number of ships at a time, or repair modules of a specific type would have a stacking penalty applied when more than one are on the same target.



A problem with reducing the efficacy of logi, especially to the point that a single logi can't rep damage coming from a single DPS ship, is that players then lose all desire to fly them. If logi heal less than a DPS ship deals, then it is well within reason to say that that pilot is better off flying a DPS ship in fleet, because the logi ship is just less effective overall.

Right now Logi come in roughly 3 sizes: Frigate, Cruiser and Capital. Frigate Logi has the reasonable job of covering support for frigates and destroyers, which is not a wide margin to cover. Cruiser Logi have to cover cruisers, BC's and BS's which is a much wider margin of EHP especially if Marauders are included in that. It's easy to understand that cruiser Logi is going to be disproportionately beneficial to a cruiser fleet if it is also capable of serving a vital role in a BS fleet. The only way to take care of that would be to make Logi reps proportionate to the size of the hull, which would probably be tricky to implement.

Capital Logi is touchy and I shouldn't say much about it because my experience is limited, but it seems to have similar problems to cruiser Logi. There is a wide range of EHP for a carrier to be able to rep, and in order for it to be able to reasonably counter the DPS seen in fights involving ships on the high end of the EHP spectrum, the reps it can deal to ships on the lower end can get to be godly. However capitals have a drawback that cruiser and frigate logi don't. Triage makes a big difference in balancing those ships.

You can nerf Logi reps, but then those Logi become disproportionately less useful outside of their size range where there are no alternatives. The less useful they are, the less they get flown, and nobody likes being the healer in the first place. It's actually fairly easy for people to get into flying logi right now because it not only requires a decent amount of skill (which is not a a quality of being a healer in any other MMO except for early versions of EQ) but the logi pilots get a very decent amount of satisfaction in seeing just how much they can influence the fight.

If logi are changed they will not only have to be useful, but feel useful, to encourage people to fly them.

However, I'm curious what the discrepancy is between people who want fights to last longer and want more EHP to bring this around, and people who want to nerf T3's into the ground because their EHP is so high the slugfests can last for what seems like years when you're engaged. Why is one group vying for all ships to have more of what another group is wishing the T3's didn't have?

Wait, CCP kills kittens now too?!  - Freyya

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Reaver Glitterstim
The Scope
Gallente Federation
#15 - 2014-07-11 20:59:44 UTC
Bohneik Itohn wrote:
A problem with reducing the efficacy of logi, especially to the point that a single logi can't rep damage coming from a single DPS ship, is that players then lose all desire to fly them. If logi heal less than a DPS ship deals, then it is well within reason to say that that pilot is better off flying a DPS ship in fleet, because the logi ship is just less effective overall.

You can nerf Logi reps, but then those Logi become disproportionately less useful outside of their size range where there are no alternatives. The less useful they are, the less they get flown, and nobody likes being the healer in the first place. It's actually fairly easy for people to get into flying logi right now because it not only requires a decent amount of skill (which is not a a quality of being a healer in any other MMO except for early versions of EQ) but the logi pilots get a very decent amount of satisfaction in seeing just how much they can influence the fight.

If logi are changed they will not only have to be useful, but feel useful, to encourage people to fly them.
For the most part, yes, people wouldn't want to bring a ton of logi. But bringing a few would be really useful especially in large fleets when you can spare some. Bringing at least one logi would be great in small fleets where in brief engagements you may leave the fight with multiple ships partially damage and need to repair quick before the next fight. Also you can make a ship last considerably longer under fire. And finally, with logi being less important during the battle, they are less likely to be the first ship targeted. That way you can keep your logi through multiple engagements without giving them absurdly overpowered defenses. Then of course I'd nerf currently existing t2 logi cruiser defense because it's like t3 defense almost.

Bohneik Itohn wrote:
However, I'm curious what the discrepancy is between people who want fights to last longer and want more EHP to bring this around, and people who want to nerf T3's into the ground because their EHP is so high the slugfests can last for what seems like years when you're engaged. Why is one group vying for all ships to have more of what another group is wishing the T3's didn't have?
Giving all ships 50% more HP is a smaller change than the discrepancy in t3 HP. They can be fit with battleship EHP AND logi cruiser sig radius and agility at the same time. I don't have a problem with them having battleship defense as long as they become slow when fit like that, and I don't mind them being fast and slick, as long as they don't have a lot of HP in that setup. But at current they are like large Gold Magnates. There's a reason there was only one Gold Magnate, it was absurdly overpowered. I submit to you that current T3s are just as absurdly overpowered.

And yes I have flown one. I got a loki a while back--took all of about 15 minutes to fit it up and I accidentally stumbled upon a fit that had the agility and sig radius of a t2 logi cruiser with actually more EHP than my incursion Megathron.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Bohneik Itohn
10.K
#16 - 2014-07-11 21:55:29 UTC
Logi sig radius is unique to the Loki. No other T3 can get that low of a sig radius without implants, the rest of them are standard cruiser sizes.

This is also pretty much the only thing the Loki has going for it.

Also keep in mind what the Loki is trading for that performance, and the 3 and a half days of SP you'll be losing with that T3 that costs more isk than a decently PvP fit megathron with very little return on your insurance. Or the lack of range.

It's not like there aren't significant drawbacks for that kind of tank. I enjoy fitting up a Legion for 100-150k EHP with T2 modules until I consider how many ways those fits can be shut down and that I'm highly dependent on being in a fleet. It's really amusing to see those 320k EHP 750 DPS Proteus fits on battleclinic, until you notice that it requires a full set of high grade slaves and has a 7500m optimal range.

Sometimes that T3 EHP can seem godly, and sometimes it just gives you some more time to let the isk and SP loss sink in. And if you really want to feel a tanky T3's limits, go beat on a tank-fit Drake. Bring a snack. Something that you can eat one-handed while watching local and D-scan for a very long time.

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Sigras
Conglomo
#17 - 2014-07-12 00:42:00 UTC
More HP actually favors larger groups because they have more guns to bring to bear to alpha strike things and it gives them more time to wait for reinforcements...

As we have seen with super caps, fights dont get longer when you get more HP, they get bigger.
Bohneik Itohn
10.K
#18 - 2014-07-12 03:22:07 UTC  |  Edited by: Bohneik Itohn
Sigras wrote:
More HP actually favors larger groups because they have more guns to bring to bear to alpha strike things and it gives them more time to wait for reinforcements...

As we have seen with super caps, fights dont get longer when you get more HP, they get bigger.


One begets another, also. If a fight lasts longer it has a significantly higher chance of snowballing.

For large organized groups it means you try to bring more people because you need to ensure you can field enough alpha to break the opposing fleets tank, since a drawn out fight gives the opponent time to log people on and time for your members to need to leave. For smaller organized groups it means that you're going to give people more time to decide to jump in and vulture, or for reinforcements for either side to arrive.

Or it's extra time for the Captain Falcon to show up and save the day....

Wait, CCP kills kittens now too?!  - Freyya

Are you a forum alt? Have you ever wondered why your experience on the forums is always so frustrating and unrewarding? This may help.

Vayn Baxtor
Brutor Tribe
Minmatar Republic
#19 - 2014-07-12 07:59:19 UTC
Quote:
More HP actually favors larger groups because they have more guns to bring to bear to alpha strike things and it gives them more time to wait for reinforcements...

As we have seen with super caps, fights dont get longer when you get more HP, they get bigger.

Hmm, I thought of a system alike Time Dialation where it sees if the engagements are likely to be big; just that this other system would see if the fights are small-to-intermediate engagements in that "zone/grid of space", it would "buff hp" ~ If it is some blob vs blob, then not. But somewhere, this will just be redundant.

Okay, the extra discussion somewhat confirms that there'd still be troubles in ever seeing real benefits for "longer fights". Although I feel a bundle of ideas could flatten out a few errors, there are still main ones like reinforcements. I still have to say though, I am aware that certain engagements are/were decided upon who gets reinforcements first, but somewhere I'd have to say that it is logical that if an invading fleet is engaging some SOV bloc home region, then it is already obvious that reinforcements will come - with or without any "longer fights" mechanic. Here would be me hoping that longer fights would at least allow the engaging fleet to kill more stuff, but here is where we also have the "logi ship effect" where the home defence would try to call on more logies.

Quote:
A problem with reducing the efficacy of logi, especially to the point that a single logi can't rep damage coming from a single DPS ship, is that players then lose all desire to fly them. If logi heal less than a DPS ship deals, then it is well within reason to say that that pilot is better off flying a DPS ship in fleet, because the logi ship is just less effective overall.

You can nerf Logi reps, but then those Logi become disproportionately less useful outside of their size range where there are no alternatives. The less useful they are, the less they get flown, and nobody likes being the healer in the first place. It's actually fairly easy for people to get into flying logi right now because it not only requires a decent amount of skill (which is not a a quality of being a healer in any other MMO except for early versions of EQ) but the logi pilots get a very decent amount of satisfaction in seeing just how much they can influence the fight.

If logi are changed they will not only have to be useful, but feel useful, to encourage people to fly them.


@Logi discussion
Yeah, would be interesting to talk about logistic ships a bit more.
I for one hate to be stepping on people's feet as there are lots of people who like this "heal priest" aspect of logi.

I don't think it should be just a bland nerf. As usual, things should be "give and take". If it were about my opinion, I think it would be better if logis had a row of tools than just remote reps.

Right now (at least to the point of some 7months ago when I was in 0.0 action), whoever had more logis usually won because they just cover most of the fleet. Enemy fleet tries to alpha one person. Logis manage to heal that guy up just 1% of structure before exploding and it goes on. The rest is well known accordingly to the experience of anybody who's been in 0.0 (or other areas where logis show up) engagements.

This is probably for a different thread, but maybe it would be cool if Logis could raise survivability by not just "heals" alone. This takes more of a route of how other MMOGs handle healing. Currently, EVE has more of this oldschool healing - It is dumb to say this, since EVE came prior to WoW, but yeah, it is like ~mostly WoW.
Without adding in too many other MMOG names, maybe there could be a way so that Logis do:

- Cannot fit all high slots with remote reps (I would say, do not nerf the heal values here, since they simply cannot fit 4 reps but one per ship)
- Bring in a row of hislot modules, like remote resistance buffers. Stuff that could be like a temporary "save from dmg" (dunno, it just raises the target's resistance to some 95% for a certain time) with an appropriate cooldown on the module.
- Command Ships and other fleet buffer could have links that improve range or such of logis. This should be more about ongrid/aura buffs though, like how interdictor bubbles work.
- other small stuff

So that logis are not just nerfed to the ground. I do agree though that they bring imbalance, but really just solely to the fact that the more you have, the likely your fleet is to surviv and even win.

In other words, it would be cool if logies had a set of abilities, not just blunt healing. Stuff like, active buff buddy resistance, passively buff buddy from web-snares, and such. I'd have another idea for how fully healing up ships could work, but that should be only out of combat and maybe with specific drones.Things to tone it down so that you just can't stack healing.

Using tablet, typoes are common and I'm not going to fix them all.