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Thoughts on off grid boosting, the counter.

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Author
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#21 - 2015-04-06 17:15:41 UTC
There are counters to OGB in some situations but not all. The mechanic is unintuitive and forces you to drag combat scan alts around. The OP solution is interesting but could it be more elegant?

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Frostys Virpio
State War Academy
Caldari State
#22 - 2015-04-06 19:53:08 UTC
Chance Ravinne wrote:
There are counters to OGB in some situations but not all. The mechanic is unintuitive and forces you to drag combat scan alts around. The OP solution is interesting but could it be more elegant?


If you are willing to put an anti-boost on grid, just put the damn boost on grid and be done with it. The server requirement would be the same. CCP already said the problem with putting links on grid is server load. Until that gets fixed/worked around we all have to deal with the stupidity of off-grid pilots having an effect into fights. Now that fighter assignment is gone, links are pretty much the least thing that still works while not being on grid. I'd bet they are willing to remove it as long as it does not cost too much server resources.
Wolf Lafisques
The Scope
Gallente Federation
#23 - 2015-04-06 20:18:38 UTC
I didn't read all of the comments, so I apologize if I'm restating a suggestion that has already been made. What about incorporating a mechanic that makes boosts less effective the further away they are from their fleet? It seems like it would be a decent compromise. That way they have to choose between being closer to danger to provide more effective boosts, or being farther away from danger at the cost of the effectiveness of their boosts. It would fit nicely into the risk vs. reward aspect of the game as well.
El Geo
Warcrows
Sedition.
#24 - 2015-04-06 20:21:18 UTC
Chance Ravinne wrote:
There are counters to OGB in some situations but not all. The mechanic is unintuitive and forces you to drag combat scan alts around. The OP solution is interesting but could it be more elegant?


Please, I can say "there are counters to larger gangs in some situations but not all", it's the same difference for a tonne of things in Eve, people will tell me to simply not engage or to try and split the gang up. All of the counters I've listed, including not engaging, I have personally seen or have experience with, I've even fought against larger gangs and had to seperate their fast tackle out of the system they have links in.
Zappity
New Eden Tank Testing Services
#25 - 2015-04-06 20:41:07 UTC  |  Edited by: Zappity
Until they come on grid I would like to see the combat links give a weapons timer. This would help prevent the pathetic station and gate hugging we see in lowsec and add a bit of risk.

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Phoenix Jones
Small-Arms Fire
#26 - 2015-04-06 20:51:53 UTC
FT Diomedes wrote:
Just stop being bad... I routinely run on-grid boosts from my Claymore on one character, while using another character to scare the opposing gang's booster into leaving or hiding. Nothing is stopping people from doing combat probing and killing off-grid boosters. If the OGB is at a Death Star POS, just fight in another system if you cannot handle their boosted gang.


Well the deal is that if we want to bring the fight, we would have to bring our own set of boosters.

No one has a objection with that.

What was proposed is that either side have a way to negate that teams boosting bonus by bringing that boosting ship ongrid and being an active part of that combat fleet.

So I bring the fight to your boosted system, and project a field that negates your offgrid boosts for a range of x.

At that point, I've committed my gang into your home, and brought my own booster. To really screw you I keep him ongrid to knock off your offgrid effects.

Tables turned. Come at me without any links, bring your link ship to fight, or go home.

Currently people do not want links nerfed because of the bonuses they give, the afk opportunity they give for a fleet in a system... And that they are system wide. Frankly people don't want their booster alts nerfed So they aren't. Instead, give a incursion force the ability to deal with it by committing their booster to the field to counteract your 5 afk command ships on the undock.

Fleet wide and system wide boosts continue to exist, and combat ship pilots have a active role in a fleet to bring their combat capable ship to the fleet.

No nerf, only new tools and a new role.

Yaay!!!!

El Geo
Warcrows
Sedition.
#27 - 2015-04-06 20:54:01 UTC
Zappity wrote:
Until they come on grid I would like to see the combat links give a weapons timer. This would help prevent the pathetic station and gate hugging we see in lowsec and add a bit of risk.


Weapon timer sounds reasonable and logical (I'd even go as far as to say give them the same timers as logi) but imo moving them "on grid only" only benefits larger blocs who always roam in gangs and takes away from people who enjoy taking on much larger groups than their own by way of guerilla tactics, pulling and seperating fleets up to pick off stragglers and inexperienced players.

Frostys Virpio
State War Academy
Caldari State
#28 - 2015-04-06 21:25:48 UTC
El Geo wrote:
Zappity wrote:
Until they come on grid I would like to see the combat links give a weapons timer. This would help prevent the pathetic station and gate hugging we see in lowsec and add a bit of risk.


Weapon timer sounds reasonable and logical (I'd even go as far as to say give them the same timers as logi) but imo moving them "on grid only" only benefits larger blocs who always roam in gangs and takes away from people who enjoy taking on much larger groups than their own by way of guerilla tactics, pulling and seperating fleets up to pick off stragglers and inexperienced players.



The separated fleet and stragglers would also have no links since you can assume their links would of followed the main body of the fleet if it had to be on grid. Same applies for stragglers.
Frostys Virpio
State War Academy
Caldari State
#29 - 2015-04-06 21:28:13 UTC
Phoenix Jones wrote:
FT Diomedes wrote:
Just stop being bad... I routinely run on-grid boosts from my Claymore on one character, while using another character to scare the opposing gang's booster into leaving or hiding. Nothing is stopping people from doing combat probing and killing off-grid boosters. If the OGB is at a Death Star POS, just fight in another system if you cannot handle their boosted gang.


Well the deal is that if we want to bring the fight, we would have to bring our own set of boosters.

No one has a objection with that.

What was proposed is that either side have a way to negate that teams boosting bonus by bringing that boosting ship ongrid and being an active part of that combat fleet.

So I bring the fight to your boosted system, and project a field that negates your offgrid boosts for a range of x.

At that point, I've committed my gang into your home, and brought my own booster. To really screw you I keep him ongrid to knock off your offgrid effects.

Tables turned. Come at me without any links, bring your link ship to fight, or go home.

Currently people do not want links nerfed because of the bonuses they give, the afk opportunity they give for a fleet in a system... And that they are system wide. Frankly people don't want their booster alts nerfed So they aren't. Instead, give a incursion force the ability to deal with it by committing their booster to the field to counteract your 5 afk command ships on the undock.

Fleet wide and system wide boosts continue to exist, and combat ship pilots have a active role in a fleet to bring their combat capable ship to the fleet.

No nerf, only new tools and a new role.


Or you bring the links on grid and that new role for being on grid to counter link is given in reverse to the booster who has to be on grid to give boosts. Not nerfing something just because people are used to it and don't want it nerfed is stupid.
Cade Windstalker
#30 - 2015-04-06 21:55:28 UTC  |  Edited by: Cade Windstalker
This doesn't add anything over simply removing off-grid boosting. It's harder to implement and doesn't actually add any depth of gameplay beyond "you either bring a BC to negate OGBs or your opponent keeps getting boost for free"

Chance Ravinne wrote:
There are counters to OGB in some situations but not all. The mechanic is unintuitive and forces you to drag combat scan alts around. The OP solution is interesting but could it be more elegant?


How about simply removing off-grid boosting, as originally talked about by CCP, and force boosters on-grid. If you can't keep them alive but the enemy can then you're already losing. Simple, elegant, no need for a mess of "bring this ship and push button to hard counter this bush button for 10% boost mechanic"
James Baboli
Warp to Pharmacy
#31 - 2015-04-06 22:05:25 UTC
Cade Windstalker wrote:
This doesn't add anything over simply removing off-grid boosting. It's harder to implement and doesn't actually add any depth of gameplay beyond "you either bring a BC to negate OGBs or your opponent keeps getting boost for free"

Chance Ravinne wrote:
There are counters to OGB in some situations but not all. The mechanic is unintuitive and forces you to drag combat scan alts around. The OP solution is interesting but could it be more elegant?


How about simply removing off-grid boosting, as originally talked about by CCP, and force boosters on-grid. If you can't keep them alive but the enemy can then you're already losing. Simple, elegant, no need for a mess of "bring this ship and push button to hard counter this bush button for 10% boost mechanic"


The last prototype they had for on grid boosting was an absolute mess as far as server load. If I recall the comments right, CCP Fozzie said they hit 10% tidi with 10 people in the fight. What is being looked for here seems to be a method to suture the gaping problems with the current mechanics until an elegant solution can be found or created for the mechanic as a whole. It really seems to be a case of "The best is the enemy of the good." on this topic.

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And drinking more

Making battleships worth the warp

Iroquoiss Pliskin
9B30FF Labs
#32 - 2015-04-06 22:11:50 UTC
Perhaps move all of the Skirmish/Armour/Shield/etc bonuses onto a deploytable structure, that will provide OGB just the same, but would be easily probable/immobile.

Deployment of said sexy structure should require the same skills as current links.

Probably a concept for the new structure system. P
Rroff
Antagonistic Tendencies
#33 - 2015-04-06 22:18:34 UTC  |  Edited by: Rroff
Frostys Virpio wrote:

Or you bring the links on grid and that new role for being on grid to counter link is given in reverse to the booster who has to be on grid to give boosts. Not nerfing something just because people are used to it and don't want it nerfed is stupid.


Long standing features (unless immediately game breaking and absolutely can't be dealt with any other way) should always be approached with caution - especially things like fleet command which required multiple high rank level V skills to be fully effective.

Also balancing a game shouldn't be about rushing to nerf/remove something as the first port of call... in many cases you then just unbalance something else (feature Y) that is actually in a fairly good place but with feature X removed entirely or made ineffective becomes a problem.

Personally I'd have liked to see link use become more tactical - amongst other things with a few more variations of mindlinks a bit like boosters where the least effective ones have no penalties and the most powerful ones have some kind of trade off - especially penalties to the person doing the boosting. (There is probably potential there as well to make off grid PVP boosting ineffective or unattractive while not impacting on areas unrelated to PVP i.e. just as an example a mindlink that while giving good bonuses came at a significant trade off to sensor strength).
MicDeath Titan
No Mans Corp
#34 - 2015-04-07 02:07:17 UTC
I'm surprised CCP hasn't tied boosts to Grid_ID. The server load is already accounted for and optimized.
Anhenka
The New Federation
Sigma Grindset
#35 - 2015-04-07 02:09:16 UTC
MicDeath Titan wrote:
I'm surprised CCP hasn't tied boosts to Grid_ID. The server load is already accounted for and optimized.


I'd give 1,000,000:1 odds that it's not anywhere near that simple.

Unless you happen to be a former CCP developer?
Lienzo
Amanuensis
#36 - 2015-04-07 06:17:20 UTC  |  Edited by: Lienzo
CCP have stated that it's all in the legacy code, and they don't have the people on hand to change it.

What they can do is make it simply not worthwhile to not have boosters on grid. The easiest way to do it is to simply have warfare links or command processors reduce sensor strength.

Another thing that can be done is to give POS and stations some kind of warfare link activation exclusion radius, like 100km. However, POS are on the way out, so it might be a wasted effort.

If you can hide them or tuck them out of the way, you might as well have the ship in the fight.

Deep down, I like the idea of gang links. I think they should be an option for ships of every size. I like the idea of them affecting one, and only one squad. I like the idea of that 10 man squad being able to mix and match the kinds of effects they want for the kind of role they intend to exert. I like the idea of minor skirmish links with a fraction of the familiar effect mounted on interceptors, or more diverse smaller squads fitting a broader array of less-stacked buffs. These modules should be as easy to fit as a salvager. This gives the soloist just a smidge of advantage over a gang-fit ship that has been separated from its allies.

I also like the idea of mixed fleets, with larger ships being tanky and supplying fire support with lighter hulls supplying the tactical superiority. For these ships, I like the idea of heavier ships conferring defensive bonuses to their tenders. The concept of sensor integrity naturally lends itself to the idea of a fleet. In the RP sense, you might rely on a shared sensor net up to the point that you are completely jammed out. This makes a lot of sense for ships that are on the field together.
FireFrenzy
Cynosural Samurai
#37 - 2015-04-07 07:40:33 UTC
maybe make it targetted instead of bubble? Should save alot on the server side?

That should allow it to fit in a utility high and allow you to turn off the boosts right before your f1 monkeys paste the guys with their 1400s
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