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[AEGIS] Fleet Warp Changes - Please see devblog!

First post First post First post
Author
Zappity
New Eden Tank Testing Services
#681 - 2015-06-12 12:44:48 UTC
baltec1 wrote:
unimatrix0030 wrote:

No warpgates in wormholes , targets will be long gone before any fleet and/or tackle lands on a siterunner.
Or the cloaky scan alt near it.
Because they will see the probes... .
Bascily you are diminishing the possibility of conflict by a factor of 10-100.


Warp to the site runner, no probes needed.

You must be trolling. I refuse to believe you are so ignorant.

Zappity's Adventures for a taste of lowsec and nullsec.

afkalt
Republic Military School
Minmatar Republic
#682 - 2015-06-12 12:45:41 UTC
baltec1 wrote:
afkalt wrote:



Presumably before corp bookmarks were a thing.

Again you're missing the point. It's NOT a combat thing, it's not a "burn me a rolling safe" thing.

It's a "I can't keep a fleet in one unit to move to a corp bookmark". No, now I now need to replace that bookmark with a Red Shirt.


And how is that bad?

More content for more players in a fleet and a very important role for low SP players.



It delays fleet movement. Makes things take longer.



Can you tell me what problem it solves? Was coordinated fleet movement between corp BMs a problem? Did you have newbros crying about no role? Did WH residents have too much fun using corp bookmarks to move around?

No, this is 100% collateral damage because if it WAS a thing, you simply remove the "lowest speed for a fleet warp" function. They didnt. It's collateral.

For no good reason.

It reminds me of the hillbilly cutting a hedge with a chainsaw on a rope.
Torgeir Hekard
I MYSELF AND ME
#683 - 2015-06-12 12:45:42 UTC
baltec1 wrote:
Yes, making a safe on the fly is exactly what a scout does.

Nope. It's something a scout may begrudgingly have to do because there's nobody else to do that, but tries to avoid doing as much as possible. It's like saying that flying droneboats is fun, and then state that scoopdeploying is exactly what a droneboat pilot does.
Wadiest Yong
The Graduates
The Initiative.
#684 - 2015-06-12 12:46:05 UTC
Typical example of the heavy-handed axing that we still cannot understand, affecting every type of gameplay in New Eden. Seriously, from a designing perspective this is wrong on too many aspects. This nerf affects the basis of playing with other people in pve and pvp by making it a hassle.

As you sometimes introduce new modules, why not design a new weapon, missile or deployable to help guard against bombs - as that is what some very vocal and persistent forum and CSM members are so afraid of (rightly or wrongly). Perhaps it is in their interest to get a quick fix that does not require thought when putting together fleets with anti-bomber support. Bomber wings are, after all, the only means a smaller entity can field to keep the super-powers in check when they field battleship blobs. That is before they bring the supers (they always do when they are losing, you know) and the real ship design flaws show... And any entity can field bombers, so the best tacticians should win. Small entities always reckon with the presence of supers, and it's hard to see why large entities cannot reckon with the presence of bombers IF you design a balanced counter (not a superbomb doomsdaying every normal bombs within 5 AU...).

I agree that bookmark jumping with fleets is not good gameplay. However, unless you kill the "warp to member" command (and kill fleets entirely) the proposed change is just a very bad annoyance. Earlier you designed a deployable that gives immunity against dscanning. It is rarely used because of reasons. Why not make another module that fires these as probes, also giving (a level of?) immunity to combat probing, similar to what an interdictor does for warping. Almost everyone happy, almost noone affected very badly. Win.

But you have tougher nuts to crack before you roll out the next step of the sov changes, yes, supers and titans. A single (ewar immune) super with an entosis link does real wonders to a system, especially against smaller entities. It does wonders to subscribers' motivation too. By the time you roll out a fix for supers etc, the sov landscape will be entirely dominated by the super-powers, leaving only patches open for pvp cattle farming at their leisure, and it will be too late.


2015 should not go into the history book as the year of disillusion, there's still some time to turn it around. But what's next, delete local in nullsec and can't see - can probe - but can't warp ? Please stop catering to the few.
unimatrix0030
University of Caille
Gallente Federation
#685 - 2015-06-12 12:46:19 UTC
baltec1 wrote:
unimatrix0030 wrote:
Querns wrote:

You need to be a large wormhole group to afford interceptors?

Interceptors are useless since the targets already warped away after seeing your probes.


We already use probes to get warp in on these fleets, there is zero difference between what we have now and the future in terms of fleets running when they see probes

Yeah but that is only valid in k-space, in w-space probes in space mean targets gone within 1 minute.

No local in null sec would fix everything!

baltec1
Bat Country
Pandemic Horde
#686 - 2015-06-12 12:46:41 UTC
Zappity wrote:

You must be trolling. I refuse to believe you are so ignorant.


You can warp the fleet to players.
Airi Cho
Dark-Rising
Wrecking Machine.
#687 - 2015-06-12 12:47:20 UTC
Bill Lane wrote:
CCP Larrikin wrote:
Hi Gentle Space Foke,


Q: CCP, why you do this?
A: We want transfer more responsibility for the success of a fleet from its FC to its members.



So you want to take away responsibilities of the FLEET COMMANDER to give more to members.....FLEET COMMANDER to me implies he leads the fleet. FFS

WTF are you doing CCP? All these stupid changes you have been making are really pissing people off. Where are the damn fixes we've been asking about for years? Corp management, thousand cuts, all that? Last time you stopped listening to your customers, you had to issue a public apology to keep the game alive. Don't think you can just do that every couple years, go off on a tangent for a year, apologize, slowly stop listening, another tangent a year later, apologize, etc. Stupid, absolutely stupid.

Back on the issue at hand, so the fleet commander can't warp the fleet he commands to their POS? Are you kidding me?

WAKE UP CCP! You guys are making some really stupid decisions lately.


Leading != doing everything himself. He delegates tasks to specialized people and they do the job. some people are just F1 pushers, others have more responsibilities.
baltec1
Bat Country
Pandemic Horde
#688 - 2015-06-12 12:48:24 UTC
unimatrix0030 wrote:

Yeah but that is only valid in k-space, in w-space probes in space mean targets gone within 1 minute.


Same with every other area of space. This doesn't change anything in terms of ships running when they see probes.
Tobias Frank
#689 - 2015-06-12 12:48:31 UTC
It would be nice if we could have the option to manually set our warpspeed.
baltec1
Bat Country
Pandemic Horde
#690 - 2015-06-12 12:50:02 UTC
afkalt wrote:

Can you tell me what problem it solves?


It helps to remove the fact that these days one player is effectively flying 251 semi afk ships.
unimatrix0030
University of Caille
Gallente Federation
#691 - 2015-06-12 12:50:05 UTC
baltec1 wrote:


Warp to the site runner, no probes needed.

You do know that you can not warp to someone not in fleet? What are you sudgesting ? Making the target part of the fleet?

No local in null sec would fix everything!

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#692 - 2015-06-12 12:50:41 UTC
daily fc rage incoming

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Airi Cho
Dark-Rising
Wrecking Machine.
#693 - 2015-06-12 12:50:56 UTC
Zappity wrote:
Zloco Crendraven wrote:
Sasha Sen wrote:
Zappity wrote:
Zloco Crendraven wrote:
When BALEX as a corp roams (10-15 ppl) max we always have min 5 alts in the fleet, be it links, or probers/scouts. We move around lowsec trough WH a lot. When we move around we always use scout warp ins, so where is the problem?

Name one situation where scouts can't handle it.

Tackling a nullbear before they leave their site.



Fleet warps work to anoms.


You cant tackle it with a prober and be a warp in for rest of the fleet?

Yeah, this is the alternative. Care to suggest any fits for probing bonused ships that would survive even 20 seconds of drone DPS? You need an expanded launcher.


recons, t3 (c|d), stratios, astero, covertops properly flown.

pick your poison.
baltec1
Bat Country
Pandemic Horde
#694 - 2015-06-12 12:52:01 UTC
Torgeir Hekard wrote:
baltec1 wrote:
Yes, making a safe on the fly is exactly what a scout does.

Nope. It's something a scout may begrudgingly have to do because there's nobody else to do that, but tries to avoid doing as much as possible. It's like saying that flying droneboats is fun, and then state that scoopdeploying is exactly what a droneboat pilot does.


Please come roam in our space, your gangs will be so easy to catch.
light heaven
JUST SET TIMES
#695 - 2015-06-12 12:52:27 UTC  |  Edited by: light heaven
after change, it will be problem below:
1. It's hard to kill off grid bonus, as you need scan equipment in the mid and a scan bonus ship which will make you less EHP. If you warp another ship to tackle, it will cost at least double warp time. If it is 100AB T3 bonus, it will be a long distance. And time to tackle a off grid bonus T3 is always short. It will be almost impossible to kill off grid bonus T3s.
2. Anit-scan kite ship will be overpower, as off grid bonus T3s they are hard to scan. So you need a suitable fitting ship which make you easy to kill after you warp. And the rest members need double warp time to scan point. In that time enemy ship may far away from you and keep kiting you again.
3. Make it hard to catch supers, as you have to choose interdictor which have poor scan or waste warp time and risks to scan by one ship and warp interdictor or heavy interdictor. And for other PVE ship it is the same. After change it will make less loss and safer pve.
4. Large alliance will easily have more people to make ping point. It means this change will less make less effect to large alliance, especially for these who have a lot of experience pilot. But it will be a nightmare for small fleet.

So I suggest is either remove fleet warp or keep fleet warp to bookmark and scan probe results ability for squad command.

Remove fleet warp would make everyone important for feet to win or loss battle as you always need to do something. And make opportunities for enemy to catch someone behind the fleet)

keep fleet warp to bookmark and scan probe results ability for squad command will make Small fleet more flexible and more tactics. And it is best way to kill off grid bonus T3.
baltec1
Bat Country
Pandemic Horde
#696 - 2015-06-12 12:53:52 UTC
unimatrix0030 wrote:
baltec1 wrote:


Warp to the site runner, no probes needed.

You do know that you can not warp to someone not in fleet? What are you sudgesting ? Making the target part of the fleet?


So run sites in defensive fleets. If you are trying to catch them then there is no difference at all in terms of people running the second they see probes.
afkalt
Republic Military School
Minmatar Republic
#697 - 2015-06-12 12:54:04 UTC
baltec1 wrote:
afkalt wrote:

Can you tell me what problem it solves?


It helps to remove the fact that these days one player is effectively flying 251 semi afk ships.



Can you find me a way to manually coordinate fleet warp speeds today without a fleet warp?

Didn't think so.
baltec1
Bat Country
Pandemic Horde
#698 - 2015-06-12 12:55:20 UTC
Airi Cho wrote:
Zappity wrote:


You cant tackle it with a prober and be a warp in for rest of the fleet?

Yeah, this is the alternative. Care to suggest any fits for probing bonused ships that would survive even 20 seconds of drone DPS? You need an expanded launcher.


recons, t3 (c|d), stratios, astero, covertops properly flown.

pick your poison.
[/quote]

Interceptors work too.
Rek Seven
University of Caille
Gallente Federation
#699 - 2015-06-12 12:56:15 UTC  |  Edited by: Rek Seven
I don't like this change because it will just cause more unnecessary chatter on comms but i'm willing to see how it shapes out (what choice do we have really). I would prefer if fleet commanders were able to broadcast a warp to command for anything he can warp to. This takes away the automacy of fleet movement but cuts down on the chatter.

TBH I wish CCP didn't have such a backwards way of developing eve. If you want to reduce the effectiveness of bomber, introduce a new module that defends against them like a battleship only mod that shoots them down. BOOM, you have just fixed bombers and made it so battleships can be fielded again... Instead they introduce change after change that actually changes nothing. All you have to do for a successful bombing run is warp to a cloaked scout so i don't see what this changes accomplishes.
baltec1
Bat Country
Pandemic Horde
#700 - 2015-06-12 12:56:19 UTC
afkalt wrote:
baltec1 wrote:
afkalt wrote:

Can you tell me what problem it solves?


It helps to remove the fact that these days one player is effectively flying 251 semi afk ships.



Can you find me a way to manually coordinate fleet warp speeds today without a fleet warp?

Didn't think so.


Warping the fleet to a player warps you at the slowest ships speed still.