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Player Features and Ideas Discussion

 
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Changing boosters

Author
Memnoch Ares
Queens of the Stone Age
Rote Kapelle
#1 - 2011-12-15 20:11:02 UTC  |  Edited by: Memnoch Ares
So CCP, you wanted to change drugs for Crucible, but decided to hold back for reasons that I think were good. The desire to change them I can understand, though I think the particular implementation chosen would have had unfortunate consequences. I do think they could do with a change, though.

Currently boosters are either fantastic to the point they are near mandatory (few undock a Sleipnir or even a Cyclone without blue pill) or distinctly underwhelming, and this is due to the current system of penalties. To use the Blue Pill example. you get shield boost amount, you risk cap capacity, cap recharge, explosion velocity and optimal range. In an active tanking Cyclone or Sleipnir, you have no sustained tank and are totally cap booster dependent so neither cap capacity nor cap recharge penalties matter much, explosion velocity penalties don't make me lose sleep when I'm using autocannons and your guns depend on falloff so optimal penalties don't matter. This makes blue pill consumption simply a question of "Do I need to tank more in this fight?". There is no reason not to take it except that you're about to run out of the booster. Not good.

A lot of boosters are borderline useless because if the penalties hit they leave you net neutral (frentix and sooth sayer in most situations) (blue pill if say you're in a Tengu and you're being swarmed by AFs) or worse off (Crash, Frentix and Mindflood. Especially Mindflood, to the point where the only times it is used are when in a ship that cannot be affected by its penalties) and the consequences can be disproportionate to the penalties. That said, I don't think boosters should be without penalties.

So what to do?

I think delayed penalties - either in the form of 'addiction' or a 'comedown' would be best. So for 'addiction', if you pop pills over a certain regularity threshold (could be once a week, once a year, maybe once ever), the effect of a given dose starts to reduce, and being off the pills has a slight penalty to base stats, both effects growing with addiction - the more you use them, the greater the addiction effect becomes. The addiction effect decays with time.

For comedown, you pop a pill, you get the benefit. Once the pill runs out, you get (a chance of, or perhaps definitely get) the penalties, or a reduction to whatever the pill boosted, or even both. You can then pop another pill straightaway, but if you keep doing it the penalties stack, then decay with time.

I like the idea of boosters, and like using them in game, but I want them to be properly situational, the choice to use them should be a considered one, one with benefits and drawbacks.

This will change demand (hopefully in a good way) and then the nature of the supply chain might be looked at (I know enough about the supply side to know that I'm far happier handing isk over for them than making them myself with the current state of 0.0, but not enough to suggest informed changes)
Bacchanalian
Stimulus
Rote Kapelle
#2 - 2011-12-16 03:20:45 UTC  |  Edited by: Bacchanalian
Wholeheartedly agree.

I use non-synth boosters in two and only two situations:

Flying a ship with burst-tank where the penalties of blue pill/exile don't impact me (soloing w/Sleipnir, Maelstrom, rep+1600 Pilgrim--no, I almost never fly that because it's the redheaded stepchild of EVE but I really want to like it).

Flying a neut-boat where the penalties of mindflood don't impact me (full-neut Bhaalgorn, Curse).

In no other situation are the risks of the penalties really worth it.

I've not sat down to do the math on sig-tanking and velocity-tanking, so I can't really speak with much convinction on X-Instinct as it applies to frigate hulls, but considering the cost of the higher end boosters as opposed to the cost of t2 frigate hulls, I don't imagine X-Instinct to be in high demand. At the end of the day, giving up 20% of your speed for a 7.5% reduction in signature radius doesn't sound too spiffy. In fact it sounds like you might manage to cancel out the benefits with the penalties and break even. Ditto losing what little buffer you have. If the point of X-Instinct reducing your sig radius is to increase your survivability and three of the four potential side effects reduce your survivability as much or more as the benefits of taking it, why take the risk? I suppose logis can benefit if they're willing to potentially give up a big chunk of their buffer.

Drop is another good example. The most commonly-used PvP long-range turret ships in the game are artillery platforms, which rely heavily on falloff to be effective at longer ranges. Their tracking is also abyssmal. Take drop for a nice 30% tracking boost and you might get hit in the face with a 25% nerf to your falloff, rendering the end result a break-even at best.

Sooth-sayer is even worse. You trade your optimal range or ability to get into range of a target/hold range on your target for more falloff. So you take a booster to increase your range control abilities in a ship that uses falloff, and lose a chunk of your actual ability to effectively engage at range or hold range on your target.

I should point out that I've pulled the raw numbers and not the reduced side effects you get with proper skills, but it's also worth noting that the last I looked the skills in question were extremely expensive and hard to come by (I do have them both to 4, but you still see penalties more regularly than you might think with them trained).
Xearal
Dead's Prostitutes
The Initiative.
#3 - 2011-12-16 04:19:13 UTC
I think moving the penalties to a come-down period would be a great way to improve them.
Pop a booster, get the benefit, and at the end of the boosting period, you either have to pop another to delay the effect again, or take the come-down.
Ofcourse popping them in a row would make the penalties larger/longer, and the 2nd/3rd booster you pop should have it's duration/effect reduced as you're already running high.

long term addiction effects might be bad, unless you can temporarily cancel them by popping one, because then you'd have to weigh the effect of 'now I need it' to 'if I take it, I'll be messed up for a week' and no way to avoid the 2nd part..
The addiction should also not reduce the effectiveness of using a booster itself though.

I'd love seeing people addicted to boosters though.. especially if they get to the point where they either fly high as a kite, or they don't fly anymore due to the comedown/addiction effect.

Does railgun ammunition come in Hollow Point?

L0rdF1end
Tactical Grace.
Vanguard.
#4 - 2011-12-16 11:48:45 UTC
i agree with the concepts in your post.

Some of the boosters I would never use. The one I would mostly make the use of are Drop and Excile.

I don't think the penalties need to be changed.
The skill that reduces the chance of penatlies and how that applied does need to change though.

So if I have my skill trained to 5 I would like to see a 25% reduction in side effects. This would then mean I could take improved booster with no chance of recieving any of the side effects.

However this might be a little too over powered and would lead to a drug induced game style.

So the come down idea could be put in place to balance this.
The more you take and the stronger the booster the larger the chance of recieving the effects/duration of a comedown.
What these come down side effects would be, that is something I'm unsure of, maybe attribute decreases for a set time period relative to the strength and duration of the booster.
King Rothgar
Deadly Solutions
#5 - 2011-12-16 15:51:24 UTC
I agree, penalties must be kept but they need to be reworked. Delaying them so they come when the positive effect expires is the most obvious way. This however must be carefully balanced, as one could potentially just keep taking those pills until they log off for the day. But I wouldn't want the duration of the negative effects to be so over the top that they make booster use foolish unless you only fly one type of ship and thus use those boosters endlessly. So I'm thinking a 23 hour base penalty period after the positive effect ends. This period would be reduced in length as per the current skill bonus. Ditto for the severity of the penalty.

The idea here is with some booster skills, you might be stuck popping that pill every hour for the rest of the day, but the negative effects should be gone by the following evening. It would interfere with weekend play where you may be up late and log in the next morning. But hey, that's the point is it not? I'm a chronic blue, drop and exile user btw.

[u]Fireworks and snowballs are great, but what I really want is a corpse launcher.[/u]

bartos100
Living Ghost
#6 - 2011-12-16 20:12:33 UTC  |  Edited by: bartos100
i like the idea of the come down effects

take the booster when you need it and when it weares off you get a hit in whatever the booster was giving you extra for a set amount of time

if you take a second pill the come down effects should be halted but come back stacked after

say you take a blue pill you get the 20% boost for the duration of the booster
then you get a 20 our period where you have comedown effect
the first hour you get a -20%
the second hour you get a -19%

and so on untill no more drawback

however say after 3 hours (-18%) i pop a second pill
i get the same stats as i did with the first pill (+20% on base stats)
but when the second pill has run out you get a -38% hit that goes down with 1%/hour forcing you to wait 38 hours or keep taking the pills

that would create a big rise in demand and will make booster actualy used in my opinion

perhaps some changes to smugling the boosters in high sec are needed tho but as i can't find any intell on the current system i might be wrong

PS: numbers are only for example
Lucjan
Deutzer Freiheit
#7 - 2011-12-16 20:30:53 UTC
Fewer side effects and negative after effects.

I would like to see fewer side effect with less chance of happening BUT
instead they could penalize when the drug wears off for a period of time.

So you use your Blue Pill during combat. You are super and kill everyone.
Blue Pill wears off and you are out of boosters. A second wave comes.
You are useless and you die.
Simc0m
The Scope
Gallente Federation
#8 - 2011-12-22 05:06:31 UTC
+1, I think this would be a positive change for the game.
HEPEAJIbHOCTb
State War Academy
Caldari State
#9 - 2011-12-22 05:54:50 UTC
I like the idea of a come-down. Long term effects sounds a little bit Shocked

+1 for come-down (delayed effects)
August Hayek
Center for Advanced Studies
Gallente Federation
#10 - 2012-01-06 21:33:48 UTC  |  Edited by: August Hayek
+1 for come-down (delayed effects)

The delayed side effects should be like:

-1% penalty for standard boosters
-2% penalty for improoved boosters
-4% penalty for strong boosters

The penalties should stack, so if you use one standard pill every hour, you would have -24% side effects.

Recovery rate from side effects should be skill based (nanite control anyone?), but basically recovery from side effects could be 1% per day (24h). The higher your skills, the faster the recovery. So e.g. if you pop in a strong pill, you would have side effects for four days (without skills), but not as high as now, unless you dont abuse drugs :-)

... and make more gas clouds spawn

me wants to be a drug addict in eve ;-)