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Dev blog: Command Bursts and the New World of Fleet Boosting

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C C P Alliance
#1 - 2016-08-29 15:36:00 UTC  |  Edited by: CCP Phantom
Exciting news! For the November expansion the world of fleet boosting will be revolutionized with the removal of passive, off-grid boosters in exchange for new, active, on-grid boosters.

When loaded with the proper ammo and activated, Command Bursts modules will provide time limited, area-of-effect based bonuses to fleet members in range of the ship activating the burst.

For details and numbers, please check out the latest blog Command Bursts and the New World of Fleet Boosting.

This is the first blog in a series, more will follow with additional details!

CCP Phantom - Senior Community Developer

C C P Alliance
#2 - 2016-08-29 15:41:51 UTC  |  Edited by: CCP Fozzie
Gallente Federation
#3 - 2016-08-29 15:52:05 UTC  |  Edited by: Jackie Esticato
So, there is a load of stuff here.

First off, as always. if you want any kind of real feedback, you need to give us an idea of the real numbers your planning on working on. The boost range is the most crucial of these. Is it 10k, 50K, 100K? Even if you don't have it nailed down, once we understand your thoughts we can offer serious feedback.

For example, titan links. Very large aoe that buffs and nerfs every ship in a very large area. How big is very large, would it be the whole grid, would it be an area that a fleet could engage from outside, or would it be that everything not a carrier/super if effected by?
#4 - 2016-08-29 15:56:00 UTC
Couple of things:

  • Will the visual feedback that a ship is boosted be visible for low-tier hardware players?
  • Will command ships receive a bay bonus or get a special bay for the ammunition?
  • Why not make one unified command burst module with scripts instead of different modules with scripts? Or I misunderstand the blog on that point, it feels as if it goes from 15 to 5 instead of 15 to 1 + scripts? Could you explain why there was chosen for this route? Just like with the missile mid thingy from some time ago. I understand hard fitting costs need to be made but fleets would need to build additional redudancy because of this and this might hurt smaller groups?
  • Have you considered making implants for range? I noted the lack thereof and wondered why
  • For the rorqual: Is the Nexus Core applied to non-industry ships aswell? Or has a max amount of people it can protect? Can you attack meanwhile? Can you mine meanwhile? I envision 2K+ people battle with strategic Nexus rorquals to deploy during Doomsdays...any hints on this?


Good stuff so far :)
C C P Alliance
#5 - 2016-08-29 15:57:30 UTC
As a quick reminder: we welcome all feedback, but please stay constructive and within the forum rules. If you dislike something, please point out specifically why you don't like it.

Thank you!

CCP Phantom - Senior Community Developer

#6 - 2016-08-29 15:58:53 UTC
Soo, where do I apply for the SP refund?
Only reason I have those skills trained is for the passive benefit.. Or make Blops be able to fit links, pretty please?

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

#7 - 2016-08-29 15:58:59 UTC
For Faction Warfare would be nice if the acceleration gate would cancel the boost. If not, people would get the boost, warp to a complex and fight while being "off-grid boosted".
Mercenary Coalition
#8 - 2016-08-29 16:00:06 UTC  |  Edited by: Rivr Luzade
So, skill bonuses completely removed?
Nevermind, I found it.

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.

C C P Alliance
#9 - 2016-08-29 16:01:42 UTC
Rivr Luzade wrote:
So, skill bonuses completely removed?


Yes. All passive fleet boosts are being removed including the ones from the skills. The skills will now be 100% dedicated to improving your Command Bursts.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Goonswarm Federation
#10 - 2016-08-29 16:02:05 UTC  |  Edited by: Annia Aurel
Will you refund all SP currently allocated in Leadership skills?
Those you still want them are free to reallocate them ...

Edit: not saying the changes are bad. myself, I am far from having made up my mind about them.
just thinking that people should have a chance to recosider after such substantial changes.
case in point: you can dual box a passive boosting alt, an active on grid booster not so much...
THE R0NIN
#11 - 2016-08-29 16:02:08 UTC
so... RIP active tank.... :/
#12 - 2016-08-29 16:03:05 UTC
All hail the PANIC button!

(Rorqual's new mod).

Currently for sale

All sold.

#13 - 2016-08-29 16:03:28 UTC  |  Edited by: Clifffitir Awik
I dont get why you are changing a system of boosts that works quite well the way it is now. Not to mention industrial pilots have been saying NOPE to rorqs in belts forever. Way to take a page outta SOEs "how to kill a game" book.

Its not to late CCP. You can save yourselves from being the next SOE and eve being the next SWG. Listen to the people who actually use the system you are about to change.
Mercenary Coalition
#14 - 2016-08-29 16:04:27 UTC
CCP Fozzie wrote:
Rivr Luzade wrote:
So, skill bonuses completely removed?


Yes. All passive fleet boosts are being removed including the ones from the skills. The skills will now be 100% dedicated to improving your Command Bursts.

Which is absolutely useless for a particular application of me and my alt to make my ratting easier because Recons cannot use links and CS are inadequate. Good stuff. Roll

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.

#15 - 2016-08-29 16:04:38 UTC
Let the neutral boosting alt salt flow.

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

WE FORM V0LTA
#16 - 2016-08-29 16:05:54 UTC
Been looking forward to this! Which devblog will explain the counter-play available?
Pandemic Horde
#17 - 2016-08-29 16:06:32 UTC
Annia Aurel wrote:
Will you refund all SP currently allocated in Leadership skills?
Those you still want them are free to reallocate them ...


Good question. I hope they get refunded as they´re useless now for at least 90% of the people who trained them just to support their fleet.
CAStabouts
#18 - 2016-08-29 16:08:16 UTC
Amazing. You've figured out a way to destroy the entire CASMA community. CCP, you really suck.
#19 - 2016-08-29 16:09:02 UTC
Oobiedoob Benubi wrote:
Amazing. You've figured out a way to destroy the entire CASMA community. CCP, you really suck.

Who is CASMA?

Senpai Fozzie, when do we get blops rebalance?

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

C C P Alliance
#20 - 2016-08-29 16:09:39 UTC
Yadaryon Vondawn wrote:
Couple of things:
  • Will the visual feedback that a ship is boosted be visible for low-tier hardware players?
It will likely require some level of effects being turned on to be visible. We'll be making more decisions on this topic once we've had a chance to do some mass tests and see how the visuals perform on more types of hardware.

Yadaryon Vondawn wrote:

  • Will command ships receive a bay bonus or get a special bay for the ammunition?
No, the ammo volume will be low enough that such a bay wouldn't really be worthwhile.

Yadaryon Vondawn wrote:

  • Why not make one unified command burst module with scripts instead of different modules with scripts? Or I misunderstand the blog on that point, it feels as if it goes from 15 to 5 instead of 15 to 1 + scripts? Could you explain why there was chosen for this route? Just like with the missile mid thingy from some time ago. I understand hard fitting costs need to be made but fleets would need to build additional redudancy because of this and this might hurt smaller groups?
We wanted to leave some parts of the choice within the realm of fitting. In the future this also allows us to make it clearer to players when their chosen burst types have bonuses from their ships and when they don't.

Yadaryon Vondawn wrote:

  • Have you considered making implants for range? I noted the lack thereof and wondered why
Not currently planned but those would be an option in the future.

Yadaryon Vondawn wrote:

  • For the rorqual: Is the Nexus Core applied to non-industry ships aswell? Or has a max amount of people it can protect? Can you attack meanwhile? Can you mine meanwhile? I envision 2K+ people battle with strategic Nexus rorquals to deploy during Doomsdays...any hints on this?
  • Just industrial ships.
  • Maximum number of targets is simply the fleet size limits.
  • No attacking
  • Yes mining
  • Lots more info about this module and the rest of the Rorqual changes will be in the next blog


Yadaryon Vondawn wrote:

Good stuff so far :)

Glad to hear it :)

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

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