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

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#41 - 2016-08-29 16:21:01 UTC
I was wondering if Orcas were getting a stronger tank or better defensive/combat capability. As it is, seems like this change forces more to be sitting ducks for gankers.

I'm sad to see the passive nature of the buffs go - trained for nearly a year to specifically have passive buffs while mining or mission running but guess the good old days are coming to an end.
#42 - 2016-08-29 16:22:02 UTC
You are removing the need for a rorq to have to deploy to give boosts right?
Mercenary Coalition
#43 - 2016-08-29 16:22:31 UTC
Ok I've calmed down and the sedatives the nurse (graciously) applied are kicking in.

I want to double check, is the industrial core going to continue to have the "locked in place" feature that it currently does? Will there be modifications if so?
#44 - 2016-08-29 16:23:56 UTC
Zanar Skwigelf wrote:
Why were the mining yield boosts replaced by a mining crystal destruction boost?

Crystals are a dime a dozen, or am I missing something?


There was never a "yield" boost. There was a cycle time boost, a cap cost boost, and a range boost.

The cycle time and capacitor cost reduction were rolled into one boost, and the crystal volatility one is new.



"Help, I'm bored with missions!"

http://swiftandbitter.com/eve/wtd/

#45 - 2016-08-29 16:24:04 UTC
First thoughts from a long time OGB:

1) Fleet command giving a slightly bigger AoE range sounds like a total jip for those of us that had no choice but to train this skill to be able to FC a large fleet. It goes from a necessity to a very small quality of life upgrade.

2) Adding in more skills this late in the boosting game, which will probably be charisma based, is a real kick in the nuts for those of us that have spent the remaps and time to train up leadership skills. I'm not sure you plan to do this but it sure looks like Command Burst Specialist has new skill written all over it.

3) Do you plan to address any of the silly targetting range issues (Like an FC Loki requiring a targetting range sebo to be of use) since you are getting rid of the information skill bonus?

4) Will have to see the specifics of the new slot layout and command mods allowed to be fit to know if command processor rigs are going to not really be a choice but it sounds like this could get sticky on the design phase of this stuff ie. command proc rigs are not really a choice but a necessity.

5) Can we get a info/skirm mindlink please?

All in all pretty good job so far.

Not today spaghetti.

#46 - 2016-08-29 16:24:53 UTC
So, now command ships will be locked to 4 boosting modules instead of old 6-7 possibilities (2 by ship fitting + 2 by rigs)?

That means that even if for example you use claymore with shield + siege implant, you still can't get all the 6 bonuses from those 2 groups?
Mercenary Coalition
#47 - 2016-08-29 16:25:42 UTC
SurrenderMonkey wrote:
Zanar Skwigelf wrote:
Why were the mining yield boosts replaced by a mining crystal destruction boost?

Crystals are a dime a dozen, or am I missing something?


There was never a "yield" boost. There was a cycle time boost, a cap cost boost, and a range boost.

The cycle time and capacitor cost reduction were rolled into one boost, and the crystal volatility one is new.




Yep. Completely new bonus. A creative one, no doubt, but I still believe that by itself it doesn't really do nearly as much as the other two. I worry that it will become one of those boosts that doesn't really get used because its impact is so small.
#48 - 2016-08-29 16:25:43 UTC
Two questions:

Firstly, since they give a combat timer, will a neutral using these bursts to "interfere" with a war or other combat event acquire a Suspect timer?

Secondly, will the new bursts appear on a killmail to see who is giving and receiving boosts?
#49 - 2016-08-29 16:26:44 UTC
Why don't you make the new module for link scroptable module, over using ammunition "low volume and large amount loaded" ?
Northern Coalition.
#50 - 2016-08-29 16:27:37 UTC
It seems this game really wants that we get rid of it...
Goonswarm Federation
#51 - 2016-08-29 16:27:55 UTC
Winter Archipelago wrote:
Secondly, will the new bursts appear on a killmail to see who is giving and receiving boosts?


Why would they appear on a killmail when remote reps don't? They're not a hostile effect.
#52 - 2016-08-29 16:28:17 UTC
Nice to see this being worked on, thanks for the blog.

One initial question though. The blog states: Command Ship - Can fit two Command Burst modules
However, at this moment Command ships can fit 3 Warfare Link Modules.

Why did you choose for this reduction?

Here I used to have a sig of our old Camper in space. Now it is disregarded as being the wrong format. Looking out the window I see one thing: Nothing wrong with the format of our Camper! Silly CCP......

#53 - 2016-08-29 16:28:52 UTC
Huydo wrote:
It seems this game really wants that we get rid of it...

Nobody is going to miss PL and NC. blobbers Big smile

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.

Amarr Empire
#54 - 2016-08-29 16:30:39 UTC
Escobar Slim III wrote:
I truly believe that this will be great for the game and those that are unable to play solo as intended to do so because they need links will have a major shock to the system as they find out what the other class of the player is now to do and always has been and some people out there in our game don't have the mentals strength to play as one player they need link ship on gate or in station bay or in deep safe spot and I believe that our education in the game now will prove that this mechanic was always broken and in places like such as in Amamake and the other lowsec pvp area, everywhere like such as in Ostingjelly and Heydieles, and, I believe that they should now not cry but instead make the effort to come down to the level of the man in the Rifter, of the man in the Atron and fight like true beasts. Now our education with thanks to the Fozzie and the other teams who sometimes don't sleep at night to make our game better and over here in the U.S. should help the players from all around the world and all in EVE because now you will understand and see when a link is doing a boost, and this should help lowsec factional warfare and should help the pvp community who are not the elitist mustwin crew who are not really skilled with a link boost and the Amarrian in pvp with Caldari and Minmatar and Gallente countries, now we see the birth of the greatest chapter of this great game and we will be able to build up our future in pvp. For our clone children, the pilot of the future will come into this game not knowing the pain and suffering of the old mechanics and for this I will openly weep and wash my feet in the water of all that is now going to be great again in November.

Thnk you CCP.


What?

Solecist Project...." They refuse to play by the rules and laws of the game and use it as excuse ..." " They don't care about how you play as long as they get to play how they want."

Welcome to EVE.

#55 - 2016-08-29 16:34:12 UTC
Arrendis wrote:
Winter Archipelago wrote:
Secondly, will the new bursts appear on a killmail to see who is giving and receiving boosts?


Why would they appear on a killmail when remote reps don't? They're not a hostile effect.

So far as I understand, remote reps don't appear due to legacy code. With the code for boosts being completely rewritten, if not new entirely, it's possible (hopeful, even) that they could be made to appear on killmails.
#56 - 2016-08-29 16:34:24 UTC
Small idea:
Make it that the Command Burst ALWAYS buffs yourself, no matter if in a fleet or not. I know, you can just activate a 1 man fleet, but that is kinda meh.

(also make solo players set tags, but thats a different team i guess)

NONONONONONO TO CAPS IN HIGHSEC NO

Test Alliance Please Ignore
#57 - 2016-08-29 16:36:16 UTC
CCP Fozzie wrote:
I'm really excited that we're finally this close to such a highly anticipated feature rework! After so many discussions with so many of you about what the new system needs, we're finally almost here.


Looks good overall. Thank you for clarifying what each blog will cover so we do not have to guess lol.

A couple of scenerios on how the links will work.

Assume the following:

A fleet as 2 people providing the same boost.
1 player has max skills while the other has just basic skills.

Now:

1. If both ships are running their boosts, and all ships are in range, the higher skilled players boosts take over. I believe this is straight forward and from the blog.

2. If the boosting ships are seperated a little - What happens if an allied ship gets hit by the high-skill players boost, flies around for 30 seconds (out of range of the high-skill player boost) and gets hit by the low-skill pilot (who is then destroyed right away)? Does the allied ship keep the high-skilled boosts for the next 30 seconds (for a total of 60 seconds) or do the low skill players boost override them since the pilot is no longer in range of the high-skill pilot (effectively losing 30 seconds of max boosts).

a. If the allied ship keeps the high-skill boosts for an additional 30 seconds, does the player now have no boosts (because the low-skill player died) or do they get the 30 seconds of low skill boosts they could have gotten?

b. Reverse of the above scenerio.

.....................

New scenerio: A fleet is using a max-skill booster for armor hitpoints %.

An allied ship is receiving boosts and thus more armor. Will we start seeing ships in low armor just blow up when fleet boosts get destroyed? I thought a titan was destroyed a while ago when they messed up the fleet booster position.

Along the same line, will we not see ships with shield and armor HP amounts jumping up and down during a fight with this?

...................

Finally, TIDI

How will these function in TIDI (timers as well as game performance). Will the timers be tied to the server or real time? In large fleet battles where we will see many backups (now that that is a thing that you do not need to worry about positioning for) you have basically introduced a smartbomb that is exponetially larger than any other in the game. Now, in order to cause TIDI to anchor a citadel, all you need is to undock a fleet with command links and just start activating them. This is now a valid tactic that is allowable since having multiple boosters active at once is encouraged.
C C P Alliance
#58 - 2016-08-29 16:36:18 UTC  |  Edited by: CCP Masterplan
Retar Aveymone wrote:
let's say we're working with 60s boomfs

my fleetmate hits me with a boomf, then 30s later a different fleetmate hits me with the same boomf

do I have 60s left from when the second fleetmate hit me with the boomf (i.e. getting hit refreshes your timer) or 30s left (i can only get a new boomf bonus when the old one has expired)?


Each individual boost application is tracked, and they all run in parallel. If you've been hit by multiple boosts (of the same type), then only the one with the best strength applies at any time, but they all continue to count down. Once that strongest boost expires then the next one becomes active, and so on until the last one expires.

Timeline might go something like this:
t=0: Boost from A hits you with +20% for 60s. You are now getting +20% from A

t=30: Boost from B hits you with +15% for 60s. You are still getting +20% from A. B is currently 'hidden' by A

t=60: Boost A expires. You are now getting +15% from B

t=90: Boost B expires. You are no longer getting any bonus


EDIT to add
Scotsman Howard wrote:
2. If the boosting ships are seperated a little - What happens if an allied ship gets hit by the high-skill players boost, flies around for 30 seconds (out of range of the high-skill player boost) and gets hit by the low-skill pilot (who is then destroyed right away)? Does the allied ship keep the high-skilled boosts for the next 30 seconds (for a total of 60 seconds) or do the low skill players boost override them since the pilot is no longer in range of the high-skill pilot (effectively losing 30 seconds of max boosts).

a. If the allied ship keeps the high-skill boosts for an additional 30 seconds, does the player now have no boosts (because the low-skill player died) or do they get the 30 seconds of low skill boosts they could have gotten?

b. Reverse of the above scenerio.

Hopefully explained in the example above.
After a ship has given a boost to a fleet mate, whatever happens to that source ship after that point has no effect at all on the boost. It can dock, jump out, die, unfit, biomass etc. Boosts become totally independent of the source once activated.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

#59 - 2016-08-29 16:37:26 UTC
No more agility boost?
Goonswarm Federation
#60 - 2016-08-29 16:38:26 UTC
Drago Shouna wrote:
What?


Lemme translate:

Escobar Slim III wrote:
Half of my mess is a single sentence, the other half is only 2, and I don't understand that paragraphs make things readable and organized.

Thnk you CCP.



No, Escobar, 'thnk you'.
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