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

First post First post
Author
KhanidLady
White Knight Social Club
Streamfleet
#621 - 2016-08-30 18:38:16 UTC
Jalen Mynar wrote:
I dont get why indy boosts and combat boosts are being treated the same. A rorq gives its fleet members no combat advantage, aside from passive boosts. A combat booster gives his/her fleet a massive advantage.

I get ccp wants to lose off grid, but why treat them alike?

for the rorq, why not lose the indy core, have it apply full boosts with no 5 min lock down, but to all fleet members on grid. Having a rorq slowboating around a colossal belt, trying to keep everyone in range would just be downright frustrating.

There would be a level of risk, whether its a booster only or using mining fighters, as there is for those that rat in carriers. Its not like risking a handful of mining ships, its a fairly pricey ship to mere mortals like me.

As others have said, the 5 minute invul thing would just delay the inevitable.

I realise its early days for these nerfs, but why over complicate it.


your rorqual has bonuses to shield links. personally i would stick some on it
Damocles Orindus
The Scope
Gallente Federation
#622 - 2016-08-30 18:39:10 UTC  |  Edited by: Damocles Orindus
Lonan O'Labhradha wrote:


vOv Bitter vet is bitter and always right, of course.


I know, it's almost like people with experience in a subset of game play in EVE would know more about how changes to the mechanics would affect said subset than some useless troll. Blink
Zappity
New Eden Tank Testing Services
#623 - 2016-08-30 18:44:23 UTC
I like that Rorquals are going on grid. I bet 90% of miners have never used the fighter mechanics and I hope they are pleasantly surprised. This could be a good first step toward making mining more engaging.

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

Max Fubarticus
Raging Main
Bullets Bombs and Blondes
#624 - 2016-08-30 18:46:54 UTC
My very concise thoughts on this controversial topic.
Not well thought out!

Quote:
Fleet boosting should represent a distinct and valuable support role that allows skilled players to shine


It still does! That is, it represents a value to those who know how to make the best use of it. To those who have not invested time and money to skill a character at a level that gives you a tactical and strategic advantage it is "unfair". It is distinct in that the character has a very important role as a force multiplier that " I use in a manner that benefits me". Not others!
I have not invested the time and money in characters to be "fair and equitable" for others.
In your rush to 'Socially Engineer" the sandbox and create "fairness and equitable outcomes", you have stepped on those who have created and maintained the very foundation that keeps Eve going. No CCP, you are not the foundation, you are just the geeks who write code. We are the ones who make it real.

About the stats...
You gave us a patchwork of stats, new mechanics, etc. You also gave a blog schedule that will cover details. Really!
One cannot begin to give you an honest and informed opinion when given bits and pieces of information that can only congeal into a quivering mass of opinionated crap.

Regardless of the outcomes that will undoubtedly be forced upon the players, we will adapt.
CCP, your time to let "discretion be the better part of valor" has arrived. Choose wisely!Straight


Max

Civil discourse is uniquely human. After all, when is the last time a pride of lions and a herd of water buffalo negotiated SOV over a watering hole? Never. Someone either gets their ass kicked or eaten. At the end of the day someone holds SOV.

Jalen Mynar
Kestrel Security Company
#625 - 2016-08-30 18:48:26 UTC
KhanidLady wrote:
Jalen Mynar wrote:
I dont get why indy boosts and combat boosts are being treated the same. A rorq gives its fleet members no combat advantage, aside from passive boosts. A combat booster gives his/her fleet a massive advantage.

I get ccp wants to lose off grid, but why treat them alike?

for the rorq, why not lose the indy core, have it apply full boosts with no 5 min lock down, but to all fleet members on grid. Having a rorq slowboating around a colossal belt, trying to keep everyone in range would just be downright frustrating.

There would be a level of risk, whether its a booster only or using mining fighters, as there is for those that rat in carriers. Its not like risking a handful of mining ships, its a fairly pricey ship to mere mortals like me.

As others have said, the 5 minute invul thing would just delay the inevitable.

I realise its early days for these nerfs, but why over complicate it.


your rorqual has bonuses to shield links. personally i would stick some on it



yes, but whats the point of a mining boost ship with combat links?
Pretagos Omilas
Made in Wormhole Space
#626 - 2016-08-30 18:49:37 UTC
Thank you CCP for finally fixing broken off grid boosts. Especially fixing the even more broken mining boosts where people are able to stay safe inside a POS field. This was always violating Risk/Reward philosophy of Eve Online.... getting +xx% reward at a cost of _zero_ risk. Similar to the off grid combat boosts had not enough risk for the reward... (but at least it wasn't objectively 0.0 risk)

It's always fun to see (mostly industry) people whining when something totally broken in their favor gets balanced. Why can't you be at least honest and say: yes, it was broken in our favor and we're sad that it is gone soon but we're glad we could (ab)use it for several years now. My observation is that PVPers generally admit if something is broken in their favor (T3 cruisers/destroyers - don't know about new cap/fax changes) and wont rage as much if it finally gets balanced but just adapt after a short time. But maybe I'm biased there and they whine the same... Feel free convince me otherwise (with sources).

Also as mentioned above, you'll get another industry boosting ship. So you tell me it's unfair you have to risk a capital in a belt for the boosts? I've a proposal for you: don't f**ing commit a capital for its gain if you cannot defend it.... or be ok with the risk you're taking.

@incursions: so you're participating in another totally broken risk/reward (hisec incursions) mechanic of Eve Online and are still whining about changes slightly affecting¹ you?



TL;DR:
* risk free mining boosts always violated Risk/Reward philosophy of Eve Online - Hurray for being it fixed
* off grid boosts also had not enough risk for its reward
* please fix broken risk/reward (hi sec) incursions next Smile


¹ damn it, can any native speaker please tell me if 'affecting' is correct here?
Arrendis
TK Corp
#627 - 2016-08-30 18:50:37 UTC
Tau Cabalander wrote:
Please tell me you didn't just write that: activate module manually? Seriously?

OMFG. That would be grounds for me to self-destruct my Rorqual for basic insurance, or reprocess it.


That appears to be the likely result of a 'reactivation delay' rather than a 'cycle time'. Think of the MJD or Cloaks - they're the only modules I can think of right now with a 'reactivation delay'. They don't auto-cycle.
KhanidLady
White Knight Social Club
Streamfleet
#628 - 2016-08-30 18:52:50 UTC
Jalen Mynar wrote:
yes, but whats the point of a mining boost ship with combat links?


Most mining ships are shield tanked, with the exception of some bait hull tanked ones.
The rorqual is shield tanked too. so if you want to have a self sustained group, which doesnt need yet another person on grid for shield links. I would stick the shield links on the rorqual and have it boost the defensive of the fleet.

couple that with a few of those mining ships which actually have drone dmg bonuses. that might work quite well to get rid of initial tackle.

Fozzie mentioned last fanfest the story of a miner who wiped a blackops fleet with his drones. ymmv.
Arrendis
TK Corp
#629 - 2016-08-30 18:53:14 UTC
Jalen Mynar wrote:
KhanidLady wrote:
your rorqual has bonuses to shield links. personally i would stick some on it



yes, but whats the point of a mining boost ship with combat links?



To ensure your mining fleet lives long enough to run away - or, if you're flying a bunch of Procurers and Skiffs, to eat the attackers alive while they scream about drone hordes.
Kaphrah
Thats my BOI
#630 - 2016-08-30 18:57:41 UTC  |  Edited by: Kaphrah
RIP boosts.

But I still have a rather constructive idea imo for the burst things: Why should the armor be set to 0 if under 20% armor remains? Let the ship lose 20% of the remaining armor, no matter how much remaining, that'd make a lot more sense.

And I somewhat really dislike the idea of titans affecting EVERYTHING in range.
Lawrence Lawton
The Lawton School for Pubbies Who Can't Mine Good
Novus Ordo.
#631 - 2016-08-30 19:01:56 UTC
Henry Plantgenet wrote:
I'm just wondering if Incursions were taken into account for these features at all.
Currently you'd have 1 (vanguards) or 2 command ships sitting offgrid afk; now every FC will have to train into a command ship and boost ongrid which is going to be a pain in the ass -_-
(inb4 can't you just run with more logistics?)
The efficiency is seriously hampered by either having ongrid boosters or not at all (both are viable ideas of what might happen.)
Or just have the booster in fleet and leave fleet when site is about to end (so you don't affect site payouts)
in any case there needs more thinking!


Calm down, ratter, and check your sense of entitlement. Incursions already have the most favourable risk:reward ratio of all activities in highsec. You get to grind out 100+ million ISK/hr in the safety of deadspace using exorbitantly blinged out faction ships and almost never get ganked. You already tip the offgrid (AFK) booster. Now he'll get onsite payout and work for the money.
Georgiy Giggle
Senclave
Apocalypse Now.
#632 - 2016-08-30 19:12:43 UTC
WTS rorqual, cheap!


I really like an idea and all these changes, except rorqual.
For commands it's fine. It's pvp and you should be on grid.

But for mining... so you offer somebody to drop rorqual in a belt within 45km (with max skills) to each mining barge to provide a boost? The risk can be worthy only when you're giving a boost to 20+ miners. Otherwise, most of ppl will not risk their 2b+ ship just to provide a bonus for few miners.
Of course, you tried to balance it implementing a new invulnerable module for rorqual. If industrial core still has 5 minutes cycle and invulnerability module can provide you a safety only for 1 minute, then it's not worthy.
Example: you activated an industrial core, and suddenly same minute reds appear in a system. To deactivate your ind core you need 5 minutes. Let's take 4 minutes. So, to warp off you have to save your invul module till you're ready. In 4 minutes reds can nail your ship.

I mean, it's fine, it's PVP, it's EVE :D

But comparing benefits and shortcomings, for me, it does not cost a risk.
Maximum what I will use is ORCA, because it has no industrial core and it won't be stuck in a belt for 5+ minutes.
If you trying to excite rorqual pilots just with adding a huge mining drone, then It will not work. At least, it's my opinion.

Not mastering proprieties, won't become firmly established. - Confucius

Krystyn
Serenity Rising LLC
Controlled Chaos
#633 - 2016-08-30 19:23:09 UTC
Iowa Banshee wrote:
Probably wont use the Orca as a in belt booster - so - How many ships need to be in a mining fleet before swapping out a Skiff for a Fleet booster becomes profitable?


right now 3 or 4 barges is max fleet size before boosts become optimum. Your fifth mining fleet member should be in a booster ship of some sort. And if you use an orca to haul as well as boost then the 4th member of the fleet should be an orca.
Now where and what you are mining comes into play a bit here. Nullsec you might not have a booster at all or you might always have a booster in a POS. In highsec I've seen 3 man fleets 2 barges and an orca which work ok. Orca's chilling out in the belt is mostly a high sec only thing. So that is where most of the mining will end up happening.
In ice belts I've seen and used a booster BC especially in null sec. Everyone warps out whenever reds or neuts show up.
Hauling really isn't an issue there. You rarely have to warp back totally full unless your left alone for long periods of time, which isn't particularly often.
This may have to become the norm in null sec after the changes without POS based boosters for mining.
KhanidLady
White Knight Social Club
Streamfleet
#634 - 2016-08-30 19:28:48 UTC
Georgiy Giggle wrote:
WTS rorqual, cheap!


I really like an idea and all these changes, except rorqual.
For commands it's fine. It's pvp and you should be on grid.

But for mining... so you offer somebody to drop rorqual in a belt within 45km (with max skills) to each mining barge to provide a boost? The risk can be worthy only when you're giving a boost to 20+ miners. Otherwise, most of ppl will not risk their 2b+ ship just to provide a bonus for few miners.
Of course, you tried to balance it implementing a new invulnerable module for rorqual. If industrial core still has 5 minutes cycle and invulnerability module can provide you a safety only for 1 minute, then it's not worthy.
Example: you activated an industrial core, and suddenly same minute reds appear in a system. To deactivate your ind core you need 5 minutes. Let's take 4 minutes. So, to warp off you have to save your invul module till you're ready. In 4 minutes reds can nail your ship.

I mean, it's fine, it's PVP, it's EVE :D

But comparing benefits and shortcomings, for me, it does not cost a risk.
Maximum what I will use is ORCA, because it has no industrial core and it won't be stuck in a belt for 5+ minutes.
If you trying to excite rorqual pilots just with adding a huge mining drone, then It will not work. At least, it's my opinion.



your numbers for boost range are wrong. your are missing the other boosts to the ship mentioned in the last o7 show.
Ginger Naari
Doomheim
#635 - 2016-08-30 19:30:23 UTC
JoAnnaBeth wrote:
JUst when you thought CCP was doing something cool ,you find out they just reinvented the way of reaching all the way around their backside just to scratch their elbow. Seriously,what were you trying to fix...fleet boosts ?cause people hate trying to figure out where they fit in inside the fleet? this is something you learn as you play and play with others,perhaps 'Explain' things a bit better for us undereducated folks,either way just another tickmark on the CCP Ship, THese burst modules will proably do good out in Null sec, but anywhere else i just dont see them being that helpful .Using them in High sec just means You became the primary,just seconds before the rest of your fleet get rolled over the belts ,this would be anywhere maybe out in null fleets will last longer ok their hitting the booster warp out (cause there is a counter for that right?)((or how about that fleet accouncement thingie collecting dust,like DUST)) . besides this is stuff a new character wouldnt even be bothered with unless it was an alt . For our alts that wasted all that time just to get a booster to help them,you gave us what...oh yeah extractors and injectors and auruim (sp?) Oh my,CCP was clever with this one,you shoot up this tengu,loki or just about any high end ship and you got character days old inside something "beyond his years" , skill points do not make up for experience,maybe stablize your ship more ,yay people wasted money to sit inside something they could have used another ship for ,this hasnt changed at all CCP once again you definitely all about that buck...hey spread the wealth a bit,fix our combat logs to show NPC kills differently ,its kinda bland Ship Kills->Losses. Umm how about take the middleppl out of this do up a table like the way any spread sheet that updates like with any api,perhaps , oh yeah there is probly a reason you havent done this...stop sipping on your lattes',ok back to these updates.the 'Fleet boosting should allow counterplay by enemies' section is not reveling enough,we can assume a sizeable number of CCP devs dont play like the rest of us,ship pops boosts are down ( even with the boosting duration,),why are we adding to this again?your going to take someone off grid but allow the boost to last? (where is this making on grid better?) Sorry as i read this blog all i can see is negative,the thought of a new ship would have made most cream their pants,now all i feel is why do I still play this , for pvp(oh wait we call this content...why?its player verus player,content would imply the gamemaker have done something to add to said game) , for PVE (CCP can always make a bigger NPC ship to top drifters)..(storyline is even gotten to the point its recycled),for Mining,yeah you killed that one again with this blog. CCP why are we playing this game of yours? You have nerfed just about everything to the game you have takened most of our modules turned them into something low grade all except for t2,faction mods,you cant even get decent reprocessing out of a wreck,took skill training skills out,attribute enhancers are soon to be gone,Trading skills dont really matter,Leadership skills pointless now,Social skills are being kept for what reason now,even the fun,More of the game is played outside than inside.KIllboards?you got ppl padding it left and right now to the point its not even a realiable way to judge a target.Half the thrid party programs are delayed and dont really give actual pricing,Forums are endless,apis to everyone,you almost have to have a government background check to get into a big alliance to get to said place to do all this "New and Great" stuff. Its funny,you want more people to pay to play(pay to win as well) ,dont care if they play or not but now if they are using alts its bad? CCP it definitely looks like your trying to do stuff,bravo on posting updates,you keep only counting ships destroyed as the only fun, you gotten us to this point to where it pointless to have alts now,so no need to keep them subbed,right , well it is august,you still have time this year to pull something out that is actually great. Whereever your doing the testing for how your stuff works server is failing you cause you have a narrow audience,even more so now,Your real feedback is from your numbers, which are based on ???ships loss,(this is suppose to be fun?) really at any given time there is roughly at least 10k+ on the server,who perform the main stuff of the game,pvp,pve,mining, and you want to drop that down to what 5k? i dont know what the purpose of this game is anymore so why log in now ,CCP you been doing this for what 13 years,i have seen ten of that ,this wasnt the biggest disappointment so far thats good. In my opinion since you have "so many great" third party tools,just make one called "Local" some chat based on your location (another API thing for people to use however they see fit),Take local out of the game,since you dont even care to use the eve chat or update it,this way you can keep users "logged in" since they would need a character on both sides of gates like wormhole space,(cause the option of playing with local up and running is just sooo cool and informative with spam,scams,and bully people talking foul language and aggressive natures. Why does CCP keep all this negative stuff? Who is actually telling CCP this stuff works,who at CCP is believing it, i know you think you got something going on similair to departments or sections,how about a department to sort this meat grinder ,all this stuff you got coming in and all that is coming out is not a very nice word. and for what we pay for the said bad word can provide a better christmas on a console .I hope you got your Do Not Fire List made up cause this one will cost you a few jobs but hey at this rate i wont be worrying of EVE soon.i can go back and play something easier on the eyes similiar to WOW.Good Luck CCP,use what you got of this year and fix yourself.




erm
FT Diomedes
The Graduates
#636 - 2016-08-30 19:31:02 UTC
I am quite excited about the Rorqual changes. It will be nice to fly the ship for a change.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Tau Cabalander
Retirement Retreat
Working Stiffs
#637 - 2016-08-30 19:32:36 UTC
Jalen Mynar wrote:
yes, but whats the point of a mining boost ship with combat links?

Triple battleship NPC spawns with their escorts.
Krystyn
Serenity Rising LLC
Controlled Chaos
#638 - 2016-08-30 19:33:30 UTC
Zappity wrote:
I like that Rorquals are going on grid. I bet 90% of miners have never used the fighter mechanics and I hope they are pleasantly surprised. This could be a good first step toward making mining more engaging.


I'm betting the over under on Rorquals in belts is going to be in the single digits.
If people think there are going to be a mass of rorqual KMs they will be disappointed.
Mine will collect dust in the hangar until scan down mining belts come back.
Lando Tarsadan
Doomheim
#639 - 2016-08-30 19:36:25 UTC
Tau Cabalander wrote:
Winter Archipelago wrote:
Poking around with numbers a bit, an All V's Rorqual will have a range of 43.75km when not sieged. Using a T1 Core, that becomes 87.5km, while a T2 Core makes it 131.25km.

Would there be any consideration to increasing the Rorqual's Role Bonus from +50% range to +75% range? It would make the All V's range 51.2km when not sieged, 102.4km with a T1 Core, and 153.5km with a T2 Core.

When using a T2 core, it would put the max boost range to just a shade over what the minimum warp distance is, while being unsieged would make it a bit more viable in large belts to be able to use a Higgs and align to a safe. That will make it marginally less of a hassle to keep ships in range when they're spread out over belts.

Thanks for the math,

One would have hoped the range would have been at least as far as a Capital Tractor Beam Roll

I would also think the range would be the same as that one.

I do use the tractor on my rorq. and well when placing the rorq in the field id think that using that module even more would be beneficial.
Tau Cabalander
Retirement Retreat
Working Stiffs
#640 - 2016-08-30 19:37:57 UTC
Krystyn wrote:
I'm betting the over under on Rorquals in belts is going to be in the single digits.
If people think there are going to be a mass of rorqual KMs they will be disappointed.
Mine will collect dust in the hangar until scan down mining belts come back.

You're more brave than most.

Just not going to happen for me with:
* 5 minute siege timer
* Booster module with reactivation delay (no auto-repeat).
* "super weapon" that only postpones destruction