These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

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

First post First post
Author
Lugh Crow-Slave
#1041 - 2016-09-05 15:29:00 UTC
again it will have powerful mining drones why is that soooo different than a laser
Ray Mitar
Ganksters Inc
#1042 - 2016-09-05 15:40:25 UTC
X Mayce wrote:
Lugh Crow-Slave wrote:
X Mayce wrote:
Lugh Crow-Slave wrote:
by more active i think they mean removing that rorqual sitting in the pos all day while its pilot is at work....


the new rorq only mining drones are not enough for you?


I just dont get their idea of "active", the rorqual has to be in the belt, I am completly fine with that, but this be afk in the belt instead of the pos, what's this game design? xD



in belt mining with drones is just as active as miners mining with lasers and much more active than not being in the same zip code as your PC


i do like how you are one of the few who not only realizes they will still be used but even that ppl will still afk with them though.



ye you are right, i guess i would just love to see the rorqual doing something different than the boosting.

well mining is completly designed to be afk while doing it, except the hulks, where you shuffle ore around.

To me the rorqual should be something like a dread, you bring it to maybe break big ore or to mine more than normal stuff (in relation to a dread who is a classcannon in regards of damage)

but the current state, it's this stupid thing sitting there, hoping for times where it can finally shine.

-> you need the rorqual for efficiency but again not for fun :/
The problem with the Rorqual is it's design, in fact one could argue the problem with mining is it's basic game design as well. The great length of time that you don't have to interact with the game in many ways encourages people to get distracted by other things away from the keyboard.

If the mining went a lot faster, and I mean significantly faster, and a person had to re-target the shrinking rock every minute or so mining would no longer be mostly passive.

CCP will however be terrified to make this change, because they might actually do something that is helpful to industrialists without an immediate larger benefit for pvp pilots. That is the weak spot for CCP, they have a compelling urge to better the game for combat and everything else comes in a distant fourth place.

If Rorquals mined 15 to 20 times faster than the smaller Hulks, Skiffs, and Mackinaws I think you'd see more people using them in belts because the risk would better match the reward.

The market would adjust and survive so please don't start gnashing your teeth and wringing your hands about how this change might destroy the EVE economy.
Lugh Crow-Slave
#1043 - 2016-09-05 15:45:19 UTC
yes if it mined 20x faster the market would change and adjust so that players that could not afford one would make next to nothing from mining....
Ray Mitar
Ganksters Inc
#1044 - 2016-09-05 15:51:29 UTC
Lugh Crow-Slave wrote:
yes if it mined 20x faster the market would change and adjust so that players that could not afford one would make next to nothing from mining....
You mean like moon mining is and has been for years?

That destroyed the game right?

Do you have a problem with known facts? Your opinion is not the end all for everything, and mine is not either, please climb down from the self righteous sanctimonious perch you cling to in these forums and talk with people instead of pontificating at them.
Lugh Crow-Slave
#1045 - 2016-09-05 16:00:06 UTC
moon mining cant be sped up buy 20x just with a better drills

and several people have pointed to static moon goo as a major problem in eve advocating for deposits to move/shift around as well as require active mining and no longer be passive
Ray Mitar
Ganksters Inc
#1046 - 2016-09-05 16:10:49 UTC
Lugh Crow-Slave wrote:
moon mining cant be sped up buy 20x just with a better drills

and several people have pointed to static moon goo as a major problem in eve advocating for deposits to move/shift around as well as require active mining and no longer be passive
The point I apparently did a poor job of making was that the big fish of null and low sec get the best moons and it has not busted the economy. The big fish get to build capital ships and Titans and others still fly sub capital ships.

CCP will not mess with moon mining because the major PVP Alliances use it to survive.

Because a Rorqual in low or null can mine twenty times faster than a Hulk in high sec is not going to radically impact the game from my experience. It might make what is mined more valuable because the ore not as readily available in low & null sec will be needed to build more Rorquals for the market.

You know the rising tide thing.
Lugh Crow-Slave
#1047 - 2016-09-05 16:22:09 UTC  |  Edited by: Lugh Crow-Slave
oh really ls and null get the best moons?

ffs i'm going to bed thats just to much dumb


EDIT:

anyway yes it has broken the econemy and has alowed the big fish to get bigger and out a huge barrier for any of the smaller ones to grow

if these moons were simply made more available in even just NS so that alliances could not have a monopoly on them ships would be a lot cheaper and there would not be as large a gap between the big guy and the small guy
Ray Mitar
Ganksters Inc
#1048 - 2016-09-05 16:27:46 UTC
Lugh Crow-Slave wrote:
oh really ls and null get the best moons?

ffs i'm going to bed thats just to much dumb
ffs, lol, there is no moon mining in high sec. Again do you have a problem with well known facts?

Sweet dreams sir, it is really actually nice discussing things with you, proof we can disagree without being disagreeable.
Gary Webb
Sebiestor Tribe
Minmatar Republic
#1049 - 2016-09-05 22:58:01 UTC
CCP Fozzie,

Can you please comment on how you and the rest of the dev team feel that a couple minute invulnerability effect locking a 2 billion isk ship in place, giving the enemy more time to get more on grid or bubble you (i'm assuming the invul period will not prevent you from being bubbled to hell) fits into your whole risk vs. reward scheme?

As far as I can tell, this basically turns the Rorqual into a very expensive bait ship. I think a good balance would be to allow the Rorqual to fit a Jump portal Generator and only be able to bridge indy ships. that way when the invul goes down, you can have a chance at extracting your fleet. Also, can the Nexus mod be cycled while locked or will it function like a cloak? can you activate once tackled and mitigate damage, then tank through the cooldown (assuming there is one) and then reactive for another invul period? Can local tank mods be cycled while the nexus is active? I think these things would all be much more favorable tradeoffs for requiring the Rorqual in belts that just "here have a bit of invulnerablility and sit there waiting for more tackle and bubbles to lock you down while you pull your mindlink and start copying capital part bpc's for your next Rorq build"

Response?
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#1050 - 2016-09-05 23:44:59 UTC
GROUND XERO wrote:
1. Command ships are COMMAND ships ...they should be top in all stats ...so why are there any ship give a greater range on link effects???
2. Why should the super and titan blobbers get extra bonuses ..... is it an ncpl thinngy? so the super blobb will just become stronger???
3. If the boni are not passiv any more but active ammo ****** things why are these skills not worth to refound??? because one alt is getting useless?

Why did you not just leave everything like it is but force boosters onto the grid????

No clue what these changes are meant for but they are kind of crap!



1) The command ships ARE top. They provide the most effective bonus. Successfully spreading them out throughout your fleets to keep up their bonuses has a reward.

2) Titans and capital boosters give a weaker boost amount over a larger area. This fills holes in command ships boosts to prevent your fleet from the drastic drop of going from max boosts to none. It needs to be there, because in bloc level combat you can expect to see boosting command ships regularly doomsdayed off the field. Especially before a supercapital is primaried.

Another reason the range discrepancy needs to exist, is there is a maximum range that makes sense for a pilot to feel rewarded for piloting the ship in small gang combat. The value of such a range is so small, that you will probably not want to be navigating through hundreds of sieged dreadnaughts to apply these boosts.

3) If you could keep your booster from getting probed before, I'm sure you can still orbit your main at 500m and click them every two minutes. That does not warrant a refund. Characters with FC5 and the base passive warfare skills trained, but no specializations or command ships are another story. They trained them for entirely different reasons that are being completely removed from the game.

As for the Ammo, I think it's a good idea. It rewards the booster being an active pilot rather than an afk alt. If you want scan res bonuses for your gate camp for several hours, you can just keep hitting the module and shuttle fuel to your booster. Or you can have an actual player specifically boost scan res on gate fire. You can hit it every minute and focus on piloting another character, or you can actually time to refresh when they are about to drop. Delaying refresh cycle has an added benefit when you are about to die. You are more likely to be able to fire off a final boost right before you go down and stretch the benefits for the rest of the fleet, rather than die in the middle of a cycle you didn't need to hit in the first place. Then there are things like boosting one group of ships, microjumping to another that was out of range and boosting them, then burning off to warp back to the first group for a refresh.

I fail to see how a "I clicked the button 6 hours ago, therefore everything on grid (read: within 10,000+ km) gets the bonuses until I die" system would provide better gameplay. Scan Res/Tackle Range boosters sitting in tackle range of the people jumping into them, oh the horror!

People are used to their booster snugly in a safe or on a citadel. Command ships should be in the middle of the fleet, you know, commanding it. That is what these changes are meant for.
Malcanis
Vanishing Point.
The Initiative.
#1051 - 2016-09-06 06:26:06 UTC
GROUND XERO wrote:


4-5 no the fleet positioning/darting on and of grid/need for multiple boosters would not have been there in nearly the same way. if they just forced them on grid you could do what boosters do now when forced on grid. sit there look pretty make sure not to get out of RR range


If you are forced onto the grid it will need more than look pretty .... and even more if there are range limits ... the only thing more is to reload! You allready need 1x fleet booster + 1 for each wing so at leat 6 for a full fleet so i still donĀ“t see the increase of fun .... but i might be blind in this case!
[/quote]


Are you really this angry that fleet boosting is now a role that will require some attention?

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016

X Mayce
South Sun Industries
Brave Collective
#1052 - 2016-09-06 07:10:54 UTC
Lugh Crow-Slave wrote:
again it will have powerful mining drones why is that soooo different than a laser


Ye I know, I am just not convinced by this yet.
Lugh Crow-Slave
#1053 - 2016-09-06 11:01:41 UTC
X Mayce wrote:
Lugh Crow-Slave wrote:
again it will have powerful mining drones why is that soooo different than a laser


Ye I know, I am just not convinced by this yet.



For Crist's sake man just tell me why it's different
X Mayce
South Sun Industries
Brave Collective
#1054 - 2016-09-06 11:07:47 UTC
Lugh Crow-Slave wrote:
X Mayce wrote:
Lugh Crow-Slave wrote:
again it will have powerful mining drones why is that soooo different than a laser


Ye I know, I am just not convinced by this yet.



For Crist's sake man just tell me why it's different


I did already, I said I would want to see the rorqual as an actual capital miner loose from the boosting.
Lugh Crow-Slave
#1055 - 2016-09-06 11:10:19 UTC
X Mayce wrote:
Lugh Crow-Slave wrote:
X Mayce wrote:
Lugh Crow-Slave wrote:
again it will have powerful mining drones why is that soooo different than a laser


Ye I know, I am just not convinced by this yet.



For Crist's sake man just tell me why it's different


I did already, I said I would want to see the rorqual as an actual capital miner loose from the boosting.



No you still have not explained why boosting while using mining drones was less active than not boosting and using a laser
X Mayce
South Sun Industries
Brave Collective
#1056 - 2016-09-06 13:48:13 UTC
Lugh Crow-Slave wrote:
X Mayce wrote:
Lugh Crow-Slave wrote:
X Mayce wrote:
Lugh Crow-Slave wrote:
again it will have powerful mining drones why is that soooo different than a laser


Ye I know, I am just not convinced by this yet.



For Crist's sake man just tell me why it's different


I did already, I said I would want to see the rorqual as an actual capital miner loose from the boosting.



No you still have not explained why boosting while using mining drones was less active than not boosting and using a laser


In the current setup the Rorqual is a requirement to be max efficient as a fleet -> not optional in sense of efficiency

if the boosts were uncoupled from the rorqual, the rorqual would just be an escalation tool to gather even more ore, because you go capital. -> that's what i would like more

If that going capital is by a superweapon to cut a belt or a big ore cluster, or you mine with capital lasers or whatever i dont care, but this you require the capital in the belt at all times, I dunno what to think about this.

It's not more active playstyle it's a different approach in general I assume.
Lugh Crow-Slave
#1057 - 2016-09-06 13:58:33 UTC
we are not talking about currently but the change that will give it highly efficient mining drones only it can use <-this right here i want to know why THIS is differant from giving it the laser you proposed earlier. with this it not only mines at a capital rate but also boosts why is that worse than it mining at a capital rate but unable to boost?

again if its boosting or if its just mining for max efficiency you need it

if it adds 100m3 to a fleet per hour from its boosts or if it adds 100m3 to the fleet from mining the effect is the same.

the only difference is if boosting the potential of the rorq is limitless where if its mining it will have a hard cap. so really your way is just a nerf
Saffoo
StarFarts
#1058 - 2016-09-06 15:52:14 UTC
Hi All

Well I've chewed this over a lot and come to a few conclusions about the changes to boosting, i'm probably wanting my cake and to eat it but here goes :)

Firstly I agree that OGB does indeed give an advantage to a squad or fleet of ships when engaging another group of ships etc and boosting should indeed be a more active, hands on in fleet roles

However there has never been any reason why both parties cant have an OGB and indeed everyone does it but i digress


So a big old yes please to on grid boosting? Well hold up for a minute there is a few flies in the ointment!

Many people have stated concerns over range, lag, TiDi, fitting changes et all and these are all good and valid concerns and time will tell how the changes pan out but let's dig a bit deeper

We are all agreed that these changes break a lot of long established game play some for the good and some for (hopefully) the better but i am concerned that CCP is attempting to extract more real money from our wallets

Let's take mining boosts as an example, though this applies to most other areas of boosting, currently you can have an orca boosting a squad of miners who are happily mining several different belts of roids, shooting rats, hauling ore and generally doing their thing and scratching a living from mining

Post changes they can no longer do this, this game play has been completely broken and they are forced to mine in a group, in 1 belt in a nice big bait ball

Yay you might say more miners to shoot, well look at it this way the only other option these poor miners have is to sub another account and train up another orca (or porpoise, dang this ship better haul some ore) pilot if they want to not be mining over themselves or overworking the orca pilots

OK like i said this is just an example of how these changes break current game play and throw in the need for additional accounts i'm sure this applies to other areas of fleet boosting and the need for additional accounts and hence income

I dont have the answers to make life fairier just that these changes have a decidedly fishy undercurrent about them

OK time to put my tinfoil hat back on :)
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#1059 - 2016-09-06 16:46:54 UTC
if ccp reduced link strength to a sensible level, they would be optional and everything would be great
Lugh Crow-Slave
#1060 - 2016-09-06 16:48:32 UTC
TrouserDeagle wrote:
if ccp reduced link strength to a sensible level, they would be optional and everything would be great



i don't think you understand eve mentality where every % counts