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Simple Solution for fixing/removing/altering offgrid boosting

Author
monkfish2345
School of Applied Knowledge
Caldari State
#21 - 2013-03-22 15:15:01 UTC
Nikk Narrel wrote:
monkfish2345 wrote:
there is also quite alot of room between being on grid and being exposed to fire that can be considered.

the problem you end up with, if that if the booster can be off grid, then immediately any group of any size entering a system to fight are immediately at a disadvantage, because their boosting ship must come through the gate. where as the defending side can have their boosting ship / pilots wherever they please. by forcing them to be on grid, at least the attacking side has some ability to combat them.

whilst not used as a ECM like module as suggested above, to have a successful ecm cycle disabling gang links in a similar way that a scram disables a MWD might be a decent option. then you would have a decision between using your ewar on targets like logi ships or a command ship.

Underlined what is specific to my reply, as it covers everything you said after as well.

No, there is not a lot of room. You are either on grid or not, and a blob should never be considered the most desirable approach to combat.

Consider instead tactics where you send in a black ops team, or for a wormhole a simple covert scanning group first.
This special unit has one main task, find the booster and neutralize it so the main force can enter.
It has one secondary task, create a spot for the friendly booster to warp to, and safeguard this ship while it establishes it's presence and regular defense posture.

Having the boosting ship on grid for either side only serves to place it on the top for the list of primary targets.
As already explained, the smaller force would quickly lose the only chance it had in such a blob centric conflict.


you know how large a grid can be right? at least by saying on grid, you could potentially sit you command ships, out at range like 300+ km.

what would a fleet do if they do not have black ops available to track down your hidden ships. or if he has a small group to defend him? then the booster cannot be engaged and a proper battle never happens.

there is a very good reason the the field command ships have high base resistances (fairly sure the vulture still has the highest possible EHP of any subcap) they are deliberately designed to be undesirable targets. so if you want to choose to engage it because it's a part of the main fleet you may fin d by the time it's been killed so has the majority of your fleet.

having players that are encouraged in any way to be a vital part of a battle whilst also not taking part is not a good thing.
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#22 - 2013-03-22 15:44:25 UTC
De'Veldrin wrote:
Imigo Montoya wrote:
Sandslinger wrote:
So here is my idea for you people to poke holes in (preferably with relevant arguments)

First off lets imagine that off-grid boosting is not a desirable game mechanic, and henceforth for the purposes off this idea lay to rest any idea that it is not so.



So if it can't be established that off-grid boosting is a problem (for the record I believe it is not a problem) then there is no point discussing any solution.


CCP have publically stated they do not like off-grid boosting, and that they are planning to remove it (as soon as they figure out how without destroying the entire game - apparently it's not as easy as they thought it would be). Since CCP sees it as a problem, it is a problem, by definition.

So his assumption that it's an undesirable mechanic is not flawed, and your refutation of this discussion on that premise is rejected out of hand.

That said, the very idea that there is a, to quote the OP, "simple" solution to the problem makes me cringe inside. As H.L. Menken said

Quote:

For every complex problem there is a solution that simple, neat, and wrong.

I clarified my position on the matter somewhat in my second post on the subject, which you might have missed. It is here.

To be completely explicit, my issue is that to discuss any possible solution, you need to have a clearly defined problem, not simply know that a problem exists. You need to know what the problem actually is to be able to solve it correctly. Any other approach makes me cringe inside.

Not knowing what that problem is will, more often than not, lead directly to that solution you mentioned which is simple, neat, and wrong.
Nikk Narrel
Moonlit Bonsai
#23 - 2013-03-22 16:06:10 UTC
monkfish2345 wrote:
you know how large a grid can be right? at least by saying on grid, you could potentially sit you command ships, out at range like 300+ km.

what would a fleet do if they do not have black ops available to track down your hidden ships. or if he has a small group to defend him? then the booster cannot be engaged and a proper battle never happens.

there is a very good reason the the field command ships have high base resistances (fairly sure the vulture still has the highest possible EHP of any subcap) they are deliberately designed to be undesirable targets. so if you want to choose to engage it because it's a part of the main fleet you may fin d by the time it's been killed so has the majority of your fleet.

having players that are encouraged in any way to be a vital part of a battle whilst also not taking part is not a good thing.

Please explain how this would cater to any sensible tactics beyond simple blob direct frontal assaults.

You are apparently introducing one group into a system directly under an ambush by a blob, and simply saying that the defender's booster being out of range is a meaningful difference from being not present.

For a distant target to be handled, the attacker simply needs to get in range.
As this is obvious, and the defender already planned enough to place the booster out of initial range, it would make sense to have a defense around the booster. Either bubbles on the entry point or near the boosting ship to intercept with, if not sheer brute force defenses.
Both require additional preparation to place and counter.

The value of having the booster on grid, and yet distinctly out of combat range from the engaged fleets, is sounding like a less and less meaningful difference to being off grid entirely.
You still need to counter them with ships not locked down at the system entry.
monkfish2345
School of Applied Knowledge
Caldari State
#24 - 2013-03-22 16:11:44 UTC
Imigo Montoya wrote:
De'Veldrin wrote:
Imigo Montoya wrote:
Sandslinger wrote:
So here is my idea for you people to poke holes in (preferably with relevant arguments)

First off lets imagine that off-grid boosting is not a desirable game mechanic, and henceforth for the purposes off this idea lay to rest any idea that it is not so.



So if it can't be established that off-grid boosting is a problem (for the record I believe it is not a problem) then there is no point discussing any solution.


CCP have publically stated they do not like off-grid boosting, and that they are planning to remove it (as soon as they figure out how without destroying the entire game - apparently it's not as easy as they thought it would be). Since CCP sees it as a problem, it is a problem, by definition.

So his assumption that it's an undesirable mechanic is not flawed, and your refutation of this discussion on that premise is rejected out of hand.

That said, the very idea that there is a, to quote the OP, "simple" solution to the problem makes me cringe inside. As H.L. Menken said

Quote:

For every complex problem there is a solution that simple, neat, and wrong.

I clarified my position on the matter somewhat in my second post on the subject, which you might have missed. It is here.

To be completely explicit, my issue is that to discuss any possible solution, you need to have a clearly defined problem, not simply know that a problem exists. You need to know what the problem actually is to be able to solve it correctly. Any other approach makes me cringe inside.

Not knowing what that problem is will, more often than not, lead directly to that solution you mentioned which is simple, neat, and wrong.


I would have said the actual problem is fairly clear but that is open to discussion i guess

Right now i think it is fair to say most combat happens on gates, which means one side is jumping into the other, at this point there is a distinct advantage in terms of having an off grid booster for the side not jumping. as the aggressors most get their boosting ship through the gate and away to safety.

should this happen your then in a situation where both sides have booster than are close to invulnerable. and will essentially cancel each other out. It is fairly uncommon for a t3 or command ship to be scanned down, until the main battle breaks down.

currently command ships are designed to be very high tanking ships. which as i said previously makes them undesirable primary targets. so for them to be on field isn't a major issue, however, because of this there is still no strategic value to consider as both sides would have them on field not being shot.

this is why the additional 'solution' to have their effects interruptable would make sense. this way their is a valid counter to the bonus' rather than only being able to cancel it out.

by going with the concept of leaving it off grid, it becomes dependent of each side having players removed from the battle for the sole purpose of chasing these boosting ships around the system, which can still easily evade being captured.
monkfish2345
School of Applied Knowledge
Caldari State
#25 - 2013-03-22 16:18:04 UTC
Nikk Narrel wrote:
monkfish2345 wrote:
you know how large a grid can be right? at least by saying on grid, you could potentially sit you command ships, out at range like 300+ km.

what would a fleet do if they do not have black ops available to track down your hidden ships. or if he has a small group to defend him? then the booster cannot be engaged and a proper battle never happens.

there is a very good reason the the field command ships have high base resistances (fairly sure the vulture still has the highest possible EHP of any subcap) they are deliberately designed to be undesirable targets. so if you want to choose to engage it because it's a part of the main fleet you may fin d by the time it's been killed so has the majority of your fleet.

having players that are encouraged in any way to be a vital part of a battle whilst also not taking part is not a good thing.

Please explain how this would cater to any sensible tactics beyond simple blob direct frontal assaults.

You are apparently introducing one group into a system directly under an ambush by a blob, and simply saying that the defender's booster being out of range is a meaningful difference from being not present.

For a distant target to be handled, the attacker simply needs to get in range.
As this is obvious, and the defender already planned enough to place the booster out of initial range, it would make sense to have a defense around the booster. Either bubbles on the entry point or near the boosting ship to intercept with, if not sheer brute force defenses.
Both require additional preparation to place and counter.

The value of having the booster on grid, and yet distinctly out of combat range from the engaged fleets, is sounding like a less and less meaningful difference to being off grid entirely.
You still need to counter them with ships not locked down at the system entry.


but at this point you have options. ceptors can easily cover ground as well as BS using MJD to close range. bubbles / bubblers can be killed or burnt out of.

ontop of this, if there is the possibility of becoming tackled, the cmd ship then has to chose between staying to maintaining the fleet boosts or running so they can return, but in the meantime leaving their fleet weakened.

if you'd really prefer you could force the range to be a smaller AOE to force the cmd ship to be within the fleet. but this would work against ideas like kiting and make the battlespace less dynamic.
Andrea Skye
Rico's Roughnecks.
#26 - 2013-03-22 17:46:02 UTC
I dont really care how they fix it, as long as they fix it. ASAP.

I am so tired of gang links. I resubbed like 3 weeks ago, and 2/3 of my deaths since then has been due to gang links. I dont understand how CCP can let such a blatantly OVERPOWERED mechanic exist.

For example, do you think its cool that a t1 frig can enter a novice plex, get in a fight with another t1 frig, but the other t1 has boosts from a T3/t2 battle cruiser/Titan? Is that working as intended?

I am an avid solo roamer, I enjoy trying to take o multiple guys at the same time. But right now I dont have a chance in hell because of the endless stream of gang link scrubs. So I am done with solo roaming until they fix off-grid boosting.

It shouldnt be to hard to fix. You call yourself Game developers. DEVELOP SOMETHING.
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#27 - 2013-03-22 21:55:26 UTC
monkfish2345 wrote:
I would have said the actual problem is fairly clear but that is open to discussion i guess

I would have said that everybody sees the exact same problem as you do just as much as everybody agrees about what the solution is :P

Andrea Skye wrote:
I dont really care how they fix it, as long as they fix it. ASAP.

I am so tired of gang links. I resubbed like 3 weeks ago, and 2/3 of my deaths since then has been due to gang links. I dont understand how CCP can let such a blatantly OVERPOWERED mechanic exist.

For example, do you think its cool that a t1 frig can enter a novice plex, get in a fight with another t1 frig, but the other t1 has boosts from a T3/t2 battle cruiser/Titan? Is that working as intended?

I am an avid solo roamer, I enjoy trying to take o multiple guys at the same time. But right now I dont have a chance in hell because of the endless stream of gang link scrubs. So I am done with solo roaming until they fix off-grid boosting.

It shouldnt be to hard to fix. You call yourself Game developers. DEVELOP SOMETHING.

So you would be perfectly happy for CCP to completely change the nature of the emergent sandbox that is EVE Online, so long as they "fix" gang links. You also apparently want it fixed ASAP, rather than fixed right.

Yes, CCP call themselves Game Developers. They seem to have this large complex product in the marketplace that a bunch of people play and is the only MMO (regardless of payment model) to continually grow (with the exception of one or two hiccups) since WoW was released. It appears that they are developing a whole pile of things and releasing them for free all the time that you seem to have missed. Perhaps I could direct you to the dev blogs section where they cover all the somethings that they have developed.
Andrea Skye
Rico's Roughnecks.
#28 - 2013-03-22 23:15:57 UTC
Imigo Montoya wrote:
monkfish2345 wrote:
I would have said the actual problem is fairly clear but that is open to discussion i guess

I would have said that everybody sees the exact same problem as you do just as much as everybody agrees about what the solution is :P

Andrea Skye wrote:
I dont really care how they fix it, as long as they fix it. ASAP.

I am so tired of gang links. I resubbed like 3 weeks ago, and 2/3 of my deaths since then has been due to gang links. I dont understand how CCP can let such a blatantly OVERPOWERED mechanic exist.

For example, do you think its cool that a t1 frig can enter a novice plex, get in a fight with another t1 frig, but the other t1 has boosts from a T3/t2 battle cruiser/Titan? Is that working as intended?

I am an avid solo roamer, I enjoy trying to take o multiple guys at the same time. But right now I dont have a chance in hell because of the endless stream of gang link scrubs. So I am done with solo roaming until they fix off-grid boosting.

It shouldnt be to hard to fix. You call yourself Game developers. DEVELOP SOMETHING.

So you would be perfectly happy for CCP to completely change the nature of the emergent sandbox that is EVE Online, so long as they "fix" gang links. You also apparently want it fixed ASAP, rather than fixed right.

Yes, CCP call themselves Game Developers. They seem to have this large complex product in the marketplace that a bunch of people play and is the only MMO (regardless of payment model) to continually grow (with the exception of one or two hiccups) since WoW was released. It appears that they are developing a whole pile of things and releasing them for free all the time that you seem to have missed. Perhaps I could direct you to the dev blogs section where they cover all the somethings that they have developed.


I am fine with gang links aslong as they are for gang, on grid.

At the moment. they dont have a counter. You cannot kill a gang link alt, unless the other guy really isnt paying attention. If they are on grid, at least they are counterable (READ: you kill it) and they wont be able to give game changing boosts to ships in plexes not meant for them.

By fix, I mean, make it so they only work on grid. CCP problem is they cant figuire out how to do that, some coding issue or whatever. I think they are just being lazy.

I am no code writer or game developer, but how hard can it be to write abit of code that is simply:

If target is: within 300km + in fleet then gang links will be applied.


What is so difficult about that? It is the most simple and seemingly easy fix.

And eve isnt a sandbox when you need a gang link alt to pvp effectively. They basically force you to have one right now.
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#29 - 2013-03-22 23:31:41 UTC
Andrea Skye wrote:
I am no code writer or game developer, but how hard can it be to write abit of code that is simply:

If target is: within 300km + in fleet then gang links will be applied.


What is so difficult about that? It is the most simple and seemingly easy fix.

So, you admit to being "no code writer or game developer", yet you seem to think something that is identified by CCP as being a difficult problem is actually really simple.

I'm going to go out on a limb here and say that the people who do the development of the codebase for EVE Online have a fair amount more credibility than you when it comes to commenting on how said codebase works and what it would take to make a change.

Here's one possible reason why it might be problematic to implement your "seemingly easy fix": perhaps the existing codebase for this realtime networking software doesn't accommodate that kind of check due to previous choices in infrastructure made to support the requirements the product had when it was built (and for the most part still has). As an example of how that might work, look up grid-fu for how grids work (technically, a grid is implemented with a list data structure). You can be within 300km (or even 10km) of another ship and not be on grid with them.
Nikk Narrel
Moonlit Bonsai
#30 - 2013-03-23 00:43:26 UTC
Imigo Montoya wrote:
Andrea Skye wrote:
I am no code writer or game developer, but how hard can it be to write abit of code that is simply:

If target is: within 300km + in fleet then gang links will be applied.


What is so difficult about that? It is the most simple and seemingly easy fix.

So, you admit to being "no code writer or game developer", yet you seem to think something that is identified by CCP as being a difficult problem is actually really simple.

I'm going to go out on a limb here and say that the people who do the development of the codebase for EVE Online have a fair amount more credibility than you when it comes to commenting on how said codebase works and what it would take to make a change.

Here's one possible reason why it might be problematic to implement your "seemingly easy fix": perhaps the existing codebase for this realtime networking software doesn't accommodate that kind of check due to previous choices in infrastructure made to support the requirements the product had when it was built (and for the most part still has). As an example of how that might work, look up grid-fu for how grids work (technically, a grid is implemented with a list data structure). You can be within 300km (or even 10km) of another ship and not be on grid with them.

I also considered grid fu as a weakness, but I am less familiar with it's details.

Another point I am seeing is that the benefit of more cooperation is being treated as poor playing unless it is crudely reflected as increased blob size here.
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#31 - 2013-03-23 00:50:06 UTC
Nikk Narrel wrote:
I also considered grid fu as a weakness, but I am less familiar with it's details.

Another point I am seeing is that the benefit of more cooperation is being treated as poor playing unless it is crudely reflected as increased blob size here.

That is the other thing about boosters - they do require players to cooperate and coordinate with each other to get their effects, however they get applied. Funny how that works in a massively multiplayer online game.
Alvatore DiMarco
Capricious Endeavours Ltd
#32 - 2013-03-23 13:59:15 UTC  |  Edited by: Alvatore DiMarco
I read the first page and skipped reading the second page.

It has come to my attention that allegedly CCP says the smallest unit they can break the universe into for calculations is the system-wide level. They cannot currently process only a portion of a solar system; either you're present in the solar system at all or you aren't.

So the true "solution" for off-grid boosting is new code that allows for breaking a solar system down into parts for separate computation and hardware with enough overall throughput to support it. Except of course that this then means the hardware and software would have to be able to break a solar system down into grids, which could be horribly and terrifyingly taxing on both. As such, I can easily see why CCP hasn't come up with a fix to something they've expressed such an open dislike for.

As I write this, something else came to mind. Old-style titan DDs did AoE damage to everything on-grid and if you were off-grid you were safe. Perhaps gang links could be rewritten to use the old grid-wide DD AoE instead of simply "on" or "off".
Sandslinger
The Scope
Gallente Federation
#33 - 2013-03-23 17:20:42 UTC
Alvatore DiMarco wrote:


As I write this, something else came to mind. Old-style titan DDs did AoE damage to everything on-grid and if you were off-grid you were safe. Perhaps gang links could be rewritten to use the old grid-wide DD AoE instead of simply "on" or "off".


The problem stems partially from that grids can be stretched or suddenly vanish.

So say your gang is burning away from target then suddenly your bonus guy falls off the grid 30kms in front of your gang then your gang suddenly looses it's bonuses. for a gang that is reliant on web/scram range that is catastrophical.

the old DD mechanics suffered from the exact same issue in that if the grid was stretched so the titan sat at the edge of the grid then the DD wouldn't go any further then the grid.

@Nikk Narell, if you followed what my idea was then with the module the ship has to apply to give the bonuses they can't simply be on the grid and that is enough they have to be within their own locking range of a friendly or foe.

That is the simplicity of it.

The command ships/t3 have potentially great speed or insane tank/buffer they were made to be in the midst of things not sitting in a safespot on a alt account.

However if CCP really does kill offgrid boosting then I think they need to introduce a more meaningful role for them because as it is when they are giving bonuses they are really just floating bricks no wonder people have them on alt accounts and sit them in safes. There needs to be some sort of role that makes them a bit more fun to fly.


Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#34 - 2013-03-24 09:50:53 UTC
Sandslinger wrote:
@Nikk Narell, if you followed what my idea was then with the module the ship has to apply to give the bonuses they can't simply be on the grid and that is enough they have to be within their own locking range of a friendly or foe.

That is the simplicity of it.

So now you have two boosting ships (or if you've only got one boosting ship, add another low sig ship as a target) sitting in a safe spot targeting each other so that their bonuses can be applied.
Sandslinger
The Scope
Gallente Federation
#35 - 2013-03-24 11:08:31 UTC
Imigo Montoya wrote:
Sandslinger wrote:
@Nikk Narell, if you followed what my idea was then with the module the ship has to apply to give the bonuses they can't simply be on the grid and that is enough they have to be within their own locking range of a friendly or foe.

That is the simplicity of it.

So now you have two boosting ships (or if you've only got one boosting ship, add another low sig ship as a target) sitting in a safe spot targeting each other so that their bonuses can be applied.


Umm no. Try actually reading........

For each command bonus you want to apply you need to have a new target to apply it too. So if you have 3 links then you need to have 4 people in a safe-spot. if you have two boosting ships with 3 links you need 8 people sitting in a safe-spot to apply all the bonuses.

Also in my second post I suggested that the command link activation should work to 50% the strength of the T1 painter. Which basically kills any chance of hard to probe profile.







Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#36 - 2013-03-24 18:38:39 UTC
Sandslinger wrote:
Umm no. Try actually reading........

For each command bonus you want to apply you need to have a new target to apply it too. So if you have 3 links then you need to have 4 people in a safe-spot. if you have two boosting ships with 3 links you need 8 people sitting in a safe-spot to apply all the bonuses.

Also in my second post I suggested that the command link activation should work to 50% the strength of the T1 painter. Which basically kills any chance of hard to probe profile.

Oh, I see. I missed the meaning of the "new target" part because the only thing that does this at the moment is a tractor beam on a wreck. Not sure if the same code could be applied to ships given the amount of uncommented code that lurks deep in the codebase, but who knows.

Also, you want it to effectively be an aggressive module too (the TP part), adding complications of turning on this module by a gate and gaining an aggression timer (sorry, the rest of your fleet can jump out but the command ships have to stay if you want to keep getting those bonus resists). Alternatively, a player could target a hostile ship and get an added TP effect.

Still not really liking the idea.
Fon Revedhort
Monks of War
#37 - 2013-03-24 19:31:56 UTC
Sandslinger wrote:

For each command bonus you want to apply you need to have a new target to apply it too. So if you have 3 links then you need to have 4 people in a safe-spot. if you have two boosting ships with 3 links you need 8 people sitting in a safe-spot to apply all the bonuses.

So you actually suggest boosting blobs even more? How does that make sense?

"Being supporters of free speech and free and open [CSM] elections... we removed Fon Revedhort from eligibility". CCP, April 2013.

Sigras
Conglomo
#38 - 2013-03-25 07:15:17 UTC
Imigo Montoya wrote:
Nikk Narrel wrote:
I also considered grid fu as a weakness, but I am less familiar with it's details.

Another point I am seeing is that the benefit of more cooperation is being treated as poor playing unless it is crudely reflected as increased blob size here.

That is the other thing about boosters - they do require players to cooperate and coordinate with each other to get their effects, however they get applied. Funny how that works in a massively multiplayer online game.

either you're doing it wrong or you and I have different definitions of "require players to cooperate"

it is stupidly simple to fly a T3 ship around with a covert ops cloak and a bunch of gang links, and dual box them into place when fighting "solo"

Having someone off grid who is able to effect the fight on grid from complete safety is not only moronic, it creates a bigger gap between the "haves" and the "have nots"

The best part is that they dont even have to commit to the fight, all you have to do is look over at your second monitor every so often to make sure you dont have to cloak!

This is the reason DDs through cynos got removed, it was the reason drive by DDs got removed, Off grid boosters need to be the next thing to go.
Sandslinger
The Scope
Gallente Federation
#39 - 2013-03-25 09:49:18 UTC  |  Edited by: Sandslinger
mispost
Imigo Montoya
BreadFleet
Triglavian Outlaws and Sobornost Troika
#40 - 2013-03-25 10:38:15 UTC  |  Edited by: Imigo Montoya
Sigras wrote:
Imigo Montoya wrote:
Nikk Narrel wrote:
I also considered grid fu as a weakness, but I am less familiar with it's details.

Another point I am seeing is that the benefit of more cooperation is being treated as poor playing unless it is crudely reflected as increased blob size here.

That is the other thing about boosters - they do require players to cooperate and coordinate with each other to get their effects, however they get applied. Funny how that works in a massively multiplayer online game.

either you're doing it wrong or you and I have different definitions of "require players to cooperate"

it is stupidly simple to fly a T3 ship around with a covert ops cloak and a bunch of gang links, and dual box them into place when fighting "solo"

Having someone off grid who is able to effect the fight on grid from complete safety is not only moronic, it creates a bigger gap between the "haves" and the "have nots"

The best part is that they dont even have to commit to the fight, all you have to do is look over at your second monitor every so often to make sure you dont have to cloak!

This is the reason DDs through cynos got removed, it was the reason drive by DDs got removed, Off grid boosters need to be the next thing to go.

There's no way to get around the possibility that one player could be multiboxing all 30 ships in a fleet (obviously exaggerated number to make the point, you get the idea though). If they're going to go to the effort of setting up isboxer to do that and control them all then good on them. Still, one vaguely competent group of players with similar composition will beat a single player managing multiple accounts at once. So perhaps "require" was a bit strong, but this is an emergent sandbox where players are supposed to figure out how to get the best benefit and use it.

Even with the example you give of dual boxing with boosts, one dude in a Cynabal with off-grid boosters is going to struggle against a bigger gang of almost any composition if they can get a scram/web (made all the easier with boosts of their own). One Rapier, one Falcon and some T1 cruisers and a whole gang for the same price and that Cynabal should be going down.

The main issue I have with this proposal is that it goes against the principles of emergence. To quote Adams and Dormans in their book Game Mechanics: Advanced Game Design: “We use the term emergence because the game’s challenges and its flow of events are not planned in advance but emerge during play.”

This proposal seeks to plan the way the game should be played in advance, rather than creating basic tools and allow emergence to do its thing. Designing for emergence can be really hard because sometimes the effects are not desired, particularly in such a complex system that is EVE Online. However, if you want a pre-planned gameplay experience, there are plenty of those out there that are not EVE.