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Mindlinks/Ganglinks/Ongrid Boosting

First post
Author
Maximus Andendare
Stimulus
Rote Kapelle
#61 - 2013-05-24 18:42:41 UTC
CCP Fozzie wrote:
. . .one of the biggest remaining performance bottlenecks on Jita.
Jita is a performance bottleneck?? :P

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Bagehi
Science and Trade Institute
Caldari State
#62 - 2013-05-24 18:45:18 UTC
CCP Fozzie wrote:
Mara Rinn wrote:
Bagehi wrote:
All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change.


According to CCP Fozzie, CCP Veritas is looking/will be looking at squad boosting code, so it's on the cards. Hopefully CCPs Fozzie or Veritas can let us know what's going on.


The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority.

Hurray!
Mara Rinn
Cosmic Goo Convertor
#63 - 2013-05-24 18:47:07 UTC  |  Edited by: Mara Rinn
CCP Fozzie wrote:
The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority.


Does CCP Veritas need a water boy? Shoe shine?

PS: Sorry for the spam on Twitter, CCP Fozzie Sad
Liang Nuren
No Salvation
Divine Damnation
#64 - 2013-05-24 18:51:18 UTC
Mara Rinn wrote:

Third, there is the consideration that almost by definition, link bonuses are an exclusive feature of blob warfare. To some, a blob is any fleet that beats you which has 1 more ship than your own fleet. To others, a blob is a fleet larger than some arbitrary N. The upcoming command ship bonuses make the existing T2 command ships more combat-worthy, but to some this isn't enough: why fly a claymore when you could fly a proper battlecruiser or battleship for more DPS?


Hmmm, the actual context for the blob argument was that you're blobbing when you bring more people than there are people in the rest of the region combined. But on a slightly more serious note: the problem here was stated earlier in the thread. Large static fleets that dramatically outnumber their opponents are free to bring the large and heavy static command ships to the field and reap the massively overpowered bonuses while smaller fleets that are based around skirmishing are literally **** out of luck.

Now don't get me wrong - I'm aware that pretty much any argument can be turned into a but the blob argument. However, I would argue that blobs are inherently not as good at coordinated attacks as smaller and more tightly knit organizations. There's limitations in communication, skills, ships, lag, etc that all makes it much harder to execute skirmish style warfare. And hell, if you've got enough people then it's just more efficient and easy to just blap **** down with artillery. Thus, what I'm objecting to is that on grid only links pretty much hits a delete key on skirmish based warfare.

My objection really boils down to the fact that links that provide 50%+ bonuses are amazingly overpowered in a game where people train for 60 days for a 2% bonus. In a very real sense, a set of links provides you and everyone in your fleet with a snake set, a nomad set, a grail set, a slave set, a crystal set, an armor crystal set, and a full rack of deadspace/officer gear. For free.

I tend to approve of the directed module solution (making gang mods be more like Remote ECCM and Remote SeBo and Shield Transporters etc). However, my personal solution is a bit more heavy handed because I feel that the bonus provided is just outrageously over the top:
- Delete combat gang mods and mindlinks in entirety. Hard programming problem: solved.
- Leave or don't leave the mining gang mods. I really don't care. Let the miners hash that **** out.
- Keep the base leadership skills and their effect intact (Leadership, Armored Warfare, Siege Warfare, Skirmish Warfare, Info Warfare)
- Make the leadership Spec skills enhance the more basic leadership skills.
- Give Fleet Commands another role. I suggest BC sized logistics or something.

Now, before anyone gets offended and tells me to train up or buy my own warfare link alts: I am running three purrrrr-fect skilled warfare link alts from within a POS right now. I've got it covered.

-Liang

I'm an idiot, don't mind me.

Skia Aumer
Planetary Harvesting and Processing LLC
#65 - 2013-05-24 19:05:01 UTC
Gizznitt Malikite wrote:
Labia Nabali wrote:
Just make it so you cant activate links inside of a pos.


This would be an EXCELLENT start!!!

Miners will crucify developers.
Maximus Andendare
Stimulus
Rote Kapelle
#66 - 2013-05-24 19:08:28 UTC
Liang Nuren wrote:
blobs are inherently not as good at coordinated attacks as smaller and more tightly knit organizations.
The beauty, if you will, of the blob is that you don't have to be coordinated or tightly knit. In fact, the pilots by and large don't even have to be that good. All the blob relies on is numbers. If N pilots are capable of locking the target and pressing F1, then the target will die from alpha. Smaller and more coordinated groups, while I of course agree are better from a gaming/fun standpoint, just aren't needed when you can amass 750 low skilled mouthbreathers to press a button.

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Liang Nuren
No Salvation
Divine Damnation
#67 - 2013-05-24 19:10:03 UTC
Maximus Andendare wrote:
Liang Nuren wrote:
blobs are inherently not as good at coordinated attacks as smaller and more tightly knit organizations.
The beauty, if you will, of the blob is that you don't have to be coordinated or tightly knit. In fact, the pilots by and large don't even have to be that good. All the blob relies on is numbers. If N pilots are capable of locking the target and pressing F1, then the target will die from alpha. Smaller and more coordinated groups, while I of course agree are better from a gaming/fun standpoint, just aren't needed when you can amass 750 low skilled mouthbreathers to press a button.


Of course, and that's fine. I'm so glad that that play style exists in Eve. I just don't want it to be the only play style that exists. :)

-Liang

I'm an idiot, don't mind me.

Xolve
State War Academy
Caldari State
#68 - 2013-05-24 19:22:25 UTC
Liang Nuren wrote:
Now, before anyone gets offended and tells me to train up or buy my own warfare link alts: I am running three purrrrr-fect skilled warfare link alts from within a POS right now. I've got it covered.


Sounds dangerously close to risk-averse ~elite pvp~.
Mara Rinn
Cosmic Goo Convertor
#69 - 2013-05-24 19:25:11 UTC
Liang Nuren wrote:
Hmmm, the actual context for the blob argument was that you're blobbing when you bring more people than there are people in the rest of the region combined. But on a slightly more serious note: the problem here was stated earlier in the thread. Large static fleets that dramatically outnumber their opponents are free to bring the large and heavy static command ships to the field and reap the massively overpowered bonuses while smaller fleets that are based around skirmishing are literally **** out of luck.


I was talking generally, not specifically referencing your situation where the guys you were fighting/fleeing had more pilots in their fleet than the entire lowsec region you were roaming.

Liang Nuren wrote:
Thus, what I'm objecting to is that on grid only links pretty much hits a delete key on skirmish based warfare.


You can't alpha stuff that is out of range. This is why logistics try to fly the other side of the fleet from the bad guys, and why an on-grid commander would do the same: maintain the maximum possible range between themselves and the bad guys.

Liang Nuren wrote:
My objection really boils down to the fact that links that provide 50%+ bonuses are amazingly overpowered in a game where people train for 60 days for a 2% bonus. In a very real sense, a set of links provides you and everyone in your fleet with a snake set, a nomad set, a grail set, a slave set, a crystal set, an armor crystal set, and a full rack of deadspace/officer gear. For free.


And from the safety of a POS shield.

As for the percentage bonuses, that's why I brought up the comparison to WoW. Blizzard keeps trying to balance PvP in their game, but due to the way various classes work they've ended up having what amounts to a second set of attributes which are specific to PvP (PvP resilience instead of dodge/block/parry for example). Even so, 5% was a good enough buff that people used to bring Paladins along to raids just for that buff: "hey paladin, we know you're useless for tanking, DPS or healing, but we'll carry you through because your buff is just that good."

So will 5% be a sufficiently high buff in EVE that we'd carry a command ship, assuming that command ship can deal 80% of the DPS of the rest of the fleet and has about 150% the EHP?

As a logistics pilot I know that there's a hell of a difference between Logistics 4 and Logistics 5, for example: it's the difference between being cap stable with 1 or 2 transfers in a typical incursion fleet setup, which flows on to a 25% increase in repping output. So I think 5% is a pretty good deal, assuming that command ships are not completely useless in PvP.
Mike Voidstar
Voidstar Free Flight Foundation
#70 - 2013-05-24 19:26:19 UTC
You could make it more friendly for smaller gang skirmishing by diluting the bonus based on the numbers in the fleets.


Let's say, for instance, that a Squad Leader can boost his squad for 100% of the bonus, but a Wing Leader only provides 70% of the bonus to his squads. This dilution would occur at ever level of the command chain so that a large fleet would benefit much less from boosting than a smaller fleet.

This could be made less harsh by allowing each level of command reinforce the higher levels in the chain, so that 70% from the wing commander could be boosted back to 80% by a squad leader running the same links for his squad only, or perhaps with a new command module that served the purpose, making the one slot t1 battlecruisers more viable as links in the command chain.
Jerick Ludhowe
Internet Tuff Guys
#71 - 2013-05-24 19:34:06 UTC
CCP Fozzie wrote:
When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. Blink


What does this mean for the Command Ship changes that were originally planned for this xpack? Can we expect to see a balanced group of CS in the near future? AKA, sleipnir and claymore should not magically get 1 more slot.


CCP Fozzie
C C P
C C P Alliance
#72 - 2013-05-24 19:36:16 UTC
Jerick Ludhowe wrote:
CCP Fozzie wrote:
When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. Blink


What does this mean for the Command Ship changes that were originally planned for this xpack? Can we expect to see a balanced group of CS in the near future? AKA, sleipnir and claymore should not magically get 1 more slot.


Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Gizznitt Malikite
Agony Unleashed
Agony Empire
#73 - 2013-05-24 19:45:59 UTC
Liang Nuren wrote:
Thus, what I'm objecting to is that on grid only links pretty much hits a delete key on skirmish based warfare.

My objection really boils down to the fact that links that provide 50%+ bonuses are amazingly overpowered in a game where people train for 60 days for a 2% bonus. In a very real sense, a set of links provides you and everyone in your fleet with a snake set, a nomad set, a grail set, a slave set, a crystal set, an armor crystal set, and a full rack of deadspace/officer gear. For free.

I tend to approve of the directed module solution (making gang mods be more like Remote ECCM and Remote SeBo and Shield Transporters etc). However, my personal solution is a bit more heavy handed because I feel that the bonus provided is just outrageously over the top:
- Delete combat gang mods and mindlinks in entirety. Hard programming problem: solved.
- Leave or don't leave the mining gang mods. I really don't care. Let the miners hash that **** out.
- Keep the base leadership skills and their effect intact (Leadership, Armored Warfare, Siege Warfare, Skirmish Warfare, Info Warfare)
- Make the leadership Spec skills enhance the more basic leadership skills.
- Give Fleet Commands another role. I suggest BC sized logistics or something.

Now, before anyone gets offended and tells me to train up or buy my own warfare link alts: I am running three purrrrr-fect skilled warfare link alts from within a POS right now. I've got it covered.

-Liang


I completely agree that Warfare links are simply too potent.
-- Rather than delete combat gang mods, I'd simply have them effect ONLY your ship. Unfortunately, this would require rebalancing all of them, expanding the range of ships they could be fit on, etc... Give them a flat boost, that's balanced for fitting a module!
-- Mindlinks... Make them work on your ship only...
-- To clarify: I'd like the leadership Spec skills enhance the leadership bonuses passed down to you from FC/WC/SC... If they effect everyone, they need to be much less potent... (like +2% / level)
Maximus Andendare
Stimulus
Rote Kapelle
#74 - 2013-05-24 19:47:02 UTC
CCP Fozzie wrote:
Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release.
I'm sure people--myself included--were thinking CS changes would make it into Odyssey based on what CCP Ytterbium stated in his Dev Blog "Back to the Balancing Future" on Nov. 6, 2012. He said:

CCP_Ytterbium wrote:
When we're finished with tech 1 hulls we are going to start looking into more advanced roles, starting with Command ships.
Since BSs were of the last of the T1 hulls needing fixing (save for Capitals), its only logical that we'd see Command Ship changes coming in Odyssey unless the tiericide initiative is going to take some time off.

Enter grid and you're already dead, destined to be reborn and fight another day.

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Gizznitt Malikite
Agony Unleashed
Agony Empire
#75 - 2013-05-24 19:59:07 UTC
Maximus Andendare wrote:
CCP Fozzie wrote:
Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release.
I'm sure people--myself included--were thinking CS changes would make it into Odyssey based on what CCP Ytterbium stated in his Dev Blog "Back to the Balancing Future" on Nov. 6, 2012. He said:

CCP_Ytterbium wrote:
When we're finished with tech 1 hulls we are going to start looking into more advanced roles, starting with Command ships.
Since BSs were of the last of the T1 hulls needing fixing (save for Capitals), its only logical that we'd see Command Ship changes coming in Odyssey unless the tiericide initiative is going to take some time off.


Industiral Ships, Pirate Ships, Capitals might all be "t1 hulls" that get rebalanced prior to T2 Ships.... And balancing command ships before links are balanced might not work out so well!
Famine Kaftar
Singularity Science and Industry
#76 - 2013-05-24 20:01:47 UTC  |  Edited by: Famine Kaftar
Mole Guy wrote:

we make command ships all nice and tough to kill, but who is going to wanna take a group of fast roamers through null with a slow command ship behind them.
we need a SubCommand ship. a destroyer based command. descent resists, and he ability to run links. or one link..maybe 2. whatever.

I have had a somewhat inexplicable fantasy for a long time of a T2 destroyer with decent speed/agility that can only run 1 link and cannot use Command Processors. Big smile

However, I dislike the idea of adding more warfare link ships before the ambiguity between the roles of the T3 and CS classes is resolved.
In the Back to the Balancing Future dev blog the idea was proposed of having the CS run stronger boosts than the T3, but the CS pilots have to choose between running links or having an actually combat effective fit.
While I agree that a CS fit as a dedicated booster should be 'better' than a T3 dedicated to that job, I'd like to see it so that both can also run links while having on-grid combat potential. Specifically I think the T3 ships should be adapted to fly alongside the 'attack' ships and the CS should go with the 'combat' ones.

as a side note: What's the latest word on when the Nighthawk will be getting some love? (edit: I mean, are we going to have to wait until the CS class as a whole gets an overhaul?)
ExAstra
Echoes of Silence
#77 - 2013-05-24 20:06:49 UTC
Maximus Andendare wrote:
CCP Fozzie wrote:
Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release.
I'm sure people--myself included--were thinking CS changes would make it into Odyssey based on what CCP Ytterbium stated in his Dev Blog "Back to the Balancing Future" on Nov. 6, 2012. He said:

CCP_Ytterbium wrote:
When we're finished with tech 1 hulls we are going to start looking into more advanced roles, starting with Command ships.
Since BSs were of the last of the T1 hulls needing fixing (save for Capitals), its only logical that we'd see Command Ship changes coming in Odyssey unless the tiericide initiative is going to take some time off.

That's not right at all. We still might have capitals, industrial ships, mining ships, etc. They're all T1 and we haven't a word about them.

And the battleship tiercide is coming with Odyssey. So for the most part yeah, T1 tiercide is done. That doesn't automatically mean Command Ships are coming at the same time. It means "Okay, T1 are done, time to start on T2"

Save the drones!

Gilbaron
The Scope
Gallente Federation
#78 - 2013-05-24 20:22:44 UTC
Quote:
The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority.


so, we are getting a rewrite of how grids work ?

or the brain in a box thing ?

or both ?
Edward Pierce
State War Academy
Caldari State
#79 - 2013-05-24 20:56:44 UTC
CCP Fozzie wrote:
Mara Rinn wrote:
Bagehi wrote:
All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change.


According to CCP Fozzie, CCP Veritas is looking/will be looking at squad boosting code, so it's on the cards. Hopefully CCPs Fozzie or Veritas can let us know what's going on.


The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority.

Fleet boosters having to sit off-grid to provide boosts is a consequence of having to neuter your ship to fit the boosters in the first place. Forcing them to have to sit on grid won't address the root of the problem.

If booster ships (and mindlinks) were more affordable and better rounded so that you wouldn't have to choose between being able to tank and shoot or boost your fleet, you would see many more on-grid boosters taking part in the fights.

I believe you mentioned something about changing the fitting requirements for gang assist modules back when you implemented the changes on the CPU for covert cloaks to not have it's CPU tied to the players Recon Ships skill? Whatever happened to that?

Give command ships the ability to fit a full rack of gang assist modules and still perform like a T2 ship in fleets and this would make people actually want to fly these ships rather than just put an alt in them and hide it somewhere in the system.
paritybit
Solarmark
#80 - 2013-05-24 22:02:57 UTC  |  Edited by: paritybit
Edward Pierce wrote:
Fleet boosters having to sit off-grid to provide boosts is a consequence of having to neuter your ship to fit the boosters in the first place. Forcing them to have to sit on grid won't address the root of the problem.

The problem is that people think it's necessary to fit all the links to a single ship instead of choosing between them. If ships off-grid didn't affect the fight, then people would learn to choose which links they actually needed the most, make a choice and fit an effective ship to fly them on-grid. I know it's crazy. But for now, they can have their cake and eat it too, along with a handful of other cakes.

I know it's possible because when I flew in skirmishy (and other) gangs with Rote Kapelle we would bring our links with us. And keep them on-grid. And use them to great effect.

Edward Pierce wrote:
Give command ships the ability to fit a full rack of gang assist modules and still perform like a T2 ship in fleets and this would make people actually want to fly these ships rather than just put an alt in them and hide it somewhere in the system.

If everyone can do everything then you end up with a sort of homogeneous looking field. Having to decide makes your choices actually relevant.

I think this also goes a little to the potency argument. If you were only 50% better at one thing instead of 50% better at everything it wouldn't be so bad.