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Player Features and Ideas Discussion

 
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[Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses

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Author
CCP Fozzie
C C P
C C P Alliance
#581 - 2013-08-07 16:49:45 UTC
Grarr Dexx wrote:
Quote:
We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long.


I would call this a nerf to gangs that have the balls to actually bring their links on grid with them (usually in the form of a damnation). If a side gets overblobbed, all the bigger side will have to do to force a gang to drop all links in order to de-aggro is point up the link ship, further disadvantaging the losing side.

Is this really what you want to do? It's just going to further promote off grid boosting, because a weapons timer doesn't really affect something hovering in a safespot.

EDIT: Is it not possible to give it the same treatment as remote repair/transfer/shield? Inherit the timers from agressed people, not make new ones.


The inherited timer thing would indeed be ideal, but is also not feasible for performance reasons. There are definitely areas of collateral damage caused by a change like that one, but I think the benefits would outweigh the problems.

Game Designer | Team Five-0

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Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#582 - 2013-08-07 16:53:21 UTC
Could you somehow make it harder to make virtually unprobable t3's?

Like just.. Not letting any modules affect how hard it is to probe you down? Make those modules incompatable with links running?

Because it isn't really possible to get a 100% lock on someone even remotely paying attention to his link alt before he can see them.

BYDI recruitment closed-ish

The Great Leader
#583 - 2013-08-07 16:56:12 UTC
Well since you seem bent on keeping command ships off grid in fleetfights...

Any chance to move the t3 boost subsystems to another category (offensive preferably to remove the silly cloaky nullified t3 scoutboosters) so we can at least have a less bonused but brick tanked boosting ship on grid without having to fear it getting alphad?

The voice of truth.

Heribeck Weathers
Caldari Provisions
Caldari State
#584 - 2013-08-07 17:04:11 UTC
CCP Fozzie wrote:
Grarr Dexx wrote:
Quote:
We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long.


I would call this a nerf to gangs that have the balls to actually bring their links on grid with them (usually in the form of a damnation). If a side gets overblobbed, all the bigger side will have to do to force a gang to drop all links in order to de-aggro is point up the link ship, further disadvantaging the losing side.

Is this really what you want to do? It's just going to further promote off grid boosting, because a weapons timer doesn't really affect something hovering in a safespot.

EDIT: Is it not possible to give it the same treatment as remote repair/transfer/shield? Inherit the timers from agressed people, not make new ones.


The inherited timer thing would indeed be ideal, but is also not feasible for performance reasons. There are definitely areas of collateral damage caused by a change like that one, but I think the benefits would outweigh the problems.


Its a shame it isent posible because of preformance, because it would be nice to have a fleet boster be flaged as a legitimate target in high sec wars if their not in the war.

Oh and anyway we could have some sort of icon, or ship effect to show they are reciving bosts? I hate when I see a lone frig and try to engadge only to find they are linked AFTER they point me at 30kms. THat way we can make more informed decisions if we want to fight the linked solo pown mobile. it also might discorage so many off grid bosting alts if their "lol solo" main isent getting any fights because people say F-your-links.
Mingja
Perkone
Caldari State
#585 - 2013-08-07 17:06:31 UTC
CCP Fozzie wrote:
Mingja wrote:
Any changes for the rorqual yet?

Can't be used inside a PoS-field and having to deploay it for boostings makes the boost-bonus rather.. dumb?


It can be used inside a pos field.


Thanks!
Mara Maken
Tribal Liberation Force
Minmatar Republic
#586 - 2013-08-07 17:09:32 UTC
Weapons timer looks like a good idea, removes some of the safety from gates and stations. I think something still needs to be done to add some risk to safe spot boosting. I don't think to viable to remove it completely but we need a little more risk.
Sentient Blade
Crisis Atmosphere
Coalition of the Unfortunate
#587 - 2013-08-07 17:21:24 UTC
A 60 seconds weapon timer seems like an awful solution to me.

If you're in a fight you don't turn off your hardeners 60 seconds before you jump a gate.
Deacon Abox
Black Eagle5
#588 - 2013-08-07 17:22:04 UTC
Mara Maken wrote:
Weapons timer looks like a good idea, removes some of the safety from gates and stations. I think something still needs to be done to add some risk to safe spot boosting. I don't think to viable to remove it completely but we need a little more risk.

What's wrong with removing it completely. If you want a ship to have a huge effect on a fight it should be right there in the middle of it. And all this talk about how hard it is to change the code to remove off-grid boosting is sounding tired at this point.

Easy fix would be to change the formulas for near unprobability to make it less so, or to have the links when active screw it up. I mean if a ship is going to be sending out what would have to be a huge electronic burst, in the boosts, across a whole friggin solar system, it should be painting itself with a big "i'm here" signal.

All that would be required is to give the active links the same signature effect as an active mwd. Go ss your booster and have it probed quite easily. Or tank it the **** up and put it on grid with the logi it is boosting.

Problem ******* solved.

And to counterbalance rework the stats on tech IIIs so they do not have gimped tanks for running the command subsystems. Again problem solved. No need to rework code on how boosts work.Attention

CCP, there are off buttons for ship explosions, missile effects, turret effects, etc. "Immersion" does not seem to be harmed by those. So, [u]please[/u] give us a persisting off button for the jump gate and autoscan visuals.

Gypsio III
Questionable Ethics.
Ministry of Inappropriate Footwork
#589 - 2013-08-07 17:29:25 UTC  |  Edited by: Gypsio III
CCP Fozzie wrote:
Gizznitt Malikite wrote:
CCP Fozzie wrote:
Ok update time!



Most of your updates are decent. Could you please take a moment to address why off grid gang links are way more potent than pirate implant sets and drugs? Both of these later items are at real risk of not only being destroyed, but also providing drawbacks to your ship. Meanwhile, links are boosting every ship, with far more potency, from historically, a "safe" place.

P.S. EXCELLENT change with by giving boosters a weapons timer!!!!!


I'm ok with another character being a bigger deal than an implant or a pill.


Why?

I acknowledge that bringing another character in a link ship has elements of opportunity cost, but your moves to make links easier to fit on on-grid combat ships (BC utility highslots and fittings, link PG requirements) means that this opportunity cost is now greatly reduced, if existent at all.

For example, in my alliance's spacewang match in the tournament, we were initially faced with the choice of bringing a dedicated multi-link Prophecy or Myrmidon, or not bringing links at all. The opportunity cost a having a character in a dedicated multi-link ship was painful for a 12-man composition entirely focused on DPS, but passing up the 28% speed bonus from a mindlinked pilot was intolerable for a close-range blaster fleet, particularly when an ODI II gives only 12.5% speed.

Then we noticed that we could shove links on two Brutixes, while retaining 900 DPS from a rack of neutrons. We were able to have our cake and eat it, the opportunity cost was now minimal! So, given that viable combat ships can now fit links without significant sacrifice, I don't see what's so special about requiring the extra pilot, particularly when the magnitude of the bonuses makes links as close to mandatory as any module.
Cpt Boomstick
New Eden Corporation 98034252
#590 - 2013-08-07 17:29:49 UTC  |  Edited by: Cpt Boomstick
Heribeck Weathers wrote:
CCP Fozzie wrote:
[quote=Grarr Dexx][quote]We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long.


snip

Oh and anyway we could have some sort of icon, or ship effect to show they are reciving bosts? I hate when I see a lone frig and try to engadge only to find they are linked AFTER they point me at 30kms. THat way we can make more informed decisions if we want to fight the linked solo pown mobile. it also might discorage so many off grid bosting alts if their "lol solo" main isent getting any fights because people say F-your-links.


This wouldnt matter. Most people with alts boosting a main dont turn on the link(s) until its party time anyway. So you wouldnt have visual notification until you were already engaged anyway. Also it seems that ganglinks were always meant to be an ace up your sleeve anyway. It's a tactical luxury, the tactical advantage/ element of surprise is gone if everyone has a giant neon sign pointing on everyone that's receiving a particular booster. And besides, if they kept on balancing the game around making it easier for the weakest players, then there would be no strategy left other then piling in as many numbers as possible, which would be a terrible game.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#591 - 2013-08-07 17:36:50 UTC
Sentient Blade wrote:
A 60 seconds weapon timer seems like an awful solution to me.

If you're in a fight you don't turn off your hardeners 60 seconds before you jump a gate.



But you do with reppers.

Which you know.. Way more like links than hardeners.

BYDI recruitment closed-ish

Grarr Dexx
Blue Canary
Watch This
#592 - 2013-08-07 17:39:05 UTC
CCP Fozzie wrote:
Grarr Dexx wrote:
Quote:
We're planning to make active gang links provide a 60 second weapons timer to their owner, so that you can't just sit on a station or gate and boost all day long.


I would call this a nerf to gangs that have the balls to actually bring their links on grid with them (usually in the form of a damnation). If a side gets overblobbed, all the bigger side will have to do to force a gang to drop all links in order to de-aggro is point up the link ship, further disadvantaging the losing side.

Is this really what you want to do? It's just going to further promote off grid boosting, because a weapons timer doesn't really affect something hovering in a safespot.

EDIT: Is it not possible to give it the same treatment as remote repair/transfer/shield? Inherit the timers from agressed people, not make new ones.


The inherited timer thing would indeed be ideal, but is also not feasible for performance reasons. There are definitely areas of collateral damage caused by a change like that one, but I think the benefits would outweigh the problems.


Do you think it could be a plausible solution to add a lesser aggression timer (say, thirty seconds) to links, or at least omit the idea until performance-related issues are out of the way? I'm of the opinion that you're underestimating the collateral damage done here. I thought you wished to entice bringing your links with you.
Andrea Griffin
#593 - 2013-08-07 17:49:09 UTC
I guess you'll just have to bring multiple link boats, and if one dies, move a new guy into the appropriate position in fleet. I'm okay with that.
Domanique Altares
Rifterlings
#594 - 2013-08-07 17:54:07 UTC
Grarr Dexx wrote:

Do you think it could be a plausible solution to add a lesser aggression timer (say, thirty seconds) to links, or at least omit the idea until performance-related issues are out of the way? I'm of the opinion that you're underestimating the collateral damage done here. I thought you wished to entice bringing your links with you.


I don't think he's understimating it at all. I think he knows exactly what kind of threat it represents to boosters and boosted fleets in all cases.
Daneel Trevize
Give my 11percent back
#595 - 2013-08-07 18:08:59 UTC  |  Edited by: Daneel Trevize
Who would be stupid enough to bring on-grid links if they get 60second weapon timers every cycle they're active?
Answer: small gangs of younger players looking to execute cunning tactics of brawling what they can then timing their deaggro escape, via RR.

Everyone else will bring off-grid link alts, or just blob with enough dps & logi to not need to deaggro.

The logi-style inherit-fleet/FC's/chain-of-command's timers is the only sane way to bring in such a mechanism until links are on-grid. Until then, off-grid they remain.

Especially if the most mobile & highest utility link-ships would cost you SP every time your gang failed to keep you alive during a deaggro without the assistance of the very links you've squeezed on for such an action.


As ever, shield kiting setups simply don't need concern themselves with such silly ways to die, they just pull range with links still on, & warp out. It's a nerf to armour involving active/RR tanking. I don't think that's needed, seeing as you're trying to buff related modules & rigs, cheers.
Mourning Souls
Minmatar Republic
#596 - 2013-08-07 18:14:37 UTC
I say remove the warfare link subsystem from tech 3's. Add the weapons timer.

Everyone wants a big nerf to offgrid boosting, boom, big nerf. Can't insta dock. Can easily be probed.



As for the complaints about the weapons timer: Go play WoW if you want your stuff to survive you being terrible and losing.
sten mattson
Red Sky Morning
The Amarr Militia.
#597 - 2013-08-07 18:17:32 UTC
How aboutyou only get a pvp timer when you activate boosts. That way you can still run the links while deaggroing but if you try to log your ogb it will remain in space for the duration of the timer.

But that doesnt solve the neutral boosts on gates/stations.....

IMMA FIRING MA LAZAR!!!

ShadowandLight
Trigger Happy Capsuleers
#598 - 2013-08-07 18:32:45 UTC
Only in EVE do "buffs" from other players get nerfed while local reps get better......

GetSirrus
Imperial Academy
Amarr Empire
#599 - 2013-08-07 18:33:07 UTC
wouldnt it be more... interesting if the Mining Mindlink was only available from Outer Ring Exavations? They are THE mining npc after all.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#600 - 2013-08-07 19:00:08 UTC
Still no proper command bonus nerf? 35% is still way too much. Try 10%.