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[Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses

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Author
Cearain
Plus 10 NV
#641 - 2013-08-08 14:23:37 UTC  |  Edited by: Cearain
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.



I'm reposting part of what I said in warfaire and tactics here so that perhaps a dev will read this and understand why so many players hate ogbs.

There are a few reasons why ccp's refusal to deal with ogbs= god mode makes it much easier to do other things with my time. These problems just aren't present from implants or drugs.

1) AltBoosters = Pay to win: Implants and boosters cost isk. (In game currency) They do not require the pay out of real money. Paying for a second account to sit in safe spot in a booster ship does cost real money. Accordingly no matter how much experience I have gained in the market or other isk making in eve that won't matter. I need to pay the extra 15 dollars to get god mode.

I have lots of isk due to learning how to play the game. This has lead to me having 4 clones with pirate implants one set with improved learning implants and another with hg talons. All have various other implants for slots 7-10. I have made as much money from experimenting/learning drugs in eve as i have lost from using them. The ingame economy is a huge boon to eve and learning how to "play" it is a big part of the game.

Play to win with a booster alt pretty much destroys that. That bothers me but I have to say that the extra 15 dollars a month is not in itself prohibitive for me. The other problem is:

2) Alt boosters make the game no fun to play. I think there are 2 general reasons for this.

A) It ruins the immersion. I am not like the mittani where I forget who I am in real life and start thinking I am cearain. But when I am flying around space I do have at least some modicum of immersion that I am a character in a game flying a spaceship. However when i am multiboxing 2 different characters that is completely shot. Completely shot. I am then not a character in a game flying a spaceship, I am a nerd upstairs trying to outspreadsheet other nerds.

B) There is an important difference between a game being challenging and a game just being tedious. Booster alts do not make eve challenging they make it tedious. Finding safespots in all the systems and dragging an alt around everywhere on your roam is not challenging. Any cretin can do that. But it is tedious. Is eve supposed to always be won by the person who can withstand the most tedium?

Drugs and implants are bought with ingame currency and thus are balanced by that currency. If you think implants are risk free enough to spend 2.5 billion on a set, ok. use them. I do in low sec and think getting a set should be a goal of new low sec pvpers. Same if you think spending 5 mill isk on a booster that last up to an hour. Having isk to use is part of the game. People *learn* how to make/save isk in eve its a great part of the single shard game and economy.

Using implants and drugs doesn't make the game tedious and it doesn't ruin the immersion of the game either. Booster alts do both.

Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815

Dav Varan
State Protectorate
Caldari State
#642 - 2013-08-08 14:38:59 UTC
If you put Commands on grid the command processors mods that allow a forth link are going to be armor tanked CS only mods.

1 mid for propulsion
1 mid for cap injector
3/4 slots for tank on shield cs

1 mid for a cp thats 2/3 slots for tank , not viable.

Armor tanked CS dont have to give up there tanking lows for anything atm.

Move CP to low slot.

Nig C
Aliastra
Gallente Federation
#643 - 2013-08-08 20:29:51 UTC
Hoi there,

sorry I didn't read up 32 pages and maybe someone else has suggested this already, but...

As I am me and only me, yes... I am one of those Players aren't have an alt and as I am cross trained to all four races, especial on SubCapS I do have a suggestion, because I love to fly CmdShips as Booster, especially on Grid...

atm, all Mindlink's have Implant Slot 10, except Pashan's Turret Customization Mindlink(Slot 9). So, if I want to fly as Fleet Booster in several Doctrines, I have to trash one Link against the other. This is a bit annoying.

If the Mindlink's of the different group's have different slot's, yes, my clone will get expensive, but will not cost as much as to trash the Mindlink to fly an other Doctrine.

regards, NigC


ps. Yes, we single Account-Pilot's are still alive!
Domanique Altares
Rifterlings
#644 - 2013-08-08 21:08:32 UTC
Nig C wrote:


If the Mindlink's of the different group's have different slot's, yes, my clone will get expensive, but will not cost as much as to trash the Mindlink to fly an other Doctrine.


Jump clones, bro. They're even going to give you access to five more of them soon.
Mingja
Perkone
Caldari State
#645 - 2013-08-08 21:20:29 UTC
the easiest fix for links would've been to make them light a spot in space like cynos do.

That way, most problems would solve at once - the booster would have to be active and everybody else could just kill it.

But it's good that CCP doesn't take the easy route, and we all have to wait for a year or so till they do a real fix.....
Lephia DeGrande
Luxembourg Space Union
#646 - 2013-08-09 06:02:59 UTC
Cearain wrote:
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.



I'm reposting part of what I said in warfaire and tactics here so that perhaps a dev will read this and understand why so many players hate ogbs.

There are a few reasons why ccp's refusal to deal with ogbs= god mode makes it much easier to do other things with my time. These problems just aren't present from implants or drugs.

1) AltBoosters = Pay to win: Implants and boosters cost isk. (In game currency) They do not require the pay out of real money. Paying for a second account to sit in safe spot in a booster ship does cost real money. Accordingly no matter how much experience I have gained in the market or other isk making in eve that won't matter. I need to pay the extra 15 dollars to get god mode.

I have lots of isk due to learning how to play the game. This has lead to me having 4 clones with pirate implants one set with improved learning implants and another with hg talons. All have various other implants for slots 7-10. I have made as much money from experimenting/learning drugs in eve as i have lost from using them. The ingame economy is a huge boon to eve and learning how to "play" it is a big part of the game.

Play to win with a booster alt pretty much destroys that. That bothers me but I have to say that the extra 15 dollars a month is not in itself prohibitive for me. The other problem is:

2) Alt boosters make the game no fun to play. I think there are 2 general reasons for this.

A) It ruins the immersion. I am not like the mittani where I forget who I am in real life and start thinking I am cearain. But when I am flying around space I do have at least some modicum of immersion that I am a character in a game flying a spaceship. However when i am multiboxing 2 different characters that is completely shot. Completely shot. I am then not a character in a game flying a spaceship, I am a nerd upstairs trying to outspreadsheet other nerds.

B) There is an important difference between a game being challenging and a game just being tedious. Booster alts do not make eve challenging they make it tedious. Finding safespots in all the systems and dragging an alt around everywhere on your roam is not challenging. Any cretin can do that. But it is tedious. Is eve supposed to always be won by the person who can withstand the most tedium?

Drugs and implants are bought with ingame currency and thus are balanced by that currency. If you think implants are risk free
to spend 2.5 billion on a set, ok. use them. I do in low sec and think getting a set should be a goal of new low sec pvpers. Same if you think spending 5 mill isk on a booster that last up to an hour. Having isk to use is part of the game. People *learn* how to make/save isk in eve its a great part of the single shard game and economy.

Using implants and drugs doesn't make the game tedious and it doesn't ruin the immersion of the game either. Booster alts do both.



Buy Plex, swallow some Pills -> Pay2Win

Tobias Hareka
Republic Military School
Minmatar Republic
#647 - 2013-08-09 06:53:21 UTC
Dav Varan wrote:
If you put Commands on grid the command processors mods that allow a forth link are going to be armor tanked CS only mods.


Why people even need ship with 8 links?

Quote:
Move CP to low slot.


So, command processor using one med slot is unacceptable but if it used one low slot it's ok? Shield superiority!
Rowells
Blackwater USA Inc.
Pandemic Horde
#648 - 2013-08-09 07:00:07 UTC
Tobias Hareka wrote:
So, command processor using one med slot is unacceptable but if it used one low slot it's ok? Shield superiority!

Damnation. That's all I'm going to say.
Tobias Hareka
Republic Military School
Minmatar Republic
#649 - 2013-08-09 07:09:39 UTC
Rowells wrote:
Tobias Hareka wrote:
So, command processor using one med slot is unacceptable but if it used one low slot it's ok? Shield superiority!

Damnation. That's all I'm going to say.


Do you mean something like this?

[Damnation, Boost]

Command Processor I
Command Processor I
Command Processor I
Command Processor I
Command Processor I
Command Processor I

10MN Microwarpdrive II
Prototype ECCM Radar Sensor Cluster
Faint Warp Disruptor I
Medium Electrochemical Capacitor Booster I

Information Warfare Link - Recon Operation II
Information Warfare Link - Electronic Superiority II
Skirmish Warfare Link - Interdiction Maneuvers II
Skirmish Warfare Link - Rapid Deployment II
Armored Warfare Link - Damage Control II
Armored Warfare Link - Passive Defense II
Armored Warfare Link - Rapid Repair II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
Rowells
Blackwater USA Inc.
Pandemic Horde
#650 - 2013-08-09 07:40:37 UTC
Tobias Hareka wrote:
Rowells wrote:
Tobias Hareka wrote:
So, command processor using one med slot is unacceptable but if it used one low slot it's ok? Shield superiority!

Damnation. That's all I'm going to say.


Do you mean something like this?

[Damnation, Boost]

Command Processor I
Command Processor I
Command Processor I
Command Processor I
Command Processor I
Command Processor I

10MN Microwarpdrive II
Prototype ECCM Radar Sensor Cluster
Faint Warp Disruptor I
Medium Electrochemical Capacitor Booster I

Information Warfare Link - Recon Operation II
Information Warfare Link - Electronic Superiority II
Skirmish Warfare Link - Interdiction Maneuvers II
Skirmish Warfare Link - Rapid Deployment II
Armored Warfare Link - Damage Control II
Armored Warfare Link - Passive Defense II
Armored Warfare Link - Rapid Repair II

Medium Trimark Armor Pump I
Medium Trimark Armor Pump I
since you can't do math very well let me show you something:

6cp + 3 role bonus = 9 - 7 gang links = 2 unused cp

So let's ditch those 2 extra cp and throw on 2 T2 1600mm plates, and what do we get? 100k+ easily.

You have to use every available slot and module to even get a tank like that. And to boot the damnation also has free utility slots. Where shields don't have that luxury (but I'm used to it so that's not what I'm whining about).

Even with only two lows for tank the damnation has better tank than a claymore can dream of and is comparable to a vulture.

TL;DR making cp a low slot mod would not hurt damnation as much as you think. Gallente on the other hand....they need some lovin'
Tobias Hareka
Republic Military School
Minmatar Republic
#651 - 2013-08-09 08:41:52 UTC  |  Edited by: Tobias Hareka
Rowells wrote:
TL;DR making cp a low slot mod would not hurt damnation as much as you think. Gallente on the other hand....they need some lovin'


But it could cause issues:
Sleipnir low dps
Nighthawk low dps
Absolution low dps + paper thin tank
Last but not least: nerf to Gallente tank and dps

Btw, Damnation doesn't have grid for 1600mm plate. In case you didn't know: they changed PG requirements for plates so fitting 1600mm to something smaller than BS is almost impossible.
Rowells
Blackwater USA Inc.
Pandemic Horde
#652 - 2013-08-09 08:58:21 UTC  |  Edited by: Rowells
Tobias Hareka wrote:
Rowells wrote:
TL;DR making cp a low slot mod would not hurt damnation as much as you think. Gallente on the other hand....they need some lovin'


But it could cause issues:
Sleipnir low dps
Nighthawk low dps
Absolution low dps + paper thin tank
Last but not least: nerf to Gallente tank and dps

Yes they would. But that's a choice you make as booster. Do I need another dps or more boosts? Which is my priority?

And while I've been exclusively talking about the damnation, yes the absolute would be paper thin and yes the gallente would get the short end of the stick (even though I mentioned the gallente CS poor condition). And this is also assuming everyone fits the 6 cp you fitted earlier.

As I said before I was defending my claim on the damnation. That was all.

E: also you seemed to have over fit your ship as well with all this cp and gang links. So I think we're both guilty on that
Dav Varan
State Protectorate
Caldari State
#653 - 2013-08-09 09:02:25 UTC
Tobias Hareka wrote:
Dav Varan wrote:
If you put Commands on grid the command processors mods that allow a forth link are going to be armor tanked CS only mods.


Why people even need ship with 8 links?

Quote:
Move CP to low slot.


So, command processor using one med slot is unacceptable but if it used one low slot it's ok? Shield superiority!



Duffas , did you even read the post.

Theres too much presure on mids for Shield Tanks already.

If its on grid it needs injector and prop mod.

so with 1 CP on low that 2 slots lost from shield tanks only 1 from armor.
for a 4 link on grid booster.

Thats better than the current situation 3 slots lost from shield tanks and none from armor.


CP needs to be low slot.
Tobias Hareka
Republic Military School
Minmatar Republic
#654 - 2013-08-09 09:10:29 UTC  |  Edited by: Tobias Hareka
Rowells wrote:
As I said before I was defending my claim on the damnation. That was all.


Damnation with only two low slots used for tank would still be paper thin compared to Claymore/Vulture.

Claymore: 101k
Vulture: 114k
Damnation: 97k
Rowells
Blackwater USA Inc.
Pandemic Horde
#655 - 2013-08-09 09:39:08 UTC
Tobias Hareka wrote:
Rowells wrote:
As I said before I was defending my claim on the damnation. That was all.


Damnation with only two low slots used for tank would still be paper thin compared to Claymore/Vulture.

Claymore: 101k
Vulture: 114k
Damnation: 97k

Seeing as there's only a 4k difference between the claymore and damnation with a 3 slot (4 if you used a damage control) and a 20K difference with the same slot difference as the claymore I would say "paper-thin compared to" isn't exactly a fitting term for such a close comparison.

The second you try to fit the claymore or vulture similar to how you fit the damnation (using current mid-slot cp), it's a much different story.
CCP Fozzie
C C P
C C P Alliance
#656 - 2013-08-09 11:31:09 UTC
Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the future, but we're also not dead set on enabling it.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

JD No7
V I R I I
#657 - 2013-08-09 11:37:42 UTC
CCP Fozzie wrote:
Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the future, but we're also not dead set on enabling it.


Thank goodness for that, Fozzie.

Just to record my opinion in full:

1) Totally agree with On Grid Boosting; our gangs have already made the change

2) 1 min weapons timer should never be implemented. It means that jumping a gate while de-aggressing means sacrificing the booster ship or half the gang; you don't make us do this with Logi so you shouldn't with Boosts? Needs to be deferred timer a la Logi or nothing.

3) Before eliminating off-grid boosting altogether (which I am in favour of) Tech 3's need to be able to fit 3 link modules by default, so they can actually have a tank!

4) If 3 is implemented, you can actually consider dropping Command Processors altogether. Although the Rig idea is nice.
JD No7
V I R I I
#658 - 2013-08-09 11:40:38 UTC
If the 3 links for Tech 3's is Viable, would be great if that made the 1.1 patch too.
Harvey James
The Sengoku Legacy
#659 - 2013-08-09 11:41:43 UTC
JD No7 wrote:
CCP Fozzie wrote:
Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the future, but we're also not dead set on enabling it.


Thank goodness for that, Fozzie.

Just to record my opinion in full:

1) Totally agree with On Grid Boosting; our gangs have already made the change

2) 1 min weapons timer should never be implemented. It means that jumping a gate while de-aggressing means sacrificing the booster ship or half the gang; you don't make us do this with Logi so you shouldn't with Boosts? Needs to be deferred timer a la Logi or nothing.

3) Before eliminating off-grid boosting altogether (which I am in favour of) Tech 3's need to be able to fit 3 link modules by default, so they can actually have a tank!

4) If 3 is implemented, you can actually consider dropping Command Processors altogether. Although the Rig idea is nice.


It would be simple if T3's and CS had a unmodifiable hard set limit of 3 warfare links.. then move Command processors to a rig slot for T1 bc's/Navy bc's to use .. but would it have a drawback?

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#660 - 2013-08-09 11:49:32 UTC
CCP Fozzie wrote:
Hey guys, I want to make it clear that the weapons timer for links is not for Odyssey 1.1. It's a tool we have in our back pocket for if it ends up being needed. I won't rule out using it depending on how things go in the future, but we're also not dead set on enabling it.


What do you mean if? It is needed.