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[Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses

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Author
Onictus
Federal Navy Academy
Gallente Federation
#861 - 2013-08-27 19:41:39 UTC
Ginger Barbarella wrote:
Just one quick question (and no, I haven't searched 43 pages of posts to see if this has been asked yet): why not just eliminate the Warfare Processor for Strat Cruisers if the bonus on them is going to be castrated from 5% to 2% per level? This basically will end my use of a Loki as a booster in low... No tears, just wondering why even bother keeping it around anymore?


None, they want you in a slower less manuverable command ship.

.....because that is the perfect match for hack and slash style low sec fights, amirite.,
Ginger Barbarella
#862 - 2013-08-27 21:23:51 UTC
Onictus wrote:
Ginger Barbarella wrote:
Just one quick question (and no, I haven't searched 43 pages of posts to see if this has been asked yet): why not just eliminate the Warfare Processor for Strat Cruisers if the bonus on them is going to be castrated from 5% to 2% per level? This basically will end my use of a Loki as a booster in low... No tears, just wondering why even bother keeping it around anymore?


None, they want you in a slower less manuverable command ship.

.....because that is the perfect match for hack and slash style low sec fights, amirite.,



Blob is Best. (I guess)

"Blow it all on Quafe and strippers." --- Sorlac

Saxe Coburg Gotha
The Night Watchmen
Goonswarm Federation
#863 - 2013-08-27 21:42:33 UTC
What about boosting from a Titan so you get some of their special bonuses?
Is that treated like a special case like the Rorqual?
Or are you expected to leave the forcefield and change the entire fight into a Titan gank?
Or no one thought about this because too few people do it?
Zeus Maximo
Mentally Assured Destruction
#864 - 2013-08-27 22:04:12 UTC
Saxe Coburg Gotha wrote:
What about boosting from a Titan so you get some of their special bonuses?
Is that treated like a special case like the Rorqual?
Or are you expected to leave the forcefield and change the entire fight into a Titan gank?
Or no one thought about this because too few people do it?


Guess here those 11 million leadership skill points will turn into a burden for the titan pilot.

CCP Fozzie wrote:

  • 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 still can't wrap my head around this. Hard to believe 11 million specialized skill points could turn into such a burden. I figured the on-grid stuff would make the null bears happy but damn, is this a witch hunt?

    I figured an untanked 5,000 ehp loki with no guns on grid was bad enough. Now it needs an aggression timer for the hell of it?

    "It is not possible either to trick or escape the mind of Zeus."

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    Cade Windstalker
    #865 - 2013-08-27 23:56:36 UTC
    Zeus Maximo wrote:

    I still can't wrap my head around this. Hard to believe 11 million specialized skill points could turn into such a burden. I figured the on-grid stuff would make the null bears happy but damn, is this a witch hunt?

    I figured an untanked 5,000 ehp loki with no guns on grid was bad enough. Now it needs an aggression timer for the hell of it?


    You missed the bit where this is not going to be in Odyssey 1.1 it's just a possibility they are considering between now and when they bring boosts on-grid.
    Ryan SilverHand
    Dark Starr Industries
    #866 - 2013-08-28 00:01:12 UTC
    I am upset at the T3 changes. However im hoping that everything works out and the changes do not happen
    Cade Windstalker
    #867 - 2013-08-28 00:17:32 UTC
    Ryan SilverHand wrote:
    I am upset at the T3 changes. However im hoping that everything works out and the changes do not happen


    Not going to happen, the change in balance between Command Ships and T3s has been requested more or less since the T3s came out and has pretty broad support from the player base.
    Mournful Conciousness
    Federal Navy Academy
    Gallente Federation
    #868 - 2013-08-28 00:27:21 UTC
    Zeus Maximo wrote:

    CCP Fozzie wrote:

  • 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 still can't wrap my head around this. Hard to believe 11 million specialized skill points could turn into such a burden. I figured the on-grid stuff would make the null bears happy but damn, is this a witch hunt?

    I figured an untanked 5,000 ehp loki with no guns on grid was bad enough. Now it needs an aggression timer for the hell of it?


    Why would you bring an untanked 5,000 ehp loki when you can bring a very effectively tanked claymore or sleipnir?

    Why should aiding and abetting an act of war not carry the same penalty as performing it? If you provide fleet boosts to someone you are part of his tank. You're involved. Why shouldn't you get a gate (or criminal) timer?

    The game is changing (for the better). You're going to have to change with it.

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    Onictus
    Federal Navy Academy
    Gallente Federation
    #869 - 2013-08-28 02:39:41 UTC
    Ginger Barbarella wrote:
    Onictus wrote:
    Ginger Barbarella wrote:
    Just one quick question (and no, I haven't searched 43 pages of posts to see if this has been asked yet): why not just eliminate the Warfare Processor for Strat Cruisers if the bonus on them is going to be castrated from 5% to 2% per level? This basically will end my use of a Loki as a booster in low... No tears, just wondering why even bother keeping it around anymore?


    None, they want you in a slower less manuverable command ship.

    .....because that is the perfect match for hack and slash style low sec fights, amirite.,



    Blob is Best. (I guess)



    Wasn't the blob screaming about OGB all of this time. We just assume there are going to be boosters present.
    NaK'Lin
    Seamen Force
    #870 - 2013-08-28 03:16:07 UTC  |  Edited by: NaK'Lin
    I have more than one Booster alt and to be honest, the fact I can't boost from within a POS anymore when in my home-system, while annoying, is still bearable.
    Plus, in the future you can't boost on station either, because you WILL die, since those warfare modules will apparently refresh a weapons time of sorts (like agression) which won't allow you to insta-dock or jump. But I can work around that...somehow.

    I don't see the problem with command ships, especially once 1.1 hits. They're tanky and the buff they are getting is huge enough to be worth abused as much as chicks on bread. The problem I see with is with T3 boosts, since "yay we lowered fitting reqs. for warfare modules", but not for the damn processor. And THAT is the main bottleneck. the T3s are supposed to bonus THREE different types, so why would you ever expect a T3 to run around with a single link??? Give the warfare subsytem the same bonus that command ships have, aka fitting 3 links natively. That should fix a LOT of things. Especially the "tank" aspect, since I can't see T3 boosts EVER on grid, since well, you can't have a decent boosting T3 AND have a tank to sustain more than destroyer dmg.
    If you wish to nerf T3 boosts that much, might as well remove them, because current state, they don't belong on-grid, due to the fittings.

    The reduction in boost strength is acceptable. i put us roughly where we were before the introduction of T2 links. And let's face it, back then, it was already so much better than not having boosts.

    tl;dr:
    T3 Warfare subsystem to natively be able to fit 3 links, as Command Ship counterparts. Then you get about same EHP/Boost trade-off than CS and at least you can bring them on grid.
    also, titan boosts? Since Rorqual boosts are allowed IN-POS, because well, the ship isn't suited for effing around warps in system, how about titan boosts?
    Cade Windstalker
    #871 - 2013-08-28 03:26:39 UTC
    NaK'Lin wrote:
    I have more than one Booster alt and to be honest, the fact I can't boost from within a POS anymore when in my home-system, while annoying, is still bearable.
    Plus, in the future you can't boost on station either, because you WILL die, since those warfare modules will apparently refresh a weapons time of sorts (like agression) which won't allow you to insta-dock or jump. But I can work around that...somehow.

    I don't see the problem with command ships, especially once 1.1 hits. They're tanky and the buff they are getting is huge enough to be worth abused as much as chicks on bread. The problem I see with is with T3 boosts, since "yay we lowered fitting reqs. for warfare modules", but not for the damn processor. And THAT is the main bottleneck. the T3s are supposed to bonus THREE different types, so why would you ever expect a T3 to run around with a single link??? Give the warfare subsytem the same bonus that command ships have, aka fitting 3 links natively. That should fix a LOT of things. Especially the "tank" aspect, since I can't see T3 boosts EVER on grid, since well, you can't have a decent boosting T3 AND have a tank to sustain more than destroyer dmg.
    If you wish to nerf T3 boosts that much, might as well remove them, because current state, they don't belong on-grid, due to the fittings.

    The reduction in boost strength is acceptable. i put us roughly where we were before the introduction of T2 links. And let's face it, back then, it was already so much better than not having boosts.

    tl;dr:
    T3 Warfare subsystem to natively be able to fit 3 links, as Command Ship counterparts. Then you get about same EHP/Boost trade-off than CS and at least you can bring them on grid.
    also, titan boosts? Since Rorqual boosts are allowed IN-POS, because well, the ship isn't suited for effing around warps in system, how about titan boosts?


    The weapons timer is not going in with 1.1, nor do we know for sure if it's ever going to go in.

    The Command Processors are probably going to get a revamp as well just not for 1.1. Currently it looks like they're going to turn into rigs of some kind but they may also just make a low-slot version (both of these are ideas Fozzie has put forward or commented on)
    NaK'Lin
    Seamen Force
    #872 - 2013-08-28 03:44:30 UTC
    Cade Windstalker wrote:
    NaK'Lin wrote:
    IBLAH


    The weapons timer is not going in with 1.1, nor do we know for sure if it's ever going to go in.

    The Command Processors are probably going to get a revamp as well just not for 1.1. Currently it looks like they're going to turn into rigs of some kind but they may also just make a low-slot version (both of these are ideas Fozzie has put forward or commented on)


    I commented according to Fozzie's wording at the time of my post.
    For stuff like timer i know and therefoe mentioned "in the future".

    Moving Command processors to lowslots doesn't help jack, because fitting requirements would still not allow you to fit a decent tank. The problem is that you won't be able to have a T3 on grid. you could, if the subsystem would get the same 3 link allowance as the CS counterpart has.
    And then its a trade choice of "3 different bonus @ 2%/level" or "2 different bonus @ 3%/level" on grid... sounds solid.
    Cade Windstalker
    #873 - 2013-08-28 03:52:16 UTC
    NaK'Lin wrote:
    I commented according to Fozzie's wording at the time of my post.
    For stuff like timer i know and therefoe mentioned "in the future".

    Moving Command processors to lowslots doesn't help jack, because fitting requirements would still not allow you to fit a decent tank. The problem is that you won't be able to have a T3 on grid. you could, if the subsystem would get the same 3 link allowance as the CS counterpart has.
    And then its a trade choice of "3 different bonus @ 2%/level" or "2 different bonus @ 3%/level" on grid... sounds solid.


    Gee, it almost sounds like they're forcing you to make trade-offs with T3s being more generalized and "I can boost if we need it" and Command Ships being a more focused booster rather than the generalist T3.

    When they finally move boosts on-grid it's likely that T3s will only boost in T3 gangs with each ship fitting a different link.

    Fozzie already commented on the T3s issue saying they weren't interested in making 6-link T3 boosting easier at the moment.
    NaK'Lin
    Seamen Force
    #874 - 2013-08-28 04:06:36 UTC
    Cade Windstalker wrote:
    NaK'Lin wrote:
    SNIP


    Gee, it almost sounds like they're forcing you to make trade-offs with T3s being more generalized and "I can boost if we need it" and Command Ships being a more focused booster rather than the generalist T3.

    When they finally move boosts on-grid it's likely that T3s will only boost in T3 gangs with each ship fitting a different link.

    Fozzie already commented on the T3s issue saying they weren't interested in making 6-link T3 boosting easier at the moment.


    And they shouldn't make 6 links more easy. If you fit 6 links on a CS, you'll trade a huge portion of your survivability. the same applies for T3s, and rightly so. But trading survivability up to being uttterly squishy for 3 links is just plain NO. should be the same.

    where's the sandbox we used to play in? How will having 3 T3s with a command subsystem each, to carry one link each, benefit ANY T3 gang... We don't all fly in 10+ gangs, to be honest, and having to slot 3 people into squad-co, wing-co and fleet-co just for 3 measly links is the equivalent of a word that won't make it through censor.
    I can put up with all of those changes to the ships and modules, no matter how bad of game design they might be, in the past and present and probably the future, but as I said, you might as well removing boosting from T3s, if the goal is to put them on field but they will only be viable with one link / ship.
    Hence, I am hoping Fozzie in all his wisdom might consider this.
    Cade Windstalker
    #875 - 2013-08-28 04:50:29 UTC
    NaK'Lin wrote:
    Cade Windstalker wrote:
    NaK'Lin wrote:
    SNIP


    Gee, it almost sounds like they're forcing you to make trade-offs with T3s being more generalized and "I can boost if we need it" and Command Ships being a more focused booster rather than the generalist T3.

    When they finally move boosts on-grid it's likely that T3s will only boost in T3 gangs with each ship fitting a different link.

    Fozzie already commented on the T3s issue saying they weren't interested in making 6-link T3 boosting easier at the moment.


    And they shouldn't make 6 links more easy. If you fit 6 links on a CS, you'll trade a huge portion of your survivability. the same applies for T3s, and rightly so. But trading survivability up to being uttterly squishy for 3 links is just plain NO. should be the same.

    where's the sandbox we used to play in? How will having 3 T3s with a command subsystem each, to carry one link each, benefit ANY T3 gang... We don't all fly in 10+ gangs, to be honest, and having to slot 3 people into squad-co, wing-co and fleet-co just for 3 measly links is the equivalent of a word that won't make it through censor.
    I can put up with all of those changes to the ships and modules, no matter how bad of game design they might be, in the past and present and probably the future, but as I said, you might as well removing boosting from T3s, if the goal is to put them on field but they will only be viable with one link / ship.
    Hence, I am hoping Fozzie in all his wisdom might consider this.


    So, first, if you haven't you should read this bit by CCP Fozzie earlier in this thread to get a better idea of where they're heading with on-grid boosts.

    For a start your concern about Fleet/Wing/Squad doesn't apply.

    Then go and take a look at this thread about future ship balancing plans from Ytterbium

    It's likely that T3s and their command links will come around when they get to the T3 balancing pass.

    This kind of sucks and I sympathize that it's likely to be a long way out but it probably won't be too far removed from bringing gang links on field and it's also likely that such a change would precipitate a second look at all boosting ships.
    Presidente Gallente
    Best Kept Dunked
    #876 - 2013-08-28 10:22:48 UTC
    People who hate off-grid booster because they can't use them just see the disadvantage they have. But booster brought much more fun to PvP. The main problem in EVE is that solo players or small gangs will be pwned by bigger fleets with logistics, blops, ecm etc. these days. To me skirmish boosting is one fun way to go solo or in a small group against larger fleets. I remember a small group of hostiles playing with us in their boosted nano-setups. Ofc it was annyoing at the first glance but this brought a lot of fun on grid especially when we started to counter them the same way.

    The main problem I see with links on-grid is that this will take away the boost from solo players or very small gangs while it will be another exclusive feature for bigger fleets only which still have the advantage by numbers, logistics and everything you can imagine to pimp a fleet to be awesome. They can field their booster easily on grid beeing repped up while a small gang trying to play with them and skirmish links will definitely lose their booster because it can't stay long at distance on grid or has to jump out when fighting at a gate.

    We still have the issue that bigger roaming fleets just can be countered if you bring well skilled and equiped numbers or you need to stay docked and let them pass. With links it's possible to play against them on grid. And to me it makes more sense to boost the weaker ones instead of boosting the stronger setups only at the end. But it seems that CCP wants to see the bigger fleets and blob-fests what might be a problem because everyone who's playing EVE for years knows what kind of players and how many players you finally need in a corp to field a decent bigger gang anytime.
    Madbuster73
    State War Academy
    Caldari State
    #877 - 2013-08-28 11:25:24 UTC
    Presidente Gallente wrote:
    People who hate off-grid booster because they can't use them just see the disadvantage they have. But booster brought much more fun to PvP. The main problem in EVE is that solo players or small gangs will be pwned by bigger fleets with logistics, blops, ecm etc. these days. To me skirmish boosting is one fun way to go solo or in a small group against larger fleets. I remember a small group of hostiles playing with us in their boosted nano-setups. Ofc it was annyoing at the first glance but this brought a lot of fun on grid especially when we started to counter them the same way.

    The main problem I see with links on-grid is that this will take away the boost from solo players or very small gangs while it will be another exclusive feature for bigger fleets only which still have the advantage by numbers, logistics and everything you can imagine to pimp a fleet to be awesome. They can field their booster easily on grid beeing repped up while a small gang trying to play with them and skirmish links will definitely lose their booster because it can't stay long at distance on grid or has to jump out when fighting at a gate.

    We still have the issue that bigger roaming fleets just can be countered if you bring well skilled and equiped numbers or you need to stay docked and let them pass. With links it's possible to play against them on grid. And to me it makes more sense to boost the weaker ones instead of boosting the stronger setups only at the end. But it seems that CCP wants to see the bigger fleets and blob-fests what might be a problem because everyone who's playing EVE for years knows what kind of players and how many players you finally need in a corp to field a decent bigger gang anytime.



    +1
    Mournful Conciousness
    Federal Navy Academy
    Gallente Federation
    #878 - 2013-08-28 11:57:52 UTC
    Someone mentioned earlier in the thread that it might be a good idea to make gang links progressively less effective as your fleet size grows, simulating the difficulty in executing command and control over a large organisation.

    This would give small gangs meeting a larger one a small advantage that they could use in the face of otherwise overwhelming odds.

    I think that's a reasonable idea which would work well with on-grid boosting, particularly with skirmish links. It would go some way to balancing the odds of a smaller fleet, keep boosters on grid where they should be, and still not disincentivise a large fleet from taking gang links.

    Anyone agree?

    Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

    Sarah Nahrnid
    KarmaFleet
    Goonswarm Federation
    #879 - 2013-08-28 13:56:58 UTC
    CCP Fozzie wrote:
    :Edit: [url=https://forums.eveonline.com/default.aspx?g=posts&m=3458485#post3458485]
    :words:


    I understand combat boosts being on grid, but why change mining bonuses?
    *NOTE* I am not a miner I have before and hated it that said, if people are lazy bastards and don't want to work for a kill then just wow...

    Perhaps if any of the Devs mined, they'd know it just about makes you want to kill yourself.

    Lets also not forget that some miner made the very ship we all sit in (with certain exceptions to be fair)

    Remove Rorq / Orca mining boosts, I doubt miners will be very interested to do their thing or willing to risk their (near) defenceless Rorq/Orca because, lets face it, they're slow, cumbersome and a take a year to align / get up to 3/4 speed

    Putting Off Grid (COMBAT) boosts on grid is understandable, but balance Risk vs. Reward.

    Why would I want to risk my boosting Legion if the boosts have been nerfed? Seems stupid to me mate.

    Though in my opinion, fixing something doesn't mean belting it around with the nerf bat. There hasn't been an issue with boosts before in my opinion and I was in TEST, we struggled to get boosts at the best of times!

    I'd personally put combat boosts on grid and leave them as they were.
    Onictus
    Federal Navy Academy
    Gallente Federation
    #880 - 2013-08-28 13:58:24 UTC
    Mournful Conciousness wrote:


    I think that's a reasonable idea which would work well with on-grid boosting, particularly with skirmish links. It would go some way to balancing the odds of a smaller fleet, keep boosters on grid where they should be, and still not disincentivise a large fleet from taking gang links.

    Anyone agree?


    Except that the best boosters are now slow cruisers that move like battleships, sure.

    Guess what the high value target is, particularly if everyone is forced onto grid. So while the blob applies webs, points, and painters to you boosts how exactly are you going to save it?