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New command module

Author
Kenrailae
Center for Advanced Studies
Gallente Federation
#21 - 2014-03-12 00:45:27 UTC
Zan Shiro wrote:
Kenrailae wrote:
Maybe playing devils advocate, maybe serious discussion point, not 100% sure myself:


What about a deployable structure with a limited range, calculated based on the the ship using x module's location, not where the target is?


Example: Structure has 100k range. Attacker is 140k away from structure, defender is 90. Attacker could still benefit from links but defender could not.

Where this might be used? Gate camp defense, tower defense? An over-arching 'I block the whole system' module, no, don' t like it at all. But a limited module.... IDK.



you are hitting the issue that is, iirc, hindering ccps' attempts to get even off grid boosting off the server. They want links on grid. It's just its a complex problem that the calculation spam is bit much to handle. The calculation spam being constant updating of spatial relationship of ships to boost in relation to position of the link boat.

edit: this structure would have this same issue. Granted the problem gets easier as the structure won't move like a CS. BUt...its still a complex problem.




You're quite right, it would be a very challenging hurdle to overcome. Another part of the On-grid problem though, is grid-FU and other grid stretching. Grids don't have a finite range. A set distance module would. It only alleviates part of the problem true.

*Note I have 1 char with max Leadership SP and another that is only missing fleet 4 and 5, and max skills on command ship hulls on both toons, one also can fly every cloaky T3 links in-game. I've invested ALOT of time and SP into Links. I'm not complaining links are too strong or too weak. I realize this module would directly negate that time/effort if I ran into it. But, I tend to like anything that allows more strategic choice and deviation without breaking the game.*

The Law is a point of View

The NPE IS a big deal

Milton Middleson
Rifterlings
#22 - 2014-03-12 01:05:53 UTC
Buhhdust Princess wrote:
No. Just no. Links have been shat on enough already...


You're a very sensitive soul if you think links have been severely mistreated recently.

Quote:
Every single one of these suggestions leaves links completely and totally unusable...


Op success. Eve doesn't really need terrible, pants-on-head ******** buff mechanics. Maybe CCP should try to come up with some non-**** ones.
Kenrailae
Center for Advanced Studies
Gallente Federation
#23 - 2014-03-12 01:40:21 UTC
Milton Middleson wrote:
Buhhdust Princess wrote:
No. Just no. Links have been shat on enough already...


You're a very sensitive soul if you think links have been severely mistreated recently.

Quote:
Every single one of these suggestions leaves links completely and totally unusable...


Op success. Eve doesn't really need terrible, pants-on-head ******** buff mechanics. Maybe CCP should try to come up with some non-**** ones.



It could also be said you must be a very sensitive soul if you feel links are so 'pants-on-head ****** buff mechanics.' They're certainly not. Links have been nerfed a fair bit recently. That is factual. They've been reduced in effectiveness. They've been forced into open space. And 'unprobable' isn't a thing anymore. Very hard to probe still is, but not unprobable. All these things have directly nerfed links. Several of these changes, while not thrilling from the perspective of a command ship pilot were, even if only in hindsight, necessary. Some of them not really. But links HAVE been nerfed a fair bit recently. That's part of why this idea in the form of a 'disrupt ALL the links' is horrid, but in a small, deliberate, controlled scale, has some interesting discussion points to it.

The Law is a point of View

The NPE IS a big deal

Milton Middleson
Rifterlings
#24 - 2014-03-12 03:50:15 UTC  |  Edited by: Milton Middleson
Quote:
It could also be said you must be a very sensitive soul if you feel links are so 'pants-on-head ****** buff mechanics.'

Only if you don't actually stop and think about the actual mechanics of warfare links. 'Passive buff aura dispenser' - and that is exactly what link ships are - is not, and is unlikely to become, a useful combat role. Which is why it is almost always palmed off on a semi-AFK alt, especially in small gang warfare where they are most contentious. Especially when the function is actually done better by an alt that doesn't need to worry about flying a combat-capable while the ship being actively flown by a human being isn't gimped by the need to fit 3+ warfare links.

Link mechanics need to be put down so they can be redone (or just removed, and any truly necessary components folded into the relevant ships or modules).

Quote:
Links have been nerfed a fair bit recently.


They've also been buffed with the addition of Faction mindlinks and multi-bonused CS that eliminated what little need there was for choice in link selection. You no longer even need two link alts to get the full benefits of skirmish + your favorite flavor of tank links. And the effectiveness nerf was a joke; it ranged from minor to insignificant and the sheer magnitude of the bonuses is still utterly ridiculous (pretty much equivalent to running multiple sets of HG pirate implants concurrently and nearly doubling the effectiveness of RR).
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#25 - 2014-03-12 03:51:49 UTC
Kenrailae wrote:
Milton Middleson wrote:
Buhhdust Princess wrote:
No. Just no. Links have been shat on enough already...


You're a very sensitive soul if you think links have been severely mistreated recently.

Quote:
Every single one of these suggestions leaves links completely and totally unusable...


Op success. Eve doesn't really need terrible, pants-on-head ******** buff mechanics. Maybe CCP should try to come up with some non-**** ones.



It could also be said you must be a very sensitive soul if you feel links are so 'pants-on-head ****** buff mechanics.' They're certainly not. Links have been nerfed a fair bit recently. That is factual. They've been reduced in effectiveness. They've been forced into open space. And 'unprobable' isn't a thing anymore. Very hard to probe still is, but not unprobable. All these things have directly nerfed links. Several of these changes, while not thrilling from the perspective of a command ship pilot were, even if only in hindsight, necessary. Some of them not really. But links HAVE been nerfed a fair bit recently. That's part of why this idea in the form of a 'disrupt ALL the links' is horrid, but in a small, deliberate, controlled scale, has some interesting discussion points to it.


This is why I favour a dessie platform for this kind f disruption. It would be relatively fragile ( though not as fragile as a t1 dessie as I would prefer these to be t2) and as such would require protection. They would also be dangerous to the natural ships to send after them in frigates which could make for some interesting tactical choices. At least with this implementation the links are forced on grid along with the jamming ship so both sides get a chance to do something about it.
Jason Itiner
Harmless People
#26 - 2014-03-12 06:07:33 UTC
Danika Princip wrote:
Jason Itiner wrote:
Danika Princip wrote:
Every single one of these suggestions leaves links completely and totally unusable...


The original one would only leave them fully negated if two or more jammers were active in the system. It could be argued that you'd only use it to turn the tide if you were sure the enemy couldn't counter-jam your links, but on second thought, a grid-limited link jammer would be more appropriate.



But there would always be a minimum of two in system. Always. Regardless of weather or not either side actually brought one.

And a grid limited one would also make links worthless. If you can't actually apply the bonuses to the ships in the fight, why bother bringing them?


Having two in the system doesn't mean anything unless both are active. Turning the jammer on is a tactical choice, and even if the second ship counter-jams in a battle, the few minutes of upper hand the first jammer can buy their fleet some much-needed upper hand.

As for the structure, the point would be to drop it mid-fight, then burn out of its range before the enemy does (or notices), and hit their unbonused ships from afar with your bonused ones. Or just warp in a bunch of snipers. So links aren't worthless until they get countered. And when they do ... isn't the point of a counter to make the thing it's countering worthless?
Lephia DeGrande
Luxembourg Space Union
#27 - 2014-03-12 06:47:59 UTC
My only problem with this whole idea is that we want ongrid command ships but offgrid jammers that makes no sense, there should no kind of "System Jammer" besides maybe for Cynos but anything else should be ON GRID no exceptions!
Kenrailae
Center for Advanced Studies
Gallente Federation
#28 - 2014-03-12 07:30:32 UTC
Milton, you're clearly doing it wrong, and have only a base understanding of command ships. Show me where the bad links pilots touched you?


All the diversification of bonuses did was make it so some Command ships were actually used, and made more sense. Why Gallente were bonusing Ewar is beyond me.


The concept of Links is actually sound. A ship that is collecting and coordinating data, rebroadcasting it to the rest the fleet.

Data on enemy weapons, what they're firing, so how to defend against it better, what their sensor strength offensively and defensively is, triangulating hostile locations for better targetting.... A couple of the links bonuses are a bit silly, but most of them are fairly sound.


'Semi-afk alts?' No. Some times yeah, but certainly not the status quo. Why? Because command ships aren't cloaky, and a links T3 has 0 tank. Smaller gangs may use those T3's, but proper fleets will still bring their command ships, as they do now.

The 'Buff' you're talking about was not a buff, but a diversification, as opposed to the direct reduction in links effectiveness. And that diversification, as said earlier, has only brought some hangar dust balls back onto the battlefield, instead of only ever seeing Damnation's and vultures as links platforms.



@ rest of thread: No, we don't want off grid jammers. A deployable module would need to operate on the basis of dropping on top your targets to deprive them of links, while having sufficient force of your own to either not need them or survive without them long enough to inflict the important blows.

The Law is a point of View

The NPE IS a big deal

Lephia DeGrande
Luxembourg Space Union
#29 - 2014-03-12 08:59:41 UTC
Sry i hate deployable ****, i want my moduls installed and used with a real human behind the keyboard.

This whole deployable stuff is only a cheese move to bump solo gameplay for the sake of more member...
Liafcipe9000
Critically Preposterous
#30 - 2014-03-12 09:11:45 UTC
suddenly all warfare links stop working.




















everywhere.
Jason Itiner
Harmless People
#31 - 2014-03-12 09:27:46 UTC
Lephia DeGrande wrote:
Sry i hate deployable ****, i want my moduls installed and used with a real human behind the keyboard.

This whole deployable stuff is only a cheese move to bump solo gameplay for the sake of more member...


One thing that would sound good to me is a T3-only module, or a specific subsystem.

If it's a subsystem, it could be a "Warfare link reverser", which injects garbage data into enemy datastreams, reversing the bonuses given by the installed links. Thus, it would only be able to neutralize the same links that the T3 has installed.
I'd go along with a similar Command Ship-only module, but I'm not sure how feasible that is, coding-wise (reversing the effects of ship-board module, and mapping it onto enemies), or play-style-wise.
Jason Itiner
Harmless People
#32 - 2014-03-12 09:29:45 UTC
Lephia DeGrande wrote:
My only problem with this whole idea is that we want ongrid command ships but offgrid jammers that makes no sense, there should no kind of "System Jammer" besides maybe for Cynos but anything else should be ON GRID no exceptions!


I didn't say off-grid jammers with on-grid CS-es. If one has to come on grid, so does the other, that's the only way to balance the two.

Maybe the only exception is off-grid CS with an on-grid jammer, like we said before. 100 klick range, inside that bubble, no bonuses are applied.
Danika Princip
GoonWaffe
Goonswarm Federation
#33 - 2014-03-12 10:52:26 UTC
Jason Itiner wrote:


Having two in the system doesn't mean anything unless both are active. Turning the jammer on is a tactical choice, and even if the second ship counter-jams in a battle, the few minutes of upper hand the first jammer can buy their fleet some much-needed upper hand.

As for the structure, the point would be to drop it mid-fight, then burn out of its range before the enemy does (or notices), and hit their unbonused ships from afar with your bonused ones. Or just warp in a bunch of snipers. So links aren't worthless until they get countered. And when they do ... isn't the point of a counter to make the thing it's countering worthless?



But they would be active. And if neither side had one along with them, then a third party probably would. And even if, by some miracle, no-one had jammers, no-one would have links either as they'd be assuming everyone had jammers. Why risk a link T3 when it's not going to be able to do anything, at all, 90% of the time?



It wouldn't be a thing to drop mid fight. It would be a thing to drop the second you get into system.
Jason Itiner
Harmless People
#34 - 2014-03-12 12:10:14 UTC
Danika Princip wrote:
Jason Itiner wrote:


Having two in the system doesn't mean anything unless both are active. Turning the jammer on is a tactical choice, and even if the second ship counter-jams in a battle, the few minutes of upper hand the first jammer can buy their fleet some much-needed upper hand.

As for the structure, the point would be to drop it mid-fight, then burn out of its range before the enemy does (or notices), and hit their unbonused ships from afar with your bonused ones. Or just warp in a bunch of snipers. So links aren't worthless until they get countered. And when they do ... isn't the point of a counter to make the thing it's countering worthless?



But they would be active. And if neither side had one along with them, then a third party probably would. And even if, by some miracle, no-one had jammers, no-one would have links either as they'd be assuming everyone had jammers. Why risk a link T3 when it's not going to be able to do anything, at all, 90% of the time?



It wouldn't be a thing to drop mid fight. It would be a thing to drop the second you get into system.


You might have a point in the first half, regarding the "I think you have one, and I know you think I have one, blahblahblah". Yes, people might jump to conclusions, and they might err on the side of caution. Anyway, for now, let's assume these modules are CS-only, no T3s.

In the second case, however, I'm not 100% certain you're right. Yes, you might drop one on the gate straight away, like a bubble. So what, you blocked command links around the gate. I'm not sure what the point of links here is, in the first place, given that the deployable is not system-wide, it has a limited range of 100 km, or maybe even less.
Milton Middleson
Rifterlings
#35 - 2014-03-12 17:48:36 UTC
Quote:
The concept of Links is actually sound. A ship that is collecting and coordinating data, rebroadcasting it to the rest the fleet.

Data on enemy weapons, what they're firing, so how to defend against it better, what their sensor strength offensively and defensively is, triangulating hostile locations for better targetting.... A couple of the links bonuses are a bit silly, but most of them are fairly sound.


The in-universe justification for warfare links is totally irrelevant. A CS could have advanced command and control systems or a staff of wizards casting spells on the fleet. "Passive aoe buff machine" would still be an unengaging and conceptually weak mechanic befitting an ancillary role at best. Anything which can be done semi-afk will be a significant portion of the time (see: mining. They're about on the same level in terms of mechanics).

Quote:
'Semi-afk alts?' No. Some times yeah, but certainly not the status quo. Why? Because command ships aren't cloaky, and a links T3 has 0 tank.


It's absolutely the status quo. It's the most likely scenario in which you're likely to encounter links in small gang warfare. It's trivial to park a CS or T3 on a gate or station or in a safe or 3 inches outside a POS shield, which is why you can see it everywhere you go in lowsec.

Quote:
The 'Buff' you're talking about was not a buff, but a diversification


A (fleet) CS formerly had a bonus to one kind of links, and mindlinks only existed for one set of links at a time. Receiving maximum bonuses from two different sets of links was impossible without multiple characters. Now a CS gets a bonus to two sets of links and can use a navy mindlink that gives a bonus to both varieties of links it is fitting.
Daichi Yamato
Jabbersnarks and Wonderglass
#36 - 2014-03-12 18:35:58 UTC
Kenrailae wrote:

The concept of Links is actually sound. A ship that is collecting and coordinating data, rebroadcasting it to the rest the fleet.

Data on enemy weapons, what they're firing, so how to defend against it better, what their sensor strength offensively and defensively is, triangulating hostile locations for better targetting.... A couple of the links bonuses are a bit silly, but most of them are fairly sound.


if the boosting pilot actually did this, links would be amazing. buts hes actually correct when he says its just a passive aura boost...thats all it does...nothing else. at all. How about removing the link bonus and adding a ship scanner bonus, then they can start doing something closer to what ur saying they should be doing.

and i agree, semi-afk alts is def the status quo for command ships outside of tournaments. every boosting T3 ive seen is not even remotely combat viable. and command ships without links, would still be decent ships. their entire existence does not revolve around links, just like the entire existence of BC's does not revolve around links.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Kenrailae
Center for Advanced Studies
Gallente Federation
#37 - 2014-03-12 18:45:22 UTC
Which again, Milton, wasn't a buff. A Buff makes things stronger. It was a diversification. Fit a slave set... you can use that for ANY armor ship. Fit a crystal set... ANY shield boosting ship.... every other implant set could be used across multiple ships and still be used to their full effect. A mind link could only be to their max effect in 3 hulls before the change. And of those hulls, most of them were pretty useless. The changes made to implants and command ships have only made them so you can use them across a few more hulls without needing a specific set for every single command ship.


Since you fly so many command ships, based on your KB, you should be very experienced in them right?

Let me set you straight: Command ships are not a problem. Links are NOT a problem. Command ships serve very useful, real roles in fleets.... You choose not to see this, or base your opinion on a few bad experiences.

CCP has already stated they are trying to move Links on Grid. Until then, yep, as per standard Eve tradition, there are those who will abuse them to their extreme. Good. That's a large part of what makes Eve, Eve.

The fact that they can generate so much butt hurt and whining from an individual like yourself is enough in and of itself.

The Law is a point of View

The NPE IS a big deal

Kenrailae
Center for Advanced Studies
Gallente Federation
#38 - 2014-03-12 18:53:31 UTC
Daichi Yamato wrote:
Kenrailae wrote:

The concept of Links is actually sound. A ship that is collecting and coordinating data, rebroadcasting it to the rest the fleet.

Data on enemy weapons, what they're firing, so how to defend against it better, what their sensor strength offensively and defensively is, triangulating hostile locations for better targetting.... A couple of the links bonuses are a bit silly, but most of them are fairly sound.


if the boosting pilot actually did this, links would be amazing. buts hes actually correct when he says its just a passive aura boost...thats all it does...nothing else. at all. How about removing the link bonus and adding a ship scanner bonus, then they can start doing something closer to what ur saying they should be doing.

and i agree, semi-afk alts is def the status quo for command ships outside of tournaments. every boosting T3 ive seen is not even remotely combat viable. and command ships without links, would still be decent ships. their entire existence does not revolve around links, just like the entire existence of BC's does not revolve around links.




You don't have an interface that appears on your screen that forces you to mess with a target's warp solutions when you activate a warp disruptor. You don't have an interface that makes you calculate advanced firing solutions when using a tracking computer.... some things you can't program in.


This is also a game... some provisions have to be made for that. Just because the mechanic itself can't be fully coded without being stupidly out of balance doesn't mean the intent isn't the same. Now, if you'd like every single module to go into every single detail of it's usage to balance your desire for links to have to.... sure.


Links aren't a problem. Not sure how many times that needs be said.

The Law is a point of View

The NPE IS a big deal

Daichi Yamato
Jabbersnarks and Wonderglass
#39 - 2014-03-12 19:21:15 UTC
hey, it was u that said the command ship gathered data and relayed it to friendly ships not me. but truly, they do nothing of the sort. they make a passive boost to all fleet mates in system, nothing more.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Milton Middleson
Rifterlings
#40 - 2014-03-12 19:45:12 UTC
"Warp disruptor" isn't a combat role. It's a module. Tackle is a combat role, and one which places a fair amount of demand on the pilot in many cases.

Quote:
Which again, Milton, wasn't a buff... A mind link could only be to their max effect in 3 hulls before the change.


A mindlink's effect is not tied to the hull: it gives a bonus to a set of modules, whether they're on a Damnation or a Hurricane. This is equivalent to saying that slaves can only be used to their max effect on hulls with armor tanking bonuses or talismans on neut-bonused hulls.

Quote:
The fact that they can generate so much butt hurt and whining from an individual like yourself is enough in and of itself.


Thank you. You clearly can't think of any substantive response, so you just repeat the assertion that everything is fine. The ad hominem and personal attacks are just icing on the cake.
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