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Changes to Leadership skills

First post
Author
Girago Endashi
Nimos and Associates
Nimos and Associates.
#21 - 2014-09-05 18:15:49 UTC
From what I read here, the designated booster (right click -> set squad/wing/fleet booster) doesn't pass boosts down? Because if that's the case, the solution would be to just make the booster and the command position independend from each other.

The squad/wing/fleet boosters would be able to give boosts and pass down boosts, and the actual commanders could do fleet warps, regroups and all the other cat-herding stuff.
Frostys Virpio
State War Academy
Caldari State
#22 - 2014-09-05 18:31:53 UTC
BroodAlpha wrote:
Frostys Virpio wrote:
BroodAlpha wrote:

Now I would be okay with this if the leadership, wing command and fleet command skills actually did something. But they don't. All they do is allow me to give my fleet boosts and put my fleet on the same playing field as all the other pilot's fleets.




Guys! There is a skill in the game that I want to enable me to do X but that skill does nothing.I totally need it to do X but since as I said that skill does nothing, it should be faster to train.

Just like any other skills, you need to train them to be on a level playing field with others.


When you compare that train to other skills in the game, it just seems a bit over the top. Reducing the prerequisite for FC would allow me to lead a 150 man fleet with a 15-20 day train, which is much more understandable.

It really does feel like I'm just halting my skill queue.

Sorry for reposting my other post by the way. I have no idea how I managed to do that... Forum dude pls delete my post quoting my entire previous post ty.


Make the boost efficiency be progressive instead of the group size and put the requirement to start the next size level at IV inseatd of V.

Leadership IV grant 80% of the boost to your squad no matter the size and unlock the wing command skill. Wing command IV unlock fleet command and pass down 80% of the boost value to the maximum number of squads.

The number in your fleet is no longer breaking your boost transfer but there is still a progression value to the skill.
BroodAlpha
Perkone
Caldari State
#23 - 2014-09-05 19:10:26 UTC
Frostys Virpio wrote:
BroodAlpha wrote:
Frostys Virpio wrote:
BroodAlpha wrote:

Now I would be okay with this if the leadership, wing command and fleet command skills actually did something. But they don't. All they do is allow me to give my fleet boosts and put my fleet on the same playing field as all the other pilot's fleets.




Guys! There is a skill in the game that I want to enable me to do X but that skill does nothing.I totally need it to do X but since as I said that skill does nothing, it should be faster to train.

Just like any other skills, you need to train them to be on a level playing field with others.


When you compare that train to other skills in the game, it just seems a bit over the top. Reducing the prerequisite for FC would allow me to lead a 150 man fleet with a 15-20 day train, which is much more understandable.

It really does feel like I'm just halting my skill queue.

Sorry for reposting my other post by the way. I have no idea how I managed to do that... Forum dude pls delete my post quoting my entire previous post ty.


Make the boost efficiency be progressive instead of the group size and put the requirement to start the next size level at IV inseatd of V.

Leadership IV grant 80% of the boost to your squad no matter the size and unlock the wing command skill. Wing command IV unlock fleet command and pass down 80% of the boost value to the maximum number of squads.

The number in your fleet is no longer breaking your boost transfer but there is still a progression value to the skill.


This is a good compromise. If CCP have to make a compromise then this should be how they do it. Otherwise keep everything the same and just unlock WC at leadership IV and FC at WCIV
BroodAlpha
Perkone
Caldari State
#24 - 2014-09-05 19:11:30 UTC
Girago Endashi wrote:
From what I read here, the designated booster (right click -> set squad/wing/fleet booster) doesn't pass boosts down? Because if that's the case, the solution would be to just make the booster and the command position independend from each other.

The squad/wing/fleet boosters would be able to give boosts and pass down boosts, and the actual commanders could do fleet warps, regroups and all the other cat-herding stuff.


I agree that this should be the case.
Hoshi
Incredible.
Brave Collective
#25 - 2014-09-05 19:57:07 UTC
Girago Endashi wrote:
From what I read here, the designated booster (right click -> set squad/wing/fleet booster) doesn't pass boosts down? Because if that's the case, the solution would be to just make the booster and the command position independend from each other.

The squad/wing/fleet boosters would be able to give boosts and pass down boosts, and the actual commanders could do fleet warps, regroups and all the other cat-herding stuff.

The booster does not pass boost down unless the people in the command positions (Fleets, Wing, Squad) have the right skills. The booster itself can be in any position in the fleet but all the boosts has to pass thru the command structure to reach the normal members.

As I said in the first paragraph of my op I find the whole fleet structure and interface in need of a full work over due to how unintuitive and needlessly complicated it is but these changes could serve a much more simple to implement compromise until such a work over can be done.

"Memories are meant to fade. They're designed that way for a reason."

Dunk Dinkle
Brave Newbies Inc.
Brave Collective
#26 - 2014-09-05 21:02:08 UTC
Ideas:

1) Let players use mindlinks at [insert] Warfare Specialist IV. Maintain requiring V for T2 links. (or vice versa)

2) Display the actual boosts being recieved in the Fleet window.

2) Allow T2 logi ships to equip a link module for Wing boosts. ;)

Nevyn Auscent
Broke Sauce
#27 - 2014-09-06 00:19:13 UTC
Or.... we could actually recognise that the ability to effectively lead large fleets from the official FC position is actually a difficult skill?
It's worked fine till now. It's not actually that long a time. It's less than 1 day per person you want in your fleet. And boosts are a huge thing to be able to give 250 people. So... Saying the skill does nothing is utterly not true. It enables those boosts to actually work.

If you want to be a dedicated serious FC, put the time investment in to earn it.

Personally I'd like to have the corp leadership skills have a similar effect on non ship stats, so a corp without a skilled leader isn't as good as a corp with a skilled leader, even if they can both be the same size.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#28 - 2014-09-06 01:27:59 UTC
I have removed a rule breaking post and those quoting it.

When you post, at least try to do so comprehensibly.

The Rules:
5. Trolling is prohibited.

Trolling is a defined as a post that is deliberately designed for the purpose of angering and insulting other players in an attempt to incite retaliation or an emotional response. Posts of this nature are disruptive, often abusive and do not contribute to the sense of community that CCP promote.

ISD Ezwal Community Communication Liaisons (CCLs)

Alvatore DiMarco
Capricious Endeavours Ltd
#29 - 2014-09-06 03:38:44 UTC  |  Edited by: Alvatore DiMarco
BroodAlpha wrote:
Now I would be okay with this if the leadership, wing command and fleet command skills actually did something. But they don't. All they do is allow me to give my fleet boosts and put my fleet on the same playing field as all the other pilot's fleets.


Guess what, "mate": That's called "skills doing something".

Take your requests for power creep and GTFO.
Anna niedostepny
KarmaFleet
Goonswarm Federation
#30 - 2014-09-06 05:57:28 UTC
OMG +1!!!!!
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