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Off Grid Boosting - NO MORE - CCP, one more look

Author
Viribus
Aurora.
The Initiative.
#21 - 2014-12-01 22:57:36 UTC
the only problem with making links on-grid-only is then they'd only be viable for decently-sized fleets and gatecamps; the kind of gangs that can actually accommodate a big, slow command ship to follow them everywhere.

Fwar plex 1v1s might benefit a bit from removing OGBs but the real winner would be blobs and huge gatecamps

the real solution to such a fundamentally terrible gameplay element is to remove links from the game and refund leadership SP

but CCP will never do that, so we're just stuck with some ****** half-measure that doesn't fully cure the cancer that is warfare links
afkalt
Republic Military School
Minmatar Republic
#22 - 2014-12-01 23:03:59 UTC
You know - if OGB gave ships an effect, like hardeners but obviously unique to that effect then at least people know what they're fighting.

Then the game of chasing the booster persists.

Thoughts?
Odithia
Ministry of War
Amarr Empire
#23 - 2014-12-01 23:05:08 UTC  |  Edited by: Odithia
Rivr Luzade wrote:

Who does not like OffGB should stop demanding their removal and instead start training for a perfect prober and save some ISK or LP for a Virtue set and probe them down during a fleet fight and remove them with a dedicated squad. However, that requires effort and is not easy. Roll

You pointed the issue yourself.
Dedicated-squad versus low input-required-multiboxed-alt.


Viribus wrote:
the only problem with making links on-grid-only is then they'd only be viable for decently-sized fleets and gatecamps; the kind of gangs that can actually accommodate a big, slow command ship to follow them everywhere.

Well we've got Strategic cruisers as well.
Could use cheap-ish Command Cruiser/Destroyers though.
Zavand Crendraven
Federal Navy Academy
Gallente Federation
#24 - 2014-12-01 23:12:13 UTC
Viribus wrote:
the only problem with making links on-grid-only is then they'd only be viable for decently-sized fleets and gatecamps; the kind of gangs that can actually accommodate a big, slow command ship to follow them everywhere.

Fwar plex 1v1s might benefit a bit from removing OGBs but the real winner would be blobs and huge gatecamps

the real solution to such a fundamentally terrible gameplay element is to remove links from the game and refund leadership SP

but CCP will never do that, so we're just stuck with some ****** half-measure that doesn't fully cure the cancer that is warfare links

if they add command destroyers that could be the links for smaller fleets although the gatecamp issue is legit but its already there more or less just they can have the links offgrid atm
Lady Rift
His Majesty's Privateers
#25 - 2014-12-01 23:22:33 UTC
Bullet Therapist wrote:
Iain Cariaba wrote:
CCP devs have repeatedly stated they want to remove off grid boosting, but that the process to do so is difficult because of how it ties into other things in the code.

Quit whining about it already.


When did they say that? I know that they wanted to, and did, remove pos boosting, and said that they'd look into it further if they needed to.

The only thing that I'd really say about links is that t3 links require a highly specialized and expensive platform to be able to probe down. You basically need to have max skills and implants, or close enough to it if they're properly trained. Moreover t3 boosters can still fit a covops cloak and be nullified, though at the expense of a link. This goes back to one of a hundred things that are wrong with t3 cruisers.

All said, a LOT of people don't know how to fit a booster, and you can generally kill them with two players, one scanner and one combat toon if you know what you're doing.

Command ships stuck in deadspace or outside of a pos are sitting ducks and in the case of them orbiting a pos you only need a cloaky alt to provide a warpin, after which you merely alpha them before they can get back into the shield.

We know that links are powerful, but they come at the cost of specialization, and not without a good deal of risk. There are issues with t3 links, like everything else on the t3 line.



please come alpha my damnation off my POS. This might work if you have a large number advantage and a large fleet. smaller fleets would never be able to spare the man power to achieve that feat.
Evora Pirkibo
Tribal Liberation Force
Minmatar Republic
#26 - 2014-12-02 00:21:44 UTC
Iain Cariaba wrote:
CCP devs have repeatedly stated they want to remove off grid boosting, but that the process to do so is difficult because of how it ties into other things in the code.

Quit whining about it already.

I'm sorry, when did "because its difficult" become an acceptable excuse? This is eve, htfu applies to all, including CCP.

On a long enough timeline, the life expectancy of everyone drops to zero.

Sgt Soulless
Sebiestor Tribe
Minmatar Republic
#27 - 2014-12-02 00:44:59 UTC  |  Edited by: Sgt Soulless
Vic Jefferson wrote:
Quesa wrote:
No, absolutely not. There is an entirely unique meta that has developed for the probing out and destroying of links.


That's sort of a completely ridiculous excuse for keeping a mechanic. There was a unique meta for capitals before phoebe, but many are glad that's out the window along with the mechanics that allowed it.

...

Fixed that for ya.

There was an experiment done once wherein a group of monkeys was presented with a ladder, and at the top of the ladder was a basket of fruit. Every time one monkey would try to climb the ladder, the scientists would spray the other monkeys with a fire hose. Eventually, any monkey that got near the ladder was beaten to a pulp by all the other monkeys. Then, the scientists began replacing the monkeys one by one. Each new monkey that approached the ladder was beaten up by the others, and had no idea why because they had never been sprayed by or seen the hose; but they too eventually beat up new monkeys who approached the ladder. Eventually not a single monkey left in the group had ever seen or been sprayed by the hose, and yet they still beat up any monkey that approached the ladder. In fact, the hose had been removed from the enclosure after the first group established their behavior of beating those who climbed the ladder. And the moral of the story is that people who maintain a status quo just because it's the status quo are f***ing stupid.
Zavand Crendraven
Federal Navy Academy
Gallente Federation
#28 - 2014-12-02 00:53:40 UTC
Evora Pirkibo wrote:
Iain Cariaba wrote:
CCP devs have repeatedly stated they want to remove off grid boosting, but that the process to do so is difficult because of how it ties into other things in the code.

Quit whining about it already.

I'm sorry, when did "because its difficult" become an acceptable excuse? This is eve, htfu applies to all, including CCP.

i dont think you have ever seen what is called spaghetti code or even programmed at all. most likely they are already trying to fix the code but it takes time
Evora Pirkibo
Tribal Liberation Force
Minmatar Republic
#29 - 2014-12-02 02:29:47 UTC
More than three years? Not if it's a priority. I agree that they are probably working on it, but it could stand to jump a few rungs on the priority ladder.

Spaghetti code no, coding yes, albeit not proffessionally. You may want to keep an eye on what assumptions you make.

Excuses do not achieve results.

On a long enough timeline, the life expectancy of everyone drops to zero.

Sigras
Conglomo
#30 - 2014-12-02 03:12:27 UTC
neither does rushing a half baked solution out the door...

CCP need to take as long as absolutely necessary to get it right and not make millions of SP potentially useless.
Alvatore DiMarco
Capricious Endeavours Ltd
#31 - 2014-12-02 03:36:38 UTC
CCP Fozzie (and others, I believe) have already indicated a desire to kill off-grid boosting. Fozzie in particular has said that the capability to "flip the switch" and disable OGB already exists and the switch can be flipped at any time. The reason it hasn't been - and won't be for some time yet - is because doing so with the current way things work would swiftly result in melted servers and the alternative they're working on (brain in a box) isn't ready yet.
Jacob Holland
Weyland-Vulcan Industries
#32 - 2014-12-03 08:37:10 UTC
The difficulty with choosing to remove off-grid boosting (given the means) from my perspective is that it encourages people to mob up.
If the ultimate goal is still to have things which encourage small groups hitting different things rather than large fleets trying to lock down a system then the need for each small group to have its own booster is a serious brake on that. with boosting working off-grid there is no real obstruction to acting in small groups, no reason why half a dozen interceptors shouldn't hive off and go hunting while the fleet camps the station (for example)...
Aiyshimin
Mea Culpa.
Shadow Cartel
#33 - 2014-12-03 09:48:29 UTC
My take on links, repost from another forum:

Links should be turned into targeted high-slot modules with RR-like range. Details are up to discussion & further development, but here's the basic lowdown repeated for the Nth time.

This requires:

1. A new small link ship (Command Destroyer would be a pretty good candidate) to better keep up with skirmish gangs and allow use in FW
2. All link ships need 9 high slots (not 9 turret/launcher hardpoints)
3. Links need to have their fitting requirements redone to allow fitting 9 links without Command Processors
4. Links need to use a non-trivial amount of capacitor
5. Adjusting CSs and T3s to make sure they all have approximately equal (or equally non-existent) damage dealing capabilities when running links (think current Eos vs the rest)
6. Links need to have their bonuses dropped considerably, because

- targeted links of the same type are stacking penalized, but several can be activated on a single ship
- links can be overheated


This solution has the following benefits:

1. It solves the offgrid issue in an elegant way without recoding EVE Online bu using existing methods
2. It makes links scale with fleet size (one link ship can only boost a squad)
3. It removes the 100% alt account gameplay, but instead of resulting in mass-biomassing of all the OGB toons, it turns boosters into a new combat role that is actually exciting to play and emphasizes player skill. Currently nobody flies OGB as their main.


Links today are like champions/standard-bearers/musicians in fantasy strategy games, simply providing a blanket stats boost as long as they meet two conditions, be in fleet and present in system. I'd like to see links turned into "bards", that cast buffing spells on selected fleet members to improve their performance in critical situations. Basic gameplay is similar to logistics in EVE, but is more proactive in nature.

tl,dr; instead of being simple "engage links, receive bacon for whole fleet", targeted links do **** all nothing without the pilot making the right choices at the right time, while flying his ship on grid.
James Baboli
Warp to Pharmacy
#34 - 2014-12-03 10:02:04 UTC
Aiyshimin wrote:

2. All link ships need 9 high slots (not 9 turret/launcher hardpoints)


WAT.
No.
Just. Just go.
Just go.

Rebuilding half the fitting screens, several validation checks and building ships capable of running 9 of the other high slot modules because links is bad. especially with the fact that you are using fantasy metaphors for this and not even ones that are truely standardized in the fantasy strategy game world.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Aiyshimin
Mea Culpa.
Shadow Cartel
#35 - 2014-12-03 10:08:19 UTC
James Baboli wrote:
Aiyshimin wrote:

2. All link ships need 9 high slots (not 9 turret/launcher hardpoints)


WAT.
No.
Just. Just go.
Just go.

Rebuilding half the fitting screens, several validation checks and building ships capable of running 9 of the other high slot modules because links is bad. especially with the fact that you are using fantasy metaphors for this and not even ones that are truely standardized in the fantasy strategy game world.


Adding one slot to fitting screen is hardly an unsolvable obstacle, and the fittings can be tuned so that fitting 9 medium neuts wouldn't be possible (even if it was), not that I see a neuting CS as some massive balancing issue anyway.

I'm not really interested in your fantasy standards tbh, they are used in my post to illustrate the general idea. Of which you failed to provide any criticism. Maybe because it's by far the best solution to links issue presented so far.

James Baboli
Warp to Pharmacy
#36 - 2014-12-03 10:10:52 UTC
Aiyshimin wrote:


I'm not really interested in your fantasy standards tbh, they are used in my post to illustrate the general idea. Of which you failed to provide any criticism. Maybe because it's by far the best solution to links issue presented so far.



Except that it is so easy to break it isn't funny. Resist links, on t2 base resists, with shiny tank. I for one welcome our RR CS + HAC fleet overlords.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Aiyshimin
Mea Culpa.
Shadow Cartel
#37 - 2014-12-03 10:27:56 UTC
James Baboli wrote:
Aiyshimin wrote:


I'm not really interested in your fantasy standards tbh, they are used in my post to illustrate the general idea. Of which you failed to provide any criticism. Maybe because it's by far the best solution to links issue presented so far.



Except that it is so easy to break it isn't funny. Resist links, on t2 base resists, with shiny tank. I for one welcome our RR CS + HAC fleet overlords.


Are people using RR CS fleets now? Why would they use them after links were turned into targeted modules?

James Baboli
Warp to Pharmacy
#38 - 2014-12-03 10:43:08 UTC
Aiyshimin wrote:


Are people using RR CS fleets now? Why would they use them after links were turned into targeted modules?



Or, better, RR t3s that have even more resists because 2-3x resist links, a cap usage link for RR and a signature link, with 4 reps for the logi and whatever the current fashion is for DPS t3s.

Stackable links is the key issue, and the implementation also favors blobbing over anything else, like almost every change proposed in F&I.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Aiyshimin
Mea Culpa.
Shadow Cartel
#39 - 2014-12-03 10:50:05 UTC
James Baboli wrote:
Aiyshimin wrote:


Are people using RR CS fleets now? Why would they use them after links were turned into targeted modules?



Or, better, RR t3s that have even more resists because 2-3x resist links, a cap usage link for RR and a signature link, with 4 reps for the logi and whatever the current fashion is for DPS t3s.

Stackable links is the key issue, and the implementation also favors blobbing over anything else, like almost every change proposed in F&I.


You didn't even read the proposal:

Quote:
6. Links need to have their bonuses dropped considerably, because

- targeted links of the same type are stacking penalized, but several can be activated on a single ship
- links can be overheated


And no, it actually favours small gangs over blobs as one link ship can no longer boost more than a squad at a time.


James Baboli
Warp to Pharmacy
#40 - 2014-12-03 10:54:31 UTC
Aiyshimin wrote:
James Baboli wrote:
Aiyshimin wrote:


Are people using RR CS fleets now? Why would they use them after links were turned into targeted modules?



Or, better, RR t3s that have even more resists because 2-3x resist links, a cap usage link for RR and a signature link, with 4 reps for the logi and whatever the current fashion is for DPS t3s.

Stackable links is the key issue, and the implementation also favors blobbing over anything else, like almost every change proposed in F&I.


You didn't even read the proposal:

Quote:
6. Links need to have their bonuses dropped considerably, because

- targeted links of the same type are stacking penalized, but several can be activated on a single ship
- links can be overheated


And no, it actually favours small gangs over blobs as one link ship can no longer boost more than a squad at a time.



Definately read it. Definately still see it favoring blobbing unless you have a VERY long cycle time, as you insert X number of boosting ships, and then use appropriate links to make whatever is primaried effectively invulnerable.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp