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What about Off Grid Boosting?

First post
Author
Sibyyl
Garoun Investment Bank
Gallente Federation
#101 - 2014-12-04 03:55:18 UTC
Not sure why anyone is debating this. The issue is already settled as far as CCP is concerned and only legacy code issues prevent a fix (obviously these issues are substantial since we will not see a fix anytime soon).

Fewell wrote:
Do the lowering of effective bonuses you're proposing here put links in a place where you feel comfortable leaving them off grid, or is work continuing to move them on grid?
CCP Fozzie wrote:
Nothing would make me comfortable with optimal gameplay for some characters during a battle being for them to sit at a safespot.


There is nothing interesting about sitting in a corner and having a major impact on a battle somewhere else (metagaming notwithstanding). All sorts of smarmy arguments can be found regarding how easy it is to find and shoot the link, but that's not really the point.



Mr Epeen wrote:
I'm fine with OGB and I'll tell you why.

To make a good booster takes a long time. It's not like banging out a gank alt on a trial. It's more than six months of focused min/max training to do one simple thing. To add on grid capabilities to that would be another number of months.

So I feel there is enough of a penalty involved in training one that the balance is maintained. And as mentioned above, they can be probed down and easily blapped.

Mr Epeen Cool


Let me see you say that to a multiplexing incursion runner.

No?

Then this argument holds no water here, either.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Rain6637
GoonWaffe
Goonswarm Federation
#102 - 2014-12-04 04:06:35 UTC
sib you scary.

boosters get headshotted but considering the scale of the benefit to fleet, it is more than fair if they are at risk.

I engage in both off grid afk boosting in highsec, and tanky damnation on grid boosting elsewhere. bc RP i suppose
Mina Sebiestar
Minmatar Inner Space Conglomerate
#103 - 2014-12-04 04:17:30 UTC
Run 2 boosting chars for a long time before t3 nerf it is brutally effective tool and IMO it should be on grid or removed

If old code is a serious issue than some sort of neutralizing ship is in order that prevent system wide boosting when present in same.

You choke behind a smile a fake behind the fear

Because >>I is too hard

Zappity
New Eden Tank Testing Services
#104 - 2014-12-04 04:22:11 UTC
Even a weapons timer would help a lot in lowsec. It is pathetic to see so many T3s hugging stations and gates. Where is the risk when they can just jump or dock?

Zappity's Adventures for a taste of lowsec and nullsec.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#105 - 2014-12-04 04:38:02 UTC
Timer inheritance is very much acceptable and makes sense, as long as the criminal flag discrepancy I mentioned earlier is addressed. Timers, kill mails, and sensor strength rebalancing delivered as a package should constitute an acceptable solution to this perceived problem, while keeping the overall balance of power intact.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Sibyyl
Garoun Investment Bank
Gallente Federation
#106 - 2014-12-04 04:43:10 UTC  |  Edited by: Sibyyl
Re:Zappity and Des, maybe relevant, but a lot can change in a person's opinion in a year.

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.




Rain6637 wrote:
sib you scary.


Goon of my heart.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Zappity
New Eden Tank Testing Services
#107 - 2014-12-04 04:48:58 UTC
Sibyyl 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.

Thanks, I'd missed that.

Fozzie, please turn it on! If on grid boosting has to wait for the dogma rewrite then please do this in the meantime. Honestly, in lowsec FW regions they are like barnacles stuck to the side of stations. Ridiculous. Get them out into space where they can be probed down and killed.

Zappity's Adventures for a taste of lowsec and nullsec.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#108 - 2014-12-04 04:55:13 UTC
If we can agree that the nerf would stop with the timer and potentially kill-mails and sensor strength rebalancing (though the latter would only need a very small adjustment, since scanning is much stronger now), then we should just go through with it and put the matter to rest. IF. Keyword "if."

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Sibyyl
Garoun Investment Bank
Gallente Federation
#109 - 2014-12-04 05:01:42 UTC

Nah, they should just be brought on grid for a proper murdering.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#110 - 2014-12-04 05:10:04 UTC  |  Edited by: Destiny Corrupted
Sibyyl wrote:

Nah, they should just be brought on grid for a proper murdering.

Then the smaller parties in uneven battles will be disproportionately worse-off than they are today. Talking about small-to-medium gang warfare here, and not "solo" stuff.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Sibyyl
Garoun Investment Bank
Gallente Federation
#111 - 2014-12-04 05:23:04 UTC
Destiny Corrupted wrote:

Then the smaller parties in uneven battles will be disproportionately worse-off than they are today. Talking about small-to-medium gang warfare here, and not "solo" stuff.


I'm obligated to include this quote.

A wise fellow wrote:
Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players.


Is the use of off-grid boosters more prevalent in small gangs vs. large ones? I'm asking because statistically I don't really know.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#112 - 2014-12-04 05:33:44 UTC  |  Edited by: Destiny Corrupted
Sibyyl wrote:
Destiny Corrupted wrote:

Then the smaller parties in uneven battles will be disproportionately worse-off than they are today. Talking about small-to-medium gang warfare here, and not "solo" stuff.


I'm obligated to include this quote.

A wise fellow wrote:
Whenever a mechanics change is proposed on behalf of ‘new players’, that change is always to the overwhelming advantage of richer, older players.


Is the use of off-grid boosters more prevalent in small gangs vs. large ones? I'm asking because statistically I don't really know.

The use of boosters is a constant right now. It's the status quo.

If boosting is brought on grid, then what's going to happen is that the larger force in a fight will always have the advantage, because they'll be able to kill the booster easily.

Let's say there's a fleet of 25 players, and a fleet of 50 players. Furthermore, let's arbitrarily say that a booster increases fleet efficiency by 50%, and that the threshold for destroying a booster without any recourse (that is to say, it gets popped instantly no matter the fit and/or amount of logistics present) is 50 players.

Here are some scenarios for off-grid boosting:

25 vs 25 = 25*1.5 vs 25*1.5 (boosters off-grid and intact unless parties show initiative off the field of battle)
50 vs 50 = 50*1.5 vs 50*1.5 (boosters off-grid and intact unless parties show initiative off the field of battle)
25 vs 50 = 25*1.5 vs 50*1.5 (boosters off-grid and intact unless parties show initiative off the field of battle)

The balance of power remains the same regardless of fleet size.

Now for on-grid boosting:

25 vs 25 = 25*1.5 vs 25*1.5 (neither fleet can destroy each other's boosters better than the other can)
50 vs 50 = 50*1.0 vs 50*1.0 (both fleets destroy each other's boosters with equal efficiency)
25 vs 50 != 25*1.0 vs 50*1.5 (the first fleet's booster is destroyed, and therefore the balance of power is destroyed)

The larger party now has the advantage as long as it exceeds the threshold level for outgoing damage.

Hopefully the numbers get my point across.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Sibyyl
Garoun Investment Bank
Gallente Federation
#113 - 2014-12-04 05:36:37 UTC

Good post, Des. Thanks.

Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#114 - 2014-12-04 05:39:51 UTC
NP. This has been my argument throughout the years for why boosting absolutely can't be brought on-grid. It should either remain off-grid, or be removed entirely. Making it grid-only will create a massive power imbalance that will only serve to encourage people to only field forces in excess of the threshold required for instantly "de-boosting" enemy fleets. This will wreck smaller-scale pvp.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

McChicken Combo HalfMayo
The Happy Meal
#115 - 2014-12-04 06:22:19 UTC  |  Edited by: McChicken Combo HalfMayo
Keeping boosts off-grid, the affects of the boosts can scale up based on pilots in fleet that are uncloaked in system, while keeping the point of entry low enough for full boosts that any ragtag squad could achieve it.

Booster + 1 = 11.1% current boost level
Booster + 2 = 22.2%
Booster + 9+ = 100%

There are of course the obvious problems that arise from this but they might be outweighed by the greater balance achieved in 1 on 1 engagements.

There are all our dominion

Gate camps: "Its like the lowsec watercooler, just with explosions and boose" - Ralph King-Griffin

Jarod Garamonde
Federal Navy Academy
Gallente Federation
#116 - 2014-12-04 06:22:50 UTC
Hal Morsh wrote:
Jarod Garamonde wrote:



Off-grid boosting should stay.
Don't like it? Probe down the booster alt, and kill it.



I thought a proper boost alt was unscannable even with perfect skills, the best implants and an appropriate ship fit all and only for scanning? Or has this changed?



That's funny. Because, when we can be bothered to, SMERG does it every time we try.

That moment when you realize the crazy lady with all the cats was right...

    [#savethelance]
Destiny Corrupted
Deadly Viper Kitten Mitten Sewing Company
Senpai's Afterschool Anime and Gaming Club
#117 - 2014-12-04 06:28:58 UTC
McChicken Combo HalfMayo wrote:
Keeping boosts off-grid, the affects of the boosts can scale up based on pilots in fleet that are uncloaked in system, while keeping the point of entry low enough for full boosts that any ragtag squad could achieve it.

Booster + 1 = 11.1% current boost level
Booster + 2 = 22.2%
Booster + 9+ = 100%

There are of course the obvious problems that arise from this but they might be outweighed by the greater balance achieved in 1 on 1 engagements.

I'd say that this would lead to a negative net gain, because group engagements far exceed 1vs1 engagements in overall volume. If anything, this would force players' hands to try to avoid having less than 10 people in the fleet at any given time.

I wrote some true EVE stories! And no, they're not of the generic "my 0.0 alliance had lots of 0.0 fleets and took a lot of 0.0 space" sort. Check them out here:

https://truestories.eveonline.com/users/2074-destiny-corrupted

Primary This Rifter
Mutual Fund of the Something
#118 - 2014-12-04 07:02:17 UTC
Sibyyl wrote:
Not sure why anyone is debating this. The issue is already settled as far as CCP is concerned.

CCP is always right and their goals and direction are not to be questioned.
Sibyyl
Garoun Investment Bank
Gallente Federation
#119 - 2014-12-04 07:14:41 UTC
Primary This Rifter wrote:
Sibyyl wrote:
Not sure why anyone is debating this. The issue is already settled as far as CCP is concerned.

CCP is always right and their goals and direction are not to be questioned.


Conveniently you didn't respond to the part of my post where I provided both my and Fozzie's reasons. I'm not sure what I think about Des's argument. I'll have to think about it some more.

And you should know me better than to try and pin a "CCP is always right" stance on me. Feel free to browse the very thread that has resulted in you posting as Rifter, if you doubt me.


Joffy Aulx-Gao for CSM. Fix links and OGB. Ban stabs from plexes. Fulfill karmic justice.

Primary This Rifter
Mutual Fund of the Something
#120 - 2014-12-04 07:16:57 UTC  |  Edited by: Primary This Rifter
I don't even remember what thread that was.

In any case, there are several issues with removing OGB. As mentioned before, it leads to a situation where larger fleets become even more powerful against smaller fleets, both because it will be easier for larger fleets to remove boosters from the grid, and because larger fleets will usually come from groups that can bring more boosting ships. There are problems associated with the concept itself, such as the fact that fleets don't always necessarily stay together in the same grid, and the fact that grids sometimes break in unexpected ways.

Let's say interceptors go chasing after a target. When they get there, they won't have boosts. They can't, the boosting ship just isn't fast enough to keep up. You're basically saying that interceptors have to gimp their effectiveness in order receive boosts... to improve their effectiveness.