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[Scylla] Skynet - Removing Fighter Assist

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VolatileVoid
Viking Clan
#381 - 2015-02-27 23:28:40 UTC  |  Edited by: VolatileVoid
I will do some speculation.

We got drifter now and they got a anti capital doomsday. With fighter assist it would not be that hard to kill them.
The drifter have something todo with future releases. So now fighter assist needs to be removed because ppl. with carrier would have an advantage against the drifter.
Doesn't matter that supercarrier render kind of useless because same happened to titans already.

We need more speculation on this.
Jennifer Maxwell
Crimson Serpent Syndicate
#382 - 2015-02-27 23:29:38 UTC
Vic Jefferson wrote:
Dedbforucme wrote:
Getting rid of Skynet is absurd and makes using super capitals ships (IE Nyx, Aeon, Wyvern, Hel) pointless to fly and you are just sitting an expensive paper weights because they are 20+ billion isk or 550 plus dollars to do nothing with and not worth training towards. Also by getting rid of the ability to have fighters warp just makes carriers (IE: Nidhoggur, Thanatos, Chimera, Archon) not worth using in PVE because every time you have it in a site and a neutral or hostile comes into system chances are you are leaving behind 250-300 mil worth of fighters behind to not lose your 3-4 bil carrier.

Instead of getting rid Skynet make it only usable in systems your corp and/or alliance has sov. , or make them only assignable to battleship classes and above if the issue is having them assigned to frigates and cruisers, because making these changes essentially guts all capital ship pilots and their time spent training a waste of time when they could have been training to fly a perfect marauder or something.



I am a capital pilot, and I do not feel these changes ruin my experience. Carriers are still extremely powerful.

Rather they have the potential to make it a more exciting game - man up and put some assets on the field, you might just have some fun with them.

What suggestion would you give to someone who wants to use their carrier, but is not a part of a huge alliance, and is surrounded by other, violent, huge alliances who routinly drop on anything and everything bigger than a battleship with overpowering numbers and probably a couple titans?

In that kind of environment, what kind of use is a carrier and fighters?
Bertka Gaterau
Nuclear Midnight
Diplomatic Incidents.
#383 - 2015-02-27 23:31:15 UTC
Arent we taught from the beginning not to fly something you cant afford to lose? Just because you live in hostile area doesnt make this any more true.
GothicNightmare
Bondage Goat Zombie
Intergalactic Space Hobos
#384 - 2015-02-27 23:31:28 UTC
Ok... this... this cannot be. Fighter assist is a unique and viable option and should remain. When the drone bay of supers was nerfed to ONLY fighters and fighterbombers you removed their flexibility to do anything but slap another capital around or take a nap while shooting a stationary object (structure grinding). Titans took a hit when their weapons vs. subcaps was nerfed into the ground. The Phoebe patch took a huge chunk out of roaming and ganking with supers (am I the only one who's noticed its taken longer for caps to show up as the top kills on EVE Kill). What I'm saying is, supers have already lost a lot of usefulness and taken away a lot of fun and diversity and seeing action, to the point its almost not worth owning or logging on. The problem, is not fighter assist, it's what you can assist your fighters to.

A fleet of 30 stealth bombers killing a TCU on a gate with a dozen carriers/supers assisting is a little absurd. How about this... no drone bay, no assist. You can already assist 50 drones to any single ship but the ship is on grid and still using your bandwidth. Fighters take 25 bandwidth, use that. If a cruiser only has 25mb drone bay, it can only recieve 1 fighter, a battlecruiser with 50mb can only recieve 2. This diversifies who all can recieve the assist. You already can't assign fighterbombers you have to be on grid to use them, but fighters should remain unique on how they can be used over other drones. This would also reduce the amount of carriers fielding fighters, instead of 1 carrier giving 10 fighters to 2 people, if he has to give his fighters to 3-5 people that heavily reduces the presence of overwhelming dps.


Also, I hate to be "that guy" who cries for the little guy but... think of the little guy! A larger corp or alliance can affordd the numbers to not need a defense like that, but smaller ones use whatever force multipliers available (#suddenlyfalcon) to give themselves a fighting chance in gate camps or other attacking forces. You take away fighter assisting and you severely impair any ability to give the little guy a fighting chance in a situation that by normal standards they could not. If you have access to a carrier or a super, enjoy the available options it provides. #NB4Death2AllSupers
XavierVE
No Corporation for Old Spacemen
#385 - 2015-02-27 23:32:51 UTC
Jennifer Maxwell wrote:
What suggestion would you give to someone who wants to use their carrier, but is not a part of a huge alliance, and is surrounded by other, violent, huge alliances who routinly drop on anything and everything bigger than a battleship with overpowering numbers and probably a couple titans?

In that kind of environment, what kind of use is a carrier and fighters?


Use your carrier and fighters to make some friends.
Buzz Kill
Center for Advanced Studies
Gallente Federation
#386 - 2015-02-27 23:34:22 UTC
Removing Assign fighters from carriers is a big mistake

you should drop the max assigned to 1 fighter per 25 bandwith so your little ships will only get 1 fighter or none
if you really do remove the assign function from carriers you will need to quickly find a new useful way to use carriers as you have totally removed the whole reason I had to own a carrier.

they dont qualify for the 90% jump fatigue reduction that JF enjoy but you reduce carriers combat usefulness making them more and more a transport ship.

What is wrong with assigning fighters and doing some ratting? NOTHING Thats what

why break ratting.

I have recently been involved in a fight where the enemy had fighters assigned we still over came their numbers and made kills, telling 40 people to target fighters was a easy way to get the fighters to run to safety. as an added bonus we killed some of their expensive fighters worth more than some of their ships.
Isaac Norduke
Mercenarius Mercded
#387 - 2015-02-27 23:41:11 UTC  |  Edited by: Isaac Norduke
Axloth Okiah wrote:
How about keeping their ability to warp but making them pointable?
love it. If you Keep the Assist make it so you can Point them like everything else. or maybe consider a Range cap to the assist... say 5 AU from the Carrier...? No matter what they should keep the warp.
Galen Dnari
Dnari Mining and Manufacturing
#388 - 2015-02-27 23:46:44 UTC
The history of warfare is a history of development of two things: ways to overcome the enemy's "impregnable" defenses (usually via better, more powerful weapons), and ways to counter the enemy's "invincible" weapons. If there's a problem with fighters being too powerful, come with with a weapon or EW system that better deals with the threat. Don't just change the engineering capabilities of the weapon builders (ie., yesterday Mr. fighter builder could build a fighter that can be assigned to assist another ship, today he can't build it, and in fact the ones he already built can suddenly no longer do it. It's like "I pull out my .45 and start shooting at the enemy." "Sorry, but as of today, and forevermore, your .45 only shoots marshmallows."Roll

http://eveboard.com/ub/1939472205-31.png

Isaac Norduke
Mercenarius Mercded
#389 - 2015-02-27 23:48:47 UTC
Galen Dnari wrote:
The history of warfare is a history of development of two things: ways to overcome the enemy's "impregnable" defenses (usually via better, more powerful weapons), and ways to counter the enemy's "invincible" weapons. If there's a problem with fighters being too powerful, come with with a weapon or EW system that better deals with the threat. Don't just change the engineering capabilities of the weapon builders (ie., yesterday Mr. fighter builder could build a fighter that can be assigned to assist another ship, today he can't build it, and in fact the ones he already built can suddenly no longer do it. It's like "I pull out my .45 and start shooting at the enemy." "Sorry, but as of today, and forevermore, your .45 only shoots marshmallows."Roll
LOL
Drigo Segvian
Black Fox Marauders
Pen Is Out
#390 - 2015-02-27 23:49:22 UTC
End fighter assist. Down with Sky net.
Adilily Arzi
Brave Newbies Inc.
Brave Collective
#391 - 2015-02-27 23:50:54 UTC
Drigo Segvian wrote:
End fighter assist. Down with Sky net.


Down with your mom. heheheh
Saffear Stormrage
Destructive Brothers
Fraternity.
#392 - 2015-02-27 23:52:28 UTC
Fighters should warp, they , according to lore, are individually piloted, have a place in Valkyrie and should therefore Warp, follow if set too, or keep up with you,
after all fighters and their pilots are not as easy to replace,
Nokin Niam
Ship Trading Company
Get Off My Lawn
#393 - 2015-02-27 23:53:48 UTC
Jenn aSide wrote:
Pomponius Sabinus wrote:



Well it seems like you realised the problem is risk vs reward while asigning fighters from the edge of a POS FF. But instead of making it more interesting by finding some way to make it more dangerous to asign fighters you sadly take the easy way out and just remove it. It would be way more interesting for the game if you found a way to make carriers that asigned fighters more vulnerable.
The best way to adress this Problem would be to not allow asigning fighters within a certain distance to a POS. This will create a lot of interesting encounters / fights over carier/super carriers that are caught while they asigned fighters.

Concerning fighter warp there is no problem with that. People that don't want it can hit the don't follow button and all is fine.


+1

Especially the bolded part. Just spitballing here, but in addition to not being able to deploy fighters near POSs or stations (and taking away bonuses from assigned fighters), maybe a 'siege-like' module that has to be activated for ships to assign fighters, that locks the carrier or SC in place for at least 5 minutes. And/Or 'recieving ship' bandwidth limitations (if a ship has no drone bay, it can't use fighters, if a ship can deploy 5 sentries it can accept 5 fighters etc, which kills small ship 'Skynetting').

I don't know how much of a nightmare that would be from a programming stand point so I offer the above with a big grain of layman's salt lol, but the point is CCP should be making things more interesting, not less.


Again +1
I like this idea...
Or just change it to immobile carriers if they assign their Fighters offgrid and moveable if they are on grid with the ship they assist to...
Also the idea of having certain distances set to celestials is great!

Just removing it would kill a EVE unique and also Carrier unique game mechanic that totally removes the point of carriers^^
Its called carrier for a certain reason and if they are not equipped with a good load of different drone mechanics they are not to be called carriers anymore (One could just call em: Da Real BIG Logistics)
Alexis Nightwish
#394 - 2015-02-27 23:59:59 UTC  |  Edited by: Alexis Nightwish
A lot of people are suggesting using the assistee ship's bandwidth to determine how many fighters can be assigned. The problem with this idea is the gross disparity of bandwidth amongst ships. The Ishtar and the VNI have 125mb but are cruisers. A Golem has 25mb and is a battleship. We already have problems with the Ishtar and VNI; we don't need more.

No, as I stated earlier all drones from lights to fighter bombers should just lose any and all bonuses when they are assigned (dropping down to their base stats), and fighters/FBs should auto recall to the carrier/SC if it comes within a set range of an "escape route" (station, POS, stargate, etc.).

I would NOT be opposed to assigned fighters/FBs keeping their host ships' bonuses if the host ship was on grid with them. Risking the parent ship should have a reward attached.

CCP approaches problems in one of two ways: nudge or cludge

EVE Online's "I win!" Button

Fixing bombs, not the bombers

Brutus Voss
Covert Reconnaissance Inc.
#395 - 2015-02-28 00:01:35 UTC
How about making carriers/super carriers a system wide beacon to warp to while they have their fighters on assist? It would make them more vulnerable and you could just say that they are easier to detect while brodcasting to their fighters.

And maybe give them a small added distance from the forcefield because of interference with the tower communication or some explanation like that.
Garuda Nil
Hotbirds
#396 - 2015-02-28 00:03:19 UTC  |  Edited by: Garuda Nil
1) Keep fighter assist

2) Keep fighter warp

3) Make fighters warp disruptable

4) Disable off-grid fighter assist within 50 km of POS shields

Removing fighter assist is an easy and frankly stupid solution to a problem that is not related to Fighters as much as to POS shields.

EDIT:
Going by the same logic, I would propose making so that Titans can't bridge while being half inside the shields, because they are effectively very safe in that situation, which is very much akin to "skynetting".

Don't disappoint me, Rise. Removing fighter assist and warp is a crap way of dealing with this issue.

Alt posting because MUH FREEDOMS!

Celesae
Clan Shadow Wolf
Tactical Narcotics Team
#397 - 2015-02-28 00:10:34 UTC  |  Edited by: Celesae
No. Just no. This is what made carriers unique and interesting to use. I made a dedicated account for carriers. Wasted time and money for me and many others if this happens.

Some of the offered solutions are good, like minimal range to a POS before you can off-grid assist (delegate) - you still want to be able to use them if you're fighting on a POS. Stations are a risk for carriers because of bumping, so I'm not keen on a minimal range there - plus if you dock, very good chance you lose your fighters or spend a lot of time probing them down.

+1 Minimal POS remote (off-grid) delegate range
+1 fighters/bombers being scrammed/webbed/bubbled
+1 generating killmails - they cost more than quite a few ships out there

There are a lot of other issues with gameplay/mechanics that need to be dealt with, with much bigger implications.Why waste your time here with carriers?

I really hate how CCP seems to be focused on nerfing the good things rather than strengthening the bad things - for example, you're going after Ishtars (which, hey, could use some tweaking maybe, but whatever) instead of improving the unused HACs/subcaps - when's the last time anyone ever saw a Sacrilege in serious use? Or a Ferox, and so on?

Also, the myth that is "balance" is exactly that - these are military ships. There is no balance. The only balance would be if everything were exactly the same. I relish the idea that Amarr came up with a T3 Destroyer first - improvements to all ships should be treated in similar fashion, where each empire (and pirate faction) is trying to one-up or react to the technologies of the others.

I like that players come up with innovative solutions, too. That's what keeps this fun; cookie-cutter is NOT fun.

Meta changes constantly, but I like it when the PLAYERS drive the meta, not the devs. It's not fun at all when you see something you skilled and spent time and resources to get into, suddenly become worthless, but only because someone changed the code - player vs. dev. Not a game you can win, and quite honestly, not a game I want to play.
Dictateur Imperator
KarmaFleet
Goonswarm Federation
#398 - 2015-02-28 00:15:33 UTC  |  Edited by: Dictateur Imperator
I quote your own devblog :

"Carriers and Super Carriers assisting fighters to small, fast ships from the virtually 100% safe edge of starbase shields is becoming more and more common. Victims and perpetrators alike are expressing frustration and it’s time to take action."

Carrier and super carrier are not only use to pvp.

"Rather than a data based decision, this one is really about design philosophy. In general, we want there to be risk associated with power. We also want to promote active gameplay as much as possible. We're failing on both with Skynet by having very little risk associated with something rather powerful, and we're also not providing any gameplay to the carrier pilot."

So remove perma cloacing, make clocking harder. And boost off grid ? Same logic.

"However, this problem quickly leads us down a path of needing to redesign capitals in general (which would be nice but it isn’t happening just yet). We also have some hesitation about the lost tactical gameplay that comes from larger scale applications of fighter assist. "
Agree you want change capital no problem : So Nerf capital WHEN you have the plan to the new capital role. Your game designer have a diplome in game design ? Never nerf a thing and said " we will change this after", when you nerf you make a direct change to avoid to loss player, and create some problem because you have kill a strategical part of your game without offer an other.

"Therefore our proposal is to simply remove fighter assist."

My proposal : No problem the day who you redesign all capital ship (and if you want i 'm free to help you, i have make some game balance for other game).



But change it to change it is not a good solution. Said to people wait and one day your ship can change is a very bad solution in fact ...
Hottspitta jR
Knights of Azrael
#399 - 2015-02-28 00:15:47 UTC
Don't fighters/bombers have a setting called "Attack & Follow"? Does this not work? Why remove warping mechanics when its toggleable?
Matthew Breau
Aliastra
Gallente Federation
#400 - 2015-02-28 00:17:24 UTC
I would like to see fighter assist in a different way. If the carrier warps away the fighters then there optimal range, DPS, tracking speed, and accuracy will change. Meaning it would be better to have the carrier with in range of the fighters.

Fighters should still be able to warp. It's part of there charm.

Also make it so you can't use fighter assist some distance from a POS. The excuse could be communication with a POS and all ships in a 40 km radius causes problems for fighter assist commands.

Earth. A world outgrown. scared by war and burdend with our advances. A world that is no longer ours. A myth, legend. It could now be thriving, or burned to ash, or even ruled by another race.