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[Scylla] Skynet - Removing Fighter Assist

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Author
Arabesca
Imperial Shipment
Amarr Empire
#561 - 2015-02-28 16:21:12 UTC
Two months ago CCP Fozzie wrote:

"I know that some people who are hoping for a major nerf to assigned fighters will be unhappy that this change will only have a small-moderate effect on that activity. We have been keeping a close eye on the way fighters are used ever since our recent rounds of drone rebalancing and we aren't ruling out any potential future changes at this time. However we are not going to rush into any larger changes to fighter mechanics"Shocked

[url]https://forums.eveonline.com/default.aspx?g=posts&t=396274[/url]

No commentUgh
Torx Sigma
Legendary Gentlemen's Club
Fraternity.
#562 - 2015-02-28 16:34:59 UTC
My thinking about?

- supers are expensive so they should have some specials
* supers should be able to asign fighters and fighterbombers, delete this function to carriers

- to avoid ratting with assisted fighters or fighterbombers simple forbid that near towers.

- to reach this change the drone control unit
---> a dcu is needed to assist fighters or fitherbombers
---> a dcu cant be enabled within range to a forcefield of XXX km

- fighters and fighterbombers
* both are unique and expensive things so both should be able to have a warpdrive - thats a must have
* make it possible to scramb them so that you can defend your self for warping fighters

finally:

supers should assist fighter and fighterbombers, carriers not!
fighters and fighterbombers must have a warpdrive!

Xian Ailux-Gao
Garoun Investment Bank
Gallente Federation
#563 - 2015-02-28 16:57:43 UTC
How about making fighters unusable within 100km of towers and stations?
Like all the types of deployables.

That will still make the carrier usaable for fighters but put a whole lot more risk when using it.
Also the guy who gets the fighters assigned should have full responsibility of what the fighters do.
That is, if fighters aggro, the assigned pilot will suffer the aggro timers and all, as well as the carrier pilot.

Removing assigning fighters will simply render the carrier into a very large logistics ship.
I fear that ppl won't use fighters at all, and will only bring out carriers to rep structures when needed.
Supers will be completely useless more or less. And tbh, a carrier can not be a carrier in the right sense
if it can't sit at very long range deploying fighters.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#564 - 2015-02-28 17:00:13 UTC
Xian Ailux-Gao wrote:

Removing assigning fighters will simply render the carrier into a very large logistics ship.


approved, let's remove fighters
Eva Angeli
Imperial Shipment
Amarr Empire
#565 - 2015-02-28 17:10:53 UTC
You are funny at CCP . You delete a defense mechanism of the game that allows a player outnumbered compete with many players with false pretenses and real nuisance in this game represent the ghost campers you will not care completely

Primary This Rifter
Mutual Fund of the Something
#566 - 2015-02-28 17:11:17 UTC
Still waiting for an argument for why fighter warp should be removed, since Rise's only argument was already debunked.
Wranglatang
State War Academy
Caldari State
#567 - 2015-02-28 17:16:34 UTC
I think you should only be able to assist to ships with sufficient done bandwidth.

In terms of fighter warping, I think the mechanic should be left in, it's beneficial being able to warp off in a carrier with fighters still out, then recall fighters to join you when you leave warp elsewhere in the system.
Xian Ailux-Gao
Garoun Investment Bank
Gallente Federation
#568 - 2015-02-28 17:17:29 UTC
TrouserDeagle wrote:
Xian Ailux-Gao wrote:

Removing assigning fighters will simply render the carrier into a very large logistics ship.


approved, let's remove fighters



in that case, why not just remove Carriers ??
Primary This Rifter
Mutual Fund of the Something
#569 - 2015-02-28 17:19:57 UTC
Xian Ailux-Gao wrote:
TrouserDeagle wrote:
Xian Ailux-Gao wrote:

Removing assigning fighters will simply render the carrier into a very large logistics ship.


approved, let's remove fighters



in that case, why not just remove Carriers ??

Just think of how much SP I'll be reimbursed!
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#570 - 2015-02-28 17:25:41 UTC
Xian Ailux-Gao wrote:
TrouserDeagle wrote:
Xian Ailux-Gao wrote:

Removing assigning fighters will simply render the carrier into a very large logistics ship.


approved, let's remove fighters



in that case, why not just remove Carriers ??


because the very large logistics ship role isn't necessarily invalid, and if expanded on, the ship hangar thing would be interesting if it could have piloted ships inside.
Caleb Seremshur
Commando Guri
Guristas Pirates
#571 - 2015-02-28 17:28:10 UTC
Anhenka wrote:
Caleb Seremshur wrote:
How on earth has this garbage topic remained at the top? Just how many afk pvpers and botting ratters are there in this game?

It's a sticky you blathering idiot, of course it's at the top.

Also it's a fairly big deal for a lot of people.

I for example use fighters only for ratting (directly controlled by the carrier, so assign change does not effect me) and on grid support for my slowcat, so this change does not effect my PvP, but the warp changes do mean that I am forced to recall fighters 100km+ between each PvE site.

That in turn takes the time it takes for me to run a site from around 7 minutes to 9, dropping my isk per hour by a good 50-60 mil/hour.

If you want to look at "botting ratters", go look at AFKtars, not carriers.


You are a clever dog. Out of.. how many stickies? the one with the most replies stays at the top. Just remember when you point a finger 3 are pointing right back at you idiot.

Also I don't need your rundown on how ratting with carriers works

CCP Rise wrote:
A particular point of feedback that we are interested in surrounds the ability of fighters to warp. We know that in some circumstances it can be frustrating to have your fighters warp off grid to chase a target when you would rather have them move to another target on grid with you instead. We also know that fighter warping is unique and provides some interesting gameplay in some scenarios. Would you prefer that we removed the ability for fighters to warp or that we left warping in, despite the absence of assist?


He hasn't said fighter warping will be definitely removed. Your primary concern is the inability to warp between sites with fighters deployed. Since NPCs don't warp between sites it stands to reason that being unable to assign fighters to your alt means that you can't start a new site with the alt and have the drones follow him while your skynet carrier catches up.

I think this is totally fine. It doesn't currently lie outside of the functionality of fighters but it soon will. Perhaps in the future you'll deploy sentry drones instead (and consequently get similar amounts of DPS without the travel time).

Also hilarious to me is how your income can drop by potentially 60 mil an hour. Because the economy is healthy when built on this rate of income generation, because the economy is healthy with titanic isk generation feasibly being achieved at this rate by a single person multiply by the ratters active in an alliance, pooled in to a coalition.

B-R had a very small effect on the economy of the game. IIRC it took far less than 24 hours for trading to stabilise at pre-battle levels. What does this suggest to you? In a macro-economical sense? And furthermore before you reply do consider the implications of the above for smaller entities that lack your particular flavour of grossly disproportionate income.
Caleb Seremshur
Commando Guri
Guristas Pirates
#572 - 2015-02-28 17:33:44 UTC
Eva Angeli wrote:
You are funny at CCP . You delete a defense mechanism of the game that allows a player outnumbered compete with many players with false pretenses and real nuisance in this game represent the ghost campers you will not care completely


You yokel, have you ever considered the ramifications of putting up a guerilla POS in someones system, decking it out with literally hundreds of guns and webs and then having a whole fleet of skynet carriers warping to it, then deploying assigned fighters?

No.

And while I hate AFK cloaking as much as the next man, the real demon is their presence in local, not the fact that they're AFK or cloaked in your system, watching you, learning your patterns, organising a hot-drop fleet gift-wrapped in red tape for your ships. The real problem is that you're scared of schrodingers hotdropper, the potential to be killed by someone who might not even be at the keyboard.

And I find it credulous how Rise will tell you that removing combat recons from D-scan makes people take more risks while not implementing removing cloaked people from local. The effect would be largely the same but on a raucously larger scale.
Zazzel Waterchester
Caldari Provisions
Caldari State
#573 - 2015-02-28 17:34:57 UTC
So if I understand CCP right here, they would rather castrate capitals again then come up with any thing resembling a well thought out solution. I mean space aids and then they take fighter assist. I have a question for any of the "thinkers" behind this brilliance. "WTF would u do with a cap after this nerf?"

- maybe ill gate camp with it or go do lvl 5 and sanctums...?!

CCP-
think about this long and hard you are going to over-correct again with taking fighter assit from cap pilots i have read at least a dozen more acceptable solutions for fixing your problem with fighters

A few that I found were GGRREEAATT!!!
-standardize a ship size to assign fighters to.
- make a min distance from pos/station
-create a new high slot mod that allows for fighter assigning.

Brilliant ideas to fix the problem, brought to you by people who actually play the game.

Should stop what your doing CCP and take any of the ideas about fixing fighter assigning here because your on your way to making caps useless and as an additional consequence you'd lose all the income those characters accounts generate because... WHY HAVE A CAP IF U CANT USE IT!!!
Judy Mikakka
Sniggerdly
Pandemic Legion
#574 - 2015-02-28 17:43:57 UTC  |  Edited by: Judy Mikakka
Remove fighter assisting really, perfectly fine, was a little bit over powered, but some have already suggested alternatives to a out right removal of it, but what I wouldn't be happy with was fighter warping, you mention that it's a hassle for your fighters to warp off when the target you are attacking warps off, but if you simply learnt game mechanics and turned attack and follow off, you wouldn't say that, so with that out the way.

Remove fighter assisting, or review other alternatives to revising the mechanic, and leave fighter warping itself in the game, as it's an important feature for a super carrier, or a carrier.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#575 - 2015-02-28 17:57:59 UTC
Judy Mikakka wrote:

Remove fighter assisting, or review other alternatives to revising the mechanic, and leave fighter warping itself in the game, as it's an important feature for a super carrier, or a carrier.


actually it's just an important feature for lazy incompetent pilots
Skydott
KHAN TENGRI
#576 - 2015-02-28 18:03:33 UTC
Great! remove fighter assist and give carriers 8highslots with capital turrets hardpoint .
Tagapaz
Imperial Academy
Amarr Empire
#577 - 2015-02-28 18:11:34 UTC
Please do keep fighter warping .
Primary This Rifter
Mutual Fund of the Something
#578 - 2015-02-28 18:14:03 UTC
TrouserDeagle wrote:
Judy Mikakka wrote:

Remove fighter assisting, or review other alternatives to revising the mechanic, and leave fighter warping itself in the game, as it's an important feature for a super carrier, or a carrier.


actually it's just an important feature for lazy incompetent pilots

That's not a valid reason to remove it.
Celesae
Clan Shadow Wolf
Tactical Narcotics Team
#579 - 2015-02-28 18:19:27 UTC  |  Edited by: Celesae
Rroff wrote:

Most of the complaints stem from small gangs roaming - even solo or just a couple of players, jump in see/find a viable target and engage then *suddenly fighters* and despite doing everything they are "supposed" to do survival is pretty slim to none.


So: an inferior force engages a superior force without knowing it is superior... Sounds like something straight out of The Art of War.

This is poor planning and/or just the way EVE plays when you have a sandbox. Always assume your enemy has a trump card - if you engage, you do so knowing that there's a risk of loss (personally, I like the mantra of, "If I undock it, I've already lost it").


They could have:
1) Used scouts (d-scan!). Having hostiles in system and not-on grid is a good sign you don't have enough intel.
2) Used the in-game map to look for recent cynos
3) Used killboards to look at the hostiles' previous kills and/or recent kills in the particular system
4) Plot revenge. Even if they can't themselves, there are groups that hunt capitals in lowsec - they'd be more than happy to get intel of skynet carriers.

If none of those were available at all, at any point, then that was a pretty well-laid trap and I'd say the aggressors were doomed to die regardless. Such is EVE.



EDIT: If we're talking about nullsec, then no one should really be surprised at all when this happens. Null-sov space may have ripe and juicy ratting/mining targets, but those are often guarded by the pilots and ships that helped to win and hold the sov in the first place. Hit-and-fade tactics always carry the risk of being snuffed out by the defending garrisons; it's basically guerrilla warfare and carries the same risks.
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#580 - 2015-02-28 18:19:40 UTC
Primary This Rifter wrote:
TrouserDeagle wrote:
Judy Mikakka wrote:

Remove fighter assisting, or review other alternatives to revising the mechanic, and leave fighter warping itself in the game, as it's an important feature for a super carrier, or a carrier.


actually it's just an important feature for lazy incompetent pilots

That's not a valid reason to remove it.


feeling pretty trolled right now.