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[Scylla] Skynet - Removing Fighter Assist

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Author
lboogs
Hedion University
Amarr Empire
#581 - 2015-02-28 18:34:04 UTC
I for one think it's a terrible idea to nerf the fighter assist. As said before its a feature in the game that make carriers unique ships. If you are going to nerf it anyways, is there a possibility that you would limit the fighter control range to about 5 to 10 Au and add a skill book that would increase that range?
Rroff
Antagonistic Tendencies
#582 - 2015-02-28 18:42:06 UTC  |  Edited by: Rroff
Celesae wrote:

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.


While I don't exactly disagree - that is an over simplified way to look at it i.e. while some people operate out of the same system doing it over and over some bounce around a region never doing it from one place for very long or as in another case following conflict or other events like thera exits.

If the people doing it are using the more common techniques then plotting revenge is largely a waste of time at the most you might force them to move system prematurely though you might catch the more careless ones.
Lord HazMatelio
Republic University
Minmatar Republic
#583 - 2015-02-28 18:42:21 UTC
I feel this will need to stay, Why not remove remote shield rep bonus from the scimi to....
Galian Kile
Pulling The Plug
PURPLE HELMETED WARRIORS
#584 - 2015-02-28 18:54:12 UTC
One of my corp members has this Idea. I proposed a Sov Upgrade. Corp member propsed to have an Anchorable Structure for "SKYNET"
This is another tactiful method that can be introduced. You can incap this structure therefore negating Deligation of Fighters in the system.
Also, Let's not forget you can ONLY deligate FIGHTERS, not FIGHTER BOMBERS. So therefore, the DPS isn't much. Even with 4 DDM's, You can get more close to that DPS out of an ISHTAR and Battleship or even more.

LIke everyone has said, Deligation is a Carrier FEATURE. You take that away because you have players who are complaining they are losing too much isk to that Feature/Tactic? Come one CCP!!. THIS IS EVE! !!!!

HARDEN THE F*** UP!!!!


Carrion Crow
Head Like a Hole.
#585 - 2015-02-28 18:56:29 UTC
With regards to disallowing fighter use in close proximity to a POS.

While there are several suggestions for this, I believe that it would remove the ability to use a carrier as part of a genuine POS defense fleet. This would impact smaller corps far harder than large ones.

Again, this would also break lore/common sense - if fighters are piloted ships, why can't they operate near a POS?


I'm sure a nerf to the ability of fighters to attack and flee/warp away at will, would be considerably better from a game play perspective.

I also like the idea of fighter killmails, the more we make them like real ships / improve impact of loss, the better.

CC


beakerax
Pator Tech School
#586 - 2015-02-28 18:56:54 UTC
Rise, if you keep on removing everything that is broken and gimmicky about Eve, you will eventually end up with a game that is neither broken nor gimmicky. What?
ShadowFireGirl
State War Academy
Caldari State
#587 - 2015-02-28 18:57:06 UTC
Galian Kile wrote:
Taking away the assist feature will see a fall in ISK making as well. Assist isn't ONLY used in fighting but in ISK making. This is a feature that a carrier has had for a long time. Like others have said, orbiting or sitting at a POS is NOT 100% safe. You fly what you can afford to lose. It is not the carriers pilot fault people who come into a system to harass are engaged with fighters that are assigned. What is Eve's Motto???

HARDEN THE ***** UP!!

If you want to put a balance on this, I propose this; No Module or anything of that sort. Let "SKYNET" be a SOV UPGRADE. And let the aggressor take the risk of entering a system where fighters can be assigned. PERIOD. It is a WIN-WIN

That is All...



This won't work. Many people live in wormholes and use this feature, unless you are proposing that wormholers can use it too somehow, this is just not a good solution.
Ranamar
Nobody in Local
Deepwater Hooligans
#588 - 2015-02-28 19:06:49 UTC
Assigned fighters are pretty ridiculous. It allows adding 500 DPS to any random ship, and two of them at a time from a single carrier, which will double the damage output of most cruisers, never mind smaller tackle stuff. Meanwhile, the carrier is barely at risk. In fact, it's sufficiently not-at-risk that you can afford to fit all damage and tracking mods.

Following fighters are the kind of thing that's funny for the user and really not fun for the target. I'm sorta okay with them, but they have warp-following skills that any interceptor pilot would envy, and a few fighters can destroy a cruiser (which they match in warpspeed and always get the right warpin) in only a couple volleys. You can't even warp to a safe because they will find you there.

Fighter warping I'm sort of ambivalent about. Given how expensive everything involved is, I like knowing that I can warp off field without having to recall my drones, because they'll catch up with me. On the other hand, I'd understand if you wanted to make "we pulled the warp drives out of the fighters" the explanation for why they can no longer perfectly predict where you're warping to and arriving there with you. I'd prefer keeping that feature, but it's a peace of mind thing, mostly.
Zhalon
Forging Industries
Silent Infinity
#589 - 2015-02-28 19:07:18 UTC  |  Edited by: Zhalon
I'm training an alt to assign perfect fighters for assisting....No need to dual train that character now. I understand things will change and there are no guarantees, but come on... Assigning fighters and their warp mechanic has always made carriers unique. As EVE has evolved we see more ships being adding with SMA built in, fleet hangars, jump capabilities, "seige" type modes but fighters have remained unique for carriers. In my opinion you just broke the uniqueness of carriers.

These type of major changes are extremely frustrating when someone skill plans a capital ship that will take more than a year of training....8 months and you negate my whole purpose for the training.

To clarify...assigning fighters is valuable in pve, mining, and pvp. PVP is the only source of the complaining.

Make a new deployable that disrupts assigned fighter communication or something...
Galian Kile
Pulling The Plug
PURPLE HELMETED WARRIORS
#590 - 2015-02-28 19:07:21 UTC
ShadowFireGirl wrote:
Galian Kile wrote:
Taking away the assist feature will see a fall in ISK making as well. Assist isn't ONLY used in fighting but in ISK making. This is a feature that a carrier has had for a long time. Like others have said, orbiting or sitting at a POS is NOT 100% safe. You fly what you can afford to lose. It is not the carriers pilot fault people who come into a system to harass are engaged with fighters that are assigned. What is Eve's Motto???

HARDEN THE ***** UP!!

If you want to put a balance on this, I propose this; No Module or anything of that sort. Let "SKYNET" be a SOV UPGRADE. And let the aggressor take the risk of entering a system where fighters can be assigned. PERIOD. It is a WIN-WIN

That is All...



This won't work. Many people live in wormholes and use this feature, unless you are proposing that wormholers can use it too somehow, this is just not a good solution.



This is true. Hence why a corpmate suggested it be a POS Anchorable Structure. Which is usable in WH space as well.
Rroff
Antagonistic Tendencies
#591 - 2015-02-28 19:09:38 UTC
Carrion Crow wrote:
With regards to disallowing fighter use in close proximity to a POS.

While there are several suggestions for this, I believe that it would remove the ability to use a carrier as part of a genuine POS defense fleet. This would impact smaller corps far harder than large ones.

Again, this would also break lore/common sense - if fighters are piloted ships, why can't they operate near a POS?


I'm sure a nerf to the ability of fighters to attack and flee/warp away at will, would be considerably better from a game play perspective.

I also like the idea of fighter killmails, the more we make them like real ships / improve impact of loss, the better.

CC




Its only assignment within proximity of a POS that should be restricted not fighter use on grid itself of the POS. Which can easily enough be explained by all the systems at the POS causing communication scrambling/distortion/attenuation or something to off grid fighters when a carrier is near the POS.
Mr Coulson
S.H.I.E.L.D. HQ
Sentinels of Sukanan Alliance
#592 - 2015-02-28 19:09:45 UTC
I'm not a cap pilot, I haven't fought in Large fleet battles and only know of Fighters and what they do because i found two idle at a gate to high sec once. But from a new player perspective -- someone who has had to change his skill goals so many times because of 'Balance Changes' and new direction of game play. I see many ways to do PvP and combat that older players I have talked to haven't considered because of the forest in the trees problem, New players bring fresh ideas and THAT is where new game play should be coming from . from ideas no one has thought of yet, but using existing mechanics....

I'm in a group of players who brainstorm ways to play, constantly ridiculed by the vets cause 'the game isnt played that way' yet these ideas work and we have fun thinking them up and trying them out. yet I am personally becoming very frustrated over how much time I'm wasting trying to train to be able to use these new combat concepts because over and over -- you make changes which kill the ability to use them before we even get started using them. nipping in the bud the ideas that fresh New players -- who figure out on their own ways to play -- many of which are new -- all just to have it dissapear as you move to satisfy the older veteran players.

If your goal is to keep the old player base happy and chase away the newer players with frustration. its achieved,


Keep Drone Assisted AS IS, make it even better by allowing those assisted more control of the drones (make it a module on that ship if u must).

If having a large cap hide i behind a Pos shield is a problem? then get rid of that problem. Make them come out. They are too easy to find? (or some poor underpaid alt - like me - who sits cloaked at towers for hours on end just to spot a cap go online and calls for BLOP drop) and suddenly a small fight escalates into a bigger fight to kill the carrier? Wahoo YES!

K.I.S.S. - Make the caps come out! but think bigger CCP, ADD game play - not continuous TAKE IT AWAY.

Right now the lore has in it, a race that has new cloaking tech, find some wreckage and redesign it to a new mod for carriers that allows them to play in normal space. Maybe they will warp to a safe spot after assisting drones and activate it. This mod could scramble combat probes so they cant be found in under 30 seconds, maybe it will only give a warp-in that is like 300-1000k away, so anyone trying to find it will have to slowboat to it. give it a chance to warp off to a new spot. OOooo a capital chase, NICE! Possibly even have the drones go dormant for the time its in warp. OOooo another new combat factor to play with! Fighters warping after ships could get lost and now u have to go salvage them, or the enemy may learn to time jumping a hidden cap at the right moment and it could turn the tide of a battle. OOooo,

Wait is that a new combat idea? Using Tactics instead of F1 Blobbing?. Naw it would never fly.

GET CREATIVE CCP expand game-play not shrink it ---- and stop killing off all my good fresh and new ideas before I even get a chance to use them.
Rroff
Antagonistic Tendencies
#593 - 2015-02-28 19:12:46 UTC
Galian Kile wrote:

This is true. Hence why a corpmate suggested it be a POS Anchorable Structure. Which is usable in WH space as well.


No one is really going to bother going around incapping them though, the other option I guess would be a module that worked like ecm burst but temporarily disrupted (assigned) fighters in range but that could be used to effortlessly grief without a lot of design work.
Zhalon
Forging Industries
Silent Infinity
#594 - 2015-02-28 19:12:53 UTC
You removed content, you removed a play style.....please focus on adding content.
SootThis
Federal Navy Academy
Gallente Federation
#595 - 2015-02-28 19:16:49 UTC
Leave fighters ability to warp after their target alone... as that does provide some often amusing results when a aggressor to a capital, breaks off and runs for the gate, only to realize when he is stuck there on account of aggression while the fighters pummel him
Lavrenti Palych
Zima Corp
Legion of xXDEATHXx
#596 - 2015-02-28 19:22:58 UTC  |  Edited by: Lavrenti Palych
I'm not sure that such nerf of carriers increase their involvement in pvp (as victims on npc hunt , at best).
But I'm sure that is one more step to dominant concept "small and cheap easy kill a large and expensive" - like well-established popular format of the interceptors gangs.

So, in these conditions - why do I need (expensive and long time studied) a carrier or supercarrier? Best healing structures or powerblocs mass-pvp with over 4000 local and terrible lags?
Oh... No, thanks.

Charadrass wrote:
guys. you can assist 5 fighters.
not the whole bunch a carrier or super can Launch.

thats a 2k dps per ship where you assist 5 of them.
a good fitted vindicator with drones can get that too.
gonna nerf vindicators right?


Yep. Next-gen total pvp of EVE: mass fleets of frigates and destroyers - it's fast, cheap and effectively.

P.S.
Just try make a comeback fighters from assist target to carrier when assistant destroyed - without chasing target by fighters.
SiKong Ma
Perkone
Caldari State
#597 - 2015-02-28 19:24:51 UTC
I'm for fighter assist to stay as this unique ability makes the difference between a fleet supported by carriers vs those that are not. It also adds to the gameplay for the opposing fleet to locate the carrier. Further suggest the carriers must be outside the POS (at least 100 km distance from POS) or the fighters will automatically return to the carrier.

Suggest give carrier pilots the option to toggle fighters follow targets in warp.
Silent Silhouette
Drunken Beaver Mining
#598 - 2015-02-28 19:25:14 UTC
Why just remove fighter assist?
Why not make it so that fighter when assigned to, lets say a vexor, then takes up drone bandwidth on both the carrier and the assigned ship. So the vexor could only be assigned and control 3 fighters(meaning he can't launch his drones, and if his drones are already out they can't be assigned to him) this making coordination within fleets important, instead of lets assign 100 fighter to that interceptor.
CMD CTRL
poonswarm
#599 - 2015-02-28 19:26:10 UTC
What a suprie.. everyone who uses carriers/supers to rat havens are crying about this change.

One of the best moves CCP have made in along time, I commend them on their decision- would be alot easier to leave it broken.

x
Mr Coulson
S.H.I.E.L.D. HQ
Sentinels of Sukanan Alliance
#600 - 2015-02-28 19:30:41 UTC  |  Edited by: Mr Coulson
Silent Silhouette wrote:
Why just remove fighter assist?
Why not make it so that fighter when assigned to, lets say a vexor, then takes up drone bandwidth on both the carrier and the assigned ship. So the vexor could only be assigned and control 3 fighters(meaning he can't launch his drones, and if his drones are already out they can't be assigned to him) this making coordination within fleets important, instead of lets assign 100 fighter to that interceptor.



I Like these ideas too. Also could make it so u can only send drones to assist a ship that has a drone assist control module installed?