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[Scylla] Skynet - Removing Fighter Assist

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Author
Tear Jar
New Order Logistics
CODE.
#1261 - 2015-03-21 08:25:31 UTC
CCP Rise wrote:
Hello

Appreciate all the feedback very much.

Based on what you've said here we are planning to leave Fighter warping in, but stick with removing assist.

We hear the concerns about the state of capitals and loss of return on investment from training towards them and we absolutely want to make sure that caps of all kinds are not only viable but exciting and powerful. We still feel this change is necessary, but we are looking into ways to improve on the state of capitals and capital balance. No news on that front for now but it's something we are committed to improving.

Thanks again.


The problem with removing fighter assist is how absurdly long it takes to lock stuff in a super. Especially now that the fighters themselves have long lock times. Fighters are supposed to be a way to deal with small ships, so they need a way to target them in a reasonable amount of time.
Tear Jar
New Order Logistics
CODE.
#1262 - 2015-03-21 08:26:45 UTC
Phoenix Jones wrote:
Nolak Ataru wrote:
afkalt wrote:
I'm still waiting for even one of these risk averse cowards to explain why, in a world where people are against off grid boosting, they think off grid DPS is somehow "ok"....Cost and training time are not a reason.
Man up, put it on grid. If you don't have the fortitude for that risk, stop flying it.
Hell you get change out 1.5b for an archon these days. People lose ships worth that on a daily basis.


It has been explained countless times in this thread, but we forgive you for not reading.
All one has to do is look at the Revenant KM to be able to laugh at anyone saying skynetting is 100% safe, but we are willing to sacrifice a bit; namely, have a bubble around a POS from which you cannot delegate fighters from.


Yup. I'll just make sure to have my 700,000,000,000 worth of Titans around to camp the guys log off spot with bubbles and yolo him :-).

Also it was a revenant. Skynet or not people want to kill those.

100% is an absolute, nothing is 100%. 99.9 is the correct option :-)


people want to kill Revenants no matter what, but people need a reason to log those Revenants in.
Laura Agathon
Nothing on Dscan
#1263 - 2015-03-21 12:26:13 UTC
So the issue is having fighters assignable, and them being able to operate remotely from the carrier...

Removing fighter assist completely voids some use-cases like a smaller ship controlling the fighters while the capital does other stuff on grid, like logistics. Instead of removing fighter assist and warp completely, could we not avoid Skynet by disallowing assisted fighters from warping?

This means that

  • Assisted ship has to be on-grid (or within certain range) of carrier
  • Carrier is always in "danger" (Would need to ensure that assisting fighters triggers a weapons timer, I'm unsure if this works currently)
  • Fighters/Bombers can still follow the carrier across space (keeping in line with the lore, of them being piloted and such)
  • Fighters/Bombers can still follow a target across space if manually targeted by their owner.


TL;DR, skynet is dead, and fighters retain their unique functionality that separates them from drones.
Rroff
Antagonistic Tendencies
#1264 - 2015-03-21 13:54:54 UTC
Laura Agathon wrote:
So the issue is having fighters assignable, and them being able to operate remotely from the carrier...


The issue is - fighters relatively recently becoming an effective weapons platform against... anything pretty much. Its been possible to assign fighters for years but no one complained when they struggled to hit anything smaller than a battleship - when they can blast the average roaming ship to nothing with ease that is completely unbalanced and the source of 99% of the complaints about skynet that I'm aware of (obviously no one complaining likes the relative safety of the carrier either).

Entirely taking away the bonuses that allow them to have the tracking and speed to make that possible would be a step backwards IMO. There is a "simple" elegant fix but it seems the technical nature of it is beyond most people to understand the implications of it.

The fact that in a typical "skynet" situation the carrier pilot can with the right techniques (the revenant kill has NO bearing on this) make themselves 99% immune to repercussion isn't ideal from a game balance perspective either (irrespective of fixes to reduce fighter effectiveness).

Wholesale removal of a long standing feature due to some overpowered use in edge cases should never be anything but a last resort if there is no other way to fix a game breaking feature.
d0cTeR9
Caldari Provisions
Caldari State
#1265 - 2015-03-22 00:57:29 UTC
I found out most people saying ban skynet... Have never actually fought fighters. With the last nerf, fighters take for ever to shoot anything, even a capital ship!

It takes a special type of idiot to get killed by a swarm of fighters when h is in a frigate...

Been around since the beginning.

Laura Agathon
Nothing on Dscan
#1266 - 2015-03-22 02:25:52 UTC
d0cTeR9 wrote:
I found out most people saying ban skynet... Have never actually fought fighters. With the last nerf, fighters take for ever to shoot anything, even a capital ship!

It takes a special type of idiot to get killed by a swarm of fighters when h is in a frigate...


Yeah, they're just jumping on the nerf-this-OP-ship bandwagon.
Donoven Nolen
The Gold Angels
Sixth Empire
#1267 - 2015-03-22 02:44:09 UTC
honestly i think that the fighter/ fighter/bomber drones should still be able to assist smaller ships without any lack of the usual bonuses received from the carrier that's using them but they should not be able to assist ships that are off grid. as for the warping and following targets....i believe that they should still be able to do that but only if the carrier itself is the one that had the initial target lock on the ship that warps out, when not locked by the carrier but locked by a drone assisted ship the drones would simply return and orbit. as for the being safe behind a POS shield, just prevent all ships from launching drones while within a POS FF so that you cant do any kind of 'safe' drone sniping. force players to continue to help each other with drone assist when using such fleets but also make it so that they have to avidly defend their drone assistance major or else they loose the assistance all together and are back to just being a small gang outside of a POS shield. if you really want to prevent any kind of 'safe' sniping then make it so that to hit anything inside/outside of a FF you have to be on that side, controlling the POS turrets which would make your actual ship next to useless anyway, or have to destroy the shield first to get at whats inside. then nothing could shoot targets without being shot at unless controlling an already in existence mechanic such as controlling POS turrets. why remove something that makes players work together? why not make them work together even harder to do such things so that those who actually figure out how to do it right profit from it and those who fail just end up as another defeated fleet? why remove more of the uniqueness that makes EVE so special from everything else out there?
Arthur Aihaken
CODE.d
#1268 - 2015-03-22 04:17:11 UTC
Really, all Drone Assist should be eliminated. Then Fighters and Fighter Bombers can have their sensor/targeting aspects reinstated.

I am currently away, traveling through time and will be returning last week.

Rroff
Antagonistic Tendencies
#1269 - 2015-03-22 05:49:56 UTC  |  Edited by: Rroff
d0cTeR9 wrote:
I found out most people saying ban skynet... Have never actually fought fighters. With the last nerf, fighters take for ever to shoot anything, even a capital ship!

It takes a special type of idiot to get killed by a swarm of fighters when h is in a frigate...


They don't take all that long if your mwding (with the sig bloom) trying to escape. If your not pointed and/or reasonably close to gate without aggression then great.

Its one of the reasons some people started using hyenas with skynet after the scanres nerf.

EDIT: Not saying your wrong as such but its a whole lot less simple in situations skynet is typically used.
Gevlin
Pator Tech School
Minmatar Republic
#1270 - 2015-03-22 05:59:32 UTC
In 2007 you could have your drones work for you when you were inside the shield... Those were the days.

Someday I will have the time to play. For now it is mining afk in High sec. In Cheap ships

Jiro Arcturus
Mary Wanna Appreciation Society
#1271 - 2015-03-22 09:57:39 UTC
I think removing Fighter Assist would solve the issue. Still allow fighters to warp after targets the carrier designates on-grid. Make the fighters a defensive buffer, like bees around a nest, instead of the zero-risk power projection they are now. Also have the fighters 'deactivate' if the carrier crosses back into the POS bubble, forcing them to accept the loss of their fighters in order to abuse the shield's defense. The carriers still get to send their fighters around the system chasing aggressors, but they can't piggy-back them on cheap/fast buddy ships, or have them come trotting home when you cross the shield barrier.

"Things should be made as simple as possible, but not simpler." -Albert Einstein

Petrified
Old and Petrified Syndication
#1272 - 2015-03-22 10:35:53 UTC
With the proposed changes to Structures (no Super Soap Bubble), it would make sense to bring back fighter assist with the provision the assisting pilot is uniquely flagged and cannot moor or otherwise dock until the timer ticks off.

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Ruri Dant
Deep Core Mining Inc.
Caldari State
#1273 - 2015-03-22 18:09:28 UTC
I suggest that the fighters that we have now have removed the ability to warp, and a new type of "assist fighter" be introduced, less powerful, less ehp and more expendable, (something inbetween a heavy t2 and a fighter) be introduced
SilentAsTheGrave
Aliastra
Gallente Federation
#1274 - 2015-03-22 18:12:26 UTC
These tears. My cup, overflowith. Lol
Nolak Ataru
Hedion University
Amarr Empire
#1275 - 2015-03-22 20:26:05 UTC
Rroff wrote:
They don't take all that long if your mwding (with the sig bloom) trying to escape. If your not pointed and/or reasonably close to gate without aggression then great.

If they have people who are 151km+ away, they can warp in and pop you anyways. Most people who use skynet fighters use a frigate-size hull for the high speed and high scan res, which means they're generally weak.
Lacellas Jameson
StarKnight Security
#1276 - 2015-03-22 22:28:32 UTC
Much as I agree that the current system allows "risk-free fighting" by the carrier captain, I think it's a shame to simply remove the unique flavour of fighter/ carrier combat, and the variety that brings (or could bring) to the game. So, with apologies for a rather lengthy post...

The problem:

  1. fighters are effectively used to "stack DPS" onto another ship, above and beyond what its hull size should be able to deploy, and,
  2. the carrier itself is redundant on the grid - there is no incentive to deploy into a hotzone, so there is no reward for risk.

This is being abused, it seems, in large fleet fights (shocker). I’d rather not see yet another ability of benefit to all EVE players removed as it is over-powering when used by specific groups of min/maxers in certain situations. And there are so many ways to scale the problem back that I think removing the unique abilities of fighters would be a shame. Instead, this could be an opportunity to expand on that flavour, and feed into the upcoming capital-ship rebalances…

The Lore:
In current-day use, and in most Sci-Fi, carrier-borne fighters are used for power projection and escort/ patrol duties. They dramatically extend the combat range of the platform, and its ability to respond with rapidity and agility. They’re basically a flying weapon system. They *should* be powerful…
However, to achieve this power, modern-day carriers have enormous Command and Control (C2) assets as well as Air-Traffic Control (ATC) to manage their fighters. This power is also tempered by maintenance requirements, a lack of longevity (fighters have a limited range and engagement time due to fuel and ammo limits), and high human and financial cost related to their relative fragility.

We could simulate these strengths and weaknesses to limit or remove the problems.

Solutions:
DPS Stacking:
The easy answer is to note that we don’t allow hulls to over-fit other weapon systems, so neither should a tiny hull command enormous fighter power. It’s hard to argue with that, but a fighter does come with additional overheads - they’re rather more expensive to use than many weapon systems, and they need a platform from which they can be launched. If I really love fighters, and I’m not just min-maxing, I’d be happy to exchange some of my ship’s local firepower (guns or launchers) for the command and control infrastructure necessary to command fighters. Due to the extra overheads of fighters, this may be a favourable rate of exchange, but not utterly out-of-control as appears to be the case currently. Like HMS Dauntless (a destroyer) and her much-reported Sampson Radar’s ATC ability, I’m suggesting a high-slot module (which probably shouldn’t be usable in a utility high-slot) which allows some fighter delegation.

The Off-Grid problem:
There should be some incentive for the Carrier to fight on-grid. So remove the “attack” option from assigned fighters, replace it with a “release/ recall” toggle. This means you have to rely on the drone AI rather than human-called targeting. This, I feel, is a big change, but should allow the fighter’s local controller enough control to prevent Concordokken-style incidents.

Other opportunities:
With the new Sov system, we’ll hopefully see more and smaller fleets. Warfare should swing away from attritionist grind to more agile and tactical manoeuvreist play. This is a great opportunity to revitalise the carrier which has become a gloried ambulance, and reward the enormous training and monetary costs of becoming a carrier captain. I’d argue that it’s *not* the time to remove fighters’ warp ability. Let’s go the other way instead…
[list]
  • How many times in Sci-Fi (*cough* Valkyrie *cough*) do we see fighters set to escort convoys? Why not allow this behaviour? This would also open up new gameplay Stick that Command and Control suite module in your hauler’s one or two high slots, and we’re adding to, rather than removing, the flavour of fighter combat.
  • how about fighters as scouts? Give carriers the ability to assign fighters to a gate, with orders to return/ report or engage on contact (like POS guns)?
  • How about giving them the ability to patrol between a series of waypoints and do the same?
  • Above, I mentioned the maintenance and fuel/ munitions need of fighter craft. If we’re allowing fighters independent action, these need to be in place – give all fighters a maximum deployment time (like drones) after which they need to return for refuel/re-arm and maintenance. Give them a maintenance timer, which reduces their abilities for every “X” minutes they are in space (or possibly just in a hostile action), following which they need “Y” minutes of maintenance in a carrier (or POS fighter bay) Give carriers rigs or modules to improve maintenance speed, or loiter time of fighters under it's own control. Make that carrier important! Yes, all this makes fighters powerful, but without the carrier to support them they should be limited…
  • Off the subject of carriers, structures are being revamped, and POS fighter bays have been mentioned… Maybe those logistics pilots that now need to travel through jump-gates since the hyperspace changes can request a fighter escort from their corp’s next-gen-POS as they set out...?


  • We all agree - fighters need some work, and “the usual suspects” need to be stopped from abusing a broken game mechanic. But this is an opportunity to improve in several ways, and could really start to return the feel of a (super)carrier as the heart of a roving taskforce in our new landscape of manoeuvreist warfare.
    Aeryn Maricadie
    Federal Navy Academy
    Gallente Federation
    #1277 - 2015-03-23 03:36:54 UTC
    how about making it so that one, you must be in deadspace to assist, and make it like siege or triage, you can't move while fighters are assigned.
    d0cTeR9
    Caldari Provisions
    Caldari State
    #1278 - 2015-03-23 04:35:12 UTC
    CCP should have done this:
    Can't assign fighters while near a POS.
    Assigned fighters use base stats, skill book, modules and ship bonus do not work when assigned.

    Been around since the beginning.

    Nolak Ataru
    Hedion University
    Amarr Empire
    #1279 - 2015-03-23 04:45:38 UTC
    d0cTeR9 wrote:
    CCP should have done this:
    Can't assign fighters while near a POS.
    Assigned fighters use base stats, skill book, modules and ship bonus do not work when assigned.

    IIRC, Fighters already use the fighters skill on the asignee character, not the carrier/super.
    Rroff
    Antagonistic Tendencies
    #1280 - 2015-03-23 12:16:15 UTC  |  Edited by: Rroff
    The only skill that matters for the person who fighters are assigned to is how many drones (not fighters) they can control.

    d0cTeR9 wrote:
    CCP should have done this:
    Can't assign fighters while near a POS.
    Assigned fighters use base stats, skill book, modules and ship bonus do not work when assigned.


    While it would go a long way to sorting the issue (no one complained when fighters couldn't hit the "broad side of a barn") its a bit of a drastic step backwards - better options would have been some limits on the amount of drone upgrade modules a carrier could fit but that would need a huge overhaul of drone modules to not be a bit arbitrary in implementation or given that fighters ultimately aren't piloted by pod pilots and have a "normal" human in charge of gunnery (rather than a drone's electronics) even with the carrier's backend assisting I don't think it would be too much of a stretch to reflect that with sig/damage based scaling (as with titans but different parameters) so their effectiveness against smaller ships is much reduced (short of having like a fully linked and bonused vindicator + golem hold the target down for fighters to apply damage) - could be some technical issues with that but I can't imagine it is the case.