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Rebalancing Warfare Links

Author
Baali Tekitsu
AQUILA INC
Verge of Collapse
#21 - 2015-03-21 22:54:50 UTC
I should have put it in different words: I rarely take it above a combination of tanking and skirmish links on my t3.

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Hopelesshobo
Hoboland
#22 - 2015-03-21 22:55:43 UTC
Muad 'dib wrote:

I think that its fairly obvious that a 33% boost to something so critical like ship speed, in a game where 5% per lvl for 5 levels takes up to a month (or several bil on snake implants - and completely ******** with both) is considered too much even by users of link alts themselves. We can argue what a reasonable, actual specific amount should be forever, 33% is certainly obscene.


One thing I would like to point out specifically here is that you are comparing getting 1 skill to level 5 to getting an entire ship and several skills to level 5.

To use your example specifically, there are 2 skills that affect ship speed. You have Acceleration control and Navigation, both give a 5% bonus per level, and they are a total of a 5x multiplier. So you have a 50% increase in speed for your personal skills (Not including implants).

From there to get to the fabled 30.19% boost in speed while under a prop mod, you have to train an alt up for Command Ships, Warfare Link Specialist, and Skirmish Warfare Specialist all to 5 which those 3 skills themselves are a 19x multiplier (Not including the implant training or any of the other prerequisite skills).

So you cannot argue time as a balancing factor because there is already a much higher bonus for a much shorter training time by using your personal skills vs solely relying on boosts.

With that said, to help preserve any delicate balancing that has happened in the past, any nerf that we see to boosts in the overall amount should be done with a corresponding buff to all the ships/modules as a result.

Lowering the average to make you look better since 2012.

sten mattson
Red Sky Morning
The Amarr Militia.
#23 - 2015-03-21 23:52:23 UTC
Quote:
Warfare links trigger a weapon timer


i think a straight weaponstimer is just a death warrant for on grid links, wich means if you wanna retreat through a gate, you are forced to deactivate links or loose your link ship.

maybe have it inherit combat timers of fleet members, same as reps?

IMMA FIRING MA LAZAR!!!

Christine Peeveepeeski
Low Sec Concepts
#24 - 2015-03-22 01:27:14 UTC
I am 95% on board with this. Could be polished with the issues that 'no lifers' will still just have all the links but more alts and the weapon timer on gate is a death sentence. Although arguably the same can be said for any ship that engages modules on a gate.

Bienator II
madmen of the skies
#25 - 2015-03-22 01:47:22 UTC  |  Edited by: Bienator II
i really think making links useful on-grid is the right way of fixing the issue (as you can also see on my forum sig).

A player, playing the game should be better in the game as an alt client, running in the background where you only switch to, when you hear a shield warning sound.

so i really like the proposal, i would even go a step further and add the ability for players to overheat links additionally to scripts. This will almost guarantee that a player is better at "linking" than an alt - which is once again a vital precondition before bringing link ships on grid.

my main concern is however that all links orbiting force fields would suddenly become brick tanked (since you gain a lot of fitting space + slot space). However, those links would be far less effective than they are now AND worse than player controlled links due to added gameplay complexity.

but hey, forcefields will go away anyway earlier or later (read the structure blog) and its also easily fixable (+100km minimum activation range to warfare links at pos towers).


so +1 from me

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Arthur Aihaken
CODE.d
#26 - 2015-03-22 03:03:32 UTC
Tikktokk Tokkzikk wrote:
• Remove Command Processors
• Command ships and strategic cruisers with the Warfare Processor subsystem can fit two links

If Command Processors are going to be eliminated (and attributes for Warfare Links combined), I think Strategic Cruisers should be restricted to one, Command Ships to two, Carriers to three and Suppercarriers and Titans to four. This will further capitals roles as flagships.

Tikktokk Tokkzikk wrote:
• Warfare links trigger a weapon timer

Excellent suggestion.

Tikktokk Tokkzikk wrote:
Replace all current warfare links with the following:

The only suggestion I have here is to change one of the attributes of the Skirmish Warfare Links:
• 0.6% bonus to fleet inertia replaces 0.6% reduction to fleet's signature radius

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

elitatwo
Zansha Expansion
#27 - 2015-03-22 08:08:04 UTC
Bubbles is the answer!

We all know a hictor can fit a bubble for the use in nullsec or w-space, so why not make links have larger 'link-bubble' of let's say its 150 or 200km (range is debatable and just an example)?

Would fix the ongrid thing and all of a sudden you see more command ships that are not the sleignir on gates being hugged by their fleet buddies.

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This is the law of ship progression!

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horis hurbunker
Vapor Lock.
Vapor-Lock
#28 - 2015-03-22 09:00:36 UTC
If the problem is off grid boosters in pvp, then should we make the answer a way to make them a target for pvp? I think we all like incursions with boosters and 10/10 ded sites with them too. So if you want to make them killable why not make them more like cynos? with some thing that makes them more vulnerable maybe something like a massive (titan sized) sig bloom and make the cycle time 5 mins (like siege) meaning that yes you would have to have a combat scanner in fleet but it would take just seconds to get a scan on boosters; which makes sence if you're broadcasting something 200+ ships in system you would think it would be easy to find and if either you got transferred aggression or a weapons timer then you could not use log out/log in tricks.

Also I like the idea of scripts and moving all 3 links into 1 mod for each race and then changing it so you only command ships can use 2 at once (because they need to be unique) and then lower the base for the mod but increasing the ship bonuses for t3 and command ships or even giving different ships bonuses to different parts of links( so nighthawks are better for shield resist and vultures are better at cap usage) making which command ship you used much more involved then which can fit 6 links or be the best brink tanked
Tikktokk Tokkzikk
V0LTA
WE FORM V0LTA
#29 - 2015-03-22 12:06:29 UTC
elitatwo wrote:
Bubbles is the answer!

We all know a hictor can fit a bubble for the use in nullsec or w-space, so why not make links have larger 'link-bubble' of let's say its 150 or 200km (range is debatable and just an example)?

Would fix the ongrid thing and all of a sudden you see more command ships that are not the sleignir on gates being hugged by their fleet buddies.


CCP have said they'd like to remove off-grid boosting, but currently don't have the technology. Yesterday I saw three Claymores and a Cyclone boosting for the 28 people in local. A bunch of solo and small gang PVPers are quitting the game because links are becoming a minimum requirement to PVP. Sure, a few of the people in this thread will most likely say "stop being lazy and get your own link alt", but for many that's not an option for various reasons. I'd prefer to keep those people playing so I have more people to shoot at, which is why I want a fix that can be deployed right now instead of some new mechanic that will take time to figure out.
Boci
Ubiquitous Hurt
The WeHurt Initiative
#30 - 2015-03-22 12:18:41 UTC
I have never, ever used a link alt, and I have never provided off grid boosts. The only Leadership skill I have NOT trained is the 2nd level of mining, and I have been highly vocal any chance I could get to promote ON GRID boosting as the only way to fly.

I like the idea of a single module having all 3 boosts for a given category. A large reason Eos has always been my favorite command is the simple fact that it could give a full compliment of boosts while being in the middle of the brawl AND still applying almost appropriate for its hull size damage.

Havent done any math to decide what I would like to see on a boost percent just yet.


The other idea I had was flag sharing. If a player picks up suspect/criminal flags for helping a suspect/criminal, etc. then boosting them should do the same. The code already exists to identify who is boosting whom, maybe it would be a simple matter to be able to pass the information back to flag the links.


Now that I think about it...if something like this went live, with how strong pure combat fit commands can be, I could almost see the alt[n turn the other direction. People in fleet with themselves just so their command gets the link bonus :p



disclaimer: i LOVE command ships, i LOVE providing on grid links, and if my wallet could afford it, I'd fly commands in combat every freaking day.

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@BociSammiches

UHURT's Link Guy

Baali Tekitsu
AQUILA INC
Verge of Collapse
#31 - 2015-03-22 12:46:52 UTC
elitatwo wrote:
Bubbles is the answer!

We all know a hictor can fit a bubble for the use in nullsec or w-space, so why not make links have larger 'link-bubble' of let's say its 150 or 200km (range is debatable and just an example)?

Would fix the ongrid thing and all of a sudden you see more command ships that are not the sleignir on gates being hugged by their fleet buddies.


This idea is not new, was posted like 1000 times and dismissed every time.

https://forums.eveonline.com/default.aspx?g=posts&m=5600008#post5600008

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Tikktokk Tokkzikk
V0LTA
WE FORM V0LTA
#32 - 2015-03-23 10:30:21 UTC
The information warfare link could also be split up even further with a specific scripts for the specific E-wars.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#33 - 2015-03-23 11:28:50 UTC
To my mind, achieving the result of making warfare links more fun and fair to use is easy:

1. Make a warfare link trigger a combat timer and inherit suspect timers from anyone affected.

2. Require the ship to be on grid.

Benefits are:

1. Removes the riskless force multiplier of an off-grid booster.

2. forces the squad booster to participate in combat.

3. Gives the other side a strategic choice (attack the booster, or attack someone else?)

4. Gives the boosting side some strategic choices (bring more DPS or bring more links?)

Drawbacks are:

1. Large fleets risk losing boosts due to alpha - counter is to field redundancy. Again, strategic choices.

2. A few low-sec and high-sec pirate corps will need to re-evaluate tactics vis-a-vis out-of-corp boosters in safe spots (in my mind an exploit anyway).

3. I'll need to risk my EOS on grid when I run c6 sleeper ops - this is really not an issue.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

vikari
Deep Core Mining Inc.
Caldari State
#34 - 2015-03-23 12:31:24 UTC
I'm concerned these bonuses can be to strong, when stacked with other bonuses. We get up to 3 sets of bonuses on a fleet, using the Fleet/Wing/Squad commander positions. What if the fleet was in armor HACs, and the links were Passive Defense, Evasive Maneuvers, and Rapid Deployment. Now we have a ship that already has a great speed/sig ratio, and you toss in that you are getting it 9.7% bonus per level (over the roughly 6% now), add in that you are giving them a sig radius reduction of 9.7% (over the roughly 8% now) and 9.7% MWD/AB speed boost (over the 8% now) and you can get some extremely strong effects. This all adds into the fact that the leadership skills themselves add bonuses to a fleet (such ass Armored Warfare's 2% armor HP per level, and Skirmish Warfare's 2% agility per level).


I see what you are trying to do, but in several fleet doctrines we only need two or three bonuses, so in those case you are going to make the fleet extremely over powered, because the FC's are not choosing between one bonus and another. This will result in CCP needing to do some serious rebalancing across dozens or more ships, and ultimately be too time consuming when we have ships now that are in dire need to rebalancing,
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#35 - 2015-03-23 12:36:06 UTC
By forcing the booster on grid, you achieve 2 things:

1. The booster can be primaried, eliminating the bonus for the entire fleet/squad

2. The boosting ship, being a command ship, is always going to be slow - so he can't use rapid deployment to the same effect as a HAC. Unless the HACs (and logi) stick around, he'll go down.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Phoenix Jones
Small-Arms Fire
#36 - 2015-03-23 13:22:22 UTC
Not a bad concept, but I would add in a few other items.

1) inactive links need to boost your sig radius (meaning your easier to lock and shoot while they are turned off)

2) Active links need to reduce your sensor strength by 80 to 90% (basically your sig returns to normal, but you are much easier to probe out). basically kills the eccm deal.

3) Active links penalize the velocity bonus of afterburner and microwarp drive modules (similar to what what a warp disruption field generator does). (no more 2 to 4kM speeding link boosters).

The rest is fine.

Yaay!!!!

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#37 - 2015-03-23 13:44:21 UTC
joecuster wrote:
Tfw poors/pubbies crying about links because they're too lazy to train for them.


ill I see aout links is QQ over not being able to scan them down in low and null so they kill it while having to kill someone else and how a booster should be on the grid in low and null and solves nothing for the hisec pvpers that stand on station kill whoever they want with their army of alts.

-1 for anything against links as even in our time voyager is past the solar system and we can still tell it what to do.
+1 for removing alts from the gate to force others toactually do things they speak out against

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#38 - 2015-03-23 13:46:51 UTC
Phoenix Jones wrote:
Not a bad concept, but I would add in a few other items.

1) inactive links need to boost your sig radius (meaning your easier to lock and shoot while they are turned off)

2) Active links need to reduce your sensor strength by 80 to 90% (basically your sig returns to normal, but you are much easier to probe out). basically kills the eccm deal.

3) Active links penalize the velocity bonus of afterburner and microwarp drive modules (similar to what what a warp disruption field generator does). (no more 2 to 4kM speeding link boosters).

The rest is fine.


why would an offline module make you easier to target? if it was online and doing this I would agree with this more as your emitting a signal that can be used to lock on to easier.

Velocity bonus I can agree to only if it stays an offgrid, if its going to turn into an on grid booster one day your going to want all the speed you can get as the interceptor chases you down

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Adacia Calla
Native Freshfood
Minmatar Republic
#39 - 2015-03-23 15:01:59 UTC
Tikktokk Tokkzikk wrote:
The goal is to make warfare links fun, skill intensive and balanced for fleets of any size in a way that's viable right now and doesn't require new technology:
[list]
  • Remove Command Processors
  • Command ships and strategic cruisers with the Warfare Processor subsystem can fit two links
  • Warfare links trigger a weapon timer.
  • Like I said on TS the other night, I think adding a Weapons Timer would solve 90% of them problem. It would force alts to spend a LOT more time warping around, therefore a lot less up-time on said links since they can't be enabled during warp. This would be a 'simple' fix (Probably wouldn't be code-wise) but it's far less of a headache than a entire rebalance on the link system for the time being.

    Test signature....forum not applying settings :(

    Phoenix Jones
    Small-Arms Fire
    #40 - 2015-03-23 15:35:34 UTC
    Agondray wrote:
    Phoenix Jones wrote:
    Not a bad concept, but I would add in a few other items.

    1) inactive links need to boost your sig radius (meaning your easier to lock and shoot while they are turned off)

    2) Active links need to reduce your sensor strength by 80 to 90% (basically your sig returns to normal, but you are much easier to probe out). basically kills the eccm deal.

    3) Active links penalize the velocity bonus of afterburner and microwarp drive modules (similar to what what a warp disruption field generator does). (no more 2 to 4kM speeding link boosters).

    The rest is fine.


    why would an offline module make you easier to target? if it was online and doing this I would agree with this more as your emitting a signal that can be used to lock on to easier.

    Velocity bonus I can agree to only if it stays an offgrid, if its going to turn into an on grid booster one day your going to want all the speed you can get as the interceptor chases you down


    I've run into my share of cloaky interdiction nullified off grid t3 boosters. Trying to catch them on a gate sucks.

    This is solely regarding off grid boosters. If they all turned into ongrid boosters all of the above can be tossed.

    Yaay!!!!