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Warfare & Tactics

 
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A thought about Boosters:

Author
Portmanteau
Iron Krosz
#21 - 2015-06-21 06:08:27 UTC
suspect timer/weapons timer as appropriate and remove links from T3s, risk averse solo pilots are less likely to tow around a comand ship with them while pvping in their breacher
Plato Forko
123 Fake Street
#22 - 2015-06-21 16:03:57 UTC
Demerius Xenocratus wrote:
No.

Links are a HUGE edge in solo and small gang; accepting them as a requirement for competition in those arenas has a chilling effect on 1v1 and small gang encounters and establishes yet another barrier of entry for newer players wanting to do something other than blob warfare. If they are going to remain part of the game they need to appear on killboards and have a risk level appropriate to their rewards, especially if someone makes a habit of dragging their T3 win button all over hostile space.


meh. this paradigm doesn't change without links because newbs will still need to know how to distinguish between a fight they can take and a fight they can't take. bottom line is links are pretty damn easy to spot, either by the character in local or seeing them on dscan. handicapping links to make the loser feel better for not being able to spot them doesn't improve anything.
Crosi Wesdo
War and Order
#23 - 2015-06-21 16:25:05 UTC
Plato Forko wrote:
Demerius Xenocratus wrote:
No.

Links are a HUGE edge in solo and small gang; accepting them as a requirement for competition in those arenas has a chilling effect on 1v1 and small gang encounters and establishes yet another barrier of entry for newer players wanting to do something other than blob warfare. If they are going to remain part of the game they need to appear on killboards and have a risk level appropriate to their rewards, especially if someone makes a habit of dragging their T3 win button all over hostile space.


meh. this paradigm doesn't change without links because newbs will still need to know how to distinguish between a fight they can take and a fight they can't take. bottom line is links are pretty damn easy to spot, either by the character in local or seeing them on dscan. handicapping links to make the loser feel better for not being able to spot them doesn't improve anything.


I think the point is that people would like to be more effective while remaining lazy. People who put more effort and time into the game should not have any advantage over those that dont.
Ares Desideratus
Republic Military School
Minmatar Republic
#24 - 2015-06-21 20:16:41 UTC
It actually doesn't take that long to create a new character and get him into a fleet boosting T1 battlecruiser. So it is not so much that it puts new players at a heavy disadvantage, because new players are already put at a heavy disadvantage by the fact that they are new; their skill points are far from optimized, as is their knowledge of the game's mechanics and meta, and often they do not understand the difference between what looks good aesthetically, on paper, and what actually works well in the game. These factors often lead to new players skill-hopping from one ship to the next, without realizing that it is important to be specialized in what you're flying, in order to increase your success ratio with it. It is not simply a matter of being able to fly more ships, in other words.

I think a suspect timer for an off grid booster is unfair. A logistics ship getting a suspect timer is understandable because they are technically activating modules against the target ship. It's the same as activating a weapon against someone's ship, only the effect is reversed; instead of damaging or disrupting the target ship in some way, the logistics ship is healing or strengthening the target ship in some way.

It's different from a fleet booster in the sense that a fleet booster is strengthening basic attributes of all fleet members, from a remote area in the same system.

Therefore, I think that giving the fleet booster the same penalties as a logistics ship would be quite unfair.

Having said all of that, I am not against the idea of limiting off grid boosters in some way. But I think caution must be exercised in regards to this issue, otherwise we might as well just get rid of fleet bonuses all at once and be done with it.
Demerius Xenocratus
The Scope
Gallente Federation
#25 - 2015-06-21 21:06:42 UTC
Crosi Wesdo wrote:
Plato Forko wrote:
Demerius Xenocratus wrote:
No.

Links are a HUGE edge in solo and small gang; accepting them as a requirement for competition in those arenas has a chilling effect on 1v1 and small gang encounters and establishes yet another barrier of entry for newer players wanting to do something other than blob warfare. If they are going to remain part of the game they need to appear on killboards and have a risk level appropriate to their rewards, especially if someone makes a habit of dragging their T3 win button all over hostile space.


meh. this paradigm doesn't change without links because newbs will still need to know how to distinguish between a fight they can take and a fight they can't take. bottom line is links are pretty damn easy to spot, either by the character in local or seeing them on dscan. handicapping links to make the loser feel better for not being able to spot them doesn't improve anything.


I think the point is that people would like to be more effective while remaining lazy. People who put more effort and time into the game should not have any advantage over those that dont.


I don't understand if you are agreeing with me or not. More effort should confer some advantage, more time/money already confers great advantagr and I think there are problems with taking a pay 2 win approach to extremes.

Boosters are like - Have a PC that can multibox comfortably, drop $ on a booster alt or pay for 6 months training of an alt, be far more effective at solo PvP.

There should be some reward for time and effort but if I have the same knowledge of the game and pilot skill as someone yet I can't fight them without dropping $ on a booster, that is a bit lousy.

Making this game an arms race of alts and multiboxing turns off people that can't or don't want to devote that level of resources.
Demerius Xenocratus
The Scope
Gallente Federation
#26 - 2015-06-21 21:13:33 UTC
Plato Forko wrote:
Demerius Xenocratus wrote:
No.

Links are a HUGE edge in solo and small gang; accepting them as a requirement for competition in those arenas has a chilling effect on 1v1 and small gang encounters and establishes yet another barrier of entry for newer players wanting to do something other than blob warfare. If they are going to remain part of the game they need to appear on killboards and have a risk level appropriate to their rewards, especially if someone makes a habit of dragging their T3 win button all over hostile space.


meh. this paradigm doesn't change without links because newbs will still need to know how to distinguish between a fight they can take and a fight they can't take. bottom line is links are pretty damn easy to spot, either by the character in local or seeing them on dscan. handicapping links to make the loser feel better for not being able to spot them doesn't improve anything.


You understand what a huge chilling effect that has on fights right? As it stands now I won't take fights with a command ship on D-scan or in home systems of known link users, or even with suspicious NPC corp toons hanging out in local. Basically if there's anything on dscan or in local that is a potential booster, I move on. Many players take the same approach.

I have no problem avoiding links by simply adopting an extremely risk averse approach to choosing engagements. The more players that adopt a similar approach, the less solo and small gang content we'll see.
Rovain Sess
Wu Fanged
#27 - 2015-06-22 12:32:41 UTC
So it seems that some trends are developing here

One, to deal with boosted pilots become boosted yourself. That assumes that one wants to invest in two accounts. I don't see this as a reasonable solution - although from a "ccp wants to make more money" standpoint could be what is intended. However, I won't ascribe intent.

Two - boosters don't make that much of a difference. I disagree, they can make a big difference.
Watch the Svipal is Op video in this strand. But I also agree that pilot skill does play a large role, but it's still a sizable advantage.

Three - it's not the same as on - field logistics. I think it is, and a boosted ship is targeted in a sense. Even taking boosters (drugs) has some serious possible side effects. Again, I am not against boosters, but I do feel that the boosting party should have to work a bit harder than the current meta requires.

As far as taking fights, it does discourage them. Whereas I know I can go after a boosting ship, then it provides a sense that I have more control over the possible outcome. Currently I don't mind undocking a battleship and forcing my opponent to dock his booster, but the booster doesn't incur any additional risk, however I do (I loose sec status, get a lockout timer, go suspect). The booster just docks or jumps through a gate. Seems a bit one sided.

To me Eve is similar to real life because of the element of risk and the inclusion of trade-offs. I think that boosters should be in the game, should affect what a pilot can do, but the trade off is that while boosted that the booster can't sit in near impunity from repercussions.



Thanatos Marathon
Moira.
#28 - 2015-06-22 14:49:23 UTC
Crosi Wesdo wrote:
Thanatos Marathon wrote:
They should also cut the bonus of every single boost, except mining, by an arbitrary and large number. Start at 40% and then tweak from there.


I disagree, they should cut all the boosts, apart from the skirmish ones and sensor integrity, because thats the one i use.



Actually, toss the cuts into mining links as well.
Stalence
Caldari Colonial Defense Ministry
Templis CALSF
#29 - 2015-06-22 16:04:27 UTC
Crosi Wesdo wrote:
Rovain Sess wrote:
So I not going to rant about a legal game mechanic - use off grid boosters all one wants. All I would like to see is that they (off Grid boosts) incur the same characteristics as the use of logistics on a friend in a fight. They should receive a suspect timer. It's a little crazy when you have identified a booster alt sitting on station or gate and it's giving ones foe a nice competitive advantage, and if you shoot it - you take station guns.

Whilst not an exploit and they are obviously working as the current mechanic allow - I think the subject of receiving suspect status needs to be seriously considered for future inclusion into the game especially since the - "they will have to be on the actual combat grid" idea seems to have died.

Just a thought,

Rovie


Suspect timer + add entry on killmail.

Add logi to killmail also.


Crosi & I agree on something for a change.

Member of #tweetfleet @stalence // Templis CALSF // YouTube Channel

Ares Desideratus
Republic Military School
Minmatar Republic
#30 - 2015-06-22 16:33:30 UTC
Rovain Sess wrote:
As far as taking fights, it does discourage them. Whereas I know I can go after a boosting ship, then it provides a sense that I have more control over the possible outcome. Currently I don't mind undocking a battleship and forcing my opponent to dock his booster, but the booster doesn't incur any additional risk, however I do (I loose sec status, get a lockout timer, go suspect). The booster just docks or jumps through a gate. Seems a bit one sided.

To me Eve is similar to real life because of the element of risk and the inclusion of trade-offs. I think that boosters should be in the game, should affect what a pilot can do, but the trade off is that while boosted that the booster can't sit in near impunity from repercussions.

Before I give my thoughts on the idea of adding more limitations to the warfare link boosting pilot, I would like to post an addendum to the above:

There are currently already a few limitations to the warfare link pilot, such as the inability to use links while in warp, the inability to use links unless in the same system and in space with another member of the fleet. The inability to cover distance across solar systems if the warfare link pilot's M.O. is to sit on a station (as is the case a decent amount of the time).

However, these limitations by themselves, do not seem to be enough.

Now, I suppose a suspect timer would not be such a bad idea, as it would discourage pilots from the station-hugging style of warfare link boosting that we see quite often, especially in low- and high-sec, while it would largely leave the open-space, cloaking T3 style of warfare link usage intact.

What I would like to stress, however, is that while warfare links do provide very significant advantages, the most important part of these advantages, I think, is the ability to allow a single player, to create a more even battleground when fighting against superior forces. This is important. I don't think that we want to nerf warfare links for the solo pilot with a link alt, while keeping them largely intact for groups with a dedicated fleet booster player. I think we ought to keep away from making things harder for the lone wolf, the guy who fights outnumbered, that's all.

I would ask CCP to keep this in mind while considering these matters.
Crosi Wesdo
War and Order
#31 - 2015-06-22 17:02:14 UTC  |  Edited by: Crosi Wesdo
Aye, as ive said before about boosts going on grid. The strongest force in the area gets to keep boosts on grid, everyone else looses a booster every fight or just goes without them or avoids the fight.

Removing them completely would be a better solution when compared to on grid boosts.

Then we can finally move on to the same people complaining about how OP implants are in low sec.
Ares Desideratus
Republic Military School
Minmatar Republic
#32 - 2015-06-22 21:45:34 UTC
Crosi Wesdo wrote:
Aye, as ive said before about boosts going on grid. The strongest force in the area gets to keep boosts on grid, everyone else looses a booster every fight or just goes without them or avoids the fight.

Removing them completely would be a better solution when compared to on grid boosts.

Then we can finally move on to the same people complaining about how OP implants are in low sec.

Removing them completely would be by far the simplest solution.

Mostly, I am far too lazy to sit around trying to come up with effective ways to fix this issue.

I would rather they just get rid of the whole warfare link system, compensate us all with remaps for training the skills, and then we will be left with an even playing field. Nice and simple.
Crosi Wesdo
War and Order
#33 - 2015-06-22 22:45:10 UTC  |  Edited by: Crosi Wesdo
Ares Desideratus wrote:
Crosi Wesdo wrote:
Aye, as ive said before about boosts going on grid. The strongest force in the area gets to keep boosts on grid, everyone else looses a booster every fight or just goes without them or avoids the fight.

Removing them completely would be a better solution when compared to on grid boosts.

Then we can finally move on to the same people complaining about how OP implants are in low sec.

Removing them completely would be by far the simplest solution.

Mostly, I am far too lazy to sit around trying to come up with effective ways to fix this issue.

I would rather they just get rid of the whole warfare link system, compensate us all with remaps for training the skills, and then we will be left with an even playing field. Nice and simple.


That is IF putting more effort in for an advantage is to be considered a problem :)

With how easily boosters can be probed down now, i still think that forcing them into safe spots should be preferred. It then becomes possible, with some effort, for someone to probe down boosts leaving nice targets in space and important fleet roles for those interested.

Effort countered by effort. More targets in space. Only the lazy dont win.
Petre en Thielles
Doomheim
#34 - 2015-06-23 17:35:20 UTC
Gh0stBust3rs wrote:

While yes you can do this its actually quite expensive. So unless your talking major fleet fight style engagements(The thing CCP is trying to destroy) It really doesnt justify dropping about a billion to have a safe spot to boost from per system. (500m ish for pos and guns another 400m for fuel per month)


If you want a temporary POS, why on earth would you buy a large with guns? A small is under 70 mil, online it, give it a few hours of fuel/stront, set your booster next to it. If it's reinforced and camped, just log off with the booster and wait until they get bored and leave. All you lose is 70 mil for that POS for that one battle
Rovain Sess
Wu Fanged
#35 - 2015-06-28 04:35:17 UTC
Boosters are still broken, so the issue cannot die. And this topic shall rise to the top! Bumping up the issue.

Lloyd Roses
Artificial Memories
#36 - 2015-06-28 07:36:09 UTC
Thanatos Marathon wrote:
Actually, toss the cuts into mining links as well.


Time to dwarf the incarna accident.
Tipa Riot
Federal Navy Academy
Gallente Federation
#37 - 2015-06-28 08:17:48 UTC
Simple changes like an aggression plus suspect timer could improve the situation significantly. You need both to make sure the booster can't hug the gate/station without consequences and can be engaged with smaller stuff in high/low. Then I would be happy to hunt them around the system with combat probes Twisted.

I'm my own NPC alt.

Mizhir
Devara Biotech
#38 - 2015-06-28 10:49:42 UTC
It's funny how people asume that it is perfectly fine game mechanics that everyone have to train an alt for boosting just to be competetive in the current meta.

❤️️💛💚💙💜

Crosi Wesdo
War and Order
#39 - 2015-06-28 18:04:14 UTC
Mizhir wrote:
It's funny how people asume that it is perfectly fine game mechanics that everyone have to train an alt for boosting just to be competetive in the current meta.


Everyone has to train for everything else. Its called game progression.
Mizhir
Devara Biotech
#40 - 2015-06-28 18:21:13 UTC  |  Edited by: Mizhir
Crosi Wesdo wrote:
Mizhir wrote:
It's funny how people asume that it is perfectly fine game mechanics that everyone have to train an alt for boosting just to be competetive in the current meta.


Everyone has to train for everything else. Its called game progression.


Because it makes sense that you have to buy 2 accounts to progress?

❤️️💛💚💙💜