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Fixing Off-Grid Links (Nerf Passives and implement Targeted Buffs)

Author
Strata Maslav
Federal Navy Academy
Gallente Federation
#1 - 2015-07-14 20:10:12 UTC  |  Edited by: Strata Maslav
Heres my suggestion for fixing links and making command ships interesting to flying.

Links should be an active targeted effect. (Like EWAR)

No decision = No fun
(Copied from a post in the thread)

Bring links on-grid does not go far enough, as the autonomous benefit they provide is to a fleet is broken.

...Imagine if a logistics pilot could just turn on repairs and it would hit everyone in system at the same time, this describes the state of links. Even if you limited them to effecting ships on grid it still sounds broken, doesn't it?

Fleets of a reasonable size are basically forced to bring links or put themselves at a significant disadvantage to their tanks, speed, and EWAR.


It is not: “Lets bring some damp ships, because opposition rely on their range.”

It is: "Bring links for the fight, or keep your fleet docked.

The crux of the problem is two fold:

  1. No other ship class comes close to providing the same force multiplying effect to a fleet
  2. The bonus you give requires no interaction, forethought or decisions

  3. The below I have given an expert guide on flying a links ship:

    Are you in warp? ---Yes
    I
    No
    I
    ----- > Turn on links


CCP should encourage the active piloting and managing of ships, especial if provides a force multiplying effect.

A Solution

  1. Nerf Passive Bonuses - The passive links that a character gives to a fleet should be nerfed (halved?) and the leadership skills buffed by the command ship passive(should require no module). So the fleet gets a passive 15% bonus to tank or speed just for being in fleet with the command ship.

  2. Targeted Buffs - If the command ship is on field, they can lock and activate modules to give buffs to specific fleet members (similar to the way friendly logistics ships work).

With these changes if your command ship off grid you will receive a smaller, yet still significant passive bonus. If active on field they can give specific fleet members improved bonuses. Who you give these improved bonuses would be completely up the player discretion. Just in the same you may commend someone on their logistics skills you would praise your command ship pilot for his tactical awareness.

Fleets would benefit from multiple command ships on grid perhaps focusing on different areas of the fight, ensuring that your lachesis are getting point range and that the primary is getting their tank resistances buffed. As their buffs wouldn't stack there would be a natural "command-ship:fleet count" ratio. Too many command ships and you are losing DPS and not gaining additional buffs.

To prevent a command ship from just sitting afk after providing links to the important targets, the modules could be balanced via cap usage. Running 2 or 3 links permanently and pulsing the other for niche situations so you don't run out of cap.

Examples

  • Is that interdictor running in to get a bubble on their fleet? He can call out, and I buff his tank and speed before he makes his run in.
  • My fleet member is getting premiered? I can give him buff to his active resists and then give a buff to my logistics friend to give him stronger and faster reps.

  • Not only does this address the issue of off-grid boosts but adds a new active role for pilots to interact with allies who can make meaningful decisions.

    PS: give them bonused guns like a marauder so they have enough high slots to fit link modules and still have respectable damage

    Edit 1: Added Cap usage to prevent AFK running of all links.
    Edit 2: Added "No decision = No fun" section from post in the thread.
    Lady Rift
    His Majesty's Privateers
    #2 - 2015-07-14 20:32:14 UTC
    So you want to make command ships to be insta locking? As that is the only way one will lock that frig in time to make giving it a speed boost to matter.
    Torvalis Moschino
    Ruby Sunrise
    #3 - 2015-07-14 20:36:23 UTC
    I'll do you one better on the targeted buff idea.
    If a pilot wants the Boosts they have to target the command ship, call it a data link or what ever.
    You gain some things.
    1) you tie up a Lock on the ship receiving the boosts.
    2) you limit the range a boosts can be passed by the virtue of lock range.
    3) you can now jam/damp out boosts.
    4) would require boosts to be on grid and mobile.
    5) pilot receiving boost may inadvertently FF the booster.

    any other sort of targeted buff/boost just seems like logi to me. and we are looking for other ideas.
    Leadership skills would remain the same.
    module power level would remain the same.
    all you would really need to do is have a check in targeting that says "is this ship I am locked my fleet booster"
    Y = boosts,
    N = no boosts for you!
    out of range, no boosts.
    off grid, no boosts,
    jammed/damped, no boosts.

    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #4 - 2015-07-14 21:30:03 UTC
    Why the hell would you want to lock up a dictor on a run? How's he going to cloak up on the exit?


    This would put a serious hole in incursion running, as well as making links all but worthless in anything beyond small gang honoure brawls.
    Phoenix Jones
    Small-Arms Fire
    #5 - 2015-07-14 21:40:19 UTC
    The concept is a little too narrow for what boosters are used for. The idea is ok but it's pretty limiting that the booster turns solely into a targeting buffbot (ain't much different to its current duty of afk alt buffbot), but it needs a better concept.

    Yaay!!!!

    Strata Maslav
    Federal Navy Academy
    Gallente Federation
    #6 - 2015-07-14 21:51:35 UTC
    Quote:
    If a pilot wants the Boosts they have to target the command ship, call it a data link or what ever.


    This is one option but it would be difficult for ships like frigates to keep the command ship locked with their short lock ranges and mobility.

    If the command ship provides effective targeted boosts then he has to be active and is a engaging role on the battlefield where as the other way around, he might as well be afk again.

    Quote:
    This would put a serious hole in incursion running, as well as making links all but worthless in anything beyond small gang honoure brawls.


    Yes this is probably a nerf to AFK off-grid links, I am of the opinion that they are needing to fixed. Theoretically because links would be targeted you could actually buff the amount of bonus they give so theoretically if you boosted the ship being targeted by the rats in the incursion he would have more tank then before.
    Maldiro Selkurk
    Radiation Sickness
    #7 - 2015-07-14 22:18:51 UTC
    love it.
    +1

    Yawn,  I'm right as usual. The predictability kinda gets boring really.

    Strata Maslav
    Federal Navy Academy
    Gallente Federation
    #8 - 2015-07-14 22:22:13 UTC  |  Edited by: Strata Maslav
    Phoenix Jones wrote:
    The concept is a little too narrow for what boosters are used for. The idea is ok but it's pretty limiting that the booster turns solely into a targeting buffbot (ain't much different to its current duty of afk alt buffbot), but it needs a better concept.


    Of course I am not trying reinvent the wheel here with this idea, just fix a problem which a lot of people have seen issue with.

    This concept would take the role of the booster from an off-grid afk alt, to an on grid 'main character' role within the fleet.

    There are a lot of other things that you could do with an active command ship if you think the idea is too vanilla:

    - give him the ability to passively "Ship Scan" the enemy ships at extreme range to check for fittings and capacitor

    - give projected ECCM which makes a targeted ship immune to ECM, Damps, or even Webs for 5 seconds on a 15 second CD (Like a dispel in other mmos)
    Strata Maslav
    Federal Navy Academy
    Gallente Federation
    #9 - 2015-07-14 22:27:01 UTC
    Lady Rift wrote:
    So you want to make command ships to be insta locking? As that is the only way one will lock that frig in time to make giving it a speed boost to matter.


    Well the pilot could fit Sensor boosters if he was flying with frigates or they could communicate with their fleet mates and watch the fight to see who might be in need of help.

    I'll leave specifics of fine balance as to what lock speed would be balanced but I am sure lock speed is an important metric.
    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #10 - 2015-07-14 22:38:08 UTC
    Strata Maslav wrote:

    Yes this is probably a nerf to AFK off-grid links, I am of the opinion that they are needing to fixed. Theoretically because links would be targeted you could actually buff the amount of bonus they give so theoretically if you boosted the ship being targeted by the rats in the incursion he would have more tank then before.



    While also boosting all your logi and webbing ships too? Tank isn't the only think links boost.

    To be honest, if you want links removed you should ask for it outright. Ideas like this, that make them worthless in gangs of more than ten at the absolute most, and wreck their use even in PVE, are just dancing around the point.
    Kenrailae
    Center for Advanced Studies
    Gallente Federation
    #11 - 2015-07-14 23:03:30 UTC
    Cut the train time in half and sure. Otherwise they need to be aoe at least. -1

    The Law is a point of View

    The NPE IS a big deal

    Strata Maslav
    Federal Navy Academy
    Gallente Federation
    #12 - 2015-07-14 23:11:06 UTC
    Danika Princip wrote:
    Strata Maslav wrote:

    Yes this is probably a nerf to AFK off-grid links, I am of the opinion that they are needing to fixed. Theoretically because links would be targeted you could actually buff the amount of bonus they give so theoretically if you boosted the ship being targeted by the rats in the incursion he would have more tank then before.



    While also boosting all your logi and webbing ships too? Tank isn't the only think links boost.

    To be honest, if you want links removed you should ask for it outright. Ideas like this, that make them worthless in gangs of more than ten at the absolute most, and wreck their use even in PVE, are just dancing around the point.


    For larger fleets you might need multiple command ships. Who is to say that because the links are now targeted that they don't amount to a greater bonus then they are currently.

    As they do currently, links ships have multiple command modules. For example lets say you have 4 link modules:

    • skirmish x2
    • siege x2


    x1 siege link which you put on the target the rats are focusing that increases his buffer, resistance, and the amount of remote repairs he's receiving
    x1 seige link not running so you can instantly apply it to the next fleet mate start taking damage
    x2 skirmish running on your webbing ships

    Not perfect, but probably workable. The question is whether or not CCP will nerf PvE damage when they decide to nerf links.
    Strata Maslav
    Federal Navy Academy
    Gallente Federation
    #13 - 2015-07-14 23:19:25 UTC  |  Edited by: Strata Maslav
    Kenrailae wrote:
    Cut the train time in half and sure. Otherwise they need to be aoe at least. -1


    It does depend on how powerful they are, but arguably all link scale too strongly with SP. Due to the way skill requirement for modules/implants and the way bonuses are calculated there is a massive discrepancy between low and high SP links.

    In a redesign I would like to see the route that CCP took with adding T1 logi frigs and cruisers. T1 logi arent as strong as T2 but are more cost effective.

    The reason I've shied away from a projected AoE effect is:

    1. CCP has confirmed that a large constant AoE ping would be too taxing on the servers during large fleet fights
    2. Small projected AoE reinforces people anchoring instead of flying their own ships.
    3. AoE is less engaging, you just turn it on and forget about it. You have no reason to do anything differently depending on the situation. Its important to give players meaningful decisions, its what makes gameplay interesting
    Strata Maslav
    Federal Navy Academy
    Gallente Federation
    #14 - 2015-07-15 02:03:03 UTC  |  Edited by: Strata Maslav
    A bit of a side idea related to command ships, is the idea of adding an integrated ship scanner to the hull.

    Providing intel on ship fittings and capacitor in real time could be an interesting staple fleet fighting.

    Ship Scanners modules have seen use in WH space especially on energy neuting ships allowing them to see make educated piloting decisions, but the engagement are normally fought at short range so are usually within 60km effective.

    Null sec fights tend to take place across a large grid, 60km is normally a no mans land of mass webs and death, so a range bonus is necessary. The integrated of the scanner is required so usage wouldn't disadvantage shield doctrines by occupying an important mid slot.

    It is only when information available can we make decisions based on reason, action without reason is at best a coin flip.
    FT Diomedes
    The Graduates
    #15 - 2015-07-15 02:09:45 UTC
    I like it.

    Now, a couple of thoughts... All Command Ships should get 8 high slots, with four turret or launcher hardpoints (100% weapon bonus). Each targeted command link boosts all three attributes for that type (siege, armor, skirmish, information, mining). For example, when I activate the targeted siege boost module on a ship, it gets the benefit to cycle time, cap use, and resistances. Thus, each command ship can buff 4-8 other ships, depending on whether it gives up damage potential.

    No more than one targeted link module of the same type applies to the targeted ship (e.g. If multiple siege link modules target the ship, only the strongest one applies).

    Training time gets considerably reduced, but the modules get stronger the higher you train the skills. One possibility is that training the skill higher lets you buff at a longer range. Perhaps at Siege Warfare Specialist V you could buff at up to 250 km (still subject to lock range of course). Or whatever range is appropriate...

    The T1 Battle Cruisers also get similar treatment. They all get 8 high slots, with 6 weapon hardpoints and an appropriate damage bonus.

    Add another T2 destroyer hull, which can provide smaller boosts, but can keep up with frigate gangs and enter the appropriate FW plexes.

    CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

    Strata Maslav
    Federal Navy Academy
    Gallente Federation
    #16 - 2015-07-15 02:33:55 UTC  |  Edited by: Strata Maslav
    FT Diomedes wrote:
    I like it.

    Thus, each command ship can buff 4-8 other ships, depending on whether it gives up damage potential.



    The reason I was sat at 4 initially was experience flying logistics. You activate all your repairers (3 or 4) when you need counter and ally getting primary'ed and then slowly turn off the repairers when you see him holding so you can prepare for the next target to broadcast. If your FC is feeling a little uneasy about being sniped he might ask the logistics to keep him locked up all times and commit a couple pilots to keeping a single repairer on him at all times to give the chance of survival.

    So if you had 4 you might have 2 that you are leaving to constantly boost active member such an FC so there is a reduced chance of him getting alpha before you can react or a Lachesis pilot for increased point range. The other two you might save for reactionary targets.

    At maximum you are only going to be able to deal with probably 2 or 3 reactionary target at a time but if there are more key pilot that you need a constant buff on field you might consider swapping out the guns. The alternative is to bringing multiple command ships and spreading the load so you can boost and still enjoy the pew pew.

    FT Diomedes wrote:

    Add another T2 destroyer hull, which can provide smaller boosts, but can keep up with frigate gangs and enter the appropriate FW plexes

    A T2 command destroyer would be a great addition, providing one or two boosts would improve the viability of smaller scale roaming gangs when BCs or Tech 3s are too slow and expensive to be worth putting on grid.
    FT Diomedes
    The Graduates
    #17 - 2015-07-15 03:07:46 UTC
    I like the flexibility of going up to eight. If someone wants to basically have one CS per squad of logistics ships, that's an option. In the alternative, that person could also choose to put both Siege and Skirmish bonuses on only 2-4 ships. Either way, it brings the CS on grid and makes the pilot take an active role in keeping his friends alive.

    Also, it goes without saying that the Command Processor would need to be repurposed or go away completely.

    As for the Tech 3 Cruisers, they retain the slightly weaker bonuses to three different boost types, but are limited to six max high slots in a boosting configuration.

    CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

    Kenrailae
    Center for Advanced Studies
    Gallente Federation
    #18 - 2015-07-15 03:58:05 UTC
    Problem with this whole idea is it is pushing hard at a 'fly abso's and slieps and nothing else' environment. Squads have 10 peeps in them, wings have 50. So you'd likely need 3 commandships per squad at least for optimal links coverage, doing nothing but f1-f8 on friendlies then not much else til the end of the fight. This doesn't really solve the 'make boosting engaging' and meaningful problem. Any boosting command ship is still gonna go full links and maybe smart bombs with an eccm package so their links don't drop then tank and more tank. Grid fu aside, a method of making grid being the defining factor would be ideal.

    The Law is a point of View

    The NPE IS a big deal

    FT Diomedes
    The Graduates
    #19 - 2015-07-15 06:29:20 UTC
    Kenrailae wrote:
    Problem with this whole idea is it is pushing hard at a 'fly abso's and slieps and nothing else' environment. Squads have 10 peeps in them, wings have 50. So you'd likely need 3 commandships per squad at least for optimal links coverage, doing nothing but f1-f8 on friendlies then not much else til the end of the fight. This doesn't really solve the 'make boosting engaging' and meaningful problem. Any boosting command ship is still gonna go full links and maybe smart bombs with an eccm package so their links don't drop then tank and more tank. Grid fu aside, a method of making grid being the defining factor would be ideal.


    How is this different than flying a Logistics ship? No one ever complains that flying a Logistics ship is boring.

    CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

    Lady Rift
    His Majesty's Privateers
    #20 - 2015-07-15 07:39:04 UTC
    FT Diomedes wrote:
    Kenrailae wrote:
    Problem with this whole idea is it is pushing hard at a 'fly abso's and slieps and nothing else' environment. Squads have 10 peeps in them, wings have 50. So you'd likely need 3 commandships per squad at least for optimal links coverage, doing nothing but f1-f8 on friendlies then not much else til the end of the fight. This doesn't really solve the 'make boosting engaging' and meaningful problem. Any boosting command ship is still gonna go full links and maybe smart bombs with an eccm package so their links don't drop then tank and more tank. Grid fu aside, a method of making grid being the defining factor would be ideal.


    How is this different than flying a Logistics ship? No one ever complains that flying a Logistics ship is boring.



    they do all the time. logi is boring and the added fact we aren't on kills is just dalt in the wounds. The only time logi isn't boring is when there is actually a close fight between the 2 sides which doesn't always happen.
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