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

Author
Strata Maslav
Federal Navy Academy
Gallente Federation
#41 - 2015-07-15 17:26:46 UTC  |  Edited by: Strata Maslav
Iain Cariaba wrote:


Congratulations, you get added to my list of 'People to not fight," along with all the other people I encounter who used OGB.

Is it fun? Meh, fun is arbitrary.
Is it necessary? No. Many, many people operate just find without boosts. The only reason to use them is because you're afraid of losing, and are so bad at the game that you cannot win without help. Just because you're bad at it doesn't mean the game needs to be nerfed down to your level. Either fly cheaper ships or stop caring what your KB looks like.


Seriously? Troll?

Ok let me rephrase that:
If you enjoy winning fights should you try to win fights? Probably
If the enemy really wants to win will they be using links? Probably
If the enemy is using links and you are not are you at a disadvantage? Probably
if you want to win, should you use links? Probably
If you want to win should you move your links to a place where the enemy can't explode them? Probably

So I've broken it down for you, if you want to win fights you should probably consider taking every advantage that you can get. That includes using a ship that is a good against their's, fitting said ship in an effective way, using boosters (omg aren't those illegal?!), implants and potentially dear I say it links.

If you don't want anyone to have any advantage over anyone else we should just remove all ships from the game so we can fly around in noob ships and hold hands.

I am not saying don't go out looking for fights with a solo frigate, but don't get angry when you lose against someone who 'didn't play fair.'

Kenrailae wrote:

Your links alt is not necessary.


Neither is fitting a full rack of guns, but if you want to give yourself the best chance at winning that fight, it might be helpful.
FT Diomedes
The Graduates
#42 - 2015-07-15 18:04:43 UTC
This issue is really quite clear. Being an Off-Grid Booster is a terrible job. You are not part of the fight, you sit at a safe spot, you cloak up or move if you see probes getting too close on D-Scan. If anything sneezes on you, you are dead. That is why the role is performed by alt accounts most of the time.

Additionally, boosters currently have a huge affect on an entire fleet, while being at minimal risk. This is painful in all levels of warfare, from small gang to huge fleets.

Bringing Off-Grid links on to the grid will not fix all the problems. They still have a huge affect - 6 ships boost an entire fleet. And the game play of being on grid is not that interesting - turn on links, make sure boosts are passed, turn on tank, maybe activate civilian gun to tag killmails. Even when on grid, this is often an alt character.

Contrast that with any other role in the fleet - DPS, logistics, E-war, tackling, etc. All require active involvement and situational awareness of some sort.

Enter the OP's idea - make the gang links an active module that must be targeted on the recipient's ship. It's a really good idea. Unlike the current system, it doesn't work from a safe spot. It doesn't scale up to 6 ships boosting an entire fleet. And it does not require waiting for Brain-in-a-Box, which is coming SoonTM.

So, as suggested earlier, here are the tweaks I propose.

1. Combine all the links of the same type into one Siege, Armor, Skirmish, Information, and Mining Module. There would be a Tech I and a Tech II version. Thus, for example, at base value, the Siege Warfare Link II would provide 6% bonuses to Active Shielding, Shield Efficiency, and Shield Harmonizing to one ship. The base range for the module would be 50km (both T1 and T2). Cap cost would continue to be 25, duration would continue to be 10 seconds.

2. Change the role for the Command Processor. My preferred solution would be to give the Command Processor a flat 50km bonus to Warfare Link range.

3. Change Wing Commander and Fleet Commander skills. Make them give a bonus to Warfare Link Range. Wing Commander would give 10% more Warfare Link Range per level. Thus, at Wing Command V, the Warfare Links would have a maximum range of 75km. Fleet Command would give an additional 20% per level. Thus, at Fleet Command V, the maximum range would be 150km. The Command Ship would still have to fit Sensor Boosters or Signal Amplifiers to make use of the full range.

4. Command Ships would therefore be susceptible to Sensor Dampening, ECM, and Neutralizers - just as with current Logistics ships. They would have to make trade-offs between damage, personal tank, lock range, ECCM strength, and cap stability.

5. Command Ships currently give bonuses to two categories - this is a nice feature and would remain. For example, the Eos would still be able to give bonuses to both Armor and Skirmish Warfare Link modules.

6. The Command Ships currently have pretty good slot layouts. With the exception of the Eos, they currently all have seven high slots and five primary weapon hardpoints. Change the role bonus for Command Ships to be able to fit up to 7 warfare link modules simultaneously. Give the Eos a seventh high slot (but leave the number of turret hardpoints at 4). Now the Command Ship can perform multiple roles. It can provide decent DPS and boost a couple of critical ships. Or it can forgo the DPS and boost more ships - but never so many that it is easy to have everyone in a fleet covered by Command Ship boosts. If you go with seven boosts, you may have to adjust your fit to get more cap, which leaves you potentially with less personal tank, or more vulnerable to Sensor Dampening, ECM, or Neutralizers. Depending on the situation, there is no single obvious best fit.

7. No ship can receive the same kind of boost from more than one ship. Thus, if two Nighthawks activate their Siege Warfare Links on my ship, I only receive bonuses from one of them (whichever one has the highest bonus). In a larger fleet, this is something that has to be coordinated carefully and there is room for pilot error and wasted cycles. On the other hand, if a Claymore puts a Siege Warfare Link and a Skirmish Warfare Link on my ship, I get both bonuses. Or I could get Shield Warfare Link from one ship, Skirmish from another, and Information from a third. etc...

8. Since they are not electronic warfare, and not remote repairs, Warfare Links could still apply to ships in Siege, Triage, Industrial, or Bastion mode (and Super Carriers and Titans).

9. As for Tech III's - they would still be able to provide three kinds of bonused boosts, at the 2% per level amount. They would be able to fit up to five warfare link modules simultaneously.

10. The Battle Cruisers would be able to provide up to six warfare link modules simultaneously, with a 2% bonus per level amount to the single racial type. Thus, a Drake would give bonused Siege Warfare Links.

11. The Super Carriers and Titans would be able to do some stuff too, but I'm not basing this idea around those ships. I'm thinking give Super Carriers a 5% and Titans a 10% bonus per level to the single racial type (e.g. an Avatar could give 50% bonus to Armor Warfare Links at Amarr Titan V).

12. I still think a T2 Destroyer would be nice for smaller gangs. I'm thinking a maximum of three Warfare Links, with up to five weapon hardpoints. They would give a 2% bonus per level to the two racial types. So, the T2 Algos would give bonused Armor and Skirmish Warfare links.

That's all for now.

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

Iain Cariaba
#43 - 2015-07-15 18:08:56 UTC
Strata Maslav wrote:
I am not saying don't go out looking for fights with a solo frigate, but don't get angry when you lose against someone who 'didn't play fair.'

Perhaps you should heed your own words here.
Strata Maslav
Federal Navy Academy
Gallente Federation
#44 - 2015-07-15 18:41:52 UTC  |  Edited by: Strata Maslav
Iain Cariaba wrote:

Perhaps you should heed your own words here.


This thread is about game design not deciding which tactics are against your principles.

I would like to see links changed so that they are more engaging and 'fair.'

Here are my principles:
As long as you are not doing what is considering by devs as an exploit, play the game the way you want.

You are free tell yourself that you won't use Bombers or Tech 3s because you perceive them as broken, but don't think for one second that people need to abide by your principles and play the game the way you want them to play it.

It is up to game designers at CCP to change the limits of the game to ensure that the game remains enjoyable.
FT Diomedes
The Graduates
#45 - 2015-07-15 18:47:06 UTC
Strata Maslav wrote:
Iain Cariaba wrote:


Congratulations, you get added to my list of 'People to not fight," along with all the other people I encounter who used OGB.

Is it fun? Meh, fun is arbitrary.
Is it necessary? No. Many, many people operate just find without boosts. The only reason to use them is because you're afraid of losing, and are so bad at the game that you cannot win without help. Just because you're bad at it doesn't mean the game needs to be nerfed down to your level. Either fly cheaper ships or stop caring what your KB looks like.


Seriously? Troll?


Confirmed. He has bittervetitis. It has caused him to devolve from being a Gnome to a lower life form. Blink

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

Frostys Virpio
State War Academy
Caldari State
#46 - 2015-07-15 19:07:32 UTC
Can't wait for the "why didn't you boost me in time" cry when people die fast in fleets if things like that get implemented.
Kenrailae
Center for Advanced Studies
Gallente Federation
#47 - 2015-07-15 19:20:04 UTC
Remove warfare processor subsystem from t3s. /thread.

The Law is a point of View

The NPE IS a big deal

Strata Maslav
Federal Navy Academy
Gallente Federation
#48 - 2015-07-15 19:21:04 UTC  |  Edited by: Strata Maslav
FT Diomedes wrote:

2. Change the role for the Command Processor. My preferred solution would be to give the Command Processor a flat 50km bonus to Warfare Link range.

I am not sure about what would make a suitable range for links. If we are working on the principle that commandships should just be ‘on-grid.’ Then it should be reasonable to attain a module range of 250km. Whether the range should be based on the level of the Command ship skill or an additional module is a matter of balance.

The other aspect of course is lock range, with this proposal a command ship would need to lock its target in order to give the bonus. In order to reach a theoretical 250km link range they would need to have both locking and command links that could reach that far.
I personally think the ship should have a passive link range potential but limited to the lock range.

The pilot could then fit their ship according to their needs. A command ship who intended to brawl might not need an bonus to lock range while a sniping setup would require mid or low slots to be committed to modules with a lock range bonus. A command ship trying fly with smaller ship might opt for modules to give him scan resolution or potentially fly a smaller link ship (link destroyer?)

You could potentially have the command module an optimal range of say 120km beyond which the amount of bonus given would decrease. A command processor rig (as to not favor shield or armor command ships) to increase this optimal.

FT Diomedes wrote:

3. Change Wing Commander and Fleet Commander skills. Make them give a bonus to Warfare Link Range. Wing Commander would give 10% more Warfare Link Range per level. Thus, at Wing Command V, the Warfare Links would have a maximum range of 75km. Fleet Command would give an additional 20% per level. Thus, at Fleet Command V, the maximum range would be 150km. The Command Ship would still have to fit Sensor Boosters or Signal Amplifiers to make use of the full range.

Skills should be more front heavy then they are currently. A pilot should be able to give effective links in at T1 ship with T1 lvls of SP.

So your passive bonuses would by the first tier leadership skills like Siege Warfare, lvl 5 giving you the ability to use T2 mods and implants.

The second tier like Siege Warfare Specialist would be related to capacitor usage, fitting, or range of the modules.
Strata Maslav
Federal Navy Academy
Gallente Federation
#49 - 2015-07-15 19:25:56 UTC  |  Edited by: Strata Maslav
Frostys Virpio wrote:
Can't wait for the "why didn't you boost me in time" cry when people die fast in fleets if things like that get implemented.


Without the links activated they would still get potentially half of the bonus they are receiving on Tranquility say 15%. This 15% is so that there is a window for people to still react to fire but not so strong that its viable to keep them off field.

The active component would provide the missing half. It could potentially provide a better bonus because its only applied to a single target and requires a reaction.

I would worry about people crying, does this sound familiar?

'Why did't the logi rep me!' Then the FC says, 'Clear comms, go reship.'
FT Diomedes
The Graduates
#50 - 2015-07-16 05:17:44 UTC
Strata Maslav wrote:
FT Diomedes wrote:

2. Change the role for the Command Processor. My preferred solution would be to give the Command Processor a flat 50km bonus to Warfare Link range.

I am not sure about what would make a suitable range for links. If we are working on the principle that commandships should just be ‘on-grid.’ Then it should be reasonable to attain a module range of 250km. Whether the range should be based on the level of the Command ship skill or an additional module is a matter of balance.

The other aspect of course is lock range, with this proposal a command ship would need to lock its target in order to give the bonus. In order to reach a theoretical 250km link range they would need to have both locking and command links that could reach that far.
I personally think the ship should have a passive link range potential but limited to the lock range.


As far as long range Warfare Linking is concerned, as you point out, the limiting factor is actually going to be fitting enough Sensor Boosters to get the lock range up that high. I'll revise my earlier proposal.

Strata Maslav wrote:
FT Diomedes wrote:

3. Change Wing Commander and Fleet Commander skills. Make them give a bonus to Warfare Link Range. Wing Commander would give 10% more Warfare Link Range per level. Thus, at Wing Command V, the Warfare Links would have a maximum range of 75km. Fleet Command would give an additional 20% per level. Thus, at Fleet Command V, the maximum range would be 150km. The Command Ship would still have to fit Sensor Boosters or Signal Amplifiers to make use of the full range.

Skills should be more front heavy then they are currently. A pilot should be able to give effective links in at T1 ship with T1 lvls of SP.

So your passive bonuses would by the first tier leadership skills like Siege Warfare, lvl 5 giving you the ability to use T2 mods and implants.

The second tier like Siege Warfare Specialist would be related to capacitor usage, fitting, or range of the modules.


I agree that the current skill tree is a bit limiting and lengthy. I'm inclined to restructure it.

I'll use the Armored Warfare cluster as an example:

Armored Warfare - change to enable Armored Warfare Link I at Level I. Level V enables the Armored Warfare Link II, and opens up training for Armored Warfare Specialist skill.

Armored Warfare Specialist - 20% effectiveness to armored warfare link modules per level. Level 5 still required for the Armored Warfare Mindlink and the two faction mindlinks.

Do similar adjustments for Siege Warfare, Skirmish Warfare, Information Warfare, and Mining Director.

Warfare Link Specialist - 10% effectiveness to all warfare link modules per level. Level IV enables Command Ships skill. Level IV enables the Command Processor I. Level V enables the Command Processor II. Then I would change the Command Processors as follows:

Command Processor I - limit of one per ship, increases effectiveness of all warfare link modules by 10%. Becomes an active module, requiring 25 cap with a 10-second cycle time.
Command Processor II - limit of one per ship, increases effectiveness of all warfare link modules by 15%. Is an active module, requiring 30 cap with a 10-second cycle time.

Command Ships - currently requires Armored Warfare, Siege Warfare, Skirmish Warfare, Information Warfare, Leadership, and Spaceship Command to Level V, with Warfare Link Specialist to Level IV. This is a bit hefty. My recommendation is to knock this down to Level IV skills for Armored, Siege, Skirmish, and Information.

Leadership - stays the same
Wing Command - stays the same
Fleet Command - stays the same

I do not really like the idea of any passive bonuses, but that is all for now.

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

Reaver Glitterstim
The Scope
Gallente Federation
#51 - 2015-07-16 09:00:44 UTC  |  Edited by: Reaver Glitterstim
I don't understand why ganglinks can't just be on-grid only. Combat battlecruisers and Command Ships are built to provide boosts in the heat of combat, any other command-role ships that are struggling can be buffed based on what it turns out the primary command ships can do.

Also need to be able to fit 3 links to combat battlecruiser without command processor. Or just do away with command processors entirely. Once you're actually taking the ship into the field, giving up highslots for links actually matters, and fleet boosters will be careful to fit only the important links. Also the target spectrum breaker should be able to be fit to any ship, and it needs to be fixed to work more like its description and less like how it actually works (20% chance to jam everyone targeting it each cycle or something like that).

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Kenrailae
Center for Advanced Studies
Gallente Federation
#52 - 2015-07-16 11:43:48 UTC
FT Diomedes wrote:


Command Ships - currently requires Armored Warfare, Siege Warfare, Skirmish Warfare, Information Warfare, Leadership, and Spaceship Command to Level V, with Warfare Link Specialist to Level IV. *snip* knock this down to Level IV skills for Armored, Siege, Skirmish, and Information.




Just do this and remove the T3 subsystem, or increase the CPU cost of command processors with a bonus CPU reduction on command ships for it. Literally Job done.

The Law is a point of View

The NPE IS a big deal

FT Diomedes
The Graduates
#53 - 2015-07-16 13:33:55 UTC
Reaver Glitterstim wrote:
Or just do away with command processors entirely. Once you're actually taking the ship into the field, giving up highslots for links actually matters, and fleet boosters will be careful to fit only the important links.


Exactly. The Command Processor, in the current incarnation, is a terrible module.

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
#54 - 2015-07-16 14:46:18 UTC  |  Edited by: Strata Maslav
Reaver Glitterstim wrote:
I don't understand why ganglinks can't just be on-grid only.


You will struggle to find someone who does not agree with the forcing of links onto the grid.
The main reason it is not possible currently is that takes too much server load to check which ships are on grid and should receive a bonus in real-time.

CCP’s ‘brain in a box’ project is one way they are looking at moving these calculations to a second server. This second ‘brain in a box’ server might also allow for other interesting rapid fire AoE weapons like a perhaps a projected smartbomb to counter anchoring and ensure pilots have to fly their own ships.

You could also add a projected links AoE so you’d target a ship and project your command links that way onto all fleet members within a sphere of say 50km.

I do get the feeling that CCP are simply holding out for the ‘brain the box’ project to complete and then to for links on grid, but even if you are providing links on grid doesn’t make the gameplay interesting.

No decision = No fun
Added this to the first post
I think it changes to links need to go a step further. Even with them being brought on-grid, the autonomous benefit they provide is to a fleet is broken.

...Imagine if all logistics pilot on field could just turn on repairs and it would hit anyone on field taking damage, this describes the state of links (even on-grid).

Fleets of a reasonable size are basically forced to bring links or put themselves at a significant disadvantage to their tanks, speed, and EWAR. This is NOT decision like “Lets bring some damp ships, because opposition rely on their range.”

This is bring links for fight, or keep your fleet docked.

There are no other roles in EVE as big a force multiplier to fleet and yet it is completely passive.

“Come out of warp, turn on links, and there you go you’ve probably done the most important thing you will do all fight.
What I am proposing in this thread is something that could work with the release of the ‘brain in the box’ to give a pilot providing links more compelling gameplay.


The crux of the problem is once you have them turned on (as long as you dont get exploded),you are doing your job. No other ship class comes close to providing the same benefit to a fleet as links... and you just have to sit there. Allow players to think "I want to be a good links ship pilot," saying that now is close to a joke.

If you are going to make them a ridiculous strong force multiplier, then ensure that a pilot has to EARN IT!
Strata Maslav
Federal Navy Academy
Gallente Federation
#55 - 2015-07-21 17:04:10 UTC  |  Edited by: Strata Maslav
FT Diomedes wrote:
Reaver Glitterstim wrote:
Or just do away with command processors entirely. Once you're actually taking the ship into the field, giving up highslots for links actually matters, and fleet boosters will be careful to fit only the important links.


Exactly. The Command Processor, in the current incarnation, is a terrible module.


The command processor allows for more dedicated, less combat orientated command ships, and preventing players from fitting too many links without destroying the fit of the ship. With people wanting command links to enter the grid its seems counter intuitive to nerf a commands ships fitting.

In the proposed idea fitting too many links to a single ship wouldn't be a problem as they wouldn't have the cap to run them all. If they were only stable at 3 but had 6 fitted the command ship pilot could make a decision to use different links depending on the situation. There might even be fits that ran with 4 or 5 running at a time but with cap boosters fitted. The pilot would then have to manage their modules.
Random Ideas
Different meta modules or scripting could balance cap usage, bonus amount, and range differently.

Armour/Shield links could have a heavier capacitor/second usage and a lower cycle time then skirmish.

A new Information link could be added which reduced the effects of EWAR on a target ship, reducing Webification, Sensor dampening, and target painting amounts. It could have a reload time (Cooldown) or the cap usage would have to be high so it would be reactionary.

Heating could be brought into the mix as well. Instead of providing a large bonus (potentially OP) to the target ship it could reduce the capacitor drain or following CD of the module.
Enya Sparhawk
Black Tea and Talons
#56 - 2015-07-21 23:17:48 UTC
This is a pretty interesting discussion...

I think I'm going to have to read up on this 'CCP’s ‘brain in a box’ project'; sort of sounds like a variance of their 'time dilation'

I always liked the role these ships supplied... they are command ships, in any real life battle you generally don't see these type of organizations or structures actually on the front lines...

They just command.... which is what this ship does...
(the same could be said about bonuses given to drones from specific ships...)

I personally don't think turning them into another form of logistic ship is the way to go...
Of course, I'm not necessarily against using them in a more hands on sort of way...

I think that I'm just going to keep reading...

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Celthric Kanerian
Viziam
Amarr Empire
#57 - 2015-07-21 23:23:21 UTC
Sure, if you just remember to give the Orca a special ability to target +20 ships...
Strata Maslav
Federal Navy Academy
Gallente Federation
#58 - 2015-07-22 01:32:43 UTC  |  Edited by: Strata Maslav
Celthric Kanerian wrote:
Sure, if you just remember to give the Orca a special ability to target +20 ships...


I have not given much thought of how to give the industrial command ships something meaningful in all this. I wouldn't call myself a mining veteran but its something it something I have been doing and learning about the last couple months.

The thing that I feel does need a change regarding mining links is the skill requirements and progression. Like warfare links the mining bonuses are back end heavy and aren't really worth using until you have Mining Director V. This is in part because Mining Director is a 20% per level bonus and both T2 links and the Mining Foreman Mindlink both require this skill to 5.

In terms making the mining command role interesting is hard. I think part of it is the fact that mining is it self quite a 'dry' activity.
The only times when I miner might want something extra is tank for when rats spawn and the miner is tanking them.

I would be tempted to say leave them passive unless CCP decide to make mining a more engaging experience, and less about the how many alts you can manage.
FT Diomedes
The Graduates
#59 - 2015-07-22 03:58:52 UTC
Celthric Kanerian wrote:
Sure, if you just remember to give the Orca a special ability to target +20 ships...


Why should one Orca get to boost twenty ships? It should get about the same number of high slots as the other Command Ships. If you want the entire mining fleet to be boosted, get more Orcas. It's a good opportunity cost analysis.

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

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