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Command Ships and Bonuses

Author
Danny John-Peter
Blue Canary
Watch This
#41 - 2012-01-11 09:35:22 UTC
Markus Reese wrote:
As a long time command ship (and that includes command T3) pilot, I fully supported a no off grid ganglink bonus. Been wanting this a very long time. Incursions most of the time have a T3 link offgrid giving the bonuses without causing it to affect the reward for finishing the site. Pvp, when attacking, the defenders can have the ship sitting anywhere.

The one real big problem however will come into however the coding works for boosters since other ones are an in system. No idea how hard it would be to differentiate. The best flag I can think of to separate it out, would be if it had the same thing as however watch list works? It doesn't show health unless person is on grid, so there must be some sort of extra means of it working. Perhaps each grid is assigned an ID# in a system. Link bonus has that person's grid ID running a separate booster layer. To receive bonus, works like the in system y/n system. ID chain not there, then bonuses not there. New symbol, a yellow circle for if you are receiving system bonuses, but not grid bonus.


This man has an excellent point about the watch list, it also works similarly for asigning fighters from carriers to fleet members.
Danny John-Peter
Blue Canary
Watch This
#42 - 2012-01-12 13:19:09 UTC
Daily bump, spread the message people
aliens
Perkone
Caldari State
#43 - 2012-01-20 20:02:50 UTC
Agree with OP on pretty much everything. Hope CCP does at least the switch between T3 and CS bonuses, and would go so far as lower T3 bonus to 2%, mainly cause covops + nullifier. The ongrid/offgrid thing would be nice also, but might be harder to implement.
Flyinghotpocket
Small Focused Memes
Ragequit Cancel Sub
#44 - 2012-03-21 14:56:28 UTC
Danny John-Peter wrote:
This is a thread about Command Ships and the application of bonuses.

Change 1;

Swap the Bonuses on T3s and CS's, command ships now give a 5% bonus, and T3s a 3%.

Change 2;

When off grid, all bonuses are reduced in effectiveness by (insert balanced percentage reduction here eg 50%).

Change 3; (to help balance)

T3 skill bonus, 5% increase in off grid effectiveness per level. (this means if being off grid reduced the bonus effectiveness by a base 50%, a T3 with lvl 5 in the correct subsystem skill would have that penalty reduced to 25% giving the bonuses 75% of there effectiveness while off grid)

This change would mean;
An on grid Command ship is the most effective means of boosting a fleet.
A T3 booster will be more effective off grid than a command ship is off grid, assuming the LVL5 sub skill.

This means both have a role, this makes neither redundant, that means more diversity, and more tactics, both of these things are good.

Please flame/ give valid opinions.



1 yes
2 no boosting effectiveness off grid unless your in a carrier like the old days
3 void

Amarr Militia Representative - A jar of nitro

Vimsy Vortis
Shoulda Checked Local
Break-A-Wish Foundation
#45 - 2012-03-21 15:06:25 UTC
I bet that command ships giving bonuses only to ships they are on grid with would be incredibly buggy in practice, but certainly swap the bonuses on T3s to command ships.
Karlhockey Forte
Republic University
Minmatar Republic
#46 - 2012-03-21 15:38:15 UTC
Gypsio III wrote:
It's worth fiddling with CS and the gang links themselves, too. Such as giving all fleet CS a resist bonus (like HICs) to increase their survivability and RR-ability in fleet situations, encouraging field CS to fit links by giving them a bonus to reduce the CPU/PG requirements of links, and having a good look at the balance of the links themselves (very powerful skirmish links, kinda lol Information links).


Was pretty sure the resists on Command Ships were already high, or is the Damnation with 86/90/90/95 fitted resistances a odditiy :P

Agreed however that Command Ships and T3s need to be looked at in some manner.
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