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Making Boosters Better

Author
Shadowy Figure
Brutor Tribe
Minmatar Republic
#1 - 2012-01-19 17:28:02 UTC  |  Edited by: Shadowy Figure
I am head of a long running booster syndicate. My alliance, The Hedonistic Imperative, were the very first smugglers in EVE, smuggling contraband before combat boosters were even a part of the game. When combat boosters were introduced we were the first and most significant players in the game. In the many years sense we've mostly legitimized our business and turned to other ventures, but we've been known to be involved in booster trafficking from time to time.

Recently, CCP flirted with revising combat boosters. At first we were enthusiastic that this long neglected business was finally being revisited, but as we learned more about what CCP was considering it quickly became clear that the proposed changes would not only destroy the booster industry as we know it, but it might also severely damage the game of EVE itself as boosters were on the verge of becoming "pay to win" items.

CCP wisely backed down from implementing these disastrous changes, but rumor has it that changes may still be in the works. To the extent we've been long time players in this industry, we'd like to propose a set of changes that we feel would improve boosters significantly… and also lay the stage for a very interesting black-market underworld accessible via walking-in-stations!

This is going to be a fairly long post, as the tweaks needed to make boosters better involve a lot of moving parts. The various changes really need to be considered together as a whole instead of one piece at a time. For those of you who don't want to wade through it all however, here's the TL;DR version.


1) synth boosters need to be a better 'gateway drug'
2) there need to be new booster types, with a greater variety of effects
3) information on side effects need to be improved (but sideFX should remain)
4) instead of making boosters legal, the illicit aspect needs to be built upon
....... smuggling should be a PVP activity
....... illegal boosters should be tradable only via walking-in-stations
....... NPC underworld agents, also accessible via walking-in-stations, should teach smuggling dynamics
5) gas needs to be better distributed
6) gas needs to be less bulky
7) a smuggling contract needs to be introduced professionalize smuggling



Anyway, we hope you enjoy the ideas.


Cheers,

Shadowy Figure
CEO, Es and Whizz
Shadowy Figure
Brutor Tribe
Minmatar Republic
#2 - 2012-01-19 17:28:51 UTC
Better Boosters - Make Synth a Better 'Gateway Drug'
One of the major reasons I feel that boosters are under-consumed in EVE is that the boosters that most players encounter first--synth boosters--are so unimpressive. Because these boosters don't seem that useful, most people don't train the skills to use them and don't become interested in more powerful varieties.

Synth boosters give just a 3% bonus to ship attributes, and often those are benefits are indirect (tracking indirectly benefits DPS, for example) so the 'real feel' of the booster is even lower. That doesn't really cut it for an item that only gives a temporary effect (currently 1 hour with max skills). There are permanent items, like implants, that give just as high or higher benefits (although many people miss the fact that you can use boosters an implants concurrently) so many people see little reason to use them.

In my opinion, synth boosters need to be more on par with other consumable items like FACTION AMMO, but they fall very short of that currently. For example, a Synth Drop Booster increases turret tracking by just +3%. This is a highly situational and indirect benefit that maybe increases DPS by 0-1.5% depending on how fast the target is moving. By comparison, faction ammo DIRECTLY increases DPS by 10%. It's not even close!

If you want people to try synth boosters, train boosters skills, and maybe become curious about stronger boosters, synth needs to be better--it needs to be a better gateway drug. Synth boosters should have AT LEAST a +5% bonus for direct-benefit boosters like synth blue pill and synth exile. Indirect benefit boosters like crash, drop, frentix, and sooth sayer may even need a +7.5% bonus to have noticeable effects.
Shadowy Figure
Brutor Tribe
Minmatar Republic
#3 - 2012-01-19 17:29:33 UTC
Better Boosters - New Types of Boosters
Another issue with boosters, not just synth, is the benefits are focused on a narrow set of ship combat attributes. This is particularly true in the tanking department. The two major tanking boosters--blue pill and exile--for example only give bonuses to active tanks. That's a problem because many players use other tanking modes.

For example, let say you are flying a 1600mm plated PVP harbinger. The armor tanking booster, Exile, is of no benefit because you aren't using an active tank. If you're in a spider tanking gang, there's also no benefit to using exile. You MIGHT get some benefit from using X-Instinct, which reduces your signature radius, but since plated ships are slow the benefit would be marginal.

The same goes for a passive shield tank Drake… a VERY common ship. The shield tanking booster, Blue Pill, if of absolutely no benefit to you since your tank is based entirely on resists and passive shield regeneration. A shield boost bonus is of absolutely no value to you.

The solution to this problem, in my opinion, would be to simply introduce multiple versions of a particular family of boosters. For example you could have:

* Blue Pill, version A -- active tanking bonus, same as existing blue pill
* Blue Pill, version B -- improves shield resists, benefiting all types of shield tanks
* Blue Pill, version C -- improved shield regeneration, benefitting passive shield tankers

Note: The boosters would all use the same 'booster slot' (booster slot 1) so they couldn't be used concurrently.


Additionally, I think it would greatly increase interest boosters if more types of effects were available. For example, booster effects that would be nice to see:

* probe strength (synth only) -- for more efficient exploration and combat probing
* mining yield (synth only) -- an extended duration booster (2 hour max) that increases mine yield
* sensor strength -- for better resisting ECM
* sensor range -- longer targeting range useful for snipers and offsetting sensor dampening
* scan resolution -- for faster lock times
* drone effects -- increase drone damage and hit points
Shadowy Figure
Brutor Tribe
Minmatar Republic
#4 - 2012-01-19 17:31:01 UTC
Better Boosters - Better Information On Side Effects

A major factor affecting interest/demand for illegal boosters (standard, improved, and strong boosters) is fear of side effects. But a lot of that has to do with PERCEPTION instead of reality.

It's easy to understand why people might be concerned about booster side effects. Just 'show info' on a typical illegal booster what you'll see is LOTS of negative effects. In fact, sometimes it's hard to even determine what POSITIVE effect a particular booster has because the attributes, both positive and negative are jumbled together. Moreover, there no explanation whatsoever of how the mechanics work and there are also few good web resources to help explain them. Consequently, most players have a hugely overblown concern about booster side effects.

The truth is side effects are really not that bad. They only have a CHANCE of happening and very often you get no side effects whatsoever. Even if you do suffer a side effect, a lot of the time it has no bearing on your ship's actual combat capability. For example, if you are flying a Myrmidon which get most of it's DPS from drones, most of the side effects of a booster like Standard Exile (a booster that increases active armor tanking) won't really affect you in combat (i.e. a tracking penalty means very little if you're using drones).

While many players have fears about side effects, it is my view that they ARE crucial for game balance and should NOT be eliminated. If boosters had no side effects then EVERYONE who could afford them would use them and boosters would suddenly become "pay to win" items. Side effects keep boosters from being overpowered, and should stay. What really needs fixing is the perception.

One thing that could help hugely with this perception problem would be if the negative and positive side effects were not all jumbled together randomly in the 'show info' window. Ideally boosters should show what their positive effects are at the top of the window, show the chance of a side effect, and then list the side effects below that. A more thorough EVEwiki explanation of boosters would also help.

It's a small change, but it would have a significant effect I believe.
Shadowy Figure
Brutor Tribe
Minmatar Republic
#5 - 2012-01-19 17:31:44 UTC
Better Boosters - Building on the Illicit Nature of Boosters

Another issue with illegal boosters is… well, they're illegal. Moving them around is inconvenient and since many players don't know how the mechanics work, many people don't try them.

Yet at the same time the illegal aspect of boosters is exactly what makes them COOL and I implore CCP not to do away with them. If boosters become legal there's no reason to smuggle them, and a whole interesting sub-culture within EVE will be suddenly and forever destroyed.

Instead we should BUILD upon the illegal aspects of boosters. If they seem more edgy, people will be more likely to see them as exciting/interesting instead of inconvenient/not worth the trouble. Some examples:


1) Turn smuggling into a PVP activity where players are the customs enforcers. This, I believe, could make boosters much cooler than the are today--make smuggling a PVP activity. Basically you could say that customs officials have concluded that capsuleers are too powerful to be apprehended by normal humans so they've decided to enlist the aid of other capuleers to stop them.

I've thought a lot about different ways this could work and here's my best shot at it:

STEP 1: NPC customs officials randomly scan ships passing through gates (it's not 100% the way it is today). There's just a 10-25% chance of customs scanning you per gate (but there must be customs officials at that particular gate), and maybe the odds can be decreased by a covops cloak or special 'smuggling module' of some sort.

STEP 2: once a smuggler is detected they receive a special flag similar to GCC that makes them a legal target for other players to attack

STEP 3: once a player is flagged as a smuggler, customs ships only do one thing: they prevent flagged players from cloaking at gates. This would prevent the smuggler from simply slipping away using a covops cloak and would give PVPers a decent chance to catch them. (In fact, you can think of popular places where players might set up regular 'road blocks' to catch smugglers).

STEP 4: once flagged a smuggler player also gets an aggression timer, so if he logs out his ship remains in space and customs-enforcing players can potentially probe him out.

STEP 5: once caught the players any players who were involved in destroying the smuggler's ship gets an ISK award equal to 1-5% of the total value of the booster interdicted.



2) Make boosters tradable only 'off grid' via the Incarna/walking-in-stations functionality. Another thing that would greatly increase the allure of illegal boosters would be to make them only tradable only "off grid" in stations via the walking-in-stations introduced in Incarna. This would really reinforce the feeling that the character is involved in something illegal and would also give players a compelling reason to get out of their ships and walk around.


3) Introduce criminal agents, also only found via walking-in-stations, who can issue smuggling missions that explain smuggling game dynamics to players. This is straightforward… if players don't understand how smuggling works, explain it to them in a mission and they'll understand it. Just make those agents hard to find or everyone will be doing it… :)
Shadowy Figure
Brutor Tribe
Minmatar Republic
#6 - 2012-01-19 17:32:17 UTC  |  Edited by: Shadowy Figure
Better Booster Production -- Better Gas Distribution

One of the things that's unique about the current booster production system is that specific booster resources are only found in specific regions. In some ways this is good, because it prevents any one group from dominating all of the booster types and driving prices into the stratosphere (or into the ground). It also means that only very well organized groups can produce some of the more exotic improved and strong booster types. On the other hand, the current distribution of gas can be problematic as certain booster components are overproduced and others are underproduced by simple accident of where they are located.

Take for example amber mykoserocin and the booster it produces, synth blue pill. Amber myko comes from both the high-sec and low-sec constellations of the Forge--the most populated region in EVE. Because it's found in high-sec, many newer players--players who often don't even know what the gas is for--end up harvesting it and dumping it on the market. Consequently there's a huge glut in amber myko and also synth blue pill. And oddly the supply seems to have very little to do with actual demand.

To correct this oversupply issue, Mykoserocin gases really need to be moved out of high-sec, or at least the size of the clouds and their frequency in high-sec needs to be sharply reduced. The inherent danger of harvesting in low-sec should make supply tighter and make prices more reflective of actual demand.

Cyto clouds probably could also use some tweaking. Currently this gas is located overwhelmingly in null-sec. At present the large 0.0 alliances have shown relatively little interest in boosters, but if demand were to increase significantly (which would definitely happen if boosters are revised), 0.0 alliances could have an overwhelming advantage in producing particular boosters.

In order to democratize the process of making boosters somewhat, it would be wise to randomize the clouds a bit. 75% of the gas in a particular region should still be of the type normally found in that area, but perhaps 25% should be random spawns of other gas types. It might also be worthwhile to put decent sized cytoserocin clouds in low-sec (say 1000-1500U clouds). This would prevent any one group from having a complete lock on a particular gas type, but would still retain each region's unique booster character.
Shadowy Figure
Brutor Tribe
Minmatar Republic
#7 - 2012-01-19 17:33:10 UTC  |  Edited by: Shadowy Figure
Better Booster Production -- Reduce Gas Bulk

Another major factor affecting booster production, maybe surprisingly to those not familiar with the business, is the incredible bulk of booster gases. A single unit of mykoserocin or cytoserocin gas is 10 m3, and you need 22.66 units of gas just to make ONE standard or synth booster (that's 226.6 m3 of gas per booster!). Improved and strong boosters contain even more gas. Having worked in boosters for a long time, I feel that this is manageable, but it *is* a fairly logistics-intensive workflow that many players simply don't have the resources to handle.

When CCP introduced wormholes and fullerite gases for some reason they made those gases half the size as k-space gas (just 5 m3) which seems to make it a lot easier to manage. If CCP were to make k-space gas 5 m3 instead of 10 m3 booster production would be much, much easier to handle and it would likely make it easier for lower sp pilots to get into the booster production game. This would increase supply and keep booster prices down.
Shadowy Figure
Brutor Tribe
Minmatar Republic
#8 - 2012-01-19 17:33:44 UTC  |  Edited by: Shadowy Figure
Better Booster Distribution -- Smuggling Contracts

Booster logistics is fairly involved. And the process of moving boosters around is made more difficult by the fact that you can not put them in courier contracts (currently you can only use WTB contracts to transfer boosters). This is fairly inconvenient if one wants to run a solid distribution operation. It's possible to work around it, but it would be nice to have a courier contract equivalent of some sort for boosters.

Something that would help enormously to further develop the booster smuggling profession is if it were possible to stick them in a specialized courier contract (note: currently you can't put contraband in courier contracts) called a "smuggling contract."

The smuggling contract would be just like a standard courier contact except it can only be issued privately (no public smuggling contracts for obvious reasons) and it MUST contain contraband. The courier package would itself be a contraband item so any ship transporting one could potentially be flagged by customs.

The benefit of doing this is it would finally be possible to securely contract illegal items and entrust transporting contraband items to other players. This would really help with booster distribution and might even give rise to a whole 'freelance' smuggling profession (anyone feel like playing Han Solo?).
Lucjan
Deutzer Freiheit
#9 - 2012-01-19 18:01:02 UTC
Booster should also yield a visual effect.
When i take a Frentix i should see colour shift and increased bloom. Blue Pill blue tint over everything.
The sky is the limit for client side effects. Pink elephants...

Something other than just an attribute boost to my ship.
Fidelium Mortis
Minor Major Miners LLC
#10 - 2012-01-19 18:44:26 UTC
Nice writeup with some very good points. I'm not 100% sold on the industry, transport, and sales portion but at the very least it does highlight points for improvement. Also visual effects would be cool.

ICRS - Intergalactic Certified Rocket Surgeon

Takeshi Yamato
Ministry of War
Amarr Empire
#11 - 2012-01-19 22:06:36 UTC
I rarely agree 100% with an entire series of posts but this is one such case.

Well done. This is the man to listen to CCP.
Iris Bravemount
Golden Grinding Gears
#12 - 2012-01-19 23:00:48 UTC
I endorse this man!

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

c4 t
Cosmic Psychedelics
#13 - 2012-01-20 15:22:03 UTC
Lots of interesting ideas here.

CCP has expressed interest in making boosters more widely used, and bumping synth up a bit is something they were looking to do, and might yet again do when they look at boosters again. New booster types would be lovely. There are options when choosing silo type for Quafe products, perhaps in the future we will be able to make some sort of Quafe products?

K-space gas at 5m3 p/u? +1
More booster types? +1
Better description of side effect mechanics? +1

I had a nice big post but the forums ate it when I tried to preview it!
Shadowy Figure
Brutor Tribe
Minmatar Republic
#14 - 2012-01-22 12:40:17 UTC  |  Edited by: Shadowy Figure
Another thing that would be useful would be some sort of indicator on screen showing how much time you have left on a particular booster (this info is already shown on the character sheet, but it's inconvenient to use in combat).

This could be just a simple clock, or if you had visual effects for boosters (pink elephants, etc.) these could grow fainter or flicker as they begin to 'wear off.'