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Player Features and Ideas Discussion

 
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Fleet Boost Duration vs Command Burst Module Cycle Time

Author
Chssmius
Three Fish Incorporated
#1 - 2017-07-01 22:43:10 UTC
Surely, I cannot be the only one to notice that command burst duration does not effect command burst module cycle time.

Why?
Surely, the intention is NOT to encourage manual timing of command bursts.
Surely, the ONLY EFFECTIVE benefit for extended command burst duration was NOT intended to be able to swap-out/reload scripts without a burst expiring.

However, I haven't seen anything said about it. Granted, I did not look beyond a quick forum search but this just seems to be such an...odd design choice.

Surely, this is an oversight.
Surely, this would be comparatively trivial to fix.
Surely, if this were unintended, it would have been spotted and fixed by now.

Yet, here I am looking at command burst durations that are disconnected with command burst module cycle times (for reference my only experience is with a boosting Orca).

Please, tell me I am wrong and overlooking something? Please.
Rivr Luzade
Coreli Corporation
Pandemic Legion
#2 - 2017-07-02 07:16:15 UTC  |  Edited by: Rivr Luzade
The longer effect duration compared to cycle time is on purpose because (quote Fozzie) "renewing existing effects is less calculation intensive for the server than starting new effects".

UI Improvement Collective

My ridicule, heavy criticism and general pale outlook about your or CCP's ideas is nothing but an encouragement to prove me wrong. Give it a try.

Nevyn Auscent
Broke Sauce
#3 - 2017-07-02 10:57:09 UTC
It's also to allow people to miss a cycle at max skills and miss almost no time being boosted. And a few other aspects along those lines.
If you are a stationary boosting orca with stationary barges around you, yes it doesn't have much meaning. On the other hand the charges are also so so so so so cheap it doesn't matter.
Chssmius
Three Fish Incorporated
#4 - 2017-07-02 15:29:05 UTC  |  Edited by: Chssmius
Rivr Luzade wrote:
The longer effect duration compared to cycle time is on purpose because (quote Fozzie) "renewing existing effects is less calculation intensive for the server than starting new effects".


Ok. I acknowledge the benefit but it doesn't make game design sense to me.

If the only real benefit of a longer burst is to ease the load on the server, then why doesn't CCP just fix the burst duration to 2 minutes or 1 minute + 1 second?

Why bother linking burst duration to certain skill and ship bonuses? The default is 60 seconds for burst duration and 60 seconds for module cycle time.

"Hey, guys please spend your training time and isk on ships and skills that reduce the load on the server because of the goodness of your house!"

It makes no sense.

Nevyn Auscent wrote:
It's also to allow people to miss a cycle at max skills and miss almost no time being boosted. And a few other aspects along those lines.
If you are a stationary boosting orca with stationary barges around you, yes it doesn't have much meaning. On the other hand the charges are also so so so so so cheap it doesn't matter.

In my mind's eye, when this would apply would be if you are in a fleet fight with fast movers. So when the fast movers go zipping around, they will still have a boost for a bit while you catch up.

The benefit seems kind of...niche.
Cade Windstalker
#5 - 2017-07-02 16:54:25 UTC
Chssmius wrote:
Surely, this is an oversight.
Surely, this would be comparatively trivial to fix.
Surely, if this were unintended, it would have been spotted and fixed by now.


No, it's 100% intentional.
There's nothing to fix here.
If by that you mean not intentionally included in the original changes, then yes.

Chssmius wrote:
Please, tell me I am wrong and overlooking something? Please.


Pretty sure you're overlooking all the potential benefits of having a shorter cycle than the duration of the boosts.

Chssmius wrote:
Ok. I acknowledge the benefit but it doesn't make game design sense to me.

If the only real benefit of a longer burst is to ease the load on the server, then why doesn't CCP just fix the burst duration to 2 minutes or 1 minute + 1 second?

Why bother linking burst duration to certain skill and ship bonuses? The default is 60 seconds for burst duration and 60 seconds for module cycle time.

"Hey, guys please spend your training time and isk on ships and skills that reduce the load on the server because of the goodness of your house!"

It makes no sense.

........

In my mind's eye, when this would apply would be if you are in a fleet fight with fast movers. So when the fast movers go zipping around, they will still have a boost for a bit while you catch up.

The benefit seems kind of...niche.


You need to think more on this or something. Just having the boost slightly longer than the module duration isn't a huge benefit, either to the players or to server load, because it's relatively common for someone to end up outside of boost range in a number of different situations.

There's actually plenty of benefit for a player to training for a longer boost duration. Fairly quickly into the train you can reload your boosts without having them drop. That's useful, especially if you need to swap, since the benefits of boosts aren't insignificant, so even if you're swapping boost bonuses your fleet is better off keeping the old bonus until the new one kicks in.

On top of that there are plenty of potential situations where someone may end up outside of boost range. Small fast ships are just one. Not all ships move at the same speed, sometimes ships will need to warp off, other times you'll be using boosts in something like Incursions where the fleet can get strung out and having the boosts refresh more quickly makes for less micromanagement and worry about someone not having that roughly 20k more EHP.

Really I'm not understanding why you're complaining about this. Is the roughly 500 ISK per booster charge cutting into your profits that much that you feel the need to run your boosts manually? If so that's more than a little ridiculous...