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Mindlinks/Ganglinks/Ongrid Boosting

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Author
Skia Aumer
Planetary Harvesting and Processing LLC
#41 - 2013-05-24 09:37:55 UTC  |  Edited by: Skia Aumer
chatgris wrote:
I think that ganglinks should be a targeted module - you lock someone and activate the module on them, giving them a bonus like an RSB or Tracking Link. This means that whoever is in the bonus ship is reacting to who is taking damage, or who is trying to burn in for that fast point. It becomes a coordinated activity requiring focus, and not just something someone throws an alt into.

I was also thinking about targeted operation. But instead of upside-down method you suggested, I think lower ranked should lock their commander. Most probably, once in grid, fleet boosters would have a lot to do to survive. And as long as they can fit weapons and EWAR - they dont need some special activities on top of that.

So how it could be implemented? Fleet commander activates his links, but they are useless for his fleet yet, they only affect himself. Then a wing commander locks and activates a "command uplink" module on him. Now the wingcom also recieves boosts from FC, as well as from his own links (if any). Next, a squadcom lock his wingcom and establishes uplink. The squadcom passes the bonuses accumulated from FC, wingcom, plus his own - to his squaddies. Squaddies dont need to set up the uplink, as it would ruin too many established gameplay, they just recieve boosts for free - of course if their squadcom is in range and alive.

Why locking and module activation is important? Provided the uplink has visual effects, an enemy can counter by disrupting your command chain with usual methods. They can aim for FC himself, but he's always good tanked, has ECCM, SeBos, recieves cap from logis. Countering wingcoms is generally easier, but gives less effect. Squadcoms most times are just ordinary grunts, and can be killed (jammed, damped, neuted) as easy as anyone - but they are numerous. So interesting trade offs are here.
Veshta Yoshida
PIE Inc.
Khimi Harar
#42 - 2013-05-24 09:47:54 UTC
Mole Guy wrote:
i for saw this discussion 5 months ago and posted this back then..

Five months? A bit slow on the uptake are we? Smile

Suggested links be added to the AF's back in 2011 when CCP did their Assault frig pass which ended up adding MWD bonus to them (the on/off grid discussion is old!)

But the necessity may not even arise if the solution to the on-/off-grid problem encourages the use of multiple link ships with redundancies (read: links on T1 BCs become the norm) .. the fast roams (frig/cruiser) already have problems hauling links around with them and the 'lack of' is made up for the mobility/fun factor of such roams.
Skia Aumer
Planetary Harvesting and Processing LLC
#43 - 2013-05-24 10:23:51 UTC
Bubanni wrote:
I for one have been a huge fan of skirmish links when flying tackle ships... I would have been sad to see off grid boosting removed completly if thats ever the plan... Off grid boosting in my mind gives an advantage to the smaller number players vs larger gangs, if the larger gang hasn't brought links, this is why you can see videos with a single person skirmishing outnumbered :), that would become a thing of the past if off grid boosting was removed completly, as only the bigger fleet would have the defence to have their links on grid... (extreme case)

Offgrid boosing does not give advantage to small ganges. It does give advantage to more prepared and structured gangs, regardless of the size. Generally speaking, prepared and structured gangs should have advantage, but in this case this is implemented by ill mechanics of making alts. Alts are here to compensate for the lack of real people in such a vast universe of EVE. But if you want to go for solo fight, and bring an "imaginary friend" with you - you're doing it wrong.

What you should be advocating is more means to pimp your ship performance.

For example, when Fozzie introduced ancillary armor rep, the community pointed out that it obsoletes faction reps for PVP. We suggested to allow charged mode of operation for every rep module. But it didnt happen. Now you dont have any choice how much isk you want to invest in your solo pwnmobile, you have to fit a standard module for standard performance. I think it's wrong.
Lotty Granat
Ministry of War
Amarr Empire
#44 - 2013-05-24 11:17:55 UTC
Skia Aumer wrote:
chatgris wrote:
I think that ganglinks should be a targeted module - you lock someone and activate the module on them, giving them a bonus like an RSB or Tracking Link. This means that whoever is in the bonus ship is reacting to who is taking damage, or who is trying to burn in for that fast point. It becomes a coordinated activity requiring focus, and not just something someone throws an alt into.

I was also thinking about targeted operation. But instead of upside-down method you suggested, I think lower ranked should lock their commander. Most probably, once in grid, fleet boosters would have a lot to do to survive. And as long as they can fit weapons and EWAR - they dont need some special activities on top of that.

So how it could be implemented? Fleet commander activates his links, but they are useless for his fleet yet, they only affect himself. Then a wing commander locks and activates a "command uplink" module on him. Now the wingcom also recieves boosts from FC, as well as from his own links (if any). Next, a squadcom lock his wingcom and establishes uplink. The squadcom passes the bonuses accumulated from FC, wingcom, plus his own - to his squaddies. Squaddies dont need to set up the uplink, as it would ruin too many established gameplay, they just recieve boosts for free - of course if their squadcom is in range and alive.

Why locking and module activation is important? Provided the uplink has visual effects, an enemy can counter by disrupting your command chain with usual methods. They can aim for FC himself, but he's always good tanked, has ECCM, SeBos, recieves cap from logis. Countering wingcoms is generally easier, but gives less effect. Squadcoms most times are just ordinary grunts, and can be killed (jammed, damped, neuted) as easy as anyone - but they are numerous. So interesting trade offs are here.


^^^ This was what I was thinking and is therefor Genius - do this. Alternatively making it a targeted mod down the chain would be good - although it would limit the number of pilots receiving a boost at any one time it would task load the booster (swapping from one squad or wing to another) in larger fleets but in 12 man or smaller set-ups it would not require anything other than setting up on landing. Again squad commands links would not require any new action to pass on to the squad. I'd suggest a substantial range for the targeted links but nothing to put it beyond sniping or burn down range - something like 110km (if booster can lock that far!) - potentially with new implants to extend range by up to 10%.

Nano gangs remain a way smaller groups engage blobs and care should be taken to ensure that all racial links can be applied in their near maximum form from a platform with sufficient mobility to keep up with the gang 1800+ m/s min.
Beaver Retriever
Reality Sequence
#45 - 2013-05-24 12:00:14 UTC  |  Edited by: Beaver Retriever
Command ships running links should provide an AOE bonus, the way a HIC's bubble gen prevents warps. I don't know how well the code would handle giving bonuses to fleet members only instead of everyone inside the bubble, but that's the best option I can see.

It would be mildly visible as a subtle ripple effect, instead of being ugly screen clutter like bubbles are.
Morwen Lagann
Tyrathlion Interstellar
#46 - 2013-05-24 12:42:38 UTC
One thought I'd had was instead of removing off-grid boosting entirely, simply drastically reduce the effectiveness of boosts received if the pilot is not on the same grid as the booster. Say, by 50-75%. Maybe even add a high-rank skill (whatever Fleet Command is, plus one or two?) that reduces the off-grid penalty by a few percent per level.

Of course, if checking whether a ship is on the same grid as the booster is as complicated/load-heavy as a constant distance check, it wouldn't work so hot either.

But if it's as simple as comparing the ID of two grids, I wouldn't expect it to be a lot of overhead. About as much as checking "is this person in fleet with me" is. Could be wrong, of course!

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

Veshta Yoshida
PIE Inc.
Khimi Harar
#47 - 2013-05-24 15:07:24 UTC
Morwen Lagann wrote:
One thought I'd had was instead of removing off-grid boosting entirely, simply drastically reduce the effectiveness of boosts received if the pilot is not on the same grid as the booster. Say, by 50-75%. Maybe even add a high-rank skill (whatever Fleet Command is, plus one or two?) that reduces the off-grid penalty by a few percent per level....

Wouldn't be enough. We players are risk-averse by default; we all cherry pick our fights, some run scout alts, fit/fly hard counters to an enemy, abuse neutral logis, hot-drop like speed daters etc.
If an option that is completely safe remain it will become the norm regardless of reduced bonuses and a lobby would be created to whine about bonuses not being big enough .. actual on-grid boosts would only exist in pure gank situations where the outcome is never in doubt.

The human animal is very predictable when seen from on high, Isaac Asimov was spot on when he invented Psycho-history for his 'Foundation' series. Lol
Alexander the Great
Imperial Academy
Amarr Empire
#48 - 2013-05-24 15:38:30 UTC
paritybit wrote:
I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server.

For each ship you need to check distance only to your squad, wing and fleet commander. That's 3 distances to calculate. I don't see a problem.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#49 - 2013-05-24 16:58:29 UTC

I'd personally like to see more synergy required between the fleet booster and fleet member to receive the full potential boost.

Example: Move mindlinks from the booster to the boosted. (Granted, mindlink availability would need addressing too)
Labia Nabali
Imperial Shipment
Amarr Empire
#50 - 2013-05-24 17:13:21 UTC
Just make it so you cant activate links inside of a pos.
Donedy
Lulzsec Space
#51 - 2013-05-24 17:40:31 UTC
Labia Nabali wrote:
Just make it so you cant activate links inside of a pos.

+1
Brunaburh
Ever Vigilant Fountain Defenders
#52 - 2013-05-24 17:59:40 UTC  |  Edited by: Brunaburh
So how about this nastly little thing.

Make activating ganglinks work like weapons - aka not inside tower shields.

Ok, you are offgrid, but you can't sit in a tower, so you have to be actively involved (or you could get probed down and popped).

lol didn't read the whole thread but others see the same quick change...
Gizznitt Malikite
Agony Unleashed
Agony Empire
#53 - 2013-05-24 18:00:06 UTC
Labia Nabali wrote:
Just make it so you cant activate links inside of a pos.


This would be an EXCELLENT start!!!
Mara Rinn
Cosmic Goo Convertor
#54 - 2013-05-24 18:02:18 UTC
I'm trying to condense some arguments that have been presented in a discussion on Twitter:

First, there is the opinion (from e.g.: Liang Nuren) that links as they stand are massively overpowered. In my experience, the classic example is the Mining Foreman Link - Laser Optimization: this link will reduce the cycle time of a mining or ice harvesting laser by 35% or so, meaning that all mining ships in the fleet get 50% higher yield over time. Similar things happen with Skirmish Warfare Link - Interdiction Maneuvers, you get massively improved range on webifiers and points (from memory, a boosted Arazu can get a long point out to 100km). To some this is massively overpowered. To others it's just an advantage of getting warfare links.

Second, there is the opinon that warfare links boosting from behind POS shields is unfair. After all, if you want to destroy that ship you first have to go through the POS. Suddenly your 6-man roaming gang needs to do structure bashing to get a "fair" fight. So to some, POS-OGB is unfair and overpowered. To others, it's "home field advantage".

Third, there is the consideration that almost by definition, link bonuses are an exclusive feature of blob warfare. To some, a blob is any fleet that beats you which has 1 more ship than your own fleet. To others, a blob is a fleet larger than some arbitrary N. The upcoming command ship bonuses make the existing T2 command ships more combat-worthy, but to some this isn't enough: why fly a claymore when you could fly a proper battlecruiser or battleship for more DPS?

Fourth, there is the consideration of Titan hull bonuses in general and the Rorqual bonus being tied to the industrial core: if warfare links can only buff fleetmates on the same grid, the Rorqual will no longer be used for mining fleets. Do titan hull bonuses need to be reviewed at the same time as warfare links?


Mara Rinn
Cosmic Goo Convertor
#55 - 2013-05-24 18:13:08 UTC
In fantasy role playing games — let's take World of Warcraft as the canonical example — there are group buffs too. What are the differences between WoW group buffs and EVE Online group buffs?

First: group buffs such as Mark of the Wild are applied in one spell cast (equivalent to a module cycle) and stick to the members of that group for a defined period of time. This would fall into the "smart bomb" style of boosting discussed in this thread. This leaves open the option of having the weak spellcaster buff everyone in town, staying behind while the fighters head out into the wilds with their buffed stats to pick fights with (hopefully) weaker targets.

Second: the most powerful group buff in WoW is Blessing of Might or Mark of the Wild, which offer a buff of a 5% bonus to the target's attributes. So just in terms of scale, EVE Online group buffs are significantly more powerful than the strongest WoW group buffs.

Third: in WoW, any buff can be dispelled. Certain spellcasters can dispel magical buffs from enemies, or magical debuffs from allies.

Aside: In Diablo II the Paladin has aura buffs, which are closer to what EVE Online bonuses are today. The maximum offensive buff from a Paladin is +230%, but that is in the same scale as the stat inflation due to items in that game. So I would not look to Diablo for guidance on group buffs.
LtauSTinpoWErs
Caldari Provisions
Caldari State
#56 - 2013-05-24 18:20:43 UTC
The issue I have with boosting from a POS is that there is no risk involved. The whole point of Eve is balancing Risk versus Reward.

Current System:

Command Ship has Moderate Reward because 3% bonus to links
T3 Strategic Cruiser has Maximum reward because 5% bonus to links

AFK in POS boosting for fleet members in system: Zero risk, Maximum Reward (Using T3)
AFK in POS boosting for fleet members in system: Zero risk, Moderate Reward (Using CS)
"Unscannable" T3 boosting from Safe Spot: Minimal to Moderate Risk, Maximum Reward
Boosting from Safe Spot: Moderate Risk, Maximum Reward (Using T3)
Boosting from Safe Spot: Moderate Risk, Moderate Reward (Using CS)
Boosting on grid with fleet: Maximum Risk, Moderate Reward (Using Command Ship)

What I believe it should be:

CS should have the 3% bonus to links with an additional 2% bonus when deployed with fleet (on grid. maybe 1km radius of CS ship?)
T3 should have 3% bonus to links

Can't activate links within the force field of a POS = There is zero risk, so there should be zero reward
You can sit just outside the force field and run links but you can't while inside. There needs to be at least some risk factor.

Opinions?

Bagehi
Science and Trade Institute
Caldari State
#57 - 2013-05-24 18:23:10 UTC
Mara Rinn wrote:
I'm trying to condense some arguments that have been presented in a discussion on Twitter:

First, there is the opinion (from e.g.: Liang Nuren) that links as they stand are massively overpowered. In my experience, the classic example is the Mining Foreman Link - Laser Optimization: this link will reduce the cycle time of a mining or ice harvesting laser by 35% or so, meaning that all mining ships in the fleet get 50% higher yield over time. Similar things happen with Skirmish Warfare Link - Interdiction Maneuvers, you get massively improved range on webifiers and points (from memory, a boosted Arazu can get a long point out to 100km). To some this is massively overpowered. To others it's just an advantage of getting warfare links.

About 90km, boosted and overheated, but yeah. It is a bit much.

Mara Rinn wrote:
Second, there is the opinon that warfare links boosting from behind POS shields is unfair. After all, if you want to destroy that ship you first have to go through the POS. Suddenly your 6-man roaming gang needs to do structure bashing to get a "fair" fight. So to some, POS-OGB is unfair and overpowered. To others, it's "home field advantage".

As someone who gets stuck twiddling his thumbs in a safe spot during a big fight, it is just a horrible mechanic. I'd rather be able to be on the field, even if I was being "forced" to be on the field to provide bonuses. It is a bad, horrible, boring mechanic to allow me to be off grid "contributing" to the fleet fight. It is a bad mechanic because it is a boring mechanic. It is a bad mechanic because (with a POS) it is a risk free mechanic.

Mara Rinn wrote:
Third, there is the consideration that almost by definition, link bonuses are an exclusive feature of blob warfare. To some, a blob is any fleet that beats you which has 1 more ship than your own fleet. To others, a blob is a fleet larger than some arbitrary N. The upcoming command ship bonuses make the existing T2 command ships more combat-worthy, but to some this isn't enough: why fly a claymore when you could fly a proper battlecruiser or battleship for more DPS?

BCs should all have a utility high, one of the things that prevent people from fitting a warfare link in there is the giant graphical bullseye that gets painted on you when you are running those (unless everyone else in your fleet fits sensor boosters). If the warfare link wasn't obvious, I think that would increase their use. The other problem is the implant gives too much of a bonus to the warfare link, making it SEEM a requirement.

Mara Rinn wrote:
Fourth, there is the consideration of Titan hull bonuses in general and the Rorqual bonus being tied to the industrial core: if warfare links can only buff fleetmates on the same grid, the Rorqual will no longer be used for mining fleets. Do titan hull bonuses need to be reviewed at the same time as warfare links?

They should be on grid to provide those monumental bonuses.

All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change.
Mara Rinn
Cosmic Goo Convertor
#58 - 2013-05-24 18:26:06 UTC  |  Edited by: Mara Rinn
My opinion on warfare links is very strongly biased by my experience as a miner. It is nigh compulsory to have an orca in fleet for hisec mining operations if one is to be economically competitive. These days we can just about get by with a fleet of mackinaws and a wing or fleet commander with Mining Foreman 5, but the 50% extra yield from having an orca with the laser optimisation link active is too good to pass up.

There are other bonuses to having an orca in fleet: the bonus of having a giant jetcan sitting near the fleet is not to be dismissed lightly. The current iteration of the Mackinaw disrupts that benefit though, since a fleet of four or five mackinaws can strip all of one type of ore from most hisec belts without returning to station. I consider the mackinaw to be an abomination.

How would nerfing or removing warfare links impact my gameplay? Simply, I'd have to accept lower yields in mining, just like every other miner. I would have to make a decision about flying two hulks and an orca versus three mackinaws, for example. So understandably, being resistant to change, I would be able to cope with warfare links being nerfed, but I don't want them removed altogether. At which point I have to wonder whether a laser optimisation link that provides a 5% bonus would be worth using, especially considering the presence of the mackinaw in the exhumers lineup.

What would be the function of a command ship without links? If we remove links from the game, would we have to remove command ships too? What if links were reduced significantly in strength from their current 30% bonuses to 10% bonuses, and required the command ship to be on grid?

At this point, I'd like to believe that links are useful things, just like group buffs in fantasy games (such as the "Bless" spell in the D&D cleric spellbook). My opinion is that links are currently overpowered, and should be limited in range either by kilometres or by requiring the command ship to be "on grid".

PS: I'd like to see the mining bonuses of the rorqual moved to the hull, or else have a replacement for the industrial core which allows mining bonuses to be given out from a mobile rorqual.
Mara Rinn
Cosmic Goo Convertor
#59 - 2013-05-24 18:31:01 UTC
Bagehi wrote:
All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change.


According to CCP Fozzie, CCP Veritas is looking/will be looking at squad boosting code, so it's on the cards. Hopefully CCPs Fozzie or Veritas can let us know what's going on.
CCP Fozzie
C C P
C C P Alliance
#60 - 2013-05-24 18:37:07 UTC
Mara Rinn wrote:
Bagehi wrote:
All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change.


According to CCP Fozzie, CCP Veritas is looking/will be looking at squad boosting code, so it's on the cards. Hopefully CCPs Fozzie or Veritas can let us know what's going on.


The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie