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[Odyssey 1.1] Warfare Links, Mindlinks, Gang bonuses

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Author
Onictus
Federal Navy Academy
Gallente Federation
#821 - 2013-08-22 16:35:34 UTC
Mournful Conciousness wrote:
I think the short answer is, "You're not going to get your command ships into the plexes. You're going to be forced to fight fairly so you need to learn to deal with that and (perhaps) work on your pvp skills"

Of course the lack of command ships will affect everyone equally, so no-one will have cause to complain, unless they used to be pirates who enjoyed trolling FW folk while they went about their daily business of racking up LPs.

Reasonable?




If by fair you mean one more combat hull vs a booster....yeah sure.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#822 - 2013-08-22 16:54:11 UTC
Onictus wrote:
Mournful Conciousness wrote:
I think the short answer is, "You're not going to get your command ships into the plexes. You're going to be forced to fight fairly so you need to learn to deal with that and (perhaps) work on your pvp skills"

Of course the lack of command ships will affect everyone equally, so no-one will have cause to complain, unless they used to be pirates who enjoyed trolling FW folk while they went about their daily business of racking up LPs.

Reasonable?




If by fair you mean one more combat hull vs a booster....yeah sure.


What I mean by fair is this: There is absolutely no reason for anyone to be engaged in a FW site (other than a large one which has no gate) if they do not wish to be.

looking at the site's beacon on narrow-band d-scan gives an exact inventory of the ships already in the site, and for those in the site, keeping d-scan on 360 degrees at range 200,000 km gives easy and early warning of anyone trying to get through the gate.

So attackers and defenders will know each others fleet composition, and they will know that there is no booster (unless he's identified in the fleet at the gate, and it's big enough to let him in).

Thus both attacker and defender must consent to the fight for it to happen - they must both feel that they have fair odds of a victory. So I'd say that's about as fair a fight as you're ever going to get in the game of Eve.

Of course, because the last thing that any Eve player wants is a fair fight (particularly a lowsec OGB-boosted troll), the number of fights (sorry, ganks) in plexes will most likely noticeably reduce. But those that do happen are likely to be more rewarding for all participants.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Madbuster73
State War Academy
Caldari State
#823 - 2013-08-22 21:18:15 UTC
Mournful Conciousness wrote:
I think the short answer is, "You're not going to get your command ships into the plexes. You're going to be forced to fight fairly so you need to learn to deal with that and (perhaps) work on your pvp skills"

Of course the lack of command ships will affect everyone equally, so no-one will have cause to complain, unless they used to be pirates who enjoyed trolling FW folk while they went about their daily business of racking up LPs.

Reasonable?




So you think its reasonable that I trained an alt for over a year, paying subscription for it and paying billions of isk for training and ships, and now I cant use it for what it was intended for?

I bet you would talk differently if YOU where the one that invested all that into a boosting char.
Omnathious Deninard
University of Caille
Gallente Federation
#824 - 2013-08-22 21:35:40 UTC
Madbuster73 wrote:
Mournful Conciousness wrote:
I think the short answer is, "You're not going to get your command ships into the plexes. You're going to be forced to fight fairly so you need to learn to deal with that and (perhaps) work on your pvp skills"

Of course the lack of command ships will affect everyone equally, so no-one will have cause to complain, unless they used to be pirates who enjoyed trolling FW folk while they went about their daily business of racking up LPs.

Reasonable?




So you think its reasonable that I trained an alt for over a year, paying subscription for it and paying billions of isk for training and ships, and now I cant use it for what it was intended for?

I bet you would talk differently if YOU where the one that invested all that into a boosting char.

You gained the benefit of the boosting character while it could OGB, you cans still gain benefit from it for a while longer, but yes it is reasonable.

If you don't follow the rules, neither will I.

Taoist Dragon
Okata Syndicate
#825 - 2013-08-22 21:35:52 UTC
Madbuster73 wrote:
Mournful Conciousness wrote:
I think the short answer is, "You're not going to get your command ships into the plexes. You're going to be forced to fight fairly so you need to learn to deal with that and (perhaps) work on your pvp skills"

Of course the lack of command ships will affect everyone equally, so no-one will have cause to complain, unless they used to be pirates who enjoyed trolling FW folk while they went about their daily business of racking up LPs.

Reasonable?




So you think its reasonable that I trained an alt for over a year, paying subscription for it and paying billions of isk for training and ships, and now I cant use it for what it was intended for?

I bet you would talk differently if YOU where the one that invested all that into a boosting char.


You have used it exclusively for what it's trained for. You are a prime example of why these OGB's are unbalancing in the game.
Use those alts for other things like trading or if you want to go full derp falcon Shocked At least then you'll actually have to field them and put something on the line Twisted rather than farming 'easy' kills and crying when you get blobbed out. Pirate

That is the Way, the Tao.

Balance is everything.

Chris Winter
Bene Gesserit ChapterHouse
The Curatores Veritatis Auxiliary
#826 - 2013-08-22 21:37:00 UTC
Madbuster73 wrote:

So you think its reasonable that I trained an alt for over a year, paying subscription for it and paying billions of isk for training and ships, and now I cant use it for what it was intended for?

I bet you would talk differently if YOU where the one that invested all that into a boosting char.

Yes, it's reasonable, because you no longer have a major advantage over other frigates/cruisers/dessies in the complex.

FW, particularly the smaller complexes, was supposed to be reasonably fair PvP that even relatively new players could get involved in.

Your usage of off-grid boosting defeats that purpose, and removing it is entirely reasonable.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#827 - 2013-08-22 22:54:18 UTC
The people have spoken.

For the record, I have an alt called Goody Twoshoes Virpio. He's trained 40 million skillpoints in scanning and boosting, and he's looking forward to appearing on grid in a boosting ship before too long.

He'll look out for you.

Pirate x

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Goldensaver
Maraque Enterprises
Just let it happen
#828 - 2013-08-23 07:17:50 UTC  |  Edited by: Goldensaver
Madbuster73 wrote:
Mournful Conciousness wrote:
I think the short answer is, "You're not going to get your command ships into the plexes. You're going to be forced to fight fairly so you need to learn to deal with that and (perhaps) work on your pvp skills"

Of course the lack of command ships will affect everyone equally, so no-one will have cause to complain, unless they used to be pirates who enjoyed trolling FW folk while they went about their daily business of racking up LPs.

Reasonable?




So you think its reasonable that I trained an alt for over a year, paying subscription for it and paying billions of isk for training and ships, and now I cant use it for what it was intended for?

I bet you would talk differently if YOU where the one that invested all that into a boosting char.

No, I do believe it is unreasonable. If you really want your links in a FW plex you should be allowed. That being said, I think they should open up T2 destroyer based boosting platforms. With of course at level tank. So around 15-20k EHP, and a good resist profile so they can join dessy gangs with frigate logi and perform. But as for getting them out of novices? Hell yes. I don't see any damn reason that an advanced tactic like that would be allowed in "novice" plexes. They are named "Novice".

Of course I do think that these boosting dessies should be about 70 mil apiece and only be able to fit 2 links, tops. And should be forced on grid. Yeah, it should be made obvious that you're getting boosts.

Also, you will still have full functionality in larges, and everywhere that isn't a FW complex.

Oh, and I have my own boosting characters. It'll be good to shove them into... I'm thinking Damnation and Sleipnir, that'll cover the full spectrum of boosts and still be able to boost a wing. Replacing the FC with whatever is more relevant of course. Might have to get an Astarte and Vulture too just for the opposite circumstances, though it is rare for an FW fleet to surpass 50 people.
Klendatu Niban
Aliastra
Gallente Federation
#829 - 2013-08-23 08:12:20 UTC  |  Edited by: Klendatu Niban
Apart from OGB, an idea to boosting bonus application in general:


Reading that small gangs get nerfed more than large fleets by the decrease in fleet booster strength, what about the following idea:

The fleet booster bonus could be coupled to the amount of fleet members. The more members in fleet, the smaller the bonus for the single ship. See it a kind of stacking penalty.

This way small fleets could get maximum bonus or minor boost penalties per ship than large fleets. If large fleets want higher bonus, they would have to divide the fleet and/or install more ships with boosters.

The fleet leader could give his bonuses to, say, 50 members, each receiving only a bit of the original bonus. The wing commanders and squad commanders could use ships that "refresh" the bonus or add other bonuses.

This way a large fleet has to take significant efforts to keep their bonuses up.



Another thought is that only the booster ship and the hierachie level below gets full bonus, each sub-level down the ships gets, say, half of the upper level.

- A fleet commander boosting wings boosts each wing commander with 100% of the original bonus, the squad commanders get 1/2 the bonus and the squad members get only 1/4 of the fleet booster bonusses.

- The wing commanders can give their own boosts to 100% to the squad commanders and 50% to the squad members.

- A single squad with 10 ships plus squad commander could have full boost bonuses without penalty.


It might become challenging to predict the concrete bonus to your ship in that large fleet but hey, fleet is a complicated thing (overhead, computing power) and blob is uncool anyway, right? Blink

How is that?
Cade Windstalker
#830 - 2013-08-23 08:49:04 UTC
Klendatu Niban wrote:
Apart from OGB, an idea to boosting bonus application in general:


Reading that small gangs get nerfed more than large fleets by the decrease in fleet booster strength, what about the following idea:

The fleet booster bonus could be coupled to the amount of fleet members. The more members in fleet, the smaller the bonus for the single ship. See it a kind of stacking penalty.

This way small fleets could get maximum bonus or minor boost penalties per ship than large fleets. If large fleets want higher bonus, they would have to divide the fleet and/or install more ships with boosters.

The fleet leader could give his bonuses to, say, 50 members, each receiving only a bit of the original bonus. The wing commanders and squad commanders could use ships that "refresh" the bonus or add other bonuses.

This way a large fleet has to take significant efforts to keep their bonuses up.



Another thought is that only the booster ship and the hierachie level below gets full bonus, each sub-level down the ships gets, say, half of the upper level.

- A fleet commander boosting wings boosts each wing commander with 100% of the original bonus, the squad commanders get 1/2 the bonus and the squad members get only 1/4 of the fleet booster bonusses.

- The wing commanders can give their own boosts to 100% to the squad commanders and 50% to the squad members.

- A single squad with 10 ships plus squad commander could have full boost bonuses without penalty.


It might become challenging to predict the concrete bonus to your ship in that large fleet but hey, fleet is a complicated thing (overhead, computing power) and blob is uncool anyway, right? Blink

How is that?


The problem with this is that there are ways around it, either by having many small fleets or other methods, that would make this mostly a change that affects smaller alliances and poorer players who don't have tons of boosting alts or characters who can boost.

The other problem is that these link changes are balanced against the current values, not against a weird reducing bonus.

Small Gangs are always going to be more adversely affected by any nerf or change in tactics because they have fewer members so the effectiveness of each individual ship matters more and anything that reduces the effectiveness of an individual ship is going to show more than in a large fleet where you can compensate with numbers. For example web range matters less when you're very likely to have 3 people with webs in range of any given target.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#831 - 2013-08-23 09:25:43 UTC  |  Edited by: Mournful Conciousness
The more I think about it, the more I agree with the guy who suggested we just get rid of gang links.

They're actually silly and generate unrealistic and indefensible effects.

Arnour does not get harder because people are communicating, engines do no generate more thrust because there are other ships in your fleet.

In a scenario involving on-grid boosting, you could argue that targeting may become more accurate if there is a central command centre co-ordinating the data from the entire fleet's sensor arrays, but none of the command links actually do this (increasing tracking or missile explosion velocity would be a reasonable proxy for this effect).

The information warfare links are probably the only reasonable (in terms of realism) ones available - and they're the last ones I choose in a small fleet, being nowhere near as useful as the ridiculous armour or shield hardening ones.

Having a good human FC (a commander) does already increase a fleet's power many times over.

Bin them and use the SP for something more creative.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Rowells
Blackwater USA Inc.
Pandemic Horde
#832 - 2013-08-23 10:55:13 UTC  |  Edited by: Rowells
Mournful Conciousness wrote:
The more I think about it, the more I agree with the guy who suggested we just get rid of gang links.

They're actually silly and generate unrealistic and indefensible effects.

Arnour does not get harder because people are communicating, engines do no generate more thrust because there are other ships in your fleet.

In a scenario involving on-grid boosting, you could argue that targeting may become more accurate if there is a central command centre co-ordinating the data from the entire fleet's sensor arrays, but none of the command links actually do this (increasing tracking or missile explosion velocity would be a reasonable proxy for this effect).

The information warfare links are probably the only reasonable (in terms of realism) ones available - and they're the last ones I choose in a small fleet, being nowhere near as useful as the ridiculous armour or shield hardening ones.

Having a good human FC (a commander) does already increase a fleet's power many times over.

Bin them and use the SP for something more creative.

It honestly would make more sense if ganglinks increased the effectiveness of offensive weaponry. Better tracking formulas, firing solutions, more prcise missile hits, and coordinated launch/firing times.

Would be the opposite of how links work now and probably bad but it does make more sense.

E: also drones. ESPECIALLY makes sense for drones to have a more centralized, efficient hub
Vulfen
Imperial Academy
Amarr Empire
#833 - 2013-08-23 12:38:38 UTC
Rowells wrote:

It honestly would make more sense if ganglinks increased the effectiveness of offensive weaponry. Better tracking formulas, firing solutions, more prcise missile hits, and coordinated launch/firing times.

Would be the opposite of how links work now and probably bad but it does make more sense.

E: also drones. ESPECIALLY makes sense for drones to have a more centralized, efficient hub


I dont think your thinking about this right, think of it like this, If you have 20 warships in a fleet with set weaponry, the abilities of each ship is determined by their captain's and crew's ability. When a comander is there he would coordinate the ships so as to mean the least casualties, he does not get involved in the firing and reloading/aiming of weapons.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#834 - 2013-08-23 16:54:31 UTC
Vulfen wrote:
Rowells wrote:

It honestly would make more sense if ganglinks increased the effectiveness of offensive weaponry. Better tracking formulas, firing solutions, more prcise missile hits, and coordinated launch/firing times.

Would be the opposite of how links work now and probably bad but it does make more sense.

E: also drones. ESPECIALLY makes sense for drones to have a more centralized, efficient hub


I dont think your thinking about this right, think of it like this, If you have 20 warships in a fleet with set weaponry, the abilities of each ship is determined by their captain's and crew's ability. When a comander is there he would coordinate the ships so as to mean the least casualties, he does not get involved in the firing and reloading/aiming of weapons.


But all of this is already achieved by having a human FC.

Where's the rationale for further command module-based buffs? There is none.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Jerick Ludhowe
Internet Tuff Guys
#835 - 2013-08-23 17:24:14 UTC
Yeah, dps increasing gang links is a bad idea :/
Taoist Dragon
Okata Syndicate
#836 - 2013-08-23 23:52:53 UTC
Jerick Ludhowe wrote:
Yeah, dps increasing gang links is a bad idea :/


More to the point power creep is bad in any game and mindlinks/OGB have increased the power significantly since their introduction.

Also if links increased dps by say 10% then that would be way more managable than the 50%+ bonuses that are to speed/HP/scram/web etc that are there now. At least then I could still kill them in the same time the main concern would then be mitigating their damage output rather than having no chance to catch or kill them.

But all in all just removing them from the game all together would put the game in a better place IMO. Remove all the leadership types of skills an reimburse the SP so you can get your falcon alts trained up. At least with ewar alts you have t put them on the line and ewar like ecm have had blanket (small) nerfs over the last couple of years with the sensor comp skills and ship re-balances.

That is the Way, the Tao.

Balance is everything.

Rroff
Antagonistic Tendencies
#837 - 2013-08-24 01:16:32 UTC  |  Edited by: Rroff
Mournful Conciousness wrote:
The more I think about it, the more I agree with the guy who suggested we just get rid of gang links.

They're actually silly and generate unrealistic and indefensible effects.

Arnour does not get harder because people are communicating, engines do no generate more thrust because there are other ships in your fleet.

In a scenario involving on-grid boosting, you could argue that targeting may become more accurate if there is a central command centre co-ordinating the data from the entire fleet's sensor arrays, but none of the command links actually do this (increasing tracking or missile explosion velocity would be a reasonable proxy for this effect).

The information warfare links are probably the only reasonable (in terms of realism) ones available - and they're the last ones I choose in a small fleet, being nowhere near as useful as the ridiculous armour or shield hardening ones.

Having a good human FC (a commander) does already increase a fleet's power many times over.

Bin them and use the SP for something more creative.


The rationale behind it is that commandships have more advanced super computer clusters that can receive telemetry data from a ship and process a more efficient solution and send it back to the ship. (Look at the industry side of command ship/module production). Engines for instances aren't just dumb rocket thrusters but constantly adjusting and monitoring performance - applies to armor, etc. to as it tends to have certain degrees of nanite functionality and so on.

As far as the lore technical side of it goes there is no reason for command ships to need to be ongrid the only thing that doesn't really fit is that a command ship could operate links and be close to unscannable.

The only thing I think needs to be changed is to give a smart player the tools to level the link advantage in smaller localised engagements without having to train a booster alt of their own and without compromising ganglinks in fleet scenarios where they are intended to be used. One tentative proposal in this regard would be some form of ability to leach links from a target (in a predictable manner).
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#838 - 2013-08-24 08:29:15 UTC
The telemetry cluster argument would have more merit if we took into account the propagation time of the telemetry.

Radio signals take 8 minutes to travel 1AU, 80 minutes to travel 10AU. An off-grid booster is going to be routing and analysing telemetry so old that the fight will already be over by the time the updated commands come back to the fleet.

In addition, radio signals that are distinguishable from background noise are extremely detectable. If a command ship is emitting this telemetry I think any self-respecting New Eden scientist would have worked out how to get its position data onto your overview, in the same way they managed it for cynosural fields.

Furthermore, the current link-boosting effects seem to me to be the kinds of effects that do not require input from other ships in a fleet. An eve battleship has a mass of 100 million kilograms. The command modules have a mass of a few thousand kilograms. It seems plausible to me that a little bit of space could be found of every ship to install sufficient computing power to ensure that the shields, armour, engines and electronics run optimally without the additional complication of telemetry transponders, encoders, decoders, sensors and actuators.

Whichever way you rationalise it warfare links are silly, and more importantly they have no positive effect on the overall enjoyment of the game.

I still think they should go.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Nevyn Auscent
Broke Sauce
#839 - 2013-08-24 08:44:38 UTC
Given EVE lore already says we have FTL coms, trying to claim Radio limitations is silly.

As for why CS comps are better, well obviously they are special hardware. With special operators required (Hence the skills). That do things in a different manner from normal comps so are more effective. The CS also has all the built in Hardware surrounding the needs of those specific links, which could be a lot more than just a few thousand KG's.

So... its quite easy to rationalise exactly how links work & even how OGB's work. You just have to not be narrow minded and ignore any option that doesn't match the conclusion you want to reach.
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#840 - 2013-08-24 09:00:41 UTC
The conclusion I want is a better game.

Understand that I have many millions of SP invested in command ships and gang links, being able to fit T2 versions of all except the information links.

I perfectly understand the benefit to my fleet in having gang boosts and obviously seek to make them available wherever possible.

And I still think that the presence of these modules damages the game.

Fleet pvp is very much about making correct choices under pressure.

The potential presence of gang links adds a hidden variable to every encounter, which has the effect of adding randomness to the outcome. This has the effect of devaluing the tactical ability of fleet members.

I think that's not a good thing for the awesome game of Eve.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".