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DJ FunkyBacon for CSM9

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DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#61 - 2014-03-05 01:46:01 UTC
Azami Nevinyrall wrote:


I'll watch that stream when I get a chance at work tomorrow!

I was looking towards buffing NPCs as one way to deter AFK mining in FW.

So, when one side is "winning/holds more systems" the NPCs get harder. I.E. Tank capabilities and DPS output. And the "loosing/holds fewer systems" their NPCs get easier in Tank and DPS. So it's harder to take territory and easier to defend it.

I think I confused myself!


Unfortunately, as I'm fairly new to twitch, I didn't know I had to actually select to have them archive videos.... so it's gone. You'd have to ask one of the folks that got to watch live. Basically though, aside from an overall buff in tank to make it so a frigate with 60 dps can't kill the single cruiser spawn in a medium, the npc situation is actually fine.

If I get another stream up, it'll be recorded this time. I've now checked the box. :)

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Azami Nevinyrall
172.0.0.1
#62 - 2014-03-05 02:07:46 UTC
Too bad I have plans this Friday.

Actually, to refresh my memory as its been a LONG ass time since I've been in FW. Mind if I tag along in a fleet?

...

DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#63 - 2014-03-05 23:46:42 UTC
Azami Nevinyrall wrote:
Too bad I have plans this Friday.

Actually, to refresh my memory as its been a LONG ass time since I've been in FW. Mind if I tag along in a fleet?


We run a lot of open fleets. You'll probably want to come in a FW alt though, sometimes there can be fighting near gate guns, the perma war helps with that.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

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DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#64 - 2014-03-09 19:10:57 UTC  |  Edited by: DJ FunkyBacon
No room left in my OP for this, so updating here with a link from there.

Podcast Appearances:
Legacy of a Capsuleer - CSM9 Interview
Podside #183 - Guesting, talking about life in lowsec, changes to pirate frigates, and some CSM9 stuff towards the end.
Cap Stable - The shortest interview so far, but quite concentrated with some great questions posed.

If you run a podcast, or write a blog, or are a lowsec corp or alliance that has questions for me, or would like to know more about my platform and what I think we can do together for CSM9, please drop me an eve-mail, contact me on social media, or reply in this thread and I'll be happy to make some time for you. I also welcome questions and concerns from PVPers of all walks of Eve life. While lowsec is a focus for me, I'm certainly happy to get behind any good ideas that will improve Eve, it's content, and it's quality of life for anyone.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

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Deerin
East Trading Co Ltd
#65 - 2014-03-13 20:40:07 UTC
I'm looking forward for you to represent us FW people in CSM....and deliver some of the promised but withheld changes like visible timers and timer rollback. +1
Oreb Wing
Last Rites.
Villore Accords
#66 - 2014-03-16 21:14:41 UTC  |  Edited by: Oreb Wing
I like many of your ideas. You've managed to change my mind on the double counter for plexes. I enjoy the tug of war and a passive count-down would indeed encourage a counter push from an O-plexer to shut down a system or fight for it harder. The escallations are great.

1)What I don't agree with are changes to WCS. I take the position that it's not the module that affects the mechanic and that buffing NPC's hits the passive farmer in a way we could do it better. If we leave the NPC alone, as is, what do you think about adding the objective of destroying the actuall button as well; I mean adding EHP, like a mini i-hub, within each plex. This would encourage high dps on every ship, and almost require it when taking Medium-Large plexes. You could simply add a passive recharge and this would take care of any neutral timer that would tick back to default.

2)What do you think about the defensive plexes giving into the i-hub of the system the lost percentage of what disappears. i.e. If you are defensive plexing your system @10% at tier 1 you get only 1000lp if you're by yourself, right? So could it be possible, or good, to have that 9k that is just lost on the premise of balance to be auto-dontated towards the system LP level? This would certainly encourage me to d-plex my home system.

edit: 1) say we give each button the ehp of a ship that corresponds to that same size? The same going for the d-timer of a busted button as would happen to the Ihub resetting when a plex pulls a system out of Vuln. Have it just reset and give defensive LP once the timer is run back defensively.
DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#67 - 2014-03-17 00:57:55 UTC
Oreb Wing wrote:
I like many of your ideas. You've managed to change my mind on the double counter for plexes. I enjoy the tug of war and a passive count-down would indeed encourage a counter push from an O-plexer to shut down a system or fight for it harder. The escallations are great.

1)What I don't agree with are changes to WCS. I take the position that it's not the module that affects the mechanic and that buffing NPC's hits the passive farmer in a way we could do it better. If we leave the NPC alone, as is, what do you think about adding the objective of destroying the actuall button as well; I mean adding EHP, like a mini i-hub, within each plex. This would encourage high dps on every ship, and almost require it when taking Medium-Large plexes. You could simply add a passive recharge and this would take care of any neutral timer that would tick back to default.

2)What do you think about the defensive plexes giving into the i-hub of the system the lost percentage of what disappears. i.e. If you are defensive plexing your system @10% at tier 1 you get only 1000lp if you're by yourself, right? So could it be possible, or good, to have that 9k that is just lost on the premise of balance to be auto-dontated towards the system LP level? This would certainly encourage me to d-plex my home system.

edit: 1) say we give each button the ehp of a ship that corresponds to that same size? The same going for the d-timer of a busted button as would happen to the Ihub resetting when a plex pulls a system out of Vuln. Have it just reset and give defensive LP once the timer is run back defensively.


On #1, it's not JUST the module, but the relative weakness of the tanks the NPCs have. As I said, it takes maybe 50 DPS to break the cruiser tank in a medium complex, and that's kinda pathetic. My solution is 2 fold, firstly a look at the benefits/penalties of WCS. They may not need to be nerfed so much as their fitting requirements tweaks to make it extremely difficult for a frigate to equip what it needs for combat with 3 or 4 stabs sitting in it's low slots. If CPU requirements are raised significantly on WCS for example, that would put a serious crimp on giving a ship meant to avoid fights, much capability at putting out damage.

The second part of that solution is beefing up the NPC tanks a hair (not the damage). 50 DPS should be required to kill a novice rat, maybe 100 for a small, and I'd like to see a cruiser be able to tank at least 150, and maybe 200 DPS. Let's remember that these NPC tanks were supposedly beefed up to make them hard(er) for plex farmers to kill. I don't think they went far enough. At 200 DPS tank, a t1 fit destroyer could still easily dispatch a plex cruiser, but they also don't have the lowslots to go bonkers with WCS.

Between a CPU increase for WCS and a tank increase on plex NPCs, I think that will solve a lot of the issue with untrained alts running plexes in t1 frigs stabbed to the gills.

I like your idea for #2. I'm not the biggest fan of the LP donation system in FW. I doubt many plex farmers contribute to it, and are mostly just reaping the benefits. If the system of donating LP stays the way it is, I think your suggestion would go a long way towards helping sides keep tiers without a relative few people having to dump large amounts of hard earned LP in the toilet. Of course, I would also like to see the bonuses for dropping 500 million in LP into a system not absolutely suck as well.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

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Veskrashen
Deep Core Mining Inc.
Caldari State
#68 - 2014-03-17 01:35:37 UTC
The problem with buffing NPC tanks is that anyone with half a brain (i.e. anyone running a stabbed plexing alt) will simply have their main roll through a system and gank and the rats, then sit their plexing alt in there.

Not to mention the fact that with mobile depots, they can simply fit DPS and refit stabs once the NPC is dead.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#69 - 2014-03-17 03:10:38 UTC  |  Edited by: DJ FunkyBacon
Veskrashen wrote:
The problem with buffing NPC tanks is that anyone with half a brain (i.e. anyone running a stabbed plexing alt) will simply have their main roll through a system and gank and the rats, then sit their plexing alt in there.

Not to mention the fact that with mobile depots, they can simply fit DPS and refit stabs once the NPC is dead.


I see where you're coming from, and this is Eve. Whatever counter we can come up with, there will be a way to still farm. Someone needing to have their main roll through a system to clear the plexes sounds like an opportunity to kill someone flying a combat ship. Mobile depots in plexes sounds not very isk efficient to me as well if the pilot in question is forced to abandon them as soon as someone warps in.

My primary concern at this point is that farmers are not really required to play the game. You can warp into a plex, do minimal DPS, kill the rat, then have the client running minimized for 10 or 20 minutes while you watch some questionable videos or read the latest issue of your favorite comic book. If the buzzer that you're being attacked goes off, you still have time to maximize the window and warp away. That's not playing eve... or any game for that matter.

Anything that we can do to encourage people to at least be paying attention to their surroundings, and limit the activities of those that don't is a good thing.

Keep in mind that if elected to the CSM, that doesn't make me a game designer able to directly change the game. I'll be able to bring some things to CCP's attention, and give feedback that they will hopefully take into account especially where it affects us in lowsec, but they're still running the show. If you have some solutions in mind and we can get our people behind them, I'll be more than happy to push that agenda as best I can.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

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Linavin
Crimson Canakinumab
#70 - 2014-03-18 04:49:58 UTC
What are your opinions on the current off-grid Ganglink support mechanics, especially in FW? Do you believe that a character should be able to give said bonuses while sitting on a station or gate with no aggression timer?
DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#71 - 2014-03-18 16:04:27 UTC
Linavin wrote:
What are your opinions on the current off-grid Ganglink support mechanics, especially in FW? Do you believe that a character should be able to give said bonuses while sitting on a station or gate with no aggression timer?



I have been a long proponent that gang links should be on grid with the rest of their fleet, not safed up somewhere, skirting a pos shield, or sitting on a station docking ring. CCP have continually pushed back against this, not because they don't want to, but for reasons embedded in the game's code, which can be dicey at the best of times. There is support for this both among the player base and at CCP, but it is being held up due to developer time/resources to the best of my knowledge. You can expect that I will continue to support this push at any opportunity.

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Kaarous Aldurald
Black Hydra Consortium.
#72 - 2014-03-18 16:41:42 UTC
DJ FunkyBacon wrote:
Linavin wrote:
What are your opinions on the current off-grid Ganglink support mechanics, especially in FW? Do you believe that a character should be able to give said bonuses while sitting on a station or gate with no aggression timer?



I have been a long proponent that gang links should be on grid with the rest of their fleet, not safed up somewhere, skirting a pos shield, or sitting on a station docking ring. CCP have continually pushed back against this, not because they don't want to, but for reasons embedded in the game's code, which can be dicey at the best of times. There is support for this both among the player base and at CCP, but it is being held up due to developer time/resources to the best of my knowledge. You can expect that I will continue to support this push at any opportunity.


That gets you my vote. Off grid boosting needs to die in a fire.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Thorin Matarielle
Shirak SkunkWorks
#73 - 2014-03-18 17:15:04 UTC
You have my support mate.

+1
Flyinghotpocket
Doomheim
#74 - 2014-03-18 19:23:21 UTC
what is your stance on adding bc sized plex's bs sized plex's adding a limited t1/faction cruiser only plex (cuz you no its faction warfare not t2 ship warfare) give me great details plz

timers on em? npc spawn? respawn time?

Amarr Militia Representative - A jar of nitro

DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#75 - 2014-03-18 21:09:14 UTC  |  Edited by: DJ FunkyBacon
Flyinghotpocket wrote:
what is your stance on adding bc sized plex's bs sized plex's adding a limited t1/faction cruiser only plex (cuz you no its faction warfare not t2 ship warfare) give me great details plz

timers on em? npc spawn? respawn time?


o7 hotpocket, been a while since we've seen you in Black Rise! How's things in the other zone?

I would like to see a few more large size plexes spawned, especially in hotly contested systems, rather than randomly and more often than not in the ass end of nowhere, but aside from that, no, I'd rather not see any new plexes added to the system. The 3 (and once in a while 4) plex system we have right now seems fairly balanced, and in the more heavily fought for systems where I've been involved in the fleets, they've been working extremely well.

As to t2 cruisers being allowed in mediums, I've always found it funny that t2 frigs are not allowed in smalls, but t2 cruisers are allowed in mediums, but then I don't really see that many t2 cruisers in mediums at all. Most FW groups don't seem willing to fly HAC plexing fleets. In a system capture effort, a HAC fleet is of limited value anyway, since for every medium captured, that leaves a small and novice to your enemy.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

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Veskrashen
Deep Core Mining Inc.
Caldari State
#76 - 2014-03-18 21:49:40 UTC
Actually, T2 frigs are in fact allowed in Small plexes, and are used by various corps / alliances on a pretty regular basis.

One thing that might be interesting to see is spawn rates of plexes being influenced by ship kills in the system. Hotly contested systems would therefore have plexes spawn more often (maybe down to 20 minutes? 15?), with a larger number of plexes potentially available at any one time (6? more?). Allow spawning of Large plexes in the rotation once a certain number of ships in the past X hours is reached.

In addition, you could slow down the respawn timer in less hotly contested systems (up to 45 minutes?) and cap the maximum plex size at Medium, with no more than 3 plexes available at any one time.

This could generate even more fights / hour in hotly contested systems, with the more organized militia able to influence the contested percentage faster than present mechanics allow. It would also prevent plexes from stacking up in backwater systems, and cut down on AFK plexing income as spawn rates would be reduced in backwater systems.

We Gallente have a saying: "CCP created the Gallente Militia to train the Fighters..."

Flyinghotpocket
Doomheim
#77 - 2014-03-18 22:08:53 UTC
DJ FunkyBacon wrote:
Flyinghotpocket wrote:
what is your stance on adding bc sized plex's bs sized plex's adding a limited t1/faction cruiser only plex (cuz you no its faction warfare not t2 ship warfare) give me great details plz

timers on em? npc spawn? respawn time?


o7 hotpocket, been a while since we've seen you in Black Rise! How's things in the other zone?

I would like to see a few more large size plexes spawned, especially in hotly contested systems, rather than randomly and more often than not in the ass end of nowhere, but aside from that, no, I'd rather not see any new plexes added to the system. The 3 (and once in a while 4) plex system we have right now seems fairly balanced, and in the more heavily fought for systems where I've been involved in the fleets, they've been working extremely well.

As to t2 cruisers being allowed in mediums, I've always found it funny that t2 frigs are not allowed in smalls, but t2 cruisers are allowed in mediums, but then I don't really see that many t2 cruisers in mediums at all. Most FW groups don't seem willing to fly HAC plexing fleets. In a system capture effort, a HAC fleet is of limited value anyway, since for every medium captured, that leaves a small and novice to your enemy.

then im sorry you are not the candidate for us.

Amarr Militia Representative - A jar of nitro

DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#78 - 2014-03-19 01:57:25 UTC
Veskrashen wrote:
Actually, T2 frigs are in fact allowed in Small plexes, and are used by various corps / alliances on a pretty regular basis.

One thing that might be interesting to see is spawn rates of plexes being influenced by ship kills in the system. Hotly contested systems would therefore have plexes spawn more often (maybe down to 20 minutes? 15?), with a larger number of plexes potentially available at any one time (6? more?). Allow spawning of Large plexes in the rotation once a certain number of ships in the past X hours is reached.

In addition, you could slow down the respawn timer in less hotly contested systems (up to 45 minutes?) and cap the maximum plex size at Medium, with no more than 3 plexes available at any one time.

This could generate even more fights / hour in hotly contested systems, with the more organized militia able to influence the contested percentage faster than present mechanics allow. It would also prevent plexes from stacking up in backwater systems, and cut down on AFK plexing income as spawn rates would be reduced in backwater systems.


Yeah that was a typo, meant to say novice. Old habits die hard as they used to be called smalls before the changes. Those are some great ideas with regards to spawn timers. I doubt it's something we'd be able to push, as I'm fairly certain a change like that would require significant dev time and new code written, but if it was an option I'd certainly be behind it.

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IbanezLaney
The Church of Awesome
Shadow Cartel
#79 - 2014-03-19 03:48:23 UTC
Kaarous Aldurald wrote:
DJ FunkyBacon wrote:
Linavin wrote:
What are your opinions on the current off-grid Ganglink support mechanics, especially in FW? Do you believe that a character should be able to give said bonuses while sitting on a station or gate with no aggression timer?



I have been a long proponent that gang links should be on grid with the rest of their fleet, not safed up somewhere, skirting a pos shield, or sitting on a station docking ring. CCP have continually pushed back against this, not because they don't want to, but for reasons embedded in the game's code, which can be dicey at the best of times. There is support for this both among the player base and at CCP, but it is being held up due to developer time/resources to the best of my knowledge. You can expect that I will continue to support this push at any opportunity.


That gets you my vote. Off grid boosting needs to die in a fire.



But he lost every single vote from my corp and 2 other Caldari groups on that statement alone.

Funky would need to drop any 'links on grid' agenda for us to support him for CSM9.

However:
If he pushed for 100% removal of links from the game with full SP/isk reimbursement for effected ships/modules and 100% removal of implants like snakes, slaves and crystals etc then I can support this idea.
(Otherwise it makes eve more 'pay to win' than people claim links make it as only very rich players will have the ability to compete by affording expensive implant sets)

It is a slippery slope that will just move onto the next item people think is 'unfair' after links.

Links are a valid game mechanic available to all players just like all other options in eve.
Someone choice not to use them is their own problem/barrier just like ECM or Damps etc etc.
DJ FunkyBacon
Rabid Ninja Space Monkey Inc.
Monkeys with Guns.
#80 - 2014-03-19 04:12:36 UTC
IbanezLaney wrote:

But he lost every single vote from my corp and 2 other Caldari groups on that statement alone.

Funky would need to drop any 'links on grid' agenda for us to support him for CSM9.

However:
If he pushed for 100% removal of links from the game with full SP/isk reimbursement for effected ships/modules and 100% removal of implants like snakes, slaves and crystals etc then I can support this idea.
(Otherwise it makes eve more 'pay to win' than people claim links make it as only very rich players will have the ability to compete by affording expensive implant sets)

It is a slippery slope that will just move onto the next item people think is 'unfair' after links.

Links are a valid game mechanic available to all players just like all other options in eve.
Someone choice not to use them is their own problem/barrier just like ECM or Damps etc etc.


At this point they typically also require someone paying for a 2nd account, since they don't require an active pilot to fly them, just a 2nd window, so it's a bit more complicated than simply not deciding to bring ECM or logi, as those actually require a "pilot" to fly the ship, target and activate the mods. The advantages supplied to a fleet by a booster are extreme, and the lack of risk involved, especially in lowsec, in providing those advantages at this point is disagreeable to virtually everyone that doesn't rely on them, which is a majority of the lowsec population.

I'm not against boosts, I'm against a risk free application of them.

It is unfortunate that this stance offends your group's sensibilities, and I fully understand how important your off grid links are since I'm fighting against you and your links on a daily basis right now. You've also probably figured out that we're using off grid links to fight you as well at times, and this change would affect us as much as it does you.

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