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Combat Boosters - eve online's neflected child.... :'(

First post
Author
Mazzara
Band of the Red Sun
#21 - 2014-03-20 02:58:59 UTC
They should do this in conjunction with a smuggling overhall
No matter how much you scrub, how hot of water you use, you can't wash shame!
Zappity
New Eden Tank Testing Services
#22 - 2014-03-20 07:09:20 UTC
Plus 1 for smuggling overhaul. Keep production out of highsec. Yes for learning boosters (one week/fortnight/month duration and kill learning implants.

Zappity's Adventures for a taste of lowsec and nullsec.

Lyonic
State War Academy
Caldari State
#23 - 2014-03-20 09:37:06 UTC
I am bit of a small time drug dealer myself, on the N3 side of the fence. I notice that sure, things like blue pills and exiles sell. But you try selling...

Frentix: increases the optimal range of turrets, allowing them to inflict more damage to farther-away targets.
Frentix: reduced shield boost amount, reduced armor hit points, reduced velocity, reduced turret tracking speed.

The benifit is like, 10.00% 15.00% 20.00% for standard, improved and strong which does not justify using it to be honest with you. It's like you think about blue pill that will be used on ANY active shield tank, the niche for this puppy is so small, then add the stupid % of people who are actually smart enough to use boosters and its like... meh...

or

Sooth Sayer: increases the falloff range of turrets, allowing them to inflict more damage to targets within falloff range, to farther distances.
Sooth Sayer: reduced shield boost amount, reduced armor repair amount, reduced velocity, reduced turret optimal range.

Same here, 10.00% 15.00% 20.00% for standard improved and strong, just like really bad considering the penalties. I mean compared to exile, mindflood, blue pill, and drop.

or

X-Instinct: reduces signature radius, decreasing the amount of damage that the ship will take from most weapons.
X-Instinct: reduced shield hit points, reduced armor hit points, reduced missile explosion velocity, reduced turret falloff.

This is where the developers board the special bus on the way to 'most useless booster in eve' town. 7.50% 11.25% 15.00% again, this is like the worst booster. Try selling Strong X-Instinct and let me know how you get on. Derp.


I am not saying make the penalites less severe im saying buff the weaker ones so they are actually used. I sell them so I know what gets used atleast on my end. We need more boosters... a friend of mine pointed out why is crash the only booster in slot 3? it could easily go into slot 2... oh i forgot missile and gunboats and the hybrid tactic that is on every fleet doc right? derpa derrr.


Finally, I don't really care about how legal they are etc, I kind of like the fact that combat boosters are ilegal but by giving the non combat boosters, lets say the mining one i suggested, harsh penalties with things like agility, velocity etc, creates content for PvP and people who mine.... mine.. minee. Boosters have always been a roll of the dice and that what makes them unique in eve, we just need more thing to bet on.
Anthar Thebess
#24 - 2014-03-20 10:57:35 UTC  |  Edited by: Anthar Thebess
Create some sort of cure for boosters.

You take booster - you get side effect, you take this cure , ALL booster effect, and side effects are removed.
You take next booster ...

This cure can be sold only by NPC and cost for example 5mil per unit.

This will increase booster usage, and at the same time will remove good amount of isk from the system.

Crippling PVP abilities for learning boosters - is very bad idea.
One more reason for people to sit in higsec.
Foxstar Damaskeenus
why did i join this corp
Not Purple Shoot It.
#25 - 2014-03-20 22:04:07 UTC
Aliventi wrote:
What I wou.....



I really like your idea of a combat booster that affects overheat

"[this thread] is a cesspit of trolling and flaming" ISD Buldath

Aliventi
Rattini Tribe
Minmatar Fleet Alliance
#26 - 2014-03-23 08:10:27 UTC
Foxstar Damaskeenus wrote:
Aliventi wrote:
What I wou.....



I really like your idea of a combat booster that affects overheat

Thank you. I love boosters and overheating. They really bring out Skill > SP in fights. I hope CCP Ytterbium, CCP Fozzie, or CCP Rise have some time over the next few patches or so to look at boosters.
Aivo Dresden
State War Academy
Caldari State
#27 - 2014-03-23 09:18:16 UTC
Yes to all, except skill boosters.
Zappity
New Eden Tank Testing Services
#28 - 2014-03-23 09:44:16 UTC
Aivo Dresden wrote:
Yes to all, except skill boosters.

Can you explain why? My thinking is that booster are a lesser evil than implants which are a terrible discouragement for PvP everywhere (except RvB where podding isn't allowed).

Zappity's Adventures for a taste of lowsec and nullsec.

Klyith
Republic Military School
Minmatar Republic
#29 - 2014-03-23 15:07:07 UTC
People saying X-Instinct is useless are very dumb people. Sig radius is v important, the reason that its bonus is less than all other boosters is because it would be crazy OP otherwise.

Armor HACs, Interceptors, unprobable sniper Tengus, any situation where your ship is smaller than your opponent's guns will have way more benefit from less sig than the HP loss even if you get both drawbacks.


(The fact that optimal use of boosters requires a ~200m unseeded skillbook is the biggest reason for their lack of widespread demand. Being a pain to move around empire doesn't help, but if more people used them someone would do it.)
ASadOldGit
Doomheim
#30 - 2014-03-23 20:06:32 UTC
What I've never understood is why is a pill implanted in the brain - shouldn't I just right-click it and choose "Take pill"? (Some of them have descriptions of taking with water, inhaling the fumes, etc)
Why would I replace a permanent implant with a temporary drug? (I haven't investigated them thoroughly)

I can imagine the conversation:
Drug peddler: Hey pilot, this'll make you better in combat!
Pilot: Really? So I just swallow this before going to war and I'll be leet?!
Drug peddler: Oh no, it's surgically implanted into your brain!
Pilot: Wait, what? You cut my head open and shove this into my skull?! Go **** yourself!


It would be nice to have a few more legal drugs (weaker effects, of course) for high-seccers to try, but I'm ok with the manufacturing part staying in low-sec, where that niche is already established.

This signature intentionally left blank for you to fill in at your leisure.

Zappity
New Eden Tank Testing Services
#31 - 2014-03-23 21:17:54 UTC
ASadOldGit wrote:
What I've never understood is why is a pill implanted in the brain - shouldn't I just right-click it and choose "Take pill"? (Some of them have descriptions of taking with water, inhaling the fumes, etc)
Why would I replace a permanent implant with a temporary drug? (I haven't investigated them thoroughly)

I can imagine the conversation:
Drug peddler: Hey pilot, this'll make you better in combat!
Pilot: Really? So I just swallow this before going to war and I'll be leet?!
Drug peddler: Oh no, it's surgically implanted into your brain!
Pilot: Wait, what? You cut my head open and shove this into my skull?! Go **** yourself!


It would be nice to have a few more legal drugs (weaker effects, of course) for high-seccers to try, but I'm ok with the manufacturing part staying in low-sec, where that niche is already established.

They don't compete for slots with implants. They are separate booster slots. Think of it as biochemical incompatibility, or perhaps drug-drug interaction limitations.

Zappity's Adventures for a taste of lowsec and nullsec.

ASadOldGit
Doomheim
#32 - 2014-03-23 21:53:41 UTC
Zappity wrote:
They don't compete for slots with implants. They are separate booster slots. Think of it as biochemical incompatibility, or perhaps drug-drug interaction limitations.

Ah. My mistake. Thank-you. Just reading https://wiki.eveonline.com/en/wiki/Combat_Boosters now, and the EVE Uni one also mentions separate slots.

This signature intentionally left blank for you to fill in at your leisure.

Phaade
LowKey Ops
Snuffed Out
#33 - 2014-03-23 22:47:51 UTC
Not sure how taking a drug makes your ship go faster, but okay.


We already have links and implants, don't need something else you can't see buffing weird aspects of your ship to make it unkillable solo.
Lyonic
State War Academy
Caldari State
#34 - 2014-03-25 14:37:28 UTC
Boosters are good for people who want that little bit extra but dont have the money for faction/deadspace mods on their pvp ships. I am not talking about expensive huls but day in day out pvp ships. Boosters need an update... simple.

And the example u gave about x-instinct is flawed. The benifit to pentaly ratio is waayyyy out of wack. Also you are suggesting using a 4 million booster on a hull worth like 20 mil? lol...



Karynn Denton
Lekhantsi Salvage Depot
#35 - 2014-03-25 16:25:50 UTC
Apart from Frentix, the booster line-up and their prices are fine, imho.
The drawbacks are necessary to stop them being overpowered must-haves.

A couple more additions wouldn't hurt - the speed and overheat boosters are good suggestions!

I'd prefer to see an overhaul to the smuggling system; make it more player-centric, suspect flags for scanned contraband, hull mods for concealing, mid mods for improving scanners etc.

Karynn Denton

Caravan Master

Soldarius
Dreddit
Test Alliance Please Ignore
#36 - 2014-03-25 17:19:49 UTC
I think boosters are too expensive and most people don't understand how they work. If they were cheaper and easier to understand, more people would probably try them.

When I first learned about boosters, I was totally opposed to their use because of the cost, long list of negatives compared to only a single positive, only a temporary effect, and their illegality. This is due in part to the difficulties of production, and the small amounts generated by difficult to acquire BPCs.

Synth boosters get rid of the legality issues and have no side effects. But their effects are so greatly reduced compared to standard (3%, that's it?) that they are in most cases no better than training an additional level of skill, which is permanent. Half the effect of standard boosters might be a better number. But that won't do much about the cost.

There are many hurdles to making booster production cheaper. Gas volumes are all 10m3 per unit. So hauling gas to/from Jita and losec is a huge pain, and pretty much requires a freighter and/or jump freighter. If you're producing improved or strong boosters, the effort required is doubled over the previous level. Good luck buying Pure booster material anywhere. There's almost never any available. You have to buy the gases.

Assuming you get your product to market safely, you then have to wait for it to sell. Boosters aren't exactly high volume items. Because booster production is tied directly to the cost of operating a POS, the cost per unit will always be limited by POS operating costs unless market volume goes up or output goes up. Then the cost of production can be spread across more units.

Increasing BPC output for the same inputs would immediately drop the price of boosters, making them more attractive to players. Demand would eventually go up.

http://youtu.be/YVkUvmDQ3HY

Travasty Space
Pilots of Epic
#37 - 2014-03-25 20:05:02 UTC
Don't see the need to change boosters, I'd like to see a change to smuggling into HS first before boosters get looked at.
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