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[Scylla] Skynet - Removing Fighter Assist

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Author
Jake Reece
Blueprint Haus
Blades of Grass
#1301 - 2015-03-24 16:44:50 UTC
Hauler Joe wrote:
CCP Rise wrote:
As announced last night on the o7 show, we have a list of high-impact balance changes planned for Scylla.

This thread is for discussing the proposed removal of fighter assist for carriers and super carriers.

This change being largely driven by 'skynetting' which is a tactic where carriers and super carriers can sit in near perfect safety at the edge of starbase shields and assign thousands of DPS worth of fighter drones to their fleet mates who can fly whatever ship they want *) , while wielding an enormous amount of damage. We feel this is not meeting our standards for risk vs reward and therefor would like to remove the ability to assist fighters. More details are covered in this dev blog.

A particular point of feedback that we are interested in surrounds the ability of fighters to warp. We know that in some circumstances it can be frustrating to have your fighters warp off grid to chase a target when you would rather have them move to another target on grid with you instead. We also know that fighter warping is unique and provides some interesting gameplay in some scenarios. Would you prefer that we removed the ability for fighters to warp or that we left warping in, despite the absence of assist?

Look forward to your feedback.



*) *snip* Posting of kill reports outside of the Crime & Punishment forum channel is prohibited. ISD Ezwal.



Just remove carriers !!! you are killing me and all the training i did for nothing and my game play. remove assist and warping what good is a carrier. REMOTE repper!! Imagine US Carriers Jets only fly withing 250 km from the carrier and see if carrierrs are ever used again.
And after you remove my carrier return all the skill points I wasted training #1 to jump my archon 11 ly #2 all the fighter skills.

Very disappoint in CCP for letting the noobs crying and ignore the people to actual made this game. im a 2003 player and really is unfair.


I support that claim... The Carrier's support like delegate Fighters should not be removed only because lots of people crying that they are not easy deal with. Carrier and Supercarrier represents significant investment both in skill line and ISK... they should not be easy to counter...
Greymist
CollapseTrap
#1302 - 2015-03-24 16:54:08 UTC
Quote:


I support that claim... The Carrier's support like delegate Fighters should not be removed only because lots of people crying that they are not easy deal with. Carrier and Supercarrier represents significant investment both in skill line and ISK... they should not be easy to counter...


significant investment in skill line? since when? Everyone and their grandmother can fly them in short time. It is not like back when you had to train racial Battleships to 5..... If nothing else I think they should make the training time longer for carriers and dreads.
Jake Reece
Blueprint Haus
Blades of Grass
#1303 - 2015-03-24 16:56:28 UTC
Greymist wrote:
Quote:


I support that claim... The Carrier's support like delegate Fighters should not be removed only because lots of people crying that they are not easy deal with. Carrier and Supercarrier represents significant investment both in skill line and ISK... they should not be easy to counter...


significant investment in skill line? since when? Everyone and their grandmother can fly them in short time. It is not like back when you had to train racial Battleships to 5..... If nothing else I think they should make the training time longer for carriers and dreads.


So master it on lvl 5's and you will see how long it take.
Lak'ca Antollare
Nexus Cartel
#1304 - 2015-03-24 17:08:20 UTC  |  Edited by: Lak'ca Antollare
Not sure this has been mentioned yet because I only got to the second page. My humble opinion:

- Make carriers/super-carriers unable to move/warp/activate any modules if they have fighters/fighter bombers delegated. [Edit: Similar to Siege/Triage with the exception of being able to activate modules.]

That's the only thing you need to do. Oh, and bring back delegate control.


Yes, it really is that simple.
Rroff
Antagonistic Tendencies
#1305 - 2015-03-24 17:38:40 UTC
Greymist wrote:
Quote:


I support that claim... The Carrier's support like delegate Fighters should not be removed only because lots of people crying that they are not easy deal with. Carrier and Supercarrier represents significant investment both in skill line and ISK... they should not be easy to counter...


significant investment in skill line? since when? Everyone and their grandmother can fly them in short time. It is not like back when you had to train racial Battleships to 5..... If nothing else I think they should make the training time longer for carriers and dreads.

Then add in carrier V, capital local/remote rep skills to V, fighters V, adi V, skills for T2 triage, etc. etc. to actually do something useful.
Austin Ahmburg
Deep Core Mining Inc.
Caldari State
#1306 - 2015-03-24 20:08:04 UTC
Best ship is f̶r̶i̶e̶n̶d̶s̶h̶i̶p̶ Rookie Ship
Rroff
Antagonistic Tendencies
#1307 - 2015-03-24 20:44:35 UTC  |  Edited by: Rroff
Just reading the other dev responses on this... lols... jokes on me I guess...

I've spent quite a bit of the past little while training several characters to fighters V (ADI V, etc.) and settings up to be able to produce fighters (and drone control units) for uses completely unrelated to skynet and now I can't even realistically use it even for ongrid PVE due to the lack of assist option... to say this really doesn't cut it doesn't even come close.

Blowed if I'm gonna invest any more time or effort into this game.
So riya
Quebec's Underdog League
Quebec United Legions
#1308 - 2015-03-24 20:45:11 UTC
Change frighter funtion = remap all our fighter skills ********** i dont want to train for fighter anymore
BSG75
POUND METOO
#1309 - 2015-03-24 20:49:13 UTC  |  Edited by: BSG75
I have been playing the game for some time and I believe I have the answer
The solution is literally right under your noses:
you know those same sub space warp effects that prevent targeting? well it can be worse than that

if you are too close to the docking radius of a station: you take significant penalties to scan resolution as a result of the large structure near you preventing you from targeting and your drone bandwidth is 0 as a result of radio interference from the super massive structure you are sitting next to.

If you are a carrier/drone pilot and too close to a POS's shields your drone bandwidth is 0 because of the massive energy emission signature needed to maintain the shields interfere with drone communication.

a short distance ( say 40 km from the POS field) and you can assist but the signal gets too weak when they try to warp and wont do it.

get far enough away from the station/POS and you can use your drones in all their assist/warping glory but be wary of the counter attack, just like the way you want it.

Incidentally this change gets rid of some of the F#@$%ing down syndrome station games that have been ruining this game for YEARS.

Beyond that though, lets face it having a carrier sit within firing range of a poses big guns is a nature of the game you should just accept. Carriers are supposed to be kick ass, they can sit from a strong point and send out fighters. That's why they kick ass in real life, that's why they cost billions. lets face it, there is some aspect of this that is just newbie players bawling because they can't compete against long time players with gobs of resources and cash. At some point you have to say TOO BAD. Don't forget, one irritating aspect of human behavior is the number of people who want to play.. but they never want to lose.
so here is a final thought...
why not make fighter/bomber kills show up as a valid kill mail, and make them a lot more expensive. Then you might want to think twice about playing that game when players become more than happy to target them and shoot at them, even if they are not presented with a pod after the fact.

You know what.. you can even do some really cool stuff with these changes.... so cool that carrier pilots will have nothing to complain about....
I present to you..
The fully functional combat carrier:
make all fighter /bombers count as ships ( hence the price and the kill mail) that are smaller than frigates and not capable of a lot of modification ( static high slots that are "auto filled", no mid slots or maybe auto filled with either a micro or afterburner, no rigs, maybe only 1 low slot (or none)
they can be purchased and flown solo, OR piloted by the pilots (NPCs) on board your carrier using drone bandwidth (which still only allows the proper amount of fighters)
Allow carriers to have a clone bay on board.
create a ready room/docking area on the carrier much like a smaller version of the station docked screen.
Allow fleeted and corp pilots to "dock" at your carrier ( if they pull some **** maybe your marines can airlock them)
Allow yourself and fleetmates/corpmates to clone up there
Allow carrier pilots to board their own fighters, during which time modules on the ship continue to function as they were left, but other other pilots cannot board the ship (the NPC xo is in charge) although they can attack it!.
you can then launch assist fighters using the carrier bandwidth.
the fighters are not in a drone bay, instead they are in a fighter docking area that can hold many fighters. (up to 100!) if you are in a large enough fleet you can have friends fly those puppies without using the carrier bandwidth.
you can make it complete with cool as F$%$ launching gifs, landing. make it so only 10 fighters every 30 seconds can launch. You can really do a lot with this

THINK of it! a fleet of 85 players jump in on a single ship ( ok so I guess they all get jump sickness). But then launch out in a legion of fighters and bombers, including the ones inherent to the carrier piloted by NPCs (drones) using carrier bandwidth.
That would be so worth any changes made to prevent skynetting that carrier pilots would be too busy thinking about how awesome it is to really notice. at 10-15 mil for a fighter it might make the prospect really pricey (1-1.5 bill for a full fighter compliment) for ships weaker than frigates... but really... too awesome to care.

ok so you could in theory safe up, launch yourself and a squadron of fighters, set them to assist you, warp to a belt to rat away, but it wouldn't be a money maker when you lost one or two of your NPC fighters. But it would still be totally awesome. But then again if you look at my name you can see where I would like to go with this.
Rroff
Antagonistic Tendencies
#1310 - 2015-03-24 20:49:35 UTC
So riya wrote:
Change frighter funtion = remap all our fighter skills ********** i dont want to train for fighter anymore


I've got a ridiculous amount of SP in fighter related stuff :| over 5m sp per character just on fighters V and ADI V that I wouldn't have bothered with if I knew these changes were coming.
Inquisitor Tyr
VEN0M0US.
Out of the Blue.
#1311 - 2015-03-24 21:28:38 UTC
If you take away a carriers fighter abilities, why would you ever field one over a dread ? You would essentially turn carriers into an oversized logistic support ship that is vulnerable due its size and horrible agility.

The recent trend towards "nerf all the things" is becoming tedious. There will always be a best in class ship - and when you nerf the current one a new one will rise. So will you then nerf that one?

Hurricane Fleet Popular: Nerf the cane. Those neuts OP, arty OP -> Domi fleet rises
Domi Fleet popular: Nerf the domi. such drones, much OP -> Lets try ishtars.
Ishtar fleet popular: Nerf the Ishtar, Ishtar too OP. Bouncers too popular must be OP -> fine, we'll use t3s
T3s not balanced: Nerf the tengu, tengu OP. -> Fleet commanders pick a new doctrine.

So once the best minds get together and pick a new doctrine: guess what -> EVERYONE in their coalition of 10,000 - 20,000 pilots will buy them, and use them. so 3 months from now when the new "best" ship arrive on scene, are you going to nerf that one too ?

So now that I can fly lets see... EVERY ship in the game, due to the constant changes, at least I don't have to worry about not being able to fly in the fleet due to lasking SP. Sucks to be a newbro - but hey, always need more rifters in fleet :p

When I see a new patch is coming out my first thought is "I wonder what they are going to nerf this time" or "I wonder how much more work its going to take me to support my corp mates after this change".

Go back to content creation - you've messed with systems enough. The last year of changes have made the game more work to play and less enjoyable unless you have 40 hours a week to play EVE (that doesn't fit your target market of working middle and upper income earners). There have been a couple nice additions though but they are outweighed in my mind by the loss of ones I previously enjoyed.

Unless you remove capital ships altogether - the reality of low/null space will always be one where capitals are required. And they will have to be moved - so pilots will have to spend time spinning their ships waiting for fatigue.

Do you have metrics on how many hours people spend sitting in a station staring at a jump fatigue timer? Does that fit into the category of "not enjoyable or quality content" you keep talking about in all your dev blogs? Or is it simply okay to punish your longest serving most valuable customers?

And then there's your other favorite line "not enough risk". Tell me what that means exactly - do you have any idea how vulnerable a capital ship actually is? And if you loose it : guess what -> Go Rat for the next few days to pay for it. If you want people to spend their whole day shooting eachother, you need to make it EASY for people to replace their ships. Recent changes are not increasing the WorkforShip : FlyShip ratio.

Maybe you should adopt this as a metric. More time having fun, less time trying to earn isk to fly the spaceships.
Antonia Iskarius
Republic Military School
Minmatar Republic
#1312 - 2015-03-24 21:57:38 UTC
The 8 accounts I had subbed are going offline. Maybe they come back after the rebalance, whenever that happens, if the new roles are good enough. I know I'm not the only one in the same boat who is tired of getting ****** over and shitted on. Keep pissing off your vet playerbase CCP as if it won't have consequences. I'm going to go play Elite Dangerous instead.
GhostPilotRex
Capts Deranged Cavaliers
#1313 - 2015-03-24 23:13:47 UTC
cutting boosting tengus? they provide off-grid bonuses... Orcas? Rorquals? remove fighter assist because they provide off-grid dps bonus?
Veronica MetalHeart
Doomheim
#1314 - 2015-03-24 23:22:58 UTC
If fighters are given an edge to warp to target (like a regular ship) then to balance things out targets also need to be given tools & mechanics to defend themselves against them (just like against a regular ship).
So riya
Quebec's Underdog League
Quebec United Legions
#1315 - 2015-03-25 01:25:45 UTC  |  Edited by: So riya
I am not sure than 10 % of eve players want retired drone assist



I got a idee ....just email to all active acount and let them vote. ..... do the CCP are the Democracy man ?


Or they r russian man ! Lol

Why you dont want to create the new carriers than we can not delegade !
Symoriah
Realm-Enterprises
#1316 - 2015-03-25 01:55:44 UTC
I am currently training for super carriers. I have one thing to say about the warping of fighters and nearly safe zone of POS shields. I have trained to construct the carriers and have all BP's for all factions. I would not have taken the time and spent the Isk to do so, only to have them nerfed due to players grief. Please take a long hard look at what is actually the driving factor for the proposed changes.
Mr BeeMonster
Center for Advanced Studies
Gallente Federation
#1317 - 2015-03-25 03:36:08 UTC
give carriers a Mode that they have to be in to give assist, like a massive control tower pops up, cant move but gives fighters ability to move about the system,

maybe even have the Mode look like the prob map and u can send fighters where u want in space, kinda like a real time strategy game.

the carrier couldnt move and that pilot would be busy looking at the map to notice any attach coming at him
Ostor LightDust
The Scope
Gallente Federation
#1318 - 2015-03-25 03:50:48 UTC
I absolutely love the no notice decision to change the wording on fighters.

Oh you're getting assist and gaurdon fighters? Ok we can make this work.

Literally less than 12 hours notice before the update after we'd all bought fighters in preparation for the changes you remove assist and guard. What the hell guys?
eX0rc1st
Prostitutes and Narcotics
#1319 - 2015-03-25 04:47:56 UTC
Don't take away their warping but do make it so you can point them.
Arthur Aihaken
CODE.d
#1320 - 2015-03-25 05:39:59 UTC
Do fighters still warp or is that toast as well?

I am currently away, traveling through time and will be returning last week.