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Or, How I learned to stop worrying and love Off-Grid Boosters

Author
Lugh Crow-Slave
#21 - 2016-04-26 09:42:25 UTC
Caldari 5 wrote:
Agondray wrote:
I agree with op, this is just going to make people sit in a blob and this only works for low/null/wh/ and any boosting pve like missions/incursions (yes I know people that boost themselves in missions)


anaka35 wrote:
As for PVE, well command ships are not super good at it, so having to bring them on grid is not gonna be efficient and makes a pain in the ass more painful. Shocked


As someone who has pretty much only ever used a Command Ship for boosting PVE(Anoms and Missions) I think the new changes are going to be a pain in the neck, especially for the sites that don't allow Command Ships into them.
(Having the Command Ship Boosting pretty much means that you can drop a module for tank and use that slot for something else most of the time)


I can't think of a single sight that needed or greatly benefited from links and that includes wh
anaka35
4S Corporation
The Initiative.
#22 - 2016-04-26 09:43:14 UTC
Lugh Crow-Slave wrote:
anaka35 wrote:


In a fleet, as a "new-age booster" , you get to - push buttons repeatedly..... not to shoot or to save or to even capture.... Ugh




You only have to activate the boost module once and you still get to shoot things. This just means boosters can be flown by players and not alts



Sure there are no alts in eve, and if there are this will remove them, cos alts are bad.
anaka35
4S Corporation
The Initiative.
#23 - 2016-04-26 09:44:25 UTC
Lugh Crow-Slave wrote:
Caldari 5 wrote:
Agondray wrote:
I agree with op, this is just going to make people sit in a blob and this only works for low/null/wh/ and any boosting pve like missions/incursions (yes I know people that boost themselves in missions)


anaka35 wrote:
As for PVE, well command ships are not super good at it, so having to bring them on grid is not gonna be efficient and makes a pain in the ass more painful. Shocked


As someone who has pretty much only ever used a Command Ship for boosting PVE(Anoms and Missions) I think the new changes are going to be a pain in the neck, especially for the sites that don't allow Command Ships into them.
(Having the Command Ship Boosting pretty much means that you can drop a module for tank and use that slot for something else most of the time)


I can't think of a single sight that needed or greatly benefited from links and that includes wh



Literally the most uninformed opinion in the history of eve.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#24 - 2016-04-26 10:04:54 UTC
Lugh Crow-Slave wrote:
Caldari 5 wrote:
Agondray wrote:
I agree with op, this is just going to make people sit in a blob and this only works for low/null/wh/ and any boosting pve like missions/incursions (yes I know people that boost themselves in missions)


anaka35 wrote:
As for PVE, well command ships are not super good at it, so having to bring them on grid is not gonna be efficient and makes a pain in the ass more painful. Shocked


As someone who has pretty much only ever used a Command Ship for boosting PVE(Anoms and Missions) I think the new changes are going to be a pain in the neck, especially for the sites that don't allow Command Ships into them.
(Having the Command Ship Boosting pretty much means that you can drop a module for tank and use that slot for something else most of the time)


I can't think of a single sight that needed or greatly benefited from links and that includes wh

Now go back at look at the fits that you used and think about what you could do with 1 less tanking module and swapping it for an extra Damage Mod/Tracking Mod/TP/Web/or anything else for that matter.
Lugh Crow-Slave
#25 - 2016-04-26 10:15:56 UTC
Caldari 5 wrote:
Lugh Crow-Slave wrote:
Caldari 5 wrote:
Agondray wrote:
I agree with op, this is just going to make people sit in a blob and this only works for low/null/wh/ and any boosting pve like missions/incursions (yes I know people that boost themselves in missions)


anaka35 wrote:
As for PVE, well command ships are not super good at it, so having to bring them on grid is not gonna be efficient and makes a pain in the ass more painful. Shocked


As someone who has pretty much only ever used a Command Ship for boosting PVE(Anoms and Missions) I think the new changes are going to be a pain in the neck, especially for the sites that don't allow Command Ships into them.
(Having the Command Ship Boosting pretty much means that you can drop a module for tank and use that slot for something else most of the time)


I can't think of a single sight that needed or greatly benefited from links and that includes wh

Now go back at look at the fits that you used and think about what you could do with 1 less tanking module and swapping it for an extra Damage Mod/Tracking Mod/TP/Web/or anything else for that matter.


Not much that would give me all that much more isk/tic besides even if it did a small sacrifice in this area in order to add gameplay to a class that curantly has none is worth it
anaka35
4S Corporation
The Initiative.
#26 - 2016-04-26 10:46:25 UTC
Lugh Crow-Slave wrote:
Caldari 5 wrote:
Lugh Crow-Slave wrote:
Caldari 5 wrote:
Agondray wrote:
I agree with op, this is just going to make people sit in a blob and this only works for low/null/wh/ and any boosting pve like missions/incursions (yes I know people that boost themselves in missions)



I can't think of a single sight that needed or greatly benefited from links and that includes wh

Now go back at look at the fits that you used and think about what you could do with 1 less tanking module and swapping it for an extra Damage Mod/Tracking Mod/TP/Web/or anything else for that matter.


Not much that would give me all that much more isk/tic besides even if it did a small sacrifice in this area in order to add gameplay to a class that curantly has none is worth it




Not much that would give me all that much more isk/tic besides even if it did a small sacrifice in this area in order to add gameplay to a class that curantly has none is worth it



Except you are wrong. more wrong than a a minmitar amarrian goatbaby.

ever heard of INCURSION FLEETS?

No. I'm not surprised.

Just to let you know that they represent an excellent example of OGBs making a difference.

Also if you honestly believe it didn't make a difference you really should not bother getting in the debate with adults.
Lugh Crow-Slave
#27 - 2016-04-26 10:57:56 UTC
Not a big enough one to warrant preventing the change
anaka35
4S Corporation
The Initiative.
#28 - 2016-04-26 11:06:59 UTC
Lugh Crow-Slave wrote:
Not a big enough one to warrant preventing the change




Please re-read OPs statement and re-evaluate your last comment.
Lugh Crow-Slave
#29 - 2016-04-26 11:41:19 UTC
His change doesn't do much it's already extremely easy to scan down even T3 boosters
Daichi Yamato
Jabbersnarks and Wonderglass
#30 - 2016-04-26 17:21:13 UTC
So losing ogb means you dont make as much isk/hour? How awful.

The fact that command ships cannot get into certain sites only makes the change better. Now there are places where you know the ships within won't have boosts.

EVE FAQ "7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided"

Daichi Yamato's version of structure based decs

Ralph King-Griffin
New Eden Tech Support
#31 - 2016-04-26 17:47:57 UTC
I know ,its madness! MADNESS I TELL YOU!

If only there were some way to know this was going to happen!
Arya Regnar
Darwins Right Hand
#32 - 2016-04-26 18:18:42 UTC  |  Edited by: Arya Regnar
The issue with this that I see is the same I saw years ago when they started discussing this.

Damnations in armor brawl fleets don't care they were already on grid a lot of times due to their superior ability to just straight tank any incoming damage including but not limited to blap dreads.

Good luck having a kite command ship t3 or a command destroyer that has more than 1 ganglink in a skirmish gank that won't instantly get pinned for being so freaking slow and paper tanked.

Good thing I saw this coming and shifted from kitey stuff to straight up brawl.
Same goes for citadel fights, infipoints on shooting it, 250 km 10 point scram repair timers and scram docking restriction all literally force you to brawl.

I remember calling a particular dev a blob monger years ago in rens local where he was doing some Q&A and that still stands.

This game needs more diversity, CDs are helping but they aren't enough on their own when you remove entire metagames from this MMO. Well good thing at least highsec is being super safe in a few weeks /sarcasm.

EvE-Mail me if you need anything.

Aravinth
Lithium Financial and Exploration
#33 - 2016-04-27 07:44:20 UTC
Esnaelc Sin'led wrote:
The most valid argument in your whole post is that hunter/hunted gameplay desappearance.
All else are, in my point of view, just whinings seen here and there about that subject.

Links re-build is a serious topic that needs to be dealt with seriously and deeply.
What Fozzie has proposed at Fanfest is very interesting because it adds a new role in the game : Buffer / Booster.
This role needs to have an interesting and dedicated gameplay, there came his idea with aera of effect boosting, and even DEbuffing ennemy fleets mecanics.

My point is, whatever the arguments you would find to prevent Off-Grid erasure from the game mecanic it will never ever be more interesting than having a new role with new mecanics, new gameplay added to the game. Ever.

I've always been against off-grid links because of its non-sense, even when i realised that some part of the micro-gang / small-gang / solo gameplay (which is the gameplay i play in Eve in LowSec) will suffer a lot from it, and even more when i found out that some people using those OG Links from this ecosystem (LowSec) was also pointing out this non-sense.
You are opposing Eve Online against classic MMOs like WoW, let me tell you about DAoC (Dark Age of Camelot) mecanics.

Why i left DAoC, was because of the mecanic of its "BuffBot" : you were just putting a dedicated character at a fort (station) buff everyone and leave him here protected. A counter then came to the game, and added timer on those buffs, but the only thing players had to do, is comming back to the BuffBot every timer cycles.
Fozzie needs to be carefull not to do the exact same stupid build.

This is a very profound subject that needs to think on a large scale as well as the smallest.


Removing an entire meta in game, one that's supported already by several different types of ships, skills, and fleet maneuvers; in favor of replacing it with the 'buffbot' gameplay they've suggested, one that only reinforces the n+1 and blob mentality. Is the issue that needs to be addressed.

Lets not talk about losing the functionality of a ton of dedicated alt chars, adding up to years of wasted SP. Nor the fact that they made it harder to multibox, and are now expecting you to multibox your alts on grid.

Your options are to eat the wasted sp, attempt to multibox all alts on grid, or sell your alts on the bazaar. (I know some people have grown attached to their alts)

Lugh Crow-Slave wrote:
His change doesn't do much it's already extremely easy to scan down even T3 boosters


They're not, because if they were, then there wouldn't be such a call to arms to remove off grid boosts anyhow; you would be able to remove them yourself by scanning them down and scoring a kill.

Seriously, if OGBs were 'extremely easy' to scan down, then no one would have a problem handling a fleet with an OGB. -Is what I'm trying to illustrate.

The hunter/killer meta is far more entertaining than any 'buffbot' meta will ever be.

Orchestrating an undercover operation to neutralize enemy boosts so you can win a stalemate fleet fight. Versus. Everyone puts loads of boosts on grid and you can't do anything to neutralize enemy boosts, stalemate goes to downtime.

All cap fights will have boosts, thanks to the change in citadel putting boosting modules onto carriers and fauxs; alliances dug into their nullsec regions will be able to always field boosted cap fleets.

So the new changes proposed will affect sub cap fleet pvp fleets through all securities except for highsec, and a lot of the PVE activities across the verse. In pvp it will only serve to reinforce the n+1/blob tactics, and in pve it cripples a lot of existing doctrines in game for no good reasons.

I agree there are some instances where Off Grid Boosts need to be remove, I disagree with all the pilots who are too lazy to put together a H/K groups to deal with enemy boosters and whine at ccp to convince them to do the work.

What I'm asking is for CCP to make it easier for H/K groups to do their job, so their integration into fleet is more common.

A successful H/K operation means you kill their booster, force it to dock, or force it to flee... that means the end result = no off grid boosts. Which is what everyone wants anyhow.

-Ara
Lugh Crow-Slave
#34 - 2016-04-27 08:11:43 UTC
The problem isn't how easy they are to scan down the problem is in small/solo roams you don't have the ppl to spare hunting them.
Aravinth
Lithium Financial and Exploration
#35 - 2016-04-27 08:50:32 UTC  |  Edited by: Aravinth
Lugh Crow-Slave wrote:
The problem isn't how easy they are to scan down the problem is in small/solo roams you don't have the ppl to spare hunting them.


1st- Hunt and kill booster before you take on the main group.

2nd- What I'm suggesting will allow you to scan and catch them with 1 character and kill with a 2nd. Instead of 3, Dedicated scanner, ludicrous speed coyote, and a killer. Effectively reducing the amount of people required to hunt them by 33.3% allowing those small gangs to aggress boosters easier.

3rd- If someone is 'soloing' with a booster alt, and you want to aggress him. Then at minimum you should commit the same amount of pilots and ships that he has to win the engagement, by making boosters bloom you'll be able to scan them down easily without the need of dedicated scanning ship, clone, or even a ton of invested skills depending on how large they make the bloom. At which point you can stack the scanner on a coyote fit ship to scan and catch with that alt, and kill with your main. (or other way around)

If he's plexing another account to add benefit to his main and effectively spending 2 times the amount of money than you're spending for your solo account; then he has every right to be better than you in a head to head fight. He's literally paying extra hard earn cash or isk for that upper hand.

If you want to even the field, then it's time for you to invest in an alt; not ask CCP to 'fix' ogbs for you.

OGBs alts aren't free and It's costing that guy game time to keep it online.

-Ara
Lugh Crow-Slave
#36 - 2016-04-27 08:55:45 UTC
Did... did he just try to make an argument in favor of pay to win?


Besides he can still do that with the proposed changes he just a has to commit that second account to the grid.
Lugh Crow-Slave
#37 - 2016-04-27 09:08:57 UTC
Anyway let's say this would be a better gameplay alternative do you have any idea how big the sig bloom would need to be what about those of us who currently do use links on grid? Suddenly my stork is taking full damage from dreads
Wimzy Chent-Shi
Garoun Investment Bank
Gallente Federation
#38 - 2016-04-27 12:04:20 UTC  |  Edited by: Wimzy Chent-Shi
I am content with a change that will actually make someone train for a booster and be a booster main and showcase those ships made for boosting out there.
Command ships score respectable tank for their class and sig *cough* 300K EHP damnation *cough* and if the Wlinks are split inbetween more ships boala, you get actual dps ships on field. Wicked.
EoS can now fly with ishtars and be useful part of the gameplay over "sit here and don't get caught".
Not tanky enough? Ok, fit dem links on a cap or supercap, sit an FC in it and make it tanked enough so that focusing it is inefficient, two birds one stone.
Off-grid links have been PvP cancer for long enough. (Biased)
Your Mr. Smith can now learn to play on even grounds and actually solo or make it so that shooting his boosting ship is undesireable and even actually use it in combat.

Come get some cancer @ my blog !

"This clash of opinions is like cutting onions. We are creating something here, that's productive, ...and then there is also salt." -Wimzy 2016

Aravinth
Lithium Financial and Exploration
#39 - 2016-04-28 05:39:42 UTC  |  Edited by: Aravinth
Lugh Crow-Slave wrote:
Did... did he just try to make an argument in favor of pay to win?


Besides he can still do that with the proposed changes he just a has to commit that second account to the grid.

Anyway let's say this would be a better gameplay alternative do you have any idea how big the sig bloom would need to be what about those of us who currently do use links on grid? Suddenly my stork is taking full damage from dreads


No, I didn't try to make an argument in favor of pay to win.

Yes, I did make an argument in favor of the power of 2.

aannndd... it's actually kind of difficult to multi-box 2 pilots on grid effectively. So, If I'm paying double a month to play the game, then that should come with the added benefits not the hassle of actively trying to control 2 clients at once. It's an alt account, not a duplicate me.

You do bring up some great points however and along with listing a few numbers here I also built this table for you to manipulate yourself. You can manipulate a lot of the variables* in the lower right table to affect proposed booster bloom change table (Top) which you can compare against the current meta (bottom left table)


*Left Column : First Row - You can manipulate your ship signature to match any ship you might want to test // Second Row - You can change your MWD sig bloom % because different MWDs (thanks ccp! :D) // Third Row - You can add raw sig from things like LSEs.

*Middle Column : First Row - You can manipulate the Boosting Links Sig Bloom % // Second Row - Add raw sig to tweak the numbers if you want. // Third Row - Change the amount of links fitted, from 0 all the way to 7.

*Right Column : First Row - You can manipulate the Command Processors sig bloom % in the same fashion // Second Row - Raw sig just like the links // Third Row - How many links you have fit, from 0 to 4.

I know some people run 7 links as well as 6 so I included the option to take it to 7. Also Remember to tally link count and command processor count properly, otherwise you'll get some wacky numbers.

https://docs.google.com/spreadsheets/d/1TcFBltEf_4rR4YU28TvX0xV9Ux1G4O4Po-5HOssuNdY/edit?pref=2&pli=1#gid=620386003

With a higher % bloom and raw in the command processor fields, you can assure OGBs get the extra bloom they need for quick hunting, without affecting the on grid boosting pilots terribly.

I first suggested 25% sig bloom to the links, but now after building that table for everyone to use. It looks like 30-35% to sig bloom and 5 to raw sig radius per link, along with a hefty 60-70% bloom and 50 raw per command processer works really well.

A 6 link off grid booster with those changes starts at 12.5k signature radius, and caps at an astonishing 43k sig - almost the size of an astrahus. A 7 link fatty sits at over 100k signature radius.

While an ongrid 3 link command ship will have a Sig radius of around 600; a little more than Battleships and a little less than the total sig running a T2 MWD under the current meta (Around 840). It would make it more dangerous to fit a MWD coupled with 3 links on grid however (2k sig w/ 3 links running), making faction/ded fit MWDs and single links a better option yielding only ~950sig with a Gist MWD + 1 link; only a bit more than running only the T2 MWD currently.

And don't worry, Lugh Crow-Slave, your Stork comes in at a dainty 100 sig, running 1 link for your fleet. Clearly not enough for dreads to snatch you. xD

Yay maths! But really, all of this makes sense if you sit down and think about it.

Not only does it reinforce the Hunter/Killer meta, but it puts more Command ships on grid in the event you want to run on grid boosts because the benefit of splitting the command modules across multiple ships to not overload any one persons sig too terribly.

3 Link Command ships are decent on grid still, without running a MWD - under a small gang environment the bloom doesn't affect much, as you're not facing blap dreads.

It even fits Lore/RP wise in that command links, would broadcast a tremendous amount of information everywhere all at once to all the things, which would increase signature bloom anyway. Since sig radius is how big your ship is on sensors and if your sensor systems are on overload running 6-7 links then your bloom would be crazy large.

-Ara
Esnaelc Sin'led
Lonesome Capsuleer
#40 - 2016-04-28 07:52:43 UTC  |  Edited by: Esnaelc Sin'led
Aravinth wrote:
Removing an entire meta in game, one that's supported already by several different types of ships, skills, and fleet maneuvers; in favor of replacing it with the 'buffbot' gameplay they've suggested, one that only reinforces the n+1 and blob mentality. Is the issue that needs to be addressed.

Lets not talk about losing the functionality of a ton of dedicated alt chars, adding up to years of wasted SP. Nor the fact that they made it harder to multibox, and are now expecting you to multibox your alts on grid.

Your options are to eat the wasted sp, attempt to multibox all alts on grid, or sell your alts on the bazaar. (I know some people have grown attached to their alts)

What meta would OGL erasure remove from the game ?
Solo PvP ?
Small / Micro gangs ?
Yeah, they will be the gameplays that will suffer the most out of this rebuild.
But here're ways to avoid that by still removing Off Grid non-sense.

I wrote some ideas there : https://forums.eveonline.com/default.aspx?g=posts&t=478793&find=unread

I wonder why small micro and solo PvPers are so afraid of that removal.
If they feel so "good", so "elite", they really don't have to be afraid of this, their piloting skill will adapt. :)

As far as SP are concerned, i believe CCP will cancel all Leadership skills and put them in a pool of unallocated SP.
Players will then choose if they want to buy Extractor and sell those SPs, re-apply them in Leadership, or re-apply them anywhere else.
That's not a big deal anymore, really.
I understand it can be frustrating, but it's not the first time that game changes affect skill skill plans / choice.