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Dev blog: Command Bursts and the New World of Fleet Boosting

First post First post
Author
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#1081 - 2016-09-08 11:09:46 UTC
always boosting offensive.
never defensive... its hard enough defending mining fleets as it is. putting them at more risk. why should people mine anymore...

killing the game slowly but surly
Lugh Crow-Slave
#1082 - 2016-09-08 11:12:53 UTC
how is giving you a free 5min time out making it harder for you to get a def fleet
Rowells
Blackwater USA Inc.
Pandemic Horde
#1083 - 2016-09-08 17:43:28 UTC
Sentenced 1989 wrote:
Diana Lillywhite wrote:
My calc

Rorqual Max Range Bonus:
Ship Bonus: 50% + Mining Director 50% + Leadership 50% + Wing Command 25% + Fleet Command 20% + T2 Indust Core 200% = 395%

Max Range: 15km + 15km * 395% = 5940km



you mean 15km + 50% of 15km (7.5km) + 50% of 15km (7.5km) + 50% of 15km (7.5km) + 25% of 15km (3.75km) + 200% of 15km (30km) = 71,25 km

also, a note: ore you mine yourself is not free.

Or is it 15km x (1.5 x 1.5 x 1.5 x 1.25 x 2.00) = 126.56km?
Rowells
Blackwater USA Inc.
Pandemic Horde
#1084 - 2016-09-08 17:45:02 UTC
Btw, is the boosting nerf (implant/skill yield loss) on the orca intended? Or is my math off? It's like 16% lower than what is currently available.
Mytto Amaei
Mul Uga Mushen Industrial Solutions
#1085 - 2016-09-08 17:55:59 UTC
Zanar Skwigelf wrote:
Why were the mining yield boosts replaced by a mining crystal destruction boost?

Crystals are a dime a dozen, or am I missing something?




There has never been any modules boosting your yield, only your cycle time, and thats still in there, so instead of boosting 3 things, we are now gonna boost 4..\o/
Lugh Crow-Slave
#1086 - 2016-09-08 17:59:46 UTC
Mytto Amaei wrote:
Zanar Skwigelf wrote:
Why were the mining yield boosts replaced by a mining crystal destruction boost?

Crystals are a dime a dozen, or am I missing something?




There has never been any modules boosting your yield, only your cycle time, and thats still in there, so instead of boosting 3 things, we are now gonna boost 4..\o/


oh come now mytto surely you understand they mean the 10% bonus that is no longer being given by the implant. all the other implants got their boost put into a booster but mining just got the crystal thing
aldhura
Blackjack and Exotic Dancers
Top Tier
#1087 - 2016-09-08 19:30:33 UTC  |  Edited by: aldhura
If you don't have to be in a fleet to apply the boost, does that mean even the enemy fleet that is close up will receive your boosts ?
Does this mean we will soon see boosting battleships ??
I do like the idea of receiving my own boosts.
Lugh Crow-Slave
#1088 - 2016-09-08 19:41:02 UTC
aldhura wrote:
If you don't have to be in a fleet to apply the boost, does that mean even the enemy fleet that is close up will receive your boosts ?
Does this mean we will soon see boosting battleships ??
I do like the idea of receiving my own boosts.


you only apply boost to fleet m8s and yourself so no fleet then just you get them
Soldarius
Dreddit
Test Alliance Please Ignore
#1089 - 2016-09-08 19:56:05 UTC

  • Command Burst Reload time: 60 seconds.
  • Command Burst Specialist: -10% reload time per level, for a minimum of 30 seconds.
  • Command Burst Reactivation Delay: 60 seconds. There are no possible reductions here.


So we can reload our burst module in as little as 30 seconds. But we can't use it again for another 30 seconds? What's the point to the reload time reduction skill if we can't reactivate it? This assumes we will even be able to reload during the reactivation delay.

We kind of need to know what the capacity of these modules will be, or how they will be using fuel. Will we need to reload these after every use? Or will they be like seige modules or cynos in that they just pull fuel from cargo/fuel bays as required? I am assuming they will have scripts for the differing effects.

If we cannot reload during the reactivation delay, then it will take at least 90 seconds just to get a second different effect from the same module, and the duration skills will be absolutely mandatory. Anything less than a 90 second duration will be a no-go. It would suck if we had to reload after every use.

Frankly, if we are going to use fuel for these, I think you should get rid of the reactivation delay. Spamming bursts to constantly refresh the duration will waste a lot of fuel. But it does allow for good or bad pilot decision making on how to use it.

http://youtu.be/YVkUvmDQ3HY

aldhura
Blackjack and Exotic Dancers
Top Tier
#1090 - 2016-09-08 20:04:45 UTC
Lugh Crow-Slave wrote:
aldhura wrote:
If you don't have to be in a fleet to apply the boost, does that mean even the enemy fleet that is close up will receive your boosts ?
Does this mean we will soon see boosting battleships ??
I do like the idea of receiving my own boosts.


you only apply boost to fleet m8s and yourself so no fleet then just you get them


second post on page one says...
Q: Will a pilot be affected by his/her own boosts?
A: Yes, even if they are not in a fleet

I read it wrong.. sigh it means I can solo boost.. my bad
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#1091 - 2016-09-08 20:28:20 UTC
GROUND XERO wrote:

NOPE! .... but as i told several times before i smell another door that pushes the super blobb..... and harms the small to med scale fun ... !
I really like the fact that boosters are forced onto the grid and have a limited range! But present game mechanics like tidi will cause huge problems for boosters ( remind a cycling "gun-thinngy" which has to reload.... ) ... you might say ok every other Pilot has same issues at the same time but this is not true! If Titans , who allready have the most effective tidi weapon will get an extra effect for what ever it will buff the super blob even more ... or do i get it wrong?

Please elaborate on this "small to med scale fun" you are having with titans in TiDi.

All I see you complaining about here is that boosts will not cycle at all in fights with thousands of pilots on grid. Which means a bunch of supers on all sides with less tank. Death2allsupers.
Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#1092 - 2016-09-08 20:36:14 UTC
Ncc 1709 wrote:
always boosting offensive.
never defensive... its hard enough defending mining fleets as it is. putting them at more risk. why should people mine anymore...

killing the game slowly but surly

There are no boosts that increase damage. The boosts only increase your defenses in terms of HP, resists, and making you a smaller target that is harder to hit. In fact, the Rorqual is getting a substantial buff here as it now gets bonuses to running Shield links equal to command ships.

The only offensive boost is to reduce the time to lock a target, or increase the chance to jam their targeting. This arguably works in favor of the miners, making it easier to clear small tackle ships and extract.
GROUND XERO
The Legion of Spoon
Curatores Veritatis Alliance
#1093 - 2016-09-09 06:32:13 UTC  |  Edited by: GROUND XERO
Vald Tegor wrote:
GROUND XERO wrote:

NOPE! .... but as i told several times before i smell another door that pushes the super blobb..... and harms the small to med scale fun ... !
I really like the fact that boosters are forced onto the grid and have a limited range! But present game mechanics like tidi will cause huge problems for boosters ( remind a cycling "gun-thinngy" which has to reload.... ) ... you might say ok every other Pilot has same issues at the same time but this is not true! If Titans , who allready have the most effective tidi weapon will get an extra effect for what ever it will buff the super blob even more ... or do i get it wrong?

Please elaborate on this "small to med scale fun" you are having with titans in TiDi.

All I see you complaining about here is that boosts will not cycle at all in fights with thousands of pilots on grid. Which means a bunch of supers on all sides with less tank. Death2allsupers.



In small / med scal you can´t just sit there while trying to outrepp incomming dps and trying to outdps hostile repping power ... you have to move, split hostile forces bla blah blah so this would harm this gameplay more than the blobb=fact

Supers don´t need another buff, while new titan command boost effect would be one= fact

So pls just force em onto grid, give real command ships a fixed bonus (no modules esp. not active **** reloadable burst crap, just passive), because than you can use em (and shine with epic piloting) and no need to gimp em and when they are used in the correct role inside a fleet ( foe claymore on wing commander position= 10% boni on shield and skirmish) while range is limited to 50 km ...and everything is solved :_)!

NCPL (Necromonger of new Eden) will make EVE great again!

Lugh Crow-Slave
#1094 - 2016-09-09 07:34:21 UTC  |  Edited by: Lugh Crow-Slave
why do you want to limit what the command ships can do? there should be no reason i can't get weaker skirmish links out of a nighthawk if i chose.


also i know you guys like dropping supers on things as simple as 3-4 guys but for most of us when we are talking small to mid scale titans don't tend to be involved and there generally are not enough pilots where tidi becomes a regular issue


making them have to reload just makes it that much harder for this to be done on an alt as it forces you to split your attention just a little bit more
GROUND XERO
The Legion of Spoon
Curatores Veritatis Alliance
#1095 - 2016-09-09 07:43:30 UTC
Lugh Crow-Slave wrote:


making them have to reload just makes it that much harder for this to be done on an alt as it forces you to split your attention just a little bit more


I think making the ship attractive to fly because you don´t need a ton of modules for just providing links would be the better way.... and a fixed, passiv bonus would solve the fitting problems so ppl can fly them. To get more ppl to do something while make it harder was never a good way or em i wrong?


NCPL (Necromonger of new Eden) will make EVE great again!

GROUND XERO
The Legion of Spoon
Curatores Veritatis Alliance
#1096 - 2016-09-09 07:49:02 UTC
Lugh Crow-Slave wrote:

also i know you guys like dropping supers on things as simple as 3-4 guys but for most of us when we are talking small to mid scale titans don't tend to be involved and there generally are not enough pilots where tidi becomes a regular issue


I don´t .... and it is like a view on what will happen on the other side! And i think Superblobb don´t need a buff ! And yes it is a buff... because new special command boosts will give spcial advantage for those who are using it ...

NCPL (Necromonger of new Eden) will make EVE great again!

Lugh Crow-Slave
#1097 - 2016-09-09 07:51:56 UTC
GROUND XERO wrote:
Lugh Crow-Slave wrote:

also i know you guys like dropping supers on things as simple as 3-4 guys but for most of us when we are talking small to mid scale titans don't tend to be involved and there generally are not enough pilots where tidi becomes a regular issue


I don´t .... and it is like a view on what will happen on the other side! And i think Superblobb don´t need a buff ! And yes it is a buff... because new special command boosts will give spcial advantage for those who are using it ...



you may not your alliance does -.- good fun though ^.^

yeah but what do those boosts have to do with the reload of the command boosts besides the way i see it the new boosts the titans get will add more than they take away it will be interesting since the boosts will affect both fleets. i can see some play counter play going



only down side i see is if its not balanced right the meta will become even more solidified into only a few comps that mesh the best with the best boost :/
Gunrunner1775
Empire Hooligans
#1098 - 2016-09-09 08:59:52 UTC
Perhaps I have missed it in the 50+ pages of this

WHY are the passive skills being removed?????????????????

(technically not removed, but changed to no longer provide passive buffs to fleet mates, instead they only provide bonus's to modules for command ships as I understand it )

not everyone pilots a command ship to provide boosts to a fleet, they instead have the passive skills that provide boosts to a fleet
I know that I got those skills to boost the folks I fly with, but not be required to pilot a command ship.

I'm quite sure that the vast majority of folks , be they multi boxers or solo players that fly with others.. did the same

this is gonna result in a very drastic decrease in EHP for everyone that does not have a command ship in a fleet

is this intended ????

what do the passive skills cap out at?? 10% boost to shields, 10% boost to armor, 10% boost to sensor strength, 10% boost to agility??? so everyone in the game looses this and now the ONLY way to get boosts is via having a command ship in a fleet.
GROUND XERO
The Legion of Spoon
Curatores Veritatis Alliance
#1099 - 2016-09-09 11:24:10 UTC
[quote=Lugh Crow-Slave
yeah but what do those boosts have to do with the reload of the command boosts besides the way i see it the new boosts the titans get will add more than they take away it will be interesting since the boosts will affect both fleets. i can see some play counter play going



only down side i see is if its not balanced right the meta will become even more solidified into only a few comps that mesh the best with the best boost :/[/quote]

it is not interessting to buff the super blobb it is a pain in the ass! ......

NCPL (Necromonger of new Eden) will make EVE great again!

Vald Tegor
Empyrean Guard
Tactical Narcotics Team
#1100 - 2016-09-09 17:55:08 UTC
GROUND XERO wrote:

I think making the ship attractive to fly because you don´t need a ton of modules for just providing links would be the better way.... and a fixed, passiv bonus would solve the fitting problems so ppl can fly them. To get more ppl to do something while make it harder was never a good way or em i wrong?


You are wrong.

Making things harder is not automatically a bad thing. Making something that is really hard already more difficult, perhaps is a bad thing in most cases. Making something that literally takes zero effort for significant benefit actually require some effort is a good thing in most cases.

There are these things called a skill floor and a skill ceiling. The floor is how hard it is to perform adequately. The ceiling is how far a skilled player can push things for added benefit. Ship design is no different than class design in an MMO or character design in a MOBA. You want a low floor so it's accessible to a wide public without spending a lot of effort to get the basics down. You want a high ceiling to allow dedicated people to shine. I think the proposed system does a good job of that.

People want to shine. They want to have that "i pulled it off and swung the fight" feeling. Ships with more decisions to make that have meaningful impact attract a certain kind of player. Yes, player. Not a minimized alt. If it's too much effort for you, you might have to give up links. Or pass them off to someone else who welcomes it. Or drop something else from your multitasking to free up brain cycles for keeping your links. You will need to do a little more than anchor your Claymore and cycle missiles on a broadcasted target. Or just not bother with weapons, fit more links, and use that effort on keeping them up instead.

As for your gripe about fitting problems, you do realize that making the links passive would also mean shaving the utility high slots from these ships right? Along with roughly 100 CPU and 220 Power Grid.