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Off Gride Command Bonuses Please don't nerf them.

Author
YUMAD BRO
ZZ Cow
#41 - 2012-03-27 21:56:26 UTC
I have a great Idea....



How about you fking train it up on a char like everyone else and do it to??


you Fkn Downy..



LOLOLOLOLOLOL
Mariner6
The Scope
Gallente Federation
#42 - 2012-03-27 22:02:15 UTC
I think removing off grid boosting will hurt more than it will help and puts too much advantage in the fleet that is already on grid. I know that an off grid booster upsets people but its the only way to insure level playing field. If he's sitting in a pos, oh well, take the pos down. If he's in space scan him down and find him. Even if you don't point him, he must warp and as command mods turn off in warp so the boosters are off also. So task organize your attack and neutralize his boosters. Bring your own boosters to help too, whatever. Everyone has the same ability to boost in a system, but having to be on grid gives ridiculous advantage to the first on grid (defense) and especially to the already too prevalent kiting fleets.

Example, my fleet is trying to catch one or multiple targets in system. Perhaps baiting, perhaps utilizing a warp in from a cloaky. Once the scan is achieved the tackler goes in. I have interdiction manuevers and rapid deployment on. When the tackler arrives we might get the point and lock him down, but only if he's not already aligned. If he stays and is kiting still, the rapid deployment and interdiction maneuvers might give the extra boost needed to get the scram and web in what would otherwise fail to reach as they burn out of range. I cannot accompany him into the fight until the target is locked because I cannot boost while in warp. If I have to wait until I pop on grid, target is probably gone as my warp speed is slower. if we fleet warp, then its the slowest warp speed ship to the fleet and that negates the warp in to a large extent due to the target having already moved too far already. Part of the power of the interceptor isn't just mwd speed but warp speed too. If he's tied to my warp speed that scan lock is now worthless as the targets now too far away. If we do it right, once the target is locked down then I bring my Mrym in and help with the kill, and turn boosts back on, but I only do this once I know the target/ targets are fully locked down.

If I couldn't do this, then even more targets would just endlessly warp off/burn away and get away/win. Often a target will stay on grid and not warp away thinking he can win with just some little tackler on grid with him. What do you think will happen if I bring in my BC, or a T3 or a command ship. Instant running like 90% of people do already. Plus, often we are trying to do multiple things in the system, like block more than one gate at a time. Now I can't boost system wide. Why bother flying it then? Instead of seeing more command ships/command modules etc, you'll see less. Nothing but endless canes and drakes. Vanilla.

In other applications, the fleet already on grid will have their boosts running and when the attacking fleet arrives, they may not show up all at once (sure preferred but when warping in at optimals, different ships will arrive due to different warp speeds.) You'll have to wait for boosting ships to arrive and then some of the key boosts such as info and skirmish might already be too late - as certain ships have already been jammed or escaped due to boosts/lack there of.

Finally, on grid is too squishy. I mean you can play grid fu all day long and exploit the grid to your favor to isolate boosters from the combat fleet if your clever. Again, favoring the defense.

The best way to keep it relatively fair is system wide. Sure, they can have a pos, but you know what? You rate some advantage for having a POS. Burn it down, bring your own boosts, whatever. Them being in a pos doesn't negate you bringing your boosts. Being on grid only denies the attacker too many options.
Varesk
Aliastra
Gallente Federation
#43 - 2012-03-27 22:24:30 UTC
Talkietoaster wrote:
I could imagine something like this


- near own POS: medium nerf
- near Station / Gate: considerable nerf



Lets take a look at these two.

My POS is under attack, my command ship would be nerfed while trying to defend my tower.
Jump into a system, on no i am at a gate, there goes the command ship bonuses.


Command ships and t3s should be on grid.

no grid = no bonus.


Doddy
Excidium.
#44 - 2012-03-27 22:25:45 UTC
Gevlin wrote:
At fan fest some dev mention a preference to have command ship command bonus requiring ships to be on grid.

My question are:
With this not remove the Planet Hugging/Safe Spot hiding/POS staging Command ship or t3 cruiser which may have lesser of a tank?
Will this not remove the role of the Combat Scanner Role in mega fleet fight that is to find out the location of these Ships?
Will not change the Role of Command Bonus for Mining. Placing the Rorqual at the belt in Industrial mode? There for removing the need for a hauler at a belt. Due to the selection of ore coming out of the belts, the Rorqual has a hard time compressing ore unless it is at a POS with access to a corp hanger.


I am concerned about forcing a certain type play style over another.

May I recommend a compromise:
Tech I Command modules can be off grid but Tech II Command Modules provide their Bonuses while on grid.


The only one of these questions that remotely valid is the rorqual tbh. SS hugging t3 bonus givers are the problem. The combat scanner role needs to be on grid with the ships it providing gang warp for anyway. Cs don't have a weak tank (they often have very strong tanks) and neither do single link t3s
Skogen Gump
Sebiestor Tribe
Minmatar Republic
#45 - 2012-03-27 22:27:01 UTC
I've got no problem nerfing off-grid bonuses ...

... for field command ships.

Fleet command ships though, no way - they're designed to work out of combat.
Doddy
Excidium.
#46 - 2012-03-27 22:28:24 UTC
Skogen Gump wrote:
I've got no problem nerfing off-grid bonuses ...

... for field command ships.

Fleet command ships though, no way - they're designed to work out of combat.


um what?
Kattshiro
Deep Core Mining Inc.
Caldari State
#47 - 2012-03-27 22:33:32 UTC
So much of the sentiment for keeping off grid is because they might get shot...?

Isn't that the point? Every other ship in the fleet can get shot why not ships that provide bonuses exactly? Cause they help? So do logi's...

Heaven forbid you have to change tactics.

Furthermore the excuse "Everyone does it." Doesn't mean it shouldn't change or that it's not Bullshit. Guess everyone will have to bring the ship on grid to get the bonus then won't they? What happened to the l33t pvp "risk v. reward" mentality? Furthermore you shouldn't have to POS bash to get one ship... That's the most ******** reason i've heard all today.
Drew Solaert
Aliastra
Gallente Federation
#48 - 2012-03-27 22:36:32 UTC
How is an a pro 1v1 pvper going to work if you can't have your off grid booster! Shock Horror!

I lied :o

Markus Reese
Deep Core Mining Inc.
Caldari State
#49 - 2012-03-27 22:37:57 UTC
For the people who say boosters need to stay offgrid, will get agressive on the matter.

I ****ing dont. I put up my CS front lines where it belongs. I dont subscribe and spend the time and isk to play whee spin the ship in shields. I show up, I expect to die in glorious fire, I do not because I focus on my positioning, the FC orders and know when to GTFO and bounce back to keep myself alive. Is awesome.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Mariner6
The Scope
Gallente Federation
#50 - 2012-03-27 22:39:30 UTC
Drew Solaert wrote:
How is an a pro 1v1 pvper going to work if you can't have your off grid booster! Shock Horror!


You fleet up with him and are in the same squad. then you know your opponent gets no boosts. Seems simple for an arranged 1v1.
EnslaverOfMinmatar
You gonna get aped
#51 - 2012-03-27 22:42:17 UTC
Remove the ability to fit command links on T3.

Every EVE player must read this http://www.eveonline.com/background/potw/default.asp?cid=29-01-07

Reaver Glitterstim
The Scope
Gallente Federation
#52 - 2012-03-28 05:11:30 UTC
E man Industries wrote:
AraniFyr wrote:
It should be on grid...too big of an advantage for such low risk

Agreed, how ever command ships are primary....they need mor eof a buffer when boosting to exist on grid.

Buffer comes from mid and low slots, and fleet command ships have the best tanks of any subcap (as far as I'm aware). People just need to learn not to fit so many gang assists that they can't run their capacitor. After all, if the ship is fit for tank, it won't have any command processors, so it should only have 3 gang assists.

I think the problem is that people have been enjoying easy command for too long, and you're all squishy now. HTFU

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Parsee789
Immaterial and Missing Power
#53 - 2012-03-28 05:21:05 UTC  |  Edited by: Parsee789
How will you make this work?

Imagine you're in a system where you have different parts of the fleet in different areas of the system.

With the requirement of On-Grid boosting the fleet commander will have be on-grid with one group while the rest receive no bonuses.

In order for boosts to be given to everywhere you will now need several times more leadership players to give everyone boosts.

This requirement for On-grid boosting will simply hurt more than it helps.

This will make the application of Boosts more complex and Cluttered.

This will simply make applying boosts a real big hassle when you're dealing with fleets that are scattered around the system, all doing different things.

How are you gonna fix this without requiring more leadership characters and bigger blobs.

People all have been proposing nerfing boosts to grid without providing a way to properly balancing the nerf.

You propose things that are convenient to you, you don't think ahead of the consequences that it will make.
MotherMoon
Tribal Liberation Force
Minmatar Republic
#54 - 2012-03-28 05:28:58 UTC
My question are:
Quote:
With this not remove the Planet Hugging/Safe Spot hiding/POS staging Command ship or t3 cruiser which may have lesser of a tank?


yes, yes it will. And it will be a better game for it. Just go into battle with the new target breaker module. I'm sure you'll get targeted by a TON of ships.

Quote:
Will this not remove the role of the Combat Scanner Role in mega fleet fight that is to find out the location of these Ships?


yes, yes it will, thank god. how can something off the battlefield get to have an effect? so stupid. if you want that kind of gameplay it should be tied to structures that give allied players system wide combat bonuses. Then you can have a small fleet hunting down what's been giving bonuses, kill it, and return to battle. There might even be some small scale warfare going on while the large battle happens over these deployable, system wide command modules.

Note, these would be placed like POS turrets, outside of the shields.

Other wise, hunting down a tiny, moving Tech 3 ship, that in no way could be able to have an effect on a huge battle it can't see, is not fun. It's stupid and should be on the field so that it can apply bonuses.



Quote:
Will not change the Role of Command Bonus for Mining. Placing the Rorqual at the belt in Industrial mode? There for removing the need for a hauler at a belt. Due to the selection of ore coming out of the belts, the Rorqual has a hard time compressing ore unless it is at a POS with access to a corp hanger.


so then the ship will have to be used the way it was designed.

or upgrade the systems mining at the hub by mining more.

http://dl.eve-files.com/media/1206/scimi.jpg

MotherMoon
Tribal Liberation Force
Minmatar Republic
#55 - 2012-03-28 05:29:45 UTC
Parsee789 wrote:
How will you make this work?

Imagine you're in a system where you have different parts of the fleet in different areas of the system.

With the requirement of On-Grid boosting the fleet commander will have be on-grid with one group while the rest receive no bonuses.

In order for boosts to be given to everywhere you will now need several times more leadership players to give everyone boosts.

This requirement for On-grid boosting will simply hurt more than it helps.

This will make the application of Boosts more complex and Cluttered.

This will simply make applying boosts a real big hassle when you're dealing with fleets that are scattered around the system, all doing different things.

How are you gonna fix this without requiring more leadership characters and bigger blobs.

People all have been proposing nerfing boosts to grid without providing a way to properly balancing the nerf.

You propose things that are convenient to you, you don't think ahead of the consequences that it will make.



Actually I'm all for making it so if you're more than 150km away you don't even get bonuses.

http://dl.eve-files.com/media/1206/scimi.jpg

Parsee789
Immaterial and Missing Power
#56 - 2012-03-28 05:39:18 UTC
MotherMoon wrote:
Actually I'm all for making it so if you're more than 150km away you don't even get bonuses.


You did not answer my question. What If I had a fleet who were spread through different Areas of the entire system. Areas that are separated in terms of AU rather than km.

What if my fleet was defending multiple poses? 150km is certainly not enough to cover that distance.

How are you going to handle that?
Markus Reese
Deep Core Mining Inc.
Caldari State
#57 - 2012-03-28 05:52:42 UTC
MotherMoon wrote:
Actually I'm all for making it so if you're more than 150km away you don't even get bonuses.


This idea not in favor of, having a specific range. I have been in larger combats where the fleets spread out a fair bit but still on grid. Start doing bounces around bubbles and poses, ranges can easily exceed that.

For Parsee about the spread fleet, in that case, that would be a risk for splitting the fleet up, or you set up more planning in the wings. No bonus or partial bonus, I just want an advantage for putting commship onto the field.

To quote Lfod Shi

The ratting itself is PvE. Getting away with it is PvP.

Parsee789
Immaterial and Missing Power
#58 - 2012-03-28 05:56:46 UTC
Markus Reese wrote:
MotherMoon wrote:
Actually I'm all for making it so if you're more than 150km away you don't even get bonuses.


This idea not in favor of, having a specific range. I have been in larger combats where the fleets spread out a fair bit but still on grid. Start doing bounces around bubbles and poses, ranges can easily exceed that.

For Parsee about the spread fleet, in that case, that would be a risk for splitting the fleet up, or you set up more planning in the wings. No bonus or partial bonus, I just want an advantage for putting commship onto the field.


With current 0.0 fleet doctrines, your commandship will die within a blink of an eye. Even Carriers get alpha striked by a fleet these days, hence one of the very reasons why supercarriers are used as logistics rather than normal carriers.

How can you make it so without giving the Commandship have an ehp bigger than capitals?
Valleria Darkmoon
Imperial Academy
Amarr Empire
#59 - 2012-03-28 05:57:02 UTC
The problem with forcing gang boosters to be on grid is that it is completely to the benefit of large blobs who are in little need of the force multiplier. The larger the blob the easier it is to hide or protect your booster in the middle of the field. It's not hard to imagine what a single motionless Loki is doing 250km off the fight with only 6 guys on grid is it?

I would suggest the following instead have the effectiveness of links degrade as more and more fleet members tap into it and the booster ship itself would be excluded from this count. Maybe have the links degrade by 2% of their effect for each person beyond the booster down to a minimum of 20% effective.

For example:
-I have a 6 man gang, one gang booster. 5 ships are using the links so they degrade by 10% making the links 90% effective on the other 5.

-I have a 40 man fleet, one fleet booster. 39 ships are using the links so they degrade by 78% and are 22% effective on the entire fleet.

-I have a 400 man armada, one fleet booster. 399 ships are using the links so they degrade by 80% to their minimum and are 20% effective on the fleet.

If you want better links you should be able to add in more squad boosters boosting only 10 ships and you will get 80% effect but you will obviously need many more of them to pull it off. The advantage is a slight levelling on the field as in no case is the booster ever required to be on grid but (as Loki links are the ones I see most often) the speed advantage goes to the 6 man-gang who needs it more than the 400 man armada. At the same time are you really going to say we have so many guys that I don't even want the small boost we'll get by putting a Loki in fleet? It also makes some kind of sense from a purely fiction standpoint. The more of you there are tapping into the boosting ship's systems the more you strain it and the benefit decreases.

Reality has an almost infinite capacity to resist oversimplification.

Reaver Glitterstim
The Scope
Gallente Federation
#60 - 2012-03-28 06:06:12 UTC
Parsee789 wrote:
What If I had a fleet who were spread through different Areas of the entire system.
You could designate squad boosters, just a suggestion.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."