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Edward Olmops
Sirius Fleet
45
|
Posted - 2013.04.27 11:37:00 -
[1] - Quote
Fleet Booster Makeover
This is a proposal about the change of fleet bonuses to deal with the unwanted offgrid boosting.
1 The concept:
Currently there are 2 sets of skills in the game (Warfare Skills and Warfare Specialist Skills) that provide bonuses and one Set of Skills that applies to the range of those Skills (Leadership, Wing Command, Fleet Command). The core idea is to separate the bonuses from the Warfare skills from the bonuses from the Specialist skillset.
I will refer to the first group of bonuses as "Command Chain Bonuses" and to the second group as "Gang Link Bonuses".
1.1 Command Chain Bonuses. Maximum bonuses are +10% Scan Resolution (Leadership V) +10% Armor (Armored Warfare V) +10% Shield (Siege Warfare V) +10% Agility (Skirmish Warfare V) +10% Targeting Range (Information Warfare V)
Everything here stays exactly as it is now. You get the bonus when you are in the fleet and there is a valid command chain, i.e. a squad leader with sufficient Leadership skill and so on. The main argument is that in this way, a change is not as big. The Skills Leadership, Wing Command and Fleet Command will not become obsolete as the mechanic still relies on them. Offgrid boosting is still possible for this set for these (uncritical) bonuses.
1.2 Gang Link bonuses 12 different Gang Links, various bonuses.
These are the ones that are the powerful ones that really make offgrid boosting so annoying. They will work differently:
1) An active Gang Link will give its bonus to all ships that are a) in the same fleet and b) within a certain radius aroud the boosting ship. I imagine this to work like a warp disruption bubble. 2) The booster will always work, no matter whether there is a command chain or not. That means that a solo Battlecruiser/Command Ship/T3 would get the bonuses from running Gang Links. They could be taken into account for ship balancing directly. If that is not feasible, the boosting ship itself could be excluded from the bonuses. 3) The bonuses of different boosting ships in the same Fleet would NOT stack. Instead there would be a preference list for the ships according to the command structure of the fleet (meaning a ship can only log in on one Tactical Computer of another ship to be coordinated from there). Local boosts would have precedence over global boosts. More specific: - do I have Gang Links? -> use these bonuses - if not, does my squad have a squad booster? -> use that one - if not, is there a Wing Booster? -> use that one - if there is none of the others, but a global Fleet Booster - use that one [I am out of range of my squad booster, can I has Fleet boost? No you ******, get back into formation or change squads!]
2 Mindlinks
Likewise, the Mindlinks which now give a substantial bonus to command chain AND Gang Links would have to be split up. Currently, Mindlinks are very expensive and the bonus (+50%) is very high. Basically a boosting ship cannot go without Mindlink if it wants to be taken seriously. That has the downside that you need to either plug the expensive implant or clonejump whenever you want to change a fleet tactic. With the separation of command chain and link bonuses, this would change.
There would be one type for +50% command chain bonus like it is now. The other type of Mindlinks would only affect Gang Link bonuses. The base strength of Gang Links could be increased so that the Gang Link implants would in the end only provide a +1-+6% bonus like other implants do. Eventually, it would be ok to have a single "Command Chain Implant" that increases ALL Command Chain bonuses.
3 Implications
3.1 Miners This one needs a strategic decision: what about Orcas/Rorquals? Chqanging the system to local boosts would have an impact on mining fleets and their risk/reward ratio. Eventually, part of the bonus now on Mining Foreman Links would have to be transferred to either the Command Chain (allowing a limited form of offgrid boosting) or to the modules themselves. Just to prevent a shitstorm from that end followed by another economic ore shortage crisis. But maybe it would also be good to have less Orcas sitting in POSes. 
3.2 Compensations As always, people will complain about losing something. One option here would be to unplug all Mindlinks from all clones and give all owners of Mindlinks (in clones or in hangars) both versions of the split up Mindlinks (hangar if they were there previously or redeeming system if they were implanted). |

Edward Olmops
Sirius Fleet
45
|
Posted - 2013.04.30 09:21:00 -
[2] - Quote
edit: updated the OP. -easier rules of Gang Link application -some clarifications
Let me know what you guys think! |

Alx Warlord
SUPERNOVA SOCIETY Last Resort.
436
|
Posted - 2013.04.30 09:57:00 -
[3] - Quote
I think that the biggest problems CCP faces are not what will be the rules... But the Legacy Code itself... Please read these! > New POS system > New SOV system |

Super spikinator
Hegemonous Conscripts Hegemonous Pandorum
151
|
Posted - 2013.04.30 10:13:00 -
[4] - Quote
There are some major problems with how grids work that need to be fixed before off grid boosting can be. Not that that matters in larger battles when the diametre of a grid can (naturally, you can change it artifically) 1200km. |

Edward Olmops
Sirius Fleet
45
|
Posted - 2013.04.30 10:26:00 -
[5] - Quote
That is why I say Gang Links should have a fixed range/radius. Make it 50km, make it 100km, maybe you even apply different ranges for squad or fleet booster.
But the base line is: the bonus will only count in that certain radius. This encourages formations (ships have to stay close to their boosters as they have to stay in a certain range of Logistics) plus you don't have to mess with grid mechanics. |
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