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Sexy Cakes
Have A Seat
277
|
Posted - 2013.05.22 18:34:00 -
[1] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=2153406#post2153406
195 days ago Fozzie and still no update.
I respect that you guys are crazy busy and there's a lot of cool stuff coming with Odyssey but can we please get an update on mindlinks/ganglinks/ongrid boosting.
love you long time Not today spaghetti. |

Roime
Ten Thousand Years Shinjiketo
2905
|
Posted - 2013.05.22 18:45:00 -
[2] - Quote
T3/CS rebalancing is at least confirmed by Fozzie as not coming in the main Odyssey release.
-á- All I really wanted was to build a castle among the stars - |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
196
|
Posted - 2013.05.22 18:50:00 -
[3] - Quote
it would be nice to have an idea about when CS/T3 nerf /links being ongrid will happen 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

Roime
Ten Thousand Years Shinjiketo
2905
|
Posted - 2013.05.22 19:20:00 -
[4] - Quote
CCP Fozzie wrote:CS and T3 command bonus changes will not be included in Odyssey, although they are still on our roadmap.
is the latest official word on the topic afaik
-á- All I really wanted was to build a castle among the stars - |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3416
|
Posted - 2013.05.23 14:18:00 -
[5] - Quote
I've tweeted CCP Fozzie about this, let's see if he has cycles to respond in the next few days  Day 0 advice for new players: Day 0 Advice for New Players |
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CCP Fozzie
C C P C C P Alliance
6057

|
Posted - 2013.05.23 18:25:00 -
[6] - Quote
When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about.  Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
102
|
Posted - 2013.05.23 19:19:00 -
[7] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about.  SOONGäó |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3423
|
Posted - 2013.05.23 19:28:00 -
[8] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time.
Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings?
Day 0 advice for new players: Day 0 Advice for New Players |

Loed Kane
O C C U P Y The 99 Percent
27
|
Posted - 2013.05.23 19:28:00 -
[9] - Quote
i cant wait for it to happen, no more condors getting away. |

Kagura Nikon
Mentally Assured Destruction Whores in space
346
|
Posted - 2013.05.23 19:29:00 -
[10] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. 
That is good, because I planned to destroy the universe next tuesday... so hurry. |
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CCP Fozzie
C C P C C P Alliance
6060

|
Posted - 2013.05.23 20:26:00 -
[11] - Quote
Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings?
Discuss away. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Jonas Sukarala
Deep Core Mining Inc. Caldari State
201
|
Posted - 2013.05.23 20:50:00 -
[12] - Quote
CCP Fozzie wrote:Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings? Discuss away.
:) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

MeBiatch
Republic University Minmatar Republic
1017
|
Posted - 2013.05.23 20:58:00 -
[13] - Quote
Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings?
i dont think it ever too soon to discuss the changes... though from what i understand its legacy code that needs to be re-written and right now there are too many high priority issues that take away the coders... like pos revamp and drone UI... so i would guess some time after thats done Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

paritybit
Repo.
175
|
Posted - 2013.05.23 21:05:00 -
[14] - Quote
Jonas Sukarala wrote::) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect
I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server.
I also imagine they've thought of this, but maybe it could work sort of like a smartbomb effect but with a bigger effect radius and just happen once every 15 seconds or something.
Or maybe the check could happen upon landing on a grid or when a booster activates or deactivates (including when initiating warp) the link and then persists until the next check.
The guys at CCP are smart and I expect they'll figure it out in time without causing time dilation in systems with only 2 ships in space. |

Trii Seo
Sabotage Incorporated Executive Outcomes
18
|
Posted - 2013.05.23 21:07:00 -
[15] - Quote
If we assume a day can assume two states: is end of days or is not end of days, the average daily probability of it being the end of days is 50%.
The probability of the End of Days ocurring in the next 14 days is 99,9939%* therefore we should get an answer in roughly a week.
*This number was calculated by a computer and is possibly true, even if it is based on untrue equation. Which, knowing my habit of being horrible at probability is likely to be completely borked. Is it Hotdrop O'Clock yet? |

Deornoth Drake
Agony Unleashed Agony Empire
29
|
Posted - 2013.05.23 21:24:00 -
[16] - Quote
A little bit of input from a former Rorqual pilot: ********** Capital Industrial Ships skill bonuses: 10% bonus to effectiveness of mining foreman gang links per level when in deployed mode **********
So, whenever you make an adjustment to off-grid boosting, that is something to adjust as well.
Why? In contrast to Carriers and Dreadnoughts which are (mostly) supported by a sub-capital combat fleet, Rorquals only have mining barges and exhumers as support. Hence, requiring the "deployed mode" might lead to Orcas providing gang boost in fleet, instead of the ship designed to that best.
From my point of view: Dropping the "deployed mode" will improve the chances of Rorquals boosting on-grid of asteroid belts.
Just my 2 cents ... no argument pro/contra off-grid boosting |
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CCP Fozzie
C C P C C P Alliance
6062

|
Posted - 2013.05.23 22:50:00 -
[17] - Quote
Jonas Sukarala wrote:CCP Fozzie wrote:Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings? Discuss away. :) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect
It's a performance optimization problem. We could turn on range-based boosting in Odyssey but it would melt all the servers.
And this isn't being delayed by Odyssey, the team working on the underlying code that will make ongrid boosting possible (along with many other things) isn't releasing anything in Odyssey. It's just that big of a project.
So like I said before, at some point CCP Veritas will make all my ganglink-related dreams come true but I honestly do not know when that point will be. When Veritas describes a programming challenge as "very hard" I tend to believe him. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Laendra
Wildly Inappropriate Goonswarm Federation
6
|
Posted - 2013.05.23 22:53:00 -
[18] - Quote
Deornoth Drake wrote:A little bit of input from a former Rorqual pilot: ********** Capital Industrial Ships skill bonuses: 10% bonus to effectiveness of mining foreman gang links per level when in deployed mode **********
So, whenever you make an adjustment to off-grid boosting, that is something to adjust as well.
Why? In contrast to Carriers and Dreadnoughts which are (mostly) supported by a sub-capital combat fleet, Rorquals only have mining barges and exhumers as support. Hence, requiring the "deployed mode" might lead to Orcas providing gang boost in fleet, instead of the ship designed to that best.
From my point of view: Dropping the "deployed mode" will improve the chances of Rorquals boosting on-grid of asteroid belts.
Just my 2 cents ... no argument pro/contra off-grid boosting
Hopefully, they'll just nerf the non-industrial links...hopefully....
|
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CCP Fozzie
C C P C C P Alliance
6062

|
Posted - 2013.05.23 22:55:00 -
[19] - Quote
paritybit wrote:Jonas Sukarala wrote::) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server. I also imagine they've thought of this, but maybe it could work sort of like a smartbomb effect but with a bigger effect radius and just happen once every 15 seconds or something. Or maybe the check could happen upon landing on a grid or when a booster activates or deactivates (including when initiating warp) the link and then persists until the next check. The guys at CCP are smart and I expect they'll figure it out in time without causing time dilation in systems with only 2 ships in space.
Your thoughts and words are correct and intelligent.
Once the underlying code finishes getting rewritten from the ground up we'll have plenty of options for how to apply links in interesting ways that create interesting gameplay experiences. At the moment we don't have any of those options.
So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to implement than off the wall changes. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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Lors Dornick
Kallisti Industries Solar Assault Fleet
523
|
Posted - 2013.05.23 22:59:00 -
[20] - Quote
CCP Fozzie wrote:When Veritas describes a programming challenge as "very hard" I tend to believe him.
This appears to be a very wise assumption.
CCP Eterne: Silly player, ALL devs are evil. CCP Fozzie: When Veritas describes a programming challenge as "very hard" I tend to believe him.
|

Ravcharas
GREY COUNCIL Nulli Secunda
230
|
Posted - 2013.05.23 23:23:00 -
[21] - Quote
There's also the factor of grids not always behaving like they are supposed to. I don't know if that is an issue that needs solving before on-grid boosting can be considered, but I would imagine it is, and also that the grid code has some excellent tarpit qualities for unwary programmers to get sucked into - never again to be seen by mortal eyes. |

Vincent Athena
V.I.C.E. Aegis Solaris
1885
|
Posted - 2013.05.23 23:32:00 -
[22] - Quote
Ive wondered if "on grid boosting" should be taken verbatim. That is you get the boost only if you are in the same grid.
This has the advantage that the sever already checks if my ship is on the same grid as the boosting ship. It has to to know if it can be displayed in space or on the overview. The rule would be quite easy and should take little extra server time: If my ship can see the boosting ship in space, I get the boost. http://vincentoneve.wordpress.com/ |

chatgris
Quantum Cats Syndicate Samurai Pizza Cats
524
|
Posted - 2013.05.23 23:57:00 -
[23] - Quote
. |

chatgris
Quantum Cats Syndicate Samurai Pizza Cats
524
|
Posted - 2013.05.23 23:57:00 -
[24] - Quote
CCP Fozzie wrote:So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to implement than off the wall changes.
First off, I think the current system of "be in fleet, activate module, entire subhierarchy gets bonus" to be boring. Apart from that, once ganglinks are brought on grid, it will result in the larger force that is able to keep the ganglink ship perma-repped even more powerful vs the skirmish force than they already are.
I think that ganglinks should be a targeted module - you lock someone and activate the module on them, giving them a bonus like an RSB or Tracking Link. This means that whoever is in the bonus ship is reacting to who is taking damage, or who is trying to burn in for that fast point. It becomes a coordinated activity requiring focus, and not just something someone throws an alt into.
So, to compare. Lets say you are running a standard armor gang with logi, Instead of the booster just activating the modules and orbiting an anchor (assuming on grid boosting was required), for maximum effectiveness the booster might want to use a few cycle and capacitor boosts on some logi pilots (making sure to boost the pilots that are not currently jammed), and the resist boost on the player in their fleet that is currently being primaried.
Yes, I am aware what I am suggesting greatly reduces the number of pilots that can receive boosts from a single player - however, battlecruisers might start "chaining up" for example speed boosts in pairs, actually giving use to the BC link bonus within the fleet.
If you think that my suggestion has nerfed boosting too hard, command ships could possibly have a resistance to damps and ecm, in the form of a role bonus or greatly increased lock range/sensor strength. Command ships could be reworked to include multiple utility high slots, and lots of high slots (8?) encouraging more dispersion of links, instead of just "hey guys I have my alt logging in to the fleet that's going to do nothing so we can boost everyone" |

Mirima Thurander
650
|
Posted - 2013.05.24 00:09:00 -
[25] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. 
so, we can expect it around the same time as ring mining and the POS revamp.
All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel. |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
699
|
Posted - 2013.05.24 02:46:00 -
[26] - Quote
CCP Fozzie wrote:paritybit wrote:Jonas Sukarala wrote::) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server. I also imagine they've thought of this, but maybe it could work sort of like a smartbomb effect but with a bigger effect radius and just happen once every 15 seconds or something. Or maybe the check could happen upon landing on a grid or when a booster activates or deactivates (including when initiating warp) the link and then persists until the next check. The guys at CCP are smart and I expect they'll figure it out in time without causing time dilation in systems with only 2 ships in space. Your thoughts and words are correct and intelligent. Once the underlying code finishes getting rewritten from the ground up we'll have plenty of options for how to apply links in interesting ways that create interesting gameplay experiences. At the moment we don't have any of those options. So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to implement than off the wall changes.
Make a gang link that decreases strength of webs on the bonused gang,
But only if they are within 10km of the person with that link.
(THAT would make for some interesting fights, and make boosting MUCH more interesting, you need to pilot to get powerful boosts to land properly)
also make a remote microwarpdrive descrambler module that prevents a ship's microwarpdrive from being scrambled. But have it only work within scram range of the person you are using it on.
|

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
104
|
Posted - 2013.05.24 03:45:00 -
[27] - Quote
CCP Fozzie wrote:It's a performance optimization problem. We could turn on range-based boosting in Odyssey but it would melt all the servers.
And this isn't being delayed by Odyssey, the team working on the underlying code that will make ongrid boosting possible (along with many other things) isn't releasing anything in Odyssey. It's just that big of a project.
So like I said before, at some point CCP Veritas will make all my ganglink-related dreams come true but I honestly do not know when that point will be. When Veritas describes a programming challenge as "very hard" I tend to believe him. How about you change perspective and tweak frequency of those checks and make them booster-centered: on link activation check for range to potentially affected pilots (squad members for squad booster, wing for wing booster, fleet for fleet booster) instead of all players and give those that qualify (in range) a short timed buff/boon. So you'll only have to calculate range once per link cycle per module per booster (you may want to make cycle times of links a bit longer for less server load). Remove those boons(or not, it could be interesting to get bonuses and jump through gate prepared on gate camp) on session change or warp off. If you make those short timed buffs/boons last shorter than link cycle time - it could provide some interesting situations during combat, or will force players to fit 2x same link for constant effect (like dual ASB fits). Another problem is with all those timers added servers may still melt as we clearly saw with crimewatch tags during Asakai event.
tl;dr: Make links smartbomb-like effect with a short timed boost duration. It'll be double awesome if you could see those boosts and their duration somewhere on the UI. |

Seolfor
Caldari Provisions Caldari State
4
|
Posted - 2013.05.24 05:05:00 -
[28] - Quote
Ok so here's a simple question and no, this change has nothing to do with On-grid code, but everything to do with boosters:
In the Nov 2012 devblog you talked about major changes to T3 and Command Ship capabilities as booster - namely,
1. the change in % bonus values AND T3s 2% per level (currently at 5%), CShip-all kinds 3% per level
2. the number of ganglinks that can be fitted innately Combat Command Ships and T3 Cruisers were apparently planned to go from current ONE to THREE.
Q1: What is the time frame for the change to boosting values (nerf to T3s and buff to CSs) Q2: What is the time frame for change to number of links T3s and Combat Command Ships can equip
Im asking Q2 with a very specific intent - Warfare Link Specialist 5 is needed to be able to use Command Processors. In itself the skill provides a very minor upgrade and thus is essential for the Command Processor usage, as current T3s cant use more than 1 link without them, but the upgrade to boosting % is meh in itself.
If and when you allow T3s and all-CShips to field 3 links without using Command Processors, this long and frankly underwhelming skill becomes near obsolete - so new boosting characters might as well steer clear of it, or save it for later, much much later. (I anticipate you will hack down its training multiplier when and if these changes hit TQ)
Answers? |

TrouserDeagle
Beyond Divinity Inc Shadow Cartel
257
|
Posted - 2013.05.24 06:24:00 -
[29] - Quote
Why aren't you just cutting their effectiveness for now?
If you are going to do a proper rebalance of them, you would most likely end up doing that anyway. There is no code to be rewritten or any other excuses like that.
Hopefully when you make them on-grid, you'll implement an actual kilometre range limit or effectiveness falloff as well, because while on-grid is better than what we have currently, it would still be awful. |

Britta Nolen
Science and Trade Institute Caldari State
16
|
Posted - 2013.05.24 06:44:00 -
[30] - Quote
At the very least, CCP should at least buff All CS boosting to 5% per level instead of 3%. It's flat out ridicolous that a max boosting alt = T3 pilot that also benefits from MUCH MUCH LESS TRAINING REQUIRED FOR THE SHIP. |

Random Woman
Federal Navy Academy Gallente Federation
22
|
Posted - 2013.05.24 07:21:00 -
[31] - Quote
How about switching the mindlink and the ship bonuses? As it stands now, all the skills you invest into leadership and boosting ships dont really compare to the mindlink bonus. Its either put several month into skills or pay 50-200 mil for a mindlink (or make you wallet suffer if you want to give mining boosts).
Also I like the "smartbomb" and "targeting" approch, mentioned here. Though I think a Boosting bomb would be more practical, as it would not conflict with tank-type and slot layout of ships so much. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
676
|
Posted - 2013.05.24 07:57:00 -
[32] - Quote
CCP Fozzie wrote:It's a performance optimization problem. We could turn on range-based boosting in Odyssey but it would melt all the servers.... Get bigger servers? 
What if you outsourced all necessary calculations to a family of hamsters, would only need to shuffle location/range data one way and flags for various boosts the other .. delay is largely irrelevant as a 3-5s lagtime when link bonuses go on/off has no real impact, if you can't control range or you link ships start popping you have far more immediate problems (ie. you are dead).
One of (if not THE) the 'really big bad' when it comes to links is the scalability, a single module being able to give an entire fleet a 30-50% EHP increase is insane. Split it up and say T3 can boost a squad, T2 (Commands) can boost wings and only Capitals can boost the whole fleet (smaller boost but wider spread). Ought to help with calculations if it is bitesized rather than the whole plate. Make it range based, with an appropriately obscene lock range/sensors increase on the relevant hulls and use a 'hidden locked list' similar to what I assume is used for watchlists .. again, delay is irrelevant and even natural as a ships native systems is being superseded/overwritten by the link data - considering the boost sizes involved the handshake phase must be maddeningly convoluted 
Hell, all I know is that I don't envy Veritas .. quite the pickle we/you got him into.
|

Lloyd Roses
Artificial Memories
89
|
Posted - 2013.05.24 07:59:00 -
[33] - Quote
Britta Nolen wrote:At the very least, CCP should at least buff All CS boosting to 5% per level instead of 3%. It's flat out ridicolous that a max boosting alt = T3 pilot that also benefits from MUCH MUCH LESS TRAINING REQUIRED FOR THE SHIP.
With the upcoming change to the skillreqs, that really won't be the case.
As of now, training into a T3 is faster... with the upcoming changes, that advantage will probably be voided to some extent, as CS IV will yield the same merits that defensive sub to V will have. Battlecruisers take a week longer compared to cruisers, ain't that big a deal either.
When ongridboosting becomes the only option to apply ganglinks, you'll want (imo) so many supportskills/cap skills/tanking skills that the difference of legion against damnation (example with names) won't matter afterall. |

Skia Aumer
Atlas Research Group
48
|
Posted - 2013.05.24 08:28:00 -
[34] - Quote
CCP Fozzie wrote:Discuss away. As a temporary solution, you could increase cap usage of command links. Up to a level that makes it impossible to run 3 links cap stable on a sub-capital ship. |

Bubanni
ElitistOps Pandemic Legion
698
|
Posted - 2013.05.24 08:45:00 -
[35] - Quote
CCP Fozzie wrote:paritybit wrote:Jonas Sukarala wrote::) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server. I also imagine they've thought of this, but maybe it could work sort of like a smartbomb effect but with a bigger effect radius and just happen once every 15 seconds or something. Or maybe the check could happen upon landing on a grid or when a booster activates or deactivates (including when initiating warp) the link and then persists until the next check. The guys at CCP are smart and I expect they'll figure it out in time without causing time dilation in systems with only 2 ships in space. Your thoughts and words are correct and intelligent. Once the underlying code finishes getting rewritten from the ground up we'll have plenty of options for how to apply links in interesting ways that create interesting gameplay experiences. At the moment we don't have any of those options. So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to implement than off the wall changes.
I for one have been a huge fan of skirmish links when flying tackle ships... I would have been sad to see off grid boosting removed completly if thats ever the plan... Off grid boosting in my mind gives an advantage to the smaller number players vs larger gangs, if the larger gang hasn't brought links, this is why you can see videos with a single person skirmishing outnumbered :), that would become a thing of the past if off grid boosting was removed completly, as only the bigger fleet would have the defence to have their links on grid... (extreme case)
All that said, using links shouldn't be risk free... I would say that giving the links themselves a noticeable downside to the link ship, such as increase signature radius + decreased sensor strenght by % per link, enough to make them much easier to scan down... combined with links not working within a radius of stations, gates and pos's... would fix the situration people have been complaining about from the off grid boosting...
Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |

Mole Guy
Xoth Inc Unclaimed.
100
|
Posted - 2013.05.24 09:01:00 -
[36] - Quote
Skia Aumer wrote:CCP Fozzie wrote:Discuss away. As a temporary solution, you could increase cap usage of command links. Up to a level that makes it impossible to run 3 links cap stable on a sub-capital ship.
why would they do this? make a ship that specializes in running 3 links then nerf it so that it cannot?
a quick fix would be to change the command ships so they all can run 3 links and have good combat. bring all cs up to 3%. make all t3 2%. then work on the grid side of things when you get the time. that would kill the "over boost" situation from t3 and make it so the command ships really get used again. wouldnt take but a few days to accomplish all of this.
the question is:
how will mind links affect the new double boosting command ships? i mean lets take amarr. itll boost armor and skirmish. ok, great. i have an armor implant in one of my clones and a mining implant in another. will i have to choose which implant to run to boost one side or the other? does this mean i will get 32% boost in armor from my damnation (due to mind link) and 17% to skirmish? are you going to break mind links up into racial plus mining? amarr would boost armor/skirmish, caldari would boost intel/shield?
how about we do this.
make a general command mind link. one link bonuses all ships. that way we can have a boosting clone and a combat clone instead of 5 clones dedicated to armor, skirmish, shield, intel and mining. same bonuses to ALL links on ALL boosting ships as if there were individual mind links. the only difference comes in if u have t1 skirmish and t2 armor links. the t1 would not receive a bonus.
as a counter balance/ penalty we could say in order to use t2 links and for the link to work for your specific flavor (armor, skirmish, whatever), you must have that skill (armor warfare spec) maxed out. that will give you the ability for the mindlink to boost skirmish and not just the armor side. one would receive t2 mind link bonuses form armor, and t1 (non mindlink) bonuses to skirmish until you maxed out skirmish. at that time, one would receive max bonus on both.
no more having 5 different mind links. no more having 5 different clones plus combat clone and everything else. i only have room for 5 jc when maxed skill. thats 5 boosters depending on the fleet and 1 combat (limits me to either laser, hams, projectiles, but not all). |

TheSkeptic
Federal Navy Academy Gallente Federation
216
|
Posted - 2013.05.24 09:07:00 -
[37] - Quote
Mole Guy wrote: how about we do this.
make a general command mind link. one link bonuses all ships. that way we can have a boosting clone and a combat clone instead of 5 clones dedicated to armor, skirmish, shield, intel and mining.
wtf? why would they ever do this? EVE is about choices and trade offs.
Imo boosts are a powerful advantage and you shouldn't get all boosts at full for free on a single clone.
... |

Mole Guy
Xoth Inc Unclaimed.
100
|
Posted - 2013.05.24 09:17:00 -
[38] - Quote
you act as if boosting is all i ever do in game. i have other things i like doing as well. when the fleet needs a booster, they may call on any type of fleet which means we need to be ready. having 5 clones dedicated to boosting sux. it limits everything we can do in game.
im not talking about making anything more or less powerful. just make one mind link. |

SMT008
SnaiLs aNd FroGs Verge of Collapse
592
|
Posted - 2013.05.24 09:18:00 -
[39] - Quote
A single mindlink would be amazing.
Offgrid boosting makes small gang vs big gang a bit easier (Easier isn't easy, it went from "Very hard" to "Moderatly hard").
If you remove offgrid boosting, you have to implement at least one boosting platform per ship size.
If you remove offgrid boosting, please make it so that boosting ships have a good mobility. You can't boost Vagabond/Cynabal gangs with a Claymore, it's just way too slow.
If you remove offgrid boosting, make it so that the boosting ships still are good combat ships. Having to bring and manage a boosting ship shouldn't mean -1 DPS. Else you're promoting big gangs.
Don't forget that a boosting ship isn't hard to bring in a big gang. A boosting ship in a 5 man gang is 1/5 of the fleet already.
Whatever you do, don't make it pro-big gangs, please.
Quote:All that said, using links shouldn't be risk free... I would say that giving the links themselves a noticeable downside to the link ship, such as increase signature radius + decreased sensor strenght by % per link, enough to make them much easier to scan down... combined with links not working within a radius of stations, gates and pos's... would fix the situration people have been complaining about from the off grid boosting...
Yes.
Quote:wtf? why would they ever do this? EVE is about choices and trade offs.
Imo boosts are a powerful advantage and you shouldn't get all boosts at full for free on a single clone.
Boosting requires a massive amount of skillpoints, is a very boring activity, and requires at least 2 jumpclones to be efficient, along with 2 expensive implants. Oh, and you only have 2 ships to boost from. Very slow Commandships that you can't use in anything but BC/BS fleets, or cloakynullifier T3s that won't ever see the grid.
This is why. |

Mole Guy
Xoth Inc Unclaimed.
100
|
Posted - 2013.05.24 09:23:00 -
[40] - Quote
SMT008 wrote:A single mindlink would be amazing. Offgrid boosting makes small gang vs big gang a bit easier (Easier isn't easy, it went from "Very hard" to "Moderatly hard"). If you remove offgrid boosting, you have to implement at least one boosting platform per ship size. If you remove offgrid boosting, please make it so that boosting ships have a good mobility. You can't boost Vagabond/Cynabal gangs with a Claymore, it's just way too slow. If you remove offgrid boosting, make it so that the boosting ships still are good combat ships. Having to bring and manage a boosting ship shouldn't mean -1 DPS. Else you're promoting big gangs. Don't forget that a boosting ship isn't hard to bring in a big gang. A boosting ship in a 5 man gang is 1/5 of the fleet already. Whatever you do, don't make it pro-big gangs, please. Quote:All that said, using links shouldn't be risk free... I would say that giving the links themselves a noticeable downside to the link ship, such as increase signature radius + decreased sensor strenght by % per link, enough to make them much easier to scan down... combined with links not working within a radius of stations, gates and pos's... would fix the situration people have been complaining about from the off grid boosting... Yes. Quote:wtf? why would they ever do this? EVE is about choices and trade offs.
Imo boosts are a powerful advantage and you shouldn't get all boosts at full for free on a single clone. Boosting requires a massive amount of skillpoints, is a very boring activity, and requires at least 2 jumpclones to be efficient, along with 2 expensive implants. Oh, and you only have 2 ships to boost from. Very slow Commandships that you can't use in anything but BC/BS fleets, or cloakynullifier T3s that won't ever see the grid. This is why.
i for saw this discussion 5 months ago and posted this back then..
https://forums.eveonline.com/default.aspx?g=posts&m=1577132#post1577132
we make command ships all nice and tough to kill, but who is going to wanna take a group of fast roamers through null with a slow command ship behind them. we need a SubCommand ship. a destroyer based command. descent resists, and he ability to run links. or one link..maybe 2. whatever. |

Skia Aumer
Atlas Research Group
48
|
Posted - 2013.05.24 09:37:00 -
[41] - Quote
chatgris wrote:I think that ganglinks should be a targeted module - you lock someone and activate the module on them, giving them a bonus like an RSB or Tracking Link. This means that whoever is in the bonus ship is reacting to who is taking damage, or who is trying to burn in for that fast point. It becomes a coordinated activity requiring focus, and not just something someone throws an alt into. I was also thinking about targeted operation. But instead of upside-down method you suggested, I think lower ranked should lock their commander. Most probably, once in grid, fleet boosters would have a lot to do to survive. And as long as they can fit weapons and EWAR - they dont need some special activities on top of that.
So how it could be implemented? Fleet commander activates his links, but they are useless for his fleet yet, they only affect himself. Then a wing commander locks and activates a "command uplink" module on him. Now the wingcom also recieves boosts from FC, as well as from his own links (if any). Next, a squadcom lock his wingcom and establishes uplink. The squadcom passes the bonuses accumulated from FC, wingcom, plus his own - to his squaddies. Squaddies dont need to set up the uplink, as it would ruin too many established gameplay, they just recieve boosts for free - of course if their squadcom is in range and alive.
Why locking and module activation is important? Provided the uplink has visual effects, an enemy can counter by disrupting your command chain with usual methods. They can aim for FC himself, but he's always good tanked, has ECCM, SeBos, recieves cap from logis. Countering wingcoms is generally easier, but gives less effect. Squadcoms most times are just ordinary grunts, and can be killed (jammed, damped, neuted) as easy as anyone - but they are numerous. So interesting trade offs are here. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
676
|
Posted - 2013.05.24 09:47:00 -
[42] - Quote
Mole Guy wrote:i for saw this discussion 5 months ago and posted this back then.. Five months? A bit slow on the uptake are we? 
Suggested links be added to the AF's back in 2011 when CCP did their Assault frig pass which ended up adding MWD bonus to them (the on/off grid discussion is old!)
But the necessity may not even arise if the solution to the on-/off-grid problem encourages the use of multiple link ships with redundancies (read: links on T1 BCs become the norm) .. the fast roams (frig/cruiser) already have problems hauling links around with them and the 'lack of' is made up for the mobility/fun factor of such roams. |

Skia Aumer
Atlas Research Group
48
|
Posted - 2013.05.24 10:23:00 -
[43] - Quote
Bubanni wrote:I for one have been a huge fan of skirmish links when flying tackle ships... I would have been sad to see off grid boosting removed completly if thats ever the plan... Off grid boosting in my mind gives an advantage to the smaller number players vs larger gangs, if the larger gang hasn't brought links, this is why you can see videos with a single person skirmishing outnumbered :), that would become a thing of the past if off grid boosting was removed completly, as only the bigger fleet would have the defence to have their links on grid... (extreme case) Offgrid boosing does not give advantage to small ganges. It does give advantage to more prepared and structured gangs, regardless of the size. Generally speaking, prepared and structured gangs should have advantage, but in this case this is implemented by ill mechanics of making alts. Alts are here to compensate for the lack of real people in such a vast universe of EVE. But if you want to go for solo fight, and bring an "imaginary friend" with you - you're doing it wrong.
What you should be advocating is more means to pimp your ship performance.
For example, when Fozzie introduced ancillary armor rep, the community pointed out that it obsoletes faction reps for PVP. We suggested to allow charged mode of operation for every rep module. But it didnt happen. Now you dont have any choice how much isk you want to invest in your solo pwnmobile, you have to fit a standard module for standard performance. I think it's wrong. |

Lotty Granat
Born-2-Kill 0utNumbered
6
|
Posted - 2013.05.24 11:17:00 -
[44] - Quote
Skia Aumer wrote:chatgris wrote:I think that ganglinks should be a targeted module - you lock someone and activate the module on them, giving them a bonus like an RSB or Tracking Link. This means that whoever is in the bonus ship is reacting to who is taking damage, or who is trying to burn in for that fast point. It becomes a coordinated activity requiring focus, and not just something someone throws an alt into. I was also thinking about targeted operation. But instead of upside-down method you suggested, I think lower ranked should lock their commander. Most probably, once in grid, fleet boosters would have a lot to do to survive. And as long as they can fit weapons and EWAR - they dont need some special activities on top of that. So how it could be implemented? Fleet commander activates his links, but they are useless for his fleet yet, they only affect himself. Then a wing commander locks and activates a "command uplink" module on him. Now the wingcom also recieves boosts from FC, as well as from his own links (if any). Next, a squadcom lock his wingcom and establishes uplink. The squadcom passes the bonuses accumulated from FC, wingcom, plus his own - to his squaddies. Squaddies dont need to set up the uplink, as it would ruin too many established gameplay, they just recieve boosts for free - of course if their squadcom is in range and alive. Why locking and module activation is important? Provided the uplink has visual effects, an enemy can counter by disrupting your command chain with usual methods. They can aim for FC himself, but he's always good tanked, has ECCM, SeBos, recieves cap from logis. Countering wingcoms is generally easier, but gives less effect. Squadcoms most times are just ordinary grunts, and can be killed (jammed, damped, neuted) as easy as anyone - but they are numerous. So interesting trade offs are here.
^^^ This was what I was thinking and is therefor Genius - do this. Alternatively making it a targeted mod down the chain would be good - although it would limit the number of pilots receiving a boost at any one time it would task load the booster (swapping from one squad or wing to another) in larger fleets but in 12 man or smaller set-ups it would not require anything other than setting up on landing. Again squad commands links would not require any new action to pass on to the squad. I'd suggest a substantial range for the targeted links but nothing to put it beyond sniping or burn down range - something like 110km (if booster can lock that far!) - potentially with new implants to extend range by up to 10%.
Nano gangs remain a way smaller groups engage blobs and care should be taken to ensure that all racial links can be applied in their near maximum form from a platform with sufficient mobility to keep up with the gang 1800+ m/s min. |

Beaver Retriever
Science and Trade Institute Caldari State
98
|
Posted - 2013.05.24 12:00:00 -
[45] - Quote
Command ships running links should provide an AOE bonus, the way a HIC's bubble gen prevents warps. I don't know how well the code would handle giving bonuses to fleet members only instead of everyone inside the bubble, but that's the best option I can see.
It would be mildly visible as a subtle ripple effect, instead of being ugly screen clutter like bubbles are. |

Morwen Lagann
Tyrathlion Interstellar
602
|
Posted - 2013.05.24 12:42:00 -
[46] - Quote
One thought I'd had was instead of removing off-grid boosting entirely, simply drastically reduce the effectiveness of boosts received if the pilot is not on the same grid as the booster. Say, by 50-75%. Maybe even add a high-rank skill (whatever Fleet Command is, plus one or two?) that reduces the off-grid penalty by a few percent per level.
Of course, if checking whether a ship is on the same grid as the booster is as complicated/load-heavy as a constant distance check, it wouldn't work so hot either.
But if it's as simple as comparing the ID of two grids, I wouldn't expect it to be a lot of overhead. About as much as checking "is this person in fleet with me" is. Could be wrong, of course! Morwen Lagann Director, Tyrathlion Interstellar |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
676
|
Posted - 2013.05.24 15:07:00 -
[47] - Quote
Morwen Lagann wrote:One thought I'd had was instead of removing off-grid boosting entirely, simply drastically reduce the effectiveness of boosts received if the pilot is not on the same grid as the booster. Say, by 50-75%. Maybe even add a high-rank skill (whatever Fleet Command is, plus one or two?) that reduces the off-grid penalty by a few percent per level.... Wouldn't be enough. We players are risk-averse by default; we all cherry pick our fights, some run scout alts, fit/fly hard counters to an enemy, abuse neutral logis, hot-drop like speed daters etc. If an option that is completely safe remain it will become the norm regardless of reduced bonuses and a lobby would be created to whine about bonuses not being big enough .. actual on-grid boosts would only exist in pure gank situations where the outcome is never in doubt.
The human animal is very predictable when seen from on high, Isaac Asimov was spot on when he invented Psycho-history for his 'Foundation' series.  |

Alexander the Great
Imperial Academy Amarr Empire
34
|
Posted - 2013.05.24 15:38:00 -
[48] - Quote
paritybit wrote:I imagine that the difference is that a bubble effect only has to be checked every time a player tries to warp but links are a persistent effect and would have to be constantly checked to ensure range. This is probably okay for small numbers, but once you get 500 ships on a grid (or even in a system) then you have to check range for every ship at some high rate, meaning lots more operations that have to hit the server. For each ship you need to check distance only to your squad, wing and fleet commander. That's 3 distances to calculate. I don't see a problem. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2142
|
Posted - 2013.05.24 16:58:00 -
[49] - Quote
I'd personally like to see more synergy required between the fleet booster and fleet member to receive the full potential boost.
Example: Move mindlinks from the booster to the boosted. (Granted, mindlink availability would need addressing too) |

Labia Nabali
D0W 3O GORILLAHS IN THE MIST
4
|
Posted - 2013.05.24 17:13:00 -
[50] - Quote
Just make it so you cant activate links inside of a pos. |

Donedy
Snuff Box Urine Alliance
94
|
Posted - 2013.05.24 17:40:00 -
[51] - Quote
Labia Nabali wrote:Just make it so you cant activate links inside of a pos. +1 |

Brunaburh
Aurora Security Transstellar Operations
65
|
Posted - 2013.05.24 17:59:00 -
[52] - Quote
So how about this nastly little thing.
Make activating ganglinks work like weapons - aka not inside tower shields.
Ok, you are offgrid, but you can't sit in a tower, so you have to be actively involved (or you could get probed down and popped).
lol didn't read the whole thread but others see the same quick change... |

Gizznitt Malikite
Agony Unleashed Agony Empire
2143
|
Posted - 2013.05.24 18:00:00 -
[53] - Quote
Labia Nabali wrote:Just make it so you cant activate links inside of a pos.
This would be an EXCELLENT start!!! |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3429
|
Posted - 2013.05.24 18:02:00 -
[54] - Quote
I'm trying to condense some arguments that have been presented in a discussion on Twitter:
First, there is the opinion (from e.g.: Liang Nuren) that links as they stand are massively overpowered. In my experience, the classic example is the Mining Foreman Link - Laser Optimization: this link will reduce the cycle time of a mining or ice harvesting laser by 35% or so, meaning that all mining ships in the fleet get 50% higher yield over time. Similar things happen with Skirmish Warfare Link - Interdiction Maneuvers, you get massively improved range on webifiers and points (from memory, a boosted Arazu can get a long point out to 100km). To some this is massively overpowered. To others it's just an advantage of getting warfare links.
Second, there is the opinon that warfare links boosting from behind POS shields is unfair. After all, if you want to destroy that ship you first have to go through the POS. Suddenly your 6-man roaming gang needs to do structure bashing to get a "fair" fight. So to some, POS-OGB is unfair and overpowered. To others, it's "home field advantage".
Third, there is the consideration that almost by definition, link bonuses are an exclusive feature of blob warfare. To some, a blob is any fleet that beats you which has 1 more ship than your own fleet. To others, a blob is a fleet larger than some arbitrary N. The upcoming command ship bonuses make the existing T2 command ships more combat-worthy, but to some this isn't enough: why fly a claymore when you could fly a proper battlecruiser or battleship for more DPS?
Fourth, there is the consideration of Titan hull bonuses in general and the Rorqual bonus being tied to the industrial core: if warfare links can only buff fleetmates on the same grid, the Rorqual will no longer be used for mining fleets. Do titan hull bonuses need to be reviewed at the same time as warfare links?
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3429
|
Posted - 2013.05.24 18:13:00 -
[55] - Quote
In fantasy role playing games GÇö let's take World of Warcraft as the canonical example GÇö there are group buffs too. What are the differences between WoW group buffs and EVE Online group buffs?
First: group buffs such as Mark of the Wild are applied in one spell cast (equivalent to a module cycle) and stick to the members of that group for a defined period of time. This would fall into the "smart bomb" style of boosting discussed in this thread. This leaves open the option of having the weak spellcaster buff everyone in town, staying behind while the fighters head out into the wilds with their buffed stats to pick fights with (hopefully) weaker targets.
Second: the most powerful group buff in WoW is Blessing of Might or Mark of the Wild, which offer a buff of a 5% bonus to the target's attributes. So just in terms of scale, EVE Online group buffs are significantly more powerful than the strongest WoW group buffs.
Third: in WoW, any buff can be dispelled. Certain spellcasters can dispel magical buffs from enemies, or magical debuffs from allies.
Aside: In Diablo II the Paladin has aura buffs, which are closer to what EVE Online bonuses are today. The maximum offensive buff from a Paladin is +230%, but that is in the same scale as the stat inflation due to items in that game. So I would not look to Diablo for guidance on group buffs. Day 0 advice for new players: Day 0 Advice for New Players |

LtauSTinpoWErs
Mafia Redux Phobia.
9
|
Posted - 2013.05.24 18:20:00 -
[56] - Quote
The issue I have with boosting from a POS is that there is no risk involved. The whole point of Eve is balancing Risk versus Reward.
Current System:
Command Ship has Moderate Reward because 3% bonus to links T3 Strategic Cruiser has Maximum reward because 5% bonus to links
AFK in POS boosting for fleet members in system: Zero risk, Maximum Reward (Using T3) AFK in POS boosting for fleet members in system: Zero risk, Moderate Reward (Using CS) "Unscannable" T3 boosting from Safe Spot: Minimal to Moderate Risk, Maximum Reward Boosting from Safe Spot: Moderate Risk, Maximum Reward (Using T3) Boosting from Safe Spot: Moderate Risk, Moderate Reward (Using CS) Boosting on grid with fleet: Maximum Risk, Moderate Reward (Using Command Ship)
What I believe it should be:
CS should have the 3% bonus to links with an additional 2% bonus when deployed with fleet (on grid. maybe 1km radius of CS ship?) T3 should have 3% bonus to links
Can't activate links within the force field of a POS = There is zero risk, so there should be zero reward You can sit just outside the force field and run links but you can't while inside. There needs to be at least some risk factor.
Opinions?
|

Bagehi
Sniggerdly Pandemic Legion
193
|
Posted - 2013.05.24 18:23:00 -
[57] - Quote
Mara Rinn wrote:I'm trying to condense some arguments that have been presented in a discussion on Twitter:
First, there is the opinion (from e.g.: Liang Nuren) that links as they stand are massively overpowered. In my experience, the classic example is the Mining Foreman Link - Laser Optimization: this link will reduce the cycle time of a mining or ice harvesting laser by 35% or so, meaning that all mining ships in the fleet get 50% higher yield over time. Similar things happen with Skirmish Warfare Link - Interdiction Maneuvers, you get massively improved range on webifiers and points (from memory, a boosted Arazu can get a long point out to 100km). To some this is massively overpowered. To others it's just an advantage of getting warfare links. About 90km, boosted and overheated, but yeah. It is a bit much.
Mara Rinn wrote:Second, there is the opinon that warfare links boosting from behind POS shields is unfair. After all, if you want to destroy that ship you first have to go through the POS. Suddenly your 6-man roaming gang needs to do structure bashing to get a "fair" fight. So to some, POS-OGB is unfair and overpowered. To others, it's "home field advantage". As someone who gets stuck twiddling his thumbs in a safe spot during a big fight, it is just a horrible mechanic. I'd rather be able to be on the field, even if I was being "forced" to be on the field to provide bonuses. It is a bad, horrible, boring mechanic to allow me to be off grid "contributing" to the fleet fight. It is a bad mechanic because it is a boring mechanic. It is a bad mechanic because (with a POS) it is a risk free mechanic.
Mara Rinn wrote:Third, there is the consideration that almost by definition, link bonuses are an exclusive feature of blob warfare. To some, a blob is any fleet that beats you which has 1 more ship than your own fleet. To others, a blob is a fleet larger than some arbitrary N. The upcoming command ship bonuses make the existing T2 command ships more combat-worthy, but to some this isn't enough: why fly a claymore when you could fly a proper battlecruiser or battleship for more DPS? BCs should all have a utility high, one of the things that prevent people from fitting a warfare link in there is the giant graphical bullseye that gets painted on you when you are running those (unless everyone else in your fleet fits sensor boosters). If the warfare link wasn't obvious, I think that would increase their use. The other problem is the implant gives too much of a bonus to the warfare link, making it SEEM a requirement.
Mara Rinn wrote:Fourth, there is the consideration of Titan hull bonuses in general and the Rorqual bonus being tied to the industrial core: if warfare links can only buff fleetmates on the same grid, the Rorqual will no longer be used for mining fleets. Do titan hull bonuses need to be reviewed at the same time as warfare links? They should be on grid to provide those monumental bonuses.
All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3429
|
Posted - 2013.05.24 18:26:00 -
[58] - Quote
My opinion on warfare links is very strongly biased by my experience as a miner. It is nigh compulsory to have an orca in fleet for hisec mining operations if one is to be economically competitive. These days we can just about get by with a fleet of mackinaws and a wing or fleet commander with Mining Foreman 5, but the 50% extra yield from having an orca with the laser optimisation link active is too good to pass up.
There are other bonuses to having an orca in fleet: the bonus of having a giant jetcan sitting near the fleet is not to be dismissed lightly. The current iteration of the Mackinaw disrupts that benefit though, since a fleet of four or five mackinaws can strip all of one type of ore from most hisec belts without returning to station. I consider the mackinaw to be an abomination.
How would nerfing or removing warfare links impact my gameplay? Simply, I'd have to accept lower yields in mining, just like every other miner. I would have to make a decision about flying two hulks and an orca versus three mackinaws, for example. So understandably, being resistant to change, I would be able to cope with warfare links being nerfed, but I don't want them removed altogether. At which point I have to wonder whether a laser optimisation link that provides a 5% bonus would be worth using, especially considering the presence of the mackinaw in the exhumers lineup.
What would be the function of a command ship without links? If we remove links from the game, would we have to remove command ships too? What if links were reduced significantly in strength from their current 30% bonuses to 10% bonuses, and required the command ship to be on grid?
At this point, I'd like to believe that links are useful things, just like group buffs in fantasy games (such as the "Bless" spell in the D&D cleric spellbook). My opinion is that links are currently overpowered, and should be limited in range either by kilometres or by requiring the command ship to be "on grid".
Day 0 advice for new players: Day 0 Advice for New Players |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3429
|
Posted - 2013.05.24 18:31:00 -
[59] - Quote
Bagehi wrote:All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change.
According to CCP Fozzie, CCP Veritas is looking/will be looking at squad boosting code, so it's on the cards. Hopefully CCPs Fozzie or Veritas can let us know what's going on.
Day 0 advice for new players: Day 0 Advice for New Players |
|

CCP Fozzie
C C P C C P Alliance
6072

|
Posted - 2013.05.24 18:37:00 -
[60] - Quote
Mara Rinn wrote:Bagehi wrote:All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change. According to CCP Fozzie, CCP Veritas is looking/will be looking at squad boosting code, so it's on the cards. Hopefully CCPs Fozzie or Veritas can let us know what's going on.
The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Maximus Andendare
Future Corps Sleeper Social Club
206
|
Posted - 2013.05.24 18:42:00 -
[61] - Quote
CCP Fozzie wrote:. . .one of the biggest remaining performance bottlenecks on Jita. Jita is a performance bottleneck?? :P
|

Bagehi
Sniggerdly Pandemic Legion
193
|
Posted - 2013.05.24 18:45:00 -
[62] - Quote
CCP Fozzie wrote:Mara Rinn wrote:Bagehi wrote:All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change. According to CCP Fozzie, CCP Veritas is looking/will be looking at squad boosting code, so it's on the cards. Hopefully CCPs Fozzie or Veritas can let us know what's going on. The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority. Hurray!
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Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3429
|
Posted - 2013.05.24 18:47:00 -
[63] - Quote
CCP Fozzie wrote:The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority.
Does CCP Veritas need a water boy? Shoe shine?
PS: Sorry for the spam on Twitter, CCP Fozzie  Day 0 advice for new players: Day 0 Advice for New Players |

Liang Nuren
Heretic Army Heretic Initiative
3708
|
Posted - 2013.05.24 18:51:00 -
[64] - Quote
Mara Rinn wrote: Third, there is the consideration that almost by definition, link bonuses are an exclusive feature of blob warfare. To some, a blob is any fleet that beats you which has 1 more ship than your own fleet. To others, a blob is a fleet larger than some arbitrary N. The upcoming command ship bonuses make the existing T2 command ships more combat-worthy, but to some this isn't enough: why fly a claymore when you could fly a proper battlecruiser or battleship for more DPS?
Hmmm, the actual context for the blob argument was that you're blobbing when you bring more people than there are people in the rest of the region combined. But on a slightly more serious note: the problem here was stated earlier in the thread. Large static fleets that dramatically outnumber their opponents are free to bring the large and heavy static command ships to the field and reap the massively overpowered bonuses while smaller fleets that are based around skirmishing are literally **** out of luck.
Now don't get me wrong - I'm aware that pretty much any argument can be turned into a but the blob argument. However, I would argue that blobs are inherently not as good at coordinated attacks as smaller and more tightly knit organizations. There's limitations in communication, skills, ships, lag, etc that all makes it much harder to execute skirmish style warfare. And hell, if you've got enough people then it's just more efficient and easy to just blap **** down with artillery. Thus, what I'm objecting to is that on grid only links pretty much hits a delete key on skirmish based warfare.
My objection really boils down to the fact that links that provide 50%+ bonuses are amazingly overpowered in a game where people train for 60 days for a 2% bonus. In a very real sense, a set of links provides you and everyone in your fleet with a snake set, a nomad set, a grail set, a slave set, a crystal set, an armor crystal set, and a full rack of deadspace/officer gear. For free.
I tend to approve of the directed module solution (making gang mods be more like Remote ECCM and Remote SeBo and Shield Transporters etc). However, my personal solution is a bit more heavy handed because I feel that the bonus provided is just outrageously over the top: - Delete combat gang mods and mindlinks in entirety. Hard programming problem: solved. - Leave or don't leave the mining gang mods. I really don't care. Let the miners hash that **** out. - Keep the base leadership skills and their effect intact (Leadership, Armored Warfare, Siege Warfare, Skirmish Warfare, Info Warfare) - Make the leadership Spec skills enhance the more basic leadership skills. - Give Fleet Commands another role. I suggest BC sized logistics or something.
Now, before anyone gets offended and tells me to train up or buy my own warfare link alts: I am running three purrrrr-fect skilled warfare link alts from within a POS right now. I've got it covered.
-Liang
Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Skia Aumer
Atlas Research Group
49
|
Posted - 2013.05.24 19:05:00 -
[65] - Quote
Gizznitt Malikite wrote:Labia Nabali wrote:Just make it so you cant activate links inside of a pos. This would be an EXCELLENT start!!! Miners will crucify developers. |

Maximus Andendare
Future Corps Sleeper Social Club
206
|
Posted - 2013.05.24 19:08:00 -
[66] - Quote
Liang Nuren wrote:blobs are inherently not as good at coordinated attacks as smaller and more tightly knit organizations. The beauty, if you will, of the blob is that you don't have to be coordinated or tightly knit. In fact, the pilots by and large don't even have to be that good. All the blob relies on is numbers. If N pilots are capable of locking the target and pressing F1, then the target will die from alpha. Smaller and more coordinated groups, while I of course agree are better from a gaming/fun standpoint, just aren't needed when you can amass 750 low skilled mouthbreathers to press a button.
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Liang Nuren
Heretic Army Heretic Initiative
3708
|
Posted - 2013.05.24 19:10:00 -
[67] - Quote
Maximus Andendare wrote:Liang Nuren wrote:blobs are inherently not as good at coordinated attacks as smaller and more tightly knit organizations. The beauty, if you will, of the blob is that you don't have to be coordinated or tightly knit. In fact, the pilots by and large don't even have to be that good. All the blob relies on is numbers. If N pilots are capable of locking the target and pressing F1, then the target will die from alpha. Smaller and more coordinated groups, while I of course agree are better from a gaming/fun standpoint, just aren't needed when you can amass 750 low skilled mouthbreathers to press a button.
Of course, and that's fine. I'm so glad that that play style exists in Eve. I just don't want it to be the only play style that exists. :)
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Xolve
Sniggerdly Pandemic Legion
1418
|
Posted - 2013.05.24 19:22:00 -
[68] - Quote
Liang Nuren wrote:Now, before anyone gets offended and tells me to train up or buy my own warfare link alts: I am running three purrrrr-fect skilled warfare link alts from within a POS right now. I've got it covered.
Sounds dangerously close to risk-averse ~elite pvp~. Inappropriate signature removed. Navigator. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3430
|
Posted - 2013.05.24 19:25:00 -
[69] - Quote
Liang Nuren wrote:Hmmm, the actual context for the blob argument was that you're blobbing when you bring more people than there are people in the rest of the region combined. But on a slightly more serious note: the problem here was stated earlier in the thread. Large static fleets that dramatically outnumber their opponents are free to bring the large and heavy static command ships to the field and reap the massively overpowered bonuses while smaller fleets that are based around skirmishing are literally **** out of luck.
I was talking generally, not specifically referencing your situation where the guys you were fighting/fleeing had more pilots in their fleet than the entire lowsec region you were roaming.
Liang Nuren wrote:Thus, what I'm objecting to is that on grid only links pretty much hits a delete key on skirmish based warfare.
You can't alpha stuff that is out of range. This is why logistics try to fly the other side of the fleet from the bad guys, and why an on-grid commander would do the same: maintain the maximum possible range between themselves and the bad guys.
Liang Nuren wrote:My objection really boils down to the fact that links that provide 50%+ bonuses are amazingly overpowered in a game where people train for 60 days for a 2% bonus. In a very real sense, a set of links provides you and everyone in your fleet with a snake set, a nomad set, a grail set, a slave set, a crystal set, an armor crystal set, and a full rack of deadspace/officer gear. For free.
And from the safety of a POS shield.
As for the percentage bonuses, that's why I brought up the comparison to WoW. Blizzard keeps trying to balance PvP in their game, but due to the way various classes work they've ended up having what amounts to a second set of attributes which are specific to PvP (PvP resilience instead of dodge/block/parry for example). Even so, 5% was a good enough buff that people used to bring Paladins along to raids just for that buff: "hey paladin, we know you're useless for tanking, DPS or healing, but we'll carry you through because your buff is just that good."
So will 5% be a sufficiently high buff in EVE that we'd carry a command ship, assuming that command ship can deal 80% of the DPS of the rest of the fleet and has about 150% the EHP?
As a logistics pilot I know that there's a hell of a difference between Logistics 4 and Logistics 5, for example: it's the difference between being cap stable with 1 or 2 transfers in a typical incursion fleet setup, which flows on to a 25% increase in repping output. So I think 5% is a pretty good deal, assuming that command ships are not completely useless in PvP.
Day 0 advice for new players: Day 0 Advice for New Players |

Mike Voidstar
Voidstar Free Flight Foundation
148
|
Posted - 2013.05.24 19:26:00 -
[70] - Quote
You could make it more friendly for smaller gang skirmishing by diluting the bonus based on the numbers in the fleets.
Let's say, for instance, that a Squad Leader can boost his squad for 100% of the bonus, but a Wing Leader only provides 70% of the bonus to his squads. This dilution would occur at ever level of the command chain so that a large fleet would benefit much less from boosting than a smaller fleet.
This could be made less harsh by allowing each level of command reinforce the higher levels in the chain, so that 70% from the wing commander could be boosted back to 80% by a squad leader running the same links for his squad only, or perhaps with a new command module that served the purpose, making the one slot t1 battlecruisers more viable as links in the command chain. |

Jerick Ludhowe
JLT corp
458
|
Posted - 2013.05.24 19:34:00 -
[71] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. 
What does this mean for the Command Ship changes that were originally planned for this xpack? Can we expect to see a balanced group of CS in the near future? AKA, sleipnir and claymore should not magically get 1 more slot.
|
|

CCP Fozzie
C C P C C P Alliance
6074

|
Posted - 2013.05.24 19:36:00 -
[72] - Quote
Jerick Ludhowe wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about.  What does this mean for the Command Ship changes that were originally planned for this xpack? Can we expect to see a balanced group of CS in the near future? AKA, sleipnir and claymore should not magically get 1 more slot.
Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
|

Gizznitt Malikite
Agony Unleashed Agony Empire
2143
|
Posted - 2013.05.24 19:45:00 -
[73] - Quote
Liang Nuren wrote:Thus, what I'm objecting to is that on grid only links pretty much hits a delete key on skirmish based warfare.
My objection really boils down to the fact that links that provide 50%+ bonuses are amazingly overpowered in a game where people train for 60 days for a 2% bonus. In a very real sense, a set of links provides you and everyone in your fleet with a snake set, a nomad set, a grail set, a slave set, a crystal set, an armor crystal set, and a full rack of deadspace/officer gear. For free.
I tend to approve of the directed module solution (making gang mods be more like Remote ECCM and Remote SeBo and Shield Transporters etc). However, my personal solution is a bit more heavy handed because I feel that the bonus provided is just outrageously over the top: - Delete combat gang mods and mindlinks in entirety. Hard programming problem: solved. - Leave or don't leave the mining gang mods. I really don't care. Let the miners hash that **** out. - Keep the base leadership skills and their effect intact (Leadership, Armored Warfare, Siege Warfare, Skirmish Warfare, Info Warfare) - Make the leadership Spec skills enhance the more basic leadership skills. - Give Fleet Commands another role. I suggest BC sized logistics or something.
Now, before anyone gets offended and tells me to train up or buy my own warfare link alts: I am running three purrrrr-fect skilled warfare link alts from within a POS right now. I've got it covered.
-Liang
I completely agree that Warfare links are simply too potent. -- Rather than delete combat gang mods, I'd simply have them effect ONLY your ship. Unfortunately, this would require rebalancing all of them, expanding the range of ships they could be fit on, etc... Give them a flat boost, that's balanced for fitting a module! -- Mindlinks... Make them work on your ship only... -- To clarify: I'd like the leadership Spec skills enhance the leadership bonuses passed down to you from FC/WC/SC... If they effect everyone, they need to be much less potent... (like +2% / level)
|

Maximus Andendare
Future Corps Sleeper Social Club
206
|
Posted - 2013.05.24 19:47:00 -
[74] - Quote
CCP Fozzie wrote:Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release. I'm sure people--myself included--were thinking CS changes would make it into Odyssey based on what CCP Ytterbium stated in his Dev Blog "Back to the Balancing Future" on Nov. 6, 2012. He said:
CCP_Ytterbium wrote:When we're finished with tech 1 hulls we are going to start looking into more advanced roles, starting with Command ships. Since BSs were of the last of the T1 hulls needing fixing (save for Capitals), its only logical that we'd see Command Ship changes coming in Odyssey unless the tiericide initiative is going to take some time off. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2143
|
Posted - 2013.05.24 19:59:00 -
[75] - Quote
Maximus Andendare wrote:CCP Fozzie wrote:Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release. I'm sure people--myself included--were thinking CS changes would make it into Odyssey based on what CCP Ytterbium stated in his Dev Blog "Back to the Balancing Future" on Nov. 6, 2012. He said: CCP_Ytterbium wrote:When we're finished with tech 1 hulls we are going to start looking into more advanced roles, starting with Command ships. Since BSs were of the last of the T1 hulls needing fixing (save for Capitals), its only logical that we'd see Command Ship changes coming in Odyssey unless the tiericide initiative is going to take some time off.
Industiral Ships, Pirate Ships, Capitals might all be "t1 hulls" that get rebalanced prior to T2 Ships.... And balancing command ships before links are balanced might not work out so well! |

Famine Kaftar
The Destined Drunken Hyena Association
0
|
Posted - 2013.05.24 20:01:00 -
[76] - Quote
Mole Guy wrote: we make command ships all nice and tough to kill, but who is going to wanna take a group of fast roamers through null with a slow command ship behind them. we need a SubCommand ship. a destroyer based command. descent resists, and he ability to run links. or one link..maybe 2. whatever.
I have had a somewhat inexplicable fantasy for a long time of a T2 destroyer with decent speed/agility that can only run 1 link and cannot use Command Processors. 
However, I dislike the idea of adding more warfare link ships before the ambiguity between the roles of the T3 and CS classes is resolved. In the Back to the Balancing Future dev blog the idea was proposed of having the CS run stronger boosts than the T3, but the CS pilots have to choose between running links or having an actually combat effective fit. While I agree that a CS fit as a dedicated booster should be 'better' than a T3 dedicated to that job, I'd like to see it so that both can also run links while having on-grid combat potential. Specifically I think the T3 ships should be adapted to fly alongside the 'attack' ships and the CS should go with the 'combat' ones.
as a side note: What's the latest word on when the Nighthawk will be getting some love? (edit: I mean, are we going to have to wait until the CS class as a whole gets an overhaul?) |

ExAstra
Echoes of Silence
109
|
Posted - 2013.05.24 20:06:00 -
[77] - Quote
Maximus Andendare wrote:CCP Fozzie wrote:Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release. I'm sure people--myself included--were thinking CS changes would make it into Odyssey based on what CCP Ytterbium stated in his Dev Blog "Back to the Balancing Future" on Nov. 6, 2012. He said: CCP_Ytterbium wrote:When we're finished with tech 1 hulls we are going to start looking into more advanced roles, starting with Command ships. Since BSs were of the last of the T1 hulls needing fixing (save for Capitals), its only logical that we'd see Command Ship changes coming in Odyssey unless the tiericide initiative is going to take some time off. That's not right at all. We still might have capitals, industrial ships, mining ships, etc. They're all T1 and we haven't a word about them.
And the battleship tiercide is coming with Odyssey. So for the most part yeah, T1 tiercide is done. That doesn't automatically mean Command Ships are coming at the same time. It means "Okay, T1 are done, time to start on T2" Save the drones! |

Gilbaron
Free-Space-Ranger Nulli Secunda
880
|
Posted - 2013.05.24 20:22:00 -
[78] - Quote
Quote:The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority.
so, we are getting a rewrite of how grids work ?
or the brain in a box thing ?
or both ? We are recruiting german-speaking PVP players, contact me :)
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Edward Pierce
GoonWaffe Goonswarm Federation
55
|
Posted - 2013.05.24 20:56:00 -
[79] - Quote
CCP Fozzie wrote:Mara Rinn wrote:Bagehi wrote:All that said, the warfare link (on/off-grid) issue was brought up at fan fest and the answer was "that's a lot of code to rewrite" much like the answer to questions about the POS overhaul. As much as almost everyone wants both new POSes and a change to warfare links, it doesn't sound like either will be a near future change. According to CCP Fozzie, CCP Veritas is looking/will be looking at squad boosting code, so it's on the cards. Hopefully CCPs Fozzie or Veritas can let us know what's going on. The rewrite that's needed to do new stuff with gang links will also affect a number of other things, including breaking one of the biggest remaining performance bottlenecks on Jita and big fleet fights. Unsurprisingly that helps raise its priority. Fleet boosters having to sit off-grid to provide boosts is a consequence of having to neuter your ship to fit the boosters in the first place. Forcing them to have to sit on grid won't address the root of the problem.
If booster ships (and mindlinks) were more affordable and better rounded so that you wouldn't have to choose between being able to tank and shoot or boost your fleet, you would see many more on-grid boosters taking part in the fights.
I believe you mentioned something about changing the fitting requirements for gang assist modules back when you implemented the changes on the CPU for covert cloaks to not have it's CPU tied to the players Recon Ships skill? Whatever happened to that?
Give command ships the ability to fit a full rack of gang assist modules and still perform like a T2 ship in fleets and this would make people actually want to fly these ships rather than just put an alt in them and hide it somewhere in the system. |

paritybit
Repo.
177
|
Posted - 2013.05.24 22:02:00 -
[80] - Quote
Edward Pierce wrote:Fleet boosters having to sit off-grid to provide boosts is a consequence of having to neuter your ship to fit the boosters in the first place. Forcing them to have to sit on grid won't address the root of the problem. The problem is that people think it's necessary to fit all the links to a single ship instead of choosing between them. If ships off-grid didn't affect the fight, then people would learn to choose which links they actually needed the most, make a choice and fit an effective ship to fly them on-grid. I know it's crazy. But for now, they can have their cake and eat it too, along with a handful of other cakes.
I know it's possible because when I flew in skirmishy (and other) gangs with Rote Kapelle we would bring our links with us. And keep them on-grid. And use them to great effect.
Edward Pierce wrote:Give command ships the ability to fit a full rack of gang assist modules and still perform like a T2 ship in fleets and this would make people actually want to fly these ships rather than just put an alt in them and hide it somewhere in the system. If everyone can do everything then you end up with a sort of homogeneous looking field. Having to decide makes your choices actually relevant.
I think this also goes a little to the potency argument. If you were only 50% better at one thing instead of 50% better at everything it wouldn't be so bad. |

Maximus Andendare
Future Corps Sleeper Social Club
207
|
Posted - 2013.05.24 22:04:00 -
[81] - Quote
ExAstra wrote:Maximus Andendare wrote:CCP Fozzie wrote:Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release. I'm sure people--myself included--were thinking CS changes would make it into Odyssey based on what CCP Ytterbium stated in his Dev Blog "Back to the Balancing Future" on Nov. 6, 2012. He said: CCP_Ytterbium wrote:When we're finished with tech 1 hulls we are going to start looking into more advanced roles, starting with Command ships. Since BSs were of the last of the T1 hulls needing fixing (save for Capitals), its only logical that we'd see Command Ship changes coming in Odyssey unless the tiericide initiative is going to take some time off. That's not right at all. We still might have capitals, industrial ships, mining ships, etc. They're all T1 and we haven't a word about them. And the battleship tiercide is coming with Odyssey. So for the most part yeah, T1 tiercide is done. That doesn't automatically mean Command Ships are coming at the same time. It means "Okay, T1 are done, time to start on T2" Mining ships? What? Surely you jest or are just not caught up with what has left to be balanced. Besides, nobody said anything about Command Ships coming "at the same time." What I did quote was that the first T2 in the line, as stated, are Command Ships. So yes, once T1 hulls are done--and there are only T2 ships left to rebalance, that does mean that CSs are next, because, as I quoted, CCP Ytterbium expressly stated that. The confusion is that Fozzie seemed to imply that Command Ships were much farther down the "roadmap" than Ytterbium expressed. In actuality, anything farther than first on the T2 list conflicts with what we were told in the past. I hope it's not "old CCP" rearing its head again...
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Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
262
|
Posted - 2013.05.24 22:15:00 -
[82] - Quote
paritybit wrote: The problem is that people think it's necessary to fit all the links to a single ship instead of choosing between them. If ships off-grid didn't affect the fight, then people would learn to choose which links they actually needed the most, make a choice and fit an effective ship to fly them on-grid. I know it's crazy. But for now, they can have their cake and eat it too, along with a handful of other cakes.
Problem is several of the links are designed to work in conjunction with other links - the armor and shield ones other than the resist bonus one are mostly only really worth it if you bring both, infowar links individually are fairly weak but provide quite an effective bonus to your abilities when you bring more than one of them and so on.
Actually find the whole bringing links on grid thing a bit annoying as it only really advantages the unprepared or unwilling to get properly organised (perfectly happy to and often do use my alt in an eos on grid with links in PVP and quite capable of dealing with hostiles who use off-grid boosting). |
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CCP Fozzie
C C P C C P Alliance
6080

|
Posted - 2013.05.24 22:22:00 -
[83] - Quote
Maximus Andendare wrote: I hope it's not "old CCP" rearing its head again...
If you keep misusing that phrase so badly, it will lose all meaning.
"CCP only rebalanced or added 40 ships this expansion, let's shoot the monument!" Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie |
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James Amril-Kesh
4S Corporation RAZOR Alliance
5156
|
Posted - 2013.05.24 22:24:00 -
[84] - Quote
Removing OGB is still a bad idea. -áMy (mostly boring) Youtube channel. |

Cearain
Black Dragon Fighting Society The Devil's Tattoo
962
|
Posted - 2013.05.24 22:24:00 -
[85] - Quote
CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about. 
Glad to hear this is still a priority.
But if this ends up being pushed out to sometime after the end of time, I will call you out on it.
Maybe just give it a long cycle time of 24 seconds. Everyone in fleet within 100k gets the boost for the 24 seconds. If you are not in range during the next cycle no boost for 24 seconds.
Or just delete all these bonuses every 3rd week of the month. No need to tell players, just blame it on the sansha. Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Lunaleil Fournier
StarFleet Enterprises Red Alliance
24
|
Posted - 2013.05.24 22:31:00 -
[86] - Quote
Throwing my hat in the ring for gang links being targeted modules, essentially turning them into remote reps.
It makes command ships behave like logi, makes them valuable to fleets on grid, and gives them a unique role still. Command ships would lose their ability to brawl because you'd need the highs for the links, but that's an acceptable trade-off as a t2 battlecruiser focused on brawling can always be added.
For this to be effective, you'd have to combine all of the same type of bonuses into one module. So, you would have one 'skirmish link' remote rep that gives all 3 skirmish bonuses to one targeted ship. 8 highs = max 8 ships w bonuses. The pilot would have to pick and choose who to give bonuses to and when, so its a much more interactive experience.
Love it. |

Makari Aeron
The Shadow's Of Eve TSOE Consortium
56
|
Posted - 2013.05.24 22:38:00 -
[87] - Quote
CCP Fozzie wrote:Maximus Andendare wrote: I hope it's not "old CCP" rearing its head again...
If you keep misusing that phrase so badly, it will lose all meaning. "CCP only rebalanced or added 40 ships this expansion, let's shoot the monument!"
Fozzie, you're assuming the angry players need an excuse to shoot something. CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty...
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Liang Nuren
Heretic Army Heretic Initiative
3708
|
Posted - 2013.05.24 22:47:00 -
[88] - Quote
Lunaleil Fournier wrote:Throwing my hat in the ring for gang links being targeted modules, essentially turning them into remote reps.
For this to be effective, you'd have to combine all of the same type of bonuses into one module. So, you would have one 'skirmish link' remote rep that gives all 3 skirmish bonuses to one targeted ship. 8 highs = max 8 ships w bonuses. The pilot would have to pick and choose who to give bonuses to and when, so its a much more interactive experience - but also doesn't limit the number of command ships on the field giving out bonuses like the current system does (FC, WC, SL)
This makes command ships behave like logi, needing them ongrid, while maintaining their unique role and getting past technical issues. You could even keep the vulture as a link ship and nighthawk as a brawler w fewer links to offer choice.
Love it.
As much as I hate scripts, scripts would be cool there.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
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Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
678
|
Posted - 2013.05.24 23:07:00 -
[89] - Quote
Edward Pierce wrote:...Give command ships the ability to fit a full rack of gang assist modules and still perform like a T2 ship in fleets and this would make people actually want to fly these ships rather than just put an alt in them and hide it somewhere in the system. Where is the sacrifice then? The whole point of making links so hard to fit is to force a choice and to justify the over-the-top bonuses they provide ...
But judging from you description, the problem might as well be that the fleet mechanics do not allow for a sufficiently fluid boost system where multiple hulls might contribute rather than "The One" .. if each squad/wing could have multiple boosters then the tank problem goes byebye .. instead of you ship with six links you could have 3-4 fully armed and armoured ships all contributing with boosts.
Gotta say, the idea of axing links (boggles mind that it comes from a Heretic ) in their entirety is looking better and better .. they do provide an abnormally high benefit for comparatively zero cost. Quite amazing that they have existed for as long as they have given the ISK/Time cost to get a fraction of the boost they provide through skills, modules or implants .. out-of-whack doesn't even come close when talking cost/benefit of links, and that is before nigh infinite scaling is taken into account 
Remove them completely (almost); - Only Titan's can boost entire system but not from within a forceshield and maybe with some other detrimental effects applied such as links sharing DD timer or something. Note: Titan's like all capitals are born with link capability!. - CC/T3 can get a hefty increase in sensor strengths (lock #, res, range, sensors) and provide their links directly/automatically to locked, fleeted targets. Might require some additional targeting code so that one can 'grey out' a locked item to prevent shooting it by 'accident'. - Increase mobility/tank of link hulls so they can follow ships one size down around (ie. Cruisers/HACs) or introduce links to a lighter hull (ex. AF's, *new* T2 Dessie etc.) - Linkship itself always gets full benefit of all modules running. - Optional (Blob vs Solo mechanic): Divide the bonus between client ships + skill based modifier (ie. if five are locked by an all V character they each get 20% + 10-25% of the bonus). Even with 10 sharing the bonus will still be equal to or greater than and extra skill level or a faction mod.
Makes them on-grid and vulnerable to everything there. Goes a long way towards balancing the cost/benefit ratio. Blob vs. ~Elite~ PvP'er debate is killed in the cradle as one is better off with smaller crews. With the promised CC buffs and lowering of skill reqs there should be more than enough pilots/ships to pick up the slack.
CCP Fozzie wrote:Maximus Andendare wrote: I hope it's not "old CCP" rearing its head again...
If you keep misusing that phrase so badly, it will lose all meaning. "CCP only rebalanced or added 40 ships this expansion, let's shoot the monument!" We don't actually need a reason for that you know, it can be done based on any perceived slight .. just easier to rile people up if one can point to some official tomfoolery  |

MeBiatch
Republic University Minmatar Republic
1017
|
Posted - 2013.05.24 23:48:00 -
[90] - Quote
James Amril-Kesh wrote:Removing OGB is still a bad idea.
if you did in its current form you would be correct.
in a fleet you have squads divisions and fleet right?
so why not make squad boosting the best but has limited range 50km and only works on people in the squad. some thing like a 1.5x increase in warfare links effectiveness.
then for division it has a larger range lets say 200 km but only gives a 1.0x for warfare links effectivenes.
then fleet being 0.5x but can still be used off grid.
that and i would reduce the fittings for links...
that way you can now have a well organized small fleet with a squad booster that gives a really good bonus but still can be killed and taken away.
or you can go the other extream and reverse that by selecting the fleet booster but only at 0.5x for the entire system.... Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

James Amril-Kesh
4S Corporation RAZOR Alliance
5160
|
Posted - 2013.05.25 00:13:00 -
[91] - Quote
No, because your suggestion has no relation to how fleet boosting is actually used. -áMy (mostly boring) Youtube channel. |

Maximus Andendare
Future Corps Sleeper Social Club
207
|
Posted - 2013.05.25 02:37:00 -
[92] - Quote
CCP Fozzie wrote:Maximus Andendare wrote: I hope it's not "old CCP" rearing its head again...
If you keep misusing that phrase so badly, it will lose all meaning. "CCP only rebalanced or added 40 ships this expansion, let's shoot the monument!" Your assumption that anyone wants to shoot the monument is incorrect, sir. The "old CCP" I'm referring to is the one where something is said one day and then contradicted the next, in a very similar way that the CS changes sound to be developing. Don't blow it out of proportion. If you'd read my forum posts, you'd see that I think you guys are doing a fantastic job at tiericide, aside from the left hand and the right hand not working together. Besides, you don't qualify for "old CCP"--you're too new there. ;) |

Warde Guildencrantz
TunDraGon Drunk 'n' Disorderly
700
|
Posted - 2013.05.25 05:42:00 -
[93] - Quote
Veshta Yoshida wrote:CCP Fozzie wrote:It's a performance optimization problem. We could turn on range-based boosting in Odyssey but it would melt all the servers.... Get bigger servers? 
CCP Notreal wrote: hold on we'll buy some more RAM on ebay
|

Seolfor
Caldari Provisions Caldari State
4
|
Posted - 2013.05.25 06:28:00 -
[94] - Quote
CCP Fozzie wrote:Jerick Ludhowe wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Very likely closer to now than to the end of time, but those things are hard to be certain about.  What does this mean for the Command Ship changes that were originally planned for this xpack? Can we expect to see a balanced group of CS in the near future? AKA, sleipnir and claymore should not magically get 1 more slot. Command Ship changes were never announced for this expansion. We revealed a medium-term plan last year to get feedback, that's not the same as promising it will be in the next release.
Um I distinctly remember CCP saying that Command ships were the highest priority T2 fix and this would be an Oddssey point release - so while that's not 'release with xpack', that's still a far shot from 'end of time'
To be clear - not talking about ogb, talking about other changes to T3 and cS that nov 12 devblog talked about |

Deerin
Murientor Tribe Defiant Legacy
171
|
Posted - 2013.05.25 08:08:00 -
[95] - Quote
I had made a post about this a few weeks ago. Since this one has a Dev Tag, I'll post it here too.
"According to old CSM notes and several blogs, it looks like we are not going to see boosters on the field any time soon. Although I have nothing against them, it makes people to get multiple accounts to stay competetive, which is a bad game design.
Furthermore, I believe current gang link distribution is too much in the favor of Matari links. I think the gang link bonuses themselves should be reshuffled to reflect racial doctrines.
So here is what I propose. I'll begin with ganglink modules. The values I'm listing are base values for t2 versions of modules
Amarr Imperial Doctrine - Passive Defense - Armor Resists +%2 Imperial Doctrine - Parasitic Channel - Neutralizer/Nos Amount +%2.5 Imperial Doctrine - Flux Field - Cap Recharge -%2.5
Caldari Superiority Process - Shield Harmonizing - Shield Resists +%2 Superiority Process - Electronic Superiority - EWAR range (ECM, TD, Damp, Paint), EWAR Str +%1.5 Superiority Process - Sensor Integrity - Sensor Str +%3.75
Gallente Forced Engagement - Repair Efficiency - Armor Rep Amount +%2.5(local and remote) Forced Engagement - Interdiction Maneuvers - Point Range +%2.5 Forced Engagement - Inertial Compensation - Agility +%2.5
Minmatar Skirmish Warfare - Shield Efficiency - Shield Rep Amount +%2.5(local and remote) Skirmish Warfare - Stasis Extension - Web Range +%2.5 Skirmish Warfare - Evasive Maneuvers - Signature Reduction -%2.5 OR Rapid Deployment - MWD/AB speed +%2
Web range is minmatar recon bonus, whereas point range is gallente. I believe they should be seperated. I'm still undecided about speed bonus vs signature reduction. IMO they shouldn't exist together.
Mindlink Efficiency should be reduced to %25, and should apply to all links. Having specific booster clones is....not cool..
Specialization can be made at T2 Field Command BC's. 10% per level efficiency to racial specific doctrine puts them in today's t3 link levels.
T3's are generalisation ships and they should get %3 per level bonus to all
This way the multipliers at lvl5 skills become (without/with mindlink)
T1 BC's 7.5 / 9.375 T2 Field Command BC's (non-racial - racial) 7.5 / 9.375 - 11.25 / 14.06(<-This value is what a t3 booster today gets) T3 Warfare Procs = 8.6 / 10.78
As a final touch, the boosting amount should be variable by its hierarchial level.
Squad Booster gives full boost Wing Booster gives 75% boost Fleet Booster gives 50% boost
This way, when making your squads you should choose which boost goes where carefully. One ship to boost them all shouldn't work.
/me puts on flame/troll slime retardant suit.
Flame on." |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
204
|
Posted - 2013.05.25 08:42:00 -
[96] - Quote
^^ The above is one way to do it racial gang-links instead of the current set of 4 that would be bonused on nearly all T3's .. less homogenization would be great.
i can't see the neut/nos amount being allowed to go live though
I would like if they had a set of drone gang links maybe both the gallente and amarr could have access to. Drone links - drone tracking - drone velocity - reduced drone sig radius - drone control range
'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

Milton Middleson
Rifterlings Point Blank Alliance
273
|
Posted - 2013.05.25 09:05:00 -
[97] - Quote
Even if the coding problem were fixed tomorrow, links would still be in an awful state, a) because they're absolute crap from a gameplay perspective, and b) the sheer magnitude of mindlinked (nerf mindlinks!) bonuses eclipses pretty much everything else. Skirmish links stand out as the most egregious right now because of the supremacy of speed and the limits imposed on combat by tackle range, but siege/armor links are nearly as bad in many respects. 40% more tank and doubled RR effectiveness can be effectively insurmountable in small-to-midscale fights.
Or just make boosting an active role instead of a passive aoe buff. |

Jonas Sukarala
Deep Core Mining Inc. Caldari State
204
|
Posted - 2013.05.25 09:17:00 -
[98] - Quote
I would urge CCP to remove all the remote rep bonuses from gang links especially considering they have said they want to reduce the prevalence and effectiveness of remote reps thus the ship resistance thread.
And on implants they should look to reduce the 50% bonus down to 10% at most and look at how other implant sets work 1-5% normally now maybe those numbers are too small for links to be worth the effort ... not sure 'Tech3 ships need to be put down, like a rabid dog drooling everywhere in the house, they are out of line' CCP Ytterbium Nerf missile range into place where is the TD missile change?-á ..projectiles should use capacitor. ABC's should be T2 HABC and nerf web strength its still too high |

Chi'Nane T'Kal
Interminatus Aeterna Anima
82
|
Posted - 2013.05.25 11:23:00 -
[99] - Quote
James Amril-Kesh wrote:Removing OGB is still a bad idea.
Yeah, what will all the terrible PvPers do that have to rely on the advantage OGB gives them to have a remote chance at winning against anyone but newbs? |

Jerick Ludhowe
JLT corp
458
|
Posted - 2013.05.25 13:04:00 -
[100] - Quote
Jonas Sukarala wrote:I would urge CCP to remove all the remote rep bonuses from gang links especially considering they have said they want to reduce the prevalence and effectiveness of remote reps thus the ship resistance thread.
This is actually a novel idea. I'd keep the cap reduction link working on RR though.
|

Mole Guy
Xoth Inc Unclaimed.
101
|
Posted - 2013.05.25 13:48:00 -
[101] - Quote
i stand corrected.
looks like i misinterpreted your presentation during fan fest. i thought commands were coming out in this expansion and they are actually in the "future" part.
i just spent a bill buying the rest of them for this expansion..
ugg |

Mole Guy
Xoth Inc Unclaimed.
101
|
Posted - 2013.05.25 14:07:00 -
[102] - Quote
delete |

Shereza
Center for Advanced Studies Gallente Federation
89
|
Posted - 2013.05.25 14:29:00 -
[103] - Quote
CCP Fozzie wrote:So I do honestly welcome people's cool ideas about what form gang links could take. Don't limit yourself to small changes to the status quo, because it turns out with this system small changes aren't necessarily any faster to implement than off the wall changes.
Well, how about these ideas? 
#1 Warfare Link Disruptor. Cruiser-sized high-slot module that disrupts all gang links within 7.5km of the cruiser it's mounted on. Not so much an idea of what can be done with links as an idea of what to do to them.
#2 Distributed Tracking Network. This would probably require too many calculations to be do'able, but it's a nice idea. For every one of your ships within lock range of a given target the effect of that target's velocity is reduced by a percentage. Stacking penalties, of course, apply.
#3 Missile Defense Grid. Defender missiles fired by any ship affected by this gang link will auto-target incoming missiles on any other ship affected by this link on a nearest to firing ship basis. This would allow defender missiles to be used as part of a fleet, or at least squad, defense strategy. Of course for this to truly shine defender missiles and how they affect gameplay as well as how useful missiles are in PvP would likely have to be... adjusted. 
#4 Multiple Volley Processor. Synchronizes the firing rates of all affected ships to match the rate of fire on the slowest guns in the squad/wing/fleet. In effect it would help coordinate alpha'ing down targets. The downsides are that if you start firing mid-cycle you don't actually shoot until the next cycle and that it's based on the slowest firing speed in the affected group. This can lead to predictable patterns in firing as well as partially negating the effect of skill training if you mix people in your "alpha squad" who are highly skilled with others who are barely skilled.
#5 Manifold Warp Core Stabilizer. When activated each ship in the fleet receives a +.5 bonus to warp core strength and a 20% penalty to scan resolution and max target range. Each ship in the fleet adds an additional .25 to that value under the pretext of distributed networking to allow your fleet members' ships to devote spare CPU cycles to aid a scrambled ship's CPU. A 5-man squad, for example, would see a total warp core strength bonus of 1.5 while a full 10-man squad would have a bonus of 2.75. While this could be a hefty advantage in and of itself just consider how quickly that advantage drops as soon as you start popping ships or they start running. As soon as they're off the grid their contribution to the gang bonus goes away, and that's not including the link disruptor I suggested in #1.
#6 Signature Obfuscation Broadcaster. A simple module that offsets your apparent location on a grid by up to 75km with the minimum distance being 25km base and modified by skills for the purposes of introducing uncertainty when an enemy warps to one of the affected ships. One of the issues with long-range combat is that beyond a given distance (150km or so?) straight out warping to a target is possible, and probing/warping is always an option as well. With this module active a degree of uncertainty will be introduced resulting in incoming ships landing as little as 25km off from the target (50km perhaps with maximum skills) on up to 75km away.
#7 Vulnerability Assessment and Targeting Subroutines. The idea of damage "leakage" has been around for quite some time. In fact without Tactical Shield Manipulation you start seeing damage leak through to your armor as soon as you hit 25% shield HP. What this module could do is allow a base amount of 2% of affected ships' damage to bypass shields and hit the armor directly, and once the shields are down do the same to armor/hull. The result is that while, for example, some shield-tanked ships might be able to rep all incoming shield damage eventually their armor, and hull, will get eaten away to the point that they have to retreat or die. Armor-tankers or heavily plated ships in RR spiderweb fleets will face similar issues without hull reppers as well.
#8 Thermal Influx Processing Subroutines. This idea's a relatively "normal" one compared to some of the other ones. Reduce the amount of head damage affected ships take.
#9 Multiple Drone Link Augment Coordinator. Allow affected ships to "piggyback" their drone commands through fleet members' DLAs providing they have unused drone slots. The up side is that with enough ships fitted with DLAs in between you and a target you could, provided you have the range to lock the targets, use the full (post-Odyssey) optimal range on your dominix's T2 wardens to peg stuff at 180km without having to fit nothing but DLAs in your high slots. The down side is that if any of the ships providing the "links" between you and the target move out of mutual support range or are blown up the chain is broken and you can no longer "share" bandwidth past the point where the link is broken. While this might be most seen on drone ships which have an obvious use for DLAs it could promote the usage of DLAs on ships that otherwise have no drone capacity just to extend the "bubble" for extended drone control.
#10 Warfare Link Reflector. I figure that only one anti-link module isn't enough so here's a second idea. The module sets up an electronic "hall of mirrors" effect of sorts that "backscatters" the target ships' link bonuses back to your squad with a 50% penalty.
Just a few ideas off the top of my head. |

MeBiatch
Republic University Minmatar Republic
1020
|
Posted - 2013.05.25 15:11:00 -
[104] - Quote
James Amril-Kesh wrote:No, because your suggestion has no relation to how fleet boosting is actually used.
sorry you have squads wings and fleet.
what i am suggesting is that you can either select squad boosting which is on grid and limited range but gives a 1.5x boost to gang links
or you can choose wing boosting but that only does 1.0 x and has a range of one grid
or you can choose fleet boosting has the range of the whole system but has a 0.5x multiplyer. Ok, so you've corrected my spelling,do you care to make a valid point? -áThere are no stupid Questions... just stupid people... |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
262
|
Posted - 2013.05.25 15:13:00 -
[105] - Quote
Chi'Nane T'Kal wrote:James Amril-Kesh wrote:Removing OGB is still a bad idea. Yeah, what will all the terrible PvPers do that have to rely on the advantage OGB gives them to have a remote chance at winning against anyone but newbs?
Problem is your flawed assumption as to their use - while no doubt there are people who use them to get an advantage in that way - but then when has eve ever been about playing fair? - the majority of people who use them are the people who go to the effort of planning a fleet composition, getting organised and finding interesting fights not just quick and easy ganks.
The other side to it is that a good proportion of boosting use is for non PVP uses where its common to boost from POS and/or to support characters that are split over different grids. i.e. when I do end up doing PVE in highsec (which isn't often these days) I will usually use the links to decrease the need to fit tank modules to max gank and to not only boost one char running a mission but also another char thats semi-afk mining or running a different mission in the same system. |

Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
106
|
Posted - 2013.05.25 15:57:00 -
[106] - Quote
Rroff wrote:Problem is your flawed assumption as to their use - while no doubt there are people who use them to get an advantage in that way - but then when has eve ever been about playing fair? - the majority of people who use them are the people who go to the effort of planning a fleet composition, getting organised and finding interesting fights not just quick and easy ganks. You are so wrong here. Everyone and their mom use at least loki as booster nowdays for almost any PvP activity. I even saw "solo" PvPer in blarpy boosted with everything he could find and 3 falcons that decloaked once he start to lose fight. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
262
|
Posted - 2013.05.25 16:05:00 -
[107] - Quote
Kirimeena D'Zbrkesbris wrote: You are so wrong here. Everyone and their mom use at least loki as booster nowdays for almost any PvP activity. I even saw "solo" PvPer in blarpy boosted with everything he could find and 3 falcons that decloaked once he start to lose fight.
That goes into a more deeply flawed aspect of eve PVP than links themselves. Besides if everyone and their mom used loki links it would all balance out and everyone would be a on an even playing field. |

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
127
|
Posted - 2013.05.25 19:32:00 -
[108] - Quote
Honestly I think half of the problem is that the current system relies upon ships whose only real purpose is boosting. It's obvious what a Damnation is doing when it's on grid. Because of that you have a dichotomy where you have to make link ships (on grid ones anyway, I'm dismissing OGB as "broken" for the purposes of this post) extremely tanky because otherwise they'd just be primaried and die early, but at the same time you can't make them too potent offensively because otherwise they have the potential to be overpowered in their own right. So you're left with ships that are uninspiring to fly on grid because they're glorified buff bots.
Short of refactoring boosts into the fleet management structure itself - e.g. effectively repurpose Command Ships as Heavy Assault Battlecruisers or something, delete Command Links and Link modules from the game and then have the FC designate specifically who in the fleet is the booster (and have the existng skills used as the basis for how strong the bonus that person provides - so the training isn't wasted), and have it not matter what ship they are in as long as they are alive and on-grid, I'm not sure how you can fix OGB.... |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
679
|
Posted - 2013.05.25 21:03:00 -
[109] - Quote
Durzel wrote:Honestly I ... So you have a similar beef with the one-trick pony Logistics, the ECM hulls, the CovOps, the Interdictors et al.?
Their purposes are also easily identified and as a result often have a prominent place in the heart of target-callers everywhere .. consider the reasons why link ships might be even higher valued targets, and thus what will need to be looked at as part of the on-grid move.
I'll give you a head start: It has to do with their impact on the battlefield and not their tank (or lack of) nor their ability to bite.
|

Gorgoth24
Sickology
4
|
Posted - 2013.05.25 21:36:00 -
[110] - Quote
I'd just like to say that off-grid boosting is bad for PvP as a whole and should be removed. My two cents |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
263
|
Posted - 2013.05.25 21:37:00 -
[111] - Quote
As a completely off the wall idea maybe they should add a NOS like high slot module that allows you to tap into a targetted ship's active bonuses (for your own use) for a short period of time. (Cycle the module you inherit any active bonuses they are recieving for say 30 seconds). Even maybe make a function of NOS modules. |

Shereza
Center for Advanced Studies Gallente Federation
90
|
Posted - 2013.05.25 21:45:00 -
[112] - Quote
Rroff wrote:As a completely off the wall idea maybe they should add a NOS like high slot module that allows you to tap into a targetted ship's active bonuses (for your own use) for a short period of time. (Cycle the module you inherit any active bonuses they are recieving for say 30 seconds). Even maybe make a function of NOS modules.
See my Warfare Link Reflector idea. It's pretty close to what you're suggesting. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
263
|
Posted - 2013.05.25 21:50:00 -
[113] - Quote
Shereza wrote:Rroff wrote:As a completely off the wall idea maybe they should add a NOS like high slot module that allows you to tap into a targetted ship's active bonuses (for your own use) for a short period of time. (Cycle the module you inherit any active bonuses they are recieving for say 30 seconds). Even maybe make a function of NOS modules. See my Warfare Link Reflector idea. It's pretty close to what you're suggesting.
Ah didn't see that but I prefer my take on it as it has the potential for an on the ball pilot to level the playing field for solo and smaller self contained engagements without significantly changing the dynamics of bigger fights. |

Shereza
Center for Advanced Studies Gallente Federation
90
|
Posted - 2013.05.25 22:01:00 -
[114] - Quote
Rroff wrote:Shereza wrote:Rroff wrote:As a completely off the wall idea maybe they should add a NOS like high slot module that allows you to tap into a targetted ship's active bonuses (for your own use) for a short period of time. (Cycle the module you inherit any active bonuses they are recieving for say 30 seconds). Even maybe make a function of NOS modules. See my Warfare Link Reflector idea. It's pretty close to what you're suggesting. Ah didn't see that but I prefer my take on it as it has the potential for an on the ball pilot to level the playing field for solo and smaller self contained engagements without significantly changing the dynamics of bigger fights.
Could just design it to be scripted then. Run a focused script for 4x benefit to self and it only cuts the enemy's fleet bonus from the ship in half instead of killing it altogether. |

Durzel
Questionable Ethics. Ministry of Inappropriate Footwork
127
|
Posted - 2013.05.25 23:34:00 -
[115] - Quote
Veshta Yoshida wrote:Durzel wrote:Honestly I ... So you have a similar beef with the one-trick pony Logistics, the ECM hulls, the CovOps, the Interdictors et al.? Their purposes are also easily identified and as a result often have a prominent place in the heart of target-callers everywhere .. consider the reasons why link ships might be even higher valued targets, and thus what will need to be looked at as part of the on-grid move. I'll give you a head start: It has to do with their impact on the battlefield and not their tank (or lack of) nor their ability to bite. All of the other specialised ships you mentioned are also fulfilling to fly in their own right. There's no fulfillment in flying a ship that is just a flying brick providing bonuses to others whilst doing anemic DPS. CCP have already said that they view fleet command ships as unrewarding to fly.
Logistics, hostile ECM, etc can be jammed or damped as well, rendering them impotent - whereas a ship providing links does so anywhere so long as it isn't cloaked, so the comparison isn't strictly valid.
My point was that a ship that is clearly identifiable as the one that is providing links will be primary unless their tank is vastly superior to the other things on field, and you can't have a ridiculously tanked ship be as potent as normal combat ships lest they become overpowered for solo/small gang work. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3442
|
Posted - 2013.05.26 02:35:00 -
[116] - Quote
Rroff wrote:That goes into a more deeply flawed aspect of eve PVP than links themselves. Besides if everyone and their mom used loki links it would all balance out and everyone would be a on an even playing field.
That's the nanoship argument all over again: "you don't need to nerf nano, just use nano yourself and you'll be competitive!" Warfare links are overpowered. Warfare links working off-grid is overpowered. Warfare links working from inside POS shields is overpowered.
Day 0 advice for new players: Day 0 Advice for New Players |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
680
|
Posted - 2013.05.26 08:46:00 -
[117] - Quote
Durzel wrote:...My point was that a ship that is clearly identifiable as the one that is providing links will be primary unless their tank is vastly superior to the other things on field, and you can't have a ridiculously tanked ship be as potent as normal combat ships lest they become overpowered for solo/small gang work. *Whoosh* Went right over your head, that one did.
Your point has been made, remade ad nauseum since the idea of on-grid links was first aired all those years ago:
"The game will break in X, Y, Z direction if they come on-grid!!!11"
And it will, no doubt about it. But it hinges on the move off-to-on bringing absolutely no other changes with it, which due to its extreme unlikelihood is something we advocates of change have tried getting through the sometimes thick skulls of status-quo hangerson.
To business: The link ship is targeted right off the bat because it has by far the biggest impact on the battlefield. By investing the dps to remove 150k EHP (or however much the fat-asses have these days) you instantly remove 5M+ EHP and Goddess knows what other boosts from the field .. the problem, and the point I tried to make, is that the boosts are uniform and omni-directional across an entire fleet.
Read the thread again, assuming you did so in the first place, and you'll see that the schemes being concocted to facilitate the move on-grid goes way beyond merely buffing tank and more often than not include some way to 'normalize' the power of links. If for instance links could only be applied to 10 ships rather than up to 250, the value of the ships carrying them would be reduced to same level as every other high value asset on the field making them far less of a target due to their higher EHP numbers. Furthermore, if the effect of links was based on locking, the tools to limit their effectiveness expand to include all the items that are employed against other assets so that brute force dps could be replaced by heavy dampening, neuting or ECM.
Bottomline: Since the underlying mechanics do not allow for links to be moved as is, the solution is more readily and easily sought in a complete rethink of the command concept. |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3442
|
Posted - 2013.05.26 10:33:00 -
[118] - Quote
Veshta Yoshida wrote:Your point has been made, remade ad nauseum since the idea of on-grid links was first aired all those years ago:
"The game will break in X, Y, Z direction if they come on-grid!!!11".
The only people I've seen complaining about how the game will break if command ships come on-grid are the ones who currently use OGB, and especially those who hide their OGB in a friendly POS. The incursion folks I've been talking to are keen to see the proposed command ship rebalancing because they can finally come on-grid with their command ship without breaking the incursion fleet. Until the fleets on either side of an engagement are big enough to alpha a command ship off the field, the EHP of the command ship only needs to be big enough to allow the logistics pilots time to react. In a casual Vanguard fleet, you need more than 30k EHP. In a casual Assault fleet, you'll need a bit more, and in a HQ fleet you need about 40k for cruisers, 100k+ for battleships, etc, and the presence of mind to broadcast for reps when yellowboxed.
Why would anyone in a non-alpha-capable fleet primary a command ship when there are still logistics and EWAR ships in the enemy fleet? In a six-per-side engagement you're not going to alpha anything off the field. Maybe you get lucky and manage to disable all their logistics for 20 seconds, and they miss all their jams, allowing your DPS time to grind the command ship down.
My philosophy to changing things in the game is to look at little tweaks, and do one thing at a time. Drastic changes end up with something new being FOTM: in the case of mining ships, Hulks used to be the go-to ship for ore mining, with Mackinaws the go-to ship for ice harvesting. Now Mackinaws are the go-to ship for all mining, some folks use Skiffs and only the morbidly foolish or terribly brave use Hulks. The attention required to keep a hulk alive on field is just not worth the rewards. Even if Hulks were producing twice as much yield as any other mining ship, you're still not producing as much for the at-keyboard time as you would speculatively hauling PLEX, which for me is 10M for 10 minutes work, per PLEX. Sure, "make mining require more attention" cry the combat pilots who haven't mined longer than half an hour in their entire EVE career. Such a change would break mining for the people who enjoy doing it, and leave only combat pilots to do mining at which point the hue and cry would go out, "mining is so boring: I have to pay so much attention and I get no killmails or fancy explosions! We need to remove mining from the game!"
So here we are, in an environment where command ships are used but they are not present on grid. This is because of various reasons including the fact that warfare links (and titan hull bonuses) are significantly overpowered, command ships are not particularly useful as combat ships, and noone flying a ship in combat likes seeing their piddling 200 DPS when their friends in thoroughbred combat ships are getting thousands of DPS. Of course noone mentions logistics and EWAR pilots in all this, because none of the people flying command ship alts have bothered with logistics because they don't get on killmails.
Ultimately, my argument is that command ships would be best balanced by implementing the proposed command ship balance and requiring warfare links to be on the same grid as the ships receiving the bonuses. No further change required. Then we can see what happens to the use of command ships. Does usage drop off because people don't like getting shot at? Does command ship usage go up because people love being able to fly a command ship that does more DPS than a gnat and takes more beating than a wet paper bag?
If we end up seeing entire Incursion fleets filled with command ships, then we know that command ships are overpowered. If we see killboards exclusively populated by command ships, then we know command ships are overpowered.
Logistics are already overpowered, since they allow the entire fleet to effectively carry quintuple-rep cap stable local tanks. I don't see that command ships and warfare links need to be nerfed any further than absolutely necessary. Sure, warfare links are very potent, even overpowered. But the ability to use warfare links and titan hull bonuses off-grid or behind the shields of a POS is even more overpowered. So start with the most overpowered facet of the features of warfare links and command ships, then review the case in a few months.
In my mind, the rebalancing of command ships should proceed as follows:
- Reduce effectiveness of warfare links and titan hull bonuses to on-grid only.
- Implement the proposed command ship rebalancing.
- Observe.
- If necessary (because e.g.: only fleets with command ships ever engage in PvP, solo PVP dies), rebalance command bonuses or explore alternate warfare link mechanics.
Of course given CCPs predisposition to sledgehammer rebalancing, we will no doubt see that list implemented in exactly the reverse order 
Day 0 advice for new players: Day 0 Advice for New Players |

El Geo
Pathfinders. The Marmite Collective
110
|
Posted - 2013.05.26 10:49:00 -
[119] - Quote
Off grid boosting for small roaming gangs is a valid guerilla tactic, I personally feel that the TE nerf will affect the small gang roamers as well, as they tend to lean more towards fast, kiting ships. We all hate things and different playstyles in the game, but most of you dullbears wont bat an eyelid at using your own offgrid, pos'd up boosts and ganging up on players, I bet most of you fail a lot which is why you scream for all this nerfing.
In short, taking off grid boosts out of the game removes an entire play style from the game, if CCP starts down this path I doubt it will be long before all types of guerilla style play will be removed or heavily nerfed, leaving only the blob. path-+find-+er (pthfndr, p+ñth-)n. 1. One that discovers a new course or way, especially through or into unexplored regions.
http://www.youtube.com/user/EvEPathfinders/videos?view=0 |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
680
|
Posted - 2013.05.26 13:11:00 -
[120] - Quote
Mara Rinn wrote:...Logistics are already overpowered, since they allow the entire fleet to effectively carry quintuple-rep cap stable local tanks. I don't see that command ships and warfare links need to be nerfed any further than absolutely necessary. Sure, warfare links are very potent, even overpowered. But the ability to use warfare links and titan hull bonuses off-grid or behind the shields of a POS is even more overpowered. So start with the most overpowered facet of the features of warfare links and command ships, then review the case in a few months.... Logistics are strong, but with the full range of counters and limitations they operate with I wouldn't call them overpowered, that said I am looking forward to tiericiding them to tone them down a bit .. especially now that T1 logistics has reared it ugly head thus lowering the entry bar significantly. Otherwise I can only agree with most of that wall, except for the proposed solution as it will probably never work .. the big hurdle is Veritas' ability to twist the code so that links can join the fun and I don't think it can be done, hence we should be looking at alternatives to the fundamental workings (ex. locking or spherical effect or ...) for when the towel appears at his workstation.
I am curious though. You say "Reduce effectiveness of warfare links and titan hull bonuses to on-grid only.", does that mean "reduc link effectiveness...and make them on-grid only" or merely "move on-grid"? Because the sheer power of links is one of the primary reasons for them being broken as hell, much more so than their ability to operate while being safe from harm. You say that logistics can quintuple local tanking making them OP, but how does a targetable effect even compare to the fleet wide blanket boost of 30%+ to practically all facets .. if logistics are to be declared OP, then we need a new word to describe what links are 
But yes, baby steps has giant leaps beat hands down. Incremental changes until no further are required are much better fr the stability of the meta-game than leaps-and-bounds that have to be partially rolled back down the road ... going to absorb a lot of post-its to organize that kind of development scheme though, hope they have enough 
As for general worry about mining links throughout (ie. not you Ms. Rinn): What are doing mining without protection in the first place? Instead of clinging to the teat of a soon to be obsolete mechanic, cook up solutions to the problem .. suggest additions to the Orca/Rorqual that will make their presence desired beyond the ability to carry links, or suggest that CC's all get a bonus to mining links or come up with changes to the mining profession in its entirety that could sidestep the issue |

Morgan North
The Wild Bunch The Empty Mirror
129
|
Posted - 2013.05.26 13:17:00 -
[121] - Quote
I have a simple suggestion... One that pretty much solves some o the more important matter in off-grid boosting in my view.
Speed, and Extra range.
I think that off-grid boosting should lose these bonuses.
That alone would solve the biggest issue with most of what problems I see in faction warfare.
Extra agility is more or less alright, but the extra speed could be transformed into a cap-related bonus, allowing you to run your MWD/AB for a longer time and the extra range on webs/points is mostly silly really, since its a real (bad) game changer.
But the speed thing is the thing I see as most ovepowered, so in reality the problem with off grid boosting lies with the Skirmish Warfare bonuses.
I think a simple fix for off grid boosting condors/hookbills going at stupid speeds with 40+ km missile range is solved by the two above changes.
As such, I'd sum up the changes to off grid boosting as:
1. For Interdiction Maneuvers, replaces range with warp strenght bonuses.
That'd be awesome, and would actually HELP faction warfare people killing the multi-warpcore stabilized no guns things/ships that do sometimes show up. For webs it should increase the strenght bonus, but not the range bonus. Also cap consumption reduction for the two modules would be great to have.
2. For Skirmish Warfare: Redution in Cap usage when using propulsion modules. Actually helps using longer points due to lowered cap consumption (tech II versus meta 4 warp disruptors). Also possibly enables cap-stable oversized propulsion modules fits. |

Gray DeathStalker
The Wild Bunch The Empty Mirror
1
|
Posted - 2013.05.26 13:38:00 -
[122] - Quote
Ok for the off grid boosting problem why not just make a mod to block boosting bonuses if the booster is not on grid. Make the mod use a high/ulitliy slot just like the boosting link mods. But one change is to not have the mod give a visual effect so they don't know which ship is using the mod. If the boosted fleet wants their boost back all they have to do is bring the booster ship on grid. Off grid boosting solved with a defense against it. Oh they ship using the booster blocking mod also has to be on grid. You enter a system in a 6 man fleet,you engage another fleet whom has a pos there and booster sitting in that pos. You see they are using boost for point range and speed. FC has is pilot activate his boosting blocker mod,boost go away. Now if the boosted fleet wants them back all they have to do is warp the booster ship on grid to the fight and boost are back. So simple,so very simple off grid boosting solved..................... |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
263
|
Posted - 2013.05.26 14:10:00 -
[123] - Quote
Mara Rinn wrote:Rroff wrote:That goes into a more deeply flawed aspect of eve PVP than links themselves. Besides if everyone and their mom used loki links it would all balance out and everyone would be a on an even playing field. That's the nanoship argument all over again: "you don't need to nerf nano, just use nano yourself and you'll be competitive!" Warfare links are overpowered. Warfare links working off-grid is overpowered. Warfare links working from inside POS shields is overpowered.
Its more about addressing the fact that command links have a varied impact on PVP over the whole scope of eve and trying to offset some of the imbalances without affecting areas where they work as intended. That they are overpowered is a seperate discussion.
Problem I'm increasingly noticing with the posts above they are all very narrowly focused on specific instances of PVP without consideration of how link warfare works in other parts of eve. |

Sal Awat
School of Applied Knowledge Caldari State
0
|
Posted - 2013.05.26 17:38:00 -
[124] - Quote
CCP Fozzie wrote:Jonas Sukarala wrote:CCP Fozzie wrote:Mara Rinn wrote:CCP Fozzie wrote:When we have any timelines to report we'll report them, in the meantime all I can say is that it will happen sometime between now and the end of time. Is it beyond the point where it's worth the player's time discussing options on the forums? Or would the devs still like us to drag our opinions out in to the harsh light of day and have at it like civilised gentlebeings? Discuss away. :) so what is the hold up with offgrid boosting?..... surely putting a range on links would solve the problem ... like a bubble effect It's a performance optimization problem. We could turn on range-based boosting in Odyssey but it would melt all the servers. And this isn't being delayed by Odyssey, the team working on the underlying code that will make ongrid boosting possible (along with many other things) isn't releasing anything in Odyssey. It's just that big of a project. So like I said before, at some point CCP Veritas will make all my ganglink-related dreams come true but I honestly do not know when that point will be. When Veritas describes a programming challenge as "very hard" I tend to believe him.
As much as I hate to suggest it, have you tried linking them with the overview? You already do the range checks to ensure a ship disappears from the overview without melting the server...
It seems that an additional check for fleet status could be the trigger for the boost.
Although without knowing the details of how the boosts mod to stats are stored... (i.e. actually persisted in the DB vs in memory, ad hoc per "grid" instance, etc... I can't really help to optimize much more than that. (If it is actually persisted to the database, I feel great pain for your database servers. No one should have to madly flip a switch on and off on those scales!)
Bools!! Bools everywhere!!!!!
|

Callic Veratar
Power of the Phoenix
366
|
Posted - 2013.05.27 19:46:00 -
[125] - Quote
Sal Awat wrote:As much as I hate to suggest it, have you tried linking them with the overview? You already do the range checks to ensure a ship disappears from the overview without melting the server...
It seems that an additional check for fleet status could be the trigger for the boost.
Although without knowing the details of how the boosts mod to stats are stored... (i.e. actually persisted in the DB vs in memory, ad hoc per "grid" instance, etc... I can't really help to optimize much more than that. (If it is actually persisted to the database, I feel great pain for your database servers. No one should have to madly flip a switch on and off on those scales!)
Bools!! Bools everywhere!!!!!
The overview is client side. You're told everything that's on the grid and your computer breaks down the numbers where it needs them. It's 'easy' to build a system that applies an effect to lots of ships, like the HIC spheres, that only need to check when the player initiates an uncommon action.
Building a system can apply persistent effects and needs to be calculated based on distance regularly is also 'easy'.
Building the hybrid system that can apply persistent effects to large numbers of pilots based on distances and respond within a second is really hard. Especially considering in the new system it's unlikely you'll have a handful of command ships on grid, you're likely to have a dozen or more for a large fight so everyone is covered. DirectX 11, it's not rocket appliance! |

Jacob Holland
Weyland-Vulcan Industries
162
|
Posted - 2013.05.28 08:05:00 -
[126] - Quote
Personally I like off-grid boosting, and I think that removing it would act as a disinsentive to the aims of splitting larger blobs into small mission teams... I see the difficulty with off grid boosting though as the six link Loki, which has such a huge effect on the combats in a system, sitting AFK and invulnerable at a POS.
Before trying to entirely rewrite code to make skills ranged (there might be ways of working a pulse of leadership bonuses from modules with a cycle time without melting tranquility but it would be an entirely new mechanic for the basic leadership skills) I would suggest trying some slightly lighter modifications.
First off, to mitigate the invulnerability factor, most highslot modules have a lock which prevents them functioning within the bounds of a POS shield, apply that to ganglinks and you force the booster outside the POS shield, you make everything inside the shield outside the fight and push the benefits of ganglink boosts towards an active player rather than an AFK alt.
Next, to reduce the number of links people are likely to fit and therefore make the boosts a little more distributed, I would suggest adding a sensor strength penalty to Command Processors - making the OGB easier to probe out the greater its effect on the fight. |

Jonathan Xavier
The Tuskers
2
|
Posted - 2013.05.28 14:55:00 -
[127] - Quote
I have thought that an interesting option would be to force the receiving ship to have to use a module to receive off-grid bonuses. Call it a Deep Space Antenna or something. Make it a high slot item that uses some capacitor and fitting. That way "1v1" frigates would be forced to drop a percentage of their DPS if they wanted to receive the benefits of off-grid links. But dedicated tacklers could make the compromises necessary to receive the massive bonuses links provide. Also, fleets could be designed around using or not using such a module.
To implement this, nerf the bonuses of the existing links dramatically, and use the module to "amplify the signal". So off-grid boosting would still work as it does currently, but say at only 10% of its current effectiveness without the module fitted. A mild, but hardly game changing amount. Without the module all ships in a properly set up fleet would receive this bonus as they currently receive full-strength bonuses.
However, when a player activates the module, the game checks to see if the ship is receiving bonuses and adds a multiplier to those effects up to the current amount. Give the module a long cycle time to reduce calls to the server to check if links are active.
Also, consider giving this module a visual effect when active, so pilots can readily tell if another pilot is actively receiving links. That would provide some interesting intelligence gathering opportunities.
You could even add a new skill(s) to go with the module: Deep space antenna tuning. 20% per level to antenna gain effectiveness. At level 5 and running the module, bonuses would be the same as they are now. Maybe another skill to reduce the capacitor use of deep space antennas.
Advantages:
Gives new "utility" to utility high slots Shakes up fittings / cap stability on many ships Allows dedicated tacklers to get the bonuses they need at the expense of DPS and cap use, making "1v1s" against links more fair Allows the current system for applying bonuses to remain in place. Just have the percentages tweaked.
Disadvantages:
Fitting on smaller ships is penalized to a greater degree Can be shut off with energy neutralizers. Adding more modules to game / additional skills to train. |

Deacon Abox
Justified Chaos
111
|
Posted - 2013.05.28 15:44:00 -
[128] - Quote
Sorry, don't have time atm to read the whole thread, and this may have been already mentioned itt, but anyway here's a cut and past of a post from another thread.
Deacon Abox wrote:The devs put out a blog on changes to the strength imbalances between of tech IIIs and command ships. Until their grand plan of removing the off-grid booster is complete surely they could just implement the proposed nerf to the power of Tech III command links. It's very simple, and will partially fix the problem, tamp down the complaints, and maybe make command ships relevant again until the grand fix. All it would take is a simple change in one value in the database. So, I'm beginning to believe the economic self-serving argument. Somehow they perceive the loss of accounts if they actually fix the stupidity of an off-grid I-win button. However, to just drop the 5% link bonuses to the 2% they've already said they will do will not kill off the use of Off-grid alts, I suspect. But it would accomplish a whole lot in fixing the imbalance they create. edit - and it would do so sooner than "soon" or "before the end of time" 
I do not understand why simple quick fixes are so disfavored by the balancing team. Fixes that are partial implementations of stuff they've already said they will be doing. Dropping the overpowered 5% links on off-grid tech IIIs is not going to kill them off, ffs, and it could be done right now. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
264
|
Posted - 2013.05.28 16:44:00 -
[129] - Quote
Jonathan Xavier wrote:I have thought that an interesting option would be to force the receiving ship to have to use a module to receive off-grid bonuses. Call it a Deep Space Antenna or something. Make it a high slot item that uses some capacitor and fitting. That way "1v1" frigates would be forced to drop a percentage of their DPS if they wanted to receive the benefits of off-grid links. But dedicated tacklers could make the compromises necessary to receive the massive bonuses links provide. Also, fleets could be designed around using or not using such a module.
To implement this, nerf the bonuses of the existing links dramatically, and use the module to "amplify the signal". So off-grid boosting would still work as it does currently, but say at only 10% of its current effectiveness without the module fitted. A mild, but hardly game changing amount. Without the module all ships in a properly set up fleet would receive this bonus as they currently receive full-strength bonuses.
However, when a player activates the module, the game checks to see if the ship is receiving bonuses and adds a multiplier to those effects up to the current amount. Give the module a long cycle time to reduce calls to the server to check if links are active.
Also, consider giving this module a visual effect when active, so pilots can readily tell if another pilot is actively receiving links. That would provide some interesting intelligence gathering opportunities.
You could even add a new skill(s) to go with the module: Deep space antenna tuning. 20% per level to antenna gain effectiveness. At level 5 and running the module, bonuses would be the same as they are now. Maybe another skill to reduce the capacitor use of deep space antennas.
Advantages:
Gives new "utility" to utility high slots Shakes up fittings / cap stability on many ships Allows dedicated tacklers to get the bonuses they need at the expense of DPS and cap use, making "1v1s" against links more fair Allows the current system for applying bonuses to remain in place. Just have the percentages tweaked.
Disadvantages:
Fitting on smaller ships is penalized to a greater degree Can be shut off with energy neutralizers. Adding more modules to game / additional skills to train.
Can you imagine the logistics of trying to deal with this in a large scale fleet? :P its enough hassle as it is getting people to properly fleet up with boosting chars in the right positions to get bonuses working properly - a lot of people just don't even seem to see the value in them until they've been in a few reasonably organised say 20 v 20 fights or 3-4 man skirmish fleets against larger rag tag fleets, etc. etc.
One of the things that is both a strength and weakness in Eve is that there is a more blurred line between competitive play and casual play than typical in many games and a good balance of both is required if you want to keep the game healthy with active players and gang links unfortunatly in their current form have a disproportionate impact on those different areas of the game but are a necessary tool in some form or other if you want to promote higher levels of competitive play. |

Jonathan Xavier
The Tuskers
2
|
Posted - 2013.05.28 17:21:00 -
[130] - Quote
Quote:Can you imagine the logistics of trying to deal with this in a large scale fleet?
What I proposed isn't complex. If you want full bonuses you just keep the module running. It's literally turning on one module - like a damage control you just turn it on when you jump in. The rest of the system continues to work the exact same way it does now. I proposed that without the module, the bonuses would continue to be applied, just at drastically reduced effectiveness. |

DeadNite
Aideron Robotics
12
|
Posted - 2013.05.28 19:42:00 -
[131] - Quote
A few things come to mind in regards to how the link system could work.
Link Affects Application - Link effects should be applied at activation and only for the duration of the cycle. -- Module is activated; bonus is applied to all ships within range. -- Ships not in range when module was activated do not get the bonus until the next cycle, assuming they are in range. - Link Effects last longer than the cycle time to minimize the impact of reapplying the link effect (e.g.; If a link is already applied, it will remain instead of having to be calculated again.) -- This could potentially allow interesting game play options for certain ships to be able to leave the "Sphere" of the link bonuses for a period of time while still being provided the bonus (Until the link effect duration expires). - Link effects should be applied from the source outward -- Range checks should be performed by the source of the link outward and not by the recipient of the effect. This would reduce the range checks required. Example: In a fleet of 230, a ship activates his gang link. The server performs a query requesting everyone that is in fleet with that person and within range. The results of that list are flagged to receive the effect for a set duration.
Skill Effects: - Skill level increases range - Skill level increases link effect duration (Since above, we are detaching the link activation time from the link effect duration.) - Skill level does not increase strength. -- This one is debatable, but strength should probably be a fixed amount based on ship bonuses/role and not at the skill level. This would allow someone to be completely useful number wise when equipping the module instead of training for what seems like eternity for a few percent better bonuses.
Link Effect: - Potential impact of links could be stored in a place that would be less impacting for the server to enable. - Example: Storing the end result of having links on the ship or whatever system is being used to store the details of the current ship the character is in (e.g.; in the database every ship entry has another column added to where its active attributes are stored. This column will house the modified values of each impactable attribute so when a link is present, a flag is toggled and the new values become active for the duration of the link cycle.).
Link Modules (Just a few examples): - Sub-capital Modules -- EWAR Strength or Range -- Optimal Range -- Fall Off -- Missile Flight Time -- Missile Flight Velocity -- Sensor Strength -- Scan Resolution -- Ship Agility - Capital Modules -- Armor values and Resistance -- Armor repair amount and cycle time (Both Local and Remote) -- Shield Values and Resistance -- Shield transfer amount and cycle time (Both Local and Remote) -- Capacitor values and regeneration -- Reduction in siege/triage time and fuel cost -- Ability to enhance ship bonuses? - All Modules - The reason for separate modules would be to restrict only certain link types to certain class of hulls. -- This would allow you to keep the especially powerful bonuses on the riskiest ships to use (i.e., Capitals). -- If you did not like some ships being unable to provide certain bonuses based on hull size, you could use this as a way to balance link effect strength. - Should be tweaked with the amount of fitting requirement you would expect for a module of this type since you have now dictated which ships are allowed to use them. - Add mechanics where the links become more expensive to run the longer they are active. -- A cap cost that doesn't allow for a cap stable fitting without sacrificing something else? -- A charge perhaps in the tune of booster charges or fuel. They don't require it to be loaded per say, but it has to be on the ship somewhere?
Link Bonused Ships: -- 99% gang link reduction bonus on ships is changed to a "Can fit Gang link modules" or a "Can fit Capital Gang link Modules" (If itGÇÖs not already.) -- Since only a selected few ships are now capable of using these modules to begin with, there should be no need to have a range/duration/strength bonus/role on the hull. -- The GÇ£per levelGÇ¥ bonuses on the command ships can be used to reduce capacitor use and allow more modules to be activated at a time. -- Provide a weapon bonus on the command ships similar to marauders and some faction ships to allow for more links to be fitted while maintaining a bit of combat viability.
Fleet Mechanics: - Link users should not have to be assigned a booster position for others to be impacted. They should require you to be in fleet and within range to receive.
Please keep in mind that this is just a rough idea of what I was thinking in regards to how links could work in the future.
TLDR: There is no TLDR, deal with it. |

Ardetia
Brave Newbies Inc. Brave Collective
1
|
Posted - 2013.05.28 20:06:00 -
[132] - Quote
I'm thinking that warfare links should only work for squad commanders and below, but must be worth the high slot If the modules became a targeted module, it would be limited to obscure fleets that are well coordinated, which in itself should give you a benefit, sure... But there's a huge skill tree to train for for this stuff, and there needs to be a meaningful way to apply your leadership skills to your fleet, one way or another
One interesting approach to limiting the scale of boosting is that individual pilots could select ONE warfare link to receive bonuses from, which could help against homogenizing fleets
Such as frigates choosing agility, and shield tanks choosing resists separately, individually
And finally: It's a CRYING shame that no below-BC ships can have a single ganglink! Also including black ops! Since they are costly ships, removing ewar and replacing with tank + dps OR ganklinks could be worthwhile |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3503
|
Posted - 2013.05.28 21:49:00 -
[133] - Quote
Mole Guy wrote:i stand corrected.
looks like i misinterpreted your presentation during fan fest. i thought commands were coming out in this expansion and they are actually in the "future" part.
i just spent a bill buying the rest of them for this expansion..
ugg
The good news is that you'll have a bunch of command ships ready for when they are rebalanced! 
Day 0 advice for new players: Day 0 Advice for New Players |

Yun Kuai
Justified Chaos
45
|
Posted - 2013.05.29 07:01:00 -
[134] - Quote
Command ships have the native ability to fit 3 links at a reduced effectiveness. -Cannot warp around cloaked -Cannot escape bubbles -Much larger sig radius = easier to scan down
Tier 3 cruisers have the native ability to fit 1 link at an amazing effectiveness. -Faster and more agile to accompany small gangs -Makes small gangs specialized in one area -Has the ability to travel in almost complete safety (cloaky nullified)
Working as intended until we introduce the Command Processor. This module is the sole reason OGB has become such the problem that it is today. There are plenty modules in game that limited to ship class, so the simple solution to fix OGB is to limit the Command Processor to CS hulls only. After the limiting the CP module use, the next thing to do is remove boosting from within POS shields (minus mining links - that's a whole other carebear)
After limiting T3's to only 1 boost, there is no issue with having a nearly unprobable, cloaky, nullified ship that is only providing a single boost to a fleet at a safe spot. 1 boost doesn't make them overpowered and it does what the ship was originally intended to do; provide a single boost at an increased effectiveness.
On the other hand, this also makes Command ships more viable for gangs looking for more boost across their fleet. If someone wants to take a CS through gates and park it at safe spot, more power to them because it puts their boosting alt at a much higher risk (gate traveling and much easier to be scanned down).
After this, I think we would see a much different playfield across small gangs and large gangs aside, but still one more thing needs to be taken care of before this could go live. The next step would be reducing the fittings for links so that a T3 isn't completely gimped by choosing to fit a single link or that a CS isn't gimped for fitting 3 (4 with the CS processor) links. This step means we can still have those pesky OGB, but not at the effiency that we see today and we also might start seeing people taking the boosting role back to being on-grid.
|

Strata Maslav
Born-2-Kill 0utNumbered
61
|
Posted - 2013.05.29 19:09:00 -
[135] - Quote
Currently command boosting is not fun for two reasons two reasons: 1) You are best serving your role away from the battle or off grid. 2) You turn your modules on a forget about them (and if an alt forget about command ship itself)
So currently Command boosting ships are not present in the battle 'commanding' and even if they had to be on grid they wouldn't be making meaningful decision in the battle and therefore promoting a boring playstyle.
Active Commanding My vision for command bonused ships is an in the fight support role. Just like recons and logistics you are not doing significant damage but utility can turn the tides in battle much like good webbing from a rapier or hero reps from a scimitar. This requires that boosts not be a fully 'passive' modules but those that require you to adjust their use depending on the situation. Under current EVE mechanics I see an active command ship targeting specific friendly units and giving them bonuses depending on the situation.
I understand that boosting for larger fleets still requires a somewhat passive fleet wide bonus module but to encourage these ships to be on field the passive fleet bonus should be lower and the command ship should be able to target specific ships to amplify their bonuses to. This is similar to the way that many armour hardeners have a passive bonus to resistance, when the module is not active. I would argue that the passive remain while ship is uncloaked in the same system even when the active module is running.
- Friendly is call primary: you quickly lock him up and he receives bonuses to resistances/repair amount allowing him to survive.
- Friendly tackler needs extra speed and range to tackle, lock him up and give him bonuses.
Additional Thoughts CCP could allow this active module to be overheated for either increased effective range or effect. I know CCP Fozzie dislikes the script system but perhaps these modules could be scripted to allow for different targeting effects like heavy interdictor bubbles can be turned into a single target point. These modules could work the opposite, starting as a single target boost but when scripted the bonus would radiate outwards from the target ship and effect friendly ships in a certain radius or just specific ships in his squad that are on grid. This would be helpful when you have large amounts of ships on field who you want to give bonuses to. The radiated effect would be lower than the target effect so it ensure pilot make decisions on who to target or what module to use. |

Liang Nuren
Heretic Army Heretic Initiative
3715
|
Posted - 2013.05.29 20:49:00 -
[136] - Quote
Gorgoth24 wrote:I'd just like to say that off-grid boosting is bad for PvP as a whole and should be removed. My two cents
Off grid boosting is no worse for PVP than on grid boosting. The problem is that boosting is bad for PVP. The benefits are far too extreme in a game of 2% increases.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Liang Nuren
Heretic Army Heretic Initiative
3715
|
Posted - 2013.05.29 20:53:00 -
[137] - Quote
El Geo wrote:Off grid boosting for small roaming gangs is a valid guerilla tactic, I personally feel that the TE nerf will affect the small gang roamers as well, as they tend to lean more towards fast, kiting ships. We all hate things and different playstyles in the game, but most of you dullbears wont bat an eyelid at using your own offgrid, pos'd up boosts and ganging up on players, I bet most of you fail a lot which is why you scream for all this nerfing.
In short, taking off grid boosts out of the game removes an entire play style from the game, if CCP starts down this path I doubt it will be long before all types of guerilla style play will be removed or heavily nerfed, leaving only the blob.
I may support the idea that some ships can offgrid boost (tech 3's), some able to at a pos (orca/rorqual), some only able to ongrid (combat command ships/titans) becuase ships like the damnation are really built for on grid boosting, the tech 3's are often cloaky and used for small gangs, rorq mining links only, orca reduced boosts for combat orientated links and all you large fleet players should have more reasons to shoot each others titans.
No, taking off grid boosts out of the game doesn't eliminate that style of play. Requiring boosts to be on grid does. They're very subtly different.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Strata Maslav
Born-2-Kill 0utNumbered
62
|
Posted - 2013.05.29 20:58:00 -
[138] - Quote
Liang Nuren wrote: Off grid boosting is no worse for PVP than on grid boosting. The problem is that boosting is bad for PVP. The benefits are far too extreme in a game of 2% increases.
-Liang
I guess it has to be a case of risk vs reward. Currently there is minimal risk when offgrid boosting whereas it provides a massive bonus to certain play-styles.
You may be correct that current bonuses are out of hand even if they ship were vulnerable on grid.
I personally would like to see a more active role for command ships, with real time boosts that only effect specifically targeted ships. The command ship pilot would have to change bonuses and or which ships should get these bonuses depending on the situation. This would ensure that the boosts are at least earned because a player actually has to "fly" the ship in battle. |

Roime
Ten Thousand Years Shinjiketo
3019
|
Posted - 2013.05.29 21:03:00 -
[139] - Quote
I also fully support targeted boosting, it would be normal combat mechanic and an interesting role to fly in a gang.
Off-grid boosting is strictly a multiboxed alt mechanic and needs to go.
-á- All I really wanted was to build a castle among the stars - |

Liang Nuren
Heretic Army Heretic Initiative
3715
|
Posted - 2013.05.29 21:04:00 -
[140] - Quote
Strata Maslav wrote:Liang Nuren wrote: Off grid boosting is no worse for PVP than on grid boosting. The problem is that boosting is bad for PVP. The benefits are far too extreme in a game of 2% increases.
-Liang
I guess it has to be a case of risk vs reward. Currently there is minimal risk when offgrid boosting whereas it provides a massive bonus to certain play-styles. You may be correct that current bonuses are out of hand even if they ship were vulnerable on grid. I personally would like to see a more active role for command ships, with real time boosts that only effect specifically targeted ships. The command ship pilot would have to change bonuses and or which ships should get these bonuses depending on the situation. This would ensure that the boosts are at least earned because a player actually has to "fly" the ship in battle.
No, it really doesn't have anything to do with risk vs reward. Most roaming gangs have boosts, and their booster is risked at the safe spot and at the gates. The problem here isn't that command ships don't have an active role in fleet. The problem is that boosts are completely and utterly overpowered whether they're on grid or not. Boosts, as a whole, are the problem. Nerf them into the ground.
-Liang Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Strata Maslav
Born-2-Kill 0utNumbered
62
|
Posted - 2013.05.29 21:12:00 -
[141] - Quote
Liang Nuren wrote:
No, it really doesn't have anything to do with risk vs reward. Most roaming gangs have boosts, and their booster is risked at the safe spot and at the gates. The problem here isn't that command ships don't have an active role in fleet. The problem is that boosts are completely and utterly overpowered whether they're on grid or not. Boosts, as a whole, are the problem. Nerf them into the ground.
-Liang
As I said
Strata Maslav wrote: You may be correct that current bonuses are out of hand even if they ship were vulnerable on grid.
I believe its hard to really say whether the bonuses are too powerful or not in its current state.
If both fleets have them then they should cancel each other out. Though if on-grid the ship could be target by a fleet and push off field or neuted out so it cannot provide the bonuses. Then the fleet with their bonuses intact has an advantage because of their tactics to remove the opposing boosts. |

Liang Nuren
Heretic Army Heretic Initiative
3715
|
Posted - 2013.05.29 21:18:00 -
[142] - Quote
That might work ok if all fights were prearranged and fights between fleets were of remotely similar sizes. Such as, say, arena combat. However what you're proposing would effectively mean that bringing N+1 people would be equivalent to bringing 2*(N+1) people. I strongly disagree with that kind of scaling mechanic.
-Liang
Ed: And to be clear: Nerf links into the ground. Nerf me into the ground. Normally on 5:00 -> 9-10:00 Eve (Aus TZ?) Blog: http://liangnuren.wordpress.com PVP Videos: http://www.youtube.com/user/LiangNuren/videos Twitter: http://twitter.com/LiangNuren
|

Jacob Holland
Weyland-Vulcan Industries
163
|
Posted - 2013.06.01 09:56:00 -
[143] - Quote
I'm not so sure... The primary link mechanics are very much the 2% game, and the final result of a single link is effectively a one module gain (an EANM for example) and although they are ubiquitous in certain playstyles (and even deemed necessary by many of the exponents of those playstyles) the dynamic isn't too far off as long as there is an active player behind them. The nearly unprobable, nullified, cloaky command ship which sits AFK at a safespot, or worse in a POS Bubble, is problematic but if they can be made more vulnerable, vulnerable enough that they need a real player at the keyboard behind them then I would expect to see people fitting and flying them differently. Real Players don't tend to enjoy sitting at safes, watching D-Scan while their mates are having a fight - if they're at the keyboard anyway then they might as well fit a tank and weapons and join in - it's probably safer to hang around the logis anyway and it reduces the risk of the command ship having to warp right at the moment that their boosts are key to victory.
Warfare links, when you have to choose one, or even two or three, could be likened to intelligence - if you know that your opponents are going to be fielding entirely Amarr turret ships and lasers then you shove on more EM resists to gain an advantage; links turn that effect into a game system, if you're prepared to field them then the advantage should be tangible - the trouble comes when there's no need to choose which links you want to use because you've loaded all of them onto the ship. |

Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
268
|
Posted - 2013.06.01 12:53:00 -
[144] - Quote
Jacob Holland wrote: The nearly unprobable, nullified, cloaky command ship which sits AFK at a safespot, or worse in a POS Bubble, is problematic but if they can be made more vulnerable, vulnerable enough that they need a real player at the keyboard behind them then I would expect to see people fitting and flying them differently. Real Players don't tend to enjoy sitting at safes, watching D-Scan while their mates are having a fight - if they're at the keyboard anyway then they might as well fit a tank and weapons and join in - it's probably safer to hang around the logis anyway and it reduces the risk of the command ship having to warp right at the moment that their boosts are key to victory.
Making nearly unprobable boosting impossible and making boosting ships a bit more capable and interesting to use on grid would go a long way to fixing that dynamic. Not really bothered about POS boosting as its pretty much stuck there in its POS and can't follow the fleet around easily or bring its POS with it.
Jacob Holland wrote: Warfare links, when you have to choose one, or even two or three, could be likened to intelligence - if you know that your opponents are going to be fielding entirely Amarr turret ships and lasers then you shove on more EM resists to gain an advantage; links turn that effect into a game system, if you're prepared to field them then the advantage should be tangible - the trouble comes when there's no need to choose which links you want to use because you've loaded all of them onto the ship.
One of the biggest problems with current links is that individually most of them aren't very powerful (1-2 exceptions aside) and for most of them you need to use them in conjunction with another link or 2 to get the best effect, but then you often end up with something thats extremely powerful - no middle ground. i.e. the tank links the ones that affect cycle time and cap useage on their own aren't all that useful and really need both links but then add in the link that effects resists and the net effect is doubling the tank. |

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
691
|
Posted - 2013.06.01 13:03:00 -
[145] - Quote
Strata Maslav wrote:I believe its hard to really say whether the bonuses are too powerful or not in its current state.... Sounds like a cop-out to me, numbers don't lie and neither does the feeling of having been shafted by named module T1 ship performing like a faction fit pirate hull  These are the numbers as they look when links a fielded by commandship with spec 4 (ie. not max skilled + T1 links) and implant: Note: I will intentionally leave information links out because they are situational and kind of naff. Armour/Shield: -20.7% cap consumption for all repair, local and remote. Armour/Shield: +20.7% resists across the board. Armour/Shield: -20.7% cycle time for all repair, local and remote. Roughly (a bit shaky on the math) a 50% increase in active tank, ever wonder why logistics is sometimes considered OP? This is a big part of it. Skirmish - Evasive: -20.7% signature of all ships. Skirmish - Interdiction: +31% to all non-bubble tackle. Skirmish - Deployment: +20.7% to speed increase from propulsion mods. Probably the primary reason for this whole debate as the complete fight control offered by these trump any other links except in massive blob fights .. signature decrease alone is worth as much (or more) tank wise as two of the shield/armour bonuses combined. Cost/benefit of using these is tallied in billions with only a handful of pilots under its wing .. all T1 pew critical mods function as if of the faction variety.
You ready for it, the reason why it is incredibly easy to say that they ARE too powerful in their current state? --*> All the above numbers/bonuses are applied fleet wide, that is up to ~250 people all getting the on paper 'reasonable' bonuses at no cost to themselves and with no need to anything other than promise to shoot the primary (ignore the fact that some people can't even manage that for now).
Jacob Holland wrote:...The primary link mechanics are very much the 2% game, and the final result of a single link is effectively a one module gain (an EANM for example)... The correct analogy would be an extra ship bonus as they do not stack with fitted modules. But otherwise, yes it is 'merely' part of the min/maxing part of the game .. we are all guilty of bringing the bling to gain an advantage, but that bling costs us ISK, fittings and a target on our back when it becomes known (not necessarily a bad thing ) whereas link bonuses are universally applied requiring nothing from us at all.
Links need a complete rethink. On-grid demand/requirement is a band-aid at best, a big solid one granted, but a band-aid nonetheless.
|

Jonathan Xavier
The Tuskers
2
|
Posted - 2013.06.27 03:46:00 -
[146] - Quote
Here's another idea that could balance ganglinks without re-writing eve from the ground up:
- Create a capital module that can run on carriers, titans, supercarriers, and the rorqual/orca. It's effectiveness to be equivalent to the bonus currently given by a command ship ("old style" links). This takes advantage of the capital hull bonus to fit command modules.
- Cut the effectiveness of the current ganglink performance in half (or more). Continue to allow them to be fit to command ships, BCs, and T3s.
Boom. Way more balanced than present.
If you want the massive gains that current links provide, you need a capital in system. Gives system defenders a slight edge. If you want them in an offensive action, you need to commit a capital. If you want mobile links with the gang, you've got to deal with way less performance than you get at present or have a carrier follow you around. Too bad. They're overpowered at present and most people agree with that.
It would give an inherent boost to null/low-sec because it would restrict the best kind of links to low/null. I'm OK with that.
Thoughts? |

Mara Rinn
Cosmic Goo Convertor Cosmic Consortium
3856
|
Posted - 2013.07.08 06:01:00 -
[147] - Quote
One alternative to nerfing the links themselves is to nerf the "specialist" skills. At present these offer a 400% bonus to link performance, so reduce the "100% re level after 2" craziness to "10% per level." Or boost links, make them targeted active modules, then have the Specialist skills add one to the maximum number of links you can fit. Thus a command ship with 8 high slots can fit four of each type of link that the hull gets a bonus for. But then it has no weaponry.
My opinion today is that the "smart bomb" style of buffing is a decent way to allow moderate bonuses from links while still allowing the command ship to fit offensive weaponry. Or perhaps the command ship could be a battle-cruiser sized logistics boat. Day 0 advice for new players: Day 0 Advice for New Players |

Shade Alidiana
PROSPERO Corporation MinTek Conglomerate
46
|
Posted - 2013.07.08 11:45:00 -
[148] - Quote
Is the performance still an issue? |

Anariasis
Boris Johnson's Love Children
15
|
Posted - 2013.07.08 11:57:00 -
[149] - Quote
I don't care about how strong the links are. They can be as powerful as they are right now, no problem.
But the next time I encounter some "lonely frig" doing 1on1 fights in FW space WITH TITAN LINKS!!! I'll have to vomit. |

raawe
24th Imperial Crusade Amarr Empire
38
|
Posted - 2013.07.08 11:59:00 -
[150] - Quote
titan links are not that strong anyway :D
i see a lot of tears concerning boosting so ccp will probably nerf it to the ground, say ongrid aoe effect with 20% strength of current links or something like that. Next will be T3 "rebalance" (read nerf) when you wont be able to kill a rat but you will be able to scan/hack/salvage/remote repair all with the same ship/fit. Kinda sad.... |

Anariasis
Boris Johnson's Love Children
15
|
Posted - 2013.07.08 12:08:00 -
[151] - Quote
I just think that boosting should involve some sort of risk. Having off-grid boosts gives you a massive advantage, with no additional risks for you. That is the problem. Just leave them as they are, just make them on-grid only. |

Lloyd Roses
Artificial Memories
120
|
Posted - 2013.07.08 12:20:00 -
[152] - Quote
Jacob Holland wrote: The primary link mechanics are very much the 2% game
... Sure. A linked T2 point also is hard competition for Gotan's Modified Warp Disruptor. And a linked X5-web is hard competition for the matching web. I only correct my own spelling. |

Arya Regnar
Pator Tech School Minmatar Republic
38
|
Posted - 2013.07.08 13:11:00 -
[153] - Quote
I smell really borked and dysfunctional shield nano fleets while armor blobs flourish with brick damnations boosting them. CCP should remove in POS boosts nerf OGB to 75% not remove OGBs completely, unless if there's a way to fit ganglinks to nano omens stabbers slicers and so on without making it derp.
In the current system I simply don't see how this could work without being terribly broken for all non blob warfare and not making nodes keel over when you boost 500 man blobs.
EvE-Mail me if you need anything.
|

Gizznitt Malikite
Agony Unleashed Agony Empire
2246
|
Posted - 2013.07.08 21:40:00 -
[154] - Quote
Veshta Yoshida wrote:Strata Maslav wrote:I believe its hard to really say whether the bonuses are too powerful or not in its current state.... Sounds like a cop-out to me, numbers don't lie and neither does the feeling of having been shafted by named module T1 ship performing like a faction fit pirate hull  These are the numbers as they look when links a fielded by commandship with spec 4 (ie. not max skilled + T1 links) and implant: Note: I will intentionally leave information links out because they are situational and kind of naff. Armour/Shield: -20.7% cap consumption for all repair, local and remote. Armour/Shield: +20.7% resists across the board. Armour/Shield: -20.7% cycle time for all repair, local and remote. Roughly (a bit shaky on the math) a 50% increase in active tank, ever wonder why logistics is sometimes considered OP? This is a big part of it. Skirmish - Evasive: -20.7% signature of all ships. Skirmish - Interdiction: +31% to all non-bubble tackle. Skirmish - Deployment: +20.7% to speed increase from propulsion mods. Probably the primary reason for this whole debate as the complete fight control offered by these trump any other links except in massive blob fights .. signature decrease alone is worth as much (or more) tank wise as two of the shield/armour bonuses combined. Cost/benefit of using these is tallied in billions with only a handful of pilots under its wing .. all T1 pew critical mods function as if of the faction variety. You ready for it, the reason why it is incredibly easy to say that they ARE too powerful in their current state? --*> All the above numbers/bonuses are applied fleet wide, that is up to ~250 people all getting the on paper 'reasonable' bonuses at no cost to themselves and with no need to anything other than promise to shoot the primary (ignore the fact that some people can't even manage that for now). Jacob Holland wrote:...The primary link mechanics are very much the 2% game, and the final result of a single link is effectively a one module gain (an EANM for example)... The correct analogy would be an extra ship bonus as they do not stack with fitted modules. But otherwise, yes it is 'merely' part of the min/maxing part of the game .. we are all guilty of bringing the bling to gain an advantage, but that bling costs us ISK, fittings and a target on our back when it becomes known (not necessarily a bad thing  ) whereas link bonuses are universally applied requiring nothing from us at all. Links need a complete rethink. On-grid demand/requirement is a band-aid at best, a big solid one granted, but a band-aid nonetheless.
Your Numbers are off... For example: Armor/Shield links in a non-mindlinked, non-warfare linked bonus Battlecruiser with t2 Links will provide 18.75% boosts. Mindlink it, and it's 28.12% boosts. Put it in the relevant Command Ship and it's 32.34%, and put it in the relevant t3, and its 35.16%.
Further comparison: Tengu Siege boosts (with mindlink), to Drugs, to Crystal Implants
Here is the TL; DR of the numbers:
The Blue pill is not terribly expensive (400k for Synth to 30m for Strong), is single use (you consume it for a 1hr boost), is hard to transport (contraband in highsec), and effects ONE pilot. It also has a decent likelihood (20-40%) of reducing your Capacitor, your Shields, your Optimal range, and your missile explosion velocity by 20-30%, depending on which strenght you use. Regardless, the max shield boost is 40%.
Now, the Crystal Set runs about 2.1+ billion isk, is in danger of being destroyed (if you lose your pod), and only effects ONE Pilot: Max Boost: 50%.
A Fleet Boosting 3-link mindlinked Tengu: Which may be sitting in 100% safety inside POS shields, gives EVERY pilot in fleet a 125% boost to shield repping ability.
That mindlinked tengu booster is more effective than giving every pilot in fleet a set of crystal implants and strong boosters combined... .and then some, and without drawbacks!!!
An implant set AND drugs combine to a 90% boost in shield repping.... to ONE character. A boosting tengu gives a 125% boost in shield repping, to EVERY character in fleet.
And the boosting tengu can have additional links too.... or even more ridiculous, they can use a boosting tengu, a boosting, loki, and a boosting proteus at the same time!
In short, boosters (especially off grid boosters), severely unbalance ships. This is something you need to watch out for when looking at PvP, as it dramatically alters the capabilities of any ship receiving their boosts.
|

Freighdee Katt
Center for Advanced Studies Gallente Federation
251
|
Posted - 2013.07.08 21:46:00 -
[155] - Quote
Gizznitt Malikite wrote:In short, boosters (especially off grid boosters), severely unbalance ships. This is something you need to watch out for when looking at PvP, as it dramatically alters the capabilities of any ship receiving their boosts. And if everyone has them then noone has them. Then we're right back to who brought the most bling. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2246
|
Posted - 2013.07.08 22:04:00 -
[156] - Quote
Freighdee Katt wrote:Gizznitt Malikite wrote:In short, boosters (especially off grid boosters), severely unbalance ships. This is something you need to watch out for when looking at PvP, as it dramatically alters the capabilities of any ship receiving their boosts. And if everyone has them, noone has them. Then we're right back to who brought the most bling.
Look at FW.... how does a new player, looking to get a taste of PvP, compete in the warzone that is overwhelmed with OGBs?
I don't care that much about big nullsec alliance blocks shooting each other in organized fleet battles (be it 20 vs 20, or 1000 vs 1000), nor established corps shooting one another (like LNA vs Fweddit), but when a young character attempts to "taste" PvP in what CCP pretty much proclaims as "newbie friendly" FW arena, they are helplessly outmatched.
And frankly, the strength of OGB's is out of line with standard bonuses in this game.
M4 Small Armor repper: 12 HP/s T2 Small Armor Repper: 13.3 HP/s (a 10.8% increase) A-type SAR: 19.5 HP/s (a 62.5% increase)
Skill boost, -5% cycle time per level L1: 5.2% increase L2: 11.1% L3: 17.6% L4: 25.0% L5: 33.3%
While OGB's give a 125% increase to HP/s (to everyone in fleet). This is so far out of balance I don't even know where to begin. Cut it in half, and then, IMHO, it's at the limit of "reasonable", although still extremely potent. And this isn't addressing the fact it boosts every ship in a fleet by that amount, often from a mostly safe location inside a POS shield, which is pretty insane!!!
|

Cearain
Black Rebel Rifter Club The Devil's Tattoo
991
|
Posted - 2013.07.08 22:27:00 -
[157] - Quote
Freighdee Katt wrote:Gizznitt Malikite wrote:In short, boosters (especially off grid boosters), severely unbalance ships. This is something you need to watch out for when looking at PvP, as it dramatically alters the capabilities of any ship receiving their boosts. And if everyone has them, noone has them. Then we're right back to who brought the most bling.
Sort of except eve as a whole is less fun. Instead of getting in a ship and roaming around you will need to log in all your extra accounts get them to their safe spots etc. Eve pvp becomes more a of an expensive hassle than a fun game.
Make faction war occupancy pvp instead of pve https://forums.eveonline.com/default.aspx?g=posts&m=53815&#post53815
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Freighdee Katt
Center for Advanced Studies Gallente Federation
251
|
Posted - 2013.07.08 23:39:00 -
[158] - Quote
Gizznitt Malikite wrote:Look at FW.... how does a new player, looking to get a taste of PvP, compete in the warzone that is overwhelmed with OGBs? If the warzone is "overwhelmed" with them then he shouldn't have a problem getting into a fleet that has one. |

Freighdee Katt
Center for Advanced Studies Gallente Federation
251
|
Posted - 2013.07.08 23:41:00 -
[159] - Quote
Cearain wrote:EvE pvp is an expensive hassle. Fixed that for you. |

Gizznitt Malikite
Agony Unleashed Agony Empire
2247
|
Posted - 2013.07.09 00:12:00 -
[160] - Quote
Freighdee Katt wrote:Gizznitt Malikite wrote:Look at FW.... how does a new player, looking to get a taste of PvP, compete in the warzone that is overwhelmed with OGBs? If the warzone is "overwhelmed" with them then he shouldn't have a problem getting into a fleet that has one.
What are you trying to say?
That, despite the overpoweredness of OGBing, they are acceptable because everyone has access to them?
Not only is that argument bullshit, but the notion everyone has access to them is patently false too. The people with access to them are established players and/or established groups of players. And the benefits those "select groups" already have simply don't need to be compounded by the amazing strength OGB'ing provides.
So, if you have a legit reason why they should remain in their current broken state, then spit it out... |
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