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Thread Statistics | Show CCP posts - 29 post(s) |

Roime
Ten Thousand Years Shinjiketo
3215
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Posted - 2013.08.02 00:21:00 -
[1] - Quote
This is also full of win
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Roime
Ten Thousand Years Shinjiketo
3231
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Posted - 2013.08.06 07:47:00 -
[2] - Quote
J A Aloysiusz wrote:Thank you for throwing my legion booster out the window. Because I have not trained the necessary skills for command ships, and T3 boosters will now be laughable, I expect to have my SP returned to me in odyssey 1.1 so I can train something useful. And please, don't tell me that I'm gaining something like "versatility"... If I wanted a half-[donkey]ed information booster, I'd put an alt in a linky myrmidon and call it a day.
No, the current T3 link fits are laughable and should have never existed. If you haven't trained CS V by now, you have only yourself to blame, these changes were announced like a year ago.
Why should CCP refund your own stupidity?
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Roime
Ten Thousand Years Shinjiketo
3231
|
Posted - 2013.08.06 07:50:00 -
[3] - Quote
Eva Darke wrote:So, after reading this entire thread it seems like the main points raised in comments are:
- Links are extremely powerful, even with the proposed changes
- Because they're so good, most vets and full-time PvPers have a dedicated link alt
- Nerfing them by any amount is a slap in the face to all those who spent time and money training their alts
- Links don't need fixing because everyone can buy a second account and train a link alt if they want to (WTF?)
Everybody and their mother has a link alt because it can sit in a POS in perfect safety, or in a safespot. T3 OGBs get the nerfbat hardest, which is good for everyone.
Btw links should be targeted modules, like RR and RSebo etc. This is the only way to make flying links an interesting role.
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Roime
Ten Thousand Years Shinjiketo
3233
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Posted - 2013.08.06 11:28:00 -
[4] - Quote
Even better suggestion- you can't warp with active link modules.
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Roime
Ten Thousand Years Shinjiketo
3236
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Posted - 2013.08.06 13:26:00 -
[5] - Quote
Veshta Yoshida wrote:Roime wrote:...Btw links should be targeted modules, like RR and RSebo etc. This is the only way to make flying links an interesting role. Would an icon mess of epic proportions, can you imagine having 9-10 link buddies and trying to follow primaries?  It is a good idea though, but I'd look into the ability to add people to a list similar to a watchlist and then they get boosts whenever they share a grid with the link ship. Would address all my qualms (scaling, easy mode function, vulnerability) with regard to links.
Haven't thought about the icons, but true :D
The watch list functionality is actually quite brilliant and might even help CCP with the coding issue.
I'd personally just want to see the boosts as something a bit more involving than fleet-wide automagic. Alt-ism is a major bane in the game, and all tasks and mechanics should be designed to benefit from real human player interaction instead of alt-tabbed dedicated alts.
Ten Thousand Years is recruiting pioneer spirits to Solitude. |

Roime
Ten Thousand Years Shinjiketo
3236
|
Posted - 2013.08.06 13:30:00 -
[6] - Quote
Gizznitt Malikite wrote: Anyone have thoughts on simply making Fleet boost levels dependent on Fleet Size?
Likewise, Rapid Deployment II (7% base) would give very different bonuses based on your fleet size:
Using something like Base Boost * Mindlink Bonus * Hull Bonus * (1 + Number in fleet * Modifier) = Fleet Boost Bonus?
Example: Rapid Deployment, Mindlinked, CS:
5 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 5 ) = 10.82% increase in speed 10 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 10 ) = 11.57% increase in speed 15 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 15 ) = 12.33% increase in speed 20 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 20 ) = 13.08% increase in speed 30 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 30 ) = 14.59% increase in speed 50 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 50 ) = 17.61% increase in speed 75 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 75 ) = 21.38% increase in speed 100 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 100 ) = 25.16% increase in speed 150 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 150 ) = 32.7% increase in speed 200 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 200 ) = 40.25% increase in speed 250 in fleet: 7 * 1.25 * 1.15 * (1 + 0.015 * 250 ) = 47.8% increase in speed
Isn't that exactly bassackwards? Link efficiency should reduce with fleet member count. Frankly the last thing we need is another mechanic favouring numbers.
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Roime
Ten Thousand Years Shinjiketo
3246
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Posted - 2013.08.07 19:37:00 -
[7] - Quote
Very good points about the weapons timer, it should probably be a capsuleer log off timer instead.
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Roime
Ten Thousand Years Shinjiketo
3248
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Posted - 2013.08.08 11:41:00 -
[8] - Quote
Gypsio III wrote:CCP Fozzie wrote:
We want to deal with several problems connected with command processors. They allow people to fit too many links on an alt gang booster, and they imbalance shield ships compared to armor fits. I like the idea of making them a rig, but there's still a lot of details to figure out so this won't be in 1.1.
Making Command Processors into a rig won't help much, people will still have rigged link ships running excessive link. A T3 could fit three link rigs for four links, a CS could fit two rigs for five links. It doesn't really change anything much from today. Unless, of course, you were to fiddle with the rig calibration to limit the number that could be fitted to one. That would work well, and would probably be a more flexible solution than the easy option of removing Command Processors altogether.
It could cause some fitting issues with CPU, might not be so easy to make a T3 hard to probe.
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