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Xe'Cara'eos
A Big Enough Lever
253
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Posted - 2015.04.13 00:29:30 -
[1] - Quote
So: 1. I DID do a search: and all the topics even like this were locked 2. Yes, this is probably similar to a lot of the previous topics, but they never really answered the question, why not? 3. if there is an open thread on this - please redirect me before you ask a mod to lock this
practicalities: we already have AoE modules: warp disruption field generators (HICS), ECM bursts, and even rECM bursts, (and the old titan AoE doomsdays) hundreds, if not more, games have AoE effects that work on select groups (increased health to your party, kinda thing, decreased resistance to x type of damage to all enemies)
current fleet boosters work on (roughly): > is person in fleet [yes/no]> > is there a reason boosters cannot be applied (squad/wing/fleet commander not in system) [yes/no> what]> > what are relevent bonuses [query skill sheets and fits of fleet/wing/squad boosters]> > apply bonuses
would it really be that hard to add in the step - 'are fleet/wing/squad boosters within [x]km [yes/no] ' ?
how I see it working: command links (warfare and mining) have an AoE effect, say..... 300km? (numbers can be balanced, but I want to strike a balance between grid-fu, and spreading the fleet out/out-fliers)
if you're in a fleet and you can currently receive boosts, loosing one level of boost does not affect your ability to receive the others (range still matters ofc) that is to say: if you're in a fleet, and you're cleared to recieve boosts from fleet level down, but you only have the fleet and wing boosters in range (say your squad booster's just been popped), you receive the fleet and wing boosts, but not the squad boosts
apparent issues:
grid-fu - placing a nigh-unprobeable ship within AoE range for the allied fleet but off-grid for the enemy fleet - well, we already have that, but I think this would only be feasible in the snipiest doctrines if the AoE range was judged and balanced properly, a grid is 500km in all directions normally
forcing little players to put their command ships in harms way, when they can't afford it - risk/reward
forcing people to put their 6 or 7 link command ship on a field of battle and away from the edge of the POS shield - risk/reward - proper fitting (technically a subset of risk/reward, I know....)
other:
so as usual, - I'm sure there are things I've not thought of, let me know what - keep the criticism constructive - 'you mad bro?' is fine, just tell me WHY you're asking if I'm mad (detail please!) - if you want me to clarify anything, just let me know!
For posting an idea into F&I:
come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it.....
If your idea can be abused, it [u]WILL[/u] be.
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Baali Tekitsu
AQUILA INC Verge of Collapse
753
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Posted - 2015.04.13 00:48:23 -
[2] - Quote
Now this is a fresh idea
RATE LIKE SUBSCRIBE
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Arya Regnar
Darwins Right Hand
696
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Posted - 2015.04.13 00:54:17 -
[3] - Quote
Make fleet boosting ships fast and have no tradeoffs so skirmish gangs can still use them. Your proposition effectively kills any kiting gangs that want to use them.
Also inb4 the lock, this idea isn't new at all.
EvE-Mail me if you need anything.
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Damen Apol
Brutor Tribe Minmatar Republic
79
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Posted - 2015.04.13 00:57:17 -
[4] - Quote
Xe'Cara'eos wrote:So: would it really be that hard to add in the step - 'are fleet/wing/squad boosters within [x]km [yes/no] ' ?
Yes, that's absurdly hard to code for when you consider that the question would need to be repeatedly asked EVERY server tick for EVERY ship in that fleet.
Also just eliminate links. |
Anhenka
Infinite Point Nulli Secunda
1387
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Posted - 2015.04.13 01:07:31 -
[5] - Quote
Xe'Cara'eos wrote: Would it really be that hard to add in the step - 'are fleet/wing/squad boosters within [x]km [yes/no] ' ?
Unless you did something incredibly weird like turning links into a mod that applies a boost to everything when it cycles, with the duration of the mod, yes. A boost that would persist regardless of the actual position of the ship in relation to the booster once applied.
You could make a skirmish link give everyone in 100km a 20 second buff on a 20 second cycle. People within the 100 KM would keep the buff for the full 20 seconds even if they left range the second after it was applied. People entering from outside the 100 KM range would not receive the buff until the next cycle. Wouldn't be terribly difficult. What it would be is a total hack of a job.
But you can't make a skirmish link give constant buffs to everyone in 100 KM where they lose the buff as soon as they leave.
Because unlike Smartbombs, ECM bursts, remote ecm bursts, bomber bombs, all of which only do a check at the end of their cycle, it would need to do distance checks to every ship on grid range every single second.
It has no similarity to Anchored, Dictor, or Hictor bubbles, because those only have a check that kicks in when someone tries to warp from within them. There is no interaction between a ship and a bubble it's in until the ship tries to warp, at which point the server checks and sees that they are in the bubble. One check for each warp attempt.
TLDR: No. Range based links are still impossible if you want them to continuously check against distance to booster. Most of the workarounds (such as the above 20 second buff thing) are ugly hack jobs which would be worse than the current system. |
Liam Inkuras
AQUILA INC Verge of Collapse
1520
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Posted - 2015.04.13 02:50:34 -
[6] - Quote
An even more TL;DR for the post above me: No because it would melt the server
I wear my goggles at night.
Any spelling/grammatical errors come complimentary with my typing on a phone
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Hopelesshobo
Tactical Nuclear Penguin's
442
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Posted - 2015.04.13 03:17:45 -
[7] - Quote
Xe'Cara'eos wrote: practicalities: we already have AoE modules: warp disruption field generators (HICS), ECM bursts, and even rECM bursts, (and the old titan AoE doomsdays)
Bubbles: The server only checks if you are affected by a bubble if you attempt to warp. It doesn't give you real time information on whether you can warp or not ECM Burst/Bombs: The sever only checks to see if you are affected when the the system goes off/detonates.
AOE Style Boosts would have to check every server if you are under constant fire or if you are using a prop mod to see if you are still eligible for boosts. Which means for a 250 man fleet, that is 250 checks every server tick to verify if you are supposed to be receiving boosts.
Lowering the average to make you look better since 2012.
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ISD Dorrim Barstorlode
ISD Community Communications Liaisons
5293
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Posted - 2015.04.13 03:39:49 -
[8] - Quote
Quote:Forum rules17. Redundant and re-posted threads will be locked.As a courtesy to other forum users, please search to see if there is a thread already open on the topic you wish to discuss. If so, please place your comments there instead. Multiple threads on the same subject clutter up the forums needlessly, causing good feedback and ideas to be lost. Please keep discussions regarding a topic to a single thread. Closed.
ISD Dorrim Barstorlode
Captain
Community Communication Liaisons (CCLs)
Interstellar Services Department
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