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Thread Statistics | Show CCP posts - 20 post(s) |

Regan Rotineque
The Scope Gallente Federation
417
|
Posted - 2016.08.29 19:05:12 -
[1] - Quote
Took some time and thought about this one for a bit...
First off I am 100% in full agreement that all ships (yes mining ones too) should have to be on grid or in a belt to provide boosts. I do also like the simplicity of the new system - not having to worry about hierarchy in a fleet and whether or not the boost is working or not is a good change.
I also like the idea of having the boosts use ammo/fuel - just a note CCP - if this can be done please apply this to cloaks - you want everyone to stop afk boosting then stop afk cloaking by making them use ammo/fuel.
I think that the only issues I am having are with the mining changes. There is one direct change - being in a belt - and as I said above we need to get over that and move on.
However the range that the boosts are provided is I think a major issue. Here's why: Current gameplay - boosts are provided system wide - many new corps/starter corps and CASMA provide newbros with boosts and advice by providing an often free service of boosting their mining. When doing this you often have large sized fleets where having everyone in one belt would simply be daft....players often spread out over several belts in a system. This new system will prohibit that. I started EvE many moons ago, and it was groups like CASMA that kept me playing and interested and eventually hooked up with some friends who took me to the stars in null. I think the range change on the mining boost may end the days of some of these awesome starter entities that imho have kept more people than some other things I have seen in the game. I still support that the booster should have to be on grid/in a belt/anom but i think the mining boost should apply system wide or perhaps within x AU vs km ranges. I am not sure how you can do this maybe tie the mining booster to have to be within x kilometers from a asteroid/anom belt beacon of some sort so they are not off in some safe doing what they do now.
2nd there is a subtle nerf here by the elimination of the passive boosts. Currently no mining fleet has a t3 or command ship included to provided armor/shield boosts we get that from the years of skilling up that the fleet booster did. Again as I said above i do like the simplicity of the change - but will there be an adjustment/balancing of mining ships to offset the loss of this? Mining barges are already weak (proc/skiff class excepted) your now removing 1000s of ehp from them with this change - this may drive even more people to use one class of ship - defeating your goal of having some balance within the class.
Thats it for now, as I said changes overall are reasonable, and we all just need to take a big breath, put our big space panties on and say okay on grid its happening, we have been warned for years.
Cheers ~R~ |

Regan Rotineque
The Scope Gallente Federation
419
|
Posted - 2016.08.29 20:00:59 -
[2] - Quote
Damocles Orindus wrote:When CCP removed boosting Command ships from within POS shields, they specifically left Orca/Rorqual mining boosts out of that change due to the outcry and the expected population fleeing from EVE. While it's important to get rid of off grid "Combat" boosting for reasons of bringing more players onto the battlefield for which they want, for some reason we now think the same issue faced during the last tweek to boosts is no longer going to massively impact the mining/industrial community in game and cause many industrialists to throw up their hands and log. This change seems more motivated by a small gang, ganker type developer that will now have a capital kill available in every mining anom they warp to. The supposed "olive branch" is that the Rorqual will have a "slow death" button that means not everything will die immediately as the fleet is bubbled and the Rorqual dies... then the fleet dies. What a big bonus.  This change to Mining Boost dynamics has no positive benefit to Nullsec industry and was likely not put forth by anyone with serious industrial experience but instead someone who wanted shinier kill mails while miner ganking.
omg...i liked a goon post
what is the world coming to ..... |

Regan Rotineque
The Scope Gallente Federation
423
|
Posted - 2016.08.31 19:46:30 -
[3] - Quote
Lugh Crow-Slave wrote:so now you need more orcas so there is MORE reason to train the skills as corps no longer just need one pilot why is that a bad thing
i can think of a lot of players who trained orca and were never able to use it because some one just left there orca alt on all day with an open fleet even w/o a pos
I don't think your understanding the issue:
Firstly CCP is doing away with the orca alt on all day afk thing - the links run on fuel/ammo now so there will be limited time before having to refill. Secondly you have to be on grid so people will be much less inclned to leave an orca sitting in a belt - even in high sec all day.
I think the main issue for most miners is that there are a limited number of rocks in any belt, now we currently can have a fleet in a system with a booster mining over several belts. Anyone who has mined and has experience in doing it knows that once you get 3 or 4 skiff/mack/hulks in any single belt that you have reached a maximum. So we often split up to different belts. This change basically means that we now need to have multiple boosters for the same number of miners. And orcas are not cheap they are 700-800 million isk plus fittings and require significant investment of skills. This is a large barrier to new corps, new bros wanting to learn and grow. It effectively KILLs amazing groups like CASMA from providing a good new player experience.
I am hopefull that CCP can find a way to tie the on grid to the belt/anom beacon and give the booster the system wide or at least an AU wide boost. It still forces the booster on field which is what the main issue that most people have, and I fully agree, the days of sitting in a POS behind a shield and fleet boosting are over. Or parking at a station and boosting.
I have already in this thread said I agree with on grid, I agree with some of the simplification, and I am 100% in agreement of the use of fuel/ammo to run the boosts - its great for indy folks and miners since they will build/provide all of this new material. (Don;t forget CCP to add this to cloaks! - cloaking should use a tremendous amount of power and yes fuel)
So basically im good with these changes - it is the range issue that I am having the most diffculty with as there are belts 100s of KMs across and only the Rorq comes close to that range, and it prevents you from mining in a system, it localizes everything to one belt which for anyone who has played the game knows is just not the way it works.
I have also seen a suggestion that the hidden anoms come back, I have never liked that change to begin with I think scanning down ore sites should never have been removed, it should always be required, particularly with these changes. CCP is going to destroy wormhole mining with this change and I have never liked that high sec anoms just show up - make people actually have to work for it.
Cheers ~R~
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Regan Rotineque
The Scope Gallente Federation
424
|
Posted - 2016.08.31 20:06:22 -
[4] - Quote
Lugh Crow-Slave wrote:the links run on scripts not ammo
as for orcas costing to much to field more than one use the porpus for aux belts than orca(s) for your main group
From the Dev Blog
Command Bursts are high-slot modules that can be fit on the same classes of ships that can currently fit Warfare Links. There will be five types of Command Burst modules at launch, one for each of the existing fleet boost groups: Armor, Shield (formerly known as Siege), Information, Skirmish, and Mining.
These modules must be loaded with ammo in order to activate, and the ammo choices determine which bonus the module will provide to nearby fleetmates. Ammo can be swapped in the field to change bonuses as the situation changes, although a reload time of between thirty seconds and one minute means that choosing the right time to swap bonuses is important.
The ammunition for Command Bursts will be compact, inexpensive and manufactured by players primarily from ice product raw materials. We are planning for very large ammo capacities on the Burst modules themselves, so boosting characters will not need to reload often unless they are changing boost types. Command Burst modules will also require a moderate amount of capacitor to activate.
I would suggest you re read the dev blog for a better understanding of the mechanic they are implementing. |

Regan Rotineque
The Scope Gallente Federation
464
|
Posted - 2016.09.29 03:12:16 -
[5] - Quote
Not sure if this is the best place for this since its feedback about something on SiSi
I was there looking at the new boosts for tomorrow's test - and noted that all of the ammo charges for bursts have the same artwork icon - looks like iron hybrid charges iirc.
I hope that CCP is planing on making something so its a bit easier to spot these quickly either by color or some type of icon/artwork, since its likely that someone may have several different types on board now and reading is .... well.... hard....
Cheers
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Regan Rotineque
The Scope Gallente Federation
464
|
Posted - 2016.09.29 03:18:57 -
[6] - Quote
Lugh Crow-Slave wrote:you want to know what would be a great place for that regan? the test server feed back section. in fact they have a sticky thread just for it with a little "known issues" section that covers your concerns
Ohh perfect just went there ... thx |

Regan Rotineque
The Scope Gallente Federation
468
|
Posted - 2016.10.11 22:12:52 -
[7] - Quote
Ezekiel Bonaparte wrote:Where are the mining boost BPOs? I have the other 12....
You and me both.....flying all over the place still no luck |

Regan Rotineque
The Scope Gallente Federation
468
|
Posted - 2016.10.11 22:40:39 -
[8] - Quote
Lugh Crow-Slave wrote:have you tried ORE stations?
There are no Ore stations in high sec that I am aware of...... did CCP put them into ORE null only ? |
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