Page 2 of 4 FirstFirst 1234 LastLast
Results 51 to 100 of 185

Thread: So the CSM spent 31 pages talking about itself.

  1. #51
    Shoot blues, Tell Vile Rat. Vile rat's Avatar
    Join Date
    2007 Jan
    Posts
    852
    R/P
    0.40610328638498
    Rep Power
    8

    Default

    Hey CSM dudes, next time can you keep the inane bullshit out of the logs? This could be like a 5 page report after that happens.

    -edit- Up to page 64,

    "CCP Xhagen asked when we could expect ring mining. CCP Soundwave said after the POS work because it would most likely use the same team - best case scenario would be winter expansion
    2013."

    lol.

    -edit 2-

    Elise asked about mooring supercaps, and CCP said that that would be allowed, and people could
    set it so that only the owner or a director of the corp that owned the starbase would be able to unmoor the ship. CCP Greyscale said that he was thinking that people would have to get to 0 meters
    from the mooring module in order to moor a ship, which would mean that there would be a natural
    limit of however many ships could fit at the mooring point, and that people would have to carefully
    consider their starbase layout to take this into account.


    UAxDEATH asked about if personal POSes would still allow directors to un-moor ships, and
    Greyscale said probably not, but that corp POSes would, because corps need to be able to take
    down a tower.


    CCP Greyscale turned the discussion to reinforcement timers. His proposal is that starbases would
    have a smaller core fuel tank which could be locked down for 24 hours. If you had a large starbase
    that was using a lot of fuel, the core tank would only last for 24-48 hours. A smaller starbase might
    last a week or a month, with the attacker needing to come back every day to shoot the starbase.
    This would be the downside to having a large starbase, as you would be more vulnerable to attack.
    Elise asked about moored ships when a starbase is destroyed, and Greyscale said that they would all
    un-moor and be able to be stolen

    thumbs up!

  2. #52
    Camorra
    Guest

    Default

    Quote Originally Posted by Vile rat View Post
    Elise asked about moored ships when a starbase is destroyed, and Greyscale said that they would all
    un-moor and be able to be stolen

    thumbs up!
    Indeed thumbs up!

  3. #53
    Shoot blues, Tell Vile Rat. Vile rat's Avatar
    Join Date
    2007 Jan
    Posts
    852
    R/P
    0.40610328638498
    Rep Power
    8

    Default

    After a brief pause for CCP Soundwave to finish recording more notes, Two step asked about the
    possibility of having customized corporate logos, much like the customizable alliance logos we
    currently have. Two step explained that there wouldn't be a need for CCP to moderate corp logos if
    there was a flag button that could mark a logo as inappropriate.


    Two step: “I understand this is some overhead for you guys, but if there was some form of
    community vetting, to get the penises out.... and not have to use the funny logo designer”


    CCP Soundwave: “I'd rather have a few penises and a good system, than a bad system.”



    More dicks. Give us all the dicks.


    -edit-

    CCP Greyscale moves on to explain his work on sentry guns. Sentry guns will now shoot anyone with
    a criminal flag, suspect or otherwise. Sentry guns will also start with smaller amounts of damage,
    and ramp up with time. Ideal tuning will be to where triage carriers will die at around 4 1/2
    minutes. This way, if you want to use triage carriers in lowsec on gates you can, but you must
    commit to the cycle for a length of time before starting your reps, if you want to deactivate triage
    before the sentry guns kill you and jump out. CCP Greyscale also points out that another goal is to
    make it so that the first couple of hits won't kill an interceptor immediately, enabling a quick tackle,
    and then a warp out.

    Way to go greyscale. You came up with a good idea but now it's doomed because you came up with it.





    -anotheredit-

    "Elise took issue with the notion and stated simply “you should not be able to opt out of Capital warfare. You should not be able to combat an entire Supercap fleet with only subcaps.”"

    Disagree strongly Elise. Disagree. You should not be able to combat an entire subcap fleet with only supercaps.

  4. #54
    King Dong ihaveahelmet's Avatar
    Join Date
    2009 Dec
    Location
    buttdiving, verge of prolapse
    Posts
    2,483
    R/P
    2.4563028594442
    Rep Power
    14

    Default

    Quote Originally Posted by Viribus View Post
    Boosts in their current state are absurdly broken.
    Everything relating to the leadership functions is messed up in one or another, in my opinion. From the overly convoluted way bonuses are applied in the fleet to some of the bonuses, ships and yeah... Everything.

    There was a really cool proposal posted on pl.com about the offgrid boosting issue that I shall just c/p here for simplicity's sake:

    Currentl?, ?ff-grid boosting does need fixing, however not in the way that you are probably thinking.

    ?ff-gr?d boosting in safespots in space should not be changed. These people can be caught by probing them down‚ or slowl? b?okmarking your way to glory. I tihnk I have shown that it is possible with a decent investment (lg virtues) to catch off-grid boosting t3's. So I think that is fine.

    However, boosting from a P?S ?s completely safe. There is no risk whatsoever‚ and it is literall? imp?ssible to counter. All that for a mere 400mil/month and a setup P?S. It g?ves the defender an incredible advantage and offers a strong incentive for the defender to never leave their home system. [...] I think that for someone to recieve gang bonuses, be it from a t3, a Titan, or even an industrial that the character who is boosting should be put at some risk of dying, ala boosting outside of a P?S.

    So, I would propose that gang mods not be allowed to be run from ?nside of a POS.
    I don't agree with every single point brought forward in that proposal, but I believe the gist of it would be a better solution than a complete removal of offgrid boosting. Either way this isn't really related to the broader topic of the CSM minutes so I won't go more in depth about the better ways of fixing the boosting thing.

    ed:
    Quote Originally Posted by Vile rat View Post
    -anotheredit-

    "Elise took issue with the notion and stated simply “you should not be able to opt out of Capital warfare. You should not be able to combat an entire Supercap fleet with only subcaps.”"

    Disagree strongly Elise. Disagree. You should not be able to combat an entire subcap fleet with only supercaps.
    I won't pretend to speak for Elise, but I don't think that's what he meant at all nor what happened in the relevant example. I heavily doubt the unsupported supercarriers posed a serious threat to the hostile subcaps, just like those didn't pose a threat to the supers. The best both fleets could have done is stare at each other until one made moves to leave, which the opposite fleet couldn't really prevent.

  5. #55
    Shoot blues, Tell Vile Rat. Vile rat's Avatar
    Join Date
    2007 Jan
    Posts
    852
    R/P
    0.40610328638498
    Rep Power
    8

    Default

    But I think unescorted supercaps should be extremely vulnerable.

  6. #56
    The Alien Mind
    Join Date
    2011 Oct
    Posts
    61
    R/P
    -0.081967213114754
    Rep Power
    0

    Default

    Quote Originally Posted by Elise Randolph View Post
    Offgrid links are pretty stupidly broken precisely because they're so strong you're required to field them in any gang you take. The advantages are so massive that you're incentivized to use them in everything from "solo" roaming to large-scale fleet fights. Also I'm pretty sure nanogangs were able to meek by before offgrid links existed~
    I'm going to bite, the problem with offgrid boosting isn't something that is easily fixed. On top of it making life harder to miners (sure lets have that rorq sitting in that belt, i personally wouldn't mind), we're also faced with the fact that popping a command ship is piss easy when fleet sized increase, so at this point i'd say it'd be a bad call to fully take offgrid boosting out of the game.

    I think we can all agree that offgrid boosting became the fab after t3's were introduced. Now what is it that t3's excelll at? They're small, can be made close to unprobable and very slippery. So lets rather try fixing the issue by touching those points. First off, lets cut the slipperiness of t3's when in command processor mode, letsay deny interdiction, have command processor modules themselves increase signature radious, anything to make it hard to fly around with ease in a t3 designed for offgrid boosting. So basicly what you'd have left is an off grid boosting t3 that you can keep safe next to a pos but moving it without protecting it (wether it's good intel or just having ur fleet with it when moving) would be unwise. Next up, lets make probing those things easier, if you bring an off grid booster t3 to a system, it should be easy for the opposing force to probe it out, if they've been smart enough to have prober in their fleet. So basicly, just make the t3 more vulnerable as an offgrid booster.

    Now while we nerf offgrid boosting itself, we should remember that it does effect everything as a whole too. Now the big problem has always been the fact that fleet commands were never designed to hold on field if theres 500 maelstroms shooting at it. So lets actually look at the problem here, losing that command ship on the field means you lose ur links which sucks donkey balls. So rather than just buffing fleet commands to 1 million ehp lets look at boosting itself. What if we made every thing in the fleet able to boost and the best ones only apply, heres an example:

    Fleet has 250 members, it has 10 command ships, 4 vultures, 2 claymores, 2 sleipnirs and 2 nighthawks. Vultures have 3 siege links each, nighthawks 1 siege link, claymores 3 skirmish and sleips 1 skirmish link.
    Now the best skilled(if all same skills then random) vulture and claymore pilots siege/skirmish links apply to the whole fleet. The nighthawk and sleip pilots links are also taken to account, and if they have better skills on them for that one link, they'll boost the one link type for the whole fleet.

    If a command ship dies that is actually boosting at that time the fleet, then another commands link will start doing the boosting with his skills. So basicly, you can have 100 same links up and running, only best one applies and when that one disappears the next one starts affecting. What this does basicly, is taking the boosting out of the fleet hiararchy and there will be no more a designated booster. This only applies to boosting itself ofcourse, so fleet commanders still need to get those fleet command 5's so they can field a full fleet, but he doesn't have to touch any of the boosting skils, as the highest skilled pilot in fleet will apply them to the whole fleet.

    So what we'd have here would be a way of bypassing the need to switch booster places in fleet and having a use for multiple boosters in fleet, actually making a field command ship with one link only a useful thing to have in smaller gangs (or bc with a link). And ofcourse, there's been talk about booster destroyers, an even smaller/cheaper ship. Also in a big ass fleet fight, if they kill ur booster, well look over here, got more than one and the boosts switch seamlessly.

    Now that's what I think bout this issue, someone get matches for the flamethrowers.

  7. #57
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
    Join Date
    2011 Dec
    Location
    Otard's jimmies
    Posts
    4,714
    R/P
    1.2414085702164
    Rep Power
    16

    Default

    I didn't bother reading that whole wall of text about boosts, but I see you want to nerf T3s as a whole to address the offgrid boosting problem.

    That's fucking retarded.

  8. #58
    God is dead. They found his carcass in 2019.. jimmychrist's Avatar
    Join Date
    2010 Aug
    Location
    the Clapham omnibus
    Posts
    2,538
    R/P
    1.7600472813239
    Rep Power
    12

    Default

    Off-grid boosting seems very strange to me. Why not have out-of-system boosting, or I'm-not-even-logged-in-but-hey-hey-hey-here's-some-more-EHP boosting while we're at it?

  9. #59
    Shoot blues, Tell Vile Rat. Vile rat's Avatar
    Join Date
    2007 Jan
    Posts
    852
    R/P
    0.40610328638498
    Rep Power
    8

    Default

    You should never get bonuses from something that's invulnerable. Gotta have skin in the game bitches.

  10. #60
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
    Join Date
    2011 Dec
    Location
    Otard's jimmies
    Posts
    4,714
    R/P
    1.2414085702164
    Rep Power
    16

    Default

    I agree that the problem with CS vs. T3 boosts is twofold: CS are easily picked out of a crowd whereas T3 boosters in T3 fleets aren't, and T3s are better at boosts anyway.

    I don't think this means T3s need a nerf. I think boosts should be targets of opportunity like logis and FCs. It doesn't have to be any more complicated than making the fleet boosters more visible - the graphical effect of links should be very visible, even zoomed out. They also shouldn't be able to boost off-grid; it's probably the most retarded aspect of solo PVP and it's completely risk-averse.

  11. #61
    Adjustment Team
    Join Date
    2010 May
    Location
    TSKRS
    Posts
    90
    R/P
    0.26666666666667
    Rep Power
    4

    Default

    I'm not a fan of link mechanics in general, but T3 links are far from invulnerable unless they're sat in a POS. If you're in an area where lots of hostiles use them, buy a virtue set. They pay themselves off surprisingly quickly what with DG co-processors being ~100m apiece.
    [I]spherical monkey fears and envies[/I]

  12. #62
    King Dong ihaveahelmet's Avatar
    Join Date
    2009 Dec
    Location
    buttdiving, verge of prolapse
    Posts
    2,483
    R/P
    2.4563028594442
    Rep Power
    14

    Default

    Quote Originally Posted by Ruismies View Post
    Now that's what I think bout this issue, someone get matches for the flamethrowers.
    I'll just call you clueless, less trouble than picking apart everything ill-informed, poor thought out or simply outright retarded in that pointless essay of yours.

  13. #63
    King Dong Phey Onat's Avatar
    Join Date
    2010 Aug
    Location
    The Doom of Valyria
    Posts
    2,289
    R/P
    0.58802970729576
    Rep Power
    8

    Default

    At a minimum, you shouldn't be able to get bonuses from anything in a POS. Nothing gets through that shield and nothing should get out (looking at you too rorqual).
    I've noticed that there's a pretty big disconnect between the general consensus of kugu and what's actually happening. It seems enough people have said it in this thread that people are taking it as fact.

  14. #64
    Piper in the Woods
    Join Date
    2010 Mar
    Posts
    46
    R/P
    0.30434782608696
    Rep Power
    4

    Default

    The issue really is that the design goal for T3s with command processors was probably to let you run 1 link with a larger bonus than a command ship which would naturally run 3.

    The players of course then realise that if you fit nothing other than 3 links and eccm you can have 3 absurdly bonused links and no survivability.

    If I have interpreted that correctly then surely the simple fix is to just hard cap the number of links a T3 can run instead of the soft cap of fitting requirements.

  15. #65
    Why Does It Hurt When I Pee? WNxWolfy's Avatar
    Join Date
    2011 Dec
    Posts
    134
    R/P
    2.0373134328358
    Rep Power
    2

    Default

    Quote Originally Posted by Teth View Post
    The issue really is that the design goal for T3s with command processors was probably to let you run 1 link with a larger bonus than a command ship which would naturally run 3.

    The players of course then realise that if you fit nothing other than 3 links and eccm you can have 3 absurdly bonused links and no survivability.

    If I have interpreted that correctly then surely the simple fix is to just hard cap the number of links a T3 can run instead of the soft cap of fitting requirements.
    I agree with this. Make T3s unable to use command processors and T3 boosting problem solved. But even so a CS will be a massive force multiplier in a large fleet and a very valuable asset in a smaller fleet.

  16. #66
    Don't try to solve serious matters in the middle of the night Raketefrau's Avatar
    Join Date
    2008 Sep
    Location
    DTHI
    Posts
    1,876
    R/P
    1.4418976545842
    Rep Power
    10

    Default

    Quote Originally Posted by Vile rat View Post
    Elise asked about mooring supercaps, and CCP said that that would be allowed, and people could
    set it so that only the owner or a director of the corp that owned the starbase would be able to unmoor the ship. CCP Greyscale said that he was thinking that people would have to get to 0 meters from the mooring module in order to moor a ship, which would mean that there would be a natural limit of however many ships could fit at the mooring point, and that people would have to carefully consider their starbase layout to take this into account.
    I'd like more exposition on how this works with the "no pos bubble" thing. I mean, it sounds like there's no force field around POSes in this scenario, in which case it seems like mooring a supercap is like begging to lose it.

  17. #67
    The Alien Mind
    Join Date
    2011 Oct
    Posts
    61
    R/P
    -0.081967213114754
    Rep Power
    0

    Default

    Quote Originally Posted by Hilmar Keller View Post
    I didn't bother reading that whole wall of text about boosts, but I see you want to nerf T3s as a whole to address the offgrid boosting problem.

    That's fucking retarded.
    It seems fucking retarded that you'd not read a post but make a very retarded comment on it that has no basis on the post itself but rather shows your obsessiveness in posting.
    I'll be nice and put it short, nerf offgrid boosting t3's, make it harder for a t3 in offgrid boosting fit to move about without getting caught.

  18. #68
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
    Join Date
    2011 Dec
    Location
    Otard's jimmies
    Posts
    4,714
    R/P
    1.2414085702164
    Rep Power
    16

    Default

    Quote Originally Posted by Ruismies View Post
    I think we can all agree that offgrid boosting became the fab after t3's were introduced. Now what is it that t3's excelll at? They're small, can be made close to unprobable and very slippery. So lets rather try fixing the issue by touching those points. First off, lets cut the slipperiness of t3's when in command processor mode, letsay deny interdiction, have command processor modules themselves increase signature radious, anything to make it hard to fly around with ease in a t3 designed for offgrid boosting. So basicly what you'd have left is an off grid boosting t3 that you can keep safe next to a pos but moving it without protecting it (wether it's good intel or just having ur fleet with it when moving) would be unwise. Next up, lets make probing those things easier, if you bring an off grid booster t3 to a system, it should be easy for the opposing force to probe it out, if they've been smart enough to have prober in their fleet. So basicly, just make the t3 more vulnerable as an offgrid booster.
    This was the part to which I was replying, which is rendered entirely moot by a T3 booster sitting in POS shields. So it doesn't change the fact that there would be offgrid boosters and that they'd be superior to CS. That's why it's bad.

    E: My point is that you have to force the boosters on grid as a first step, then make the boosters visible as a second.

  19. #69
    The Alien Mind
    Join Date
    2011 Oct
    Posts
    61
    R/P
    -0.081967213114754
    Rep Power
    0

    Default

    Quote Originally Posted by Hilmar Keller View Post
    This was the part to which I was replying, which is rendered entirely moot by a T3 booster sitting in POS shields. So it doesn't change the fact that there would be offgrid boosters and that they'd be superior to CS. That's why it's bad.

    E: My point is that you have to force the boosters on grid as a first step, then make the boosters visible as a second.
    While it doesn't get t3's out of posses, it demolishes the possibility of freely moving them around, devaluing them as pure link ships on the go. But i will say you're correct in implying that denying link usage inside a pos would be favourable and am inclined to agree here. The bonus t3's themselves give could be changed, as i recall it was said that maybe change em to give a bonus for all link types while at the same time dropping the percentage of bonus they give per lvl of subsystem skill.

    Dear ihaveahelmet, while my suggestion most likely has badly thought out concequences, i do think this is a forum and the essence of forum is debate. I will still say the freedom of boosting inside fleets would be beneficial to eve, giving more value to command ships. The fact that the idea itself presents it's own can of worms doesn't mean it shouldn't be examined. There are always ways of improving , you can even just have different link types prioriticed in a fleet to force fc's to prioritice one links efficiency over another ones.

    With this said, i highly doubt ccp wants to make command links work like an aoe effect, we all know that'd mean there needs to be checks on ranges for all ships in fleet and they are trying to cut that shit from cluttering servers, and i don't see any other way of implementing effects only on grid.

  20. #70
    Legitimate Rape Baby
    Join Date
    2010 May
    Location
    Providence
    Posts
    3,276
    R/P
    0.36630036630037
    Rep Power
    11

    Default

    Quote Originally Posted by Helios Black View Post
    Only you think they were decent suggestions; everyone else thinks you're a prick.
    HAHAHA. Welcome to Kugu, Two Step.

    I'm still reading (GD this is a big report) but the starbase ideas seem kind of cool. I can't wait for someone to design the first stealth deathstar. If they're killable, then I hope the people inside can be podded while they sleep irl. The tears would be epic.

    Hopefully they're small enough to start so a single player will be able to set up a reasonable base of ops without spending a fortune.

  21. #71
    Electric Ant
    Join Date
    2011 Mar
    Posts
    25
    R/P
    0.64
    Rep Power
    3

    Default

    Quote Originally Posted by Raketefrau View Post
    I'd like more exposition on how this works with the "no pos bubble" thing. I mean, it sounds like there's no force field around POSes in this scenario, in which case it seems like mooring a supercap is like begging to lose it.
    You should read up in the minutes a little more about mooring. The idea is that when moored, there would be a mini force field around the ship that ws moored, so while the POS was alive, the moored ship could not be shot.

  22. #72
    Legitimate Rape Baby
    Join Date
    2010 May
    Location
    Providence
    Posts
    3,276
    R/P
    0.36630036630037
    Rep Power
    11

    Default

    And why even shoot them (unless they're not worth stealing)? The ships would unmoor in the event the station is killed. They'd be loot.

    The RF talk left me confused though. Are we basically talking about refillable stront bays, rather than a true RF schedule?

  23. #73
    The Alien in Our Minds Helios Black's Avatar
    Join Date
    2010 Dec
    Location
    ORIGN
    Posts
    731
    R/P
    0.296853625171
    Rep Power
    4

    Default

    Quote Originally Posted by twostep View Post
    You should read up in the minutes a little more about mooring. The idea is that when moored, there would be a mini force field around the ship that ws moored, so while the POS was alive, the moored ship could not be shot.
    Yes, we'd all love to read more of your whining for several hundred pages. Do you have a blog we can read too?
    Helios Black - Origin. - Black Legion.
    [SIGPIC][/SIGPIC]

  24. #74
    Shoot blues, Tell Vile Rat. Vile rat's Avatar
    Join Date
    2007 Jan
    Posts
    852
    R/P
    0.40610328638498
    Rep Power
    8

    Default

    Quote Originally Posted by Helios Black View Post
    Yes, we'd all love to read more of your whining for several hundred pages. Do you have a blog we can read too?
    That's not really fair Two step is awesome and didn't get properly represented by those logs.

  25. #75
    The Alien in Our Minds Helios Black's Avatar
    Join Date
    2010 Dec
    Location
    ORIGN
    Posts
    731
    R/P
    0.296853625171
    Rep Power
    4

    Default

    Quote Originally Posted by Vile rat View Post
    That's not really fair Two step is awesome and didn't get properly represented by those logs.
    I hope that's sarcasm because those logs are the direct interactions...
    Helios Black - Origin. - Black Legion.
    [SIGPIC][/SIGPIC]

  26. #76
    What’s The Ugliest Part Of Your Body? Teh Ashen's Avatar
    Join Date
    2010 Nov
    Location
    somewhere behind Sec's leadership.
    Posts
    1,412
    R/P
    1.9879603399433
    Rep Power
    7

    Default

    Quote Originally Posted by Hilmar Keller View Post
    I agree that the problem with CS vs. T3 boosts is twofold: CS are easily picked out of a crowd whereas T3 boosters in T3 fleets aren't, and T3s are better at boosts anyway.

    I don't think this means T3s need a nerf. I think boosts should be targets of opportunity like logis and FCs. It doesn't have to be any more complicated than making the fleet boosters more visible - the graphical effect of links should be very visible, even zoomed out. They also shouldn't be able to boost off-grid; it's probably the most retarded aspect of solo PVP and it's completely risk-averse.
    Ever tried to probe a boosting Loki? Nigh impossible if they have enough ECCM. Watched my CEO in a maxed skilled cheetah try to probe one for 30 min, closest he could get was 93%.

  27. #77
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
    Join Date
    2011 Dec
    Location
    Otard's jimmies
    Posts
    4,714
    R/P
    1.2414085702164
    Rep Power
    16

    Default

    Quote Originally Posted by Teh Ashen View Post
    Ever tried to probe a boosting Loki? Nigh impossible if they have enough ECCM. Watched my CEO in a maxed skilled cheetah try to probe one for 30 min, closest he could get was 93%.
    Ever tried reading my posts? I said they shouldn't work off-grid.

  28. #78
    Electric Ant
    Join Date
    2011 Mar
    Posts
    25
    R/P
    0.64
    Rep Power
    3

    Default

    Quote Originally Posted by Manfred Hideous View Post
    And why even shoot them (unless they're not worth stealing)? The ships would unmoor in the event the station is killed. They'd be loot.

    The RF talk left me confused though. Are we basically talking about refillable stront bays, rather than a true RF schedule?
    The idea was that the attacker would have to come back every day for some period of time to shoot at the POS. Greyscale wanted this because he wants it to be hard to knock out a small raiding base in a remote area.

    I worry about a system like that in w-space, because people are not going to want to have to invade another wormhole for weeks to collect all the loot, so I suggested that the defender should have to do something every day to keep the timer going. That way, if you had total superiority, it wouldn't take weeks to kill a POS.

    I'd also point out that this seemed like an area that was a little less thought out than the rest of the POS stuff, and was certainly something Greyscale was still thinking hard about.

  29. #79
    Electric Ant
    Join Date
    2011 Mar
    Posts
    25
    R/P
    0.64
    Rep Power
    3

    Default

    Quote Originally Posted by Helios Black View Post
    Yes, we'd all love to read more of your whining for several hundred pages. Do you have a blog we can read too?
    http://twostep4csm.blogspot.com

  30. #80
    King Dong ihaveahelmet's Avatar
    Join Date
    2009 Dec
    Location
    buttdiving, verge of prolapse
    Posts
    2,483
    R/P
    2.4563028594442
    Rep Power
    14

    Default

    Quote Originally Posted by Teh Ashen View Post
    Ever tried to probe a boosting Loki? Nigh impossible if they have enough ECCM. Watched my CEO in a maxed skilled cheetah try to probe one for 30 min, closest he could get was 93%.
    You need 3 virtues with max skills or a full set with 4/4, then it's nbd to probe out.

  31. #81
    What’s The Ugliest Part Of Your Body? Teh Ashen's Avatar
    Join Date
    2010 Nov
    Location
    somewhere behind Sec's leadership.
    Posts
    1,412
    R/P
    1.9879603399433
    Rep Power
    7

    Default

    Quote Originally Posted by Hilmar Keller View Post
    Ever tried reading my posts? I said they shouldn't work off-grid.
    I didn't say I disagreed with you.

  32. #82
    "Reality is that which, when you stop believing in it, doesn't go away." Calderus's Avatar
    Join Date
    2010 Nov
    Location
    Test
    Posts
    106
    R/P
    1.9245283018868
    Rep Power
    3

    Default

    Quote Originally Posted by Teh Ashen View Post
    Ever tried to probe a boosting Loki? Nigh impossible if they have enough ECCM. Watched my CEO in a maxed skilled cheetah try to probe one for 30 min, closest he could get was 93%.
    My boosting loki has been probed 4 times in the last 3 months. My tiny alliance has also killed 2 boosting lokis in the same time. But apparently CEOs should have their probing skill boosted because yours is retarded.

    Edit: my point being, its not that hard if you put in minimal effort, and a nice loot pinata when you do it as many fit DG co-procs and such on them. They're not invulnerable, or even really very safe against a skilled prober.

  33. #83
    Legitimate Rape Baby
    Join Date
    2010 May
    Location
    Providence
    Posts
    3,276
    R/P
    0.36630036630037
    Rep Power
    11

    Default

    Quote Originally Posted by twostep View Post
    The idea was that the attacker would have to come back every day for some period of time to shoot at the POS. Greyscale wanted this because he wants it to be hard to knock out a small raiding base in a remote area.

    I worry about a system like that in w-space, because people are not going to want to have to invade another wormhole for weeks to collect all the loot, so I suggested that the defender should have to do something every day to keep the timer going. That way, if you had total superiority, it wouldn't take weeks to kill a POS.

    I'd also point out that this seemed like an area that was a little less thought out than the rest of the POS stuff, and was certainly something Greyscale was still thinking hard about.
    So what was that, some kind of mini RF mode that has an open window for shooting X hours per day for weeks? Could you kill it quickly if you applied enough deeps?

    I'm of two minds about it. It WOULD make a single TZ corp have the ability to station remotely (GW for instance) where there aren't many stations and it's more easily configured for lots of prod slots, so indy peeps would like it as much or more than a real outpost.

    Really the only downside IMO is wormhole space but even there, it would make lining there rule (I'm assuming the mods would include a clone vat array?).

    Are they fueled or do they exist in space like outposts? This might be a way to have destructible outposts of a sort.

  34. #84
    Galactic Pot-Healer Zagdul's Avatar
    Join Date
    2010 Aug
    Location
    CSDW / -FA-
    Posts
    1,624
    R/P
    0.49137931034483
    Rep Power
    6

    Default

    Remove boosting modules.

    Change the Leadership Spec skills give the bonuses passively instead of unlocking the use of a module. Maybe the skill can now give some kind of range bonus or something.

    Problem solved?

    The role for Command Ships would need to be re-thought. Potentially putting them into a black ops role and/or introduce a new bomb into EVE focused on capitals. You can now bomb capitals/supers, but you'd have to invest the value in them to do it.

  35. #85
    Why Does It Hurt When I Pee? Gothic Light's Avatar
    Join Date
    2012 Jul
    Location
    FKRUNNIN'
    Posts
    146
    R/P
    2.6095890410959
    Rep Power
    1

    Default

    Quote Originally Posted by Zagdul View Post
    Remove boosting modules.

    Change the Leadership Spec skills give the bonuses passively instead of unlocking the use of a module. Maybe the skill can now give some kind of range bonus or something.

    Problem solved?

    The role for Command Ships would need to be re-thought. Potentially putting them into a black ops role and/or introduce a new bomb into EVE focused on capitals. You can now bomb capitals/supers, but you'd have to invest the value in them to do it.
    Did you get a concussion over the last few days? Everything your writing is fucktarded.

  36. #86
    Galactic Pot-Healer Zagdul's Avatar
    Join Date
    2010 Aug
    Location
    CSDW / -FA-
    Posts
    1,624
    R/P
    0.49137931034483
    Rep Power
    6

    Default

    Quote Originally Posted by Gothic Light View Post
    Did you get a concussion over the last few days? Everything your writing is fucktarded.
    Irony much?

  37. #87
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
    Join Date
    2011 Dec
    Location
    Otard's jimmies
    Posts
    4,714
    R/P
    1.2414085702164
    Rep Power
    16

    Default

    Quote Originally Posted by Zagdul View Post
    Remove boosting modules.

    Change the Leadership Spec skills give the bonuses passively instead of unlocking the use of a module. Maybe the skill can now give some kind of range bonus or something.

    Problem solved?

    The role for Command Ships would need to be re-thought. Potentially putting them into a black ops role and/or introduce a new bomb into EVE focused on capitals. You can now bomb capitals/supers, but you'd have to invest the value in them to do it.
    Not only is this idea poorly thought out; it requires a ton of reworking for ships, a total rehaul of boosts, and the removal/addition of modules.

    Plus, it would mean you could boost while cloaked, which makes the problem even worse.

  38. #88
    Legitimate Rape Baby
    Join Date
    2010 May
    Location
    Providence
    Posts
    3,276
    R/P
    0.36630036630037
    Rep Power
    11

    Default

    Quote Originally Posted by Hilmar Keller View Post
    Not only is this idea poorly thought out; it requires a ton of reworking for ships, a total rehaul of boosts, and the removal/addition of modules.

    Plus, it would mean you could boost while cloaked, which makes the problem even worse.
    It'd be easier IMO if the boosting mods had a sig penalty when active making them easy to find as a BC/BS regardless of ECCM.

  39. #89
    Galactic Pot-Healer Zagdul's Avatar
    Join Date
    2010 Aug
    Location
    CSDW / -FA-
    Posts
    1,624
    R/P
    0.49137931034483
    Rep Power
    6

    Default

    Quote Originally Posted by Hilmar Keller View Post
    Not only is this idea poorly thought out; it requires a ton of reworking for ships, a total rehaul of boosts, and the removal/addition of modules.

    Plus, it would mean you could boost while cloaked, which makes the problem even worse.
    And instead you suggest CCP writes out the code/math to determine if someone is on grid or not without breaking the shit out of the code?

    I'm of the opinion that the whole boosting system needs a complete re-write anyway. Especially if you're to suggest that people be forced on grid.

  40. #90
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
    Join Date
    2011 Dec
    Location
    Otard's jimmies
    Posts
    4,714
    R/P
    1.2414085702164
    Rep Power
    16

    Default

    It's one thing to rework boosts, it's another to involve the reworking of an entire ship class and the modules for which it's specialized.

  41. #91
    Legitimate Rape Baby
    Join Date
    2010 May
    Location
    Providence
    Posts
    3,276
    R/P
    0.36630036630037
    Rep Power
    11

    Default

    Make those ships much more easily probed and you bet they'll get on grid for protection and reps. Or they'll be warping so much the boosts won't be very active.

  42. #92
    Galactic Pot-Healer Zagdul's Avatar
    Join Date
    2010 Aug
    Location
    CSDW / -FA-
    Posts
    1,624
    R/P
    0.49137931034483
    Rep Power
    6

    Default

    Quote Originally Posted by Hilmar Keller View Post
    It's one thing to rework boosts, it's another to involve the reworking of an entire ship class and the modules for which it's specialized.
    I mean, if Greyscale is really going to be spending time inventing guns to keep capitals off gates (removing yet another aspect of the sandbox) than why not have a closer look at changing the way buffs work completely? My thought process is that the ship itself is the flaw. Not the boosts. Every other idea is just a band-aid. I hate design that always suggests 'band-aid' fixes to things that should have a serious look at.



    OK, two separate things...

    Thing one, Reworking of boosts: Boosts as they are are kind of dumb. It's EVE's 'buffing class' and it's their way of implementing this archaic aspect into a fleet it's poor design off the line. Many game developers have found ways to remove the single 'buffer' for a group a long time ago and distribute how they're done amongst multiple people. The reason they did this was because the concept is retarded. Recent trends in mmo's are no longer buffs or boosts for your group that are casted, but instead are side effects of something you do in the game. For example, if someone in a squad command position was an ECM ship, they'd have the ability to boost the people within a certain distance's EWAR capabilities.

    Someone running a micro-warp drive near you or pointing a target? All that's required now are skills, which we've trained.

    Yes, this requires work, but the way boosts are right now don't need attention tomorrow. It's something that could use a re-write and effort instead of just 'make it work the way I think it should'. Give it a new mechanic so that we don't need to be forced to have an alt off grid boosting our fleets.

    Thing two, Re assigning the ship's role isn't the hard part. The way Boosts work is. There currently isn't a battle cruiser class ship for use in black ops. Black ops needs some love.

  43. #93
    What’s The Ugliest Part Of Your Body? Teh Ashen's Avatar
    Join Date
    2010 Nov
    Location
    somewhere behind Sec's leadership.
    Posts
    1,412
    R/P
    1.9879603399433
    Rep Power
    7

    Default

    Quote Originally Posted by Manfred Hideous View Post
    It'd be easier IMO if the boosting mods had a sig penalty when active making them easy to find as a BC/BS regardless of ECCM.
    What is CCP's logic behind ECCM lowering sig radius and making ships harder to probe? How does it have any effect on ECCMs main purpose: making a ship harder to jam? And heck, don't just add a sig penalty, make the mods broadcast like a cyno. Only way you would be safe would be at a POS or by docking up. Could even make the links cause agression, disallowing insta-docking.

  44. #94
    Why Does It Hurt When I Pee? Gothic Light's Avatar
    Join Date
    2012 Jul
    Location
    FKRUNNIN'
    Posts
    146
    R/P
    2.6095890410959
    Rep Power
    1

    Default

    Quote Originally Posted by Teh Ashen View Post
    And heck, don't just add a sig penalty, make the mods broadcast like a cyno. Only way you would be safe would be at a POS or by docking up. Could even make the links cause agression, disallowing insta-docking.
    Your ideas are awesome and I think you should keep telling everyone about them.


  45. #95
    In the closet Fix Lag's Avatar
    Join Date
    2011 Jan
    Location
    TEST Alliance
    Posts
    2,585
    R/P
    1.0924564796905
    Rep Power
    10

    Default

    Quote Originally Posted by Teh Ashen View Post
    What is CCP's logic behind ECCM lowering sig radius and making ships harder to probe?

  46. #96
    The Theory and Practice of Time Travel Kitty Vintner's Avatar
    Join Date
    2011 Apr
    Posts
    918
    R/P
    0.83877995642702
    Rep Power
    4

    Default

    Holy christ I just read the nullsec section.

    if you spend longer talking about how to figure out whether or not members are doing their job than talking about the game's main source of advertising

    Well, I mean it would've been a waste of time even if the question didn't answer itself

  47. #97
    God is dead. They found his carcass in 2019.. Hilmar Keller's Avatar
    Join Date
    2011 Dec
    Location
    Otard's jimmies
    Posts
    4,714
    R/P
    1.2414085702164
    Rep Power
    16

    Default

    Funny how they can openly discuss how they want to completely replace the current moon goo mechanics with a new one involving active PVE and group participation but any discussion about 0.0 gets NDA'd in the ass.

  48. #98
    Legitimate Rape Baby
    Join Date
    2010 May
    Location
    Providence
    Posts
    3,276
    R/P
    0.36630036630037
    Rep Power
    11

    Default

    Quote Originally Posted by Teh Ashen View Post
    What is CCP's logic behind ECCM lowering sig radius and making ships harder to probe? How does it have any effect on ECCMs main purpose: making a ship harder to jam? And heck, don't just add a sig penalty, make the mods broadcast like a cyno. Only way you would be safe would be at a POS or by docking up. Could even make the links cause agression, disallowing insta-docking.
    I wouldn't go that far. That would basically mean giving the opposition a warpin since the booster would more likely be with the main fleet.

  49. #99
    The Theory and Practice of Time Travel Kitty Vintner's Avatar
    Join Date
    2011 Apr
    Posts
    918
    R/P
    0.83877995642702
    Rep Power
    4

    Default

    Quote Originally Posted by Teh Ashen View Post
    What is CCP's logic behind ECCM lowering sig radius and making ships harder to probe? How does it have any effect on ECCMs main purpose: making a ship harder to jam? And heck, don't just add a sig penalty, make the mods broadcast like a cyno. Only way you would be safe would be at a POS or by docking up. Could even make the links cause agression, disallowing insta-docking.
    ECCM doesn't lower sig radius, it's just probing depends on the ratio of sig radius and sensor strength.

  50. #100
    The Mote in God's Eye Prodnovick's Avatar
    Join Date
    2011 Aug
    Location
    Highsec
    Posts
    551
    R/P
    0.73684210526316
    Rep Power
    3

    Default

    Quote Originally Posted by Kitty Vintner View Post
    ECCM doesn't lower sig radius, it's just probing depends on the ratio of sig radius and sensor strength.
    shhhh

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •