12
Nov
12

Running the numbers on fleet boosts

Continuing from my last post on this subject, I reiterate my position that the bonus mindlinks provide to fleet boosts make it irrelevant which actual ship you use to boost from. For those who arrived late, here’s the argument in graph form.

This is a fairly bad situation to be in, from a game design perspective; Fozzie is attempting to bring in 2%/level link bonuses for strategic cruisers, but even at max level, 10% is just noise compared to +50% from a mindlink.

Hypothetically Speaking

What would happen if mindlinks were nerfed, and ship bonuses were buffed to compensate?

Hypothetically, let’s nerf mindlinks to +10% bonus to a particular type. This gives it a clear boost, but you don’t feel like a suboptimal player if you fit off-racial links. Frankly, this is the minimum nerf that would be effective for our purpose; if mindlinks were, e.g. +25% I’d still run all-racials. I can see an argument for nerfing them all the way down to +5%, sad as that would make players.

To compensate, the current 3% and 5% bonuses would need to be buffed. This has two effects:

  1. What constitutes ‘off-racial’ links are now based on the ship, not an implant
  2. Which racial links your ship has a bonus for, actually matters now

Point 2 means that Fozzie’s change to have command ships offer bonuses to multiple racial links actually matters.

What would the boosts look like? Well, a little like this:

  • ‘TQ’ is a mindlinked command ship currently on the production Eve server.
  • ‘10% ship’ is the same setup, with mindlinks nerfed to 10% but the ship bonus buffed to 10% per level.
  • ‘7.5% ship’ follows this trend
  • ‘5% ship’ also follows logically

notbad.jpg

As can be seen, boosting the command ship bonus to 10% per level will almost reach the same power level (although it must be noted that this 10% per level will apply to all racial links, so potentially two races)

Boosting to +7.5% per level is a slight haircut, but also serves to lower the spread between unbonused (purple) and ship-bonused links a bit.

Boosting up to 5% per level is a further nerf to overall power, but this may be desired from a game design perspective anyway.

I think this idea has merit, and look forward to what Fozzie comes up with.

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2 Responses to “Running the numbers on fleet boosts”


  1. November 12, 2012 at 11:31 pm

    I think it’s more likely they’ll increase the base number on the link and reduce the multipliers. They’ve already announced a nerf to ship bonuses – if they also wish to address the issue of the implant that would probably be the best way.

    • 2 Serpentine Logic
      November 13, 2012 at 12:09 am

      Moving the boost to the module will solve the strength issue, but without larger ship modifiers, spreading the current racial bonuses isn’t going to work.


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