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Player Features and Ideas Discussion

 
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Change jump drives.

Author
tsukubasteve
Doomheim
#1 - 2012-05-31 00:38:25 UTC
It's probable been said, but I'd like to see, in addition to cyno fields, an ability to lock onto a regular stargate in a system and jump directly to that system, or perhaps to all npc stations (within docking range). Rather than having to have multiple cyno alts or towers with generators all over the place. This I feel wouldn't break the game mechanics at all, just make things easier for pilots who are jump capable. Perhaps charge a nominal fee for use of these direct routes?
Galphii
Caldari Provisions
Caldari State
#2 - 2012-05-31 01:31:09 UTC
Yeah this has been mentioned quite a lot, and I'd certainly like to see it happen. I'm sure the 'working as intended' crowd will pass through here shortly to give us their take on it though Lol

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

xOm3gAx
Stain of Mind
#3 - 2012-05-31 02:20:40 UTC
It would create an isk sink but then it would also remove the point of having cynos.

While i wouldnt complain since it would make my life easier.... how can you make it so thats possible but doesnt defeat the purpose of a cyno gen?

Cost can't be the sole factor in that.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#4 - 2012-05-31 03:23:26 UTC
xOm3gAx wrote:
It would create an isk sink but then it would also remove the point of having cynos.

While i wouldnt complain since it would make my life easier.... how can you make it so thats possible but doesnt defeat the purpose of a cyno gen?

Cost can't be the sole factor in that.


They Cyno would allow you jump to anywhere, like into a fight.

Perhaps any jump directly to a gate of to a station has a range of uncertainty that you can land some distance from it, so in order to be "safe" you would need the guaranteed landing of a cyno, but otherwise, you can jump and slowboat or warp.

I like it. +1
Foghail
Sons of Chaos and Anarchy
#5 - 2012-05-31 07:39:33 UTC
So far what has been said is right on the money Cyno's are to get to ones Under Guns POS or directly into a fight, NPC stations should have a cynogen - make it a isk per jump service comparable to cost of a cyno kessy, sure the cynogen market is gonna tank but then again, adapt and overcome.

+1 Great Idea

maybe throw in a standings thing? for all those FW guys.
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2012-05-31 07:41:58 UTC
So I could cross the galaxy in minutes without even needing to spend time shifting my cyno alts around beforehand?

Why would this be a good thing? Caps are awkward to move for a reason
Tobiaz
Spacerats
#7 - 2012-05-31 07:44:51 UTC  |  Edited by: Tobiaz
The fact that every capital pilot has at least one disposable cyno alt he dualboxes anyway, and most alliances have whole networks in place for their capital pilots, makes the whole system rather pointless.

Instead just make it possible to 'lock on' to the star of a system and jump in on top of it (or perhaps randomly dispersed in the system). Keep the cyno-mechanic for making tactical jumps like right into the middle of a fight or just outside a POS or station.

Danika Princip wrote:
So I could cross the galaxy in minutes without even needing to spend time shifting my cyno alts around beforehand?

Why would this be a good thing? Caps are awkward to move for a reason

Plenty of people are already doing that. Most of the null-alliances can go from one side of the map to the other in minutes. The cyno-alt limitation on this is obviously broken and doesn't scale at all.

A much better limitation would be making it very expensive, to the point of multiple hours of individual null-income for dreads and carriers and even more for supercaps (and because this scales well, even larger, rich alliances will limit their jumping to alliance-level operations).

Cap-pilots will complain, but this will make the game MUCH more balanced. Instead of cap-pilots constantly bringing out the big guns for everything, caps will be more restricted as for static system defense and for high-value corporate or alliance-level strategic goals (like taking over moons or outposts). And instead of people bringing as many caps as they can, they would restrict it to as many as they need.

Instead of NAP-trains fighting non-blues on the other side of the map, we would go back to the healthier times in null when it was mostly neighbor regions fighting among themselves. It would also finally cut the logistic umbilical cord with empire through jumpfreighters, limiting their use for strategic purposes only.

Operation WRITE DOWN ALL THE THINGS!!!  Check out the list at http://bit.ly/wdatt Collecting and compiling all fixes and ideas for EVE. Looking for more editors!

Robert Caldera
Caldera Trading and Investment
#8 - 2012-05-31 09:47:58 UTC
no, should not happen.
Unless CCP implements it the way you jump always 25km away from the target object. Then I MAYBE would like this.
Leto Aramaus
Frog Team Four
Of Essence
#9 - 2012-05-31 12:30:07 UTC  |  Edited by: Leto Aramaus
Tobiaz wrote:
The fact that every capital pilot has at least one disposable cyno alt he dualboxes anyway, and most alliances have whole networks in place for their capital pilots, makes the whole system rather pointless.

Instead just make it possible to 'lock on' to the star of a system and jump in on top of it (or perhaps randomly dispersed in the system). Keep the cyno-mechanic for making tactical jumps like right into the middle of a fight or just outside a POS or station.

Danika Princip wrote:
So I could cross the galaxy in minutes without even needing to spend time shifting my cyno alts around beforehand?

Why would this be a good thing? Caps are awkward to move for a reason

Plenty of people are already doing that. Most of the null-alliances can go from one side of the map to the other in minutes. The cyno-alt limitation on this is obviously broken and doesn't scale at all.

A much better limitation would be making it very expensive, to the point of multiple hours of individual null-income for dreads and carriers and even more for supercaps (and because this scales well, even larger, rich alliances will limit their jumping to alliance-level operations).

Cap-pilots will complain, but this will make the game MUCH more balanced. Instead of cap-pilots constantly bringing out the big guns for everything, caps will be more restricted as for static system defense and for high-value corporate or alliance-level strategic goals (like taking over moons or outposts). And instead of people bringing as many caps as they can, they would restrict it to as many as they need.

Instead of NAP-trains fighting non-blues on the other side of the map, we would go back to the healthier times in null when it was mostly neighbor regions fighting among themselves. It would also finally cut the logistic umbilical cord with empire through jumpfreighters, limiting their use for strategic purposes only.



+1

These are some great points. I would love to see this happen in EVE... soon.

However.. maybe not every NPC station can be jumped to, some would have cyno gens, that charge a fee to jump to... but you could still jump to any star within range, and land anywhere at random in the system (making this not safe, and therefore balanced).

EDIT: However... I don't agree that Jump Freighters should be "cut" and limited to strategic use only, I'm not privy to the current state of null markets and jump freighters and how they work etc... so maybe they should be changed to be more expensive to use, but definitely not to the point where they're no longer usable for importing goods to Sov space.
tsukubasteve
Doomheim
#10 - 2012-05-31 16:24:07 UTC  |  Edited by: tsukubasteve
xOm3gAx wrote:
It would create an isk sink but then it would also remove the point of having cynos.

While i wouldnt complain since it would make my life easier.... how can you make it so thats possible but doesnt defeat the purpose of a cyno gen?

Cost can't be the sole factor in that.



The cyno gen would still be used to cyno fleets in to wherever, and jump portal generators would only be allowed to use the cyno generator to move their fleet around. This would simple allow jump capable ships to skip a few systems easier for a nominal fee. Perhaps if a system has sov, then you must also have blue standings to that alliance to use this feature as well, and the alliance owning sov, could set price rates for use of it, which would trickle into their pockets as well.

EDIT:
Thinking further about this, I see a lot of great points. Perhaps if this idea were implemented in low-sec only on stations. Tie in standings for the FW guys, but make it an NPC outpost service. (Maybe NPC null as well). I don't think this would break the game mechanics, it would just rival what most alliances already have set up in their own space with jump bridges and cyno towers.
S'totan
Republic Military School
Minmatar Republic
#11 - 2012-05-31 20:14:27 UTC
tsukubasteve wrote:
It's probable been said, but I'd like to see, in addition to cyno fields, an ability to lock onto a regular stargate in a system and jump directly to that system, or perhaps to all npc stations (within docking range). Rather than having to have multiple cyno alts or towers with generators all over the place. This I feel wouldn't break the game mechanics at all, just make things easier for pilots who are jump capable. Perhaps charge a nominal fee for use of these direct routes?



Idea needs a little work, but would be a really nice isk sink to the game, would really like not having to have a second account JUST to move my ship, but in that sense CCP wont go for it cause im having to pay for 2 accounts.
Nikk Narrel
Moonlit Bonsai
#12 - 2012-05-31 20:25:10 UTC
tsukubasteve wrote:
It's probable been said, but I'd like to see, in addition to cyno fields, an ability to lock onto a regular stargate in a system and jump directly to that system,

I would endorse this, but with a caveat: you must be in fleet with a pilot already in that system. That pilot would probably want to scout out the gates first, not being certain which one the cap ship would land at.
Oh, and the cap pilot would land at random at any gate in the system, if that point was not clear.

tsukubasteve wrote:
or perhaps to all npc stations (within docking range). Rather than having to have multiple cyno alts or towers with generators all over the place. This I feel wouldn't break the game mechanics at all, just make things easier for pilots who are jump capable. Perhaps charge a nominal fee for use of these direct routes?

No.

That cyno is a risk element in both directions, letting pilots know something big this way comes...
As well as giving locals a chance to veto the incoming ship by popping that cyno. Hmm, come to think about it, the cyno should need to build up before the cap ship can use it!
Trollin
Perkone
Caldari State
#13 - 2012-06-01 00:01:36 UTC
what of all the lost cyno subs...

We are our own worst enemy.

Cosmoes
Peraka
#14 - 2012-06-01 00:16:41 UTC
how about it can jump to any sun in range but after jumping it cannot warp or jump again for x minutes. also have a beacon (solar activity) pop up on the overview. This still keeps some risk in it.
tsukubasteve
Doomheim
#15 - 2012-06-02 15:02:30 UTC
To be honest, after some careful though and consideration, and discussion with friends, we decided that such a service, should only be available via NPC stations. In low or null sec. In low-sec, the only thing this might do is decrease demand for kestrels and cyno mods. As everyone drops the cyno at a station anyways to dock, and hopes the cyno isn't popped. In null NPC space is pretty much the same thing, pop cyno, cross fingers, or have a pos with guns to jump to.

However, to prevent moving capital fleets to stations and hot dropping someone, there should be a timer and a que. You should have to undock and attempt to jump, if you are cued up, then you either way in line to jump undocked, or dock up and try again later. I propose five minutes between capitals being allowed to jump to a certain point, on a first come, first cued basis. This timer would also increase as more and more people attempt to jump to the same point. by perhaps 30 seconds longer for each capital. (Of course making you remain undocked to keep your place in line). This extra time would indicate the npc side of things, guys moving fuel or whatever to operate the cyno in a high demand situation. etc.

How does this idea sound? I have seen some good ideas in this thread, although I'm not on board with all of them, that's why we have these discussions I suppose :)
Gizznitt Malikite
Agony Unleashed
Agony Empire
#16 - 2012-06-02 17:48:29 UTC

You realize one of the largest complaints about nullsec is power projection? You're now making it so you can move entire fleets without even needing the cyno alts....

I would support a version of this.... with the following caveats:

1.) Without dedicated cyno ship, you can only cyno to the sun.... and when you do, you appear randomly within 50 km's of the suns warp in.

2.) The range of all jump drives are obnoxiously reduced. I'm thinking an 80% reduction in the jump ranges of all capital ships, especially supercaps and jump freighters.

Why you might ask? Because we don't need to make it really easy to move to the farthest reaches of the galaxy... Force projection is a BAD thing, and jump drive travel is wwwwaaaayyyy to safe.