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Player Features and Ideas Discussion

 
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WORMHOLE Mass Calculations Too Easy

Author
VegasMirage
Blank-Space
Northern Coalition.
#1 - 2012-10-17 17:20:13 UTC
I think wormholes are too easy to live in, CCP should mix it up a bit and allow more variance with Wormhole Masses including a random collapsing feature whereby wormhole exits just close for no reason.

We have spreadsheets that calculate the wormhole mass, nearly making life in wh space overly predictable. It's like FW LP farming, open static/close static farm...

Wouldn't it add more to the game not giving the wh resident such a "home court advantage". At the moment you can manipulate wh mass so that part of or a whole fleet can easily be trapped inside with a cloaked Orca allowing the resident to pick and chose his fight.

So many reasons mass should not be easily calculated or known.

Let's shake up wormholes, take the training wheels off and make the game more interesting, what you say? I say YES!

no more games... it's real this time!!!

Gizznitt Malikite
Agony Unleashed
Agony Empire
#2 - 2012-10-17 18:54:35 UTC

I think it should be very hard to "safely" close a wormhole in a manner that leaves all your ships on the same side...

Here's a couple of ideas:
1.) Actually closing the WH should be awkward. Suggested change: If you send a ship into a WH such that it will exceed the mass limit and closes the WH, that because the WH closes, there is a 50/50 chance that your ship will travel through the WH... In short, when a ship closes a WH, it's a coin toss on which side it ends up.

2.) This leaves a big problem. WH residents need to able to spawn new WH's so they can find more sites to run. As such, the static WH spawning mechanic should be changed. Anytime your static hits a critical state, a new static should spawn without you actually needing to close the original WH. This way, you can gain access to other systems, but in doing so, you leave the old door to your home open.

3.) Leaving the door open is a very good thing.... although it needs to be more than just barely open... As such, the WH Mass limit notifications should be altered: Stage 1: 100-55%, Stage 2: 75-25%, Critical 45-0%. I realize there is overlap in the ranges, and that's on purpose. You will hit Stage 2 somewhere between 75-55%. You will hit the Critical stage somewhere between 25-45%, randomly determined in a fashion that makes it unpredictable to the user.

4.) WH attributes themselves are still too predictable.... as such, the mass remainig should start randomly between 75-100% of the max limit, and all WH's should be given a significant regeneration rate. Ideally, when the WH is in Stage 1, the regen rate should be low, medium when in Stage 2, and when the WH is in a Critical Stage the regen rate should be fairly high (perhaps on the order of regening the Max allowable jump limit every couple of hours or so). To counter this, the "lifetime" of a WH should deplete in a variable fashion... If the WH is in Stage 1, it's lifetime should tick away like normal, but when it reaches Stage 2, it's lifetime should be reduced, and if in a Critical stage, it's lifetime should be significantly reduced (quartered).

Overall, I think these changes would significantly reduce WH manipulations used make WH's safe, while still allowing WH manipulations for exploring and expanding WH opportunities...
Gizznitt Malikite
Agony Unleashed
Agony Empire
#3 - 2012-10-18 21:29:08 UTC
bump for an idea I support...
VegasMirage
Blank-Space
Northern Coalition.
#4 - 2012-10-18 21:30:42 UTC
Gizznitt Malikite wrote:

I think it should be very hard to "safely" close a wormhole in a manner that leaves all your ships on the same side...

Here's a couple of ideas:
1.) Actually closing the WH should be awkward. Suggested change: If you send a ship into a WH such that it will exceed the mass limit and closes the WH, that because the WH closes, there is a 50/50 chance that your ship will travel through the WH... In short, when a ship closes a WH, it's a coin toss on which side it ends up.

2.) This leaves a big problem. WH residents need to able to spawn new WH's so they can find more sites to run. As such, the static WH spawning mechanic should be changed. Anytime your static hits a critical state, a new static should spawn without you actually needing to close the original WH. This way, you can gain access to other systems, but in doing so, you leave the old door to your home open.

3.) Leaving the door open is a very good thing.... although it needs to be more than just barely open... As such, the WH Mass limit notifications should be altered: Stage 1: 100-55%, Stage 2: 75-25%, Critical 45-0%. I realize there is overlap in the ranges, and that's on purpose. You will hit Stage 2 somewhere between 75-55%. You will hit the Critical stage somewhere between 25-45%, randomly determined in a fashion that makes it unpredictable to the user.

4.) WH attributes themselves are still too predictable.... as such, the mass remainig should start randomly between 75-100% of the max limit, and all WH's should be given a significant regeneration rate. Ideally, when the WH is in Stage 1, the regen rate should be low, medium when in Stage 2, and when the WH is in a Critical Stage the regen rate should be fairly high (perhaps on the order of regening the Max allowable jump limit every couple of hours or so). To counter this, the "lifetime" of a WH should deplete in a variable fashion... If the WH is in Stage 1, it's lifetime should tick away like normal, but when it reaches Stage 2, it's lifetime should be reduced, and if in a Critical stage, it's lifetime should be significantly reduced (quartered).

Overall, I think these changes would significantly reduce WH manipulations used make WH's safe, while still allowing WH manipulations for exploring and expanding WH opportunities...


brilliant write-up excellent supporting evidence and an idea I think would make the game more challenging

no more games... it's real this time!!!

Val'Dore
PlanetCorp InterStellar
#5 - 2012-10-18 21:42:14 UTC
I think each ship that goes through should have a chance of closing it, based on the mass relationship. Total mass becoming irrelevant.

You could pass through an armada or it could close on your pod. Totally RNG.

Star Jump Drive A new way to traverse the galaxy.

I invented Tiericide

Anhenka
Native Freshfood
Minmatar Republic
#6 - 2012-10-18 23:34:43 UTC
Val'Dore wrote:
I think each ship that goes through should have a chance of closing it, based on the mass relationship. Total mass becoming irrelevant.

You could pass through an armada or it could close on your pod. Totally RNG.



Significant RNG based mechanics bad. Just no. RNG instant death moves in RPG's were annoying as all hell, but at least they were preventable if you put on that one ******** item with low stats and "ignore Death" stat.

Leave RNG for falcons and loot drops, having the WH randomly close is like having someone randomly strapping dynamite to your front door. Also mechanic that basically automatically prevents large mass fleets from invading WH's is awful as well.

Let's also add a small chance of your ship getting crossed with another in translation on system gates, ala The Fly, then dying as the parts are rejected. Sounds like a fun mechanic to add useful content to the game.