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Player Features and Ideas Discussion

 
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Make warp speed implant useful

Author
Droidster
Center for Advanced Studies
Gallente Federation
#1 - 2013-09-02 22:11:59 UTC
Here's an idea: make the warp speed implant useful. I got this thing and it was totally useless. The before and after travel times were virtually identical over a 12-hop distance. Complete waste of 30 million. I guess I could have tested it on the test server before wasting my money on it.

I read somewhere that the reason it is useless is that it only improves your top warp speed and you are apparently almost never at maximum warp speed, you are always accelerating or decelerating. I don't know if this is true or not, but what I do know is that the +15% warp speed implant has ZERO meaningful effect on actual travel times.

Please make this implant actually do something.
Sezurus Sechugiar
Volbrioeoe Aeri
#2 - 2013-09-02 22:28:20 UTC
While you certainly are at max warp speed quite often, you arent there for long and so what you heard is correct, you will spend most of your time warping around significantly below your max warp speed. Unfortunately the issue seams to be in the rusty core code of eve and can thus not be fixed without commiting huge resources to it. As it stands currently those resources are needed somewhere else more, thus the issue wont be fixed for a very long time.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#3 - 2013-09-02 23:00:28 UTC
I use a 10% and it's incredibly useful in interceptors, blockade runners, and covert ops. It's only really good for thing that are really fast already and freighters, which I'd like to keep.
Droidster
Center for Advanced Studies
Gallente Federation
#4 - 2013-09-02 23:44:48 UTC
HiddenPorpoise wrote:
I use a 10% and it's incredibly useful in interceptors, blockade runners, and covert ops. It's only really good for thing that are really fast already and freighters, which I'd like to keep.


You should actually test it. If you do you will find out it doesn't do anything significant. On the 12-hop route I tested, variation in the speed of the undock had a greater effect on the total travel time. In other words, for a 15-minute travel time the implant made a difference of perhaps 5-10 seconds.
Tim Celebros
Tacocorporation
#5 - 2013-09-03 02:06:31 UTC
The warp speed increase does not make much difference in travel time unless you are traveling excessive distances both in # of jumps and distance in AU for each jump in a slower warping ship.

For example, Ignoring acceleration and deceleration, it would take a freighter 40 seconds at .75AU/s to warp 30 AU.
Add your implant, buffing your warp speed to ~.86AU/s, and it takes about 35 seconds. However, that's ignoring accel and decel, so in practice it's even less. For comparison purposes, an interceptor at 13.5AU/s and one with 15% increase ~15.5AU/s is a grand savings of 0.3 seconds per 30AU.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#6 - 2013-09-03 06:41:05 UTC
So, what you are saying is, you really want the implant to give more than 15% because 15% is pathetic.

At least, for freighters.

As you point out, this is not giving a hauling toon much of an advantage, and the bigger influence is align time and acceleration into warp. Most hauling ships are slow and sluggish, so the way to fix that is to address the problem (slow align) with implants, such as low grade snakes or similar.

Freighters are boned no matter, because they are unable to fit rigs or low slot modules. 15% of 0.75% is nothing.

For smaller vessels with higher base warp speeds, 15% is useful. Especially if you rig the ship and it has a high agility also. You can be in to a belt in nullsec and scramming a guy in half the time of a normal frigate.

The problem with adjusting the efficacy of the implant is that going from 15% to 50% will still not help a freighter, but 15% to 50% on a base 15AU/s speed is significant. Add in two warp rigs and you could easily get to 25/s.

If you have, eg, an orca and you dont want to worry about cargo capacity solely, you can rig it with low friction nozzle joints to address the align time, and/or i-stabs (for manual flights) or nanos (for autopiloting). You can also fit warp core optimisation rigs, to increase warp speed.

The key is also getting synergies going if you want to make many faster trips in a hauler, without having to haul >75K loads (eg; contract hauling for ISK/jump). Assuming you never get podded, low grade snakes are a good invesment, as is the warp implant, and finding a mix of agility modules and/or warp speed rigs.

You may also find, for smaller cargo contracts, it is much faster to have a properly fit out blockade runner, deep space transport (for the tank) or for low-value contracts even a Bestower / Mammoth / Itty can make longer journeys faster than an orca, and still not risk suicide ganking and loss of collateral.
Droidster
Center for Advanced Studies
Gallente Federation
#7 - 2013-09-03 12:49:00 UTC
A lot of talk from people who have not tested the implant. The implant makes no difference regardless of what kind of ship it is. I was testing in a nanoed covert ops frigate. It simply does nothing.

I did not specify a way to improve the implant in my original post, but I am sure some experimentation should reveal a logical way to make the implant work. One obvious adjustment would be to improve the warp acceleration/deceleration. By doing this correctly it should be easy to deliver a 10% / 15% / 18% warp travel time decrease, which was obviously the (failed) intent of the original implant.

Ammzi
Dreddit
Test Alliance Please Ignore
#8 - 2013-09-03 13:24:52 UTC  |  Edited by: ISD Cura Ursus
You are ******* ******** you piece of **** Droidster, put some ******* scientific thought into it before you go on a ramble of "testing" when your "testing" is utterly mindnumbingly stupid.

First of all you have to put experimental variables up that you keep constant, e.g. YOUR ******* SHIP, YOUR ******* SKILLS and most important of all THE ACTUAL AU DISTANCE BETWEEN THE WARP DESTINATIONS IN THE SYSTEMS YOU ARE PASSING THROUGH.

1. Open up your ship hangar, notice the au/s speed.
2. Plug in implant, notice the difference
3. Find a system at 100 + au
4. Initiate warp, take time from warp to land.
5. Plug out the implant, measure again

And then biomass yourself and uninstall EVE --REDACTED--



Removed racist remark.
--ISD Cura Ursus
BadAssMcKill
Aliastra
#9 - 2013-09-03 13:55:00 UTC
Why are you so toxic Ammzi
Paaaulo
Perkone
Caldari State
#10 - 2013-09-03 13:58:03 UTC
Ammzi u r a distgrace, plz b more polit.
Domanique Altares
Rifterlings
#11 - 2013-09-03 14:00:09 UTC
Paaaulo wrote:
Ammzi u r a distgrace, plz b more polit.


wat
Hopelesshobo
Hoboland
#12 - 2013-09-03 14:35:34 UTC
Trinkets friend wrote:


Freighters are boned no matter, because they are unable to fit rigs or low slot modules. 15% of 0.75% is nothing.



I would say the exact opposite is true. This implant would be utilized more on ships with slower warp speed because the acceleration and deceleration time are the same regardless of your end warp speed. I can't remember the actual numbers on how many seconds it take, but if it takes 10 seconds to accelerate to 0.75 AU, you will have traveled a much shorter distance then a ship that can warp at 13.5 AU. So from system to system, you will actually benefit more from being at your max warp speed longer in a freighter, then an interceptor.

Granted it could be that there are better implants out there to save you time because implants that reduce align time, will help you in every system you are travelling in unless you have a webbing alt. Other then that, the warp speed implant will only outweigh the benefits by having larger systems so you achieve the increased warp speed for a longer time.

I have not tested it, but there will be a set AU distance traveled for every ship, that will make it more beneficial for agility implants or the warp speed implant. From there you will have to check your route for the distances you will travel to see which one will be more beneficial for you.

Lowering the average to make you look better since 2012.

seth Hendar
I love you miners
#13 - 2013-09-04 13:54:18 UTC
Droidster wrote:
Here's an idea: make the warp speed implant useful. I got this thing and it was totally useless. The before and after travel times were virtually identical over a 12-hop distance. Complete waste of 30 million. I guess I could have tested it on the test server before wasting my money on it.

I read somewhere that the reason it is useless is that it only improves your top warp speed and you are apparently almost never at maximum warp speed, you are always accelerating or decelerating. I don't know if this is true or not, but what I do know is that the +15% warp speed implant has ZERO meaningful effect on actual travel times.

Please make this implant actually do something.

maybe because the actual warp speed is just ****** up?


i tried because i often hunt in a stilleto, and i found myself unable to catch up with too many ships during warp, expecially cruisers..

now, a T1 cruiser has a base warp speed of 3au/S

a stilletto, is 13.5/au/S

but even if both warp at the same time, for a 90+ au warp, the T1 cruiser will land at the same time.

did the test a week ago, from fully aligned to end of warp, on a 110 AU warp, the T1 cruiser and the stilletto need the same time!

so clearly warp speed is broken, the opposite is also true, i'm able to follow a rifter with my cynabal.... over 90+ au warps...
Droidster
Center for Advanced Studies
Gallente Federation
#14 - 2013-09-04 14:20:06 UTC
seth Hendar wrote:
Droidster wrote:
Here's an idea: make the warp speed implant useful. I got this thing and it was totally useless. The before and after travel times were virtually identical over a 12-hop distance. Complete waste of 30 million. I guess I could have tested it on the test server before wasting my money on it.

I read somewhere that the reason it is useless is that it only improves your top warp speed and you are apparently almost never at maximum warp speed, you are always accelerating or decelerating. I don't know if this is true or not, but what I do know is that the +15% warp speed implant has ZERO meaningful effect on actual travel times.

Please make this implant actually do something.

maybe because the actual warp speed is just ****** up?


i tried because i often hunt in a stilleto, and i found myself unable to catch up with too many ships during warp, expecially cruisers..

now, a T1 cruiser has a base warp speed of 3au/S

a stilletto, is 13.5/au/S

but even if both warp at the same time, for a 90+ au warp, the T1 cruiser will land at the same time.

did the test a week ago, from fully aligned to end of warp, on a 110 AU warp, the T1 cruiser and the stilletto need the same time!

so clearly warp speed is broken, the opposite is also true, i'm able to follow a rifter with my cynabal.... over 90+ au warps...


I think you may be right. First person in the thread who actually has conducted an experiment.

One possibility is that there might be an actual bug in which all ships are being accelerated at the same speed, but for different durations. In other words the distance traveled is being calculated as though the frigate and cruiser have the same acceleration, but since the top speed is higher for the frigate, it is acclerating for longer. So, if the distance traveled calculation is wrong then the frigate could actually end up going slower because it spends more time doing acceleration/deceleration.