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Mid warp Scrambler

Author
Mara Pahrdi
The Order of Anoyia
#21 - 2013-09-22 06:37:19 UTC  |  Edited by: Mara Pahrdi
I like most of it.
Commander Ted wrote:


  • Warp core stabilizers should have the added bonus of boosting your warp speed.


No. They are already extremely powerful. But a separate module for low slots boosting warp speed would be fine. Additionally there could be a rig for warp strength with a slightly reduced targeting delay.


Commander Ted wrote:


  • All ships should have their warp speeds adjusted slightly, attack ships have faster warps speeds than combat ships, certain races have all around better warp cores, etc. Certain industrial ships should have high warp speeds, perhaps blockade runners could.


We need to be able to manage our warp speeds, so all members of a fleet can land at about the same time.

Commander Ted wrote:


  • All warp speeds should be decreased by 30% across the board.


Omg, yes. Probably even some more. Also acceleration to maximum warp / slowdown to sub warp should both depend on ship size to make the differences in warp speed more meaningful.

Remove standings and insurance.

Teckos Pech
Hogyoku
Goonswarm Federation
#22 - 2013-09-22 06:53:15 UTC
So...you are in warp, and come along side your target. You warp scramble them and they drop out of warp and you...continue on? Stop as well? If so, how do you stay in range? If you have the faster ship it seems that the other person will have a very hard time getting out of a system. Of course, maybe they'll make dozens or hundreds of mini-warps so that the other person has no chance of "catching up" to them in warp.

Seems overly complicated.

BTW, I thought dictors really did do this way back. If you put a bubble halfway between gates it would pull you out of warp halfway between gates....and it was removed.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Teckos Pech
Hogyoku
Goonswarm Federation
#23 - 2013-09-22 06:57:13 UTC  |  Edited by: Teckos Pech
Mara Pahrdi wrote:

Omg, yes. Probably even some more. Also acceleration to maximum warp / slowdown to sub warp should both depend on ship size to make the differences in warp speed more meaningful.


Doesn't alignment depend (at least in part) on ship mass, which depends on size? So this is already there.

Yes it does:

TimeToWarp = -ln(0.25) × Mass_kg × Agility / 1000000

https://wiki.eveonline.com/en/wiki/Aligning

Really, learn to use the search button, and not just for the forums.

Bigger ships have more mass and less agility--i.e. they take longer to go into warp or align.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#24 - 2013-09-22 07:00:18 UTC
Teckos Pech wrote:
So...you are in warp, and come along side your target. You warp scramble them and they drop out of warp and you...continue on? Stop as well? If so, how do you stay in range? If you have the faster ship it seems that the other person will have a very hard time getting out of a system. Of course, maybe they'll make dozens or hundreds of mini-warps so that the other person has no chance of "catching up" to them in warp.

Seems overly complicated.

BTW, I thought dictors really did do this way back. If you put a bubble halfway between gates it would pull you out of warp halfway between gates....and it was removed.


Plus assuming you have manual control over warp speed you would need lightning reflexes especially in a fast ship, otherwise you could end up 100k+ km from your target.

I remember bubbles stopping people in mid warp too back in 2008, but my memory is not good lol.

I once podded myself by blowing a huge fart.

Teckos Pech
Hogyoku
Goonswarm Federation
#25 - 2013-09-22 07:07:54 UTC
Same for acceleration.

https://wiki.eveonline.com/en/wiki/Acceleration

Acceleration is a function of both mass and the ships inertia modifier.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Omnathious Deninard
University of Caille
Gallente Federation
#26 - 2013-09-22 07:10:13 UTC
Teckos Pech wrote:
Mara Pahrdi wrote:

Omg, yes. Probably even some more. Also acceleration to maximum warp / slowdown to sub warp should both depend on ship size to make the differences in warp speed more meaningful.


Doesn't alignment depend (at least in part) on ship mass, which depends on size? So this is already there.

Yes it does:

TimeToWarp = -ln(0.25) × Mass_kg × Agility / 1000000

https://wiki.eveonline.com/en/wiki/Aligning

Really, learn to use the search button, and not just for the forums.

Bigger ships have more mass and less agility--i.e. they take longer to go into warp or align.

I beleve what Mara Pahrdi is meaning, a ship with a warp speed of 7.5au/s should enter warp faster than a ship with a warp speed of 3.0au/s

If you don't follow the rules, neither will I.

Teckos Pech
Hogyoku
Goonswarm Federation
#27 - 2013-09-22 07:18:49 UTC
That too is already in the game. Get in a freighter, and go to warp. Note how long it takes to drop out of warp. Now do it with an inty or frigate.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mara Pahrdi
The Order of Anoyia
#28 - 2013-09-22 07:20:38 UTC
Teckos Pech wrote:
Really, learn to use the search button, and not just for the forums.

Train reading skills. Where did I write anything about aligning or entering warp?

Remove standings and insurance.

Mara Pahrdi
The Order of Anoyia
#29 - 2013-09-22 07:26:02 UTC  |  Edited by: Mara Pahrdi
Teckos Pech wrote:
That too is already in the game. Get in a freighter, and go to warp. Note how long it takes to drop out of warp. Now do it with an inty or frigate.

This. The difference in getting to maximum warp after entering warp and slowing down again before dropping out of maximum warp is almost meaningless between ship sizes.

Remove standings and insurance.

Teckos Pech
Hogyoku
Goonswarm Federation
#30 - 2013-09-22 07:27:07 UTC
Mara Pahrdi wrote:
Teckos Pech wrote:
That too is already in the game. Get in a freighter, and go to warp. Note how long it takes to drop out of warp. Now do it with an inty or frigate.

This. The difference in getting to maximum warp after entering warp and slowing down again before dropping out of maximum warp is almost meaningless between the ship sizes.


You ever fly a freighter?

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Mara Pahrdi
The Order of Anoyia
#31 - 2013-09-22 08:29:38 UTC
Teckos Pech wrote:

You ever fly a freighter?

Yes.

An inty warps about 12-18 times faster than a freighter. That's noticeable enough to make a difference when it comes to acceleration / slowdown within warp.

Compared to a battleship, an inty warps only between 3 and 4,5 times faster. Assuming they enter warp at the same time, the difference in time when they land on the next gate is barely noticeable for the average gate to gate distance. And for some of the rebalanced T1 haulers the difference is even smaller now, than before.

Part of the problem are distances between gates and the size of systems ofc.

It's weird regarding immersion and also I feel like I should be able to get ahead of slower warping bigger ships in a noticeable way, when I'm flying an interceptor. Even with the warp distances like they are atm.

CCP is aware of the issue, but it's very old code.

Remove standings and insurance.

Psychoactive Stimulant
#32 - 2013-09-22 14:19:37 UTC
Anything that blows up more isk is good for my business.

Do this.

More ganks. More.
Mike Voidstar
Voidstar Free Flight Foundation
#33 - 2013-09-22 14:37:45 UTC
Its interesting.

I would propose that when a ship warps it forms a temporary object in space that acts as an acceleration gate, putting you in the same warp tunnel. If you are in a ship with a fast warp speed you can catch up, and even pass the ship that created it, possibly meeting it on the other side.

This warp scar would last a small but significant time, 10 or 15 seconds. You certainly would not want to sit still at your safe spot when being hunted or a pursuing ship would likely decloak you upon landing.
HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#34 - 2013-09-22 14:52:21 UTC
Commander Ted wrote:
However right now gate camping blows nut sacks and usually leaves the victim with no escape options.

So now the target hits a gate camp and even it they make it into warp they're screwed? Seems legit.
Commander Ted
Caldari Provisions
Caldari State
#35 - 2013-09-22 16:24:55 UTC
HiddenPorpoise wrote:
Commander Ted wrote:
However right now gate camping blows nut sacks and usually leaves the victim with no escape options.

So now the target hits a gate camp and even it they make it into warp they're screwed? Seems legit.


Well, what I was thinking was make gates bigger, have a 50km radius you arrive in to warp, a straight up blockade should still be a possible thing, but sitting still on a gate is lame.

Also this doesn't just apply to gate camps but to other types of engagements to, warp a heavy dictor into a fleeing fleets warp tunnel and cut them off, however heavy interdictors should have a slower warp speed requiring you to place them strategically.

A super capital warps and instead of cloaking after it leaves warp it would be caught in the middle of space.

Fighting in FW plexes the kitey frigate warps off and you chase.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Teckos Pech
Hogyoku
Goonswarm Federation
#36 - 2013-09-23 02:31:59 UTC  |  Edited by: Teckos Pech
Mara Pahrdi wrote:
Teckos Pech wrote:

You ever fly a freighter?

Yes.

An inty warps about 12-18 times faster than a freighter. That's noticeable enough to make a difference when it comes to acceleration / slowdown within warp.

Compared to a battleship, an inty warps only between 3 and 4,5 times faster. Assuming they enter warp at the same time, the difference in time when they land on the next gate is barely noticeable for the average gate to gate distance. And for some of the rebalanced T1 haulers the difference is even smaller now, than before.

Part of the problem are distances between gates and the size of systems ofc.

It's weird regarding immersion and also I feel like I should be able to get ahead of slower warping bigger ships in a noticeable way, when I'm flying an interceptor. Even with the warp distances like they are atm.

CCP is aware of the issue, but it's very old code.


So you are complaining about something that is already built into the system...or that heavier ships should have a different rule than lighter ships?

Don't forget that a ship like a freighter has a lower max warp speed so even though it accelerates slower, it could hit its max warp at about the same time as the inty that has a higher max warp speed. So your complaint is invalid.

And if you are in an interceptor you should easily be able to get ahead of a freighter. An interceptors warp speed is over 10x that of a freighter.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Lord Battlestar
CALIMA COLLABORATIVE
Atrox Urbanis Respublique Abundatia
#37 - 2013-09-23 05:54:50 UTC
Teckos Pech wrote:
Mara Pahrdi wrote:
Teckos Pech wrote:

You ever fly a freighter?

Yes.

An inty warps about 12-18 times faster than a freighter. That's noticeable enough to make a difference when it comes to acceleration / slowdown within warp.

Compared to a battleship, an inty warps only between 3 and 4,5 times faster. Assuming they enter warp at the same time, the difference in time when they land on the next gate is barely noticeable for the average gate to gate distance. And for some of the rebalanced T1 haulers the difference is even smaller now, than before.

Part of the problem are distances between gates and the size of systems ofc.

It's weird regarding immersion and also I feel like I should be able to get ahead of slower warping bigger ships in a noticeable way, when I'm flying an interceptor. Even with the warp distances like they are atm.

CCP is aware of the issue, but it's very old code.


So you are complaining about something that is already built into the system...or that heavier ships should have a different rule than lighter ships?

Don't forget that a ship like a freighter has a lower max warp speed so even though it accelerates slower, it could hit its max warp at about the same time as the inty that has a higher max warp speed. So your complaint is invalid.

And if you are in an interceptor you should easily be able to get ahead of a freighter. An interceptors warp speed is over 10x that of a freighter.


And is significantly faster than most other ships too. I personally think it would be very difficult to make a system to support such an idea that would work in the limited time it takes to travel across all but the largest of systems. You may only have a minute to catch the target get within "scram" range, and then hit them before they have already hit destination. Plus like mentioned before, if you hit them with a scram do they fall out of warp and you keep going? Do you fall out of warp instantly too? Also what would be the use of bubbles if you only had to have a fast ship on the outbound gate to catch them as they try to warp off?

I once podded myself by blowing a huge fart.

Liafcipe9000
Critically Preposterous
#38 - 2013-09-23 06:55:44 UTC
you mean INTERDICTORS?
Commander Ted
Caldari Provisions
Caldari State
#39 - 2013-09-23 14:24:22 UTC  |  Edited by: Commander Ted
Liafcipe9000 wrote:
you mean INTERDICTORS?


no.

No ship in the game has the ability to do what I just described.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Commander Ted
Caldari Provisions
Caldari State
#40 - 2013-09-23 14:26:10 UTC
Lord Battlestar wrote:


And is significantly faster than most other ships too. I personally think it would be very difficult to make a system to support such an idea that would work in the limited time it takes to travel across all but the largest of systems. You may only have a minute to catch the target get within "scram" range, and then hit them before they have already hit destination. Plus like mentioned before, if you hit them with a scram do they fall out of warp and you keep going? Do you fall out of warp instantly too? Also what would be the use of bubbles if you only had to have a fast ship on the outbound gate to catch them as they try to warp off?


All ships would warp more slowly across the board.

Also if you scram someone you stop to, anything else would be stupid and I figured that such a thing would be intuitive.

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

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