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[Rubicon] Warp Speed and Acceleration

First post First post
C C P Alliance
#21 - 2013-10-02 16:21:43 UTC
DJ FunkyBacon wrote:
These changes are incredible. Obviously this is CCP Masterplan's doing.

This has been something that has bugged me for a while about the warp code. 8 pages of math later, and we have something that I think is going to be much more fun all around.

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

Gallente Federation
#22 - 2013-10-02 16:23:40 UTC
This is the best change coming in Rubicon
A Band Apart.
#23 - 2013-10-02 16:24:50 UTC
Loving these changes - I think interceptors will become one of my new fav ships again (I haven't flown them since moving to lowsec).

I wouldn't normally in a devthread but I think it deserves a gif
Pandemic Legion
#24 - 2013-10-02 16:26:29 UTC
What about the spin up to warp speed, is that the same?

Looks like rorquals get a nerf on warps too, as if logistics needed more pain.
Pandemic Legion
#25 - 2013-10-02 16:28:11 UTC
Oh, and fix the recon cap usage on warps while you're at it.

4 warps for a single system in a recon is a joke.
skill urself
#26 - 2013-10-02 16:29:11 UTC
have you considered these changes with regard to bombing much?
Minmatar Republic
#27 - 2013-10-02 16:29:59 UTC
Have you considered possibly upping the warp speeds of Attack Frigates/Cruisers/Battleships slightly compared to their counterparts in class to reflect their nature better? Or was this considered perhaps too favorable to them?
The 20 Minuters
#28 - 2013-10-02 16:30:49 UTC
Presumably groups will still continue to warp at the speed of the slowest ship in the group?
C C P Alliance
#29 - 2013-10-02 16:32:35 UTC
Green Gambit wrote:
Presumably groups will still continue to warp at the speed of the slowest ship in the group?

Yes, that will still work the same way

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

The Bastard Cartel
#30 - 2013-10-02 16:37:09 UTC

Lol The average time it takes me to warp from gate to your anomaly just got lowered from 30s to 11s. Lol

Now, if we could only get a 5-10s delay to "load grid" when entering a system before seeing & showing up in local, I'll never complain about local being used as an intel system again!

Snuffed Out
#31 - 2013-10-02 16:40:56 UTC
Are the charts measured in seconds? Does this mean that my MWDing Crusader will beat a warping freighter in the 150-km sprint?
Amarr Empire
#32 - 2013-10-02 16:44:04 UTC
CCP Masterplan wrote:
Green Gambit wrote:
Presumably groups will still continue to warp at the speed of the slowest ship in the group?

Yes, that will still work the same way

Will it include acceleration and deceleration?
#33 - 2013-10-02 16:45:19 UTC
i see the indy has a warp speed multiper to 3, but i remember the base warp speed of indy is 4.5 AU/s

is that a typo?
Plucky Adventurers
#34 - 2013-10-02 16:46:20 UTC
CCP Masterplan wrote:

Give this man all the likes. Excellent change.

CSM 7 Secretary CSM 6 Alternate Delegate @two_step_eve on Twitter My Blog

Gallente Federation
#35 - 2013-10-02 16:47:09 UTC
Gamer4liff wrote:
CCP Fozzie wrote:
Tubrug1 wrote:
Why are Freighters becoming faster?

They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive.

As somebody whose alt spends a lot of time in freighters, thanks for this.

It all depends on what your average warp length is. I personally feel that freighters should align like pigs and warp faster than they do. These are ships that spend most of their in-space time in warp, so it only makes sense they would be engineered to be good at it.

Private Citizen • CSM in recovery

Caldari State
#36 - 2013-10-02 16:49:52 UTC
can we add a flash warp effect when warps start ala star trek style? XD!
Goonswarm Federation
#37 - 2013-10-02 16:51:52 UTC
These are great changes and I love the idea, but could we please refrain from using the word Dessie in any future CCP communication?
Curatores Veritatis Alliance
#38 - 2013-10-02 16:52:52 UTC
How will this affect faction warfare complexes? If you are inside a complex you get a certain amount of warning (due to warp deceleration) before a ship arrives in a complex. In order to get the same amount of warning we will have to click on the d-scan button every 4 seconds if interceptors might be around. Is this an intended effect? And if so, can we have a key-bind for d-scan because my RSI fingers can't handle that amount of mouse clicking!

It seems that the biggest effect of this change will be to make it easier for players to sneak up on others unexpectedly. I could see how this could improve gameplay (for the aggressors at least). But I am a bit concerned at the increasing requirement for d-scanning to stay safe. Clicking d-scan repeatedly I find to be one of the less enjoyable mechanics in EVE.

Are there any changes planned to d-scan in the Rubicon expansion?
Aprilon Dynasty
#39 - 2013-10-02 16:55:04 UTC
Swiftstrike1 wrote:

Moment forever ruined by Youtube adverts :'(

AdBlockPlus, nuff said ;)
#40 - 2013-10-02 16:57:20 UTC
And suddenly, Minmatar highsec loses its title as the best place to take your mid-warp bathroom breaks.

Morwen Lagann

CEO, Tyrathlion Interstellar

Coordinator, Arataka Research Consortium

Owner, The Golden Masque

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