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Wormholes

 
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Spawn location after wh jump

Author
Slaktoid
Perkone
Caldari State
#1 - 2013-11-23 10:54:46 UTC
Hey guys!

Just wanted to put out a feeler and see how people think of this issue (CSM reps included).

So every time you jump through a wormhole, you're almost always inside the immediate jumprange to go back. Once in a blue moon you land outside jumprange, but this is incredibly rare. Everyone have heard about how "pvp on a highsec hole is pointless" and all that, right (well, most of the time anyway). How would you feel if we changed the spawnlocation so when you go through a wormhole you will always spawn 10-15km, or even 15-20km from the hole? Naturally I know that this will be similar to how K-Space gates work, but thats kinda where you find most of the pvp, eh? =)

Some days ago I went over to a C3 that I had scouted with an alt. There were some Kraftwerk. guys camping a hole, with a bubble up. I think they had something like a Megathron, Vaga and Rupture on the hole to Highsec. So I went over there in a dual ASB Maelstrom to have some fun. Shortly after I jumped in they brought out some hidden ships, a Purifier and some more cruisers/hacs, think there was a Blackbird as well, can't quite remember. The initial plan I had was to burn off the hole to get them to chase me out of jumprange so I could kill them. I'm often kinda dumb like that, right. However I got scrammed and webbed down immediately, so I popped the Purifier and went to work on one of the Ruptures. He got under my guns halfway through shields and so did his buddies in the other Cruisers, so I fired a few shots on the Megathron. My tank was breaking at this point and I was starting to lose armor while my first ASB still had probably 30+ seconds left to reload so I had to jump back to high.

Some other thing came up elsewhere and I left the highsec system for a while, but kept my scout in there. After half an hour to an hour they started to close the hole, I got a few friends and went back over there and ganked the Mega while he was polarized. The rest ran away.

Afterwards I just felt they should have killed me. They were bloodthirsty and scram/webbed me pretty much dead on the hole, I wasn't even allowed to start to pull range (which would have been my doom). Had I spawned 10-15km off the hole, I would have died. I just think we could see more camps, especially on highsec holes, if there is a genuine chance to catch stuff. And camps will bring camp busters and just more pew-pew potential in general.

Closing holes is childsplay these days, even with hostile gangs nearby, it's either 100% safe (no bubble on the hole and no trap carrier/Orca seen) or you log off because it's unsafe. With this kind of mechanic that I'm talking about, it will ALWAYS be unsafe to close holes, and it will be something people will have to deal with, thus creating new potential for pew.

I dunno guys, I'm interested in hearing what you think.
Robotron99
Alien Buddhas
#2 - 2013-11-23 14:59:59 UTC
Slaktoid wrote:
Hey guys!

Just wanted to put out a feeler and see how people think of this issue (CSM reps included).

So every time you jump through a wormhole, you're almost always inside the immediate jumprange to go back. Once in a blue moon you land outside jumprange, but this is incredibly rare. Everyone have heard about how "pvp on a highsec hole is pointless" and all that, right (well, most of the time anyway). How would you feel if we changed the spawnlocation so when you go through a wormhole you will always spawn 10-15km, or even 15-20km from the hole? Naturally I know that this will be similar to how K-Space gates work, but thats kinda where you find most of the pvp, eh? =)

Some days ago I went over to a C3 that I had scouted with an alt. There were some Kraftwerk. guys camping a hole, with a bubble up. I think they had something like a Megathron, Vaga and Rupture on the hole to Highsec. So I went over there in a dual ASB Maelstrom to have some fun. Shortly after I jumped in they brought out some hidden ships, a Purifier and some more cruisers/hacs, think there was a Blackbird as well, can't quite remember. The initial plan I had was to burn off the hole to get them to chase me out of jumprange so I could kill them. I'm often kinda dumb like that, right. However I got scrammed and webbed down immediately, so I popped the Purifier and went to work on one of the Ruptures. He got under my guns halfway through shields and so did his buddies in the other Cruisers, so I fired a few shots on the Megathron. My tank was breaking at this point and I was starting to lose armor while my first ASB still had probably 30+ seconds left to reload so I had to jump back to high.

Some other thing came up elsewhere and I left the highsec system for a while, but kept my scout in there. After half an hour to an hour they started to close the hole, I got a few friends and went back over there and ganked the Mega while he was polarized. The rest ran away.

Afterwards I just felt they should have killed me. They were bloodthirsty and scram/webbed me pretty much dead on the hole, I wasn't even allowed to start to pull range (which would have been my doom). Had I spawned 10-15km off the hole, I would have died. I just think we could see more camps, especially on highsec holes, if there is a genuine chance to catch stuff. And camps will bring camp busters and just more pew-pew potential in general.

Closing holes is childsplay these days, even with hostile gangs nearby, it's either 100% safe (no bubble on the hole and no trap carrier/Orca seen) or you log off because it's unsafe. With this kind of mechanic that I'm talking about, it will ALWAYS be unsafe to close holes, and it will be something people will have to deal with, thus creating new potential for pew.

I dunno guys, I'm interested in hearing what you think.


Hi,

It could be a good change for non-cloaky ships. Anything that can cloak would enourmously profit though.
Just for the record, closing a HS WH has no risk. If this had happen at an interconnecting WH it would have been less fun...

And btw camping a WH...yawn
ChrisLCTR
Lazerhawks
L A Z E R H A W K S
#3 - 2013-11-23 23:31:01 UTC
I definitely like and support this idea.
Winthorp
#4 - 2013-11-23 23:48:12 UTC
Slaktoid wrote:
Hey guys! I think we should change HS WH camping so i can kill all the noobs that are scared to go further.


Fixed.
Slaktoid
Perkone
Caldari State
#5 - 2013-11-24 09:46:14 UTC
Appreciate the comments, I know that this is a touchy subject to some people.

Camping a wh is simply one of the best ways to get pew. Group A sets up a camp, Group B either blueballs or comes out fighting, and some lucky times Group C connects and sees a fight and jumps into the fray. If camping a WH is "yawn", then I'm not quite sure how you get your pvp fun. I also don't value cov ops kills at all, it's not like there was a fight or anything. A cov ops kill is a notch on the killboard. A footnote.

I'm talking about all wormholes, not just highsec connections, though I used that as an example because it illustrates well how current mecanics are. Also it's not really meant as a way for me to kill noobs, though I agree that me getting more noobkills will be a consequence.

"The scared noobs that are afraid to go further" will not be scared noobs forever. Once you've died a few times, you're not afraid anymore and you know how to handle certain situations. And if you're still afraid, you simply haven't died enough.
Setsune Rin
Ministry of War
Amarr Empire
#6 - 2013-11-24 11:42:32 UTC
i personally would not like any changes that positively effect camping, they already have initiative

and this really won't be a fix for HS hole camping

you'd need a weapons timer for that
Rroff
Antagonistic Tendencies
#7 - 2013-11-24 13:44:20 UTC  |  Edited by: Rroff
Yeah only deals with half the issue as if people have already warped to the hole from inside before you've had a chance to get a bubble up for instance they can just jump straight out - not unlike gates but would still not fix HS WH camping.

Not entirely serious suggestion - maybe they should make it so that when you jump into highsec from a WH rather than a gate it takes concord a minute or so to "recognise" you (suspect flag but shorter time) and you can be shot by anyone for that minute heh.
Slaktoid
Perkone
Caldari State
#8 - 2013-11-24 15:13:03 UTC
I must once again emphasize that I didn't just think of Highsec holes specifically, but also all other connections (C6-C5, C2-C3 etc etc). I'm also perfectly fine with the fact that you can warp to a hole (be it HS, LS, NS or other Classes) at zero and immediately jump through if the hole isn't bubbled. I'm fine with warping/jumping to safety unhindered on a Highsec hole for example, that would be the same as warping to a Highsec gate in Lowsec, it can't be stopped save for smartbombers in some cases.

Would I have loved aggression mechanics on the wormholes? Sure, but that's not what I'm asking.

Nowadays when I warp my carrier or dread to our static, jump through and back to close the hole, I'm fairly safe, especially if under the cover of a hicbubble. If I spawned 15km from the hole on the outside, I'm at risk. I would have to fly back to the hole before I could jump. If there is a tackler on the other side, for instance a cloaky T3, I'm in trouble. I could fight off tacklers while trying to make my way back to the hole, but at least there is a chance here for the enemy to catch and kill me. Bump me further from the hole for example. At least it would provoke something...The way it is now I jump out, jump back and I'm gone. It's simply impossible for an interesting situation to arise.
Jack Miton
Perkone
Caldari State
#9 - 2013-11-24 18:03:09 UTC
definitely not.

PS: you always spawn within jump range apart from the first jump after DT.

There is no Bob.

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