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Player Features and Ideas Discussion

 
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Continue the Warp Speed tweaks into the capital level

Author
Nariya Kentaya
Ministry of War
Amarr Empire
#1 - 2014-08-05 19:14:27 UTC
Basically, dont make Jump Drive's instant. once they have a cyno, once they have the cap, they can Jump, but theyll be in a ******* tunnel. maybe for say 5+ minutes if they are jumping their maximum distance.

Then come up with some formula for subcaps, so that when they use a bridge its 5 minutes at the maximum distance for the bridge, plus or minus some time based on ship type/size.

Because as it stands, the fastest ships to get from A-> B are capitals, which is a break from the intended effects of the warp speed change.
Rowells
Blackwater USA Inc.
Pandemic Horde
#2 - 2014-08-05 19:18:11 UTC
5 minutes?
Sentamon
Imperial Academy
Amarr Empire
#3 - 2014-08-05 19:24:31 UTC
Rowells wrote:
5 minutes?


That's pretty generous, I'd make it like day per light year.

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Akashi Suenobu
Raven's Flight
#4 - 2014-08-05 20:01:46 UTC
0/10 would not recommend
Sentamon
Imperial Academy
Amarr Empire
#5 - 2014-08-05 20:12:17 UTC
Akashi Suenobu wrote:
0/10 would not recommend


I know right? ... how else will we keep killing off nullsec if we can't zerg smaller player with overwhelming power and numbers.

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Frostys Virpio
Caldari Provisions
Caldari State
#6 - 2014-08-05 20:52:33 UTC
Sentamon wrote:
Akashi Suenobu wrote:
0/10 would not recommend


I know right? ... how else will we keep killing off nullsec if we can't zerg smaller player with overwhelming power and numbers.


You can go across the universe in about 7 jumps in a carrier. GJ, you just added 35 mins to this speed run. Hope you are happy you slowed them down by all that much.

BTW, it's still faster than any ships without a jump drive unless you happen to know a really short chain of whormhole.
Laura Agathon
Nothing on Dscan
#7 - 2014-08-05 20:56:27 UTC
Nariya Kentaya wrote:
Basically, dont make Jump Drive's instant. once they have a cyno, once they have the cap, they can Jump, but theyll be in a ******* tunnel. maybe for say 5+ minutes if they are jumping their maximum distance.

Then come up with some formula for subcaps, so that when they use a bridge its 5 minutes at the maximum distance for the bridge, plus or minus some time based on ship type/size.

Because as it stands, the fastest ships to get from A-> B are capitals, which is a break from the intended effects of the warp speed change.



Other than being possibly game-breaking [you're removing the concept of hotdropping], how do you intend to handle the cyno ship being destroyed mid jump?
Thatt Guy
Republic Military School
Minmatar Republic
#8 - 2014-08-05 21:05:44 UTC
While capital power projection is a serious problem in EVE today, I don't think this would fix the current problem.

I would lean more towards a "cooldown" timer on jump drives/bridges.

I do however like the scaling idea based off of how far you jump. Perhaps a 10 minute max timer, scaled from max jump range.

I.E. - A carrier, jumping it's max range would take a 10 minute "cooldown" cycle before being able to jump again.

(this would not be effected by docking/changing ships/session change)
(based off the crimewatch system, the timer is already in place)

Haters gonna hate, Trolls gonna troll.

James Amril-Kesh
Viziam
Amarr Empire
#9 - 2014-08-05 21:08:37 UTC
Well there's already a minimum timer of 24 seconds between jumps (8 seconds session change timer after appearing on grid before one can dock, 8 seconds before one can undock again, and 8 seconds before one can jump after undocking), plus a few seconds in jump. For large enough fleets this takes longer because of traffic control and tidi. For supers and titans it takes longer because they have to regen cap every jump since they can't dock.

A 5 minute timer would be essentially meaningless to us - we'd just leave earlier.

Enjoying the rain today? ;)

Rowells
Blackwater USA Inc.
Pandemic Horde
#10 - 2014-08-05 22:05:57 UTC
I don't mind a change to travel time in jump drives, but 5 minutes is too much. And as to cyno being destroyed mid-jump, that's fine with me.there are ways to avoid this. Tankier ship, do t deploy cyno in middle if enemy fleet, etc.

I feel 30 seconds is a better place to start and allowing blops bridges and jumps to remain as is.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#11 - 2014-08-05 22:09:47 UTC

For bridged ships, I can very much support a delay, ideally based on mass (inties take no time to reach the destination, BS's may take 45s - 1 minute).

For ships with their own jump drive, I think they deserve fast movement. Especially triage carriers! I fully support bringing in a triage carrier to rep BS's in a fight, and fully support dreads arriving on grid shortly thereafter to wtf pwn the triage carrier.

Jessica Danikov
Network Danikov
#12 - 2014-08-05 23:42:32 UTC
If we're scaling by a) ship size and b) time to cover distance travelled A -> B by warping/ jumpinggates, you probably need to make it 30 minutes at minimum to make it slower than battleships burning as fast as they can.

I do rather fancy the idea of knowing that Capitals have jumped and racing around to be where they're headed, but let's be honest- it's a bit **** gameplay to go AFK for 30 minutes while your character is locked out/busy travelling a long distance. Even 5 minutes is a bit unreasonable.