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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Pickleback
Federal Navy Academy
Gallente Federation
#1881 - 2014-10-01 23:40:40 UTC
If you want us to build local, you'd better consider re-distributing moons....
Zhul Chembull
Booze and Blues inc.
The Bastion
#1882 - 2014-10-01 23:40:54 UTC
Speedkermit Damo wrote:
Blue donut of entitlement tears = best tears.

You brought this on yourselves.


Sorry bud this will not effect them any. They will now control the choke points and no need to have to have their cap fleet in the outskirts of their area. You guys just don't get how big alliances work. They will work around it, however the smaller alliances will GO AWAY because not being able to logistically support their operations.

Those that think its going to correct large fleets are smoking some good crack.
Sigras
Conglomo
#1883 - 2014-10-01 23:41:10 UTC
Edgarr Friendly wrote:
Maybe I'm missing something but surely this just makes the bigger corps/alliances stronger?

You take over a corner of space, you only need to protect the borders because nobody has the range to jump in beyond you, and if they do they are stuck with such large timers that you can activate your defense fleet and destroy them before they can get away. which allows you to have minimal forces within the boundary where you can rent away or operate with impunity.

I'm still waiting to see how small corps alliances benefit

You're goonswarm, and you hold space from Deklein to delve.

You're currently deploying a defensive fleet in XCBK-X. You go to bed the night after Phoebe has launched and wake up the next morning to several mails about your systems under attack. among them, K8X-6B in Vale of the silent, and PDE-U3 in delve.

Yesterday you could have just cynoed into K8X with your massive fleet, RR'ed the structures and then taken an hour or two to get to PDE in delve.

Today however you must choose which location to defend or split your fleet and try to defend both.

TL;DR
This makes holding small areas of space much easier but larger swaths of space extremely difficult.
AssandTits
University of Caille
Gallente Federation
#1884 - 2014-10-01 23:41:30 UTC
Dread Nanana wrote:
AssandTits wrote:
Taking Fountain for example, there is ONE system in range of Hophib under the new mechanics .. good luck getting ANYTHING into that system without a forceful response.


Sov mechanics will be changing too. You are still thinking Dominion sov. That is going away.

Wormholes could become much more important lifelines to high sec than they currently are. Especially for some far flung regions.


I think you will find any sov changes apart from "click this buttan every hour or we wtf your sov" after this steaming pile of **** will make a difference you are way off base.

Either best CCP troll or 07 Greyscale enjoy unemployment.
Harvey James
The Sengoku Legacy
#1885 - 2014-10-01 23:41:58 UTC
on jumpclones .. make a HQ clonebase .. where you are stored and get cloned from this facility ..
then assign them an arbitrary number .. say a radius of 10 jumps you move any clone from your HQ clone..

thus limiting how far you can jump-clone and getting around the have jump-clone for capitals in every NPC station region..

i suppose rorquals could be a way of moving your main clone around

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Thatt Guy
Republic Military School
Minmatar Republic
#1886 - 2014-10-01 23:42:12 UTC
NEW INFO!!!

Haters gonna hate, Trolls gonna troll.

Soturno
Doomheim
#1887 - 2014-10-01 23:42:24 UTC
And about a System ARENA - Arena Stations with players fighting for iskes?!!?
Zaand Schtvaal
SUNDERING
Goonswarm Federation
#1888 - 2014-10-01 23:42:26 UTC  |  Edited by: Zaand Schtvaal
Relegated to the bottom of page 96 so I'm at least confident in the fact that I know that no one will ever read this, but I would just like to throw my abject horror into the fray after reading these changes. Seriously CCP, what the **** are you smoking?

Having said that let me throw in my 2 cents about what should have been done- knowing full well hat the ship has already sailed on this one and that this is a really **** idea to begin with (but less **** than what I just read) and as a cap pilot I already hate it myself, but how about, instead of cool down timers on caps, you have spool up timers instead. It could be haltable so that you could stop it at any time during the spool up and reset the timer to zero, or it could be something like the micro-jump drive where once you hit jump you're stuck vulnerable for however many minutes it takes with no way to stop it. The amount of time taken to spool up should be relative to the size of the ship: bigger ships take longer to jump once the button is pushed.

Either way, you should be unable to target anything -call it subspace Einstein-Bose Scotty the docking manager is hitting the bottle again and pissed on the warp core interference or whatever made up ****. No more remote reps, no more drones for whatever amount of time.This way it still limits how fast a cap fleet can move, but also makes it so that caps can't just instantly disengage the moment things go pear shaped. This would make a good subcap force to protect any large cap force pretty much mandatory, it would certainly give new meaning to the term "committing caps", and would lead to a lot more dead ships, which to me at least is a good thing. The changes as described now do nothing to limit cap usage or add extra risk to balance the reward of these ships, it just makes it a huge f-ing pain in the ass to play the game day-to-day.

The problem right now that everyone is fixated on is how fast caps can move, but the real underlying problem is how invincible they are once on field. interceptors can cross regions in minutes, but because they are so impotent against anything but a handful of T1 frigates no one cares. Make them more vulnerable in battle and you retain their infinite usefulness as space buses, but give large power blocks something to seriously think about before committing.

Either way, this proposed system is so F***ing convoluted that it makes crimewatch look like a mechanic from hello kitty online. Please do not just add complexity to fix a broken system.
BlackMatrix
Meltdown Technologies
#1889 - 2014-10-01 23:42:48 UTC
Andrea Keuvo wrote:
Zhul Chembull wrote:
So you guys think this will stop everyone from dropping a fleet on ya ? They wont need to after they control the choke points. Sub-cap fleets again is all it is going to be. The people in smaller alliances with less time will be melted away due to not being able to logistically support their operation. Someone said it will be easier to defend ? Give me a break, you guys will get smashed by sub-cap fleets still. Once they have the area you have no hope of ever getting it again. The big alliances will get bigger and can stop supplies from the enemy in jumping down supplies by controlling the choke points.

The smaller operations that mine, such as myself, logistically wont be able to provide our ore in Jita no longer as there is no way in hell I'm creating more cyno toons for this game. Just let the rest of my accounts go inactive and find something else to do. Seriously it sucks doing logistics as is. Someone at CCP just don't get it. I needed a vacation from this game anyhow.

I represent the small guy in eve, this is fail, believe me.


Yeah it's kinda ridiculous that to do logistics in deep null if you happen to be blocked by a regional gate that is over 5LY you can easily end up going from needing 3-4 cynos in your chain to 8-10. This is an absurd increase and maybe someone at CCP thinks this will drive up subscriptions as you now need 3 more accounts to cyno with but I think it is more likely people will just quit.


You really didnt read the changes. 3 more cynos is not actually even the issue. It would be the amount of time to perform the 3 additional jumped with the cool down.
You'll just have to jump the gate I guess which is the whole purpose.
Sigras
Conglomo
#1890 - 2014-10-01 23:43:36 UTC
Zhul Chembull wrote:
Speedkermit Damo wrote:
Blue donut of entitlement tears = best tears.

You brought this on yourselves.

Sorry bud this will not effect them any. They will now control the choke points and no need to have to have their cap fleet in the outskirts of their area. You guys just don't get how big alliances work. They will work around it, however the smaller alliances will GO AWAY because not being able to logistically support their operations.

Those that think its going to correct large fleets are smoking some good crack.

I bet you a billion ISK that if these changes go through the way they are stated now that you are wrong.

Do you really think Goonswarm is going to be able to continue to hold delve after this change?
Jethro Winchester
The Scope
Gallente Federation
#1891 - 2014-10-01 23:43:41 UTC
Galphii wrote:
Capital pilots are going to have to disabuse themselves of the notion that to get around, they must use jump drives. Finally, the cobweb-covered warp drives of capital ships will get some use Big smile If you're complaining about taking so long to get to the other side of the galaxy, good - that's the whole point of the exercise.

Think local.


Oh boy, fly for four hours to find a fight, get blueballed, fly four hours home, dock up, log. Welcome to the new EVE.
AssandTits
University of Caille
Gallente Federation
#1892 - 2014-10-01 23:43:46 UTC
Sigras wrote:
Edgarr Friendly wrote:
Maybe I'm missing something but surely this just makes the bigger corps/alliances stronger?

You take over a corner of space, you only need to protect the borders because nobody has the range to jump in beyond you, and if they do they are stuck with such large timers that you can activate your defense fleet and destroy them before they can get away. which allows you to have minimal forces within the boundary where you can rent away or operate with impunity.

I'm still waiting to see how small corps alliances benefit

You're goonswarm, and you hold space from Deklein to delve.

You're currently deploying a defensive fleet in XCBK-X. You go to bed the night after Phoebe has launched and wake up the next morning to several mails about your systems under attack. among them, K8X-6B in Vale of the silent, and PDE-U3 in delve.

Yesterday you could have just cynoed into K8X with your massive fleet, RR'ed the structures and then taken an hour or two to get to PDE in delve.

Today however you must log in your second or third PVP alt to defend both.

TL;DR
I am a scrub publord who has no ******* clue as to what I am commenting on derppppaderpderp GRR Goons.


Adjusted that for you, you poor single account poor.
Kelaian Stareine
Great American Taco Services
#1893 - 2014-10-01 23:43:51 UTC
All and all I am seeming to like these changes though they may affect my cloaky camping play style (Which is only necessary due to broken sov mechanics in the first place). I won't need to harass renters if these mechanics help to do away with them.

I'll miss med cloning and suicide podding.


I do think the blops changes are a little harsh (Full disclosure of me being a cloaky hotdropper already provided). My main issue with them is that it will make it hard to do repeated and regular drops. I think its more than fair that a blops should struggle to do quick drops when it has a mid, but adding in the fatigue timer makes it much harder to do repeated blops drops in a single day. A blops is an expensive ship, and if there are targets I want to use it. Power projection issues don't really apply to blops considering they are usually used in small gang pvp and not major fleet ops/logistics.

In summary please do these changes, but please consider those of us who want to use our blops to shoot ships instead of making a lot of carrier jumps to get to a 10% tidi sov grind fest :)
Thead Enco
Thunderwaffe
Goonswarm Federation
#1894 - 2014-10-01 23:44:01 UTC
Makalu Zarya wrote:
o7 eve and thanks for all the fish, it's been fun.


#Godspeed o7
Demonfist
Domunation
D00MHElM
#1895 - 2014-10-01 23:44:20 UTC
CCP Logibro wrote:
Changes are coming to how long distance travel works in EVE Online. If use jump drives, then this is an important dev blog for you. Find all the details from CCP Greyscale and the Nullsec working group here.

Please look into also expanding jump bridge use to all lowsec systems with these changes. Thank you.

eBil Tycoon > we're more like megacapitalistic psychotic space cowboys with raging epeens and 3% real girls.

Mr Omniblivion
GoonWaffe
Goonswarm Federation
#1896 - 2014-10-01 23:44:26 UTC
Pickleback wrote:
If you want us to build local, you'd better consider re-distributing moons....


And null ore anomalies
Dread Nanana
Doomheim
#1897 - 2014-10-01 23:44:44 UTC
Galphii wrote:
The galaxy isn't huge if you can just JC everywhere. You want to make eve big again? Fix this soon.


How about multiple characters that can be deployed in multiple areas at the same time? Because that never happens.

JC is not a "bad thing". It already has a significant timer on it. CCP OK'ed multiboxing with 32 accounts, and here you are complaining about JC.
Sala Cameron
North Eastern Swat
Pandemic Legion
#1898 - 2014-10-01 23:45:11 UTC
definitely look like some interesting changes, we'll see how that pans out soon I guess.
Sentenced 1989
#1899 - 2014-10-01 23:45:31 UTC
Rowells wrote:
I feel sorry for whoever has to rework the travel algorithms at DOTLAN. Much sympathy.


Should be easy enough, range changes are couple of easy changes. Adding timer prolly won't take long either after CCP makes final numbers and formulas

Still accepting capital ships on contracts and ISK in wallet if you plan on unsubing.
Trespasser
S0utherN Comfort
Test Alliance Please Ignore
#1900 - 2014-10-01 23:46:12 UTC  |  Edited by: Trespasser
All these changes are completely unnecessary.

The biggest problem with force projection is the carrier/super carrier blob.

NC. called it the wreaking ball but whatever. That fleet of ships could pretty much go across the universe in 5 cynos... and yes i feel that is a bit to powerful.

I propose we nerf the range of all jump capable ships to that of a titan.

By moving carriers and super carriers to the range of a titan it would slow down force projection Hugely.. anyone thats ever had to move a titan any good distance will tell you its a massive pain in the ******* even when done right. 10-20 cynos to go anywhere. If you are a region that is guarded by a nice jump wall it makes it even harder to move around.

CCP, you are nerfing everything just to get 2 ships under control, its unnecessary and game breaking in alot of ways.

Do us all a favor... Dont screw over 0.0 logistics, dont add jump fatigue to force us to wait for an arbitrary timer to tick down. Dont remove the ability for people to death clone. Finally, for the love of god, dont allow capitals to use gates...