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An alternative proposal to the Long-Range Travel mods... DEVS WELCOME

Author
Busta Rock
The DawnSoarers
#1 - 2014-10-05 18:53:48 UTC  |  Edited by: Busta Rock
I attempted to post this alternative idea to the Dev Blog thread on the impending changes to jump travel (aka The Great Jump Nerf of 2014), but the threadnaught is growing so rapidly that I doubt anyone has even seen it - it certainly hasnt gotten any replies, thus I'll toss it into a dedicated thread of its' own in the hopes that it gets some attention:

I have a somewhat different suggestion as to how force projection and jump fatigue might be approached. hear me out:

instead of nerfing all capitals to 5LY at max skills, leave their ranges untouched in terms of max values with skills. Instead, let the Jump fatigue mechanic be a modifier - one that directly reduces the effective value of the pilot's JDC skill level, with the possibility of the effective value going negative, whereby a given ship will suffer a shorter jump range than if the pilot had no JDC skill points. this reduction would begin after the SECOND jump... the amount of reduction in JDC = number of jumps/2. of course, there would be a recovery time to get the effective JDC back up to normal, which would be equal to the distance jumped in minutes (with the time to recover each point being equal to the number of points to be recovered/distance traveled), is cumulative and includes the distance of the FIRST jump. recovery time would be modified by ship class, with blops and JFs having the fastest recovery times, and titans the slowest.

alternative formulae for JDC reduction are possible (a more heavy handed possibility being a direct 1 point per jump reduction in JDC skill for each jump taken during the recovery period regardless of distance... lots of little jumps in quick succession will hurt JDCeff far more than a few long ones, but would have a quicker time to recover - kind of like having a bunch of high-proof shots in a few minutes might make you more drunk, faster than having a couple of shots per hour), but for it to be REALLY interesting, negative values have to be possible regardless of the formulae used.

here's the kicker though (and where things could be made to be REALLY interesting): I would actually prefer it if the JDC penalty were applied to the HULL and not the pilot himself, so as to discourage the use of ferry alts (treat it as a kind of overheating damage that subsides over time, but doesnt prevent trading a ship in station - ANY pilot who boards the ship while the ship is cooling down would feel the effects immediately). also, jump fatigue could be used to negatively affect other aspects of ship performance in much the same way as drug side-effects, except that such effects would be imposed immediately upon JDC going negative, and worsen as the JDC degrades. I would even consider the potential for a misjump to an unintended destination system anywhere within the ships maximum JDC range as a possible risk of a negative JDC value.

in the case of jump bridges, ships would be affected similarly for every ship they bridge, the distance, and the class of each, but as most such bridges are of much smaller ships, the cumulative penalties would be manageable with appropriate modifiers for the ship classes.

example... nidhoggur pilot with JDC 5 makes a round trip of 20 LY in 2 jump... out and back. the first jump incurs a regen time of 10 minutes (in this example, lets assume a ship class modifier of 1 for simplicity), but JDC is unaffected on the first leg. he stops at the outbound destination to pickup some ships for transport, taking 2 minutes (reducing regen to 8 minutes), and immediately jumps back to the start system... regen time goes to 18 minutes, and his effective JDC skill drops to 4. if he makes enough jumps in a short period of time, he could end up in a situation where his JDC skill drops below zero, his effective range becomes a small fraction of what it would normally be for a substantial (but not insane) amount of time, AND (under the optional ideas), he starts to suffer from performance degrading side effects and runs the risk of a random misjump until he recovers to a non-negative JDCeff value. conversely, if he makes ten jumps of 2LY in rapid succession, he would be at a JDCeff of zero for 20 minutes... the next time he jumps while JDCeff has not recovered, he would start getting performance penalties - reduced drone bandwidth, increased lock times, longer cap regen etc., and run the risk of a random misjump (the lulz that could be had... drunk nidhoggur pilot lands somewhere he NEVER intended).

I think this approach would be a much better choice for making eve a bit bigger, while not making capitals completely useless in long-range force projection or killing their utility in logistics - you can still travel substantial distances rapidly, but go out too far, too fast and you'll be REALLY feeling it on the trip back - or even before you get where you're going. I'm going to reserve the next post or two to expand upon ideas presented in the thread.
Busta Rock
The DawnSoarers
#2 - 2014-10-05 18:54:12 UTC  |  Edited by: Busta Rock
additions, expansions and options:

1) a little addition RE the possibility of a random misjump: the potential range for a random misjump would be modified as if the negative JDCeff were POSITIVE, with no upper limit - unlike the normal limit imposed by the EvE skill tree. it would be possible for a random misjump to land a drunk pilot MUCH farther away than he would be capable of under normal conditions - a JDCeff of -6 or more is possible, though I seriously doubt that any pilot would be willing to suffer the other side effects of such a level of jump fatigue, whatever those might be. it would be far more likely for a pilot who hasnt trained JDC to at least 4 to run into a major misjump like that.

2) after responding to a couple posts further down, here is another option, that is even MORE heavy handed than every jump temporarily reducing your JDC skill by one full level: you actually LOSE a full point of JDC skill for every jump, and have to train it back up THE LONG WAY, by putting it back in your skill queue. this means (potentially) a number of things...

  • you can only EVER have max range for a SINGLE jump.

  • it WILL take you DAYS to recover that one jump of max range.

  • you will NEED the JDC skill to fly ANY jump capable ship, because without it the modifier is inapplicable

  • going into a negative effective JDC level will be a PAIN to train out of, on top of all the other potential risks of long-term jump sickness.

of course, this would be modified by ship class, so some could be much more heavily affected by it than others.
Busta Rock
The DawnSoarers
#3 - 2014-10-05 19:35:15 UTC
cmon guys... does ANYONE have anything to say?
Destination SkillQueue
Doomheim
#4 - 2014-10-05 19:37:28 UTC
Your proposal might be ignored, because the whole point of the change is to prevent capitals from long range rapid deployment. Your main point on the other hand is to erode the core of the CCP proposal and bargain to maintain current benefits at a reduced level. Problem for you being, that you don't really have anything to bargain with. CCP isn't doing this for ***** and giggles, so they aren't looking to compromise on the core aspect of the change. They're going through with it because they see it as a necessary part for the overall health of their game. Player addiction to the comfort provided by the current system isn't a good reason to maintain it and they're willing to shed some subs for the long term health of the game. Offering a compromise for the sake of compromising isn't going to get you anywhere with CCP on this one. Unless you can show their plan is bad at doing what CCP intends it to do, you're not going to get any concessions on the core proposal outside minor tweaks.
Busta Rock
The DawnSoarers
#5 - 2014-10-05 19:50:15 UTC
I'm not offering this as a compromise for the sake of compromise, but as a potentially much more interesting approach in that it would allow for easier balancing to deal with abuse or underuse of specific ship classes. in my example, I deliberately chose a 1x multiplier on the recovery factor for instance because Tier 1 carriers are used just as much if not more for logistics than for force projection. pure logistics ships like JFs and rorqs might have multipliers of 0.5 to lessen their recoveries even more, while titans and dreads might have them as high as 2x or 3x, or even suffer from a much more drastic reduction in JDCeff.
Nevyn Auscent
Broke Sauce
#6 - 2014-10-06 01:56:54 UTC
So you put the range at double because you aren't trying to compromise?
Zan Shiro
Doomheim
#7 - 2014-10-06 02:06:12 UTC  |  Edited by: Zan Shiro
Nevyn Auscent wrote:
So you put the range at double because you aren't trying to compromise?



I think the compromise is longer trip back home. But,,,,beside a hindrance to lol dynamite fishing hotdrops an issue with power projection is some after they jump vast distances the intent is to kind of, you know, stay a while.

Not really a compromise though. Fixes dynamite fishing, kind of, still has the issue that if mittens wants to be far away from home en masse in one day, he still is.
Busta Rock
The DawnSoarers
#8 - 2014-10-06 03:03:40 UTC
I'm saying that the current max range should be left alone FOR ONE JUMP or perhaps TWO (regardless of the actual distance jumped... it should be the NUMBER of jumps you make that screws you up, while the distance you go should determine how long it takes to recover). Anything after that should be progressively penalized, and penalized in a much more sophisticated way than merely saying 'hurr durr you can only go 5LY in a jump.. EVER'.

having your combat abilities progressively crippled if you decide to hotdrop multiple targets all over the cluster in a short timespan sounds pretty damn good to me, and then running the risk of jumping right into a deathstar because you're jump drunk and cant find your target cyno is icing on the cake.
Busta Rock
The DawnSoarers
#9 - 2014-10-06 03:13:43 UTC
by the way... in case you didnt read the entire thing, I did make note of a more heavy-handed option in that EVERY jump you make regardless of distance could reduce your JDC level by 1 full level. that means if you can go 15LY at level 5, you're back to only 6.5LY in said nidhoggur after 5 jumps, and depending on the exact time multiplier CCP uses for a ship class and distance traveled, it could take you days to recover JDC 5 range. this option would be a pretty severe hit, since you really wouldnt be able to do a max range single jump out and back hotdrop - it would have to be shorter by default.
Busta Rock
The DawnSoarers
#10 - 2014-10-06 03:31:20 UTC
check the second post... added in some new ideas to REALLY screw things up.