These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Better Jump Fatgue

First post
Author
Narcil Starwind
Deep Core Mining Inc.
Caldari State
#1 - 2014-10-07 18:47:41 UTC
I posted this to the discussion thread, but it was somewhere up in the 4000 range, so I'm re-posting here so maybe it gets seen.

The idea of Jump Fatigue is fine, but I don't like the exponential timer and binary choice of this implementation. It seems arbitrary and inelegant. With this system you will end up with people being left out or left behind when using jump portals or bridges. "Hey guys I would love to join the fleet but my timer won't cool down for a week, see you later :-(".

Why not make fatigue affect how far you can jump safely. As your fatigue increases the range you can jump without consequences decreases.

The consequences of jumping outside of your safe jump range could be tuned to how far outside the range you jump. If it's just outside, then you have a small chance of taking HP damage, or a debuff to Cap/Shield regen, etc. If you jump way out side of your safe range then you could have dire issues, Major HP damage, no cap/shield regen for some time, or you could burn out your jump drive stranding you for some cooldown period the duration of which could vary according to the severity of the damage.

You could tune this to have the same general principles of the timer based approach, but with the added tactical and strategic decision of jumping into the danger zone.

If you make small jumps to nearby places doing logistics within a small area, this type of system would allow you to do that with out dealing with an exponentially growing timer after each jump.

The increase to your fatigue level could scale as well, if you jump well inside your safe range the fatigue grows slowly, If you are pushing the boundaries of your safe range then it grows more quickly, and if you jump into the danger zone it could grow even faster.

From the player standpoint this could be displayed very easily in the map view showing your jump range.

From the given example provided in the dev blog, the player would come to the same decision since jumping continuously to their max safe range without letting the fatigue decrease would reduce their safe range rather quickly. You'd reach a point where your next jump could burn out your ability to jump, so might as well take the gates. But instead of making that choice for them, they still have the option of jumping.

All of the other mechanics of allowing some ships to have reduced fatigue work here as well.

Using fatigue in this way would achieve the same stated goals, but instead of taking away the players ability to jump you're giving them more choices, with tactical consequences.
Sigras
Conglomo
#2 - 2014-10-07 19:03:46 UTC
because what this game needs is more ridiculous randomness?
baltec1
Bat Country
Pandemic Horde
#3 - 2014-10-07 19:05:24 UTC
Don't get the week long timer would be the answer here.
Teckos Pech
Hogyoku
Goonswarm Federation
#4 - 2014-10-07 19:10:43 UTC
baltec1 wrote:
Don't get the week long timer would be the answer here.


What they said. The idea is to better manage your fatigue and not add in more goofy randomness.

The intent is that to manage your fatigue is that you take gates. You take gates either in sub-caps or even caps or super caps. More people taking gates vs. teleporting right on the station and docking up, or on your enemy when you have an overwhelming advantage is to give people opportunities for more combat that is less predictable.

I'm fine with the concept in general, although the applicatoin to JFs still seems a bit daft. A JF has never really been a significant factor in terms of force projection. If there is a solid argument for including JFs I'd love to see it, but nobody has yet to provide such an argument.

"The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

8 Golden Rules for EVE Online

Bratheena Corun
Center for Advanced Studies
Gallente Federation
#5 - 2014-10-07 19:36:19 UTC  |  Edited by: Bratheena Corun
Goofy Randomness

Hmmm.

How about your fatigue timer is instead used as the percentage chance of an Elite style Misjump.

No damage or anything like that, but you could turn up anywhere within a (Fatigue value x distance of attempted jump) radius of your starting system, and then have to wait out your fatigue timer before you can jump again.

Used to make you Very Careful in Elite to keep your drives well maintained.

Big smile

More people willing to wait out short fatigue timer's, more nerve-wracking if you have to push it for several jumps. The multiplying factor of the fatigue might need to be scaled down somewhat to make it fair Smile

Ooh, Imagine arranging a hotdrop on an enemy fleet, and one of your caps misjumps, and ends up 20 ly inside enemy territory ...

Do you leave him to his fate ... Do you send in a small support fleet to try to defend it if the enemy notice ... Do you try to distract the enemy command with a feint on their borders ...

Either way it's brown trousers time for that cap pilot Big smile
Alvatore DiMarco
Capricious Endeavours Ltd
#6 - 2014-10-07 19:47:25 UTC
It would amuse me greatly if there was a possiblity, when jumping with an active fatigue timer, for your ship to simply detonate on landing.
Lugh Crow-Slave
#7 - 2014-10-08 10:56:24 UTC
how about we wait to see if the current is bad b4 we go trying to fix it? or at the very least post in one of the threads already about this topic
Medalyn Isis
Doomheim
#8 - 2014-10-08 11:12:58 UTC
I already suggested in the appropriate thread that the fatigue should be limited to 24 hours, the same as a jump clone cool down. In fact the two should probably be linked in some way.
Ellendras Silver
CrashCat Corporation
#9 - 2014-10-08 11:22:01 UTC
i do think that a max CD of 30 days as it is now (as far as i know) is a bit long. i also find the jump range of normal carriers a tad low as they only have 5LY while they had a lot more jump range then dreads, supers and titans.

so the fixing idea is good, of course it has major impact but that's the intention Cool

[u]Carpe noctem[/u]

Arya Regnar
Darwins Right Hand
#10 - 2014-10-08 11:56:57 UTC
Ellendras Silver wrote:
i do think that a max CD of 30 days as it is now (as far as i know) is a bit long. i also find the jump range of normal carriers a tad low as they only have 5LY while they had a lot more jump range then dreads, supers and titans.

so the fixing idea is good, of course it has major impact but that's the intention Cool

A bit long lol.
If a super char gets 30d and account GT expires in a day im just gona unsub for a month.

Not even thinking.

EvE-Mail me if you need anything.

ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#11 - 2014-10-08 13:11:17 UTC
Narcil Starwind wrote:
I posted this to the discussion thread,
Please refrain from cross-posting.

Thread locked.

ISD Ezwal Community Communication Liaisons (CCLs)