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Aegis Sov - Possible Tweak

Author
D3N3R0TH
Republic Military School
Minmatar Republic
#1 - 2015-08-04 01:03:45 UTC

The system that's been put in is good - has its merits but needs tweaks. Trollceptors and lightning fast cruisers burning around at 250km are a thing and let’s be honest it’s a bit lame. There's no commitment to entosisting something - if you want to stop you fly out of range and high five your bro's for escaping.

The entosis link needs to work more like a bastion or triage module where when active you can’t move at all, you get self rep bonuses and shield/resistance bonuses instead of a tiny mass penalty that does nothing. There's not much more too it. It means your bro's need to stay on grid and defend you while you're doing your thing.

The second tweak are the indexes - Now that the big bloc's have figured out they can either ping their 20k pilot alliance and hold mining and ratting CTA's it’s pretty easy to get those indexes up to 6 without actually having to live in the space, you swarm into a system - suck it dry and magic you have an index of 6. While i agree this is a sound method of getting your indexes up it also does nothing to encourage people to stay in these systems. They move onto the next one and the system will eventually degrade until they come back for the next ping. I'd like to see the indexes degrade a lot quicker if they go unused again until someone deems it requires some love. Constant ratting, mining and industry should need to happen in system to keep the levels even close to 6, in fact as an example - a minimum number of NPC's (2000ish) and rocks (xm3) should need to be blasted in a system each day to even be able to keep it up there. It seems like its way to easy to create a boredom fortress that no one wants to attack.

Next up are the jump ranges - 5LY is horrific, yes you can take gates which is great but the range changes couples with fatigue is tedious and soul crushing. Fatigue is fine but both together is terrible - Even having the range back to the original but where distance = more fatigue and shorter jumps = less.

Finally i thought id throw in a suggestion to give Super carriers a new role now that they dont need to bash structures. Increase the ships maintenance bay by maybe 20-30% to allow 7-8 BS sized ships (or 25 cruiser size) to be docked inside it but so it works like a mobile station. When pilots are docked inside they simply see the outside of the Supercarrier. A Supercarrier is then able to jump to a location with pilots inside - who can then undock and unleash the kraken. Pilots that are Jumped to a location inside a Supercarrier suffer no fatigue, but the Supercarrier pilot does. Supers can then take the role of on-grid boosters to "Sub-capitals" - far greater than command ships. This gives a super 2 new roles while getting people to commit larger assets to a fight since the Supercarrier will have fatigue.

/2cents (well more like 70 cents)
Nyalnara
Marauder Initiative
#2 - 2015-08-04 01:15:56 UTC  |  Edited by: Nyalnara
D3N3R0TH wrote:

1> The system that's been put in is good - has its merits but needs tweaks. Trollceptors and lightning fast cruisers burning around at 250km are a thing and let’s be honest it’s a bit lame. There's no commitment to entosisting something - if you want to stop you fly out of range and high five your bro's for escaping.

The entosis link needs to work more like a bastion or triage module where when active you can’t move at all, you get self rep bonuses and shield/resistance bonuses instead of a tiny mass penalty that does nothing. There's not much more too it. It means your bro's need to stay on grid and defend you while you're doing your thing.

2> The second tweak are the indexes - Now that the big bloc's have figured out they can either ping their 20k pilot alliance and hold mining and ratting CTA's it’s pretty easy to get those indexes up to 6 without actually having to live in the space, you swarm into a system - suck it dry and magic you have an index of 6. While i agree this is a sound method of getting your indexes up it also does nothing to encourage people to stay in these systems. They move onto the next one and the system will eventually degrade until they come back for the next ping. I'd like to see the indexes degrade a lot quicker if they go unused again until someone deems it requires some love. Constant ratting, mining and industry should need to happen in system to keep the levels even close to 6, in fact as an example - a minimum number of NPC's (2000ish) and rocks (xm3) should need to be blasted in a system each day to even be able to keep it up there. It seems like its way to easy to create a boredom fortress that no one wants to attack.

3> Next up are the jump ranges - 5LY is horrific, yes you can take gates which is great but the range changes couples with fatigue is tedious and soul crushing. Fatigue is fine but both together is terrible - Even having the range back to the original but where distance = more fatigue and shorter jumps = less.

4> Finally i thought id throw in a suggestion to give Super carriers a new role now that they dont need to bash structures. Increase the ships maintenance bay by maybe 20-30% to allow 7-8 BS sized ships (or 25 cruiser size) to be docked inside it but so it works like a mobile station. When pilots are docked inside they simply see the outside of the Supercarrier. A Supercarrier is then able to jump to a location with pilots inside - who can then undock and unleash the kraken. Pilots that are Jumped to a location inside a Supercarrier suffer no fatigue, but the Supercarrier pilot does. Supers can then take the role of on-grid boosters to "Sub-capitals" - far greater than command ships. This gives a super 2 new roles while getting people to commit larger assets to a fight since the Supercarrier will have fatigue.

/2cents (well more like 70 cents)


1> Then you made him flee, good job. You defended, why are you complaining about him escaping? We've got to deal all the time with snake pilots in FW, and you won't find a thread about removing that set, while it pretty much kill all fights...

2> Not going to disagree with you, but as far as i know, those "CTA" are for extended periods of time, not just a few hours.

3> Working as intended.

4> Won't happen. Because of limitation in the core code, being about the impossibility to have several players in-space at the same position. I'm not going to search for the dev-post stating that, you're welcome to try, it is several years old (at least 4 or 5). It's probably not ever going top get away, like how they couldn't patch the POS system, and are actually going to remove the current one completely while implementing a new one from scratch. Except this time we're not speaking about structures, but how all ship are managed by the game while in-space. "Touching may be game-breaking, so no touching."

French half-noob.

Non, je ne suis pas gentil.

D3N3R0TH
Republic Military School
Minmatar Republic
#3 - 2015-08-04 01:52:35 UTC
Nyalnara wrote:
D3N3R0TH wrote:




1> Then you made him flee, good job. You defended, why are you complaining about him escaping? We've got to deal all the time with snake pilots in FW, and you won't find a thread about removing that set, while it pretty much kill all fights...

2> Not going to disagree with you, but as far as i know, those "CTA" are for extended periods of time, not just a few hours.

3> Working as intended.

4> Won't happen. Because of limitation in the core code, being about the impossibility to have several players in-space at the same position. I'm not going to search for the dev-post stating that, you're welcome to try, it is several years old (at least 4 or 5). It's probably not ever going top get away, like how they couldn't patch the POS system, and are actually going to remove the current one completely while implementing a new one from scratch. Except this time we're not speaking about structures, but how all ship are managed by the game while in-space. "Touching may be game-breaking, so no touching."



- But you didnt make him "flee" he completed the 1st warm up cycle - which gave you a notification then flew away creating zero content.

- The point isnt about the length of time you were on that CTA but the fact you can grind out a system and then leave it for another week. There's no need to keep people in there to keep those indexes up.

- Working as intended to localize wars yes - but at the same time they've made fortresses out of regions.

- I get what you're saying but they're going through and removing all that old code, hell just make it so its like a Titan Jump bridge but the bridge and Jump at the same time. Subcaps go through first then after 10 seconds the Super carrier goes with them. The initial suggestion would be much cooler though :)



Nevyn Auscent
Broke Sauce
#4 - 2015-08-04 02:10:52 UTC
D3N3R0TH wrote:



- But you didnt make him "flee" he completed the 1st warm up cycle - which gave you a notification then flew away creating zero content.

- The point isnt about the length of time you were on that CTA but the fact you can grind out a system and then leave it for another week. There's no need to keep people in there to keep those indexes up.

- Working as intended to localize wars yes - but at the same time they've made fortresses out of regions.

- I get what you're saying but they're going through and removing all that old code, hell just make it so its like a Titan Jump bridge but the bridge and Jump at the same time. Subcaps go through first then after 10 seconds the Super carrier goes with them. The initial suggestion would be much cooler though :)




1. And then you do one cycle and it's all reset.
2. And? Find the active systems, it shouldn't be hard, use the map for 'pilots in space' for example. Those are your targets. Not every system should have prey every second of every day.
3. No they haven't made fortresses out of regions, because caps are no longer required for taking sov, so just use sub caps and jerk their cap pilots around till they ragequit if you have to. Or..... Use a gate with your caps?
4. And no, pilots should move themselves.
Madd Adda
#5 - 2015-08-04 02:12:00 UTC
Quote:
- But you didnt make him "flee" he completed the 1st warm up cycle - which gave you a notification then flew away creating zero content.


by him completing a cycle he did create content by him entosising the structure. Doesn't matter if you don't count it

Quote:
- Working as intended to localize wars yes - but at the same time they've made fortresses out of regions.

Again, working as intended.

Quote:
- I get what you're saying but they're going through and removing all that old code, hell just make it so its like a Titan Jump bridge but the bridge and Jump at the same time. Subcaps go through first then after 10 seconds the Super carrier goes with them. The initial suggestion would be much cooler though :)


if it were as simple as that, they would have made a "character switch" option long again. It's not simple

Carebear extraordinaire

D3N3R0TH
Republic Military School
Minmatar Republic
#6 - 2015-08-04 04:07:23 UTC
Madd Adda wrote:
Quote:
- But you didnt make him "flee" he completed the 1st warm up cycle - which gave you a notification then flew away creating zero content.


by him completing a cycle he did create content by him entosising the structure. Doesn't matter if you don't count it

Quote:
- Working as intended to localize wars yes - but at the same time they've made fortresses out of regions.

Again, working as intended.

Quote:
- I get what you're saying but they're going through and removing all that old code, hell just make it so its like a Titan Jump bridge but the bridge and Jump at the same time. Subcaps go through first then after 10 seconds the Super carrier goes with them. The initial suggestion would be much cooler though :)


if it were as simple as that, they would have made a "character switch" option long again. It's not simple


By him completing the cycle he died a little inside for 15 mins - probably made himself a coffee, put the rubbish out, if that's content then you an I have a very different view of the game.

Barrogh Habalu
Imperial Shipment
Amarr Empire
#7 - 2015-08-04 05:37:00 UTC  |  Edited by: Barrogh Habalu
D3N3R0TH wrote:
The entosis link needs to work more like a bastion or triage module where when active you can’t move at all, you get self rep bonuses and shield/resistance bonuses...

No.
Entosis ship should be fully operational. People are complaining that current sov doesn't force people to fight, yet instantly propose mechanics that cripples ability of entosis ships to fight.

Find ways to limit links (T2 particularly) to ships that can't disengage at will, but keep their abilities intact.

D3N3R0TH wrote:
The second tweak are the indexes - Now that the big bloc's have figured out they can either ping their 20k pilot alliance and hold mining and ratting CTA's it’s pretty easy to get those indexes up to 6 without actually having to live in the space, you swarm into a system - suck it dry and magic you have an index of 6. While i agree this is a sound method of getting your indexes up it also does nothing to encourage people to stay in these systems.

If they want to burn their members just to hold systems they don't use anyway, let them. Sandbox ho!