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Player Features and Ideas Discussion

 
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Travel time when jumping

Author
Garrett Howe
New Eden Shipbuilding
#1 - 2015-09-17 23:06:56 UTC
Jump fatigue was put in place to nerf power projection, in part because people were sick of having capitals dropped on them from out of nowhere with no risk on the part of the attacker. Instead, what if there was just a travel time associated with jumping (reduced for BLOPS since they depend on surprise)? That way, from the time you saw the cyno, you would have some time to either kill your tackle or GTFO. I figure something like 10 seconds per light year traveled might work, but I'm up for suggestions. Plus, this would put some additional risk on the attacker, since the battlefield could drastically change by the time you got there. Thoughts?
Baali Tekitsu
AQUILA INC
#2 - 2015-09-17 23:20:06 UTC
Staring at a jump tunnel isnt really compelling gameplay and since the outcome is the same I will say no.

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FireFrenzy
Cynosural Samurai
#3 - 2015-09-20 07:34:44 UTC
the only reason you might want this is so you have time to do one of those awesome "prepare to receive titan bridge" animations they show off in the trailers...

That however (while graphically sweet) is now something worth wanting from a gameplay standing and as such i feel this would just be more annoying... Not to mention questions like "what happens if my cyno ship gets blowed up before we all land" and such needing work and maybe work arounds (not sure how robust the engine is there).

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Aerasia
Republic University
Minmatar Republic
#4 - 2015-09-20 07:48:25 UTC
Garrett Howe wrote:
what if there was just a travel time associated with jumping
I think what you'd be looking for is more just time to turn the Cyno on. Saves you the trouble of wondering what happens to ships in mid-warp when the Cyno target dies, etc.