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Jump mechanics + bonus suggestion.

Author
Faxat
#21 - 2015-10-02 12:07:40 UTC
Persephone IX wrote:

1)pay the toll for a noob ship cyno is more cost effective
2)with existing cyno alts you do need a second acc and/or Slaves!!!!
3)As cyno is today
4)Doesnt really affect intel abilities, if they got you marked for a drop, they will find you, you will die.

The core of the argument is that sov involves controlling space, and the ability to do so grants you special privileges. I dont really know what going on with fozzie sov cause I have abandoned sov space ages ago. But you need to factor in the impact on 0.0 npc and low sec too.

Yes the logic is, for a system of fix transportation to be realised ( break the monopoly of sov), you need to introduce a substantial degree of volatility so that mechanics are not abused (like capital mobility before fatigue).

They either have to wait yes, or get busy forcing stars to become beacons and use them. It might sound like an inconvenience, but actually serves as an abuse protection. If you really want a reliable convenient way to do that, Sov is the way to go. Rest of space, you better stay alert and try to indirectly influence other players to do your bidding by activating beacons, without their knowledge. That will add some tactical and strategic maneuvering over the "indirect" control of the star.

I can understand your argument for alternative ways to travel, thats fair enough, but unless you earn it, you dont deserve it, but if its natural (like whs) , it must have universal restrictions, necessary conditions to be met and multiple risks attached to it.


First of all, you are missing my point with the arguments, they are aspects that would dissapear with the current chsnges. The first and second one is an economic and time sink of relative low/ high value without any actual tactical difference that had anything to do with sov. There is no way to stop these cyno interceptors save for smartbombs, which doesnt work if the pilot is halfway on the ball. Yes, ofcourse a noobship cyno is cheaper, but that is slightly beside the point, since im trying to argue mechanics avoidance, and a noobship would be possible to stop. The third point I'm making is about something which modifies the timesink of the old system, and the fourth point about the intel is slightly hard to act upon with regards to chasing an interceptor.

You are arguing that I should compare this system to the other alternative, which is setting up an ihub, holding sov for a week, set up a pos, upgrade the ihub and install a beacon. While I understand the reasoning, it is MUCH lower effort for me to fly cyno interceptors if I want to move around, than going to all that trouble. If you are in friendly space (read, have poses on r64 moons around the area, you already have semi decent interceptor cyno spots with the defence of these pos'es guns. No need for sov, no need for ihubs and certainly no need to upscale the pos in order to have a luxury beacon.

So, what I'm getting at is, unless you feel that the balance of eves economy is easily toppled by greedy cyno merchants taking a hit in the wallet - or you feel that the gatecamp you run always catch all interceptors, the randomness in the system you are talking about will just force people to use a 2nd account anyways, for those 40-60% of the time a polarization toggle is not in the correct position. Such a system is adding more complexity to a solution to reduce complexity.

Oh, also.. another arguments against this would be ccp's $$$

Cool

Faxat out! o/

Persephone IX
Imperial Academy
Amarr Empire
#22 - 2015-10-02 13:19:39 UTC
Faxat wrote:

No need for sov, no need for ihubs and certainly no need to upscale the pos in order to have a luxury beacon.

There is no way to stop these cyno interceptors save for smartbombs,



"No way" is incompatible with this game. If there is a will, theres a way. Always

Faxat wrote:

You are arguing that I should compare this system to the other alternative, which is setting up an ihub, holding sov for a week, set up a pos, upgrade the ihub and install a beacon. While I understand the reasoning, it is MUCH lower effort for me to fly cyno interceptors if I want to move around, than going to all that trouble. If you are in friendly space (read, have poses on r64 moons around the area, you already have semi decent interceptor cyno spots with the defence of these pos'es guns. No need for sov, no need for ihubs and certainly no need to upscale the pos in order to have a luxury beacon.


No need for sov is a different argument. Much lower effort is the purpose of sov. But its more risky. Getting organized to control borders is not something easy (or maybe it is nowadays...)

If CCP were to drop sov, then allowing cyno beacons in npc and low sec takes care of the issue. But I seriously doubt they will forfeit sov territory for full npc systems. Realise that my critique on your idea revolves around already established mechanics in the game. Hence my focus on restrictions. But , and I quote ,

Faxat wrote:

No need for sov, no need for ihubs and certainly no need to upscale the pos in order to have a luxury beacon.


is a different argument, it goes beyond cyno and jump mechanics, that alters the very core of the game. So, you need to convince people that dropping sov would be beneficial for such and such reasons. If you succeed, then this jump mechanic thread is irrelevant, since things will undoubtably change defacto to serve the new paradigm.

CCP, Can I Haz My Stuff?

Donnachadh
United Allegiance of Undesirables
#23 - 2015-10-02 14:38:51 UTC
Faxat wrote:
[quote=Donnachadh]By this argument warp to sun is slightly silly aswell. But I can see that you feel such a change being to overpowered, so lets try and add uncomfortable aspects to it. Such a jump would create a non-fleet specific cyno giving everyone within range a chance to jump after/into. Warp disruptors ruin the effect. Bastion/siege/triage is unable to use it after 30 seconds. There is a 30 second spool up time where a simmilar warp/jump cyno is generated.

You guys are arguing very lazily here Big smile

How bout ladies and gentlemenn scotty don't.

Nice attempt to draw this discussion outside of the initial bounds you set for it. You did not include "warping" to a sun in your OP simply the ability to "jump" into a system without the aid of a cyno. What happens when you warp to a sun from within a system is a different discussion since it uses a different game mechanic.

I never stated your idea was silly, that is something you interpreted into my statement because it fits YOUR purpose as a way of trying to discredit my response. I simply stated that you can have your jump into a system without a cyno as long as there is a significant risk that you would land in the sun and have your ship and pod destroyed. But this is silly and makes no sense you might contend, and my response is that it makes perfect sense. You stated in your OP that the ship would land in a random position and landing in the sun is just as valid a spot for a random landing as anywhere else in that system.

Setting side the Micro Jump Drives I personally believe jumping anywhere without the aid of a cyno beacon is OP and should not be in the game. However from certain points of view I can see how your idea is attractive so following your statement that you would land in a random position I was simply offering up what I thought to be an appropriate risk to balance what is essentially an OP idea. If that is silly then so be it.

I know that you intend the non-fleet specific nature of the cyno to be balancing force but it simply is not. Your fleet will be positioned to take advantage of this cyno, where as your opponents would have to muster forces and get them positioned before they could jump giving you and your fleet yet another significant advantage above and beyond that provided by your no cyno required initial jump. with this additional element added into your idea I am forced to go back and asses the entire idea from the beginning and after that I say.

-1 bad idea is bad idea.
Faxat
#24 - 2015-10-02 14:55:06 UTC
Persephone IX wrote:


"No way" is incompatible with this game. If there is a will, theres a way. Always

No need for sov is a different argument. Much lower effort is the purpose of sov. But its more risky. Getting organized to control borders is not something easy (or maybe it is nowadays...)

If CCP were to drop sov, then allowing cyno beacons in npc and low sec takes care of the issue. But I seriously doubt they will forfeit sov territory for full npc systems. Realise that my critique on your idea revolves around already established mechanics in the game. Hence my focus on restrictions. But , and I quote ,

...

is a different argument, it goes beyond cyno and jump mechanics, that alters the very core of the game. So, you need to convince people that dropping sov would be beneficial for such and such reasons. If you succeed, then this jump mechanic thread is irrelevant, since things will undoubtably change defacto to serve the new paradigm.


I'm not sure whats going on here; It seems you think I'm dealing with hypothetical what ifs. I'm describing the system as it exists on tranquility right now. You seem to be under the impression that I'm just making up random things, let me try one more time.

Right now on tranquility, if you want to move a capital / supercapital to another region 12,2 ly away you need to plan a travelroute and setting aside 3-4hours of gameplay. Then, unless you are going to be traveling through heavily fortified friendly terrotory with friends with cynos or cyno beacons in every system, you need to log on an alt. This alt will then be put in an nterceptor with a cyno and a cloak. Then you would spend a smsll amount of time flying the interceptor to a quiet destination system 4, 4 ly away from the capital, light the beacon, jump in the capital in about 3-4 seconds, warp it to a safespot 0,1 au away and cloak it up. Then after 10 minutes, unlesd the cyno ship is killed it will proceed to the next system on the travelplan, and cloak up until jump fatigue is cleared from the capital... etc. If the cyno is at any point killed, you would loose isk, and you would have to fly another interceptor out.

This is the mechanic I'm trying to get rid of... the blatant need for an alt, when you can remove the need without comprimizing the actual gameplay balance by very much. Yes, I concede that this chsnge would make it harder for people to hunt capitald, but at the same time, it would move the game in a much healther direction, and with the phoebe mechanics in play it would only be a quality of life enhancement, not a gamebreaking disaster Smile

Faxat out! o/

Faxat
#25 - 2015-10-02 15:58:29 UTC
Donnachadh wrote:

Nice attempt to draw this discussion outside of the initial bounds you set for it. You did not include "warping" to a sun in your OP simply the ability to "jump" into a system without the aid of a cyno. What happens when you warp to a sun from within a system is a different discussion since it uses a different game mechanic.

I never stated your idea was silly, that is something you interpreted into my statement because it fits YOUR purpose as a way of trying to discredit my response. I simply stated that you can have your jump into a system without a cyno as long as there is a significant risk that you would land in the sun and have your ship and pod destroyed. But this is silly and makes no sense you might contend, and my response is that it makes perfect sense. You stated in your OP that the ship would land in a random position and landing in the sun is just as valid a spot for a random landing as anywhere else in that system.

Setting side the Micro Jump Drives I personally believe jumping anywhere without the aid of a cyno beacon is OP and should not be in the game. However from certain points of view I can see how your idea is attractive so following your statement that you would land in a random position I was simply offering up what I thought to be an appropriate risk to balance what is essentially an OP idea. If that is silly then so be it.

I know that you intend the non-fleet specific nature of the cyno to be balancing force but it simply is not. Your fleet will be positioned to take advantage of this cyno, where as your opponents would have to muster forces and get them positioned before they could jump giving you and your fleet yet another significant advantage above and beyond that provided by your no cyno required initial jump. with this additional element added into your idea I am forced to go back and asses the entire idea from the beginning and after that I say.

-1 bad idea is bad idea.


I apologize for any quips at your feedback, any and all that post here should be heard, and responded to with a mature reply without cheap shots, so props to you for responding with such verbosity. First let me be frank though, I thought your idea of balancing this "feature" was absurd, because I couldnt figure out anyone could even think that would be even remotely ok. But I actually see your point, because you are thinking of this feature as a emergency escape route, something I did not intend it to be. This was meant to ease travel away from an alt-heavy mechanic into a more easy to use, but slightly risky variation. If you read the post above here, the example of moving a capital will actually be a lot less hazzle, while being a bit more risky. The idea of this initial jump creating a 30 second warning cyno before anything actually shows up, aswell as a 30 second after effect cyno after lsnding will perhapd help balancing the scales a bit?

You speak of significant advantage to having a no-cyno first jump, but honestly if you can send an alt in an interceptor all of this positioning talk is moot, and the attacker will always get to choose the initial attack site. This will not really change, it only removes the need for the initial ship "sacrifice". Also most fights in nullsec are all about objectives so most of the times when were talking about tactical assaults people would favor actual cyno ships. If this becomes a massive problem thoguh, putting a timer on the jumping ship using a cyno could be a solution.

Thank you very much for the feedback, and again I apologize for saying it was horrible - I was at fault for not understanding your reasoning!

Faxat out! o/

Thron Legacy
White Zulu
Scorpion Federation
#26 - 2015-10-02 20:50:42 UTC
what about giving ONLY the tier 3 battleships (Abaddon, Rokh, Hyperion and Maelstrom) a jump drive that can lock onto suns?
Faxat
#27 - 2015-10-02 21:28:15 UTC
Thron Legacy wrote:
what about giving ONLY the tier 3 battleships (Abaddon, Rokh, Hyperion and Maelstrom) a jump drive that can lock onto suns?


I guess thats what i get for saying that every response should be responded to in a mature manner;

Yes, certainly it could be an option, but it would give them a fairly unbalanced utility vs cost. If you wanted to justify this I would rather see it linked to a rig slot like someone mentioned earlier, than just straight up giving them jump drive for free. Maybe create a tech 2 version of these ships and make them long range minidreads, giving them bonuses to xl weapons but force them into using the long range version of guns, instead of the short range version Smile

Faxat out! o/

Mavros Pete
Doomheim
#28 - 2015-10-02 22:41:56 UTC
Faxat wrote:


Maybe create a tech 2 version of these ships and make them long range minidreads, giving them bonuses to xl weapons but force them into using the long range version of guns, instead of the short range version Smile



First it was T3 Battleships with Dread guns, now you are talking about T2 battleships with dread guns. You all like Dreads guns, don't you? Well, get Dreads then. What comes next, DD Rifters?

Can I haz a DD rifter?, ill mess up that vigilant tyrannos real good. DD rifter, Drifter, i know you all dig me.

Faxat
#29 - 2015-10-03 06:15:16 UTC
Why don't we get back on topic? Big smile

Faxat out! o/

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