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Player Features and Ideas Discussion

 
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New Vector for Jump Fatigue

Author
Angela Daemonic
Outcasts of New Eden
#1 - 2015-10-05 00:49:16 UTC
Lets talk about Jump fatigue. This system has worked to some extent, but on the other end of the spectrum, it has had its failures as well. From what I understand the point of Jump Fatigue was such that any entity could not move its capital fleet to the other end of the map without serious logistical work and ramifications (limit force projection). On the other side, it has made it more difficult than it already was for the masochist who work doing logistical work on the corp/alliance/coalition scale. I propose a tweak to the way jump fatigue is calculated. As it stands right now, jump fatigue is based off a trigger system such that any event is +1 to a revolving timer. This method is linked to neither distance nor magnitude of transport. If we were to switch it to a system in which fatigue was based of Vector ( magnitude and direction) quantities, it would make it easier for local operations and logistics and not make any changes to force projection. In this system, a jump from System A, to System B would cause jump fatigue relative to the distance jumped. Now there are two different options. If the pilot jumps back to System A, jump fatigue is 0 as the pilot has a net distance and direction of 0. If the pilot jumps forward to System C, the fatigue increases as a relative proportion of distance jumped in direction (absolute distance in the x, y and z planes). Again, you could go from C forward to D and increase fatigue or back to B and reduce fatigue.

Essentially, this concept gives a pilot a sphere of influence based on his home or staging system and allows the pilot to get involved in skirmishes up to the edge of the fatigue sphere. This SHOULD help with intra-regional skirmishes on borders of influencing regions as well as helping logistic runs (think about revolving loops of logistic movement).
Lugh Crow-Slave
#2 - 2015-10-05 01:59:44 UTC  |  Edited by: Lugh Crow-Slave
You don't seem to understand the full reason nor how fatigue works do some more research and try again



For one it does matter how far you jump

Also the current timers were made factoring in return trips


It's also to keep you from bouncing around dropping on everything on a small area





EDIT:

also with your idea what happens if I jump enter a wh then jump again?
Zan Shiro
Doomheim
#3 - 2015-10-05 03:51:35 UTC
The pita of logistics was intended.
CCP hires former players. Former players who would think just like the major 0.0 crews would. As well....they were in them.


If JF's has it easier they would carry the bigger toys, hop drop. Rest of fleet would say inty it there and switch out.

May have also missed ccp is trying to encourage local production. The rock is there, the moon goo is there. Run some reactions and voila...making your own stuff. Its then now on the corp/alliance to regulate prices to not have gouging. the gouging that would lead to people importing stuff. well does lead even now. When I was in 0.0 prechange long ago (so on theory supposed to be much cheaper) for many ships I saved isk shipping from empire.


250 pr m3 was usual rate. And for at least cruiser and below it saved me isk. And the punchline...I tipped couriers. Usually 5-10 mil as a hey thanks buddy or just in case my math off a little. When cheaper for me to pay 10 mil + 250 per m3....its sign of an issue really. This is not even an eve mechanic issue, it is a player one.

That and the jump back being a zero change a nice trick to pull but too obvious.. FC calls the hot drop they had better mean it. As the caps and such were supposed to be "stuck" for a bit by design. This counters the problem of blob A getting free counter hot drops all night long.

Also counters the fact known hot drop happy crews would have a radius of free jumps for muggings. This was intentional to reduce that. Want to complain at someone, blame the dynamite fishing crews. Because of them you can't have nice things. They can still dynamite fish...but eventually at some point the game puts them on a timeout.
Lugh Crow-Slave
#4 - 2015-10-05 03:57:11 UTC
Zan Shiro wrote:
The pita of logistics was intended.
CCP hires former players. Former players who would think just like the major 0.0 crews would. As well....they were in them.


If JF's has it easier they would carry the bigger toys, hop drop. Rest of fleet would say inty it there and switch out.

May have also missed ccp is trying to encourage local production. The rock is there, the moon goo is there. Run some reactions and voila...making your own stuff. Its then now on the corp/alliance to regulate prices to not have gouging. the gouging that would lead to people importing stuff. well does lead even now. When I was in 0.0 prechange long ago (so on theory supposed to be much cheaper) for many ships I saved isk shipping from empire.


250 pr m3 was usual rate. And for at least cruiser and below it saved me isk. And the punchline...I tipped couriers. Usually 5-10 mil as a hey thanks buddy or just in case my math off a little. When cheaper for me to pay 10 mil + 250 per m3....its sign of an issue really. This is not even an eve mechanic issue, it is a player one.

That and the jump back being a zero change a nice trick to pull but too obvious.. FC calls the hot drop they had better mean it. As the caps and such were supposed to be "stuck" for a bit by design. This counters the problem of blob A getting free counter hot drops all night long.

Also counters the fact known hot drop happy crews would have a radius of free jumps for muggings. This was intentional to reduce that. Want to complain at someone, blame the dynamite fishing crews. Because of them you can't have nice things. They can still dynamite fish...but eventually at some point the game puts them on a timeout.



some times i wish i could be bothered to put this much effort into explaining things
Thron Legacy
White Zulu
Scorpion Federation
#5 - 2015-10-05 15:28:31 UTC
as far as i know jump fatigue is defined by distance