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Sparking the conflict again. Boosting mobility in a balanced way.

First post
Author
Anthar Thebess
#1 - 2015-10-12 12:29:07 UTC  |  Edited by: Anthar Thebess
Eve is in current state for various reasons, phoebe did tons of good and many bad items.
Idea is to bring back stuff that we lost during the Phoebe without loosing all good things that was gained during this patch.

Base concept of this idea is to create new way ( or more likely enhance ) we can move across eve universe , spawn new conflict point , and keep it balanced.

For many reasons ( to long to list them all ) this will not work in WH and higsec space.

I propose to introduce a Wormhole Stabilization Structure.
This one time use structure have sole purpose of stabilizing K to K wormholes as a permanent connection between 2 points of eve universe.
This new perma wormhole will inherit maximum mass from the original wormhole and will exist as long as the WSS structure is active - as it require fuel : 50 heavy water per hour.

If the fuel runs out or someone kill WSS - wormhole connection will be instantly removed and cannot be recreated.

Why this is balanced ?

- players don't have influence where , and when K to K wormholes appear
- structure don't have reinforce timer
- structure will have less than 500k of ehp on structure, so even small force can kill it and cannot be kept alive using remote reps.
- structure will provide unrestricted access to every one
- cost of the structure - around 1 bil - will block abuse on every possible wormhole
- no connections to higsec
- when active create a beacon visible to every one in system.
- (thx Lloyd Roses for idea) wormhole cannot be stabilized from K162 side.


How this will create new conflict:
- will give ability to move large amount of assets from one side of eve universe to another ( but this cannot be planed , and it is almost impossible to get exact connection from system A to system B)
- people will be trying to use this as a logistic route , again this never will be perfect and safe connection, so freighters and jump freighters will be dying as on the other side will be no safe insta dock
- there will be always group of players willing to keep some connection active , and opposite group of players willing to camp or kill it.
Mornak
Exotic Dancers Union
#2 - 2015-10-12 12:54:21 UTC  |  Edited by: Mornak
this is a very interesting idea... well worth giving some thought. it would make space/systems more unique in a random and changing-over-time way.
plus it's far from a "save shortcut", this could lead to nice content :) +1


...but maybe add a maximum lifetime for the WH? a few days or so? just to be on the save side regarding abuse...
Lloyd Roses
Artificial Memories
#3 - 2015-10-12 13:15:56 UTC
Like the sound, but rather call it a S199-stabilisation unit, and works only on the outgoing side. Price should be lower imo, and the lifetime shouldn't be expanded indefinitly, but should fit into a capture campaign (merely a week tops). Given you can *destroy* the established connection by both massing it or destroying it, it would make for a good conflict driver.
Anthar Thebess
#4 - 2015-10-12 13:24:06 UTC
Lloyd Roses wrote:
Like the sound, but rather call it a S199-stabilisation unit, and works only on the outgoing side. Price should be lower imo, and the lifetime shouldn't be expanded indefinitly, but should fit into a capture campaign (merely a week tops). Given you can *destroy* the established connection by both massing it or destroying it, it would make for a good conflict driver.

This is interesting , ability to stabilize it only from specific side.
But this is not only for S199 but for all types of wormholes that connect K to K (excluding those leading to higsec).
If someone want to stabilize wormhole for small ships - why not?


Mornak wrote:
this is a very interesting idea... well worth giving some thought. it would make space/systems more unique in a random and changing-over-time way.
plus it's far from a "save shortcut", this could lead to nice content :) +1


...but maybe add a maximum lifetime for the WH? a few days or so? just to be on the save side regarding abuse...


Players will be deciding the maximum lifetime of the structure.
At some point Citadels could be used for a partial security of this kind of connections - but people will never be able to make it secure.
Just drop 2 wings of bombers on it and this WSS will be gone in no time.

Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#5 - 2015-10-12 13:31:59 UTC
Interesting, though I'm not sure how necessary fuel is if the wormhole retains mass limits and the structure has such low ehp.

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Donnachadh
United Allegiance of Undesirables
#6 - 2015-10-12 13:36:27 UTC
I had a whole list of reasons why this was bad, instead of wasting the space I will go with this.

-1 because this can and will be used to circumvent a large portion of the power projection nerfs that were put in place with jump range and jump fatigue.
Anthar Thebess
#7 - 2015-10-12 13:38:56 UTC  |  Edited by: Anthar Thebess
Chance Ravinne wrote:
Interesting, though I'm not sure how necessary fuel is if the wormhole retains mass limits and the structure has such low ehp.

I was thinking about maximum mass that can pass, not the total mass - that will be removed from the calculation.
The only way to close this wormhole forcefully is to kill the Wormhole Stabilization Structure.

Point of keeping the mass limit is again is to make harder to obtain perfect connection , as small only wormhole will never allow you to move a battleship fleet.

Yes the wormhole will allow you to move 500 battleships, but you need only bunch of bombers to cut the supply line.

Someone is moving a battleship fleet to your space?
Sacrifice a dread to kill this structure almost instantly.

Fuel is to keep another aspect of the game live.
Let say that only member of the alliance that deploy the structure can put or remove the fuel.
This give us another way to disable this connection : use spy to pull out the fuel.


Donnachadh wrote:
I had a whole list of reasons why this was bad, instead of wasting the space I will go with this.

-1 because this can and will be used to circumvent a large portion of the power projection nerfs that were put in place with jump range and jump fatigue.


Yes and no.
Yes :
- you will be able to move large amount of ships and assets

No:
- because someone can easily remove this connection , so if you plan offensive on this connection you will fail.
- you cannot easily move back your ships - waiting for good wormhole to spawn can take ages.
- preparation to move this kind of fleet needs time, stabilized wormhole is visible as separate beacon , and you need to stabilize it or the wormhole will simply die.
- i liked the idea that wormhole cannot be stabilized from K162 side , so this make controlling this WH connection even more demanding.

Remember that this aspect of the game cannot be influenced by players.
We cannot decide where and when good wormhole will spawn, and any one can easily kill this kind of structure ( no reinforcement timer).
Mornak
Exotic Dancers Union
#8 - 2015-10-12 14:13:11 UTC  |  Edited by: Mornak
Anthar Thebess wrote:
Chance Ravinne wrote:
Interesting, though I'm not sure how necessary fuel is if the wormhole retains mass limits and the structure has such low ehp.

I was thinking about maximum mass that can pass, not the total mass - that will be removed from the calculation.
The only way to close this wormhole forcefully is to kill the Wormhole Stabilization Structure.

Point of keeping the mass limit is again is to make harder to obtain perfect connection , as small only wormhole will never allow you to move a battleship fleet.

Yes the wormhole will allow you to move 500 battleships, but you need only bunch of bombers to cut the supply line.

Someone is moving a battleship fleet to your space?
Sacrifice a dread to kill this structure almost instantly.


Donnachadh wrote:
I had a whole list of reasons why this was bad, instead of wasting the space I will go with this.

-1 because this can and will be used to circumvent a large portion of the power projection nerfs that were put in place with jump range and jump fatigue.


Yes and no.
Yes :
- you will be able to move large amount of ships and assets

No:
- because someone can easily remove this connection , so if you plan offensive on this connection you will fail.
- you cannot easily move back your ships - waiting for good wormhole to spawn can take ages.
- preparation to move this kind of fleet needs time, stabilized wormhole is visible as separate beacon , and you need to stabilize it or the wormhole will simply die.

Remember that this aspect of the game cannot be influenced by players.
We cannot decide where and when good wormhole will spawn, and any one can easily kill this kind of structure ( no reinforcement timer).


Your new stabilized wormholes are going to be incredibly powerful.
"You only need a wing of bombers"... well, if that system is in a deadend-pocket protected by 3-5 perma-bubbled gates in a pipe it's going to be tough to even get to it. Given how impotrant this WHs would be, it stands to reason that they''d be guarded 23/7. So that's going to be very VERY tough to kill with just a few bombers.


If an entity can be powerful enough to maintain their "private WH-net" to permanently circumvent the jump-fatigue, we can no longer talk about balanced. In that case, this would be a horribly bad idea.


If the WSS only extends the Lifetime of a wormhole and adds some regeneration of mass over time, it's a completely different thing. This way it couldn't be too overpowered nor could it permanently help one side or the other. This would only present time-limited opportunities for the ones willing to take the risk. And that's a very good thing if you ask me.

But i would still add a maximum lifetime for the WSS or even better just reduce the regeneration of mass with time... or reduce the Jump-Limit of the WH, so that after a while you'll only get small stuff through it.

TL;DR: Make the WSS slow down the decay of a WH, not stop it completely.
Anthar Thebess
#9 - 2015-10-12 15:08:30 UTC
Mornak wrote:


Yes this also can be interesting - slowing the decay.
But i think that dead end and tons of bubbles will not make some wh connection permanent.
No reinforce timer means that any group at any time can kill this connection .
When i was telling wing of bombers - i was thinking about 2-3 bomb runs on this structure - not the torps.

Remember that this work both ways , so you can sacrifice some ships to kill it , and enter the exit WH to kill WSS.
Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#10 - 2015-10-12 16:46:23 UTC
The only way I think this could be balanced would be a "ship catapult".

It could only be one way, i.e you use it, and you can't get back to it. What happens is you 'target' a system, and it launches you towards it. However, the larger the ship, the more inaccurate, so frigates almost always land in the right system, but cruisers might land 2 jump away, battleships 4 jumps away, etc etc, but has a larger range, like the 15 ly phoebe pre-nerf, with the restriction that you can only anchor it if you own sov. This "might" encourage more small gang, offensive warfare, where people who land in the same system have to form their own fleet to get out, and defenders have to spread out to catch them.

However, I still stand extremely skeptical of any and all iterations of a mobility buff, including the one I thought off, because I think that if large alliances can get easy mobility, they would once again easily crush the little guys.

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Anthar Thebess
#11 - 2015-10-12 17:16:39 UTC
The pre phoebe mobility was allowing every one to move fast in every direction at any time.
This cannot be reliable way to move .
Haatakan Reppola
Science and Trade Institute
Caldari State
#12 - 2015-10-12 18:16:22 UTC
Need a max time that is not to high, few days to a week is all that is needed.
To start we should try something like 12hrs, you roam on the other side and return home after. Permanent capital WH from your home system to low/0.0 near Jita sounds like a wet dream :P
Teckos Pech
Hogyoku
Goonswarm Federation
#13 - 2015-10-12 18:50:29 UTC
Let me see if I got this right....

You want to undo power projection so that we can have the big fights again, but we don't want to undo power projection because it was leading to a very stagnant null sec.

Isn't it kind of like standing up and sitting down at the same time?

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Rowells
Pator Tech School
Minmatar Republic
#14 - 2015-10-12 18:57:15 UTC
I like the premise, but how about some changes to the hole itself.

I see the biggest issue would be having a structure on a hole near somewhere like lowsec, highsec, or a potential deployment zone. If the structure prevents the mass decay(?) from constant usage, it's almost as good as a gate. Especially if it leads to less travelled systems.

In order to prevent that, it would stabilize the hole (not allowing it to despawn), but would have a limit on burst usage. The method would be to keep the same total mass value, but allow it to recharge over time; for instance over 24hrs the hole could fully recharge from an exhausted state. Maybe even adjust the curve similar charfe faster while closer to fully exhausted than while closer to healthy.
Nyalnara
Marauder Initiative
#15 - 2015-10-13 00:22:09 UTC
Overall idea is interesting, but i fear it would be abused to become semi-permanent non-fatigue-generating jump-bridges. Two possible things to counter that:

  • Make the fuel bay limited in size so that it may need to be fed at rather short intervals. There will be a moment when no one will be avalaible to fuel it, finally closing the WH. (May still be kept on ad vitam eternam with good enough logistic chain.)
  • Make the thing consume more fuel as time goes on. That way, stabilized WHs will still have a max life, as the deployable will automatically shutdown the tick it needs more fuel than it can contain in its fuel bay. (Adjust consumption&fuel bay size to cap the max-life.)

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Anthar Thebess
#16 - 2015-10-13 08:19:46 UTC
Well this can be balanced in many ways.
Lets for example shift the heavy water consumption from the hour based to mass based , and (to make it even more interesting ) fuel is used when someone is using the wormhole from the WSS side.
If there is not enough fuel WH will instantly close when someone jumps.


Next balance can be , that this connection can be visible to every one - like sov timers.

This thing will be nice boost to highly organized and small groups.
Big blocks will try to abuse it , but they have enough dedicated fans that will try to abuse those connections , or just kill them.

Randomness , cost of the module and lack of the reinforce timer and EHP will be the balancing factor.