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Supers, Space and S-Cyno's

Author
Iudexinferi
Caldari Provisions
Caldari State
#1 - 2011-09-16 06:50:14 UTC
This was a partial respnse to (https://forums.eveonline.com/default.aspx?g=posts&t=10728&find=unread) but turned into abit of a ramble.. sorry <3


No-one goes in most null-sec because its worthless.
Its only worth ratting in systems -0.4 and below if that: even the ore in most isn't used/ worth anything.

The only null space that is currently occupied are alliance home systems (station) and a few high truesec systems.
The only reason you see people in the other systems is because they are moving between the more worthwhile systems.
Often these systems are linked via jump bridges so you hardly see anyone.

Other than bumping into other roaming fleets between these higher value systems nothing much seems to happen.

I feel the old system of annomoly spawning was potentialy better, however they should half it, so only 1 of each type of annomoly spawns in each system, thus reducing potential income, aswell as forcing players out into other systems.. hence using up more space.

NPC space is quite popular atm, as super blobs just whitewash smaller people. However this space isn't worth much either, its just a means to an end to continuing functioning in null by reducing the factor of fleet sizes.

Tbh I feel 0.0 is large enough as it is, however the teleportation part of the game really reduces the size of the universe.
I feel super's are not over-powered in their ehp/ gank/ sov grinding abilities, but just the fact they can move so easily around.
These are the biggest ships within the game, and from frigate to battleship we are tought, bigger your ship the slower it goes... its the rules. However supers/ caps speed is even slower but the jump-drive gives an almost instant A to B feature.

I would say a new or altered jump drive system should be devised, so that moving caps isn't just a simple right click jump.
Some sort of warp tunnel across the universe would be better suited. Still using the same cyno beacon principal, but make it so instead of an almost instant process, you have to endure a certain time elapse, to move across such a vast distance of space.

This would allow sub cap fleets to locate and eliminate the cyno before the enemy supers land on field.
If the cyno is destroyed before the supers land, but have already activated the jump/warp drive, they will still arrive in the target destination, however will be at randon safespots around the system. Thus adding more time for the sub cap fleet to adjust, and make evasive manuvers, this will also add more time from cyno to super being on field as it will have to locate a warp in, allign and warp (40-50+ seconds depending)

I feel that the duration of the 'space warp / jump drive warp' should be equal to the duration of the cyno, (10minutes on a standard hull) . So Cyno goes up, supers engage warp/ jump to 'x' cyno, (insert sexy gfx for this boring part) 10mins later if cyno is still intact the supers will land next to it. If the cyno is destroyed the super will make it to destination, however will land in a random safespot. This will make fleet engagments more tactical, because of the extra buffer time... a good size support fleet will be needed to move supers in, thus draining more alliance resources/ people to defend x cyno becon.

Maybe have reduced times for standard capitals such as carriers/ dread/ rorq/ Jf... 2/3minutes.

Force Recon Ships, will still have the 5minute cyno cycle, and thus reduce the warp time of the supers to 5minutes to enter a system. (enter some rubbish about stronger field strength, so easier to lock onto / pull is stronger) However a recon will get popped rather easy, so more tactics will be needed such as dropping the cyno 150+km away from the fight to allow supers to warp to fleet mates. This will also give recons more of a role in larger fights as in order to bring super reinforcements, you may potentialy need several recons to provide becons.

Yes, i currently live in npc, however i have lived on the other side too, im not bitter, or against any sort of blob warfare.
But ive played the game for almost 4 years now, been around 0.0, and although its got bigger, it feels like people are being forced into ''better'' systems, thus creating a shortage of space, which in turn encouraging people to go fight for better space.

This was CCP's plan from what ive gathered... however it doesnt work... people are wallet driven, they wont go fight, unless they have something to fall back on. However if people are out all over space, its going to feel smaller... maybe a good way to encourage better use of space would be to allign your local window with the systems security rating. Say for every 0.1 you go down, the delay on your local window should increase by 10 seconds. so -0.1 you have a 10 second delay... -0.9 you have a 90 second delay. (your local window is refreshed every X amount of seconds.) SO the deeper you go into space the more unreliable it becomes, this still allows local to be an intel tool, however less reliable, but not totaly absent like in wormholes.

Anyway thanks for reading my wall of text.
Hope someone from CCP reads it.
Also I am looking for a job, if you have any spare =P

** Im aware there are hundreds of threads about possible fixs, these are just a few of my suggestions, similar ideas and such may have already been mentioned, however they are all slightly different. So here is my 2cents.

Proats
The Scope
Gallente Federation
#2 - 2011-09-26 03:23:16 UTC
Some good suggestions here
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#3 - 2011-09-26 04:48:38 UTC
I'm of a different mind.

I believe supers should lose their invul to e-war, and be given docking rights + the ability to jump without cynos to any star, station, planetoid or belt within their jump range.

Jumping (think Battlestar Galactica) should be near instant and thus should remain as is. Smaller ships can move by themselves. Capitals and supers need a 2nd pilot or an alt to help them move around. So moaning about jumping being instant (The ability to traverse a massive distance) holds little water if the same rule is not applied to star gates. For smaller ships, jumping through a star gate takes the same amount of time as for a capital ship to jump. So if your all for nerfing jumping, then I say nerf stargates by the same measure.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Iudexinferi
Caldari Provisions
Caldari State
#4 - 2011-09-28 16:18:57 UTC
Asuka Solo wrote:
I'm of a different mind.

I believe supers should lose their invul to e-war, and be given docking rights + the ability to jump without cynos to any star, station, planetoid or belt within their jump range.

Jumping (think Battlestar Galactica) should be near instant and thus should remain as is. Smaller ships can move by themselves. Capitals and supers need a 2nd pilot or an alt to help them move around. So moaning about jumping being instant (The ability to traverse a massive distance) holds little water if the same rule is not applied to star gates. For smaller ships, jumping through a star gate takes the same amount of time as for a capital ship to jump. So if your all for nerfing jumping, then I say nerf stargates by the same measure.



None capitals do not have the same gank/tank as super do therefore they should be allowed to jump around normaly.
However capitals are so overpowered compared to alot of sub cap ships.

Look at the current 0.0 sov, raiden, PL, DRF, NC. WN. they own sov all over the north atm, once the NC war was over they deployed everything down south within a week (mainly supers), however if their sov in the north comes under attack, they can move thier capital fleet back up so quick its unreal. The whole point in taking sov is to make a ''base'' where you fund your war efforts. There should be a weekness to this, if your army moves out, attacking should be easier, but it isn't because the ''blob'' can be moved around so easily.


Gizznitt Malikite
Agony Unleashed
Agony Empire
#5 - 2011-09-28 23:39:31 UTC
I have a lot of thoughts on your post. Here's the main one though.... Break it into one subject per forum thread. One thread with 20 suggestions is mostly worthless, as good ideas get drowned out by all the bad ones. If it is one idea per thread, the idea can be thoroughly discussed. Now on to your specific ideas:

1.) The old sov upgrade system brought in waaayy too much isk. Earning 20-60+ m/hour running anomalies is too good (although I'm not about to return the billions of isk it provided me). TBH, anomalies are a really bad feature when they infinitely respawn. They require the same prep work of belt ratting, which is very little. In return, you have well defined waves of ships that provide consistent bounties, and hence a very consistent, predictable income. While this sounds good, the amount of work to earn this income is laughable. People use lvl4 mission income as the barometer for comparing how good nullsec income is. They point out how nullsec has more risk, and therefore it should have a better reward. While this principle is sounds, it's not complete. The amount of prep work organization invested, as well as the consequences of the rewards must also be taken into account when evaluating your reward.

To put it more clearly, missioners have to earn the standings to gain access to lvl4's, the missions they receive are moderately variable in payments, damage types, and locations, not to mention their rewards are split between bounties and lp's, and the missions your run have consequences in terms of empire faction standings. Anomalies provide a consistent isk reward with a consistent enemy without any prep work at all. People are too quick to point out that in nullsec you risk having your ship caught and blown up, and this should equate to a much better income. But how much risk are anomaly runners really taking? How much is the I don't have to convert lp's to isk, or deal with standings, or agents, or travel, or varying NPCs? To give the risk a rating, where 0 is high-sec safe and 10 is certain death, given the current state of local, the number of scramming rats, and the use of intel channels, bubbling gates, etc... The risk in anomaly ratting is a 2 +/- 1 for anyone paying attention, a 5 for those alt-tab ratting with an alt, and a 7 if there’s a cloaky neutral in system.

To put it bluntly, I agree that potential income anywhere in nullsec should exceed highsec income for the standard alliance grunt. However, earning this income needs to be more complicated and more risky than continually warping to belts and anomalies.

2.) I very much disagree with your notion that supers are not overpowered. In fleet warfare, the only counter to supers is more supers, and this is broken. You can stroke the epeen of super pilots all you want, claiming that supers are supposed to be super, etc, but it makes for very poor game play. Rochambeau is essential to keeping eve's combat system interesting and playable. All other ships in eve suffer a penalty as well as a bonus when they are sized-up. Bigger ships have more tank and do better dps, but suffer from a movement penalty and a much poorer ability to apply their dps. If there are no penalties to flying a bigger ship, why would anyone fly a smaller ship. With Titans and Supercarriers, the penalties for upsizing are essentially negligible, especially given the enormous bonuses they receive. This destroys the Rock, Paper, Scissors game for fleet combat because a fleet of supers is nearly invincible to any non-supercap fleet, and their damage can be effectively applied to all classes of ships.

3.) I like your idea about a warp tunnel time, although I strongly disagree with parts of it. I think this idea is worthy of its own thread... Taking 10 minutes to jump from one system to another is just ridiculously too long. Besides annoying the **** out of people while they wait out such an exorbitant delay, the tactical situation changes too rapidly for this to be reasonable. Ideally, I would like the tunneling time to be based mainly on the type of ship jumping. A jump range modifier isn't a bad idea either, but it’s not as important as the type of ship jumping. More reasonable times might be 30-45s for a carrier, JF or Rorqual, 45-60s for a dread, 15s (frig) / 30s (cruisers) / 60s (BC) / 90s (BS) for a titan bridge, and 120s for a supercap. Black ops and BO bridges should be much less (5~15s). This needs further analysis. Questions like, should you appear randomly in space just because the cyno cycle finished, or should the cyno cycle include a spooldown to bring in tunneling ships? What impact will this have on logistics operations, since the cyno kessie can easily be destroyed before your ship arrives? How will system lag alter the cyno effect? etc, etc, etc

4.) I like your delayed local, in the sense that a good system, which currently receives amazing improvements by upgrades, will also receive a significantly loss of intel equating to much more risk. At the same time, I'm not sure delaying local is really the solution to eve's intel issues. I think the whole intel gathering system really needs a new set of tools not based around local...