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Player Features and Ideas Discussion

 
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Long Warp - An alternative to Star Gates and Jumping

Author
Sophia Elandros
Games of Drones
#21 - 2012-08-10 19:05:29 UTC
I like the idea of giving a POS module the ability to detect Gravimetric Disturbances. That would give the probers the a nice warning that they should start doing their jobs.

Nice idea, OP.
+1
Gorn Arming
Deep Core Mining Inc.
Caldari State
#22 - 2012-08-10 19:17:41 UTC
This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.

I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though.
Faelzeth
Just The Tip Industries
#23 - 2012-08-10 19:19:48 UTC
Sophia Elandros wrote:
I like the idea of giving a POS module the ability to detect Gravimetric Disturbances. That would give the probers the a nice warning that they should start doing their jobs.

Nice idea, OP.
+1


Yes, this is will add for security. Some corporations use a surveillance chat to report hostiles traveling through a region. This is dire information for ratters, miners, heck... EVERYONE. Having a POS Module, (passive or manned?) Detecting and warning players is important to maintain balance.
Faelzeth
Just The Tip Industries
#24 - 2012-08-10 19:24:00 UTC
Gorn Arming wrote:
This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.

I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though.


You are correct in that it isn't actually solving a 'problem', there isn't a problem I'm addressing. This is a focusing on improving and adding content relative to the game that can add to the player experience.
Gorn Arming
Deep Core Mining Inc.
Caldari State
#25 - 2012-08-10 19:31:21 UTC
Faelzeth wrote:
Gorn Arming wrote:
This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.

I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though.


You are correct in that it isn't actually solving a 'problem', there isn't a problem I'm addressing. This is a focusing on improving and adding content relative to the game that can add to the player experience.

Can you explain in concrete gameplay terms what this adds to the game? I see nothing here beyond "another way to get around a camped gate", and there are a dozen or so ways to do that already (which is already more than we need).
Faelzeth
Just The Tip Industries
#26 - 2012-08-10 20:20:55 UTC
Gorn Arming wrote:
Faelzeth wrote:
Gorn Arming wrote:
This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.

I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though.


You are correct in that it isn't actually solving a 'problem', there isn't a problem I'm addressing. This is a focusing on improving and adding content relative to the game that can add to the player experience.

Can you explain in concrete gameplay terms what this adds to the game? I see nothing here beyond "another way to get around a camped gate", and there are a dozen or so ways to do that already (which is already more than we need).


Let's say you are apart of a gate camp. You and your fleet members are enjoying their time hanging around and getting any unsuspecting pilots who can easily fall into a trap. This is the nature of gate camps, there is no chance for that lone pilot.
This should also be preserved, because gates and jump bridges would still be a primary method of travel between the systems of Eve.

The two methods of travel currently (Technically Three):

Star Gates - Instant System to System node transfers available to all players for free, but subject to gate camps and must be connecting systems.

Jumping - Instant System to System node transfers available to trained pilots, reliable on Cyno Generators and an additional pilot. This allows pilots the luxury of skipping systems and a reduced number of jumps. Only available for use in 0.0 - 0.4 Space.

Jump Bridges - Corp owned, requires resources and maintenance. Also allows pilots the luxury of skipping systems and a reduced number of jumps. Only available for use in systems less than 0.1 Space.

The concern is how this will affect gate camps. One could think that everyone would rather long warp instead of using a gate, effectively destroying the usefulness of a gate camp. I have spent a lot of time thinking how this can co-exist because I personally enjoy partaking in gate camps.

I was thinking this new method of travel would appeal to as a method of faster travel in high-sec. And a balance would be in place that there would be a risk in using this long-warp in low-sec / null-sec... That risk is pilots can easily detect your movements via some sort of scanning (passive or active) as to deter long-warps around blockades, thus preserving the need to get around gate-camps the traditional way. If you want to long-warp around a blockade, you're essentially hanging up your "HEY HERE I AM" sign. This can prove useful too for players in null-sec in traveling around, but being the nature of a high-profile travel will make a pilot think twice if they should.

It's a mechanic that adds to the risky game play of Eve that I think could be beneficial.
Nikk Narrel
Moonlit Bonsai
#27 - 2012-08-10 20:26:29 UTC
What is the range of this?

Does it only duplicate travel where gates connect? (Obviously bypassing the gate)

Does it have a jump range? (This system is closer than many gate connected ones, so you could reach it)
Faelzeth
Just The Tip Industries
#28 - 2012-08-10 20:42:26 UTC
Nikk Narrel wrote:
What is the range of this?

Does it only duplicate travel where gates connect? (Obviously bypassing the gate)

Does it have a jump range? (This system is closer than many gate connected ones, so you could reach it)


A good series question. All dependent on variables such as capacitor, ship size, hull warp speed... It's range could technically be anything, but should it? Should it have a shorter range? If it were too long, players in High Sec would only need one warp, essentially removing the need to traverse through the many other systems. But at the same time we realize that star-gate travel is faster- instant travel.

What if... the time it would take to travel 20(random number) jumps would be equivalent to the time it would take to Long Warp that same destination. However if you wanted to Long-Warp anything less, you're travel time will be greatly extended compared to the travel time of Star Gates. This will urge players who want to navigate hastily through the systems use star gates.
Gorn Arming
Deep Core Mining Inc.
Caldari State
#29 - 2012-08-10 20:49:29 UTC
Faelzeth wrote:
Gorn Arming wrote:
Faelzeth wrote:
Gorn Arming wrote:
This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.

I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though.


You are correct in that it isn't actually solving a 'problem', there isn't a problem I'm addressing. This is a focusing on improving and adding content relative to the game that can add to the player experience.

Can you explain in concrete gameplay terms what this adds to the game? I see nothing here beyond "another way to get around a camped gate", and there are a dozen or so ways to do that already (which is already more than we need).


Let's say you are apart of a gate camp. You and your fleet members are enjoying their time hanging around and getting any unsuspecting pilots who can easily fall into a trap. This is the nature of gate camps, there is no chance for that lone pilot.
This should also be preserved, because gates and jump bridges would still be a primary method of travel between the systems of Eve.

The two methods of travel currently (Technically Three):

Star Gates - Instant System to System node transfers available to all players for free, but subject to gate camps and must be connecting systems.

Jumping - Instant System to System node transfers available to trained pilots, reliable on Cyno Generators and an additional pilot. This allows pilots the luxury of skipping systems and a reduced number of jumps. Only available for use in 0.0 - 0.4 Space.

Jump Bridges - Corp owned, requires resources and maintenance. Also allows pilots the luxury of skipping systems and a reduced number of jumps. Only available for use in systems less than 0.1 Space.

The concern is how this will affect gate camps. One could think that everyone would rather long warp instead of using a gate, effectively destroying the usefulness of a gate camp. I have spent a lot of time thinking how this can co-exist because I personally enjoy partaking in gate camps.

I was thinking this new method of travel would appeal to as a method of faster travel in high-sec. And a balance would be in place that there would be a risk in using this long-warp in low-sec / null-sec... That risk is pilots can easily detect your movements via some sort of scanning (passive or active) as to deter long-warps around blockades, thus preserving the need to get around gate-camps the traditional way. If you want to long-warp around a blockade, you're essentially hanging up your "HEY HERE I AM" sign. This can prove useful too for players in null-sec in traveling around, but being the nature of a high-profile travel will make a pilot think twice if they should.

It's a mechanic that adds to the risky game play of Eve that I think could be beneficial.

I see a lot of :words: about why this won't harm gatecamps and very little about what you think it actually ADDS to the game to begin with. You've only peripherally touched on this with "...mechanic that adds to the risky game play of Eve that I think could be beneficial" which amounts to "I like it".

Seriously, even if I accepted that this won't just add another way to bypass someone else's control of space, why implement it? Why are you asking that the devs spend time on this instead of on rebalancing ships or adding new modules? Whether you realize it or not, that's what you're asking, and you haven't provided a good reason even when I asked you directly.

Nope.
Faelzeth
Just The Tip Industries
#30 - 2012-08-10 20:54:00 UTC
It adds new content. Directly.
Gorn Arming
Deep Core Mining Inc.
Caldari State
#31 - 2012-08-10 20:58:30 UTC
Faelzeth wrote:
It adds new content. Directly.

If you're dumb enough to think that anything added to the game is valuable simply because it's "new content" I think we've reached an impasse.

Your idea is terrible and you should feel ashamed for posting it.
Faelzeth
Just The Tip Industries
#32 - 2012-08-10 21:04:54 UTC  |  Edited by: Faelzeth
Gorn Arming wrote:
Faelzeth wrote:
It adds new content. Directly.

If you're dumb enough to think that anything added to the game is valuable simply because it's "new content" I think we've reached an impasse.

Your idea is terrible and you should feel ashamed for posting it.


I've asked for the input of others on how to make this coexist, it's an idea discussion thread, not a bash and insult. Your input has nothing to do with it so...

Get out.
Sphit Ker
Ministry of War
Amarr Empire
#33 - 2012-08-10 21:22:03 UTC
+1

Death to all gates.

It knows what you think.

Nikk Narrel
Moonlit Bonsai
#34 - 2012-08-10 21:50:53 UTC
Faelzeth wrote:
Nikk Narrel wrote:
What is the range of this?

Does it only duplicate travel where gates connect? (Obviously bypassing the gate)

Does it have a jump range? (This system is closer than many gate connected ones, so you could reach it)


A good series question. All dependent on variables such as capacitor, ship size, hull warp speed... It's range could technically be anything, but should it? Should it have a shorter range? If it were too long, players in High Sec would only need one warp, essentially removing the need to traverse through the many other systems. But at the same time we realize that star-gate travel is faster- instant travel.

What if... the time it would take to travel 20(random number) jumps would be equivalent to the time it would take to Long Warp that same destination. However if you wanted to Long-Warp anything less, you're travel time will be greatly extended compared to the travel time of Star Gates. This will urge players who want to navigate hastily through the systems use star gates.

In order to deal with something I could see happening, I am curious how you would handle this, then.

Joe Bob has a freighter. It obviously has LOTS of room for fuel, as well as everything else.

What is to stop him from filling enough fuel to reach any system in the game, and hauling effectively anything mobile that can be hauled?
Would this be cost effective to eliminate a jump freighter?
Would he have a progressive time sink to balance this? (Next door system is 15 minutes, but max distance is a week in real time)
With system downtime daily, does this limit the range, or can it be like a skill where the ship progresses to it's destination while you are otherwise offline?

It could possibly be an event like a POS coming out of reinforcement. The freighter should arrive on tuesday of next week, bring the fleet to escort it.
mine mi
Garoun Investment Bank
Gallente Federation
#35 - 2012-08-10 22:02:56 UTC

personally, I prefer the wormhole idea
why?

First- has a background story, the sansha
Second i think is more easy to implement, we have already wormhole
Deena Amaj
Native Freshfood
Minmatar Republic
#36 - 2012-08-11 03:38:40 UTC
I will be writing up a similar star drive/jump idea. It is not all too different than what you wrote up, but I will add a link to this thread nonetheless.

I for one always wished there would be multiple FTL methods, preferably those we've seen and dreamed of in various Scifi stories/shows.

Rather unrelated, but I do not like how the warp mechanics are in this game. The warping itself is cool, but it is too easy to get away due to the just align and hit the OH-SHIII* warp button. Imo, hitting warp button should feature those x seconds actually needed for the 0m/s -> warp.
Many "pvp fleet fights" are more like like "fleet pussies vs pussies" due to aligning and getting away just that easily.

confirthisposmed

I'm probably typing on a Tablet too, which means the auto-correct is silly and fixing typos is a pain. I ain't fixing them.

Loius Woo
Sebiestor Tribe
Minmatar Republic
#37 - 2012-08-11 04:12:24 UTC
My personal opinion is that this is a good idea given a couple of caveats.

First off, allow long range warps to occur at the normal warp speed. So yes, allow the ships to take hours to do the jump and allow the warp to occur even while the player is offline.

Second, require long range warps to begin and end within max scan range of a star. This way you must be within the scan range of a star to begin a long range warp and you will always end a long range warp within scan range of a star.

Third, give all active pilots in a system a warning within one hour of a landing that a player is about to land within a scan range of the star.

So, conducting a long range warp in Empire is safe, but takes longer than doing the stargate jumps. Into our out of null sec, it is slower than normal stargate jumping, but limits your exposure to only your beginning and ending systems and if those systems are inactive, you should be safe.

Large fleets could travel slower than fleets jumped by titans, and with warning, but could do so without a titan.

I think that is a good way to do it.
LadyDream
Boobs Light Industries
#38 - 2012-08-11 12:47:46 UTC
What about capacitor?

How much cap would you need to travel 316200AU (5ly).
Example for Tengu:
warpCapacitorNeed 8.13e-07 (The power cost to warp per one kg per AU)
mass 14210000 kg

cap needed = warpCapacitorNeed * mass * disstance * ~0,621 (lvl5 warp drive skill) = ~ 130906,730 GL

lets say Tengu has 2842 GJ, this means he need to make 46+ "warp jumps" (5ly) using full cap, which is not possible.

Or, i'm wrong?
Loius Woo
Sebiestor Tribe
Minmatar Republic
#39 - 2012-08-11 15:46:06 UTC
LadyDream wrote:
What about capacitor?

How much cap would you need to travel 316200AU (5ly).
Example for Tengu:
warpCapacitorNeed 8.13e-07 (The power cost to warp per one kg per AU)
mass 14210000 kg

cap needed = warpCapacitorNeed * mass * disstance * ~0,621 (lvl5 warp drive skill) = ~ 130906,730 GL

lets say Tengu has 2842 GJ, this means he need to make 46+ "warp jumps" (5ly) using full cap, which is not possible.

Or, i'm wrong?


Id say that the best way to handle that is to have your ship basically shut down and charge up the capacitor for the one long jump.

It could be a lore reason why you do the jumps from star to star, you have to super charge your capacitor by tapping into the magnetosphere of a star.
LadyDream
Boobs Light Industries
#40 - 2012-08-11 17:07:57 UTC
Loius Woo wrote:

Id say that the best way to handle that is to have your ship basically shut down and charge up the capacitor for the one long jump.

It could be a lore reason why you do the jumps from star to star, you have to super charge your capacitor by tapping into the magnetosphere of a star.


I like that idea, warmup time (time based on cap needed) in star magnetosphere to overload cap to needed level and then one long warp, interrupting overloading cap process by move/activating modules/whatever requires starting that process again.