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Player Features and Ideas Discussion

 
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Long Warp - An alternative to Star Gates and Jumping

Author
Loius Woo
Sebiestor Tribe
Minmatar Republic
#41 - 2012-08-11 17:17:22 UTC
LadyDream wrote:
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.


Exactly, balancing the charge time would be key as well so that charging for a jump to the nearest star might take like 10-15 seconds, and charging for a long warp to another region would take like 10-15 minutes.

The overall goal as I see it is to give people an option to forgo timeliness of travel for safety. So a journey that would take you 20 minutes of jumping through gates that might be camped would take you 4 hours of long warping instead.

I like it.
Deena Amaj
Native Freshfood
Minmatar Republic
#42 - 2012-08-11 17:36:28 UTC  |  Edited by: Deena Amaj
Quote:
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.


Lol, my version of the idea was going to feature star to star - hence "star drive".
Was to be more of a mini-portal jumping for smaller ships to catch up, using stars as a general "cynos" area.

edit: Oops I meant buddy-jumping like Black Ops or Titan bridge.

Mine is less complex but seems that complexity is what appears to be more interesting, so I guess I'll drop it and focus on something else heh.

Never mind me ;D.

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.

Alx Warlord
The Scope
Gallente Federation
#43 - 2012-08-11 17:46:02 UTC
The big deal is the lore....

Ships cant use warp drivers to jump to the next system becouse they would end up without cap between the stars... this means that there would be nothing to drown energy from and the ship would have no capacitor to continue the jurney... The best way to travel to a nearby system without gate is to use a huge ship with a huge fuel bay that will warp to the other system taking a long time to reach it, and then it finds a safe spot and lights a cyno and the gate construction team starts to work.

And since only Concord owns these big colonizers ships there is nothing capsulers can do to expand the map.
Loius Woo
Sebiestor Tribe
Minmatar Republic
#44 - 2012-08-11 17:54:03 UTC
As I think more about this, I realize that it needs some more balancing.

As we have it written here, no one will ever use jump freighters again... they would just use freighters to go directly from JITA to null sec and back.

So, I would make the following additions to the idea:

First make it require a rig. Call it a Capacitance Overcharge rig in small medium and large sizes and a drawback of 10% reduction in capacitor recharge rate. Prohibit capital ships from using them...thats my gut, I don't think that long warping should be available to capital ships.

This does two things, first it prevents freighters from doing long jumps, so if you want to carry 900,000m3 of stuff, you gotta use the gates, secondly it means you have to sacrifice something in order to use it, whether that is sacrificing a little tank or a little damage or a little cargo capacity, its a cost.

Second balance I would add would be a counter to it. A "Deepspace Probe" that is deployed at a sun and while deployed allows the controlling ship to scan for incoming long jumps. It should detect a signature when it is within one hour of landing but it would only say "something is coming" not "20 somethings are coming". When the incoming signature is within 15 minutes of landing, the probe can discern the total signature size of the incoming long warp, so a gang of 10 battleships at this point would show up as "Deepspace Contact, 4500m signature" When the gang is within 5 minutes of landing, the probe can say "Deepspace contact, 4500m, 10 entities" within one minute, it can break up each ship as an individual signature radius. It would never give ship types. This way, an alliance can defend its space by using probing ships to cover the stars.

Third balance, nothing will tell you exactly what time you will land at the other star, you would have to estimate that yourself. You can log off and your ship will continue to warp, but if your ship lands while you are offline, it will remain in space at the star for 15 minutes before performing the warp off and disappear thing. This way if you are lazy, you are risking a lot and suicide gangs in high sec can camp stars for incoming haulers full of blueprints.

Fourth balance, when you land at your destination, your capacitor should be empty.

WIth these four additions, I think it is a great idea.

It would allow people who don't own null sec space to conduct ninja mining operations. Imagine if you and your 30 closest friends pilled into hulks and orcas and set out to mine all the ore in a single system in 0.0 that you didn't own.

It would also allow corps and alliances that don't have titan bridges to long warp into enemy space if they so desire.

Loius Woo
Sebiestor Tribe
Minmatar Republic
#45 - 2012-08-11 17:57:01 UTC
Alx Warlord wrote:
The big deal is the lore....

Ships cant use warp drivers to jump to the next system becouse they would end up without cap between the stars... this means that there would be nothing to drown energy from and the ship would have no capacitor to continue the jurney... The best way to travel to a nearby system without gate is to use a huge ship with a huge fuel bay that will warp to the other system taking a long time to reach it, and then it finds a safe spot and lights a cyno and the gate construction team starts to work.

And since only Concord owns these big colonizers ships there is nothing capsulers can do to expand the map.


We are not talking about expanding the map...at least I don't think we are....that would be a bad idea.

However, given the navigational information available to all pod pilots in Eve to calculate a warp to a star that already has gates, in conjunction with a capacitance overcharge rig tapping the magnetosphere of a star to store thousands of times as much energy as your capacitor is usually capable of, allows your ship to do long warps.

Antal Marius
Allied Operations
Mechanicus Macabre Immortale
#46 - 2012-08-11 19:47:57 UTC
Loius Woo wrote:
Alx Warlord wrote:
The big deal is the lore....

Ships cant use warp drivers to jump to the next system becouse they would end up without cap between the stars... this means that there would be nothing to drown energy from and the ship would have no capacitor to continue the jurney... The best way to travel to a nearby system without gate is to use a huge ship with a huge fuel bay that will warp to the other system taking a long time to reach it, and then it finds a safe spot and lights a cyno and the gate construction team starts to work.

And since only Concord owns these big colonizers ships there is nothing capsulers can do to expand the map.


We are not talking about expanding the map...at least I don't think we are....that would be a bad idea.

However, given the navigational information available to all pod pilots in Eve to calculate a warp to a star that already has gates, in conjunction with a capacitance overcharge rig tapping the magnetosphere of a star to store thousands of times as much energy as your capacitor is usually capable of, allows your ship to do long warps.




That would work, but have it be a module that can be limited to non-capital ships? Orca could be an exception?
Sigras
Conglomo
#47 - 2012-08-11 20:36:49 UTC
I dislike this idea for a few reasons:

1. it provides a completely safe way for traders to get high value goods from one place to another, going gate to gate is tough, takes a long time and is dangerous
2. this greatly reduces, or even eliminates the ability for alliances to control space with gate camps and intel, if any group at any time could appear anywhere in their space.
3. It fixes a problem that doesnt exist. Why do we need this change? or why devote developer time to something like this instead of something truely broken in the game?
James Amril-Kesh
Viziam
Amarr Empire
#48 - 2012-08-11 23:22:21 UTC
I came into this thread expecting a terrible idea, but I think this actually does show promise.

Enjoying the rain today? ;)

Loius Woo
Sebiestor Tribe
Minmatar Republic
#49 - 2012-08-12 02:20:53 UTC
Sigras wrote:
I dislike this idea for a few reasons:

1. it provides a completely safe way for traders to get high value goods from one place to another, going gate to gate is tough, takes a long time and is dangerous
2. this greatly reduces, or even eliminates the ability for alliances to control space with gate camps and intel, if any group at any time could appear anywhere in their space.
3. It fixes a problem that doesnt exist. Why do we need this change? or why devote developer time to something like this instead of something truely broken in the game?


Did you read my post like two posts up?
It answers number one and number two.
Loius Woo wrote:
As I think more about this, I realize that it needs some more balancing.

As we have it written here, no one will ever use jump freighters again... they would just use freighters to go directly from JITA to null sec and back.

So, I would make the following additions to the idea:

First make it require a rig. Call it a Capacitance Overcharge rig in small medium and large sizes and a drawback of 10% reduction in capacitor recharge rate. Prohibit capital ships from using them...thats my gut, I don't think that long warping should be available to capital ships.

This does two things, first it prevents freighters from doing long jumps, so if you want to carry 900,000m3 of stuff, you gotta use the gates, secondly it means you have to sacrifice something in order to use it, whether that is sacrificing a little tank or a little damage or a little cargo capacity, its a cost.

Second balance I would add would be a counter to it. A "Deepspace Probe" that is deployed at a sun and while deployed allows the controlling ship to scan for incoming long jumps. It should detect a signature when it is within one hour of landing but it would only say "something is coming" not "20 somethings are coming". When the incoming signature is within 15 minutes of landing, the probe can discern the total signature size of the incoming long warp, so a gang of 10 battleships at this point would show up as "Deepspace Contact, 4500m signature" When the gang is within 5 minutes of landing, the probe can say "Deepspace contact, 4500m, 10 entities" within one minute, it can break up each ship as an individual signature radius. It would never give ship types. This way, an alliance can defend its space by using probing ships to cover the stars.

Third balance, nothing will tell you exactly what time you will land at the other star, you would have to estimate that yourself. You can log off and your ship will continue to warp, but if your ship lands while you are offline, it will remain in space at the star for 15 minutes before performing the warp off and disappear thing. This way if you are lazy, you are risking a lot and suicide gangs in high sec can camp stars for incoming haulers full of blueprints.

Fourth balance, when you land at your destination, your capacitor should be empty.

WIth these four additions, I think it is a great idea.

It would allow people who don't own null sec space to conduct ninja mining operations. Imagine if you and your 30 closest friends pilled into hulks and orcas and set out to mine all the ore in a single system in 0.0 that you didn't own.

It would also allow corps and alliances that don't have titan bridges to long warp into enemy space if they so desire.


To number 3, I hate that argument. If you only ever add things to the game that the game NEEDS, then nothing new gets added. We didn't NEED tier 3 battlecruisers, we don't NEED new destroyers, we didnt NEED wormholes. All of those ideas were probably argued against using your same words "What problem does wormholes fix? Why put in wormholes when we have problems with null sec already, lets focus on that instead" And how much do wormholes add to the game? Thats why I hate that argument.
James Amril-Kesh
Viziam
Amarr Empire
#50 - 2012-08-12 05:55:52 UTC
Actually, the more I read about it the more I like it.

It doesn't intrinsically add anything to the game by itself, but remember the game is all about user-generated content. That means with this new capability, players will develop new strategies and counterstrategies that alter players conduct of war in ways more profound than the addition of any new ship class or module.

I think this would be a healthy change for the game.

Enjoying the rain today? ;)

Sigras
Conglomo
#51 - 2012-08-12 08:49:16 UTC
I disagree, specifically with your illustration, wormholes answer the problem we have of overcrowding, they can dynamically add more wormholes and more space as needed to deal with the people

That being said, I can only think of three or four things that were added to the game since Ive been playing that were, what I call fixes looking for a problem:
1. Drone Metals - They were kinda cool but screwed with mining and were eventually taken out
2. Electronic Attack Ships - small combat recon ships that basically have no purpose and thus are very seldom used.
3. Incursions - Interesting from an RP standpoint, but they dump a ton of isk into the game, and i guess they do have a purpose, CCP wanted them to be a PvE introduction to PvP warfare.
4. Factional Warfare - currently the headache of Eve, and again this does have a purpose, to get people into low sec

That being said, if you changed it so the probes had a certain light year range and anything passing across the probes range was shown, I would be more accepting of it, but your fix would mean that you have to have a prober in every system in your space

Right now the thing that large sov holding entities have going for them is that they can catch people at few choke points into their space and blow them up there instead of having to patrol all of their space all of the time. This change removes this idea. Im not necessarily saying thats a bad thing, just letting you know those are the ramifications of this change.
Goremageddon Box
Guerrilla Flotilla
#52 - 2012-08-12 14:04:12 UTC
Zuriaake Yn Gizarm wrote:
i dont know if these long warps are possible to develop so easy, but i think it would be as 1000 times cooler as gates.

after long years of playing, the gates taking the feeling of an endless space away a bit :(


this but the time is rediculous. give us like maybe 2 minutes in warp to travel between systems. the gates are meh sometimes but i would like to just travel faster also basically between systems.
tiberiusric
Comply Or Die
Pandemic Horde
#53 - 2012-08-12 14:18:41 UTC
Interesting idea. Im just not sure people would want to wait so long to be honest. If i wanted to travel 10 jumps thats going to be 150 mins which is like 2 and half hours. What? maybe longer.

That would be depressing. especially of you wanted to get somewhere fairly quick, your game time would be gone just in warp time.

Its far easier just to get a covert and travel the gates and quicker. People will more than likely take that route, jumping from system to system now can be boring as hell.

What I would like to see is the ability to warp straight to any system. Just like any sci - fi movie or lore. You never see in say star trek them stopping at a jump gate every 2 mins do you lol.

So i would like to go onto the map click a destination and say warp there.... yes taking into account the ships warp speed, which yes if that's like 20 jumps away then yes it would take however long it would take your ship to warp that distance normally.
I think the warp in point should also be from where you are coming and not one static point in that system.

All my views are my own - never be afraid to post with your main, unless you're going to post some dumb shit

Loius Woo
Sebiestor Tribe
Minmatar Republic
#54 - 2012-08-12 15:51:40 UTC
Sigras wrote:


That being said, if you changed it so the probes had a certain light year range and anything passing across the probes range was shown, I would be more accepting of it, but your fix would mean that you have to have a prober in every system in your space

Right now the thing that large sov holding entities have going for them is that they can catch people at few choke points into their space and blow them up there instead of having to patrol all of their space all of the time. This change removes this idea. Im not necessarily saying thats a bad thing, just letting you know those are the ramifications of this change.


That was the point.

And if they are not paying close enough attention, its pretty easy to light a cyno in a deserted system and titan bridge a fleet into it, or probe for wormholes to jump in behind peoples defenses.

tiberiusric wrote:
Interesting idea. Im just not sure people would want to wait so long to be honest. If i wanted to travel 10 jumps thats going to be 150 mins which is like 2 and half hours. maybe longer.

That would be depressing. especially of you wanted to get somewhere fairly quick, your game time would be gone just in warp time.

Its far easier just to get a covert and travel the gates and quicker. People will more than likely take that route, jumping from system to system now can be boring as hell.


Yes it takes longer, that is the price you pay for being relatively safe. It would likely not be used often between high sec systems except when someone wants to move from one place to another, then they can just set up the warp and log off.

The place where I see it being used more is for two things:
Ninja mining in nullsec. If you and your mining buddies want to mine to good stuff but don't own space, how difficult is it to warp your gang of hulks and orcas through low and null sec space? The risk vs Reward of that proposition at TOTALLY out of whack. It makes it so that any industrialist who wants to participate fully is RELIANT on PvPers to provide security. Now, I am not saying that that is bad on its own, I just think there should be an option for industrialists to get some of the good stuff with a risk factor that is greater than if they live in the space with PvPers in their alliance and lower than if they tried to do 20 jumps through hostile null sec. So in this way, a mining fleet could set up the warp from their high sec base to a system that one or two of them have scouted and found to be deserted but rich with ore/ice. They all warp, and hang out talking about BS on comms while they wait (miners are nothing if not patient). When they land, they spread out to start clearing out the belts. Their fleet might be just a couple of Mackinaws with their huge ore bay, of they might be 30 hulks, 6-7 orcas and a cynoed in Rorq or two. When they are done, or if adjacent systems get some activity, they can go back to the star and do the warp back. If the people who own the space are paying attention to the map, they would see a spike in "average pilots in space in the last 30 minutes" without adjacent systems having the same spike, which should tell them that someone either cynoed in or long warped. Although before reading this thread, I just always wanted CCP to give the Rorq the ability to bridge industrial ships the way the BO can bridge coverts and recons and the Titan can bridge anyone. But thats just me.

The other use I see is for null sec fleets who want to get the jump on someone by not using a cyno and are willing to sacrifice the speed they would normally have using gates. THey could initiate the long warp, and then sit backhand wait, when they enter system, while the other guys are scrambling to figure out which gate the spike came through, the attackers have some time to get ready and pick a target.

I suppose one other use would be someone who is moving in or out of null sec space. When they put in the POS changes and we are able to put up small one man POSes anywhere in space, it would be cool to drop a POS in the back of someones space that they hardly ever use and be a squatter.
Easthir Ravin
Easy Co.
#55 - 2012-08-12 16:48:35 UTC
Faelzeth wrote:
Easthir Ravin wrote:
Greetings

The idea as you put it intrigues me. As you say balance is the key. Maybe a system wide broadcast that an incoming trans-system warp is inbound ( or a module or SOV upgrade whatever) , giving probers a chance at finding the possible ingress point, via disturbed gravity well or insert flashy sifi words here.


I like the disturbed gravity well idea. It would definitely increase the need for probers and maintain the need for gate camps, rather system camps. Would that gravity well be exact or be a random spot in the system?



The way I see it is, depending on the size of the Star (existing gravity well) would determine the range at which you would land in system. The larger the well the farther away you would land from it. On the side of the solar ecliptic that you are traveling from. Ship Mass would also play a little in this distance as well. A smaller ship could land closer to the star than a larger one. Also the warning would be able to discern the mass of ship by the intensity of the gravity disturbance. The star itself would be your navigational beacon.

IN THE IMORTAL WORDS OF SOCRATES:  " I drank WHAT?!"

Deena Amaj
Native Freshfood
Minmatar Republic
#56 - 2012-08-12 19:46:55 UTC
Well, CCP was insisting to loosen up the rather static POS/Sov mechanic. I could've sworn they mentioned something about mobile outposts/pos at the recent Alliance Tournament.

So all in all, it is not far fetched.

I like the "edge of star system" part via gravity well. Kind of brings the feel from Sins of A Solar Empire as well as some Homeworld stuff.

Maybe we should really consider "big NPC titans" like PoS or Outpost-stations are as the actual Long Jump vessels that brings the fleet to the enemy. That could also apply a temporary wormhole or anything to "call in reinforcements" - with a long cooldown timer so that it isn't easy to just zerg the defenders.

Defender must destroy the actual FTL Outpost-HQ, somewhere like how Incursions is done. I don't know, just a long shot idea to toss in.

Quote:
Ninja mining in nullsec. If you and your mining buddies want to mine to good stuff but don't own space, how difficult is it to warp your gang of hulks and orcas through low and null sec space?


Had an idea alike that one some year or so ago. It was more about blindjumping with a mini-carrier as well as taking frigates etc along.
But I like that part of your idea in terms of ninjamining.

Right now, it is simply too difficult to even think about crossing boarders. In terms of ninja mining, it would give the defending 0.0 nations to shoot down stuff. I don't see a problem with that one.

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.

Faelzeth
Just The Tip Industries
#57 - 2012-08-12 22:33:57 UTC
Deena Amaj wrote:

I like the "edge of star system" part via gravity well. Kind of brings the feel from Sins of A Solar Empire as well as some Homeworld stuff.

Quote:
Ninja mining in nullsec. If you and your mining buddies want to mine to good stuff but don't own space, how difficult is it to warp your gang of hulks and orcas through low and null sec space?


Had an idea alike that one some year or so ago. It was more about blindjumping with a mini-carrier as well as taking frigates etc along.
But I like that part of your idea in terms of ninjamining.

Right now, it is simply too difficult to even think about crossing boarders. In terms of ninja mining, it would give the defending 0.0 nations to shoot down stuff. I don't see a problem with that one.


Exactly, this would increase a need for player collaboration and organized ops to venture into these rich null-sec systems. Miners can make better isk.

For PvP, this creates more targets in Null-sec, thus making it dangerous. Keeping true to the idea of risk-reward.

Loius Woo wrote:


That was the point.

And if they are not paying close enough attention, its pretty easy to light a cyno in a deserted system and titan bridge a fleet into it, or probe for wormholes to jump in behind peoples defenses.

tiberiusric wrote:
Interesting idea. Im just not sure people would want to wait so long to be honest. If i wanted to travel 10 jumps thats going to be 150 mins which is like 2 and half hours. maybe longer.

That would be depressing. especially of you wanted to get somewhere fairly quick, your game time would be gone just in warp time.

Its far easier just to get a covert and travel the gates and quicker. People will more than likely take that route, jumping from system to system now can be boring as hell.


Yes it takes longer, that is the price you pay for being relatively safe. It would likely not be used often between high sec systems except when someone wants to move from one place to another, then they can just set up the warp and log off.

The place where I see it being used more is for two things:
Ninja mining in nullsec. If you and your mining buddies want to mine to good stuff but don't own space, how difficult is it to warp your gang of hulks and orcas through low and null sec space? The risk vs Reward of that proposition at TOTALLY out of whack. It makes it so that any industrialist who wants to participate fully is RELIANT on PvPers to provide security. Now, I am not saying that that is bad on its own, I just think there should be an option for industrialists to get some of the good stuff with a risk factor that is greater than if they live in the space with PvPers in their alliance and lower than if they tried to do 20 jumps through hostile null sec. So in this way, a mining fleet could set up the warp from their high sec base to a system that one or two of them have scouted and found to be deserted but rich with ore/ice. They all warp, and hang out talking about BS on comms while they wait (miners are nothing if not patient). When they land, they spread out to start clearing out the belts. Their fleet might be just a couple of Mackinaws with their huge ore bay, of they might be 30 hulks, 6-7 orcas and a cynoed in Rorq or two. When they are done, or if adjacent systems get some activity, they can go back to the star and do the warp back. If the people who own the space are paying attention to the map, they would see a spike in "average pilots in space in the last 30 minutes" without adjacent systems having the same spike, which should tell them that someone either cynoed in or long warped.


Very excellent points. Again, this gives high-sec and low-sec players the ability to risk their investments in order to make really good isk, the kind that null-sec miners make.

Some null-sec players see the systems they are residing in as more safe than any other system, considering they're part of that alliance that owns the system. Miners in specific are safer than low-sec miners because to mine in null-sec now, you will have an established alliance in the area. Alliances will have surveillance channels operated by fellow alliance members to alert players of a hostile that enters the region, (hopefully). With this vital intel, players can appropriately react and dock up at a station or hang at POS if they're not willing to engage in conflict. As a high-sec miner, you have Concord to watch over your. For this luxury, high-sec miners don't have the capacity to meet the output of null-sec miners. By living out in Null-sec, you are "risking" more, thus reward is more. This risk-reward should be readily available to players if they want a chance to make more than they ever could from empire-space.

The player-progression set forward by CCP shows that players can make more the further you are out of Empire, whether it's industrial or PvE. By giving long-warp, this opens new avenues that were previously reserved for Sov. holders.

Loius, also a great idea on suggesting the long warp only available to sub-capitals. I believe this would keep freighters and jump freighters in their original role.

This mechanic focuses on an industrial side of it. The PvP applications of it can be even more dynamic.
These are all very good ideas on how to apply it effectively without destroying other aspects of the game.
Sophia Elandros
Games of Drones
#58 - 2012-08-12 22:49:46 UTC
We haven't even begun to talk about how the module might have an extreme fitting requirement that would gimp certain ships that try to fit it. You can't expect your cov-ops ships, fitted with a torpedos and/or bombs, to be able to slap this module on all willy-nilly and be combat ready.

Furthermore, I would imagine that a new ship or perhaps a current ship could receive a bonus that would negate the fitting penalty of this module. Your ship would have to be dedicated to using the module in lieu of using traditional means of travel. On top of that, you're still in danger of being snuffed out on the other end if the defending group gets their warning early enough.

Point is, it's not a free ticket out of gate camps and it's not supposed to be a jumpgate/cyno killer. At least, that's what I've come to understand of it so far.
W33b3l
The Scope
Gallente Federation
#59 - 2012-08-12 23:29:00 UTC
What you basically want is to be able to cyno or bridge to a different system on your own so you can avoid people. What would keep a supercap pilot from equipping one of these long distance warp mods and bringing a Nyx into highsec?

I for one would be afraid of messing with the travel system soo much since I wouldn't want to break the game. However I have always thought that the gates themselves make the game feel less real.

I've always wanted to warp between systems instead of using gates if for no other reason to make the universe seem more real and vast. You would just have to make it so everyone came into each system in the same place. As for where you can warp out at. that would take some careful consideration.

To make the game feel more real and still keep the system we have now I would just be happy with some form of travel animation between gates. It would make you feel like your actually going somewhere and it would lengthen the travel process making the world seem larger. Gates are not Battlestar gallactica FTL drives like locking a jump drive onto a cyno is. Your actually being shot across ce.

Deena Amaj
Native Freshfood
Minmatar Republic
#60 - 2012-08-13 01:46:55 UTC  |  Edited by: Deena Amaj
My suggestion to this idea is probably not that important,
but I think it would be good to have some sort of "distant minimal jump range" meaning that you cannot just walk-your-way-to-next-door-Mordor. Without the cult phrase, I mean that you can't just to the next constellation just like that.

It has to be a REAL long warp with the mentioned timeframe of x hours so that the defenders who are sitting on the other side can actually have a chance to prepare themselves somehow. In other words, it should not be that I can just perform a next door jump with my fleet. So it has to be a called Long Warp for a reason. It should consume time as well as a load of fuel resources.

I did not read the recent posts, so let me do that now ;).
Gonna work on that other FTL idea now.


edit: posted a smaller version of mine after all - for what it is worth.

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.