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Player Features and Ideas Discussion

 
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Remove the Titan bridge

First post
Author
Lord LazyGhost
Sebiestor Tribe
Minmatar Republic
#21 - 2012-11-30 22:28:59 UTC
Hows about only one cap can lock onto that cyno. and to bridge from a titan or a super cap requires a new super cyno that only can be fitted to a cap ship ie a carrier,

so frig pops cyno.

carrier warps in has to wait x amount of time from the jump before can light that cyno. carrier lights cyno titan can then bridge to it

i defo think JB sould be gone from systems

or mabe say the only way for a titan to bridge is with a blackops bs lighting a super cyno.

mabe sould take multipul ships to light a cyno large enuff to portal the enamy ships though the more ships the more ships it requires to activate it.

Ie one ship rops the cyno beacon and ship use some lazor or somthig to power it up. neuts can power it down ur u can blow it up but it has a lot of HP. realy jsut beating about the bush for ieas now.

1ship cyno can jump small gang 5-10 ships 2 ship powered cyo 10-30 and so on if ya want to bridge in
SmilingVagrant
Doomheim
#22 - 2012-11-30 23:04:49 UTC
Nicolo da'Vicenza wrote:
Unsuccessful At Everything wrote:
Give titan bridges mass limits like wormholes. This limits immeadiate power projection, and thus should be acceptable and still make titans viable.

This is the sensible solution


Yeah, it sure is sensible it's not like any alliance in the game has two or even three titans or anything. The cost keeps them in check I hear.
Nicolo da'Vicenza
Viziam
Amarr Empire
#23 - 2012-11-30 23:14:57 UTC
as opposed to the cost of jump fuel keeping the current bridging/cyno system in check?
...does a player need to pilot the jump fuel?

My preferrede solution is mass limits on cynos themselves, both cap blobs and bridges tbh
SmilingVagrant
Doomheim
#24 - 2012-11-30 23:15:54 UTC
So multiple people light cyno's?
SmilingVagrant
Doomheim
#25 - 2012-11-30 23:16:26 UTC
Are prices keeping ozone in check?
Nicolo da'Vicenza
Viziam
Amarr Empire
#26 - 2012-11-30 23:18:06 UTC
SmilingVagrant wrote:
So multiple people light cyno's?

Yes
HVAC Repairman
Hedion University
Amarr Empire
#27 - 2012-11-30 23:18:41 UTC
of all the problems titans have had the last six years im not sure the jump bridge capabilities are something people should get worked up about
SmilingVagrant
Doomheim
#28 - 2012-11-30 23:19:55 UTC
HVAC Repairman wrote:
of all the problems titans have had the last six years im not sure the jump bridge capabilities are something people should get worked up about


Going to have to agree with this.
iskflakes
#29 - 2012-11-30 23:26:50 UTC
The cyno should have a mass limit. 5 carriers/dreads, 15 subcaps, or 1 titan/super.

This keeps battles interesting. You can still use the bridge to move a small team around, but not to move your entire coalition at once. People will be able to try new strategies once they don't have to worry about getting megablobbed. Deploying 1 super to support a subcap fleet may become the norm (a nice target for the attackers, a reasonable risk for the defenders because nobody can drop them with 5 seconds notice). The only people who would lose out with this kind of change are the megacoalitions. Smaller nullsec groups and lowsec PVP would benefit the most.

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Mortimer Civeri
Aliastra
Gallente Federation
#30 - 2012-11-30 23:31:54 UTC
So, this is what the spinner landed on this week? This is what you choose to complain about this time?

"I don't know which is worse, ...that everyone has his price, or that the price is always so low." Calvin

YoYo NickyYo
Doomheim
#31 - 2012-11-30 23:32:09 UTC  |  Edited by: YoYo NickyYo
Unsuccessful At Everything wrote:
Give titan bridges mass limits like wormholes. This limits immeadiate power projection, and thus should be acceptable and still make titans viable.


Nice idea, but can be beaten by numbers. Large Alliances will simply line up 10 Titans, and split numbers between them.
If you want to fix power projection, how about on the cyno end?

Give Cynos mass limts, perhaps based on cyno ship size. The more you'll willing to risk with a cyno, the more you can get thru. Apply some upper limit to avoid people using capitals to power project. Say an upper limit of 10 capitals/50 bs for a BS. Frig can only cyno one capital/10bs.
Yes it can still be gamed by lighting a bunch of cynos in BS, but moving cyno ships around for a big jump will get entertaining. You may have to jump in your BS simply to prep the way for a fleet. The numbers are open for debate, obviously. I set those initial numbers to allow for the solo pilot to move his carrier around cheaply still, but moving multiple ships will become a bit more expensive.


Anyway, just spitballin....Lol

I am not, nor will I ever be...Nicky Yo.... The question you should ask is.....When will they release the NICKY!

SmilingVagrant
Doomheim
#32 - 2012-11-30 23:34:42 UTC
iskflakes wrote:
The cyno should have a mass limit. 5 carriers/dreads, 15 subcaps, or 1 titan/super.

This keeps battles interesting. You can still use the bridge to move a small team around, but not to move your entire coalition at once. People will be able to try new strategies once they don't have to worry about getting megablobbed. Deploying 1 super to support a subcap fleet may become the norm (a nice target for the attackers, a reasonable risk for the defenders because nobody can drop them with 5 seconds notice). The only people who would lose out with this kind of change are the megacoalitions. Smaller nullsec groups and lowsec PVP would benefit the most.


Yes, let's bring it down to the point where no one will use the **** anymore because we can only push roaming gangs through the 80 billion isk strategic asset.
iskflakes
#33 - 2012-11-30 23:38:04 UTC  |  Edited by: iskflakes
SmilingVagrant wrote:
Yes, let's bring it down to the point where no one will use the **** anymore because we can only push roaming gangs through the 80 billion isk strategic asset.


Your roaming gang could always try roaming, using gates, rather than sitting on a titan waiting for a smaller gang to come in range.

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SmilingVagrant
Doomheim
#34 - 2012-11-30 23:38:57 UTC
iskflakes wrote:
SmilingVagrant wrote:
[quote=iskflakes]Yes, let's bring it down to the point where no one will use the **** anymore because we can only push roaming gangs through the 80 billion isk strategic asset.


Your roaming gang could always try roaming, using gates, rather than sitting on a titan waiting for a smaller gang to come in range.


Our roaming gangs don't use titans. You have absolutely no clue what happens in null do you?
Nicolo da'Vicenza
Viziam
Amarr Empire
#35 - 2012-11-30 23:39:12 UTC  |  Edited by: Nicolo da'Vicenza
SmilingVagrant wrote:

Yes, let's bring it down to the point where no one will use the **** anymore because we can only push roaming gangs through the 80 billion isk strategic asset.


^ co-sign
Sheynan
Lighting the blight
#36 - 2012-11-30 23:40:54 UTC
Cyno delays....
60 seconds waiting time until you can open a jumpbridge to a cyno field. 30 seconds for force recons.



*flies away
iskflakes
#37 - 2012-11-30 23:42:42 UTC
SmilingVagrant wrote:
iskflakes wrote:
SmilingVagrant wrote:
[quote=iskflakes]Yes, let's bring it down to the point where no one will use the **** anymore because we can only push roaming gangs through the 80 billion isk strategic asset.


Your roaming gang could always try roaming, using gates, rather than sitting on a titan waiting for a smaller gang to come in range.


Our roaming gangs don't use titans. You have absolutely no clue what happens in null do you?


I have no idea what your original objection was, to be honest. The cyno mass limit is the most sensible, small fix to some of the biggest issues in nullsec. If you think the cyno change would stop people using titans, you're wrong. People don't use them because (1) they're ****, and (2) you can get dropped by anybody at any time with any number of supers. Remove number (2) and people will start using titans a lot more than they do today, a win for titan pilots, a win for smaller groups who don't have N+1 supers available to support their subcap fleets with.

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SmilingVagrant
Doomheim
#38 - 2012-11-30 23:46:08 UTC
iskflakes wrote:
SmilingVagrant wrote:
iskflakes wrote:
SmilingVagrant wrote:
[quote=iskflakes]Yes, let's bring it down to the point where no one will use the **** anymore because we can only push roaming gangs through the 80 billion isk strategic asset.


Your roaming gang could always try roaming, using gates, rather than sitting on a titan waiting for a smaller gang to come in range.


Our roaming gangs don't use titans. You have absolutely no clue what happens in null do you?


I have no idea what your original objection was, to be honest. The cyno mass limit is the most sensible, small fix to some of the biggest issues in nullsec. If you think the cyno change would stop people using titans, you're wrong. People don't use them because (1) they're ****, and (2) you can get dropped by anybody at any time with any number of supers. Remove number (2) and people will start using titans a lot more than they do today, a win for titan pilots, a win for smaller groups who don't have N+1 supers available to support their subcap fleets with.


You have absolutely no clue what the problems with nullsec are if you think Titans are among them.
SmilingVagrant
Doomheim
#39 - 2012-11-30 23:47:32 UTC
Here's a hint: Structure systems that take large cap/supercap fleets to grind down to reinforced in reasonable periods of time.
iskflakes
#40 - 2012-11-30 23:48:56 UTC
SmilingVagrant wrote:
Here's a hint: Structure systems that take large cap/supercap fleets to grind down to reinforced in reasonable periods of time.


There are clearly multiple problems. Blobs of supers and subcaps are #1, structures are #2.

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