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Player Features and Ideas Discussion

 
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Remove the Titan bridge

First post
Author
Gilbaron
The Scope
Gallente Federation
#121 - 2012-12-02 02:50:01 UTC
Quote:
He forgot to mention you need to nerf blobs.


you can not nerf friends What?
M1k3y Koontz
House of Musashi
Stay Feral
#122 - 2012-12-02 02:59:28 UTC
Gilbaron wrote:
Quote:
He forgot to mention you need to nerf blobs.


you can not nerf friends What?


You can nerf moving 1000 people around

10% tidi gate travel, it sucks.
Implement it and blueballing & blobbings will be nerfed (If not blobing, at least the blueballing Big smile)

How much herp could a herp derp derp if a herp derp could herp derp.

Midnight Pheonix
The Corpening
#123 - 2012-12-02 03:03:36 UTC
SmilingVagrant wrote:
Midnight Pheonix wrote:


I'm sure that there are massive holes that I'm missing, troll away.

Midna


I like the idea but more as a skilltrain than a module. No one is going to sacrifice tank for a bridging module. So once again you are taking a ship that is semi useful now and making it entirely useless.


I think that you missed the entire point of my suggestion, the module requires a lot to fit so that you have to sacrifice something (tank or dps) to be able to titan bridge.
Gilbaron
The Scope
Gallente Federation
#124 - 2012-12-02 03:05:28 UTC
the 1000 people will start traveling an hour earlier, everybody will hate you for suggesting it and you will still not be able to take the goonswarm tech moon
Gilbaron
The Scope
Gallente Federation
#125 - 2012-12-02 03:08:35 UTC
Quote:
I think that you missed the entire point of my suggestion, the module requires a lot to fit so that you have to sacrifice something (tank or dps) to be able to titan bridge.


because tank is the single most important thing when bridging people around.
oh, wait.

it might be an interesting idea to make changing from tank to bridge a huge step that requires days to complete, but in the end it won't really change anything
Mirima Thurander
#126 - 2012-12-02 03:11:04 UTC
It truly needs a limit a large one at that say at most 5 bs at one time. Or habit more cruisers and so on.

It should be Easier to jump a swarm of frigs than a fleet of bs.

All automated intel should be removed from the game including Instant local/jumps/kills/cynos for all systems/regions.Eve should report nothing like this to the client/3rd party software.Intel should not be force fed to players. Player skill and iniative should be the sources of intel.

Gilbaron
The Scope
Gallente Federation
#127 - 2012-12-02 03:15:49 UTC
playing with the cost that comes with bridging 250 BS may also be interresting, but in the end, once again, nothing will change

a limit of 5bs/jump is completely ridiculous
LHA Tarawa
Pator Tech School
Minmatar Republic
#128 - 2012-12-02 03:23:16 UTC
The problem with limits on what one titan can jump in, it just means the super blocks will have to use multiple titans to get the blob in.

I think there are lots of things that discourage fights.
1) Hot drops (cap or titan sub-cap)
2) Neutral repair alts.
3) Login right into the fight.

Many times we thought we could win against what was on the field, but we would not engage because we expected the war targets to log in more people as soon as the fight started, or have neutral repair alts, or thought that target was cyno bait.

A lot of fights do not happen because of it is near impossible to know what you are up against.


I'd like to see a grid cyno jammer that could be fit to a ship... I'd like to see a timer that you can't do anythign that would get you a weapons flag (which will include repair, jam and boost) for a few minutes after logging in (exception being you still have weapon's flag from just logging/dcing a few minuters before), and, if you remote rep someone that is at war, and has an active weapons flag, you get CONCORDed (if you are already repping when the target gets a weapons flag, your reps deactivate.)

Gilbaron
The Scope
Gallente Federation
#129 - 2012-12-02 03:29:46 UTC
the thing that REALLY discourages fights is the fact that a roaming gang causes zero damage to anything of importance to anyone
Misanth
RABBLE RABBLE RABBLE
#130 - 2012-12-02 03:32:32 UTC
Gilbaron wrote:
playing with the cost that comes with bridging 250 BS may also be interresting, but in the end, once again, nothing will change

a limit of 5bs/jump is completely ridiculous


Yes agree, it should be 0 bs. Actually, it should be zero ship of any kind. Blink

AFK-cloaking in a system near you.

Misanth
RABBLE RABBLE RABBLE
#131 - 2012-12-02 03:36:22 UTC
Gilbaron wrote:
the thing that REALLY discourages fights is the fact that a roaming gang causes zero damage to anything of importance to anyone


Spoken like a true blobber, with zero interest in actual fighting.

Protip: not everyone is interested in shooting structures, want to control space or have anything to really fight over. They just want to fight. You know, as in shooting something, anything, preferably something shooting back, reasonably balanced. Non-laggy, where player skill somewhat matters, so maybe just maybe some 1-5 pilots on each side. In extreme cases, up to 20 pilots per side.

No, what discourages fighting is a combination of
a) knowing that you will be blobbed by people who don't want to fight, they just want to own :pixels:
b) players being afraid to lose **** (read: young pilots who didn't get the memo that losing **** is part of EVE)
c) inexperienced and ignorant players who believe player X will win by default because he is older and/or flies a specific ship type, i.e. just are too lazy to do some basic research.

AFK-cloaking in a system near you.

Gilbaron
The Scope
Gallente Federation
#132 - 2012-12-02 03:54:15 UTC
Quote:
Spoken like a true blobber, with zero interest in actual fighting.


wow, you could not possibly be more wrong.

i want fights, preferably in groups of 5-50 players on each side, because these are groups that can easily be organized
but in order to get fights my enemy has to undock.
to motivate my enemy to undock something has to happen.
nothing is what currently happens when he is docked and i am sitting outside
a negative something for him is something that should happen, if you want some examples:
- me and my friends, stealing his weekly technetium production
- me and my friends, stealing his blueprint copies
- me and my friends, stealing from his refinery
- me and my friends, pouring sand in his industrial installations
- me and my friends, blowing up his asteroids
- me and my friends, bombarding his planetary installations


The fact that i can not do any of this is the main reason for the lack of small to medscale combat in eve. forming up a fleet with 100 dudes to blob the dirty bastard stealing my stuff takes some time, forming up a gang with 10-20 dudes to fight the dirty bastard stealing my stuff takes less than 5 minutes.



Misanth
RABBLE RABBLE RABBLE
#133 - 2012-12-02 04:12:47 UTC
Gilbaron wrote:
Quote:
Spoken like a true blobber, with zero interest in actual fighting.


wow, you could not possibly be more wrong.

i want fights, preferably in groups of 5-50 players on each side, because these are groups that can easily be organized
but in order to get fights my enemy has to undock.
to motivate my enemy to undock something has to happen.
nothing is what currently happens when he is docked and i am sitting outside
a negative something for him is something that should happen, if you want some examples:
- me and my friends, stealing his weekly technetium production
- me and my friends, stealing his blueprint copies
- me and my friends, stealing from his refinery
- me and my friends, pouring sand in his industrial installations
- me and my friends, blowing up his asteroids
- me and my friends, bombarding his planetary installations


The fact that i can not do any of this is the main reason for the lack of small to medscale combat in eve. forming up a fleet with 100 dudes to blob the dirty bastard stealing my stuff takes some time, forming up a gang with 10-20 dudes to fight the dirty bastard stealing my stuff takes less than 5 minutes.


You havn't played EVE very long then.

It wasn't too many years ago when we actually saw this:
* Players used to belt-rat, not run missions in highsec, no incursions existed, noone ran anomalies, there was no upgraded sov fortresses etc. Mining was still a reasonably businesses even in null- and lowsec.
* Players who did live in belts, they swapped to cheaper t1 hulls, anything from frigates to battleships, and moved manually a couple of systems to help defend against roaming pvpers.
* Roaming gangs were seldom more than 5 people, and defence fleets had no jumpbridges or titans to abuse to move faster.
* Miners and industrialists took part in combat, just like everyone else. In fact, many corps were mixing indy with PvP, and combat pilots were often paid by the indy players to keep their business interests safe.

You don't see anything of that today. Here's what changed:
- Players want to 'specialize' and don't mix. Industrialists and PvPers usually don't co-operate, they're not in same corps, the indy players don't help defend against roaming players.
- Jumpbridges, titans, upgraded sov HQ's (no belt ratting or mining anymore) makes nullsec either deserted, or usually massively blobbed home systems. On top of that, back then we had a few stations in a whole region, now there's often stations in every second system..
- There's alot of players who never fight. At all. Not only highsec players, but people living in null and low as well. That was never the case back then. It was quite often that 1-5 people would be entering our pockets, we'd scramble whatever we had, miners, haulers, combat pilots, exploration dudes, etc, everyone would bring their own pitchfork. And it would end up being 1-5 roaming guys in fancy ships vs maybe double their number of pitchforks. Pitchforks usually lost, but their ships was cheap and noone gave a **** really, they were pleased they had had their fight.

Mentality has changed. Alot of players don't want to fight to begin with. Other players don't want to lose, no matter what. One reason is they don't want to screw up killboard stats, another is they get smacked over dying (which did not happen unless you were part of some 'elite' club back then). Some people fly expensive **** and don't want to die simply because of that.

Here's what I'm trying to tell you: You claimed this -
"Gilbaron wrote:
the thing that REALLY discourages fights is the fact that a roaming gang causes zero damage to anything of importance to anyone"

Noone used to give a **** about what damage you caused to anyone. Now people do. That is a major problem in itself, when we stop give a **** about what we may or may not lose, we have won alot. Your mentality is part of the problem. The fact you even think that you must strike 'something of importance' is really telling how you think as the blob.

That said, people that see "free space ranger" and "ev0ke" under your name will just assume you're a blobber by default. Considering that corp + alliances histories, being some major culprits when it comes to actively promote :numbers:, only fighting over space or moons, withdrawing from proper pure-fun combat, having regular "roaming" gangs of 200+, etc. I've flown in those gangs with that corp/alliance myself, I admit I jump to conclusions, but a player that was interested in combat just for combats sake, would get the hell out of those organisations and run far far away as fast as possible.

AFK-cloaking in a system near you.

Jim Luc
Deep Core Mining Inc.
Caldari State
#134 - 2012-12-02 04:30:35 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


Limit the range of the bridge, and this perhaps? Maybe require a buildable structure? Lots of easy fixes that CCP could implement I would think.
Gilbaron
The Scope
Gallente Federation
#135 - 2012-12-02 04:34:15 UTC
i never said i am interested in combat for combats sake

i am interested in building a space empire with my corp and alliance mates. i am interested in defending what we build, i am interested in fighting for it. i don't want to be a roaming pirate. i want to be the guy that undocks to protect his assets.
Marlona Sky
State War Academy
Caldari State
#136 - 2012-12-02 04:38:37 UTC
Sentamon
Imperial Academy
Amarr Empire
#137 - 2012-12-02 04:45:26 UTC


Lol this is great.

~ Professional Forum Alt  ~

Gilbaron
The Scope
Gallente Federation
#138 - 2012-12-02 04:49:24 UTC
that video is fantastic, if i had coffee in my mouth while watching, my laptop, shirt and pants would be ruined now

Alavaria Fera
GoonWaffe
#139 - 2012-12-02 04:56:36 UTC
Misanth wrote:
Gilbaron wrote:
the thing that REALLY discourages fights is the fact that a roaming gang causes zero damage to anything of importance to anyone


Spoken like a true blobber, with zero interest in actual fighting.

Blobbing, like ganking, isn't real pvp.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Sentamon
Imperial Academy
Amarr Empire
#140 - 2012-12-02 05:06:38 UTC
Gilbaron wrote:
Quote:
He forgot to mention you need to nerf blobs.


you can not nerf friends What?


True. you can't nerf carebears that have zerged it up since the beginning of mmos, but you sure as hell shouldn't make it convenient for this type of gameplay.

~ Professional Forum Alt  ~