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Player Features and Ideas Discussion

 
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Remove the Titan bridge

First post
Author
Mirima Thurander
#241 - 2012-12-24 00:51:16 UTC
Xavier Thorm wrote:
Shepard Wong Ogeko wrote:
Xavier Thorm wrote:

- Normal jump drives such as those on Titans, Supercarriers, Carriers, and Dreads should have some kind of cooldown timer or other limitation which restricts their ability to quickly move over great distances. Along with this, sov holders should be able to upgrade stargates to allow cap and supercaps to jump through them (this would also keep an in-canon explanation as to why they can't enter hisec)



They already have a cooldown in the form of eating up most of a ship's capacitor. To get around it, you either need to have cap transfer buddies at the mid points, or find a place to dock up to reset you capacitor.

Either way, with current mechanics you just can't keep spamming the jump-to and traverse the galaxy in seconds.


Well, I meant a cooldown that can't be (very) easily circumvented, via the methods that you point out. I know you can't traverse the galaxy in seconds, but I'm suggesting that it should take a little longer than it currently does.


He says seconds, but forgets it only takes minuets AKA 15 if your all ready set.

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.

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#242 - 2012-12-24 01:29:07 UTC
Mirima Thurander wrote:
Xavier Thorm wrote:
Shepard Wong Ogeko wrote:
Xavier Thorm wrote:

- Normal jump drives such as those on Titans, Supercarriers, Carriers, and Dreads should have some kind of cooldown timer or other limitation which restricts their ability to quickly move over great distances. Along with this, sov holders should be able to upgrade stargates to allow cap and supercaps to jump through them (this would also keep an in-canon explanation as to why they can't enter hisec)



They already have a cooldown in the form of eating up most of a ship's capacitor. To get around it, you either need to have cap transfer buddies at the mid points, or find a place to dock up to reset you capacitor.

Either way, with current mechanics you just can't keep spamming the jump-to and traverse the galaxy in seconds.


Well, I meant a cooldown that can't be (very) easily circumvented, via the methods that you point out. I know you can't traverse the galaxy in seconds, but I'm suggesting that it should take a little longer than it currently does.


He says seconds, but forgets it only takes minuets AKA 15 if your all ready set.


And how long does it take to get "all ready set"?

Crossing the galaxy "in minutes" is only possible if you have a chain of cyno alts and stations, or friendly POS and cap charging alts. It requires some thought before hand and a serious investment in alts and equipment. Just because guys like PL make it look easy doesn't mean it is easy.
Xavier Thorm
Caldari Provisions
Caldari State
#243 - 2012-12-24 02:27:49 UTC
Shepard Wong Ogeko wrote:
Mirima Thurander wrote:
Xavier Thorm wrote:
Shepard Wong Ogeko wrote:
Xavier Thorm wrote:

- Normal jump drives such as those on Titans, Supercarriers, Carriers, and Dreads should have some kind of cooldown timer or other limitation which restricts their ability to quickly move over great distances. Along with this, sov holders should be able to upgrade stargates to allow cap and supercaps to jump through them (this would also keep an in-canon explanation as to why they can't enter hisec)



They already have a cooldown in the form of eating up most of a ship's capacitor. To get around it, you either need to have cap transfer buddies at the mid points, or find a place to dock up to reset you capacitor.

Either way, with current mechanics you just can't keep spamming the jump-to and traverse the galaxy in seconds.


Well, I meant a cooldown that can't be (very) easily circumvented, via the methods that you point out. I know you can't traverse the galaxy in seconds, but I'm suggesting that it should take a little longer than it currently does.


He says seconds, but forgets it only takes minuets AKA 15 if your all ready set.


And how long does it take to get "all ready set"?

Crossing the galaxy "in minutes" is only possible if you have a chain of cyno alts and stations, or friendly POS and cap charging alts. It requires some thought before hand and a serious investment in alts and equipment. Just because guys like PL make it look easy doesn't mean it is easy.


What are you smoking dude? You're a goon, I should hope by now you've personally had the experience of crossing a significant portion of New Eden in only a few minutes literally dozens of times over. I know I have.
Sigras
Conglomo
#244 - 2012-12-24 05:49:38 UTC
Mirima Thurander wrote:
As I said before make it have to bridge WITH the fleet will solve all of the problems with this.

Now your at risk every time u bridge.

Along these lines, Ive always thought it should be a "pull" rather than a "push" IE you pop a cyno, the titan bridges to it, and everyone can right click on the cyno and appear next to the titan, not the other way around.

You should have to expose the titan to danger if you want to teleport your fleet.
Wpolo
Perkone
Caldari State
#245 - 2012-12-24 18:47:02 UTC
I agree in part.

As far as i can see (a player not a desginer), we have two good options:

Make really expansive. That point that a hot drop will only use to kill other really $$$ ships, enoght to justive the jump.
The problem is that this will give more power to the big allies, and this is not fun. As we learned to be.

Second Limit the range even more.
This will give the advantage to the defender of the sistem, and make more "key" sistems. Since the opposing for measure what system is essencial to invade based on titan briedge range.


Personally i vote for the second. Because undo the Titan briedge will be simply to radical.
GTN
BALKAN EXPRESS
Shadow Cartel
#246 - 2012-12-24 21:14:10 UTC
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.


I think it's only going in favor of those that have more titans at their disposal.
Kalissis
#247 - 2012-12-24 21:24:21 UTC
**** will smell like **** no matter how you poke it with your stick. If you dont remove the titan bridging, the problem remains, all the suggestions I saw from goons and alike will not work and will just make the titan unusable for small groups.

Therefore removing it completely will solve so much problems of todays 0.0.
Il Feytid
State War Academy
Caldari State
#248 - 2012-12-24 23:35:08 UTC
Shepard Wong Ogeko wrote:
Mirima Thurander wrote:
Xavier Thorm wrote:
Shepard Wong Ogeko wrote:
Xavier Thorm wrote:

- Normal jump drives such as those on Titans, Supercarriers, Carriers, and Dreads should have some kind of cooldown timer or other limitation which restricts their ability to quickly move over great distances. Along with this, sov holders should be able to upgrade stargates to allow cap and supercaps to jump through them (this would also keep an in-canon explanation as to why they can't enter hisec)



They already have a cooldown in the form of eating up most of a ship's capacitor. To get around it, you either need to have cap transfer buddies at the mid points, or find a place to dock up to reset you capacitor.

Either way, with current mechanics you just can't keep spamming the jump-to and traverse the galaxy in seconds.


Well, I meant a cooldown that can't be (very) easily circumvented, via the methods that you point out. I know you can't traverse the galaxy in seconds, but I'm suggesting that it should take a little longer than it currently does.


He says seconds, but forgets it only takes minuets AKA 15 if your all ready set.


And how long does it take to get "all ready set"?

Crossing the galaxy "in minutes" is only possible if you have a chain of cyno alts and stations, or friendly POS and cap charging alts. It requires some thought before hand and a serious investment in alts and equipment. Just because guys like PL make it look easy doesn't mean it is easy.

I find it amusing that you guys keep trying to make it sound like you have to set these things up every time. Truth is once you have it all done, it is done. That's it. So while the initial setup justifies the power projection; the second and every time after that is effort free. Maybe you guys are loving the instant PvP and WoT style, but if you want that so bad please go play WoT and stop trying to turn EVE into it.

Maybe if you didn't blue most of null sec then you would get the fast PvP action you are looking for.
Tar Omrir
Bregan D'aerthe.
#249 - 2012-12-24 23:44:16 UTC
Ok my two cents:

1. Lol stop whining

2. Some real ideas:

First, if you make titans only able to bridge in null systems. If you just made the Titan go with the ships it would solve a lots if problems. People wouldn't want to risk their shiny Titan. Add main thence cost of 100 bil a week somehow, and massively increase the cost of the hull(A tril?) that will wack down proliferation. Also make it so that a Titan can only be cynoed onto a carrier equipped with a capital cyno mod. When the cyno was up it would take 60 seconds to complete the jump. Make the mass it very small, maybe enough for 5 cruisers, but make it able to bridge 2,500 pods, and boost up the ship hangar size to maybe 100 battleships worth of m3. "WTF why would u do that?" u ask. Well this would make the people who were bridging actually plan and throw a POS down with lots of shops in it to the system they were bridging into. This would take some time for all the people to ship out, giving the defenders plenty of warning if they are smart. It also removes hot drops in effect, and it would make bridging far more dangerous especially since the Titan would be jumping too. Another element of this change would be that you could only bridge from a system that u hold sov in. Not only that, but if u only hold sov in just that system, u can only bridge 5ly. If you are bridging from a constellation that you hold all the sov in u bridge 10ly. If u cantrolle a region u bridge 15ly. This adds insentive to actually defend all your system, and it massively cuts Titan jump range. If more then one jump portal is active in a constellation then any othertitans trying to bridge in that system can only jump half of what their range would have been. Titans get a slight dmg and tracking boost to offset these nerfs. In fact, they are able to apply about 5 battleships worth of dps (around 3000) to subcaps BC and up. However, whenever a sub capital weapon hits a Titan it ignores all resist, rigs, or reinforcers that the Titan might have fitted. Skills and implants still give bonuses, but omplanrs are only half as effective. So sure, u can absolutely destroy a subcaps fleet with 50 titans, but 5 titans, maybe even ten, will die. What happens when ure bubbled and a enemy nags sniper fleet gets yah? Lol isk efficiency for that battle is gone. Sure u killed 150 battleships, but u lost 20 titans. That balnces titans fairly nicely I think.

All this was done on a iPhone so forgive grammar and spelling.

Tar Omrir, Chairman, Cygnus Industries

Shepard Wong Ogeko
Native Freshfood
Minmatar Republic
#250 - 2012-12-25 01:09:53 UTC
Marlona Sky wrote:

Maybe if you didn't blue most of null sec then you would get the fast PvP action you are looking for.


Well, we were fighting the non-blues in Tribute and so on, but they all packed up and left.
Noisrevbus
#251 - 2012-12-25 02:50:33 UTC  |  Edited by: Noisrevbus

  • The best deterrent to casual bridging is to remove the elements that make it casual, not those that make it possible.
  • The best deterrent to rampant scaling is to balance with natural cumber in mind.
  • The game need ISK-sinks.
  • Consider the plights of Blops' and compare them to other forms of jumping (Titans, Networks, Capitals).
  • Look over fuel use (both logistically and financially).


Make it scale relative total numerics (bridging more ships should obviously not come with a fuel-cost cut-off encouragement). Make it cost twice as much to bridge twice as many ships, from a bottom with a sense of cost and player action. Have it require twice the amount of logistics-work to bridge twice the amount of ships.

I'm not even sure if we need to make larger ships (-mass) more cumbersome to "drop" than smaller ships: what we need to do first and foremost is to realize that under the current system we premier larger ships in various ways when it comes to "drops". Carriers are among the most cost-effective ships in the game at the moment, in any setting that involve any sense of cost (ships that are more cost-effective than that generally don't have any sense of cost attached to them, at all). At 700m insurance returns relative production cost, current fuel pricing, excessive holds, crazy-LY jump range and allround on-grid combat performance with multiple roles, at multiple scales, versus various size of class targets...

... why roam in a HAC or drop a Blop? P
Anthar Thebess
#252 - 2012-12-28 11:38:03 UTC
Something should be done - if CCP didn't expected to be so many "supers" in the game ... and we have more and more of them throwing away the minimal balance the game have - then they should be fixed - maybe this way:
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=182784