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EMERGANCY WARP OPERATION!! & MOAR!!!

Author
Douglas Whyte
WhyteKream
#1 - 2013-05-28 14:55:23 UTC  |  Edited by: Douglas Whyte
I want to re-imagine the warp function and skills that affect it, because honestly WARPING... is a big part of the game. I can't tell you how many times I felt my heart beat praying for that warp. Above all else, it's the one thing we want working on our ship. For something so important, there should be more to it. Along with odyssey proving to shake up the skill tree, warp should get some attention.

WHERE AM I GOING WITH THIS?!!!
Let's me start by just laying out the skill tree for warp and it functions then i'll go into detail

Core Skills
Navigation[1]
Warp Drive Op.[1] - Req Nav1

Standard Skills
Warp Jump Pinpointing[3] - Req Nav 3 / W.D.O 1
Warp Drive Efficiency[5] - Req W.D.O.5

Advance Skills
Adv Warp Jump Mapping[5] - Req W.J.P 4
Micro Jump Drive Operation[5] - Req Nav4 / W.D.O 2
Emergency Warp Operation[8] - Nav5 / W.D.O 2 / W.J.P. 5

As you can see there's some new skills here, 3 in total. 2 of which I have well thought out, and 1 is still kinda up in the air with how. Before I go into detail, there's no more warp to 0. It's gone. Now let's continue
============================================================================================
Warp Jump Pinpointing - Each level improve's the accuracy of your jump to the plotted location by 5KM, with level 5 reducing it to 0.
============================================================================================
*EDIT*
By default this would mean all player's now warp a 25KM to object. Now prior to warp to 0, this use to be real, only 12km, however the issue here was that people ended up making BM's. Which ended up being a ridiculous amount of BM's. To mitigate this happening again the mechanic would need to differ.

Instead of warping you 25km's at a direct point away from the gate along the warp, it now warp's you 25km away from the gate, at any radial point around the gate. For less processing I suggest 6 point's, north, south, east, west, up, down. This would make a overshotted BM only have a 1/6 chance of working in your favor. This inconvience would thus encourage players to train the skill further.

BEFORE YOU DECLARE THE WAR!!!
The problem is easily mitigated as the pre-requisite are light. One can easily reduce their warp to 5KM away from gate within 2days. This makes sense. 5KM is not that hard to burn especially when you can use the gate at 2.5km. For slow boat's this means you may want it to 5, yes.

Now this add's a new dynamic to the skill as it's easy enough to train to 4 but cost a week to get to 5. This mean's there will be people who will chance the burn. This bringing some of that old life back to gate camps both good AND bad. Now pirate's can wait for incoming into system or get lucky with a lesser skilled pilot trying to leave. However obvious bait ships now look less obvious as well :P.



============================================================================================
Warp Drive Efficiency[5] - Each level improve's the acceleration of the warp core by 10%
============================================================================================

This is the one I can't figure out really. The idea sounds great but there's some kinks. mainly because inty still wouldn't hit their max. Ideally I see this skill affecting ONLY the acceleration, therefore the time to decelerate remains since brakes don't exsist in eve. I would like to see it behave dynamically, have a acceleration multiply on every ship. By default they're all the same as the multiplier isn't active. Once this skill is trained every level affects this multiplier. With that though BS would have 1x, and inty would have 5. Roughly. Still it's something I'd like to debate more on.

============================================================================================
Adv Warp Navigation[5] - Each level allows you to offset your warp to distance by 50km.
============================================================================================

This... is... well... feel's kinda forced. However It's here mainly to look at all thewarp functions and the possibilities. This would allow at 5, a pilot to warp to 250KM. Value's are editable but only to max range. I haven't really used the warp to feature practically. So this is definitely something either could be debated, or tossed aside.

=================================================================================================
Emergency Warp Operation[8] - Allow's the pilot to engage an emergency warp. Each level reduce coordinate calculations by 25%.
=================================================================================================

What this skill does, Is allow's the user to force a warp 1000km into deadspace in the direction they are facing, as oppose to an object. Initially with the skill, engaging warp will feel as if you were doing a 180align to an object then warping. Max would be as fast as being aligned.

The upside to this is that then aligning TO an object, is that you don't accelerate into warp.

The downside is that upon doing so, you burn your cap dry and force you module's offline.

This would discourage the enemy from using it to follow, surprisingly no one even brought that up HERE, and ultimately means using it leaves you vulnerable,

Engaging warp is still limited by core stability. scram's and disruptor's will prevent a pilot of warping. So if you don't want to lose your target then treat every engagement as if they were aligning, and don't lose point.

Cmon what do you guy's think? what else could be done?
Robert Caldera
Caldera Trading and Investment
#2 - 2013-05-28 15:11:06 UTC
wall of text, didnt read
sabre906
The Scope
Gallente Federation
#3 - 2013-05-28 15:12:47 UTC
Robert Caldera wrote:
wall of text, didnt read


^this
Helios Aquiness
Perkone
Caldari State
#4 - 2013-05-28 15:23:55 UTC
sabre906 wrote:
Robert Caldera wrote:
wall of text, didnt read


^this


I love how when people post a short discription of their idea they are told to put more thought into it. Yet when a guy comes along with a well thought out idea with details and asks for feed back hes told tldr.

I kinda like the idea but the EWD would be to abuseable.
Carebear? Im a brony, motherf***er.
monkfish2345
School of Applied Knowledge
Caldari State
#5 - 2013-05-28 15:49:54 UTC
Why not just bring back learning skills while we're here?

mandatory skills to just be able to play the game efficiently are not a good thing.

As for the E-warp this would just make non-consensual pvp next to impossible. everyone would just train it lvl 5 and then be invulnerable unless afk.

you trying to think of new skills you need to think about the fact that everyone will train it to lvl 5 if is useful. which ends up with everyone basically able to warp around far faster with your added acceleration (i presume that is the intended effect) and if they ever get in trouble they can just insta warp to safety.

tbh i'd quite happily train a skill for a month if it would make me invulnerable unless bubbled. but at the same time i also know it would destroy the game.
Mike Voidstar
Voidstar Free Flight Foundation
#6 - 2013-05-28 17:16:00 UTC
Actually, it would not destroy the game if warp disruptors were removed entirely. Their only purpose is to help insure a kill, while having nothing to do with victory.

The issue is that too much of PvP and EVE's focus on Non-consensual PvP is that it centers around what most would consider griefing. It's not about causing them financial strife, taking their stuff, competing for resources, etc.... It's about ruining their day as completely as possible. It's the only game engineered for you to die twice in the same combat, the second time as an inoffensive, ineffective pod that is trivial to kill if it can be caught.

Shifting the focus of the game to less personal PvE oriented goals would not kill the game at all, though it might finally allow us to see some improvements to PvE gameplay and more interesting PvP since not everything would be a short range ambush gank fest.
Syreniac
Garoun Investment Bank
Gallente Federation
#7 - 2013-05-28 17:45:45 UTC
Mike Voidstar wrote:
Actually, it would not destroy the game if warp disruptors were removed entirely. Their only purpose is to help insure a kill, while having nothing to do with victory.


I've flown in 0.0 strat ops where there is a large amount arguably running on success or failure. Even with a lot on the line, the sensible option if I'm shot at is to warp off, and this is a pretty much universal habit. If you're primaried and not pointed/bubbled, you warp out. You can then get back on grid and be repped up before the enemy has really noticed you, so you lose nothing from the whole experience except perhaps 30 seconds of shooting. The only way to 'win' a conflict in EVE is to either threaten people with kills to the point where they don't commit to a fight, or to kill them enough that they cannot offer opposition. There would be no winners in your imaginary world of no tackle.

If you remove the ability to hold someone on grid, nobody will die except the AFK and those who come up against enough alpha to be one-shotted, essentially. It would encourage blobbing to even more ridiculous levels than currently, and make all PVP in the game into a total joke. The people hit hardest would be solo players, who almost certainly don't have the DPS required to kill anything significant before they can escape.

No offence, but if even I can tell its a terrible idea, you really need to put more thought into it.
Commander Ted
Caldari Provisions
Caldari State
#8 - 2013-05-28 18:02:11 UTC  |  Edited by: Commander Ted
Mike Voidstar wrote:
Actually, it would not destroy the game if warp disruptors were removed entirely. Their only purpose is to help insure a kill, while having nothing to do with victory.

The issue is that too much of PvP and EVE's focus on Non-consensual PvP is that it centers around what most would consider griefing. It's not about causing them financial strife, taking their stuff, competing for resources, etc.... It's about ruining their day as completely as possible. It's the only game engineered for you to die twice in the same combat, the second time as an inoffensive, ineffective pod that is trivial to kill if it can be caught.

Shifting the focus of the game to less personal PvE oriented goals would not kill the game at all, though it might finally allow us to see some improvements to PvE gameplay and more interesting PvP since not everything would be a short range ambush gank fest.


Mike...
******* mike...
Your terrible, really.

It is almost as if you haven't ever pvp'ed before. A short range gank fest?
If your going to criticize pvp at least know how it actually works.
If a fight lasts more than 10 seconds and im not winning, I will leave if I can, and you know what? Ill get away.
Then, since every fight that doesn't involve a alpha fleet does, I guess I will always get away.
Secondly all that "griefing" you mentioned? it does help me, podding your expensive implants means your now weaker to fight me. Killing your pve ship nets me isk. If I ruined your day, i probably caused financial strife, probably by putting your pimped mission mods in my hangar.

Please make a thread so you can publicly be trolled/flamed

https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec.

Robert Caldera
Caldera Trading and Investment
#9 - 2013-05-28 19:00:15 UTC
Mike Voidstar wrote:
Actually, it would not destroy the game if warp disruptors were removed entirely. Their only purpose is to help insure a kill, while having nothing to do with victory.

so how would one ever win then since the loser would always run off when low on health?
Nikk Narrel
Moonlit Bonsai
#10 - 2013-05-28 19:10:14 UTC
Not sure what to consider on this idea.

I recall distinctly having folders of overshooting bookmarks, so that I could land at zero distance to a gate to jump through.

While tedious, it was a legitimate effort to control and reduce your risk exposure. You had an advantage because you took the time to prepare, while the unprepared was tactically at a big disadvantage by needing to burn to gate.

Autopilot simply followed the default path, and was no different in many cases to travel without these BMs.

And gates, while I back the idea of them being hard to get past if defended properly, it feels cheap to farm easy kill mails.
I would suggest a jump back option during the gate cloak effect, so pilots get one free return trip rather than handing out effectively a free kill mail.
(Such an option would not be continuous, just one time in one direction which never is offered on the starting side)

Just my 2 cents.
Danika Princip
GoonWaffe
Goonswarm Federation
#11 - 2013-05-28 20:45:42 UTC
Mike Voidstar wrote:
Actually, it would not destroy the game if warp disruptors were removed entirely. Their only purpose is to help insure a kill, while having nothing to do with victory.

The issue is that too much of PvP and EVE's focus on Non-consensual PvP is that it centers around what most would consider griefing. It's not about causing them financial strife, taking their stuff, competing for resources, etc.... It's about ruining their day as completely as possible. It's the only game engineered for you to die twice in the same combat, the second time as an inoffensive, ineffective pod that is trivial to kill if it can be caught.

Shifting the focus of the game to less personal PvE oriented goals would not kill the game at all, though it might finally allow us to see some improvements to PvE gameplay and more interesting PvP since not everything would be a short range ambush gank fest.



This is a PVP game. If you turn it into a PVE game, half the population will unsub.

Completely remove the ability to stop someone running away, and it becomes impossible to actually kill anything. Why, exactly, would this be a good thing?
Xavier Thorm
Caldari Provisions
Caldari State
#12 - 2013-05-28 20:58:42 UTC
The OP's idea seems pretty cool to me, but I may be biased by my hatred of both warp-to-zero and bookmarks. Either way, it's well thought out, so people should give it some consideration.
Douglas Whyte
WhyteKream
#13 - 2013-05-28 21:37:08 UTC  |  Edited by: Douglas Whyte
Alright I love it, thanks for all the feedback.

Now I'll agree that, A wall a text makes it hard to really get the fact's while skimming. There's many other post to read. So I want to clarify somethings.

Emergency Warp functions EXACTLY like warping to any other object. If you are scrammed or disrupted, you cant engage it. Now I know I mentioned a possibility of having it immune to disruptors. Honestly that's a huge maybe. If you are scrammed you can only hope you came with an AB to burn away, and if your disrupted a MWD. This is designed as a means to bypass that critical moment of having to align and accelerate to warp when you finally get a chance. It's thought out to be WARP CORE STABILIZED NOW GTFO!!!. If you don't want to lose your target, don't give them the chance.

Not to mention the fact that doing so put's your ship offline effectively. You have no cap upon dropping to engage another warp, and all your modules are now 25% burnt. We could take it a step further, and make it so they are also put offline, as the demand for the capacitor cause modules to turn off. This would mean the ship now has to naturally gain it's cap back intime to get to safety before getting probed down.

Learning skills were ridiculous because it took a new player close to 2month's to be on an even learning scale as other players. The Warp Jump pinpointing is 2day's to get to 5km. A week to get back to 0. How is this any more mandatory to learn then missiles/shield for caldari, lazors/armor for amarr, etc...?

I understand the initial NO!!!, I mean i'm proposing adding a week to everyone's training time. No one wants that. However it add's something more to warp. It makes warp a skill, and navigating through space effectively and efficiently an actual skill. Along with giving something to the pirates. Pirates get NO LOVE. When honestly gate camps... make the game fun.

Warping to 0 should be a reward to those that prioritize for their survival. Much like training your shields, and tank. Not for the convience of those that don't want to bothered.
Mike Voidstar
Voidstar Free Flight Foundation
#14 - 2013-05-28 21:48:41 UTC
I suppose the pirates don't understand my point.

Blowing people up is one definition of winning, and certainly the easiest to see. Keeping me from doing what I want is another, with potentially larger consequences that reach further.

You don't need to explode my ship to make me unable to do as I wish. If there was something that I wanted that was valuable that you can now take because I have been run off you still win, still gain financially, and still stroke your epeen. The difference becomes did I even try and fight, or did I warp out before a shot was even fired because that's how combat works.

As things are now, points are part of the game. The lack of anything worth staying and defending means that most fights are either large fleets blapping, or the short ranged ganks I referred to earlier because of the need to stay at least in disruptor range, and more commonly in scramble/web range.

People warp out at the first sign of trouble because combat in EVE is extremely one sided. You either brought enough to do the job, or you did not. If I warped out and got away, that's not a win for me. That's me logging for the night because it's pointless to try and fight and pointless to die for nothing.
Douglas Whyte
WhyteKream
#15 - 2013-05-28 21:52:35 UTC
Mike Voidstar wrote:
I suppose the pirates don't understand my point.

Blowing people up is one definition of winning, and certainly the easiest to see. Keeping me from doing what I want is another, with potentially larger consequences that reach further.

You don't need to explode my ship to make me unable to do as I wish. If there was something that I wanted that was valuable that you can now take because I have been run off you still win, still gain financially, and still stroke your epeen. The difference becomes did I even try and fight, or did I warp out before a shot was even fired because that's how combat works.

As things are now, points are part of the game. The lack of anything worth staying and defending means that most fights are either large fleets blapping, or the short ranged ganks I referred to earlier because of the need to stay at least in disruptor range, and more commonly in scramble/web range.

People warp out at the first sign of trouble because combat in EVE is extremely one sided. You either brought enough to do the job, or you did not. If I warped out and got away, that's not a win for me. That's me logging for the night because it's pointless to try and fight and pointless to die for nothing.


Buddy... Go PvP
HONESTLY DO IT
I'm just learning myself
But there is something you feel when you risk losing your ship.
The **** I care about losing out on an opportunity to make isk, i'll go find another.
But take my ship away that costed me literally hours of my life.
YOU FEEL THAT

That is why the pirates want to kill you, why we all will want to kill each other.
No amount of income source will ever be enough to satisfy the desire to literally take something away from someone.
PvP in eve isn't some arcade shooters, there's actual loss.

Which is why you probably are scared of it.
Syreniac
Garoun Investment Bank
Gallente Federation
#16 - 2013-05-28 21:56:22 UTC
Mike Voidstar wrote:
I suppose the pirates don't understand my point.

Blowing people up is one definition of winning, and certainly the easiest to see. Keeping me from doing what I want is another, with potentially larger consequences that reach further.

You don't need to explode my ship to make me unable to do as I wish. If there was something that I wanted that was valuable that you can now take because I have been run off you still win, still gain financially, and still stroke your epeen. The difference becomes did I even try and fight, or did I warp out before a shot was even fired because that's how combat works.

As things are now, points are part of the game. The lack of anything worth staying and defending means that most fights are either large fleets blapping, or the short ranged ganks I referred to earlier because of the need to stay at least in disruptor range, and more commonly in scramble/web range.

People warp out at the first sign of trouble because combat in EVE is extremely one sided. You either brought enough to do the job, or you did not. If I warped out and got away, that's not a win for me. That's me logging for the night because it's pointless to try and fight and pointless to die for nothing.


Anything worth fighting over, you bring a fleet. Good luck persuading an entire fleet of people to leave you alone if every time you start shooting they can just warp out and escape.

And there is an awful lot in this game worth fighting over, but (and here is the scary part!) you might need to venture out of highsec to find it.

It's a sad day for Eve online when a TEST member thinks someone else is an idiot. Ugh
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#17 - 2013-05-28 22:18:20 UTC
Douglas Whyte wrote:

=================================================================================================
Emergency Warp Operation[8] - Allow's the pilot to engage an emergency warp. Each level reduce coordinate calculations by 25%.
=================================================================================================

This is probably the ONLY skill most of you will say, yes, do it. :P

What this skill allow's is the pilot to make a 1000km jump in the direction they're facing. Kinda like a WJD only you're gone. Intially this skills is like doing a 180 align then warping. The gain here is that you don't lose speed turning. 5 is insta warp. Regardless of speed. Thus allowing you to escape if you can manage to burn out that 9km.

Now this can't be made into an iwin button, or rather, Uwin Peace Out. So the module will burn your remaining cap down dry. This will leave you vulnerable for a few seconds before you can even think about warping to a station/gate. Along with that the heat generated by forcing the warp core to initialize warp will cause your module's to take 25% heat dmg.

This skill serves that split second you got to make a warp, if you manage to get it. THUS emergency.

I am toying with the idea though of also making it so disruptor's cant prevent you from engaging it. However then a another drawback has to be done. Perhaps make it so your ship is deadweight for 5secs, just enough time for someone skilled enough to probe you down and finish you.


Cmon what do you guy's think? what else could be done?

This part clearly shows how little you know of warp mechanics and scan mechanics. 5 sec is enough to scan, yes. but then you'll spend another 5-10 sec to warp to that place(depends on distance). Dry cap does not prevent you from warping: you can make at least 100-200km jump even with 0 cap and regen some for next jump while you are in warp.

Opinions are like assholes. Everybody got one and everyone thinks everyone else's stinks.

Danika Princip
GoonWaffe
Goonswarm Federation
#18 - 2013-05-28 22:25:10 UTC
Mike Voidstar wrote:
I suppose the pirates don't understand my point.

Blowing people up is one definition of winning, and certainly the easiest to see. Keeping me from doing what I want is another, with potentially larger consequences that reach further.

You don't need to explode my ship to make me unable to do as I wish. If there was something that I wanted that was valuable that you can now take because I have been run off you still win, still gain financially, and still stroke your epeen. The difference becomes did I even try and fight, or did I warp out before a shot was even fired because that's how combat works.

As things are now, points are part of the game. The lack of anything worth staying and defending means that most fights are either large fleets blapping, or the short ranged ganks I referred to earlier because of the need to stay at least in disruptor range, and more commonly in scramble/web range.

People warp out at the first sign of trouble because combat in EVE is extremely one sided. You either brought enough to do the job, or you did not. If I warped out and got away, that's not a win for me. That's me logging for the night because it's pointless to try and fight and pointless to die for nothing.



There is one important thing you are missing.

Blowing up other ships is FUN. Having them run away is not.
Douglas Whyte
WhyteKream
#19 - 2013-05-28 22:31:43 UTC
Kirimeena D'Zbrkesbris wrote:
[quote=Douglas Whyte]
This part clearly shows how little you know of warp mechanics and scan mechanics. 5 sec is enough to scan, yes. but then you'll spend another 5-10 sec to warp to that place(depends on distance). Dry cap does not prevent you from warping: you can make at least 100-200km jump even with 0 cap and regen some for next jump while you are in warp.


I'll admit I've never dry warped, so no I didn't know that. However it's ONLY a 1000click's out. I know that's a mere second of warp if you took the time to align in that direction prior to getting that warp lock on. The emergency warp, is no better, if anything less effective then making the burn aligned to an object. This skill serves only as a tool for the moments that's not an option, but there's still a chance to break free from the scram. Along with adding some fun. Honestly my ship has the ability to warp, yet my pilot lacks any ability to plot a course? It's just a tool. A new dynamic.
IceGuerilla
Viziam
Amarr Empire
#20 - 2013-05-28 22:44:07 UTC
Didn't read your terrible whine post, but I will give it a "like" if you change the thread name to "Emir Gentsy", because I love the comic work of Sasha Baron Cohen.
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