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Player Features and Ideas Discussion

 
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Increase all ships warp speed velocity by X (where X is ~ 25 - 50%).

Author
a'akanelle
Science and Trade Institute
Caldari State
#1 - 2013-05-24 18:37:08 UTC  |  Edited by: a'akanelle
Pros:

  1. This simple change would speed up the game immeasurably for all players.
  2. Balanced (warp speeds for all ships classes stay the same but suddenly everyones ships are faster overall. i.e. Freighters are still slow compared to everything else).
  3. Should not take excessive amounts of Dev time (ideally it is only a database change)
  4. Reduces one of the biggest time sinks in the game (warping between points) for all players.
  5. Speeds up the feel of the game for all new players.
  6. Speeds up the feel of the game for all old players.
  7. Speeds up the pace of combat (the hunt, the chase, etc.)
  8. Can be done incrementally over time (i.e. lets test a 10% boost at first and see what everyone thinks, how the server handles it, etc.).
  9. Increase the speed of interregional trade creating opportunities for market volatility, or creating better outlying trade hubs (because 20 jumps now only feels like 15).


Cons:

  1. Immersion - space should feel big, etc., etc. (and while I agree to a point, I feel that after playing this game for 5 years, the universe is not going to feel noticeably smaller if the speed at which I warp between gates is 25% faster, and even so it would be small price to pay for all the benefits listed above).
  2. Possible impact on server performance. (but I am hoping with numerous backend changes/handware upgrades this is no longer going to be a significant issue. )
Nikuno
Atomic Heroes
#2 - 2013-05-24 18:52:53 UTC
a'akanelle wrote:
Pros:

  1. This simple change would speed up the game immeasurably for all players.
  2. Balanced (warp speeds for all ships classes stay the same but suddenly everyones ships are faster overall. i.e. Freighters are still slow compared to everything else).
  3. Should not take excessive amounts of Dev time (ideally it is only a database change)
  4. Reduces one of the biggest time sinks in the game (warping between points) for all players.
  5. Speeds up the feel of the game for all new players.
  6. Speeds up the feel of the game for all old players.
  7. Speeds up the pace of combat (the hunt, the chase, etc.)
  8. Can be done incrementally over time (i.e. lets test a 10% boost at first and see what everyone thinks, how the server handles it, etc.).
  9. Increase the speed of interregional trade creating opportunities for market volatility, or creating better outlying trade hubs (because 20 jumps now only feels like 15).


Cons:

  1. Immersion - space should feel big, etc., etc. (and while I agree to a point, I feel that after playing this game for 5 years, the universe is not going to feel noticeably smaller if the speed at which I warp between gates is 25% faster, and even so it would be small price to pay for all the benefits listed above).
  2. Possible impact on server performance. (but I am hoping with numerous backend changes/handware upgrades this is no longer going to be a significant issue. )


The preference would be for variations to the rate of acceleration for ships according to mass or class. This would create real differences of the time it takse to warp across much smaller distances meaning an interceptor could truly become that, being able to reach an out gate after a much larger ship warps and the direction becomes known.
Jacid
Corvix.
#3 - 2013-05-24 18:58:15 UTC
I actually think we should go the other way for this.. maybe double the time it takes all across the board between one gate and the next.. Why you say .. because then interceptors as another poster said would be interceptors. As it stands now its hard to catch an opposing fleet when its on the run even if your in significantly faster ships (warp speed and align time).

My 2 Cents
a'akanelle
Science and Trade Institute
Caldari State
#4 - 2013-05-24 19:17:29 UTC
Nikuno wrote:
The preference would be for variations to the rate of acceleration for ships according to mass or class. This would create real differences of the time it takse to warp across much smaller distances meaning an interceptor could truly become that, being able to reach an out gate after a much larger ship warps and the direction becomes known.


I agree 100% - and if dev time permits, let's do it.

However I feel that my proposed immediate change essentially keeps the status quo (i.e. interceptors are no better or worse off), while having the net effect of reducing one of the most common complaints about the game from new players (i.e. that it takes too long to get anywhere, or that it is boring).

For example currently a battleship warps at 3.0 AU/s a 50% increase would bump that to 4.5 AU/s (Still less than HAC currently has). My proposal is simply trying to subtly speed up the overall pace of the game.

However with the base warp speeds of interceptors as high as they are, they might actually find themselves better under my proposal as well, as targets would have less time to react to ships spotted on D-SCAN.
Kirimeena D'Zbrkesbris
Republic Military Tax Avoiders
#5 - 2013-05-24 19:50:26 UTC  |  Edited by: Kirimeena D'Zbrkesbris
a'akanelle wrote:
For example currently a battleship warps at 3.0 AU/s a 50% increase would bump that to 4.5 AU/s (Still less than HAC currently has). My proposal is simply trying to subtly speed up the overall pace of the game.

However with the base warp speeds of interceptors as high as they are, they might actually find themselves better under my proposal as well, as targets would have less time to react to ships spotted on D-SCAN.

Wont work. In fact it'll make things even worse. Right now if warp distance is 1-7 AU - you'll warp in interceptor as fast as battleship even if Interceptor has warp speed 4.5x of battleship's because of issues with acceleration (it is same for all ships). If you increase warp speed of BS to 4.5 then the distance of no advantage for interceptor will become 1-10 AU.

CCP should change warp acceleration/deceleration based on max warp speed. That'll be fair for all.

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

Khan Farshatok
Macabre Votum
Northern Coalition.
#6 - 2013-05-24 19:51:19 UTC
a'akanelle wrote:
Pros:

  1. This simple change would speed up the game immeasurably for all players.
  2. Balanced (warp speeds for all ships classes stay the same but suddenly everyones ships are faster overall. i.e. Freighters are still slow compared to everything else).
  3. Should not take excessive amounts of Dev time (ideally it is only a database change)
  4. Reduces one of the biggest time sinks in the game (warping between points) for all players.
  5. Speeds up the feel of the game for all new players.
  6. Speeds up the feel of the game for all old players.
  7. Speeds up the pace of combat (the hunt, the chase, etc.)
  8. Can be done incrementally over time (i.e. lets test a 10% boost at first and see what everyone thinks, how the server handles it, etc.).
  9. Increase the speed of interregional trade creating opportunities for market volatility, or creating better outlying trade hubs (because 20 jumps now only feels like 15).


Cons:

  1. Immersion - space should feel big, etc., etc. (and while I agree to a point, I feel that after playing this game for 5 years, the universe is not going to feel noticeably smaller if the speed at which I warp between gates is 25% faster, and even so it would be small price to pay for all the benefits listed above).
  2. Possible impact on server performance. (but I am hoping with numerous backend changes/handware upgrades this is no longer going to be a significant issue. )


-10 vote, distances would mean nothing at this point. no thanks.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#7 - 2013-05-24 19:56:20 UTC
Nikuno wrote:
a'akanelle wrote:
Pros:

  1. This simple change would speed up the game immeasurably for all players.
  2. Balanced (warp speeds for all ships classes stay the same but suddenly everyones ships are faster overall. i.e. Freighters are still slow compared to everything else).
  3. Should not take excessive amounts of Dev time (ideally it is only a database change)
  4. Reduces one of the biggest time sinks in the game (warping between points) for all players.
  5. Speeds up the feel of the game for all new players.
  6. Speeds up the feel of the game for all old players.
  7. Speeds up the pace of combat (the hunt, the chase, etc.)
  8. Can be done incrementally over time (i.e. lets test a 10% boost at first and see what everyone thinks, how the server handles it, etc.).
  9. Increase the speed of interregional trade creating opportunities for market volatility, or creating better outlying trade hubs (because 20 jumps now only feels like 15).


Cons:

  1. Immersion - space should feel big, etc., etc. (and while I agree to a point, I feel that after playing this game for 5 years, the universe is not going to feel noticeably smaller if the speed at which I warp between gates is 25% faster, and even so it would be small price to pay for all the benefits listed above).
  2. Possible impact on server performance. (but I am hoping with numerous backend changes/handware upgrades this is no longer going to be a significant issue. )


The preference would be for variations to the rate of acceleration for ships according to mass or class. This would create real differences of the time it takse to warp across much smaller distances meaning an interceptor could truly become that, being able to reach an out gate after a much larger ship warps and the direction becomes known.


The imbalance is in warp acceleration, as pointed out above!

Currently, all ships accelerate in warp at the same rate, and the difference between a BS and a fleet inty only becomes relevant once the BS reaches max warp and the inty continues to accelerate to it's higher warp speed. A large portion of your time in warp is spent accelerating and decelerating, so the difference in warp speeds of ships doesn't create a big effect except on long warps!
Edward Pierce
State War Academy
Caldari State
#8 - 2013-05-24 20:22:18 UTC  |  Edited by: Edward Pierce
Your proposal would reduce the benefit of the faster warp speeds of interceptors and interdictors, here is why:

When you consider the total time it takes for a ship to go from one system to the next, on the average system, the actual full speed in-warp time is a small portion, most of it will be spent accelerating and decelerating from engaging warp to landing, so the actual speed benefit of these ships doesn't add up to much time.

In a very large system the actual time difference is larger since ships will spend more time at max warp speed. Making all ships warp faster would reduce the amount of time they spend at max warp speed and therefore reduce the amount of time the interceptor lands ahead of the slower ship.

What you want is an increase in the accelerate/decelerate rate once ships enter warp so that they are traveling at the max speed for longer, this will reduce the total travel time and increase the time differential between fast and slow warping ships.

edit: yeah, what those two above me said. efb
a'akanelle
Science and Trade Institute
Caldari State
#9 - 2013-05-24 20:37:25 UTC
Thanks all for the feedback. As mentioned above, I am 100% in favour of changing the acceleration/deceleration rates depending on ship role, etc. and admittedly I forgot about the effect my proposal would have on the current differential between ships in smaller systems.

That said... I still think there is value in doing both. Travel is a huge time sink in the game and I think the devs should shoot for at least a 15% reduction in the overall time it takes to move through a system. If it takes me 20 minutes to fly my ship from Dodixie to Amarr I would like it cut that to 17 to 15 minutes. Not a huge reduction to break immersion, but a noticeable and appreciable change.
Dodger Roger
Doomheim
#10 - 2013-05-29 19:31:33 UTC
I support this idea as it makes travel a lot faster for people and less of a bore.

I would also like to see an accelerated entering warp speed phase and exiting phase. It's annoying trying to lock someone that is exiting warp as it takes forever for them to full "land".
Kenrailae
Center for Advanced Studies
Gallente Federation
#11 - 2013-05-30 13:01:18 UTC
No..... Distance between gates/warp points is already a key factor in many tactical decisions. Reduce/remove that factor and you could cause rather large problems in the tactics and warfare side of things. On the same note, raising it could do the same. IMO, warp speeds are really well balanced as they are, considering most MMO's you have to walk or ride your noble steed to where you are going, which takes alot longer than warping from gate to gate.

The Law is a point of View

The NPE IS a big deal

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#12 - 2013-05-30 20:58:26 UTC
Warping is NOT a huge time sink, unless perhaps you are a freighter pilot. It takes me roughly 60 seconds per jump when I'm traveling (in highsec at least- most HS systems are small and I never reach max warp velocity anyway), assuming I have a decent align time. If I'm using a BC or BS to travel for some reason, it goes up to a rough average of 70 seconds per jump. Oh my. Compared to the time I spend doing actual stuff, this is trivial.

Also, as mentioned, warp speed is not the problem, it's acceleration. It takes a minimum of a 50 au warp for an intie's extra speed to be noticeable, and then it's only by a couple seconds.
ExAstra
Echoes of Silence
#13 - 2013-05-30 21:03:47 UTC
I understand where you're coming from and to a certain extent I think it would be nice. But I think it's fine to leave warp speeds as they are. Just fix warp speed acceleration and now frigates "feel" faster than battleships et al outside of ninja looting and orbiting.

Save the drones!