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Replace Titan Jump-Portals with Tether-Jumping

Author
Ender Wiggan
The Scope
Gallente Federation
#21 - 2013-07-25 20:50:42 UTC
Ranger 1 wrote:
Luc Chastot wrote:
Still trying to find any downsides to this that can't be fixed. The idea is very sound.

I agree, very nice proposal.

I would suggest that Black Ops have a lower limit of tethered ships, say 4 or 5 tops.

The reason being is that:

1: Black Ops are less powerful that cap ships and should not be able to take as many with them.

2: More importantly it places a larger emphasis on actually NEEDING the combat capabilities of the Black OPS BS in the majority of encounters... indeed you will probably want to send several if the target system is active.

This would bring Black Ops battleships into much more common active use in combat, instead of simply used as a taxi service.


Hi Ranger, I agree with your logic, anything that gets black ops on the field more is great. Can you think of a way to fit that into the "squad range" vs. "wing range" vs. "fleet range" mechanic?

I guess one alternative is to make it a pure numbers check. The only thing with that is potentially you get this cluster **** situation where 249 peeps are all trying to tether to the say the same carrier or super-carrier and having to re-try when they get rejected. It's not that big a deal, especially if the tether range is 10 or even 15km from the ship. It's likely that you'd just clump the tether-jumpers up and have the fleet orbit the jumpers at say 5km, then you can reach any tether-jumper pretty quickly.
Silent Rambo
Orion Positronics
#22 - 2013-07-25 21:03:34 UTC
+1

This is cool. Id love to see carriers and other capital ships be able to take people with them other then just the Titan. Pretty sure I read this, but making a capital incapable of tethering other capitals to it would be wise.

You really think someone would do that? Just log into EvE and tell lies?

Ranger 1
Ranger Corp
Vae. Victis.
#23 - 2013-07-25 21:15:25 UTC  |  Edited by: Ranger 1
Ender Wiggan wrote:
Ranger 1 wrote:
Luc Chastot wrote:
Still trying to find any downsides to this that can't be fixed. The idea is very sound.

I agree, very nice proposal.

I would suggest that Black Ops have a lower limit of tethered ships, say 4 or 5 tops.

The reason being is that:

1: Black Ops are less powerful that cap ships and should not be able to take as many with them.

2: More importantly it places a larger emphasis on actually NEEDING the combat capabilities of the Black OPS BS in the majority of encounters... indeed you will probably want to send several if the target system is active.

This would bring Black Ops battleships into much more common active use in combat, instead of simply used as a taxi service.


Hi Ranger, I agree with your logic, anything that gets black ops on the field more is great. Can you think of a way to fit that into the "squad range" vs. "wing range" vs. "fleet range" mechanic?

I guess one alternative is to make it a pure numbers check. The only thing with that is potentially you get this cluster **** situation where 249 peeps are all trying to tether to the say the same carrier or super-carrier and having to re-try when they get rejected. It's not that big a deal, especially if the tether range is 10 or even 15km from the ship. It's likely that you'd just clump the tether-jumpers up and have the fleet orbit the jumpers at say 5km, then you can reach any tether-jumper pretty quickly.

Yeah, it kind of all depends on if that aspect of the mechanic ends up being as proposed or not. They could base things off of mass (like a wormhole) or a certain number based on ship class (1 BS = 2 cruisers = 4 destroyers = 8 frigates... or any combination of the above up to the total amount your ship is rated for), or any number of other ways.

However it goes it would be fairly transparent to the fleet members. They simply try to tether, and are either successful or not and are notified of such.

To the members of this thread in general, ease of power projection is a big issue in EVE. Things need to be toned down a bit. As counter intuitive as it may seem, making fleet movements more difficult would actually inspire more serious conflicts in EVE, because if you are going to move major assets into battle you will now need to be serious about it. Less "play fighting" and more "serious business"... not to mention encouraging folks to actually occupy the area's they control. If you aren't in the right position for defense, you may not be able to move those large defensive fleets into position nearly as easily as you can today. You could easily find your capital assets and support fleet fighting a desperate holding action until the bulk of your reinforcements arrive via conventional gate travel.

Easy fleet movements trivialize combat, whether by making their normal staging areas unimportant, or making the ability to effectively engage (and far more importantly, the ability to retreat at will) far too easy.

Your decisions should matter, and have potentially serious consequences. Likewise cynoing in a fleet should have advantages (as they do now) but also draw backs that need to be considered.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

suid0
Pandemic Horde Inc.
Pandemic Horde
#24 - 2013-07-25 21:18:59 UTC
Ender Wiggan wrote:

Once again, that's what we're endeavoring to do. We want to force supers be a physical part of a deployment. We also want reinforcement to be difficult. We don't want to it to be easy to do the logistics required to shift vast quantities of people across light years. Spatial location of fleets should be important as opposed to the compressed nature of space that results from easy-access bridging.


So what you're really looking for are ways to make your space safer.

By making invasion even more annoying and pain staking than it currently is your space is safe because people just wont bother.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Ranger 1
Ranger Corp
Vae. Victis.
#25 - 2013-07-25 21:22:55 UTC
suid0 wrote:
Ender Wiggan wrote:

Once again, that's what we're endeavoring to do. We want to force supers be a physical part of a deployment. We also want reinforcement to be difficult. We don't want to it to be easy to do the logistics required to shift vast quantities of people across light years. Spatial location of fleets should be important as opposed to the compressed nature of space that results from easy-access bridging.


So what you're really looking for are ways to make your space safer.

By making invasion even more annoying and pain staking than it currently is your space is safe because people just wont bother.

Except that if this were done (hopefully in conjunction with a similar revamp of jump bridge mechanics) it would make defense more difficult as well.

Currently it is a trivial matter to cyno in a large defense fleet without the need of even risking your capital assets.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

Nikk Narrel
Moonlit Bonsai
#26 - 2013-07-25 21:27:12 UTC
Ender Wiggan wrote:
Final word
I can't claim this idea as mine. That honour goes to redditor Acidictadpole who posted the first reference to it in the comments at TheMittani.com

Also, this idea doesn't do anything to address the sheer power of super-capitals. It is still possible for dominant coalitions to effect risk-free deployments with an overwhelming show of force on jump in. The only difference is, now that alliance or coalition is required to show force for that 'risk-free' deployment.

It is possible someone has suggested this before I did.

Posted June 18th of this year.
https://forums.eveonline.com/default.aspx?g=posts&m=3223206#post3223206

Copy and pasted here:
The mechanics of this are not terribly difficult, just need to be adapted.

EDIT: Add in specified 2,000 meter range for this mooring line, I was thinking it in my head but saw I did not spell it out.

By docking to the carrier, the game will just depict a mooring line running between the ship and the carrier.
(It doesn't need to be displayed as a space object, just listed like an effect above the capacitor the same way being webbed is, etc.)

If you move or direct your ship to leave or log out, the mooring line is released.

If the carrier jumps, your ship and you go with it.

Why does this work, when the previous problems existed in the past?
Because the mooring line actually represents a standing command to jump-bridge, just like pilots using a titan or blops bridge need to click on the graphic.
The mass of the ship is added to the carrier's, for fuel use calculation.

The mooring lines can be left in place after the jump, in the event it is a multiple jump event, or released so the individual pilots can go on their merry way.

Does this make carriers OP?
No, in fact it places them at risk. The carrier lands in the target system with the other ships, unlike the Titan or BLOPs which stay safely at the starting point / staging area.
suid0
Pandemic Horde Inc.
Pandemic Horde
#27 - 2013-07-25 21:29:12 UTC  |  Edited by: suid0
Ranger 1 wrote:
suid0 wrote:
Ender Wiggan wrote:

Once again, that's what we're endeavoring to do. We want to force supers be a physical part of a deployment. We also want reinforcement to be difficult. We don't want to it to be easy to do the logistics required to shift vast quantities of people across light years. Spatial location of fleets should be important as opposed to the compressed nature of space that results from easy-access bridging.


So what you're really looking for are ways to make your space safer.

By making invasion even more annoying and pain staking than it currently is your space is safe because people just wont bother.

Except that if this were done (hopefully in conjunction with a similar revamp of jump bridge mechanics) it would make defense more difficult as well.

Currently it is a trivial matter to cyno in a large defense fleet without the need of even risking your capital assets.


So yeah, if you don't also nerf jump bridges into the ground then iis massively overpowered for the defender, they can reinforce easily with 0 risk. GG, you've just made null even more stagnant.

And how do you do a similar jump bridge revamp? make the tower also jump to dest? it's such a terrible idea to a non-problem.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Ersahi Kir
Brutor Tribe
Minmatar Republic
#28 - 2013-07-25 21:45:13 UTC
Mascha Tzash wrote:
JD No7 wrote:
Really like this idea. Needs some working on, but really fixes hot-dropping etc.

Carriers limited to 1 gang seems steep though. Make it fleet for any tethering and tie in a fuel cost based on mass or ship size, meaning a carrier cold tether 30 cruisers or 15 BCs but a Mship would be needed for a BS fleet.


Mass as a single limiting factor would put shield ships in favor over armor ships. Using a factor like singature/mass could level it.


So you suggest that basing it off mass is biased against armor ships, and then suggest that basing it off signature would be better.
Ender Wiggan
The Scope
Gallente Federation
#29 - 2013-07-25 22:06:42 UTC
suid0 wrote:
Ranger 1 wrote:
suid0 wrote:
Ender Wiggan wrote:

Once again, that's what we're endeavoring to do. We want to force supers be a physical part of a deployment. We also want reinforcement to be difficult. We don't want to it to be easy to do the logistics required to shift vast quantities of people across light years. Spatial location of fleets should be important as opposed to the compressed nature of space that results from easy-access bridging.


So what you're really looking for are ways to make your space safer.

By making invasion even more annoying and pain staking than it currently is your space is safe because people just wont bother.

Except that if this were done (hopefully in conjunction with a similar revamp of jump bridge mechanics) it would make defense more difficult as well.

Currently it is a trivial matter to cyno in a large defense fleet without the need of even risking your capital assets.


So yeah, if you don't also nerf jump bridges into the ground then iis massively overpowered for the defender, they can reinforce easily with 0 risk. GG, you've just made null even more stagnant.

And how do you do a similar jump bridge revamp? make the tower also jump to dest? it's such a terrible idea to a non-problem.


That's a good criticism. Perhaps you could address it by making a jump bridge a weak enough target that a moderate sized gang can quickly incap one (say ~15-20k aggregate DPS incaps in 5 minutes). Then a roaming gang could snap the link allowing time for a fleet to start a siege.


Alundil
Rolled Out
#30 - 2013-07-25 22:22:45 UTC
Very nice proposal. Shield/Armor mass considerations aside this has merit. I'd look into that, as well as the idea that jumping (tethering) a fleet would drain dry the bay of the ship. I think it ought to leave enough fuel for the tethering ship to get out at least (cap not withstanding). It succeeds in placing them in the hostile system and that's a 1000% improvement over current state

I'm right behind you

suid0
Pandemic Horde Inc.
Pandemic Horde
#31 - 2013-07-25 22:37:30 UTC
Ender Wiggan wrote:

That's a good criticism. Perhaps you could address it by making a jump bridge a weak enough target that a moderate sized gang can quickly incap one (say ~15-20k aggregate DPS incaps in 5 minutes). Then a roaming gang could snap the link allowing time for a fleet to start a siege.


A side effect of that would be you've just created roaming gang small scale hit and run objectives too.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

Ender Wiggan
The Scope
Gallente Federation
#32 - 2013-07-25 23:12:19 UTC  |  Edited by: Ender Wiggan
suid0 wrote:
Ender Wiggan wrote:

That's a good criticism. Perhaps you could address it by making a jump bridge a weak enough target that a moderate sized gang can quickly incap one (say ~15-20k aggregate DPS incaps in 5 minutes). Then a roaming gang could snap the link allowing time for a fleet to start a siege.


A side effect of that would be you've just created roaming gang small scale hit and run objectives too.


Always a positive Big smile

Edit: Actually, we'd have to make it easy to take down, hard to put back up. What's the anchoring time on jump-bridge? If you make it fully destroyable then we could constrain the difficulty of reinstating the link via the anchoring time.
Lloyd Roses
Artificial Memories
#33 - 2013-07-25 23:38:52 UTC  |  Edited by: Lloyd Roses
It sounds quite awesome, but it would need different titans and possibly some timers to prevent people from going step A: get an iteron and an auguror so you can tehter-jump in, get recharged, jump out again - before they even know what happened.

This is great:
'jump squad/wing/fleet'
That does sound awesome.

Ersahi Kir wrote:
Mascha Tzash wrote:

Mass as a single limiting factor would put shield ships in favor over armor ships. Using a factor like singature/mass could level it.


So you suggest that basing it off mass is biased against armor ships, and then suggest that basing it off signature would be better.


I believe that it was intended to say: 'The signature AND mass are influencing the jump costs in a way that roughly equalizes the sideeffects of tank-modules'
Ender Wiggan
The Scope
Gallente Federation
#34 - 2013-07-25 23:51:17 UTC
Lloyd Roses wrote:
It sounds quite awesome, but it would need different titans and possibly some timers to prevent people from going step A: get an iteron and an auguror so you can tehter-jump in, get recharged, jump out again - before they even know what happened.


Yeah definitely. Perhaps couple fuel behaviours with cap behaviours. So tether-jumping will drain both your fuel and your cap. Then they'd have to be capped back up as well as fueled.

Alternatively could just be a "burn out" timer on the drive as a result of "overloading" the drive to carry more ships.
Gizznitt Malikite
Agony Unleashed
Agony Empire
#35 - 2013-07-26 00:25:09 UTC

A couple points:

One of the major "discussions" about nullsec is force projection. The ability to rapidly move a force across several regions of space makes controlling several regions much simpler. This change would pretty much expand the force projection tools (primarily found in jump bridges and titan bridges) to any Joe Plumber with a carrier. People complain about hot dropping now... imagine how this changes when you can do it so much easier. Additionally, with the obnoxiously large structure HP and the RF timer mechanics, I fear this change would enhance force projection to become a major problem.

Now, your drawback, of putting the blingy ship in a "risky" situation is nice, and helps offset the increased force projection... a little. The truth is though, and this is especially true in lowsec, holding down a supercap can be quite a challenge. And you probably don't know this, but you can cap fit a carrier to passively recharge enough cap to jump out before it's invulnerability timer (from jumping in) expires, making them invulnerable lowsec hotdrop logistics.

Next, there is the issue of range. A titan can jump 3.5 ly base (*2.25 w/ skills). A BO BS has similarly limited range. A Carrier has a 6.5 ly base, and can hit beyond 14.5 LY with skills. Those number might not mean much to you, but the range of a carrier is huge. A titan in the middle of Venal is going to reach all of venal, and some of the systems in the neighboring regions of Branch, Deklein, and Tribute. Put a carrier in that spot, it will hit moreless all of Venal, Deklein, Tribute, and Brach, as well as some systems in those neighboring regions of Pure Blind, Vale, Tenal, Fade, and Lonetrek. Frankly, that's simply waaaayyyyy to much range to bridge ships, even if it is only 9 ships!
Kirtar Makanen
State War Academy
Caldari State
#36 - 2013-07-26 04:13:20 UTC
Luc Chastot wrote:
Still trying to find any downsides to this that can't be fixed. The idea is very sound.

How about what happens when the system fails just like the jump portal bugs now (and still hasn't been fixed)? While in the current scenario the titan can just activate another portal (after some log off things that are a huge pain and shouldn't be necessary), tethering would require the transporting capital to jump back, hope that the tether actually works this time because :ccp: and jump again. That assumes that it's even possible to jump back to the origin system because the capital could get bubbled before it can return. I'd rather have existing problems fixed than introduce a new system which could have even larger problems.
Ender Wiggan
The Scope
Gallente Federation
#37 - 2013-07-26 04:30:18 UTC
Kirtar Makanen wrote:
Luc Chastot wrote:
Still trying to find any downsides to this that can't be fixed. The idea is very sound.

How about what happens when the system fails just like the jump portal bugs now (and still hasn't been fixed)? While in the current scenario the titan can just activate another portal (after some log off things that are a huge pain and shouldn't be necessary), tethering would require the transporting capital to jump back, hope that the tether actually works this time because :ccp: and jump again. That assumes that it's even possible to jump back to the origin system because the capital could get bubbled before it can return. I'd rather have existing problems fixed than introduce a new system which could have even larger problems.


Interesting objection. I don't think it's really useful to dismiss the idea based on an assumption that it's going to be buggy. We have to assume that the ideas we have will be implemented without bugs or else we can always just say, "no, what if bugs?"
Ender Wiggan
The Scope
Gallente Federation
#38 - 2013-07-26 04:47:45 UTC  |  Edited by: Ender Wiggan
Gizznitt Malikite wrote:

A couple points:

One of the major "discussions" about nullsec is force projection. The ability to rapidly move a force across several regions of space makes controlling several regions much simpler. This change would pretty much expand the force projection tools (primarily found in jump bridges and titan bridges) to any Joe Plumber with a carrier. People complain about hot dropping now... imagine how this changes when you can do it so much easier. Additionally, with the obnoxiously large structure HP and the RF timer mechanics, I fear this change would enhance force projection to become a major problem.

Now, your drawback, of putting the blingy ship in a "risky" situation is nice, and helps offset the increased force projection... a little. The truth is though, and this is especially true in lowsec, holding down a supercap can be quite a challenge. And you probably don't know this, but you can cap fit a carrier to passively recharge enough cap to jump out before it's invulnerability timer (from jumping in) expires, making them invulnerable lowsec hotdrop logistics.

Next, there is the issue of range. A titan can jump 3.5 ly base (*2.25 w/ skills). A BO BS has similarly limited range. A Carrier has a 6.5 ly base, and can hit beyond 14.5 LY with skills. Those number might not mean much to you, but the range of a carrier is huge. A titan in the middle of Venal is going to reach all of venal, and some of the systems in the neighboring regions of Branch, Deklein, and Tribute. Put a carrier in that spot, it will hit moreless all of Venal, Deklein, Tribute, and Brach, as well as some systems in those neighboring regions of Pure Blind, Vale, Tenal, Fade, and Lonetrek. Frankly, that's simply waaaayyyyy to much range to bridge ships, even if it is only 9 ships!


Hi Gizznitt, sorry didn't have time to address this earlier. I accept your criticism. The end effect of this idea is meant to make logistics and force projection more difficult, dangerous and interesting (from the point of view that risks vs. travel time vs. cost must be weighed up). I believe that a discrepancy between jump range should definitely be maintained, but I agree that the range of carriers is probably too large to really make the idea work.

Thinking "out loud", what if we reversed the numbers. Carriers shorter jumpers, supers longer, titans longer still. All of them well below the current range of carriers. Then we have a new risk profile. You can respond with a large fleet to a threat at a distance, but if the people you're jumping on have an answer to your lone Titan, it's going to be in a lot of trouble.

In my head, I picture a fleet deployed via 25 carriers to be more robust than one deployed via 5 supers or via 1 Titan. Hence the ship that can project the furthest should be the 'weakest' (in terms of the strength of the "beach head").

Alternatively:
We could have it such that ships tethering reduce the jump range of the jumper. For carriers the reduction is significant, less so for supers, even less so for Titans (but still a reduction).

As to the problem of carriers being able to cap up to jump-cap in their invulnerable timer. I didn't know that, and honestly, I think that in and of itself is a broken mechanic and shouldn't be possible. Having to refuel between jumps (and refueling haulers spawning at least 10 and probably 15km from the carrier) should band-aid the problem at least a little bit.
Kirtar Makanen
State War Academy
Caldari State
#39 - 2013-07-26 04:51:42 UTC
Ender Wiggan wrote:
Kirtar Makanen wrote:
Luc Chastot wrote:
Still trying to find any downsides to this that can't be fixed. The idea is very sound.

How about what happens when the system fails just like the jump portal bugs now (and still hasn't been fixed)? While in the current scenario the titan can just activate another portal (after some log off things that are a huge pain and shouldn't be necessary), tethering would require the transporting capital to jump back, hope that the tether actually works this time because :ccp: and jump again. That assumes that it's even possible to jump back to the origin system because the capital could get bubbled before it can return. I'd rather have existing problems fixed than introduce a new system which could have even larger problems.


Interesting objection. I don't think it's really useful to dismiss the idea based on an assumption that it's going to be buggy. We have to assume that the ideas we have will be implemented without bugs or else we can always just say, "no, what if bugs?"

Except I'm using a currently existing bug in the most analogous system in place (I bet it would use much of the same code). Given that the bug hasn't been fixed in quite a while it's surely buried in ~legacy code~ that can't be touched. Until it's demonstrated that the current system is reliable, introducing a separate system (which would likely share some code) that adds even larger problems when it fails isn't a good idea.
Mascha Tzash
Ministry of War
Amarr Empire
#40 - 2013-07-26 21:16:20 UTC
Lloyd Roses wrote:

Ersahi Kir wrote:
Mascha Tzash wrote:

Mass as a single limiting factor would put shield ships in favor over armor ships. Using a factor like singature/mass could level it.


So you suggest that basing it off mass is biased against armor ships, and then suggest that basing it off signature would be better.


I believe that it was intended to say: 'The signature AND mass are influencing the jump costs in a way that roughly equalizes the sideeffects of tank-modules'


Basically yes.

Problem is, when you plainly multiply both values you end up with numbers that align around the sig radius.
Taking more numbers into this calculation makes it look akward (e.g. including shield and armor HP).

I took the time today an tried this out (mass*sig) for the T1 Battleships (only the rough numbers from the wiki). Mass alone is planly to easy to take because all BS are around the 100 mil kg; they are within 5% derivation of this mark. The idea behind my rather small addition to this monumental sugestion to put no favor for the one or the other kind of tanking a ship. Still there needs to bee a way to take into account that shield ships increase their sig in the special case they are fitting shield extenders as the addition of armor plates adds mass to the ship.

Not sure if this would be a real issue. But if you look at the point that a larger number of carriers will be fielded according to this proposal, the tactics of keeping squads alive with the logistic powers of mentioned carrier. And therefor buffers could come in handy and might be used more often.

Anyways, the general idea is great.
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