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Capital jumps, cyno deaths and void space between systems

Author
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#1 - 2013-08-09 00:16:01 UTC
Hi,

when you jump with capitals you immediately appear on cyno side. Cyno usually remains vulnerable until cyno timer expires.

I would like to discuss tactics changes to something like:

- you open cyno, which lasts less than 10 minutes (or skill related)
- you jump your capital and "travel" for paths. i.e. 10 seconds per ly, may it be influenced by some skill or not

That way, you can get your cyno killed while traveling, leaving you to an undefined spot, say unreachable by common space. (recall Frontier jump drive failures)

This could be represented by a midpoint the path line from source system to destination system to star map, exactly like if you were travelling that line.

From there you could escape only by asking for a new cyno, close enough to jump to...
This could force you to better jump tactics and call for corp mates for rescue-cynos

Or you may die inside. Twisted How?

In that space, you should get chances to have engagements from unknown alien races (or e.g. sleepers or jovians finally? Pirate)
Enemies could be really challenging and hard to kill, much more than Wspace sleepers. Those aliens may have special scanners to track you down in such unknown areas, and encounters may not happens immediately.
Imgine you are in fear for this option, trying to get a rescue cyno, imagine you are just escaping a few moments after something really bad and angry appears around you (e.g. no overview or disrupted?)

This may also open to new opportunities: e.g. capital fleets hunting such engagements, with nice or really rare rewards (or not if you don't want to get stuck for hours in space waiting).

Also jump mechanics could get benefits: you are cap fleet jumping to hostile system, and see outnumbers showing up. A good cyno kill could leave you in a "safe area", hoping for fleet rescue somewhere else quickly.

Also capitals roles may change that way as they are pratically used for 0.0 space offense/defence only. Capital pilots could accept the challenge and see good rewards for the risk and the efforts they carry on.

Well, maybe it's just a bad idea (or already discussed), but I think it can be improved to add realism to capital roles and jumping mechanics.

Engineer Squiffy
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#2 - 2013-08-10 09:51:46 UTC
.
General Guardian
Perkone
Caldari State
#3 - 2013-08-10 13:40:51 UTC
I think Panthers, Nidhoggurs, Naglfars, Hels and Ragnaroks should all just plain have a chance to disintegrate during a jump.

Perhaps spraying shrapnel (Rifters hulls) All over space
Radhe Amatin
Federal Navy Academy
Gallente Federation
#4 - 2013-08-11 07:44:19 UTC
Engineer Squiffy wrote:
Hi,

when you jump with capitals you immediately appear on cyno side. Cyno usually remains vulnerable until cyno timer expires.

I would like to discuss tactics changes to something like:

- you open cyno, which lasts less than 10 minutes (or skill related)
- you jump your capital and "travel" for paths. i.e. 10 seconds per ly, may it be influenced by some skill or not

That way, you can get your cyno killed while traveling, leaving you to an undefined spot, say unreachable by common space. (recall Frontier jump drive failures)

This could be represented by a midpoint the path line from source system to destination system to star map, exactly like if you were travelling that line.

From there you could escape only by asking for a new cyno, close enough to jump to...
This could force you to better jump tactics and call for corp mates for rescue-cynos

Or you may die inside. Twisted How?

In that space, you should get chances to have engagements from unknown alien races (or e.g. sleepers or jovians finally? Pirate)
Enemies could be really challenging and hard to kill, much more than Wspace sleepers. Those aliens may have special scanners to track you down in such unknown areas, and encounters may not happens immediately.
Imgine you are in fear for this option, trying to get a rescue cyno, imagine you are just escaping a few moments after something really bad and angry appears around you (e.g. no overview or disrupted?)

This may also open to new opportunities: e.g. capital fleets hunting such engagements, with nice or really rare rewards (or not if you don't want to get stuck for hours in space waiting).

Also jump mechanics could get benefits: you are cap fleet jumping to hostile system, and see outnumbers showing up. A good cyno kill could leave you in a "safe area", hoping for fleet rescue somewhere else quickly.

Also capitals roles may change that way as they are pratically used for 0.0 space offense/defence only. Capital pilots could accept the challenge and see good rewards for the risk and the efforts they carry on.

Well, maybe it's just a bad idea (or already discussed), but I think it can be improved to add realism to capital roles and jumping mechanics.

Engineer Squiffy


You do realize that the eve online jump drives are not like hyperdrives or warp drives or any other FTL type propulsion that require travel time. Its more like a fold space device or a wormhole generator, either way it works by connecting 2 points in space allowing the ship to move from one point to the other in an instant. Drawback of such a drive is it requires an insane amount of calculation for the ship to jump to the destination or the use of a cyno field as a beacon.

What are u suggesting is to completely change the FTL drives on capital ships/black ops thus removing the cyno field from game cause no other FTL drive requires a beacon at the destination to be able to move there.

Not to mention it will mean a down grade from a technological stand point. :D

Rowells
Pator Tech School
Minmatar Republic
#5 - 2013-08-11 09:50:05 UTC
General Guardian wrote:
I think Panthers, Nidhoggurs, Naglfars, Hels and Ragnaroks should all just plain have a chance to disintegrate during a jump.

Perhaps spraying shrapnel (Rifters hulls) All over space

Gonna need more duct tape
Swiftstrike1
Swiftstrike Incorporated
#6 - 2013-08-11 10:20:02 UTC
Sounds like you are saying "I want to be able to jump my capital ships into C6 wormholes".

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

WilliamMays
Stuffs Inc.
#7 - 2013-08-12 01:21:02 UTC
low sec "pirates" need more reasons to pop cyno rookie ships?
Arden Elenduil
Unlimited Bear Works
#8 - 2013-08-12 01:31:53 UTC
iirc, if the cyno dies before you load grid, you already get your fleet strewn out across the destination system

That said, if you were to get stuck in that "void space", you simply log off, move another cyno into position, then log in and jump, done
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#9 - 2013-08-12 01:37:41 UTC
Radhe Amatin wrote:
Engineer Squiffy wrote:
Hi,

when you jump with capitals you immediately appear on cyno side. Cyno usually remains vulnerable until cyno timer expires.

I would like to discuss tactics changes to something like:

- you open cyno, which lasts less than 10 minutes (or skill related)
- you jump your capital and "travel" for paths. i.e. 10 seconds per ly, may it be influenced by some skill or not

That way, you can get your cyno killed while traveling, leaving you to an undefined spot, say unreachable by common space. (recall Frontier jump drive failures)

This could be represented by a midpoint the path line from source system to destination system to star map, exactly like if you were travelling that line.

From there you could escape only by asking for a new cyno, close enough to jump to...
This could force you to better jump tactics and call for corp mates for rescue-cynos

Or you may die inside. Twisted How?

In that space, you should get chances to have engagements from unknown alien races (or e.g. sleepers or jovians finally? Pirate)
Enemies could be really challenging and hard to kill, much more than Wspace sleepers. Those aliens may have special scanners to track you down in such unknown areas, and encounters may not happens immediately.
Imgine you are in fear for this option, trying to get a rescue cyno, imagine you are just escaping a few moments after something really bad and angry appears around you (e.g. no overview or disrupted?)

This may also open to new opportunities: e.g. capital fleets hunting such engagements, with nice or really rare rewards (or not if you don't want to get stuck for hours in space waiting).

Also jump mechanics could get benefits: you are cap fleet jumping to hostile system, and see outnumbers showing up. A good cyno kill could leave you in a "safe area", hoping for fleet rescue somewhere else quickly.

Also capitals roles may change that way as they are pratically used for 0.0 space offense/defence only. Capital pilots could accept the challenge and see good rewards for the risk and the efforts they carry on.

Well, maybe it's just a bad idea (or already discussed), but I think it can be improved to add realism to capital roles and jumping mechanics.

Engineer Squiffy


You do realize that the eve online jump drives are not like hyperdrives or warp drives or any other FTL type propulsion that require travel time. Its more like a fold space device or a wormhole generator, either way it works by connecting 2 points in space allowing the ship to move from one point to the other in an instant. Drawback of such a drive is it requires an insane amount of calculation for the ship to jump to the destination or the use of a cyno field as a beacon.

What are u suggesting is to completely change the FTL drives on capital ships/black ops thus removing the cyno field from game cause no other FTL drive requires a beacon at the destination to be able to move there.

Not to mention it will mean a down grade from a technological stand point. :D


- why an insane amount of calculation? it's just a 3d vector math... and cyno it's already a beacon.

- yes, it's exactly what I mean, so you have your expansive ship ready to die if you can't get rescue quickly. It could thrill the use of caps

- well, you're right, in fact latest patch gate's scene switch isn't a wormhole with a tech regression? Not to mention the times you sit stucked when jumping to battlefields with insane numbers (>500 players) in system. Did'nt they added time dilation to compensate server loads? ;-)

Anyway, thank you for your reply, I hope to see discussion to grow up
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#10 - 2013-08-12 01:39:13 UTC
Swiftstrike1 wrote:
Sounds like you are saying "I want to be able to jump my capital ships into C6 wormholes".


Maybe others may like the idea, but I don't like WHs, and I was meaning a completely void place, without planets, moons etc...

Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#11 - 2013-08-12 01:40:48 UTC
Arden Elenduil wrote:
iirc, if the cyno dies before you load grid, you already get your fleet strewn out across the destination system

That said, if you were to get stuck in that "void space", you simply log off, move another cyno into position, then log in and jump, done


Why don't keep your cap in space? e.g. very high aggro timer.

This could lead to chances to encounter, or not, if you're lucky or have rescue

Goldensaver
Maraque Enterprises
Just let it happen
#12 - 2013-08-12 03:21:16 UTC
WilliamMays wrote:
low sec "pirates" need more reasons to pop cyno rookie ships?

Oh dear, you might even need semi-tanked cyno cruisers to be able to safely move a capital!

I kinda like the idea. Now all we need is for there to be a small chance of psychers... I mean... pod pilots to go insane when reversing the warp :P


Although in all seriousness, though interesting this sounds of needless complication. It's an interesting idea, and I actually do like the idea of actual risk when transporting your caps, but I'm not sure if this is how.
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#13 - 2013-08-12 07:48:50 UTC
Goldensaver wrote:
WilliamMays wrote:
low sec "pirates" need more reasons to pop cyno rookie ships?

Oh dear, you might even need semi-tanked cyno cruisers to be able to safely move a capital!

I kinda like the idea. Now all we need is for there to be a small chance of psychers... I mean... pod pilots to go insane when reversing the warp :P


Although in all seriousness, though interesting this sounds of needless complication. It's an interesting idea, and I actually do like the idea of actual risk when transporting your caps, but I'm not sure if this is how.


Hi,

what you mean with reversing the warp?

Regardless the flame and the hate will this throws against me (I also own a cap): I think expansive ships should be moveable with proper ships, not rookie-frigate class ones.

HiddenPorpoise
Jarlhettur's Drop
United Federation of Conifers
#14 - 2013-08-12 08:22:38 UTC
Anything that can be shot at can be turned for profit. And if someone lights a cyno in the void, covert or otherwise, Titans or Blaops can fill the void with ships that can't be hunted while farming.
Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#15 - 2013-08-12 08:34:47 UTC
HiddenPorpoise wrote:
Anything that can be shot at can be turned for profit. And if someone lights a cyno in the void, covert or otherwise, Titans or Blaops can fill the void with ships that can't be hunted while farming.


hi,

I wasn't meaning that to be an easy farming area. I was meaning a place where your cap can be insta popped by something really big and really harmfull. A place where you should stay stucked for hours before encounters to happens (or may not even happens the whole day). This is not an anomaly or explo site.

Engineer Squiffy
Deep Core Mining Inc.
Caldari State
#16 - 2013-08-13 07:36:33 UTC
up
Radhe Amatin
Federal Navy Academy
Gallente Federation
#17 - 2013-08-28 05:23:50 UTC
Engineer Squiffy wrote:
Radhe Amatin wrote:
Engineer Squiffy wrote:
Hi,

when you jump with capitals you immediately appear on cyno side. Cyno usually remains vulnerable until cyno timer expires.

I would like to discuss tactics changes to something like:

- you open cyno, which lasts less than 10 minutes (or skill related)
- you jump your capital and "travel" for paths. i.e. 10 seconds per ly, may it be influenced by some skill or not

That way, you can get your cyno killed while traveling, leaving you to an undefined spot, say unreachable by common space. (recall Frontier jump drive failures)

This could be represented by a midpoint the path line from source system to destination system to star map, exactly like if you were travelling that line.

From there you could escape only by asking for a new cyno, close enough to jump to...
This could force you to better jump tactics and call for corp mates for rescue-cynos

Or you may die inside. Twisted How?

In that space, you should get chances to have engagements from unknown alien races (or e.g. sleepers or jovians finally? Pirate)
Enemies could be really challenging and hard to kill, much more than Wspace sleepers. Those aliens may have special scanners to track you down in such unknown areas, and encounters may not happens immediately.
Imgine you are in fear for this option, trying to get a rescue cyno, imagine you are just escaping a few moments after something really bad and angry appears around you (e.g. no overview or disrupted?)

This may also open to new opportunities: e.g. capital fleets hunting such engagements, with nice or really rare rewards (or not if you don't want to get stuck for hours in space waiting).

Also jump mechanics could get benefits: you are cap fleet jumping to hostile system, and see outnumbers showing up. A good cyno kill could leave you in a "safe area", hoping for fleet rescue somewhere else quickly.

Also capitals roles may change that way as they are pratically used for 0.0 space offense/defence only. Capital pilots could accept the challenge and see good rewards for the risk and the efforts they carry on.

Well, maybe it's just a bad idea (or already discussed), but I think it can be improved to add realism to capital roles and jumping mechanics.

Engineer Squiffy


You do realize that the eve online jump drives are not like hyperdrives or warp drives or any other FTL type propulsion that require travel time. Its more like a fold space device or a wormhole generator, either way it works by connecting 2 points in space allowing the ship to move from one point to the other in an instant. Drawback of such a drive is it requires an insane amount of calculation for the ship to jump to the destination or the use of a cyno field as a beacon.

What are u suggesting is to completely change the FTL drives on capital ships/black ops thus removing the cyno field from game cause no other FTL drive requires a beacon at the destination to be able to move there.

Not to mention it will mean a down grade from a technological stand point. :D


- why an insane amount of calculation? it's just a 3d vector math... and cyno it's already a beacon.

- yes, it's exactly what I mean, so you have your expansive ship ready to die if you can't get rescue quickly. It could thrill the use of caps

- well, you're right, in fact latest patch gate's scene switch isn't a wormhole with a tech regression? Not to mention the times you sit stucked when jumping to battlefields with insane numbers (>500 players) in system. Did'nt they added time dilation to compensate server loads? ;-)

Anyway, thank you for your reply, I hope to see discussion to grow up


- its not that simple as 3rd vector math......u can calculate distance using that but u have other variables to consider. In universe nothing is static everything moves so the ships computer needs to calculate the destination point considering solar system drift, movement of objects in the solar system, gravity from the sun and planets and from passing objects within solar system or nearby the destination and probably more.
- don`t get me wrong i`m all up for having a margin of error but i think it should be more like a jump drive deviation then just a random chance, example:
- u can have the jump drive have a lets say 1 au jump deviation....if the cyno is killed in the middle of the jump your ship will still jump but will land anywhere in a 1 au radius of where the cyno field was on. Here u can add a chance that the ship will end up colliding with the objects that are in range, like jumping nearby a station the ship will jump perfectly if cyno is active but if it gets blown up then u will have a chance to collide with objects that are in range of the cyno, like the station or asteroid belts or moons or the planet or the sun if its in range. But the damage should also be variable damage depending on what your ship ends up colliding into, like fail jumping into an asteroid belt will end up damaging your ship and the possibility to be in the middle of the asteroids making warping out a pain, or colliding with the station that will inflict more damage to the possibility of colliding with the atmosphere of a planet or the corona of the sun that will most likely destroy the ship in question.
- final point is if ccp will ever add such mechanics they will also have to add skills like jump drive deviation or whatever that will improve jump deviation by reducing the range deviation when the ship jumps and possibly some other skill to reduce the chance that your ship will end up colliding with something, maybe some new mods for the same purpose or even new ships that will trade offensive or defensive capabilities for longer more precise jumps.Hell u can even add the the longer you jump the greater the deviation and the shorter the jump the smaller the deviation.
[/quote]
Me of Course
KarmaFleet
Goonswarm Federation
#18 - 2013-08-28 05:45:22 UTC
only idea i can think of this working/being a good idea is when CCP allows us to "discover" and build stargates (which they hinted at this years fanfest for their 10 year plan) where the capital will find a new system which can be claimed and have stargates built connecting them to the current universe we have (thus expanding it)

https://forums.eveonline.com/default.aspx?g=posts&t=268764&find=unread <<< Skin's for ships COMON, YOU KNOW YOU WANT IT!

Tarn Kugisa
Kugisa Dynamics
#19 - 2013-08-28 07:13:43 UTC  |  Edited by: Tarn Kugisa
except capital jump drives use a wormhole to 'jump', making the journey instantaneous
you should know how jump drives work and the lore behind them before making changes

Engineer Squiffy wrote:


- why an insane amount of calculation? it's just a 3d vector math... and cyno it's already a beacon.

- yes, it's exactly what I mean, so you have your expansive ship ready to die if you can't get rescue quickly. It could thrill the use of caps

- well, you're right, in fact latest patch gate's scene switch isn't a wormhole with a tech regression? Not to mention the times you sit stucked when jumping to battlefields with insane numbers (>500 players) in system. Did'nt they added time dilation to compensate server loads? ;-)

Anyway, thank you for your reply, I hope to see discussion to grow up


they have to calculate how to generate the wormhole precisely or else it would spaghettify the ship and local space around it
think what would happen if it let you put cans inside of cans

I would suggest reading this

Be polite. Be efficient. Have a plan to troll everyone you meet - KuroVolt

Debora Tsung
Perkone
Caldari State
#20 - 2013-08-28 07:36:15 UTC  |  Edited by: Debora Tsung
Engineer Squiffy wrote:
That way, you can get your cyno killed while traveling, leaving you to an undefined spot, say unreachable by common space. (recall Frontier jump drive failures)

I smell the ultimate safe spot. Ugh

Next.

EDIT: Also, I do not believe that NPC's should randomly instapop supercaptials (or any ship at all) no matter where you are. In a sandbox game random, unpreventable losses initiated by NPC's do not seem like a good idea.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

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