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Stupid insta warp

Author
Jenn aSide
Worthless Carebears
The Initiative.
#41 - 2013-08-26 13:09:09 UTC
Solutio Letum wrote:
I think is silly, i mean, you see a guy come in your radar and can just leave has soon has you come, i suggest something more like in FTL or the micro jump drive.

You land then you have an amount of time you need to wait to leave, in FTL you need to wait a while before leaving, you also have ways to make it faster or leave while fighting, you can even escape a warp jam how ever its called by shooting the right subsystem.
In that way FTL is harder then EVE
Altho you can also shoot the enemy's engines and he cant go anywhere.

This would lead to fights where the enemy does not simply warp off because of probable lost.

And no not because of station camping or station games for the ones who ask, actually on undock or after a jump your engine should be charged.

That only means if you warp somewhere you are then considering that if you land somewhere and danger follows right away you are ******, also it would make fights not require ultimately a warp drive jamer.

Also you should be able to stop the jump charging to get a bit more cap or something like that, giving you the uper edge by committing to the fight, or you should also be able to run by making it take more cap or again something like that.

The second though would be to make it like the MJD where you need to start to charge it and even aligned you cant warp away right now. It would up your sig and basically take some cap.

Fights in eve are not about DPS, Reps, Tanks, Overheats, Off grid links, Blobs and ect. they are about if you can warp somewhere in time, or run when the enemy back up comes in.

Current mechanics make it even if you dont have enougth cap, you can warp out, it just brings you less far, like... 1 AU instead of 60 AU... but 1 AU is more then 1 million KM away right? your guns cant reach that far?.... oh well....

I dont care if you guys think this should be added or not, i personally think eve is unchangeable in allot of ways. I just want to know if you guys would play such a game like eve where you cant warp when you want to.


Newsflash, posts asking CCP to make it easier for you to catch/kill people are almost always bad.
Mike Voidstar
Voidstar Free Flight Foundation
#42 - 2013-08-26 13:24:31 UTC
I would be all for this assuming the following:

1. Base spool time on ships is equal or less than align time.
2. Warp scramblers and disruptors simply slow the spool down, not stop it.
3. Max scramble/disruption would be 3x normal spool. Interdictors would max 10.
4. When the spool time is up, the ship warps, if they have been bumped, they don't get where they intended, but they still go.


No holding people indefinitely, waiting for fleets to form or ransoming them forever.
Jenn aSide
Worthless Carebears
The Initiative.
#43 - 2013-08-26 13:31:29 UTC
Mike Voidstar wrote:
I would be all for this assuming the following:

1. Base spool time on ships is equal or less than align time.
2. Warp scramblers and disruptors simply slow the spool down, not stop it.
3. Max scramble/disruption would be 3x normal spool. Interdictors would max 10.
4. When the spool time is up, the ship warps, if they have been bumped, they don't get where they intended, but they still go.


No holding people indefinitely, waiting for fleets to form or ransoming them forever.


As much as I don't like the idea of the original post, I could really dig gameplay like described above....
Nikk Narrel
Moonlit Bonsai
#44 - 2013-08-26 16:20:26 UTC
Mike Voidstar wrote:
I would be all for this assuming the following:

1. Base spool time on ships is equal or less than align time.
2. Warp scramblers and disruptors simply slow the spool down, not stop it.
3. Max scramble/disruption would be 3x normal spool. Interdictors would max 10.
4. When the spool time is up, the ship warps, if they have been bumped, they don't get where they intended, but they still go.


No holding people indefinitely, waiting for fleets to form or ransoming them forever.

Seriously, this idea should have a thread, it takes some of the absolutes out that make gameplay less interesting.
Solutio Letum
The Scope
Gallente Federation
#45 - 2013-08-26 18:16:05 UTC
Mike Voidstar wrote:
I would be all for this assuming the following:

1. Base spool time on ships is equal or less than align time.
2. Warp scramblers and disruptors simply slow the spool down, not stop it.
3. Max scramble/disruption would be 3x normal spool. Interdictors would max 10.
4. When the spool time is up, the ship warps, if they have been bumped, they don't get where they intended, but they still go.


No holding people indefinitely, waiting for fleets to form or ransoming them forever.



1. No the idea is to hold ships behind. giving more of a chase for anything to die.
2. Yes that sounds interesting enough, id love that. Ships you cant kill within the point time should be gone anyways.
3. Not sure about that one, you say giving it a longer time, i think it should have the same stacking pens has normal modules have, giving 10% effectiveness to the last one. Downwards.
4. Yes, actually that would be cool, it would make it easier to warp off to.

You see you are treating it like an MWD, what i was saying is to charge it up, you can stop the charging time when ever you want if someone lands giving more cap to your ship, or make it faster, the idea comes from the fact of having more management in your ship and more over all options, bonus should be no where near over 10% even, but this lets say 10% would be enough for you to care about it if you are not running.

Bubbles should still work has they do... or you cant hold titans on grid anymore.
Also i think there should be a visual effect when a ship is starting to warp out, to let you know to overheat everything.
Danika Princip
GoonWaffe
Goonswarm Federation
#46 - 2013-08-26 18:38:27 UTC
Solutio Letum wrote:
Mike Voidstar wrote:
I would be all for this assuming the following:

1. Base spool time on ships is equal or less than align time.
2. Warp scramblers and disruptors simply slow the spool down, not stop it.
3. Max scramble/disruption would be 3x normal spool. Interdictors would max 10.
4. When the spool time is up, the ship warps, if they have been bumped, they don't get where they intended, but they still go.


No holding people indefinitely, waiting for fleets to form or ransoming them forever.



1. No the idea is to hold ships behind. giving more of a chase for anything to die.
2. Yes that sounds interesting enough, id love that. Ships you cant kill within the point time should be gone anyways.
3. Not sure about that one, you say giving it a longer time, i think it should have the same stacking pens has normal modules have, giving 10% effectiveness to the last one. Downwards.
4. Yes, actually that would be cool, it would make it easier to warp off to.

You see you are treating it like an MWD, what i was saying is to charge it up, you can stop the charging time when ever you want if someone lands giving more cap to your ship, or make it faster, the idea comes from the fact of having more management in your ship and more over all options, bonus should be no where near over 10% even, but this lets say 10% would be enough for you to care about it if you are not running.

Bubbles should still work has they do... or you cant hold titans on grid anymore.
Also i think there should be a visual effect when a ship is starting to warp out, to let you know to overheat everything.


WHY

Will you please explain why every single aspect of EVE needs to be made more annoying?
Nikk Narrel
Moonlit Bonsai
#47 - 2013-08-26 18:41:39 UTC
Solutio Letum wrote:
Also i think there should be a visual effect when a ship is starting to warp out, to let you know to overheat everything.

Given the nature of the energy about to be released to initiate warp, I could see this aspect. A flashing icon or something should let you know the moment they diverted energy to warp.

I would also consider the potential to limit certain effects, and priority flag modules for which would be given power in the event it was needed elsewhere. Overheating in reverse, to use an analogy.

Example: If Bob wants to warp normally, it takes him twice as long as current standards but also lets him keep all modules powered throughout.
If Bob wants to priority warp, He loses 50% of his cap and powergrid since the warp engine is diverting it. Normal warp time.

If Bob wants to panic warp, He loses 90% of his cap and powergrid since the warp engine is diverting it. Warp time cut in half.

Warp time is equal to current align time here, and includes achieving 75% speed necessary to enter warp.

Module priority flagging selects which items to keep online over others when diverting warp power. Items not powered will go offline either immediately or at the end of their current cycle, if they are cycle based effects. This offline is an equivalent, not actual, as it goes normal without penalty after the ship enters warp itself.
Ubat Batuk
Garoun Investment Bank
Gallente Federation
#48 - 2013-08-26 18:46:19 UTC
Solutio Letum wrote:
I think is silly, i mean, you see a guy come in your radar and can just leave has soon has you come, i suggest something more like in FTL or the micro jump drive.

You land then you have an amount of time you need to wait to leave, in FTL you need to wait a while before leaving, you also have ways to make it faster or leave while fighting, you can even escape a warp jam how ever its called by shooting the right subsystem.
In that way FTL is harder then EVE
Altho you can also shoot the enemy's engines and he cant go anywhere.

This would lead to fights where the enemy does not simply warp off because of probable lost.

And no not because of station camping or station games for the ones who ask, actually on undock or after a jump your engine should be charged.

That only means if you warp somewhere you are then considering that if you land somewhere and danger follows right away you are ******, also it would make fights not require ultimately a warp drive jamer.

Also you should be able to stop the jump charging to get a bit more cap or something like that, giving you the uper edge by committing to the fight, or you should also be able to run by making it take more cap or again something like that.

The second though would be to make it like the MJD where you need to start to charge it and even aligned you cant warp away right now. It would up your sig and basically take some cap.

Fights in eve are not about DPS, Reps, Tanks, Overheats, Off grid links, Blobs and ect. they are about if you can warp somewhere in time, or run when the enemy back up comes in.

Current mechanics make it even if you dont have enougth cap, you can warp out, it just brings you less far, like... 1 AU instead of 60 AU... but 1 AU is more then 1 million KM away right? your guns cant reach that far?.... oh well....

I dont care if you guys think this should be added or not, i personally think eve is unchangeable in allot of ways. I just want to know if you guys would play such a game like eve where you cant warp when you want to.



Definitely not and definitely yes. Not: the game as is is not silly, and yes, your post is silly. Some players will be able to instant warp due to high skills and ship setup. So what? Why should you have a problem with it?
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