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Player Features and Ideas Discussion

 
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Making MJDs more compatible with PVE

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2013-09-27 23:27:11 UTC
Anyone who uses Micro Jump Drives (MJDs) to travel around in gated complexes will no doubt be aware of the fact that acceleration gates are rarely 100km away from the warp-in spot.

Problem

It can be difficult for those with poor spatial orientation skills to MJD to a spot approximately 100km from the next gate and then MJD into the activation bubble. This leads to people who would otherwise want to use the MJD having to use a MWD instead, which comes with capacitor problems.


Proposed Solution

  • A script for MJDs which turns the module into a targeted module.
  • When scripted, the MJD can only be used on unlocked acceleration gates.
  • The scripted MJD accesses the navigational data from the acceleration gates and jumps to the target coordinates.
  • The increased jump range has negative side affects:
  1. The scripted mode has an activation range limit. (50 km?)
  2. Increased activation energy cost (3x) (2358 GJ)
  3. Increased spool up time (3x) (34.2 seconds at level 1, 27 seconds at level 5)
  4. Increased re-activation delay (~3x) (10 minutes)

Drawbacks

  1. People will complete missions/sites faster, leading to more ISK per hour
  2. This removes the advantage that people who were good at MJD navigation had over people who were less good at it
  3. Contributes to the general 'dumbing down' of eve.


Solutions to Drawbacks

  1. The increased delays in spool up and re-activation will make sure that this is not true (for sites with more than 1 gate)
  2. Increased delays when using the new script will mean that pilots who make skilful use of 'manual mode' will still be able to move through sites faster than those using 'automatic mode'.
  3. Actually this provides another option, and providing more options can hardly be considered a 'dumbing down' of anything.


If your initial response is "No because care-bears", then please try to hold that in and think of something else lol Big smile

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

Omnathious Deninard
University of Caille
Gallente Federation
#2 - 2013-09-27 23:39:53 UTC  |  Edited by: Omnathious Deninard
A script to jump directly to a acceleration gate would be boss for that module.
For the penalties for using the script

1.The scripted mode has an activation range limit. (50 km?)
I would be more inclined to, if scripted, only be usable when targeted to a gate, with a 2~3 minute load and unload timer for the script.

2.Increased activation energy cost (3x) (2358 GJ)
A increased cap usage doesn't mean much for a mission runner.

3. Increased spool up time (3x) (34.2 seconds at level 1, 27 seconds at level 5)
A increased spool up time would be effective

4. Increased re-activation delay (~3x) (10 minutes)
Wouldn't mean much unless it was so unbearably long that the module script wouldn't be used.

If you don't follow the rules, neither will I.

Kahega Amielden
Rifterlings
#3 - 2013-09-27 23:41:06 UTC
Quote:
It can be difficult for those with poor spatial orientation skills to MJD to a spot approximately 100km from the next gate and then MJD into the activation bubble. This leads to people who would otherwise want to use the MJD having to use a MWD instead, which comes with capacitor problems.


So, if I understand you right...The problem here is that there are tradeoffs when fitting your ships, and that there are multiple possible modules which each do something you like?

Gizznitt Malikite
Agony Unleashed
Agony Empire
#4 - 2013-09-28 00:05:05 UTC

Alternatively, you could fit an MWD and an MJD...

Domanique Altares
Rifterlings
#5 - 2013-09-28 00:50:45 UTC
Make your mind more geometry friendly. This method is proven to prevent Alzheimer's and Space AIDS.

MJD For Dummies
Kat Ayclism
Republic Military School
Minmatar Republic
#6 - 2013-09-28 01:38:20 UTC
Or... Just stop being bad and expecting to be coddled with pointless things that make the use more confusing rather than less.

Push button, go 100km straight ahead is not very difficult.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#7 - 2013-09-28 01:55:56 UTC
If anything I would like to see about half of the warp disrupting rats out there have their disruptors replaced with scrams. At the moment a MJD battleship is basically invincible in PVE and I feel that should change.
Hesod Adee
Perkone
Caldari State
#8 - 2013-09-28 02:16:20 UTC  |  Edited by: Hesod Adee
Quote:
Push button, go 100km straight ahead is not very difficult.

The problem is that Eves interface sucks when trying to set straight ahead to be a specific angle. Which is something you will want to do when you'll want two MJD jumps to reach your destination.


To fix that shotcomming I have an idea: When you have a MJD that is not on cooldown, you can right click something on your overview and select one of two options:
- MJD to
- MJD to 100km of target.

The first will point your ship at the target and MJD you. The second will point your ship in a direction that will land you 100km from the target, then jump you.

Antillie Sa'Kan wrote:
If anything I would like to see about half of the warp disrupting rats out there have their disruptors replaced with scrams. At the moment a MJD battleship is basically invincible in PVE and I feel that should change.

Agreed.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#9 - 2013-09-28 07:28:28 UTC
I just want a range scriptable T2 variant, capable of 50km (short script), 100km (unscripted), and 150km (long script, more cap use, possibly longer cooldown penalty).

That way, you won't over or undershoot by more than 25 km
Arthur Aihaken
CODE.d
#10 - 2013-09-28 07:59:59 UTC
How about for simplicity, just an option to toggle it between 50km and 100km?

I am currently away, traveling through time and will be returning last week.

Hesod Adee
Perkone
Caldari State
#11 - 2013-09-28 08:08:45 UTC
Arthur Aihaken wrote:
How about for simplicity, just an option to toggle it between 50km and 100km?

That is all a script does.

Which makes me think that scripts were added when CCP decided they wanted that toggle option, but couldn't figure out how to code the toggle any other way.
Arthur Aihaken
CODE.d
#12 - 2013-09-28 11:05:48 UTC  |  Edited by: Arthur Aihaken
Hesod Adee wrote:
Which makes me think that scripts were added when CCP decided they wanted that toggle option, but couldn't figure out how to code the toggle any other way.


Well... how about something even simpler then: if you abort the MJD, it only jumps 50km on cycle completion. No scripts, and no real changes required - since the spinup and cooldown remains the same.

I am currently away, traveling through time and will be returning last week.

Arthur Aihaken
CODE.d
#13 - 2013-09-28 11:06:29 UTC  |  Edited by: Arthur Aihaken
Edit: Double post.

I am currently away, traveling through time and will be returning last week.

Whisperen
Resilience.
The Initiative.
#14 - 2013-09-28 11:28:19 UTC
Hell no pve dos not need to be made even easier.
Arthur Aihaken
CODE.d
#15 - 2013-09-28 11:30:31 UTC
Whisperen wrote:
Hell no pve dos not need to be made even easier.


MJDs are featured prominently on the new Marauders, so this applies to PvP as well.

I am currently away, traveling through time and will be returning last week.

Vassal Zeren
University of Caille
Gallente Federation
#16 - 2013-09-28 16:21:56 UTC
Domanique Altares wrote:
Make your mind more geometry friendly. This method is proven to prevent Alzheimer's and Space AIDS.

MJD For Dummies


Nothing "prevent[s] Alzheimer's."

A bad analogy is like a leaky screwdriver.

Shade Alidiana
PROSPERO Corporation
#17 - 2013-09-28 16:33:44 UTC  |  Edited by: Shade Alidiana
Antillie Sa'Kan wrote:
If anything I would like to see about half of the warp disrupting rats out there have their disruptors replaced with scrams. At the moment a MJD battleship is basically invincible in PVE and I feel that should change.

Hey, still prone to neuts. But yeah, some scrams (not all of them) and more points would be nice (I'm mostly PvE player)
Anthony Blunt
Appenzeller Kantonal Bank
#18 - 2013-09-28 16:35:04 UTC
I have noticed on several occasions that when you approach an acceleration gate and then Activate the MJD I have landed at 0km or nearly so although the jump was 76km. Thought it was a neat bug so I kept quiet about it.

"if you're not having fun in a sandbox, it's not the Sands fault" Jenn aSide

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#19 - 2013-09-28 16:58:07 UTC
Thats no bug, the "sphere" for the gate is just really big.
Two ships approaching a gate from different sides will both reach a point where it says 0 meters, and their two ships will be pretty far apart.