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Player Features and Ideas Discussion

 
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[Rubicon] Warp Speed and Acceleration

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Author
Galmas
United System's Commonwealth
#181 - 2013-10-04 11:06:30 UTC  |  Edited by: Galmas
From looking at the numbers freighter runs are going to be an even greater pain... especially at the short and medium warp distances. dont like that. while the speeding up of the small stuff is pretty cool.
Tursarius
School of Life
#182 - 2013-10-04 12:35:22 UTC
Hi Fozzie,

Please don't make warping in a battleship any slower. Any long trip is already painful. I think this will just promote the use of capitals and titans as means to move individuals and fleets around. I will likely not fly my battleship anywhere after this, I will load it in my carrier and jump it.
I feel that this could have the effect of eliminating the opportunity of catching individual and fleet bs's as we won't want to fly them anywhere. (nullsec)
Lfod Shi
Lfod's Ratting and Salvage
#183 - 2013-10-04 12:51:21 UTC
Heh, and they thought I was fast before.... mwwwahahahahahahahaha!

♪ They'll always be bloodclaws to me ♫

Wes Vyvorant
The Scope
Gallente Federation
#184 - 2013-10-04 14:54:31 UTC
I agree with the aligning but i don't get warp speed. Why would a BS have to warp slower? A bigger ship should have more room for a better warp engine thus compensating or even outspeeding a frigate...
Elena Thiesant
The Scope
Gallente Federation
#185 - 2013-10-04 15:11:18 UTC
My poor slow-ass freighter Sad

The thing's slow enough as it is, is it really necessary to add about another 1/3 to average gate-gate warps? Watching a freighter fly is already less entertaining than watching grass grow (the grass is faster), making it even slower to move ore/minerals/manufactured goods to a trade hub is not going to do anything to make the game more engaging or fun.
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#186 - 2013-10-04 15:35:42 UTC
http://www.youtube.com/watch?v=ez-znJzqLsc

BYDI recruitment closed-ish

Pant MercenaryS
Deep Core Mining Inc.
Caldari State
#187 - 2013-10-04 15:41:44 UTC  |  Edited by: Pant MercenaryS
Barrogh Habalu wrote:
Gypsio III wrote:
Retmas wrote:
it takes sixteen seconds for a hulk to align. a ceptor gang can be on top of you, in a 40 AU system, in about 14. ASSUMING perfect reactions by the miners. keeping a scout in another system is possible - if the scout is able to stare at the screen for hours on end.


Oh come on. Fit nanos, use a more agile miner or put a scout next door. You don't need to stare at a screen, all you need is to be able to hear a gateflash, and then have your miners warp to a few hundred km tactical so they don't waste time panic-warping 20 AU to POS/station every time a friendly jumps in but forgets to announce it in intel.

Anyway, if you're right and null mining and supply of high-ends do crash, what do you think will happen to the prices of those high-ends? You should be looking at this as an opportunity to outcompete inferior alliances' miners. Mine intelligently and reap the rewards, or just carry on acting like a generic nullbear.

I see miner safety is an issue again. Well...
When I was new and was trying to mine, we did something like this with EVE-Uni guys:
You take some fast frig, and go make loads of off-grid bookmarks around belts in your system, positioning them so that you can be nearly-aligned to any of them most of the time while slowly flying along asteroid fields mining. You'll probably need about 5-6 bookmarks to be able to circle around belts. If something enters your system, you should be able to almost insta-warp with the exception of unlucky cases when you will be caught with your pants down while re-aligning to another bookmark. Anything else is pretty normal, jettison ore in the process of mining then tractor all cans to one spot where it can be picked up by whatever indy you are using.
It can be more of a hassle for grav sites as you will need a new sets of bookmarks every time, but for belts you won't spend too much time.


The miners isn't as much of an issue as the hauler, any mid sized to large scale mining operation use freighters and rorq/orcas for hauling ore. Which incidently became alot more dangerous in the patch when grav sites can be scanned down with the normal system scanner.

Now you get a ceptor that can blitz through systems in seconds, open up system scanner and warp to the grave site, and ontop of that, the freighters and rorqs/orcas are even slower. It already takes a freighter some where between 2-3 mins from it enters warp from the station / Pos until it lands on the grav site and have aligned out. Even if you have a scout next door you have no chance of saving the freighter when a ceptor can fly trough how many systems in 3 mins? And you can't even bubble the gates to slow it down..

I am not saying the warp speed changes are a bad idea, but if this is to be implemented without completely rendering null sec mining useless you have to do some adjustments to mining.

I would suggest making it so you have to scan down grav sites again and possibly increasing the ore bay on the orca / rorqual to lessen their exposure and maybe giving them a sensor strenght bonus so they can't be scanned down that easily when they are in the grav.
Gargep Farrow
Center for Advanced Studies
Gallente Federation
#188 - 2013-10-04 15:50:42 UTC
Mashie Saldana wrote:
I can't see the Orca in that chart, how will the warp speed change for that one?

I suspect it will be the same or similar to freighters.

CCP, I have to agree with the majority of the comments here, The concept is great and much needed, but there needs to be a second look at how it is slowing some of the bigger ships ie. freighter and BS. This general concept has so much potential and with a little more work you could actually please almost everybody.
Wolf Kyosuke
Garoun Investment Bank
Gallente Federation
#189 - 2013-10-04 16:12:53 UTC
Not sure if it's already been asked or if it even matters, but will these changes also affect warping for probes as well?
Starrakatt
Empire Assault Corp
Dead Terrorists
#190 - 2013-10-04 17:34:50 UTC
Pant MercenaryS wrote:

I am not saying the warp speed changes are a bad idea, but if this is to be implemented without completely rendering null sec mining useless you have to do some adjustments to mining.

Or use tactics to prevent such a demise, and create an offgrid BM to warp to, then bounce to the very close by mining op.
Markku Laaksonen
School of Applied Knowledge
Caldari State
#191 - 2013-10-04 17:50:40 UTC
Helicity Boson wrote:
CCP Masterplan wrote:
Liam Inkuras wrote:
So are you saying, that I can actually intercept in my interceptor now? Big smile

I know, crazy isn't it? :)


To rephrase:

"So are you saying, that I can actually intercept in my interceptor now?* "

*unless you're a lowsec pirate


Aw man, that sucks. Are these changes not coming to low sec?

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Trinity Faetal
Faetal Interstellar Science Institute
#192 - 2013-10-04 17:58:00 UTC
Captain! I am getting a reading I don't understand.
Sizeof Void
Ninja Suicide Squadron
#193 - 2013-10-04 18:28:34 UTC
Trebor Daehdoow wrote:
I personally feel that freighters should align like pigs and warp faster than they do. These are ships that spend most of their in-space time in warp, so it only makes sense they would be engineered to be good at it.

Not really. A RL freighter is designed for cargo capacity and fuel efficiency, not speed. This applies to transport by sea, air and ground. If you need to move something faster, you don't use a freighter.

Warp speed changes, thumbs up!
Tikitina
Doomheim
#194 - 2013-10-04 21:10:16 UTC
Wrayeth wrote:
I'm generally in favor of the smaller ships getting a bonus to their warp speed. However, I don't believe it's necessary to slow down the larger ships to do it.

As it stands now, it already takes forever and a day to travel anywhere in a BS, and I see this change making them even less frequently seen on the battlefield than they are already. In fact, the only place I expect them to be common will be in missions and incursions.

In short, if my real life time investment goes up due to travel time, which often has no enjoyable gameplay associated with it, it's going to discourage me from using heavier ships at all. I don't know if that's the intention, but that will be the net effect in my case.


So, it will take even more effort to use bigger ships farther from home?

Good changes in my book.


Now only if they can make the same concept work for Capitals+.

Krops Vont
#195 - 2013-10-04 21:58:33 UTC  |  Edited by: Krops Vont
Will dropping out of warp be instant? Edit: How will these changes effect acceleration and deceleration?
Will rancer cease to smartbomb? <-- lol

Also some ideas for rigs...
Increase MJD range or decrease minimum warp distance. Can't think of much more than that other than the already completed rigs to increase warp speed...

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Zarlis
Signals Directorate
#196 - 2013-10-04 22:07:32 UTC
That's quite a proxy nerf you did to blockade runners . They used to be able run gate to gate at the fastest speed in the game but now all frig size ships are twice as fast.
Is this deliberate that blockade runners can no longer run blockades?
Milton Middleson
Rifterlings
#197 - 2013-10-04 22:17:37 UTC
Quote:
That's quite a proxy nerf you did to blockade runners . They used to be able run gate to gate at the fastest speed in the game but now all frig size ships are twice as fast.
Is this deliberate that blockade runners can no longer run blockades?


Blockade runnners will be faster than everything except an interceptor/cov ops.

Just like they were before.
Aglais
Ice-Storm
#198 - 2013-10-05 05:09:12 UTC
Tursarius wrote:
Hi Fozzie,

Please don't make warping in a battleship any slower. Any long trip is already painful. I think this will just promote the use of capitals and titans as means to move individuals and fleets around. I will likely not fly my battleship anywhere after this, I will load it in my carrier and jump it.
I feel that this could have the effect of eliminating the opportunity of catching individual and fleet bs's as we won't want to fly them anywhere. (nullsec)


Just think of what's going to happen with Marauders.

Subwarp velocity and agility nerfs, to the extent that they can't really use any non-MJD prop mod, more time spent accelerating and decelerating in warp, slower warp...

Broken.
SOL Ranger
Imperial Armed Forces
#199 - 2013-10-05 06:26:53 UTC
A couple related thoughts:

  • Reduce warp speed by 50%+ on all ships in addition to this change you have proposed because travel is too easy and quick overall and trivializes locality a great deal.

  • I do not see a reason why craft other than Interceptors need to be very fast at warping, subtle differences in the rest of the ships is adequate, interceptors being the one class which can have quite good burst warp properties because it is essentially their role.

  • Increase the initial capacitor cost for warping significantly, we want ships to take a breather sometimes and not be able to zip around like the roadrunner indefinitely by default.
  • - Not only does this increase the chance for interaction and conflict anywhere in space but it also increases the use for stations and provides a way to increase interaction there as well, promoting PvP.
    - This change also reduces the possibility of just warping off mid combat and increases the need to competently manage your capacitor for any ship and your location in space, you can't just trust on warping out to safety when you recklessly zip through gates and ignore your capacitor.

  • Add a capacitor cost to propulsion of any kind 0 GJ/s(stationary) -10 GJ/s(max standard propulsion) BS propulsion cost, 0 GJ/s(no warp) -100GJ/s(max warp) BS warp cost. Not kidding.
  • - This would increase the value in capacitor management and the value of capacitor enhanced/durable fits as well as balance mobility with endurance.


    This is all about consequences of locality of which there is little at the moment and prolonged mobility of which there is too much of, travel is quite trivial and just jumping/flying around like a headless chicken will avoid most combat with ease, you should be able to avoid combat initially through mobility but not permanently unless specifically fitting for endurance.


    Yes, making the game a bit more difficult will most certainly make the game feel more significant(read: better), at least that is how I feel.

    I won't go into the warp trail/warp combat part because we all know that's not going to happen... in a while... but I feel in warp battles/warp trail capacitor economy and warp trail breaking would prove invaluable as an addition to interaction in EVE.

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    Kirimeena D'Zbrkesbris
    Republic Military Tax Avoiders
    #200 - 2013-10-05 07:04:01 UTC
    A very welcome change, my T2 shuttle became so much better with added bubble immunity(!) and better warp speeds.

    SOL Ranger wrote:
    A couple related thoughts:
  • Reduce warp speed by 50%+ on all ships in addition to this change you have proposed because travel is too easy and quick overall and trivializes locality a great deal.

  • You are not a freighter pilot , are you?

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