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[Rubicon] Warp Speed and Acceleration

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SOL Ranger
Imperial Armed Forces
#341 - 2013-10-11 07:51:29 UTC
Alvatore DiMarco wrote:

...
Did it ever occur to you that gameplay comes first in a game and, to be quite bluntly honest with you, traveling several jumps just plain sucks?
...


Not going to quote all of your angry emotional strawman rant, just that this sentence pretty much sums up your stance, 'travel sucks'.

Gameplay is less about making things easier and more about making things in the game matter.

PS. Features & Ideas != GD/Reddit FYI, trolling is strictly prohibited, for a reason.

The Vargur requires launcher hardpoints, following tempest tradition.

Alvatore DiMarco
Capricious Endeavours Ltd
#342 - 2013-10-11 07:54:51 UTC  |  Edited by: Alvatore DiMarco
I'm not sure why anyone wants to punish people for trying to travel in small ships. It's unnecessary and will just add more annoyance, frustration and hassle to a part of the game that needs as little of those things as possible. It will also serve to undo the exact thing that CCP is attempting to achieve with this change.

On a more constructive note, as long as CCP has decided to mess around with warp speeds on ships larger than cruisers, perhaps they should increase the rate at which they accelerate to their new max speed instead of nerfing it. Or if the acceleration must be nerfed, nerf it a little less harshly. On a 40-AU warp, my Marauders on SiSi never even reach 2 AU/sec, let alone spend any useful time there.

EDIT: To the poster above me - Learn what a "strawman" is, learn the difference between "angry, emotional ranting" and being thorough and please for the love of little pet furriers learn what "trolling" actually is. Thank you.
SOL Ranger
Imperial Armed Forces
#343 - 2013-10-11 08:12:44 UTC
Bouh Revetoile wrote:

There's an interesting idea here : the capacitor needed for even long jumps is rather low so maybe we should increase this amount to make warps actually matter on capacitor. That would also have the side effect of buffing amarr ship because of their inate larger capacitor. That would have the same effect you are talking about.


As a complete solution I rejected it because it would be too easy to avoid the issue by just making a capacitor fit and zipping around unhindered, however it works as a complimentary solution so I kept it.


SOL Ranger wrote:

Supporting change:
Increase capacitor use for warp by a significant amount so that excessive jumping by any craft is hindered, most noticeable on smaller craft.


It stops players from jumping around bounce points without managing their capacitor avoiding combat and increases the value in capacitor fittings as well.
It is a win win situation all around really, I agree it is a good way to take the edge off some of the issues, it just isn't enough to solve the long range travel problem.

Interstellar travel must take some time, my suggestion just makes the use of larger vessels, shuttles and actually even freighters more beneficial for long range travel, at least that is the intent.


The Vargur requires launcher hardpoints, following tempest tradition.

Ilan Bashar
Fat Kitty Inc.
#344 - 2013-10-11 10:08:28 UTC
Hi CCP,

what is the correct thread to provide feedback from testing that feature on Singulariy Server?

Cheers!
BloodMia
The Scope
#345 - 2013-10-11 12:28:38 UTC
Quick question to you CCP Fozzie:

if I've understood the reason of the balance, it's mostly that ship rarely reach their top warp-speed and it's even more problematic for light ship. The top warp-speed in itself is apparently not the issue (might be tweaked however).

Now my question; why not reduce dramatically the warp acceleration/deceleration (or even suppress) of all ship, evenly, too meet, let's say, the actual inty warp acceleration (even less)? Thus, the already well spread top warp-speed range by ship-type become meaningful again!

In conjuction with align time, total travel time by ship class become relevant again, all that by using already implemented ship attribute and mechanics.

Let me know! (I may add some graph porn later)
Aglais
Ice-Storm
#346 - 2013-10-11 15:36:04 UTC
BloodMia wrote:
Quick question to you CCP Fozzie:

if I've understood the reason of the balance, it's mostly that ship rarely reach their top warp-speed and it's even more problematic for light ship. The top warp-speed in itself is apparently not the issue (might be tweaked however).

Now my question; why not reduce dramatically the warp acceleration/deceleration (or even suppress) of all ship, evenly, too meet, let's say, the actual inty warp acceleration (even less)? Thus, the already well spread top warp-speed range by ship-type become meaningful again!

In conjuction with align time, total travel time by ship class become relevant again, all that by using already implemented ship attribute and mechanics.

Let me know! (I may add some graph **** later)


So basically, "knife the warp acceleration thing entirely but use the new fastest as the template for everything accelerationwise"?
BloodMia
The Scope
#347 - 2013-10-11 17:20:33 UTC  |  Edited by: BloodMia
Indeed

In my mind, the "warp thing" is something like that : Star-Trek warp. For me, the warp acceleration is more like a "warm up" stage before blinking away (like the microjumpdrive). No need to be completely statics like in this example, but at least a "very fast" standardized warp acceleration could do the trick!
Falkor1984
The Love Dragons
#348 - 2013-10-11 18:35:57 UTC
WilliamMays wrote:

The added risk to slower warping ships is from the fact that the smaller ships have more time to position themselves in front of the slower ships, particularly while the slower ship is in warp and unable to react to the changing situation. As in, you spread scouts out to neighboring systems, see no hostiles, beging warping to gate, while your warping hostiles have 2-5 minutes to enter system and see your freighter on dscan, then spread out on different gates to catch you. Yes, this is the extreme case, but with the current sisi build, this would be a fairly common occurance on tranquility.

So yes, this does change gameplay, and not just in a boredom sense. The current sisi mechanics will result in big stuff dying alot more commonly.


Yeah, sounds like a really realistic scenario, lol....so you get people to every gate when you dont know whether the freighter is actually in warp to a gate or he is at a POS or he is warping to safespot or to a station and you will only do that when the freighter is in warp longer than it is now...... sounds like a cool story bro
Garviel Tarrant
Beyond Divinity Inc
Shadow Cartel
#349 - 2013-10-11 19:01:00 UTC
Ilan Bashar wrote:
Hi CCP,

what is the correct thread to provide feedback from testing that feature on Singulariy Server?

Cheers!


Stop pretending to be itsme.

BYDI recruitment closed-ish

Tyberius Franklin
Federal Navy Academy
Gallente Federation
#350 - 2013-10-11 19:32:32 UTC
SOL Ranger wrote:
Tyberius Franklin wrote:

Why would long range travel favor larger vessels? Especially since travel between gates has no reason to discriminate based on size. IIRC gates don't use the ships power or propulsion so the only thing that matter is ship size. Since it's the largest of ships that can't use gates wouldn't it be the larger ships that should pose more difficulty?


I'm pushing the idea that maybe the gates should just be beacons between positions in those systems used by the ships to navigate but still using their own propulsion.

  • Small craft are really limited range craft, they are not designed for long interstellar trips in general and they should reflect that, more to the point they do not have the sheer capabilities nor the resources to keep a high warp speed nor sustain it or themselves at those ranges.
  • Large ships have the space to permit significant propulsion devices, facilities and fuels to permit longer and faster trips.

  • So a compromise would be to allow small craft massive benefits in the 'immediate' vicinity but the larger ships still beating them in longevity and long range travel through a multitude of systems.

    That gives all ships the equivalent of a jump drive and effectively renders gates as cynos. The being the case it no longer makes sense for gates between adjacent systems to be paired as the are now forming a static path, but rather that any gate beacon within range becomes a valid destination changing the map if fully explored from an RP perspective.

    Additionally we're dealing with self sustained ships anyways which are distinguished by travel range rather than speed given warp mechanics, so it still doesn't work for consistency. Small ships would still be faster but forced to maybe stop sooner.

    Also your plan defeats part of the intent of intercepting, being able to move quickly to catch something, or assumes that this concept should only apply within a single system rather than be applicable for targets in other systems.

    And finally, there is no real need for it in my opinion. I'd imagine the effort placed into this would well outweigh any benefit, though that isn't difficult in my opinion since I don't see any such benefit, just to make space seem larger at the cost of forcing intercepting with smaller craft to become counter-intuitively more difficult across systems.
    LujTic
    Green Visstick High
    #351 - 2013-10-12 03:08:00 UTC
    Quote:
    The current design has the fulcrum set on T1 Cruisers.

    The problem with this choice is that it requires 4 classes of ships to be made slower (Bs, tech II Bs, Bc, Command Ship) while only 2 are made faster (Tech II Cruiser and Destroyer). Not only does it nerf a lot of ships, it also leaves a huge gap to fill between Frigates and Cruisers. If you 'set the fulcrum' at Command Ships, you get a much better design.
    Tinkerbel Ducttape
    Sebiestor Tribe
    Minmatar Republic
    #352 - 2013-10-12 03:11:13 UTC
    Does anyone know what happened to the mining barges and exhumers?
    Kahega Amielden
    Rifterlings
    #353 - 2013-10-12 03:25:58 UTC  |  Edited by: Kahega Amielden
    Quote:
    The problem with this choice is that it requires 4 classes of ships to be made slower (Bs, tech II Bs, Bc, Command Ship) while only 2 are made faster (Tech II Cruiser and Destroyer). Not only does it nerf a lot of ships, it also leaves a huge gap to fill between Frigates and Cruisers. If you 'set the fulcrum' at Command Ships, you get a much better design.


    What?

    Ships being made faster are t2 cruisers, destroyers, t2 destroyers, t1 frigates, and t2 frigates, and interceptors (which are getting a gigantic boost compared to the rest)

    Far more things are getting faster than slower.

    Furthermore, why shouldn't there be a large difference in speed between frigates and cruisers?
    Tyberius Franklin
    Federal Navy Academy
    Gallente Federation
    #354 - 2013-10-12 03:32:14 UTC
    LujTic wrote:
    Quote:
    The current design has the fulcrum set on T1 Cruisers.

    The problem with this choice is that it requires 4 classes of ships to be made slower (Bs, tech II Bs, Bc, Command Ship) while only 2 are made faster (Tech II Cruiser and Destroyer). Not only does it nerf a lot of ships, it also leaves a huge gap to fill between Frigates and Cruisers. If you 'set the fulcrum' at Command Ships, you get a much better design.

    That count seems less than genuine. It counts T2 BS and BC's but doesn't count T2 destroyers and completely ignores all frigates. By the same method of counting including all classes it's 4:5 in favor of ships that were buffed. If it were set at CS's that would be 3:6 with higher overall speeds if the same practice of increases being more significant than decreases was continued. The separation between large and small ships would likely increase for the same reason.
    Mr M
    Sebiestor Tribe
    #355 - 2013-10-12 04:46:05 UTC
    Arthur Aihaken
    CODE.d
    #356 - 2013-10-12 04:46:19 UTC
    Kahega Amielden wrote:
    Furthermore, why shouldn't there be a large difference in speed between frigates and cruisers?

    Exactly. All that mass doesn't turn on a dime.

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

    Oraac Ensor
    #357 - 2013-10-12 06:26:54 UTC

    Both good - personally I'd go with the first half of this.
    Diivil
    Magellanic Itg
    Goonswarm Federation
    #358 - 2013-10-12 15:04:09 UTC  |  Edited by: Diivil
    This post got quite a big longer than I excepted but I felt like I needed to give concrete examples.

    Part 1 of 2:

    I'm all for tacklers being actually able to chase however with the current implementation I simply can't see this change to be beneficial to 0.0.

    First of all what this whole thing is simply an insane buff to bombing and absolutely devastating to any doctrine that can't tank 30+ bombs. If there is one type of ship in nullsec warfare right now that absolutely needs no more buffs it's bombers.

    Now the fact that warp speed rigged stealth bombers warp 150km at around 5-6 seconds faster is not that bad. It's a big buff but ultimately that alone might be manageable. It is however bad that dictors will do that warp even faster than that.

    The old 11 second warp time guaranteed that a subcap fleet that landed on grid would almost never get bubbled before it was ready to fleet warp out. What are your thoughts on fleets that warp on grid will never be able to escape being bubbled? I'm sure you are aware of one of the most standard anti bombing tactics that are currently in use: warp to the fight, align out, fleet warp out if bombers decloak or dictor lands on you. With this change you will never be able to escape that first dictor in any fleet that warps at 3 au/s and aligns slower than 5 seconds. Hell you might not even be able to escape warping in dictor when you are fully aligned depending on lag (fleet warps seem to take just slightly longer to go through than single ships warping) just because it may be able to appear on grid and be able to bubble within 2 or 3 seconds. But keeping with the warping in and getting bubbled concept - using command ships will put all fleets down to 2.7 au/s so using them puts you in another (small) disadvantage. Not that they are disadvantaged enough as it is with the wing command bonus bug but hey, that will get fixed by winter.. Right? Right???

    Why is fleet's au/s important? Well it's not that important, but it gives bad probers more time to react. Anyone who can smash dscan or has real time intel from spies about warps will be able to pre-emptively start their probes and get dictors to land on even faster aligning fleets than I described above.

    Fleet PvP where almost any proper fleet comp can be bubbled when they warp to grid sounds absolutely terrifying if you ever consider flying anything that can't tank 30+ bombs. I understand CCP's burning hatred towards shield BS doctrines. From the changes in the past it's quite clear that no ship with much more than 300 sig should ever be considered to be viable in fleet combat. This is a good change in that regard. As I predicted in the Odyssey feedback threads or somewhere else, there will not be a single shield BS doctrine left by the end of the year. I'm glad to see you are hard at work achieving that goal by truly hammering in the last nail to the coffin.


    Shield BS fleet lands on grid, dictor lands on them before they are ready to warp out, dictor bubbles, a hictor or 2 land on the same spot since they were warped just after the dictor, 4 squads of bombers decloak. Dead fleet. GG. Even if you tried to kill the hictors it would take at least 4 server ticks minimum for each. More likely 5-7. You are dead in any case. Even armor BS fleets are not really safe. Sure they can tank 35-40+ bombs depending on bomb type and heat but that still massive amount of damage. And if you have hictors to throw in, you can easily do another wave of 4 squads of bombers if you wish. And who would not risk handful of hictors for almost guaranteed death of a full fleet? The only thing you can do is to MJD and then sit out from the fight until MJD is ready to use again. And of course by that time bombers are ready to go again as well. Not to mention trying to fit an MJD to shield BS will either make them totally immobile (which means death) or you have to use 2 prop mods which means so much less tank that you might as well self destruct.

    Any buff to bombing, even indirect like this, is an insane push towards doctrines that have smaller sig radius. If these changes go through and bombing is not nerfed to be balanced with these warp times, it might give birth to the first era of Eve nullsec fleet warfare where alliances don't even have a battleship fleet doctrine. I'm sorry to say this, but if this happens, does that sound like you have succeeded in your job?

    Or if BS fleets continue to being used then they will be armor tanked and they will try to cover themselves in 100km of bubbles. It should work if done properly. In the fight of Z9PP, that was stopped by CCP after the cruel and inhuman war crimes were being committed on Test by the CFC, we bombed one such fleet. Sure it took "a few" bombers to do it but when you are running bombing fleets with 70 bombers you can take a few losses to kill a full hostile fleet. The CFC side alone had somewhere around 350-400 bombers depending on which eve-kill report you believe so we sure had some spares.

    Or the worst possible scenario: warping to a grid where the hostiles have already set up is simply too risky and it will mean that if the defenders are willing to sit on an ihub hour or 2 before the time with 50 bombers ready to go, there will not be a fight for that particular ihub. With these changes any warp to a grid is always risky even if you are in a fleet that can take 4 squads of bombs.

    Stay tuned for part 2 (in the next post)
    Diivil
    Magellanic Itg
    Goonswarm Federation
    #359 - 2013-10-12 15:04:17 UTC
    Part 2 of 2:

    Another point is just basic travelling. Let's say that I base out from VFK, the CFC's capital system. It's probably the single biggest hub in nullsec when the coalition is not deployed, most fleets, trade and all the other things happen from there. So it is a place where most people will contract you their escalation bookmarks for plex runners to run and split the profit. Say my plex team consists of battleships (I know most people don't run Guristas plexes in a BS but for the sake of this travelling example we will use them). VFK is surrounded with jump bridges and I need to take the gate to I30 to get moving. I can't remember the exact warp distance between the station and the gate but it is something like 40-60 au, let's call it 50au for this example. To travel this one jump is going to take me align time + warp time + gate jump + align. We can ignore the first align because the scout that is cloaked above the station can't call your destination until you warp. So your travel time to being safely off from the VFK gate in I30 in a BS is around 69s (50 au warp) + 5s (gate jump) + 10s (align) = 84 seconds. Rigged interceptors should travel most systems in ~15-20 seconds with align time and systems loading times included. To travel this 1 jump I would need to ask for intel for systems at least 4 jumps away. Does this really not sound like a bad idea for anyone else? VFK is not central in a way that it has a lot of systems around it, it has a lot of pipes but not an insane amount of systems. I would still need to ask intel for all systems at least 4 jumps forward from I30 and 3 jumps behind (since the interceptors coming from behind would have to travel the extra jump). In the case of VFK this is well over a dozen systems. Is it really your intention of restricting big ship travelling to this extent?

    A tackler warping twice as fast as a BS would be quite OK. A tackler that can be rigged to warp 6-7 times faster than a BS is not OK. A BS vs rigged interceptor warp from standstill to 70au. The interceptor will land before the BS finishes aligning. That's just absurd. A roaming fleet sends it's interceptors to a system, they scan and warp to any anomaly in the whole system after 5-8 seconds of scan finishing. This may sound stupid to many posters here but nullsec needs to be relatively safe for anyone doing PvE stuff and paying full attention, otherwise there won't be many people left doing that PvE stuff. The ones that don't pay attention can be easily killed but if all it takes for you to die is miss 1 interceptor that got closer than 5 jumps from you then we are going have problems. This is the reason why local can't just be removed without massive rebalance of pretty much most game mechanics and changes to nullsec. If I can die while ratting if I don't dock up immediately when someone is closer than 4-6 jumps away then why am I in nullsec trying to make ISK in the first place.

    But really I do think this kind of change is good for the game but speeds must be much much much more balanced and there needs to be some kind of minimum warp time. The question you need to ask is simply this: should slower (BC and BS) fleets be able to align and be able to fleet warp out before getting bubbled or not. If you think it's fine that BC/BS fleets can be bombed any time they warp on grid then sure **** the minimum warp time but if you think those fleets should be viable as a fleet concept you do have some things to think about.


    The conclusion of all of this is that the fastest ships must be made much slower and at the same time the slowest should be made faster. There needs to be a big nerf to bombing or minimum warp times must be implemented. Also in my opinion all combat capitals should the very least be in the same speed bracket just because how useless titans already are in combat. Fozzie, you said it yourself in the leaked CSM skype logs: if titans were any other ship class they would have been buffed ages ago simply because how underused they are. They don't need any nerfs that might have even a small effect in the combat capabilities.
    LujTic
    Green Visstick High
    #360 - 2013-10-12 15:40:06 UTC
    Kahega Amielden wrote:
    Quote:
    The problem with this choice is that it requires 4 classes of ships to be made slower (Bs, tech II Bs, Bc, Command Ship) while only 2 are made faster (Tech II Cruiser and Destroyer). Not only does it nerf a lot of ships, it also leaves a huge gap to fill between Frigates and Cruisers. If you 'set the fulcrum' at Command Ships, you get a much better design.


    What?

    Ships being made faster are t2 cruisers, destroyers, t2 destroyers, t1 frigates, and t2 frigates, and interceptors (which are getting a gigantic boost compared to the rest)

    Far more things are getting faster than slower.

    Furthermore, why shouldn't there be a large difference in speed between frigates and cruisers?

    Quote:
    That count seems less than genuine. It counts T2 BS and BC's but doesn't count T2 destroyers and completely ignores all frigates. By the same method of counting including all classes it's 4:5 in favor of ships that were buffed. If it were set at CS's that would be 3:6 with higher overall speeds if the same practice of increases being more significant than decreases was continued. The separation between large and small ships would likely increase for the same reason.

    I aparantly failed to make my point clear. I was not referring to the change in the warp speed accelleration mechanic which results in smaller ships being made faster (and larger ships slower). Lots of ships previously had the same warp speed as cruisers, ranging from T1 destroyers to Battleships. This is now changing.