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Warfare & Tactics

 
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A good idea that people will hate.

Author
Ragnarok Knight
ROGUE - DRONES
#1 - 2014-01-27 19:52:27 UTC  |  Edited by: Ragnarok Knight
CYno/Jump instability Mechanic.

The more lag and TiDi there is in a system, the higher the chance that a jump attempt is denied.


The idea being fluff wise, that tears in space/time are making it harder to jump.
But in the real world it helps reduce lag and d/c's by lowering the number of people coming into a system as the fights escalate.
Being probability based makes it fair on everyone and everything trying to jump in.

Large scale fleet tactics would shift, FC's Having to re-weigh the risk/cost ratio's when they ask if they want to escalate.
The overall effect would reduce the size of the blobs . Now i agree that bigger blobs are better, don't get me wrong.

but d/cs are ****. and the idea of this is to help with that.

The hamsters can only run so fast......

Wouldn't you rather get a pop-up saying '' jump drive instability detected, Drive reboot initiated, Next attempt in [xxx] seconds"
than jump in....and d/c ....and crash....and log in...to a pod...

The specifics matter, but lets say one ti-di starts even slightly, then the very small chance of a jump failing begins....
Mishtkrah
Federal Navy Academy
Gallente Federation
#2 - 2014-01-27 22:51:48 UTC
No more probability based mechanics, for the love of god, please.
Ragnarok Knight
ROGUE - DRONES
#3 - 2014-01-27 22:59:21 UTC
I empathize and understand your feelings.....but take a step back and think logically for a second....

....isn't getting 'randomly' d/c at 10% TiDi a 'random mechanic' ANYWAY?

At least way it would be spread around, starting right from the begining of Ti'di, and in the long run reducing the strain on the servers....
Tetsuo Tsukaya
Perkone
Caldari State
#4 - 2014-01-28 00:34:47 UTC
This is an even worse idea than your last one. You're now proposing a system that will let players intentionally leverage tidi against each other instead of it affecting all players equally. First person on grid wins, etcetera.
IbanezLaney
The Church of Awesome
#5 - 2014-01-28 01:38:35 UTC
The title is misleading.

It promised a good idea and only delivered the one I hate.
Bad Messenger
Rehabilitation Clinic
#6 - 2014-01-28 12:28:49 UTC
no
Abdiel Kavash
Deep Core Mining Inc.
Caldari State
#7 - 2014-01-28 14:54:00 UTC
Ragnarok Knight wrote:
....isn't getting 'randomly' d/c at 10% TiDi a 'random mechanic' ANYWAY?

No, because it's not a mechanic. It's a server issue.
Anja Suorsa
Deep Core Mining Inc.
Caldari State
#8 - 2014-01-28 15:49:05 UTC
IbanezLaney wrote:
The title is misleading.

It promised a good idea and only delivered the one I hate.


QFT
Corraidhin Farsaidh
Federal Navy Academy
Gallente Federation
#9 - 2014-01-28 16:24:14 UTC
Abdiel Kavash wrote:
Ragnarok Knight wrote:
....isn't getting 'randomly' d/c at 10% TiDi a 'random mechanic' ANYWAY?

No, because it's not a mechanic. It's a server issue.


Not necessarily a server issue, probably more a gameplay issue. If the server is doubled in capacity the players will throw twice the ships into the node and still crash it. A guy made a valid point in another thread about trying to spread the combat across multiple systems to mitigate against this somewhat. The only realistic answer I think is to give people a better option than blob warfare, otherwise they will just keep making bigger blobs.
Aranel Zirachii
No.Mercy
Triumvirate.
#10 - 2014-02-04 06:02:18 UTC
Ragnarok Knight wrote:
CYno/Jump instability Mechanic.

The more lag and TiDi there is in a system, the higher the chance that a jump attempt is denied.


Being probability based makes it fair on everyone and everything trying to jump in.


So what you are saying is, if fleet A gets to the system before Fleet B, such as N3/PL getting to HED 5hrs before the fight started. Then all of fleet B would be at a even worse disadvantage because not only do they have to deal with loading the system/grid, they also now have a chance to fail to jump, therefore throwing half the fleet in randomly and lessening their chance to gain a foothold, and increasing Fleet A's chance to kill half of them before the other half get in.

To make it 'fair' you would need to even the score by randomly teleporting other players already in system out, which is equally dumb.

Ragnarok Knight wrote:
CYno/Jump instability Mechanic.
[b]
Large scale fleet tactics would shift, FC's Having to re-weigh the risk/cost ratio's when they ask if they want to escalate.
The overall effect would reduce the size of the blobs . Now i agree that bigger blobs are better, don't get me wrong.


Yes large scale fleet fights would change, in the way that the fleet in system first automatically wins because the other fleet is now at a even bigger disadvantage and won't escalate for feat that half their **** won't get in.

Ragnarok Knight wrote:
CYno/Jump instability Mechanic.
[b]
but d/cs are ****. and the idea of this is to help with that.


Don't you think changing the sov mechanics to maybe require multiple targets taken out within a close time frame to spread out the fights across systems might be a better way to do this?


Ragnarok Knight wrote:
CYno/Jump instability Mechanic.
[b]
Wouldn't you rather get a pop-up saying '' jump drive instability detected, Drive reboot initiated, Next attempt in [xxx] seconds"
than jump in....and d/c ....and crash....and log in...to a pod...


I tell you what i don't want. I don't wait dice roll mechanics determining the outcome of a fight in a game about tactics