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Teleportation Change

Author
stoicfaux
#21 - 2014-02-12 17:08:19 UTC  |  Edited by: stoicfaux
Good read and good points.

However, as a solution, the PPP system is just awful. It's too arbitrary in terms of lore (i.e. not very sci-fi unless you use lore similar to Renegade Legion's "a person can only spend 40 days in FTL before exploding into tachyon particle goo.")

In terms of the game:
It would make coordinating movements difficult. Do you really want FC's and players having to micro-manage their PPP at a given time? There's a reason fleet doctrines exist; now you want to extend doctrine to include a minimum PPP maintained by capital alts at all times.

It makes null sov even more expensive in that "everyone" would maintain multiple alts with full PPPs. The increased revenue would be good for CCP, but it would price the small guy out even more.

Mobility is a force multiplier. PPP would limit mobility, including, potentially, the ability for defenders to maintain an effective defense. From a "Grr Goons" perspective (i.e. politics, propaganda, tinfoil) this looks like an attempt to make it easier for quantity to overwhelm quantity quality (i.e. masses of PPP cap alts used to defeat highly organized, smaller, fleets trained in mobility.) The PPP cap alt fleets strike multiple targets that are far apart, thus forcing the smaller, PPP limited defensive fleet to prioritize which targets they can defend. The PPP limited fleet, even if it's ready and willing to fight, is "guaranteed" to lose some systems for a lack of PPP.

PPP would potentially limit the duration of wars and/or lead to more draws. If both sides engage in a mobile conflict, when both sides become low on PPP (i.e. managing who has enough PPP to get a task done becomes impractical,) then the war will stop.


On the positive side, PPP limits would require more logistics, planning and risk. You would need to move your fleets closer to the front and then wait for PPP to recharge before committing, which risks loss of surprise. Or you commit quickly when you're low in PPP and hope you have enough force to win the day. Low PPP could also limit retreats thus leading to more decisive encounters. You would want your replacement ships close to the front as well, which would increase the value of intelligence gathering, island hopping, and/or attacks on staging areas.


tl;dr - Yes, limiting power projection would change the strategic battlefield, but the PPP system isn't quite the right way to do it, IMHO.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Xe'Cara'eos
A Big Enough Lever
#22 - 2014-02-12 17:23:22 UTC
I would agree with your assessment of the problem, not convinced on your solution, and REALLY don't like having it as an ability, maybe just phrase it as 'jump fatigue' or alternatively
alternatives - massively nerf the range of anything that's able to self-project, with the execptions of BOp's and JF's (those two are designed with travelling great distances quickly), have a timer cooldown on titan bridges after they've jumped through X mass, have titans unable to bridge anything into a system until the cyno's already been up for x minutes (might need to make cyno's longer duration)


though.....
each method of jumping (not warping, and including normal gates) has a multiplier, and the distance you jump is multiplied by that multiplier, so if you chose slow methods of travelling - you can travel more or less all day,
Static jump connections (normal gates, static jump bridges) have a low multiplier
Ships that can't really fight but can jump (BOp's, JF's) have a slightly higher multiplier
using a BOp's bridge has a higher multiplier still, maybe on par with caps jumping
Caps jumping - higher still
titan bridges have higher still
super caps jumping has the highest
multipliers to be determined by CCP but that's the rough idea

For posting an idea into F&I: come up with idea, try and think how people could abuse this, try to fix your idea - loop the process until you can't see how it could be abused, then post to the forums to let us figure out how to abuse it..... If your idea can be abused, it [u]WILL[/u] be.

Seliah
Blades of Liberty
#23 - 2014-02-12 17:35:03 UTC
Good points there, stoicfaux. Seems to me that the fact that PPP is based on individuals only makes it unusable at large scale.

I've been thinking about an alternative to the PPP solution proposed by the OP. I haven't had time to put that much thought into it, but I'll try to explain the basics here, so you guys with the good ideas can improve on it or tear it to pieces :)

Ships on a leash

The basic idea is to try to limit the power projection of capital ships by basically attaching them to a leash, like watchdogs. For each capital ship (or each pilot, don't know ?), you'd have to define an anchor system, and it would be fairly easy (basically, a cyno) for this ship/pilot to be deployed in a certain area around its anchor. It would however require a lot more time / work to change the anchor of the capital ship / pilot.

It would then be easy to heavily defend a small area of space, but the bigger the territory you want to control, the more you have to spread your forces. When attacked, you'd have to reanchor capital ships / pilots closer to the warzone before you can get fully involved there. From an attackers point of view, that would mean having to setup anchoring points for the offensive fleets close to the warzone before attacking.

This would only apply to capital / supercapital ships, not jump bridges (which are less of an issue imo).

This idea is extremely rough and it's the first time i'm putting it into words. I have no idea if that leash system should apply to ships or pilots, and what would the anchoring mechanic be exactly. It's just a concept, I'd be happy to hear what you guys think about it. Feel free to trash it :)

SMT008
Deep Core Mining Inc.
Caldari State
#24 - 2014-02-12 17:49:17 UTC
stoicfaux wrote:

In terms of the game:
It would make coordinating movements difficult. Do you really want FC's and players having to micro-manage their PPP at a given time? There's a reason fleet doctrines exist; now you want to extend doctrine to include a minimum PPP maintained by capital alts at all times.

It makes null sov even more expensive in that "everyone" would maintain multiple alts with full PPPs. The increased revenue would be good for CCP, but it would price the small guy out even more.

Mobility is a force multiplier. PPP would limit mobility, including, potentially, the ability for defenders to maintain an effective defense. From a "Grr Goons" perspective (i.e. politics, propaganda, tinfoil) this looks like an attempt to make it easier for quantity to overwhelm quantity (i.e. masses of PPP cap alts used to defeat highly organized, smaller, fleets trained in mobility.) The PPP cap alt fleets strike multiple targets that are far apart, thus forcing the smaller, PPP limited defensive fleet to prioritize which targets they can defend. The PPP limited fleet, even if it's ready and willing to fight, is "guaranteed" to lose some systems for a lack of PPP.

PPP would potentially limit the duration of wars and/or lead to more draws. If both sides engage in a mobile conflict, when both sides become low on PPP (i.e. managing who has enough PPP to get a task done becomes impractical,) then the war will stop.


PPP is only depleted when you use one of the teleportation mechanics.

Going to your destination by gates will ALWAYS be available. You can do that all day long and you'll keep your PPP at 100%.

That gives a "home advantage". You can't just attack Period Basis from Y-2 at the edge of Fountain. Or actually, you can, but you will spend your PPP way faster than the locals in Period Basis.

The main goal behind this is to make sure that in order to defend something, you want to be close to that territory if not living there.

There are currently huge amounts of undefended 0.0 space that won't ever be attacked (Branch, Pure Blind, Foutain etc), just because the defenders can be there en masse before any meaningful damage can be done. This leads to stagnation. This needs to stop.
Kenrailae
Center for Advanced Studies
Gallente Federation
#25 - 2014-02-12 17:51:26 UTC
An Easier solution may just be to have cyno's destabilize after 'x' ships jump/bridge to them or 'x' mass moves to them.

The Law is a point of View

The NPE IS a big deal

Lev Arturis
The Scope
Gallente Federation
#26 - 2014-02-12 18:06:49 UTC
Kenrailae wrote:
An Easier solution may just be to have cyno's destabilize after 'x' ships jump/bridge to them or 'x' mass moves to them.


If you only take care of cynos or bridging you will change nothing. The big power blocks will simply stash subcaps and capital fleets in their territory and will order their pilots to clone jump or pod kill themself.

The only solution must involve all types of teleportation effects or will fail from the beginning.

In addition it needs of course changes to 0.0 industry so corporations and alliances can actualy live out of their territory. I would also add some more access points from hi/low sec to 0.0 to prevent perma camping a few hotspots.
Master Sergeant MacRobert
Red Sky Morning
The Amarr Militia.
#27 - 2014-02-12 18:09:40 UTC
My early thoughts on where to look for a solution to the ease of power projection includes:


1. Titan Bridge has a maximum mass value. The Mass value for a Titan Bridge where the Titan does not jump would be small but the mass value to the Titan Bridge would be 10x larger for when it jumps through it's own bridge.

2. All Cap Ships get a jump fuel bay and separate fuel bay for extra's.

3. Restrict the fuel bays so that a Cap Ship can only hold enough for 1, 2 or maybe 3 jumps. (Exception: The Jump Freighter and Rorqual could have larger fuel bays and could hold large amounts of fuel for Cap Ships they fly with as they are support logistics and essentially represent a re-fuelling ship for a fleet).

4. Shorten Cyno Generation cycle times dramatically. Perhaps change the cynosaural module to fit it's fuel within the module and give it a suitable reload time. One per ship module.

5. Rework Supercarriers back to their original Mothership concept.

They have been reworked a number of times and need another. I think you should be able to call in support capsullers to your med bay (limit the size) and for those pilots to be able to launch stored fitted ships (limited for balance). Perhaps another class of super drone (fighter, fighter bomber, corvette) could be developed that has a function that is defensive (point defence)?



will edit further... I have to leave right now.

"Remedy this situation or you shall live out the rest of your life in a pain amplifier"

Kenrailae
Center for Advanced Studies
Gallente Federation
#28 - 2014-02-12 18:10:43 UTC
Lev Arturis wrote:
Kenrailae wrote:
An Easier solution may just be to have cyno's destabilize after 'x' ships jump/bridge to them or 'x' mass moves to them.


If you only take care of cynos or bridging you will change nothing. The big power blocks will simply stash subcaps and capital fleets in their territory and will order their pilots to clone jump or pod kill themself.

The only solution must involve all types of teleportation effects or will fail from the beginning.

In addition it needs of course changes to 0.0 industry so corporations and alliances can actualy live out of their territory. I would also add some more access points from hi/low sec to 0.0 to prevent perma camping a few hotspots.



I feel altering how much can jump to a cyno is a more sensible option then setting a limit on how much you can move in a day? Reason being, again, logistics. People plan moving ops, and a proposal as outlined by Marlona really screws the smaller groups.


The action of setting up various 'stashes' alone is an improvement over the status quo of 'everything in one station, light the beacons!'



There are enough access points. They just require a few extra jumps so are avoided for inconvenience.

The Law is a point of View

The NPE IS a big deal

WilliamMays
Stuffs Inc.
#29 - 2014-02-12 18:14:34 UTC
I started this thread yesterday responding to your article. Might as well throw it in here too.

Make an extra fuel bay (or juggle the numbers of the current bays) on capitals, this bay holds a new fuel that is made from isotopes by the ship or a new module (not a siege type module); the new fuel can not be removed from this new bay and there is no source for the fuel but your own ship. The fuel can not be made while in station or cloaked. This fuel replaces isotopes as jump fuel and the stront/topes used for various capital actions; the size of the fuel bay would create limits on jump range over time and force choices to be made along the way. If the bay holds just below the fuel required for 2 jumps, this would slow movement across the map, while still allowing for capitals to jump in and go right into combat, or jump and cycle the fuel generator to jump again. The time for a single jump is unchanged, two jumps is slightly increased over the current docking methods and cap recharge fits; further jumps take significantly longer.

Examples:
Dreadnaughts would be able to jump in and siege just as they do now, so long as it is a single jump. More than one jump will require extra fuel to be made, at the midpoint or on the field, before going into siege.

Carriers would be able to jump and go into triage or start using drones (yes, I am saying carrier drones and fighters should use fuel, ratting carrier tears incoming; as strong as carriers are at multiple roles they need a drawback and this is not a big one) Multiple jumps would require fuel generation at some point.

Supercarriers, same as regular carriers, would be able to jump and drop fighters and FBs immediately. Multiple jumps would require fuel generation at some point.

Titans are much more complicated, and I don't own one. I'm not one for spouting gibberish details on things where I dont have direct experience. I'll just say I think similar ideas should be applied to the various roles of titans.
Mascha Tzash
Ministry of War
Amarr Empire
#30 - 2014-02-12 18:30:45 UTC
A really nice piece of text. Please write more.

Limiting force/power projection is a good thing and making the verse larger is also a good thing.

I've seen methodes in other games to limit some strong weapons or other tools to interact with entities in the game be it other players or objects. The one that appeals most to me ist the overheat mechanic in Planetside2. In this game stationary guns exist, that can put out a load of damage in comparison to tanks, planes, etc. When you fire these guns it heats up a certain amount and cools down if not used. If you overuse them they overheat and and cannot fire till they are completely cooled down.

This might help aswell in eve to allow smaller groups to keep their mobility and hinder large groups to teleport large quantities of ships in a relative short amount of time. To bring up an example it could be possible to limit a teleportation device in a way that a jump of one carrier brings the "heat" to 10%. After one minute the cooldown process starts at a rate of 1% per minute. After 6 Minutes the "heat" would be at 5% and 11 minutes after the jump back at 0%. If you jumped 10 carriers within one minute the teleportation device would reach 100% "heat" and would be unusable for a full 100 minutes. This might apply to a jump bridge. This would also work for a dread if you brought this "heating" to a jump drive. Tie it to a cyno and it could become worthy to have a cyno up for the whole 10 minutes (smaller heat portions and higher cooldown rates required). If then the indivual jump range would be limited to a point where you would have to "burn" your jump drive to exceed the speed of a BS that travels the gate jump way a BS might become more usefull. The "choices and consequences" thing comes in.

Staying with the carrier and comparing it to a BS (perhaps we use the Megathron as it was mentioned in Marlonas great blog article) the carrier clearly can bring more firepower than the Mega.
Let me just throw a figure to make this a bit more readable and say the carrier increases firepower linear in comparison of the Megathron and the Mega should be the more mobile concerning traveling to a destination. To make the Mega faster after some time the carrier would need to have a sustainable jumping speed of making this possibly longest voyage in around 240-270 Minutes (4-4,5 hours) if you dont "burn" your jump drive. This includes the rough increase of 30 minutes from Ceptor to HAC and the next step of 60 minutes from HAC to BS wich would result in either 90 minutes increase (compared to the BS) if you increase the travel time linear or 120 minutes if you use Fibonacci.

Funnily this would give you as the defender of an area an option to quickly respond to threats. As the attacker you would have to plan your moves as your jump drives are more under "heat stress" and if you are too hasty you lock yourself down to a point where you would have to wait a very long time to be able to travel again.

One could also say that caps on jump-cooldown cannot dock so it would put caps at risk while traveling.

The name "jump heat" is surely somewhat arbitrary but I'm far from beeing creative enough to bring up a better one.

Fly safe. :)
Lev Arturis
The Scope
Gallente Federation
#31 - 2014-02-12 18:42:29 UTC
Kenrailae wrote:


I feel altering how much can jump to a cyno is a more sensible option then setting a limit on how much you can move in a day? Reason being, again, logistics. People plan moving ops, and a proposal as outlined by Marlona really screws the smaller groups.


The action of setting up various 'stashes' alone is an improvement over the status quo of 'everything in one station, light the beacons!'



There are enough access points. They just require a few extra jumps so are avoided for inconvenience.


Smaller groups like Suddenly Spaceships are less affected than multi region wide spanning mega coalitions but there is no solution that doesn't come with some pain for everyone playing this game.

It will take more careful planning for your holyday vacations in Syndicate (example) but it also opens up ways to get great fights and conflicts with much more regionalised powers without the influence of a power block living in that area.
Kenrailae
Center for Advanced Studies
Gallente Federation
#32 - 2014-02-12 18:47:11 UTC
Lev Arturis wrote:
Kenrailae wrote:


I feel altering how much can jump to a cyno is a more sensible option then setting a limit on how much you can move in a day? Reason being, again, logistics. People plan moving ops, and a proposal as outlined by Marlona really screws the smaller groups.


The action of setting up various 'stashes' alone is an improvement over the status quo of 'everything in one station, light the beacons!'



There are enough access points. They just require a few extra jumps so are avoided for inconvenience.


Smaller groups like Suddenly Spaceships are less affected than multi region wide spanning mega coalitions but there is no solution that doesn't come with some pain for everyone playing this game.

It will take more careful planning for your holyday vacations in Syndicate (example) but it also opens up ways to get great fights and conflicts with much more regionalised powers without the influence of a power block living in that area.



We also have almost 100% membership with carriers so we're less affected still. But the issue is wider than that. This IS a game, and should be remembered to be such :)

The Law is a point of View

The NPE IS a big deal

KiithSoban
Mackies Raiders
Wild Geese.
#33 - 2014-02-12 18:54:32 UTC
Read it all. In general, +1.

However i don't think Blops needs to be limited.

I want to see logi appear on killmails! (by just repping)  See CSM "reasonable things"

Wedgetail
Sebiestor Tribe
Minmatar Republic
#34 - 2014-02-12 19:19:51 UTC
well considered, and yes the assessment is accurate, but like several others PPP isn't it.

there are several points of neglect in your assessment that i think have caused you to concieve an inadequate soloution.
(most of this is summarised by 'pay attention to the art of war when assessing this in a battlefield context')

first:

you neglect force ratios and deployment context between attacking forces and defending ones


  • an attacking force is much easier to deflect, route and destroy than a defending one


due to many factors the primary one being force disposition and availability of both human and material assets - attacking is 3x more costly and resource intensive than defending - thus force recovery and sustainability becomes an inherently high priority for any attacking force.

attacking forces must endure defenders long enough to break them - faster ships can't do this it's not feasible, and heavier ships need to be first moved (hence the importance of jump freighters and carriers) attacking is and always will be an uphill battle if you can't fight something more powerful than you you can't attack. (relativity is very important - you know and have demonstrated this but in a context too limited for your intention)

on the flip side: if an attacking force is too concentrated the defending force must avoid them and strike else where to draw off pressure - if they can't do this they must withdraw in their entirety or are indiscriminately destroyed.

the cynosural concept is there primarily to balance attackers, to lower the barrier of entry when making the 'do we commit' choice.
the jump bridge system and cyno both are there to benefit defenders for the same reason with a different intention "can we get out of the way to recover later?"


Second:

this brings me to the cost, both forces have an amount of resources invested, this is usually AT LEAST double whatever you see on the field at any point - because if what is on the field is destroyed what is not on the field is used to recover or execute the next phase of action.

defenders have higher stockpiles than attackers as covered
both teams have the same access to supply chain logistics, but the local force can produce more without them.

these resources cost very very large amounts of time to establish - often disproportionate to the usage they get as when they are deployed they need to cater for human elements that cannot be quickly catered for otherwise - hence the advent of doctrines, 'prepare for these ships and style so we can cater the resources you need and not spend every cent the alliance has ever earnt'.

when inevitably one side loses, takes a hit too heavy to endure they must withdraw what assets they can, as i said earlier typically this is much easier to inflict upon an attacking force than a defending one but it happens for both depending on the warfare environ as a whole. - these events cannot be readily predicted ahead of time and so rapid response is a MUST.

without the ability to withdraw assets quickly from a broken line the fighting will stop not for days or weeks, but months as losses are recovered - in this purpose the bridge and cyno system is facilitating to reduce cool down to force buildup.

>>

I am fast approaching the word limit so additional sections will have to wait, I'd also like to afford you the chance to consider those first two points before text walling, and'd like to add something of my own on the end.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#35 - 2014-02-12 19:23:24 UTC

It'd seem your system is designed with a bias against roaming warfare as opposed to strategic - with the fact that a gang can drop in on your home turf irrelevant of the strategic picture and in this i do agree to a point.

however rapid and more importantly mass relocation is a very important strategic tool - the issue you have i think is not as a strategic asset but a tactical one, and your suggestion of a PPP counter opposed to a cool down is effectively the same thing in a different order. 'you have to wait after you use it anyway it's just more annoying' - people with more bridges will have a disproportionate advantage over the guys who don't cuz it's now a resource pool as it stands now a smaller force can be just as mobile with less and i think that's your problem with the system - 'random hot droppers' not 'strategic invasions' - though please correct me on this if i am mistaken.

the main point of these posts is simply that while your attention to the functional has been excellent you have not considered the human elements or the responsibilities of those involved, have not considered the needs of the people and why such speed is important to them.

ultimately we all want to have fun, catering to a few thousand people wanting to fight is <******> difficult on the short term, not to speak of longer terms of months and years.

it takes time and a great deal of considered effort - the PPP system you suggest having seemingly neglected the planners will make events harder to organise, more difficult to manage than they already are - and this is something i do not want to see - those leaders invest so much already into making this happen so the masses can have fun.

your consideration, as i have said - very functionally correct but the projected effects will be negative not positive i fear because of the missing elements in your initial assessment - refactor, and you'll easily get a system that has the effect you want w/o breaking still more people.
SMT008
Deep Core Mining Inc.
Caldari State
#36 - 2014-02-12 20:30:20 UTC
Wedgetail wrote:

due to many factors the primary one being force disposition and availability of both human and material assets - attacking is 3x more costly and resource intensive than defending - thus force recovery and sustainability becomes an inherently high priority for any attacking force.

attacking forces must endure defenders long enough to break them - faster ships can't do this it's not feasible, and heavier ships need to be first moved (hence the importance of jump freighters and carriers) attacking is and always will be an uphill battle if you can't fight something more powerful than you you can't attack. (relativity is very important - you know and have demonstrated this but in a context too limited for your intention)


Force projection negates the "Heavier ships need to be first moved" thing. It's as easy to bring supercapitals as it is to bring interceptors. For coalitions and very large/large and very organized alliances.

Wedgetail wrote:
on the flip side: if an attacking force is too concentrated the defending force must avoid them and strike else where to draw off pressure - if they can't do this they must withdraw in their entirety or are indiscriminately destroyed.


There is no reason to "strike elsewhere". The attacking force can relocate very easely and can defend on multiple fronts. Asking the defenders to "strike elsewhere" just means the defenders won't be 100% focusing on defending and that means death.

Wedgetail wrote:
the cynosural concept is there primarily to balance attackers, to lower the barrier of entry when making the 'do we commit' choice.
the jump bridge system and cyno both are there to benefit defenders for the same reason with a different intention "can we get out of the way to recover later?"


The jumpbridge system is there to benefit the defenders, that is true. Cynos aren't really used for retreat. What I mean is that well, when you're stuck in bubbles with subcaps, you don't/can't use cynos at all. You won't ask a Titan to come in a bubbled hell to bail your subcaps out. When you're stuck in bubbles with caps, well, it's just an easier way out. Easier and faster than trying to align and then warp-out while praying no dictors/HID is paying attention to you.

Cynos benefit the attacker a lot more, that's what allows him to move from his homeland to the staging close to the defenders' space. And that's what allows him to make fleets literally appear next to the defenders' objective. It's the defenders' region, they don't need Titan bridges to move around. Sure they can use them but they're not really forced to.

Wedgetail wrote:
defenders have higher stockpiles than attackers as covered
both teams have the same access to supply chain logistics, but the local force can produce more without them.


Defenders don't always have higher stockpiles. Stockpiles are basically "Things stored at X location". Because of force projection, it doesn't matter where the stock pile is. What matters is how large the stock pile is. It all boils down to "which stockpile is the largest" here.

Both teams have the same access to supply chain logistics, and the local force can't/don't produce anything because importing from Jita is 200x easier/better/whatever. Except for hulls maybe. MAYBE.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#37 - 2014-02-12 21:13:13 UTC
'need to be moved applies regardless of method - yes it makes it less pronounced but you still need more freighter trips to move 700 battleships than 700 interceptors - the idea is that 'moving them without a cyno chain goes from 2 hours to 2 days'

the reasoning is on the change in effort requirements the OP is focusing on - the difference between systems (mechanics not space) is too large.

it does not negate, it alters - the same thing in a different way.



'if the defenders attack somewhere else the attackers split or forfeit the original objective - there are many reasons, you lose the system they attacked to break a staging system of theirs, or fortify/evacuate one further back - the movement is to alleviate pressure rather then stand and be crushed by a force you cannot match directly.


yes that's the point: cynos aren't usually but can be, and are meant to reduce the power balance scale bewteen offense and defense. - if i need them/can use them i have them - the bulk of my statement is not 'when i'm fighting' but 'before i'm fighting' - 'i am about to be attacked do i stay or not?' - when you're bubbled you cannot leave the field by any immediate means so i don't understand your reasoning by factoring this in here.

no they don't and yes they do - defenders usually have local resources in individual assets - my comment was in regards to these not strictly 'alliance funded assets' but 'all assets this team has' a field force has what it deploys with, a defending local force has what it's built up over a longer time span.

as for production - yes buying is easier - hence logistics chains - however how many groups can you mention that construct larger assets in home regions? a lot of the infrastructure used to construct larger fleet assets in particular is in the defender's region - and often supported by external freight as regional resource distribution demands.
SMT008
Deep Core Mining Inc.
Caldari State
#38 - 2014-02-13 00:37:02 UTC
Wedgetail wrote:
'need to be moved applies regardless of method - yes it makes it less pronounced but you still need more freighter trips to move 700 battleships than 700 interceptors - the idea is that 'moving them without a cyno chain goes from 2 hours to 2 days'


Sure, it's easier to move 700 battleships than 700, that's for sure, but it really isn't an impossible task for a massive coalition.

Each carrier can bring 2 battleships. A full carrier fleet (Both coalitions have been able to field that kind of stuff pretty easely) can transport 500 battleships complete with their fittings in one go with monstruous LY ranges. Sure, it will cost fuel and will need a couple cynos. But it is totally possible to do without too much trouble.

Wedgetail wrote:
'if the defenders attack somewhere else the attackers split or forfeit the original objective - there are many reasons, you lose the system they attacked to break a staging system of theirs, or fortify/evacuate one further back - the movement is to alleviate pressure rather then stand and be crushed by a force you cannot match directly.


The issue is that currently, there is no "breaking a staging system" because that takes days to actually do meaningful damages to SOV. They can drop on you and stop you from doing anything in less than 10 minutes. Your SBUs will be long dead before you can online them, no damage has been done, but the systems you were defending still need to be defended and will still fall.

There is no "fortifying" a system, except maybe putting up a cynojammer.

There is really no effective way to "alleviate pressure" other than rage-camping the attackers' staging. And if you can do that, well, why aren't you winning the war already ?


Wedgetail wrote:
yes that's the point: cynos aren't usually but can be, and are meant to reduce the power balance scale bewteen offense and defense. - if i need them/can use them i have them - the bulk of my statement is not 'when i'm fighting' but 'before i'm fighting' - 'i am about to be attacked do i stay or not?' - when you're bubbled you cannot leave the field by any immediate means so i don't understand your reasoning by factoring this in here.


Well, a defender don't really need cynos before the fights, except maybe for bringing in more war assets from Jita ? Defenders are already fighting at home, they have everything at their disposal. Their only use of cynos will probably be triage carriers for POS-reps or just regular cap hot-drop. Subcaps won't need a single cyno for the defender.

If you're about to be attacked, you can indeed undock all caps/JFs and haul all the stuff you can out of the station. That is true.

If I seem off, well, that's because I don't fully understand what you're trying to say, either I'm really bad at reading comprehension, either there are missing words or missing punctuation =(

Wedgetail wrote:
no they don't and yes they do - defenders usually have local resources in individual assets - my comment was in regards to these not strictly 'alliance funded assets' but 'all assets this team has' a field force has what it deploys with, a defending local force has what it's built up over a longer time span.


True. Individual assets don't really matter all that much in sov wars tho, the only things that matter are doctrine ships and capital ships. Minerals need to be transformed to either doctrine ships, ammo, doctrine modules or caps and that takes too much time in a war. Everything else is irrelevent.
Phaade
LowKey Ops
Shadow Cartel
#39 - 2014-02-13 00:55:24 UTC
This change would be amazing.

However, CCP is not bold enough to do something this good for the game.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#40 - 2014-02-13 03:26:12 UTC
SMT008 wrote:

The issue is that currently, there is no "breaking a staging system" because that takes days to actually do meaningful damages to SOV. They can drop on you and stop you from doing anything in less than 10 minutes. Your SBUs will be long dead before you can online them, no damage has been done, but the systems you were defending still need to be defended and will still fall.




there almost is - i say almost because i haven't seen this implemented well enough to say whether or not it's feasible - however there are new remote cyno jammer structures that can limit where and how a fleet can come in, so if you're able to position behind them not long after an attack gets launched then there is potential - again it's just as easy to use by both sides so will wait and see.
(what i'm really interested in is to see if it 'disables' already lit cynos)


as a side for built up resources and assets yes usually doctrines are the only ones that matter - though if it comes to it a kitchen sink can be made really nasty if flown well ( i say this cuz i know it is a lot of extra work to use - individual's carriers and freighters in particular prove the most useful - larger coalitions say 'fit your own carriers like this and we'll replace em if they die' rather than pre fund all of their own - it's easier to manage) additionally it's often faster to have pilots fly their own gangs and hulls than alliance ships for smaller harassment ops - which takes pressure off of alliance resources so they can be used for heavier fighting.

i do have to agree with the limited options in bolstering other systems in the fortification sense - I did/do see cases where time zones play factors that remove your ability to defend the front line systems however - your reading comprehension's not off that's the basics of what i meant regarding use of defensive cynos it's faster to move mass resources via a titan bridge/several jump capable ships to a ship cyno than through a pos bridge/cyno generator (part of the reason behind the OP - 'too easy to move' i think is the general pretext)


if anything i'd like to see ship borne cynos removed (or atleast made unviable for bridges), perhaps make use of the deploy-able structure mechanic (so a cyno beacon has to be established, set up at the destination and then it can be used to bridge to)

just a timer of a few minutes to setup would be plenty (30 seconds is a large enough window for reaction times) and it'd encourage support fleets to take the field first to establish the beachheads ahead of larger forces as opposed to just a few inties/cov ops