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Teleportation Change

Author
Jori McKie
Hedion University
Amarr Empire
#41 - 2014-02-13 23:22:03 UTC  |  Edited by: Jori McKie
What about this:
Give caps a jump speed. Right now caps are using something like FLT in Battlestar Galactica but why not let them travel Star Wars style.

A Carrier can jump 14.625ly (All V) right now, give it a jump speed of 0.02ly/s at start and let it slow down after every ly.
E.g:
Travel time for 14.625ly would be 12.18mins with constant 0.02ly/s

Add a cooldown function which slows down the jump speed after every ly and regenerate over time, so if you want to travel 60ly at once your jump speed is 0.00002ly/s something at the end. Same for jump bridges and Titan bridges. Jump Freighter usage can be adjusted with a high jump speed, low cooldown and high regeneration.
Apply the cooldown and regeneration to the pod so you can't just change the Carrier at a midpoint and have full jump speed after.

The advantages would be big, easy adjustable system, you can give Caps and SuperCaps different jump speeds and different cooldowns. Titan bridges won't be instant anymore as the Subcaps (again the pods in the Subcaps get the jump speed cooldown and regeneration) would travel with the jump speed of the Titan.

So short range jumps would still be rather fast but not instant and really long range travel would be a pain in the ass. Dealing with disconnects are easy too, lets say you jump 14.625ly and you are disconnecting at 5ly you will drop into the closest system en route at a random spot. You can even discuss a timer so the jumping ship won't disappear instantly.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

Marlona Sky
State War Academy
Caldari State
#42 - 2014-02-13 23:47:37 UTC
Jori McKie wrote:
What about this:
Give caps a jump speed. Right now caps are using something like FLT in Battlestar Galactica but why not let them travel Star Wars style.

A Carrier can jump 14.625ly (All V) right now, give it a jump speed of 0.02ly/s at start and let it slow down after every ly.
E.g:
Travel time for 14.625ly would be 12.18mins with constant 0.02ly/s

Add a cooldown function which slows down the jump speed after every ly and regenerate over time, so if you want to travel 60ly at once your jump speed is 0.00002ly/s something at the end. Same for jump bridges and Titan bridges. Jump Freighter usage can be adjusted with a high jump speed, low cooldown and high regeneration.
Apply the cooldown and regeneration to the pod so you can't just change the Carrier at a midpoint and have full jump speed after.

The advantages would be big, easy adjustable system, you can give Caps and SuperCaps different jump speeds and different cooldowns. Titan bridges won't be instant anymore as the Subcaps (again the pods in the Subcaps get the jump speed cooldown and regeneration) would travel with the jump speed of the Titan.

So short range jumps would still be rather fast but not instant and really long range travel would be a pain in the ass. Dealing with disconnects are easy too, lets say you jump 14.625ly and you are disconnecting at 5ly you will drop into the closest system en route at a random spot. You can even discuss a timer so the jumping ship won't disappear instantly.

I don't think it is enough to address the larger issue with power projection.
Jori McKie
Hedion University
Amarr Empire
#43 - 2014-02-14 00:01:31 UTC
The jump speed, cooldown and regeneration functions don't have to be linear, you can make them quadratic or exponential. Power projection over short range is possible but long range will take hours and very long range days depending on how you model the functions.

The nice thing is you can adjust and fine tune any jumpable ship class and Titan bridges as you like.

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths." - Abrazzar

Ilyana Nehla
Caldari Supply and Armament Inc.
#44 - 2014-02-14 08:36:57 UTC  |  Edited by: Ilyana Nehla
Hello Community,

in the german forums of EVE (Eveger.de) there is a discussion about how to change the projection of power too. mainly in a way small alliances will suffer far less than big alliances.

Status quo

  1. Big alliances can be anywhere in EVE (almost) instantly.
  2. Small alliances get outnumbered easily althogh they might have a good lineup.
  3. Due to TiDi battles can be reeinforced hours after the initial contact. In conjunction with 1. it makes it worse.


I just want to second this Idea and provide some input in that matter from my point of view.

Additional to Marlona's idea, which I think does provide a good base and is justifyable storywise, I had some things I'd like to bring up.


  1. Spoolup-timer for Cynos.
  2. - The timer kicks in as soon a bridge or jumpdrive has locked into a cyno and increases with range. An idea would be 2min/ljh for Jumpbridges and 3min/lj for Titanbridges. For that time the Cyno must be alive otherwise the fuel for the spool is lost ( lets say Spooltime 2minutes. after 1minute contact to cyno is lost, 50% of the fuel is lost)
  3. Masslimit like WH's on Bridges. Might be interesting in cionjunction with the spoolup. Pretty self-explaining.
  4. Supercaps get a even longer spoolup (5min/LJ) and cooldown (x hours/LJ).


Why all that you might ask?
Cynos totally kill the risk vs reward scheme usually used in Eve. They provide little risk (misclicks not counted :P ) with great reward (reeinforcing a losing battle almost instantly, beeing able to move whole fleets from front A to B within seconds)
A overexpansion like the roman empire suffered from does not really exist. Weak fronts can be reeinforced fast and without risk. Medium sized attacks are futile due to it. "Weak flanks" are not really there and if they can be reeinforced instantly.

I would like to see bridges in a strategical, but not tactical element in the first place anyways.

So what would change with my proposal?


  1. Fleets have to splitted up a bit. The more space you hold the more they have to.
  2. Fleets might be even devided into a western, eastern, northern (names just to show) theatre.
  3. Reeinforcment from "everywhere" is not possible due to the PPP limitation.
  4. FC's have to think about using the instant travel but sacrificing mobility afterwards or use gates to keep up the mobility but take the risk gates provide and the slowness of ships.
  5. Intel on fleetmovement is now more vital.
  6. Weakflanks provide an excellent opportunity to small/medium alliances or coalitions to hit the enemy hard.
  7. More pewpew.
  8. New tactics viable.
Erutpar Ambient
The Scope
Gallente Federation
#45 - 2014-02-14 09:03:21 UTC
So yeah, I fully agree with the idea that teleportation has to change.

That being said, there are a few problems with changing these systems.

First and foremost, I'm sure the reason CCP is scared to change this is because the Cyno jump/bridge mechanic is a pivotal role in battle escalation. Without having caps able to jump to a cyno BR5 and 6VDT wouldn't be possible. And as we all know, these type of battles are what EVE Online's reputation is built around.

Another thing you have to remember when dealing with this issue is that it does affect affect Sub-Capital dynamics as well as Capital. Most specifically Black Ops etc.

That being said, i think there are ways to enhance or rework the mechanics without having to do too much system overhauling.

Now, there is an article i remember reading a while back about the lore and how jump drives work. It had to do with using gravity wave resonance where the gravity from 2 stars overlaps and somehow allowing jumpgates to fold space between each other. Using this "Lore" and the recent trend of deployables galore we can create a new system that has multiple cynos with separate limitations.

For instance, we can replace the Cyno gen module with a deployable:
Small Mobile Cyno Generator(uses star's gravity resonance) - 40m3 (or so) Must be deployed within 0.5au of a star (just an example for the idea).
Large Mobile Cyno Generator(creates own grav res field) - 1000m3 no positioning limits.
Covert Mobile Cyno Gen: ???m3 no positioning limits, doesn't broadcast in system.
These modules would have a deploy timer to prevent instant power projection and to create a bit of dynamic mini strategic objectives to kill them before onlining/loading up enough ships to carry them to get one online or placing them in a strategic position either on or off grid.

This wouldn't completely cull the total power projection however it would add a bit of resistance. Navigation with a personal capital will be a bit more strenuous, however if you dwell in sov space you would be less likely to be hot dropped on a regular cyno gen.

Not sure if there would really need to be any kind of penalty to the deploying ship with these restraints. The deployable itself would be the asset on field and with an anchor and unanchor time there is engagement opportunity.

The old "Local perfect intel" debate would also play a role in this discussion. But to me this seems like a good start.
Ilyana Nehla
Caldari Supply and Armament Inc.
#46 - 2014-02-14 09:25:16 UTC
Erutpar Ambient wrote:


First and foremost, I'm sure the reason CCP is scared to change this is because the Cyno jump/bridge mechanic is a pivotal role in battle escalation. Without having caps able to jump to a cyno BR5 and 6VDT wouldn't be possible. And as we all know, these type of battles are what EVE Online's reputation is built around.


You are partly right and party wrong about this. An alliance setup well in terms if defensive and offensive can still fight that hard. With the PPP the ships are then bound at this location or close to that due to the jump. They still can use gates to slowboat to somewhere else. Regarding BR5, the battle lasted for 21h. Enough for any subcap and cap to actually slowboat there from almost everswhere. In 21h you also gain 10,5 PPP, letting you still jump a bit (or keeping it for extraction).

If an alliance or caolition doesnt have a fleet at their borders then they will pay the price.
They will just need enough power to hold up the enemy untill reeinforcements arrive - either way gatetravel or jumping.
Now you have to decide is it important because you wont hold any longer? Jump.
Can the fleet hold up long enough? Slowboat.
Adds a new layer of tactical and strategical decisionmaking to the game.
Wedgetail
Sebiestor Tribe
Minmatar Republic
#47 - 2014-02-14 09:58:21 UTC
Ilyana Nehla wrote:
Erutpar Ambient wrote:


First and foremost, I'm sure the reason CCP is scared to change this is because the Cyno jump/bridge mechanic is a pivotal role in battle escalation. Without having caps able to jump to a cyno BR5 and 6VDT wouldn't be possible. And as we all know, these type of battles are what EVE Online's reputation is built around.


You are partly right and party wrong about this. An alliance setup well in terms if defensive and offensive can still fight that hard. With the PPP the ships are then bound at this location or close to that due to the jump. They still can use gates to slowboat to somewhere else. Regarding BR5, the battle lasted for 21h. Enough for any subcap and cap to actually slowboat there from almost everswhere. In 21h you also gain 10,5 PPP, letting you still jump a bit (or keeping it for extraction).

If an alliance or caolition doesnt have a fleet at their borders then they will pay the price.
They will just need enough power to hold up the enemy untill reeinforcements arrive - either way gatetravel or jumping.
Now you have to decide is it important because you wont hold any longer? Jump.
Can the fleet hold up long enough? Slowboat.
Adds a new layer of tactical and strategical decisionmaking to the game.



Issues here are on human resources - having a fleet there doesn't mean there are people to use it, and this has been my primary concern with the proposed changes, they neglect the individuals involved and focus only on the larger scale.

with how clones and bridging works now there's enough freedom of movement that individuals can still play their own game within their alliance, jump clone to high sec for a day, run some missions, do some day trading w/e

the guys managing alliance resources can pool one central defense as opposed to half a dozen miniature ones - yes this does mean strategic movement matters less, but it also means the resources are easier to manage and get to for everyone, which means they are more likely to see use.

cynos as they are right now - jump clones as they are right now as i said earlier are supposed to be easy - supposed to make attacks easy cuz that's what ccp wants, what players want - people attacking each other.

the PPP system is too far on the extreme solution end - worse as i've also said - it turns jumps and bridges into a resource pool:
resource pools are BAD it means 'more means better' the larger alliances will be able to attack harder and more often than the smaller ones just cuz they have the PPP in additional ships to afford to - THIS SCENARIO MUST BE AVOIDED. as you say the game's already top heavy.

as a few have pointed out: what you need is to make it harder to initiate a bridge in the first place, you don't need to limit them once active you need to make them harder to trigger in the first place without making them inaccessible.

the structure idea is brilliant for this, the anchor timer serves to force players to use conventional fleets to defend a landing zone long enough to establish the beacon for the larger hulls to get onto - you achieve the same results you want from PPP with not even 1/100th the effort - and balancing exact times or criteria becomes as simple as altering a single value - notably an anchor timer. - more they may have to break into the system they're attacking in the first place.

by doing this strategic moves are still reasonably easy and stress free - tactical ones much less so which was your aim no? try anchoring one of these things with an active hostile fleet running it down - if you can you deserve the allied hot drop that'll follow.
Tragot Gomndor
Three Sword Inc
#48 - 2014-02-14 10:09:33 UTC
Just delete all caps or delete jump drives and let them take gates :D

NONONONONONO TO CAPS IN HIGHSEC NO

Erutpar Ambient
The Scope
Gallente Federation
#49 - 2014-02-14 10:18:21 UTC
Ilyana Nehla wrote:
Erutpar Ambient wrote:


First and foremost, I'm sure the reason CCP is scared to change this is because the Cyno jump/bridge mechanic is a pivotal role in battle escalation. Without having caps able to jump to a cyno BR5 and 6VDT wouldn't be possible. And as we all know, these type of battles are what EVE Online's reputation is built around.


You are partly right and party wrong about this. An alliance setup well in terms if defensive and offensive can still fight that hard. With the PPP the ships are then bound at this location or close to that due to the jump. They still can use gates to slowboat to somewhere else. Regarding BR5, the battle lasted for 21h. Enough for any subcap and cap to actually slowboat there from almost everswhere. In 21h you also gain 10,5 PPP, letting you still jump a bit (or keeping it for extraction).

If an alliance or caolition doesnt have a fleet at their borders then they will pay the price.
They will just need enough power to hold up the enemy untill reeinforcements arrive - either way gatetravel or jumping.
Now you have to decide is it important because you wont hold any longer? Jump.
Can the fleet hold up long enough? Slowboat.
Adds a new layer of tactical and strategical decisionmaking to the game.


Well i guess with the PPP, you definitely wouldn't have Asakai.

My idea is more of a baby steps type of idea. It wouldn't completely affect the movement of power across the galaxy, but it would have a direct application in system and in those battles. Dropping into the middle of a battle will no longer be a trivial thing. The cyno will no longer be instant and it will no longer be tied to your ship's EHP.

Also it would limit the ships you can use to cyno. All fast frigates and combat sub caps would be restricted to cynoing at the sun. To cyno where you want you'll need a hauler/carrier/super/titan. And then if it is dropped on the battle field it can be popped before becoming active because you no longer have to pop a super to shut it down. The tactics will be where to drop it to be most beneficial/viable to the battle and survive.

And one last thing. We know that the Mobile deployable structure thing isn't too hard to implement based on all of the recent additions we've seen. This idea i came up with would just remove Cyno modules from ships and put it in a deployable. There are no changes in regards to how jumping/bridging to a cyno works. All that changes is there are cyno gens you can plant without a POS.

It doesn't stifle Power Projection in distance, it just stifles Power Projection in application. You can still drop on top of another fleet, but it won't be easy....
________________

On that note, i guess the initial thought behind this thread might not be fulfilled by my idea. So i guess a question is in order.

Is the whole point of the PPP idea to created a diminishing ability to acquire and defend more area? Is this in preemptive of the blue donut?
Ilyana Nehla
Caldari Supply and Armament Inc.
#50 - 2014-02-14 10:25:47 UTC  |  Edited by: Ilyana Nehla
Quote:
you need to make them harder to trigger


The problem is, when you make stuff "harder" on resources you actually make it worse for small groups not for big entitiies.
Goons etc. wont have any issue with bigger "costs" because they can afford it.


Quote:
the PPP in additional ships to afford to

No, the PPP's are not linked to ships, but to characters. As I said you have the choice of jumping with your ship/clone or slowboating. When your PPP pool is depleted you have to pod yourself or slowboat.


Quote:
Issues here are on human resources - having a fleet there doesn't mean there are people to use it,


Thats where tactics and strategics come into play. Manage your fleet smart and actually do not claim more teritorry than you can actually defend with your fleet(s).
At the moment a lot of sov is held but deserted. Held just for prestige. If you cant defend it with the changes other groups will take the chance and kick your butt to get a piece of the cake themself.


Quote:
by doing this strategic moves are still reasonably easy and stress free - tactical ones much less so which was your aim no? try anchoring one of these things with an active hostile fleet running it down - if you can you deserve the allied hot drop that'll follow.


Then you simply drop the cyno 2 jumps out. Congratz. You've won nothing. People can still jump instantly where they want to -1, -2 jumps and slowboat 1 or 2 gates.


Big battles are cool and stuff but we reached a limit in hardware and serverload. Unless you enjoy 21hr of slow pewpew. I for my part dont. The current system actually supports and promotes the building of powerblocks because mass and number counts. You can be as smart as possible. The current solution to any thread ist "blobb". blobb from everywhere if neccissary. The only possibility to "counter" it is - "blob m0ar"
Erutpar Ambient
The Scope
Gallente Federation
#51 - 2014-02-14 10:31:55 UTC
Oh, i wanted to add one more thing.

In regards to Pod Express (changing med clone location and self destructing pod).

Instead of tying that into the PPP, why not just put a delay on changing your med clone location. Realistically how can you have a clone ready and made instantly in the new station? How fast does one really need to have their med clone relocated?

The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse.
Ilyana Nehla
Caldari Supply and Armament Inc.
#52 - 2014-02-14 10:32:57 UTC
Erutpar Ambient wrote:
Oh, i wanted to add one more thing.
The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse.


Thats an exceptional idea. +1
Basil Pupkin
Republic Military School
#53 - 2014-02-14 11:00:22 UTC
I endorse this product and/or service.

Being teh freightergankbear automatically puts you below missionbear and minerbear in carebear hierarchy.

If you're about to make "this will make eve un-eve" argument, odds are you are defending some utterly horrible mechanics against a good change.

Wedgetail
Sebiestor Tribe
Minmatar Republic
#54 - 2014-02-14 12:01:12 UTC
Ilyana Nehla wrote:


The problem is, when you make stuff "harder" on resources you actually make it worse for small groups not for big entitiies.
Goons etc. wont have any issue with bigger "costs" because they can afford it.


not harder on resources, on time the PPP is making a resource constraint by forcing micromanagement of fuel gauges, structures are simply carried in the hold and deployed - the cyno has a charge up and is not an instant trigger.

Quote:

No, the PPP's are not linked to ships, but to characters. As I said you have the choice of jumping with your ship/clone or slowboating. When your PPP pool is depleted you have to pod yourself or slowboat.


and characters fly ships - thus the richer/larger alliances that have more toons in more ships have more fuel to spend between them - thus can use the bridging mechanic more often.

Quote:


Thats where tactics and strategics come into play. Manage your fleet smart and actually do not claim more teritorry than you can actually defend with your fleet(s).
At the moment a lot of sov is held but deserted. Held just for prestige. If you cant defend it with the changes other groups will take the chance and kick your butt to get a piece of the cake themself.


brilliant rule for single player RTS not good for MMO - peeps need time and space to play thier own game - if you hold them constantly on stand by your pilots burn out, quit the alliance or at worst the game - when considering mechanics for games that rely on large scale cooperative elements these things take equal measure with functionality constraints - something the PPP concept is not factoring.

current null sec mechanics mean often 1 person is capable of consuming all the PVE one system can provide and 15-20 mining ships the industry - the quantity of space and the amount of people it can support are vastly disproportionate.

Quote:


Then you simply drop the cyno 2 jumps out. Congratz. You've won nothing. People can still jump instantly where they want to -1, -2 jumps and slowboat 1 or 2 gates.


EXACTLY - the fleet gets close enough but not onto the targets, still caught on gates by defenders - carriers SC's titans cannot field through gates need to be landed in the system directly via cyno...which takes time to establish, defenders get early warning, attackers have to fight to get heavy assets into play - managers still get stress free strategic troop movement - exactly the aim.

Quote:

Big battles are cool and stuff but we reached a limit in hardware and serverload. Unless you enjoy 21hr of slow pewpew. I for my part dont. The current system actually supports and promotes the building of powerblocks because mass and number counts. You can be as smart as possible. The current solution to any thread ist "blobb". blobb from everywhere if neccissary. The only possibility to "counter" it is - "blob m0ar"


except if you can't attack cuz the exertion isn't worth the effort you won't and your power block will just sit still and stagnate - see Northern coalition - read the above statements - see what the CFC and PL both did during BR - they kept local to 3k pilots co op to prevent server death, they split forces to the surrounds and fought there too - we are learning to operate within our constraints - the whole point of an alliance is to be a powerblock - that's the purpose of them.

blob warfare happens on all levels - if the other side has nastier stuff than you you have to get nastier stuff - it's a product of education and risk assessment - you don't fight when you're outmatched so you get more power to compensate and thus the snowball rolls - funnily enough people try to win while avoiding loss, something about self preservation.

again, you're focusing on extremes when you do not need to - there is no need or call for it, a simpler much more effective solution has presented itself - pause for a while, and give it some proper consideration - use cases help immensely.
Ilyana Nehla
Caldari Supply and Armament Inc.
#55 - 2014-02-14 13:15:04 UTC
I see your point but I cant support it.

not harder on resources, on time the PPP is making a resource constraint by forcing micromanagement of fuel gauges, structures are simply carried in the hold and deployed - the cyno has a charge up and is not an instant trigger.

Yet, its very easy to move fleets of unimaginable size. Even if it had a 1h spoolup.
With a big spooltime you would actually make small/med fights far worse. People will then just try to delay the game (be it toonswarm (lol) or dronespam just so TiDi kicks in and 1h passes in another system)

Concerning Risk vs. Reward you still have the instajump all over the galaxy for free (apart from fuelcosts which are purely cosmetics for big alliances) spool up 6 Bridges or titans in 15min difference you get 6 waves of ships in an hour.
Doesnt really change anything right?

and characters fly ships - thus the richer/larger alliances that have more toons in more ships have more fuel to spend between them - thus can use the bridging mechanic more often.

there lies truth in that. Nevertheless not everyone can be anywhere. And as soon as he jumped one he needs to slowboat or can just jump once or twice more (depending on the distance).


peeps need time and space to play thier own game - if you hold them constantly on stand by your pilots burn out, quit the alliance or at worst the game
Nothing wrong with playing on his own. Let people play their game yes. But in the end with sov-space comes duty. CTA's are nothing new. When you have sov scaled to the size of your alliance there should be enough pilots close by to protect it. And afterall you can use Jumpbridges. No one is saying you should not. It just takes more time and counts towards your PPP.

current null sec mechanics mean often 1 person is capable of consuming all the PVE one system can provide and 15-20 mining ships the industry - the quantity of space and the amount of people it can support are vastly disproportionate.

Expand then. Find a proportion between industrial and military?. If you cant support your industrial possibilities you are clearly lacking in space. if you are lacking in space and you cant claim more you are lacking in military power.

EXACTLY - the fleet gets close enough but not onto the targets, still caught on gates by defenders - carriers SC's titans cannot field through gates need to be landed in the system directly via cyno...which takes time to establish, defenders get early warning, attackers have to fight to get heavy assets into play - managers still get stress free strategic troop movement - exactly the aim.

Yet power projection is strong and out of proportion. It doesnt matter really how long it takes to jump (until you reach a certain point, 48h of a single "jump" does matter yes, I give you that) but the quantity. If I can jump 30x a day all around the universe I am everywhere and nowhere.


blob warfare happens on all levels
And it will happen after these changes. Its just a lot more strategic.

if the other side has nastier stuff than you you have to get nastier stuff
Nothing wrong with that either. No one actually argues that. You can have the nastier stuff, but you need to have it in the right position. Thats important. Thats what what all the changes are aiming at.
Erutpar Ambient
The Scope
Gallente Federation
#56 - 2014-02-14 18:03:18 UTC
Assuming the reasoning behind this thread is to prevent and or dissolve the impending Blue Donut by reducing the ability to project power. I have couple more of points i would like to add to this.

First of all. I want to make the point that the reason power projection is so strong is not because of the ability to move assests. But it is instead because of the extreme Ease of moving assets. That is to say, there are no stipulations in jumping to a cyno. All it requires is that the cyno is in your fleet.

Another way we could put diminishing returns on power projection is to require your cyno to be a part of your alliance or, even more extreme, corp.

Instead of one person being able to control all logistics you would have to dole out that responsibility to more people and things would get quite a bit harder and less coherent. This would reduce the synergistic nature of Blocks. It would also reduce the safety of move ops because you'd have to advertise who you were in a system you were jumping to before you jump. Currently neutral alts are used extensively for safety in anonymity.

Of course, again, the local debate will come up with forcing people to advertise themselves before jumping. Also you can get past this if you just pile everyone into one alliance, then you'd still have the blue donut.

Another way to reduce sov holding ability would be to, of course, remove automation. Currently it takes minimal effort to hold space. As long as you keep your wallet funded the bills will pay themselves. If people have to actively maintain sov in each system there will be a limit to how much one person can do. It will require more people to maintain it and they'll require an amount of trust to keep that sov maintained. This would prevent alliances from taking up more space than they can actively maintain.

And yes i know it that this is one of those "EvE Online my 2nd job" type of mechanics, but that's part of it. There should be limits to how much of the sandbox you can claim based on the effort you're willing and able to invest constantly.

Both of these things you can directly compare to the Drone Assist Nerf. What one person used to be able to do must now be doled out to multiple people to attain similar but never as much effectiveness as there was before.

The reason Drone Assist is OP is because it compresses the effort of 1000 people into the effort of 1 person. The same goes with Capital Jumping Logistics and with Sov upkeep. What keeps up with the systems for 1000 people or provides the effort for 1000 people to move is compressed into 1 person. And by the transitive property it means they are also OP.
Tara Tyrael
Quantum Anomaly Corporation
#57 - 2014-02-14 19:30:44 UTC  |  Edited by: Tara Tyrael
Marlona Sky wrote:
I recently outlined an idea on changing the way we do teleportation in the game. In a way, power projection. The details can be found in my blog, Reversal of Fortune.

Cancers of EVE Online: Teleportation

While it is a long read, I feel it is important to take in the scope of everything that is involved. Please try not to be hung up on one aspect of it and really think about the big picture and how your operations, your enemies and the game in general would change with this change.

Apologies if the blog format wreaks of noob mistakes, it is my first attempt at blogging and any feedback on improving the experience is always welcome via the site and or evemail. Smile


I've read this and I was like, yea, another one of stupid whines.
But after reading your blog, you are right, this current power projection system is not great solution.
I don't like your idea of fixing it though, seems a bit far fetched, but from all ideas I've ever read yours isn't bad.

Lore wise I can see something more of a increased cyno usage has created some sort of "insert_fancy_word" interference with all capsule technology and their ability to communicate and flow information and tie new jumps and all that into synchronization strength of each capsuleer.

Pretty much same as you proposed, but I would leave current times for jump clones OR using your synchronization strength which takes 24 hours to charge 100%
Everything else when you jump would use that sync, even using gates for example take:
0.01% regular gate
0.5% jump clones per light year
0.5% covert ops bridge -> advanced technology and currently one of best tactics small groups can use on large
1% using your own ship jump drive
5% titan bridge per light year
(please take in mind I have done no calculations, this is only figurative speech)

Also, I would keep the option to force jump (all but clone jump) even if your sync isn't enough (you get fancy menu asking if you are sure) and you can accept it, but you have only like 20% chance to get to the cyno, there is 80% chance you will end up at random sun in range of your drives/bridge (cynos work by creating gravitational fields from what I understand, so if your sync strength is low your sensory can't make difference between real cyno and other large objects like suns).

This would add whole new gameplay experience into the game, from people having to slowboat, not being able to defend one half of null space in 10 minutes deployment time and occasional ships jumping out of no where at sun who knows where and having no sync to safely get but have the choose to remain there to gather some sync or to chose to try again for better option
Marlona Sky
State War Academy
Caldari State
#58 - 2014-02-14 21:14:34 UTC
Erutpar Ambient wrote:
Oh, i wanted to add one more thing.

In regards to Pod Express (changing med clone location and self destructing pod).

Instead of tying that into the PPP, why not just put a delay on changing your med clone location. Realistically how can you have a clone ready and made instantly in the new station? How fast does one really need to have their med clone relocated?

The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse.

You are deployed to the far side of the game. A friendly titan is tackled back home or it is invaded. Everyone changes their medical clone back home and suicide pods there. All without burning any PPP making the deployment so far away less strategic.

With the death clone tied in, they can still pod back, but everyone hopping into capitals and or immediately bridge on the enemy. It bring some balance into the equation. That make sense?
Petrified
Old and Petrified Syndication
#59 - 2014-02-14 22:06:54 UTC  |  Edited by: Petrified
Jump Clones have a third contraint: time. It takes time before you can jump clone again.
Unless you are talking about Medical, in which case the constraint is cost to upgrade, cost of implants lost/replaced, and in some cases loss of SP.


Edit to add: something else in your article you did not mention: time to set up the bridge. Certainly a Carrier can take 7 minutes, but outside of established jump bridges - which the crow, sacrilege, and battleship could avail themselves, that carrier still has to have a cyno set up at the other end.

My point is not that Carriers cannot move from point A to Point B in 7 minutes, but that getting the Cyno chain set up will take more than the 7 minutes itself (plus protecting the Cyno - waiting for local to clear etc...).

Cloaking is the closest thing to a "Pause Game" button one can get while in space.

Support better localization for the Japanese Community.

Marlona Sky
State War Academy
Caldari State
#60 - 2014-02-14 22:34:46 UTC
Petrified wrote:
Jump Clones have a third contraint: time. It takes time before you can jump clone again.
Unless you are talking about Medical, in which case the constraint is cost to upgrade, cost of implants lost/replaced, and in some cases loss of SP.


Edit to add: something else in your article you did not mention: time to set up the bridge. Certainly a Carrier can take 7 minutes, but outside of established jump bridges - which the crow, sacrilege, and battleship could avail themselves, that carrier still has to have a cyno set up at the other end.

My point is not that Carriers cannot move from point A to Point B in 7 minutes, but that getting the Cyno chain set up will take more than the 7 minutes itself (plus protecting the Cyno - waiting for local to clear etc...).

Setting up a cyno chain prior to a strategic objective is common practice. All one needs to do is log them in and get in fleet when the time comes. Done.

It's not like the cyno network is vulnerable from the time it is setup till the time you need it. You just log them off keeping the network 100% safe until you need it.