These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

Teleportation Change

Author
Lucas Quaan
Dark Enlightenment
New Eden Alliance 99013733
#101 - 2014-02-23 10:33:45 UTC
Ilyana Nehla wrote:
Quote:
you are trying to artificially crush the playing field simply to suit your own preference.

Objection! That's an assumption you can't support - with any evidence in the first place.
I simply state my personal point of view and my persional opinion on how I feel strategic and tactical movement should be.

But it's fine for you to say that the rest of EVE is doing it wrong and make assumptions about our motives, right?
Ilyana Nehla
Caldari Supply and Armament Inc.
#102 - 2014-02-24 06:59:30 UTC
Lucas Quaan wrote:
Ilyana Nehla wrote:
Quote:
you are trying to artificially crush the playing field simply to suit your own preference.

Objection! That's an assumption you can't support - with any evidence in the first place.
I simply state my personal point of view and my persional opinion on how I feel strategic and tactical movement should be.

But it's fine for you to say that the rest of EVE is doing it wrong and make assumptions about our motives, right?


Where exactly did I say that? If you cant support it you shouldnt open up your mouth. Simple as that.
Megarom
Shiva
Northern Coalition.
#103 - 2014-02-27 20:40:04 UTC
While reading up on this issue I'm gravitating towards the idea that the fact that the problem with teleportation isn't so much the fact that it is so powerful, but the fact that it lacks counterplay. If the capital fleet wants to move 5 midpoints away there is no feasible way to stop them. The only option you kind of have is trying to bubble them at their midpoints and that required you to know who is maybe hotdropping you, where are they coming from and which midpoints they plan on using and won't hold you for long.

So instead of blanket limitation to any movement there should be a way hinder your enemy's movement by doing something actively. I think someone proposed that if you jump with aggression you would get timer that stops you from making additional jumps. This would keep unopposed movement working as it does now, but would allow someone wanting to hinder capital movement to aggress the capitals to slow them down. The target could then either jump anyway and get stuck in their next system for a while or annihilate the opposition trying to slow them down, wait the aggression timer and jump.
Il Feytid
State War Academy
Caldari State
#104 - 2014-02-27 20:45:50 UTC
Megarom wrote:
While reading up on this issue I'm gravitating towards the idea that the fact that the problem with teleportation isn't so much the fact that it is so powerful, but the fact that it lacks counterplay. If the capital fleet wants to move 5 midpoints away there is no feasible way to stop them. The only option you kind of have is trying to bubble them at their midpoints and that required you to know who is maybe hotdropping you, where are they coming from and which midpoints they plan on using and won't hold you for long.

So instead of blanket limitation to any movement there should be a way hinder your enemy's movement by doing something actively. I think someone proposed that if you jump with aggression you would get timer that stops you from making additional jumps. This would keep unopposed movement working as it does now, but would allow someone wanting to hinder capital movement to aggress the capitals to slow them down. The target could then either jump anyway and get stuck in their next system for a while or annihilate the opposition trying to slow them down, wait the aggression timer and jump.

You can't aggress capitals in a pos shield and a jump route has many alternative routes to avoid enemies who would aggress them. So they can easily avoid this kind of counter play and not be slowed down.
Megarom
Shiva
Northern Coalition.
#105 - 2014-02-28 15:28:08 UTC
Marlona Sky wrote:

You can't aggress capitals in a pos shield and a jump route has many alternative routes to avoid enemies who would aggress them. So they can easily avoid this kind of counter play and not be slowed down.


Fixing that would we way less intrusive than blanket nerf on all movement, with the added benefit of making it harder to log out safely in a POS.

In all honesty I didn't expect the first thing that popped into my mind to be flawless and it was meant as an example of counterplayful option to solving the original problem. The flaw doesn't really subtract from the idea that lack of counterplay is in the core of power projection problem.

I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec.
Il Feytid
State War Academy
Caldari State
#106 - 2014-02-28 16:59:39 UTC
Megarom wrote:
I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec.

I have mentioned many times that the way logistics, trade and industry would still need a health dose of an overhaul. Everything is connected of course.

With real distance put between places, there is now room for justification and reason to do these things. Right now there is no reason to buff industry at the edge of null when players will still use places in low and high sec to do it. After all, it is only a few minutes away. Just imagine how over the top you would have to buff industry in that same edge of null to be 'better' than high sec if the difference is still just a couple minutes? It would be insane.
Megarom
Shiva
Northern Coalition.
#107 - 2014-02-28 18:05:06 UTC
Marlona Sky wrote:
Megarom wrote:
I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec.

I have mentioned many times that the way logistics, trade and industry would still need a health dose of an overhaul. Everything is connected of course.

With real distance put between places, there is now room for justification and reason to do these things. Right now there is no reason to buff industry at the edge of null when players will still use places in low and high sec to do it. After all, it is only a few minutes away. Just imagine how over the top you would have to buff industry in that same edge of null to be 'better' than high sec if the difference is still just a couple minutes? It would be insane.


It's that real distance also constricting the veins that bring life from empire? I see a real possibility that we would end up with nobody of consequence living more than a jump away from empire?

Also it would be the same minutes away if you have the resources to use one jump freighter pilot per jump. If instead the supply line was disruptable maybe production capability in staging system would be valuable way to resist losing the ability to run operations due to loss of supply.

On a side note. There is one thing that teleports faster than anything else in game, ISK. When the renters rat in the far reaches of null and tick for ISK it can be instantly wired to Jita to buy anything you want. What if that is the thing breaking the economy. Last Fanfest I asked the economists why there are no player backed currencies and they gave the superiority of ISK as a currency as the main reason. ISK is has all the features you want from a currency and hardly any downsides. There is no point in even considering any alternatives.
Sigras
Conglomo
#108 - 2014-03-01 08:13:37 UTC
Dave Stark wrote:
your PPP idea was terrible when I saw it on reddit, and it's still terrible now.

if teleportation is such a cancer, then remove it from the game and make all ships use gates. however that won't happen so i doubt teleportation is quite the cancer you claim it to be. *shrug*

While I agree that the PPP is a terrible idea, so is the current teleportation mechanic.

It allows groups of people to control much larger swaths of space than they normally would and allows them to force project themselves across the galaxy with no thought to homeland defense because they can just be home instantly.

What's even more idiotic is that it requires the same amount of logistics to move one ship as it does 249. This means that Goonswarm can easily move their fleet around anywhere because it only takes .001% of their alliance to be dedicated movement alts, but my corp is required to use 4% of our membership as dedicated movement alts to move one of our cap ships.

Yes, teleportation is a plague on this game, but I dont think outright removing it is the answer. Clearly there has to be an alternative
Soltys
Brutor Tribe
Minmatar Republic
#109 - 2014-03-04 01:09:37 UTC
Quote:
Yes, teleportation is a plague on this game, but I dont think outright removing it is the answer. Clearly there has to be an alternative


As I mentioned in another thread, perhaps mass/distance limitation would be simple and efficient answer:

- mass/distance limitation (similar to wormholes, but with added distance constraint)
- extended cooldown per mass limit

Essentially only certain amount of mass is allowed per ly distance (and it's set to sensible number). Once the limit is depleted, the bridge/jumpdrive has to go into extended cooldown before it can be used again.

This would limit overusage of teleportation over nonsensical distances - but - wouldn't cripple relatively small (as they should be) fleet movements or normal daily usage (pos bridges).

Also - the distance should be counted using shortest possible stargate path to the destination system.


Also keep in mind, that without nerfing/altering/changing reinforce timers this wouldn't change that much - thismust be addressed as well (introduce outpost insurances ? adjust construction costs ? adjust offenses/defenses ?). And the jump clone issue still remains.

Jita Flipping Inc.: Kovl & Kuvl

DSpite Culhach
#110 - 2014-03-04 01:44:28 UTC
This in not a game where we are all bound by a single character and a single account. The richer the corp or alliance, the larger the access to multiple accounts, multiple training toons with the new PLEX system, and even the ability to purchase high SP toons from the market.

Since some will have access to multiple pilots capable of flying capitals, they will bypass the "pool" by switching toons, and parking strategic toons in far off locations, making richer players able to control more space. This is no different from having player "jails" for a crime; if a player had 6 characters they can keep just playing and wait out timers on other accounts.

The moment you start placing limits on what any given character can do in a given amount of time - and right now jump cloning limits is the only one, because otherwise you would have market toons jumping every 10 minutes to a new trade station - the more power you give to multiple accounts - which happens with market players as they can still park a different market toon in the main stations, as market toons are not a massive SP investment - giving multiple account players an edge anyway.

Back in the "old days", real ship fleets and planes and everything else had real logistic issues being far away from home, as they had to refuel, restock food, etc etc, now with nuclear reactors, onboard hydroponics, in air refuling etc etc, armies can deploy anywhere. Maybe we need some system that makes sending carriers 100 jumps from home a lot more dangerous that 5 jumps from home, but even then you would have to nerf a large stack of existing mechanics even to do that.

I just think we have too many players in a limited space, and that is a major issue. EVE is cramped. Let CCP punch a hole to a universe 10x the size with 10x the dangers and power projection will take care of itself.

I apparently have no idea what I'm doing.

Il Feytid
State War Academy
Caldari State
#111 - 2014-03-04 07:01:48 UTC
DSpite Culhach wrote:
This in not a game where we are all bound by a single character and a single account. The richer the corp or alliance, the larger the access to multiple accounts, multiple training toons with the new PLEX system, and even the ability to purchase high SP toons from the market.

Since some will have access to multiple pilots capable of flying capitals, they will bypass the "pool" by switching toons, and parking strategic toons in far off locations, making richer players able to control more space. This is no different from having player "jails" for a crime; if a player had 6 characters they can keep just playing and wait out timers on other accounts.

So instead of 6 characters showing up in capitals to attack a small force who is defending a small pocket of space - they show up with just one. I think they will be much happier against those new odds don't you think? Blink
Erutpar Ambient
The Scope
Gallente Federation
#112 - 2014-03-04 07:12:57 UTC
Marlona Sky wrote:
Megarom wrote:
I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec.

I have mentioned many times that the way logistics, trade and industry would still need a health dose of an overhaul. Everything is connected of course.

With real distance put between places, there is now room for justification and reason to do these things. Right now there is no reason to buff industry at the edge of null when players will still use places in low and high sec to do it. After all, it is only a few minutes away. Just imagine how over the top you would have to buff industry in that same edge of null to be 'better' than high sec if the difference is still just a couple minutes? It would be insane.

So you didn't like my idea with the spool up time on jump drives that increases with distance to be jumped and increases subsequent jumps based on how far you've traveled already? So if you jump to the system next door it takes 1 sec to spool up jump drive, but if you jump 10 ly it takes 10-20 sec. And after you make that jump, your next jump spool up timer will be increased by 2-3 times. Also, jump clones are fine the way they work right now and med clone location updates would take a few hours to take effect.

This would do a few things.
It would limit distance without having an arbitrary brickwall cap on movement.
It would expose capitals much more while engaging.
Jumping caps into a fight would be a much greater dedication since extration would be harder.
Taking control of systems in close proximity to a battle location may become strategically significant.

The amount of the constraints could/would be adjustable to find a sweet spot.

Is this not what you're PPP is trying to accomplish? Are there any strong points this fails to live up to?
Il Feytid
State War Academy
Caldari State
#113 - 2014-03-04 16:03:02 UTC
Erutpar Ambient wrote:
So you didn't like my idea with the spool up time on jump drives that increases with distance to be jumped and increases subsequent jumps based on how far you've traveled already? So if you jump to the system next door it takes 1 sec to spool up jump drive, but if you jump 10 ly it takes 10-20 sec. And after you make that jump, your next jump spool up timer will be increased by 2-3 times. Also, jump clones are fine the way they work right now and med clone location updates would take a few hours to take effect.

This would do a few things.
It would limit distance without having an arbitrary brickwall cap on movement.
It would expose capitals much more while engaging.
Jumping caps into a fight would be a much greater dedication since extration would be harder.
Taking control of systems in close proximity to a battle location may become strategically significant.

The amount of the constraints could/would be adjustable to find a sweet spot.

Is this not what you're PPP is trying to accomplish? Are there any strong points this fails to live up to?

First of all, I really dislike how you and others keep labeling this idea I have as arbitrary or other descriptions that insult the amount of time and research I put into it. I did not just wake up one day, slap it together in five minutes and throw it against the wall to see if it would stick. I have been working on this for months and in a way, longer due to interviews and experiences for years.

Now, to your cyno spool up time. I don't like it because it does not address the problem enough. The only thing it does is slow down crossing the map by a few minutes and it still allows an entire force to use 100% of any teleportation mechanic at their leisure like jump drives and bridges. Also you keep forgetting that gates still exist, so you thinking there is some brickwall on movement is completely false. Just because you can't take 100% of your force and bridge/jump on top of someone does not mean it is impossible to get there.

What people need to understand is many of the symptoms they are experiencing now are because of the rapid teleportation mechanics. The only way to keep teleportation as a mechanic that can be used is to remove the unlimited factor about it. And it has to be a very hard limiting factor. Not something temporary that someone can just wait a few seconds or a few minutes to overcome. It has to be enough that they opt to take a gate and make a decision on travel time to get somewhere. Your spool up time means nothing when it comes to important timers. You still will have xyz coalition showing up with any ship they please and with anyone that happens to be logged in and with Jabber ping on.

There needs to be breathing room made to make improvements in the game. Improvements that can not be done right now because you have to take into consideration everyone and their brother showing up to anything with anything. The time it takes to invade and fully conquer a system needs to be shorter than the time it takes someone to cross the map to affect it. Well, we can't exactly lower it too much because then you start getting into time zone wars. You go to bed owning a system, wake up to find out someone invaded and conquered everything you have while you were asleep.

Whatever you or anyone else comes up with, you have to keep that in mind. Can someone from the other side of the map show up in full force, affect the outcome of a timer/invasion and zip back home before their territory was in any danger? If yes, then it will not help things. Sure it will mean you can't just do some road trip every weekend to anywhere in the game you like using next to nothing in effort to move everything for those two days. But, what is your road trip but an attack with a predetermined time to retreat? How is the teleportation mechanics supposed to know the difference in your intent? "Well these guys are going full blown invasion so we need to slow them down, but these guys over here. They are just doing a little road trip so no need to change their method of traveling across the game map in a few minutes." It just doesn't work like that.
Sigras
Conglomo
#114 - 2014-03-05 05:16:02 UTC  |  Edited by: Sigras
Marlona, what you have to realize is that no matter how much time you spent thinking about the system or developing it, that doesnt make it less arbitrary. Now that isnt necessarily a bad thing; any time you put an artificial limitation on something for balancing reasons that limitation is arbitrary.

That being said, I have several problems with the PPP system none of which have to do with the fact that it's arbitrary

1. There is no way to play around the PPP system
With the system as you described it, a pilot has no options to mitigate its effects. There's no implants I can buy, no fit I can put on, no way I can pilot. All my options have been removed from me, and im stuck with this mechanic and no way I can play in order to allay its effects.

2. The PPP system is too binary
The PPP system is too much of an all or nothing thing. It either doesnt affect you at all or it makes you completely immobile. There arent many things in Eve like this, and I dont think there are any that have zero counter play options.

3. The PPP system doesnt scale well
The real problem is large fleets like that of Goonswarm who are able to stick their nose half way across the galaxy with no fear for their homeland because they can be back in an instant. While the PPP system does address this, it is equally damaging to small groups who should be able to be more mobile. All this is going to do is make everyone more defensive, and simultaneously make defense easier which IMHO is a bad thing. Eve needs large groups fighting and losing ships to move the economy forward.

4. The PPP system is too much of a nerf
In your article, you posted this picture to show how ridiculously mobile cap ships are. You are correct, that graph shows very well how ridiculous the travel times are, however using your proposal, I have made this chart showing how the PPP system would effect cap ship travel. IMHO now you have gone too far in the other direction.

5. The PPP system doesnt address the real problem
As you eluded to in your article, the problem is force projection. Then you identified teleportation mechanics as the key cause of the problem stating that:
Marlona Sky wrote:
even the mildly organized groups can get anywhere with almost anything very, very quickly. Most certainly long before any system or POS suffers any real harm. It takes days to invade and conquer a system. Crossing the map with capital ships – minutes.

I submit to you that the problem is that defense is too easy and attacking is too hard. I suspect the reason that you chose to work the numbers in the way that you did is because it takes a minimum of 51 hours to lose a system with an I-Hub, and a minimum of 99 hours to lose a system with a station. (not counting sabotage etc)

Now imagine if you could lose a system in 2 minutes somehow. Well even the current teleportion scheme wouldnt be enough to keep your assets safe, you would never project your force very far because the moment you did you'd lose all your systems.
Now of course this is ridiculous and nobody is suggesting making systems that easy to take because nobody like to wake up and find that their space empire has been destroyed while they were sleeping.
Marlona Sky wrote:
Whatever you or anyone else comes up with, you have to keep that in mind. Can someone from the other side of the map show up in full force, affect the outcome of a timer/invasion and zip back home before their territory was in any danger?

You seem to be forgetting that there are two sides to that equation, you keep focusing on making travel harder, what if instead of making it take 130 hours to cross the map, what if you could lose a system in a mere 24 hours? then would the spool up timer on cyno jumps make sense? Say if it takes 10 hours to move across the map? It doesnt have to be super slow, just much slower than it takes to travel across the galaxy in a subcap.
Il Feytid
State War Academy
Caldari State
#115 - 2014-03-05 07:24:08 UTC  |  Edited by: Il Feytid
Sigras wrote:
Marlona, what you have to realize is that no matter how much time you spent thinking about the system or developing it, that doesnt make it less arbitrary.


Uh, yeah, actually it does. That word gets thrown around a lot on these forums and most people are using it wrong.

Quote:
ar·bi·trar·y
ˈärbiˌtrerē/Submit
adjective
1. based on random choice or personal whim, rather than any reason or system.


As you can see. It was not random choices or a personal whim. I read everything you wrote and to be frank, I have addressed each of those multiple times.
Sigras
Conglomo
#116 - 2014-03-05 09:24:38 UTC  |  Edited by: Sigras
so youre saying you think it's ok to increase cap ship travel time by 110,000% because thats what youre suggesting.

Also, you never did address the issue that the PPP affects large and small groups equally its still really moronic that it takes the same amount of logistics preparation to move 249 ships as it does to move 1, and the PPP does nothing to change that.
Mitsa Nutita
FrostBite Inc.
#117 - 2014-03-05 10:56:08 UTC
I'lll admit I only read the first 2 pages, way to late (or early) for me to read all of it in one go.

The addition of PPP does not seem to be the best way to approach the problem.

Honestly looking at it from the side of limiting number of ships that can jump to each cyno might be better, and would require more logistics, couple this with a spool up time, the cyno's themselves would require a fleet to defend, and suddenly it becomes a battle to keep cyno's alive.

Maybe even add a little bit of tanking ability to cyno field generators (Similar to Siege and Bastion) amping up resistances a bit, but on the other hand disabling guns.

So if the spool up time for jumping and/or bridging would be set at around 30 to maybe even 60-120 seconds, the actual Power Projection becomes different than it is now. It will still allow alliances to hold some vast space, but will also allow the opposing fleets to setup interdiction fleets to deal with hostile cyno's along a cyno chain.

The limit on ships that jumps through one cyno could be based on a new stat that could be named "Jump Weight"
The Jump Weight could be set as 1 titan as base, so one cyno cycle can bring through one titan.
Also, cyno generators w hen active will have a charge value showing how much it can still jump through.

Just throwing some random numbers here.

Jump Weight for each class of ships:
Shuttles / Frigates: 5 (20 Frigates in one cyno cycle)
Destroyers: 7 (14 Destroyers in one cyno cycle)
Cruisers: 10 (10 Cruisers in one cyno cycle)
Battlecruisers: 12 (8 Battleships in one cyno cycle)
Strategic Cruisers: 15 (6 Strategic Cruisers in one cyno cycle)
Battleships: 20 (5 Battleships in one cyno cycle)
Dreadnought: 33 (3 Dreadnoughts in one cyno cycle)
Carrier / Jump Freighter: 33 (3 Carriers in one cyno cycle)
Super Carrier: 50 (2 Super Carriers in one cyno cycle)
Titan: 100 (1 Titan in one cyno cycle)

(Remember, these numbers were basically pulled out of a hat, so no specifics here, and specific ships might have a lower or higher Jump Weight, to account for the fact that they are specialized in being bridged.)

This means that power projecting sub cap fleets becomes easier, but super cap and cap fleets becomes significantly more difficult to move through straight to a battle.

I'd also make this change along with a cyno change that allows the module to be deactivated mid cyno, but with a minute or two cooldown. This will allow cyno ships to attempt to get to safety after a succesful cyno, and allow them to call in further reinforcements later.

This also automatically limits the number of ships one Titan Bridge Cycle can jump through at a time, limiting the hot dropping of massive sub cap fleets, meaning even MORE logistics as well as more Titans needed to bridge more through.

It also makes Cyno'ing a bit more exciting, as having to stay alive for the spool time, as well as then get to safety, so you can call in more reinforcements.

It also becomes a team effort as Hero-Cyno will now be near useless.

This will still not affect the usual jump freighter logistics, or logistics of carrier transport, only for fleet deployment.

The effects it will have is that bridging for fights is still very much viable, but you can't cyno on the grid of an ongoing battle, without the risk of dying before you even cyno.

It requires more logistical setup, and better organization, favoring alliances and corporations that bothers getting proper teamwork setup, vs random blobs of random people.

It also means a Titan can't automatically follow through a cyno when everyones been cyno'ed through.

Be free to critisize this idea, and if the OP thinks this would be another good suggestion, I'd urge OP to add this (Better formatted than how I wrote it, since I wrote it midday.... with no sleep) to the original post.

Be free to bash this idea if it is horrible, and be free to like it if you ... you know... like it.
Il Feytid
State War Academy
Caldari State
#118 - 2014-03-05 16:27:56 UTC
Sigras wrote:
so youre saying you think it's ok to increase cap ship travel time by 110,000% because thats what youre suggesting.


What I am suggesting is capital movement becomes strategic instead of the fastest way to travel.

Sigras wrote:
Also, you never did address the issue that the PPP affects large and small groups equally its still really moronic that it takes the same amount of logistics preparation to move 249 ships as it does to move 1, and the PPP does nothing to change that.


Small groups influence small amounts of space. So they are not having to zip across the map ever day to maintain control of vast amounts of space a larger group would. Almost all large forces base from one system. So the smaller group would not be affected nearly as much as the larger group. The PPP does in fact change that.
Sigras
Conglomo
#119 - 2014-03-07 10:56:13 UTC
Marlona Sky wrote:
Sigras wrote:
so youre saying you think it's ok to increase cap ship travel time by 110,000% because thats what youre suggesting.

What I am suggesting is capital movement becomes strategic instead of the fastest way to travel.

An admirable suggestion, however I would suggest that there are a few stopping points between 7 minutes and 7747 minutes that could be visited.
Marlona Sky wrote:
Sigras wrote:
Also, you never did address the issue that the PPP affects large and small groups equally its still really moronic that it takes the same amount of logistics preparation to move 249 ships as it does to move 1, and the PPP does nothing to change that.

Small groups influence small amounts of space. So they are not having to zip across the map ever day to maintain control of vast amounts of space a larger group would. Almost all large forces base from one system. So the smaller group would not be affected nearly as much as the larger group. The PPP does in fact change that.

You're focusing on defense entirely too much. In an offensive setting, a small group may need far more mobility than this to run an effective hit and run campaign. Small groups should be able to be more mobile in offense and defense alike.

I propose cutting the jump range of supercarriers to 3.5 LY, and making cynos have a mass limit and mass regeneration per second. So a cyno would have 2.1 billion kg of mass to start off with and would regenerate 20 million kg per second

The lore surrounding this would be that a large mass object landing at a cyno destabilizes it and makes it more difficult for other ships to lock onto the cyno. Force recons are better at compensating for this effect and thus are able to pass more mass through in a shorter time.

Then after every jump I would require a ship to have a wait time until it can jump again (allowing for the ship's jump drive to cool down). Something like:
DistanceJumped / MaxJumpRange * 15 = MinutesUntilNextJump

This would simultaneously fix several problems in new eden

1. provide the force recons with a useful bonus to cynos (+200% mass regeneration)
2. scale cap ship logistics with the size of the fleet (moving more ships either requires more time or more cyno alts)
3. Limit the ease of force projection
4. make cyno travel of large groups far more disrupt-able and obvious.

Now of course this would only make travel more annoying but not really do much else unless you were able to take sov in a much shorter time frame. Im thinking something like giving the attackers the ability to sync the reinforce timers of certain systems, so the attackers buy special syncing SBUs, and they force the I-Hubs in those systems to have the same reinforce timers. You would still have to RF them both, but they would all come out of RF at the same time.

This would mean that you could actually force your opponent to split his resources or risk losing one of the systems to a "drive by" Again with the new cap ships not able to bounce around as much, this would really force defending alliances to think about where they deployed their forces.
Mitsa Nutita
FrostBite Inc.
#120 - 2014-03-07 12:15:53 UTC
Sigras wrote:
Marlona Sky wrote:
Sigras wrote:
so youre saying you think it's ok to increase cap ship travel time by 110,000% because thats what youre suggesting.

What I am suggesting is capital movement becomes strategic instead of the fastest way to travel.

An admirable suggestion, however I would suggest that there are a few stopping points between 7 minutes and 7747 minutes that could be visited.
Marlona Sky wrote:
Sigras wrote:
Also, you never did address the issue that the PPP affects large and small groups equally its still really moronic that it takes the same amount of logistics preparation to move 249 ships as it does to move 1, and the PPP does nothing to change that.

Small groups influence small amounts of space. So they are not having to zip across the map ever day to maintain control of vast amounts of space a larger group would. Almost all large forces base from one system. So the smaller group would not be affected nearly as much as the larger group. The PPP does in fact change that.

You're focusing on defense entirely too much. In an offensive setting, a small group may need far more mobility than this to run an effective hit and run campaign. Small groups should be able to be more mobile in offense and defense alike.

I propose cutting the jump range of supercarriers to 3.5 LY, and making cynos have a mass limit and mass regeneration per second. So a cyno would have 2.1 billion kg of mass to start off with and would regenerate 20 million kg per second

The lore surrounding this would be that a large mass object landing at a cyno destabilizes it and makes it more difficult for other ships to lock onto the cyno. Force recons are better at compensating for this effect and thus are able to pass more mass through in a shorter time.

Then after every jump I would require a ship to have a wait time until it can jump again (allowing for the ship's jump drive to cool down). Something like:
DistanceJumped / MaxJumpRange * 15 = MinutesUntilNextJump

This would simultaneously fix several problems in new eden

1. provide the force recons with a useful bonus to cynos (+200% mass regeneration)
2. scale cap ship logistics with the size of the fleet (moving more ships either requires more time or more cyno alts)
3. Limit the ease of force projection
4. make cyno travel of large groups far more disrupt-able and obvious.

Now of course this would only make travel more annoying but not really do much else unless you were able to take sov in a much shorter time frame. Im thinking something like giving the attackers the ability to sync the reinforce timers of certain systems, so the attackers buy special syncing SBUs, and they force the I-Hubs in those systems to have the same reinforce timers. You would still have to RF them both, but they would all come out of RF at the same time.

This would mean that you could actually force your opponent to split his resources or risk losing one of the systems to a "drive by" Again with the new cap ships not able to bounce around as much, this would really force defending alliances to think about where they deployed their forces.


https://forums.eveonline.com/default.aspx?g=posts&m=4309868#post4309868
What about looking at my above post.