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Player Features and Ideas Discussion

 
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A new approach to Power Projection

Author
Swiftstrike1
Swiftstrike Incorporated
#1 - 2014-07-09 14:18:24 UTC  |  Edited by: Swiftstrike1
Typical "fixes" to what is now widely referred to as the "power projection problem" are very blunt.

They include, but are not limited to:
  • Make jumping and/or jump fuel more expensive
  • Nerf jump ranges
  • Nerf jump frequency
  • Nerf titan bridges
  • Nerf this
  • Nerf that...

  • I propose a more elegant solution. I call it: Dynamic Subspace

    Allow me to explain. Subspace (according to some sci-fi canons) is what spaceships travel through when travelling "faster than light". It's a shortcut from point A to point B through a 4th spatial dimension that ships without a jump drive are unable to access.

    So here's the meat behind my idea:
    Arrow When ships jump into or out of a system, they cross the barrier between subspace and normal space.
    Arrow If too many ships cross that barrier too quickly, they start to destabilise it!
    Arrow Each solar system would now have a "subspace polarity" which takes values from -1.0 to +1.0
    Arrow The default being 0.0 for all systems.
    ArrowEFFECTIVE Jump Distance becomes a function of ABSOLUTE Distance and SUBSPACE POLARITY DELTA
    Arrow At DT, subspace polarity in every system moves a little towards zero to prevent permanent damage to the space lanes

    Example (arbitrary numbers are just for sake of example)
    Arrow System A and System B both have subspace polarity of 0.0
    Arrow The subspace polarity delta for a jump from System A to System B is therefore 0.0 - 0.0 = 0.0
    Arrow Player 1 jumps a ship from system A to system B, at the extreme limit of his jump range.
    Arrow Jumping out of System A decreases its subspace polarity by 0.01 to -0.01
    Arrow Jumping into System B increases its subspace polarity by 0.01 to +0.01
    Arrow After the jump, the subspace polarity delta between systems A and B is now 0.02
    Arrow The ABSOLUTE jump distance between the two systems has not changed...
    Arrow but the EFFECTIVE jump distance has increased by 2% due to the change in subspace polarities

    Result
    Arrow Player 1 cannot now jump back into System A directly because the EFFECTIVE jump distance increased
    Arrow Similarly, Player 2 cannot now jump from System A into System B for the same reason



    EFFECTS OF THIS CHANGE
    Projecting one's power throughout New Eden would still be possible, but it would leave a lasting impact on the face of the universe. The very space through which power is projected would become treacherous and fickle. It might not let you jump your entire fleet. It might let you through, but not let you back! It would add an entirely new dimension to warfare in Lowsec and 0.0

    Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

    Wentworth III
    Oblivion Watch
    HYDRA RELOADED
    #2 - 2014-07-09 14:30:59 UTC
    Seems like an overly complicated solution. It makes more sense, and is infinitely simpler to just limit cross-regional jumps to 1 or 2 every 2 days.
    afkalt
    Republic Military School
    Minmatar Republic
    #3 - 2014-07-09 14:43:20 UTC
    Someone posted it before me so it's their credit, I'm just parroting.

    Reverse the location of the bridger and the cyno. So you jump FROM a cyno, not to one.

    Job jobbed.
    Tarsas Phage
    Sniggerdly
    #4 - 2014-07-09 15:42:31 UTC  |  Edited by: Tarsas Phage
    So basically I could get some carrier alts and seriously grief 0.0 logistics guys by jumping continuously between major (and in some cases, the only) midpoints and the popular lowsec terminuses of their routes until they're out of range from each other for JFs.

    I mean, your idea is creative and actually feels pretty refreshing compared to the same and tired old suggestions you bullet-pointed, but one might want to roll this over in all its use cases, and potential unintended consequences or side-effects.
    SFM Hobb3s
    Perkone
    Caldari State
    #5 - 2014-07-09 21:06:32 UTC
    I'd say, make it take several minutes to spool your jump drive (and it consumes the normal 75% of your cap as it spools). Once it spools, you can jump.

    As an added bonus, if you are within 1 jump of a system under TIDI, your drive spools at that systems TIDI speed.

    Make it so you can still spool the drive while cloaked.

    This is doable with the current engine without huge changes. It wouldn't break jumping or power projection, it would serve just to slow things down a bit.

    ...and when you are undocking jumpable ships that means you can no longer just jump wherever. You need to get safe and spool up before you can jump.

    You can't abuse this either by jumping into another ship because you'll have to start spooling from scratch again.
    Swiftstrike1
    Swiftstrike Incorporated
    #6 - 2014-07-09 23:47:17 UTC  |  Edited by: Swiftstrike1
    Tarsas Phage wrote:
    So basically I could get some carrier alts and seriously grief 0.0 logistics guys by jumping continuously between major (and in some cases, the only) midpoints and the popular lowsec terminuses of their routes until they're out of range from each other for JFs.

    I mean, your idea is creative and actually feels pretty refreshing compared to the same and tired old suggestions you bullet-pointed, but one might want to roll this over in all its use cases, and potential unintended consequences or side-effects.

    On the contrary, deliberately screwing with the fabric of subspace in an attempt to cause problems for your enemies is entirely within the intended effects of this change!

    Consider this however. If you jump your carriers into the mid-point and then immediately jump them back out again, you have made no net change to the subspace polarity of that solar system. You will have increased it by jumping in, and then decreased it by exactly the same amount by jumping out again. If you want to seriously screw with subspace in that system you have to (A) jump in and stay there or (B) use a titan to bridge in a large fleet of sub-capitals and then leave through a stargate.

    This change really makes a difference when you jump a capital fleet into a fight. In that situation they don't jump out again until the fight is finished, which means that the subspace polarity remains significantly warped while the fight is underway. This could have the effect of putting both sides reinforcements outside of bridge range or even making it impossible to jump out of the system without first manipulating subspace in another nearby system.

    Seizing the initiative by escalating against a larger entity can and will often (but not always) be rewarded by the fact that the larger entity is unable to respond by e.g. dropping supers because the initial capital escalation caused that system to become out of range.

    Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

    Danika Princip
    GoonWaffe
    Goonswarm Federation
    #7 - 2014-07-10 00:37:07 UTC
    So...whoever jumps their caps or bridges their subcaps into a system first wins, right?

    I mean, if the opposing force cannot jump caps in to combat them, nor bridge in subcaps to bypass the by now camped gates...

    Would covert cynos have the same effect? Just to really ram home the 'get to the system first or there's no point in undocking' theme you have going here.

    And it'll just encourage the larger entity to escalate first, surely.
    masternerdguy
    Doomheim
    #8 - 2014-07-10 00:42:48 UTC
    You mean you can prevent your opponent from deploying by spam jumping capital ships before they can?

    Oh good, maybe the blobs will get even biggerTwisted

    Things are only impossible until they are not.