These forums have been archived and are now read-only.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

[Crius] Jump Drive Isotope Consumption

First post First post First post
Author
Max Goldwing
The Scope
Gallente Federation
#681 - 2014-07-25 07:24:51 UTC
Takeshi Kazuki wrote:
Suzuka A1 wrote:
Alyssa Haginen wrote:
Where are the low slot fuel conservation modules that were coming with this change?


I'm looking at the market and cannot find them. I don't remember seeing anything about them being delayed.

It never said it would be released in Crius. In fact when I pulled up the freighter thread it said it would be implemented after Crius.


https://forums.eveonline.com/default.aspx?g=posts&t=345280

Quote:
To help address the lack of interesting options for Jump Freighters, we are planning to introduce a set of jump fuel conservation modules in the Crius release in July. These modules will not be available in Kronos.


Obviously planning didnt work, so now they are planning for next cycle, with no numbers released since that initial post, well see if they need more planning Roll
Gaijin Lanis
Gallente Federation
#682 - 2014-07-25 07:32:47 UTC
Sgt Ocker wrote:
Yes, when I re-read it just now I realized my error. Doubling the cost to move supers is not unreasonable (although it would be a very controversial change)

On the other hand, JF fuel costs are disproportionate.
To balance JF costs it could to be based on empty or loaded. If your JF has an empty cargo hold it costs, say, 1.500 per LY to move, if it is loaded with goodies, the cost is increased.
A bit like a truck on a highway, empty it can get 8 mpg, once loaded it gets 5 mpg.

The problem would be with coding such a change. TQ would need to recognize the difference between a JF with an empty cargo hold and a full one.
I'm not saying to straight double super/titan jump costs. I'm saying to give the smaller capitals a means by which to reduce their jump costs.

As far as mass affecting jump fuel usage, whats really fun is when you realize every single item in the game has a "mass" attribute that has never done anything.

The above was written and posted with nothing but love in my heart for all.

Takeshi Kazuki
Shell Fuel and Ore Supply
#683 - 2014-07-25 19:52:28 UTC  |  Edited by: Takeshi Kazuki
Max Goldwing wrote:
Takeshi Kazuki wrote:
Suzuka A1 wrote:
Alyssa Haginen wrote:
Where are the low slot fuel conservation modules that were coming with this change?


I'm looking at the market and cannot find them. I don't remember seeing anything about them being delayed.

It never said it would be released in Crius. In fact when I pulled up the freighter thread it said it would be implemented after Crius.


https://forums.eveonline.com/default.aspx?g=posts&t=345280

Quote:
To help address the lack of interesting options for Jump Freighters, we are planning to introduce a set of jump fuel conservation modules in the Crius release in July. These modules will not be available in Kronos.


Obviously planning didnt work, so now they are planning for next cycle, with no numbers released since that initial post, well see if they need more planning Roll

That post sort of contradicts itself saying it would both be in crius and after crius. I would assume that indicates it being in a 1.x release, which is the only consistent interpretation and still says it wouldn't be in initial. Either that or after crius release meant when it releases. I had assumed that it wouldn't be in crius.
Vaju Enki
Secular Wisdom
#684 - 2014-07-26 09:15:32 UTC
The price should be much higher. Teleporting around in EvE should be very expensive.

The Tears Must Flow

Carniflex
StarHunt
Mordus Angels
#685 - 2014-07-28 14:19:11 UTC
Vaju Enki wrote:
The price should be much higher. Teleporting around in EvE should be very expensive.


You can already teleport around EVE on 2 minute timer with the price depending on how much SP you have. In some locations you can get up to 50% discount even for that teleporting fee (FW stations in upgraded system).

So grabbing your pitchfork and going after jump drives is just attacking the tip of the iceberg.

You can remove jump drives alltogehter and you will still have people teleporting around. Jumps clones, death clones, alts to name the most obvious and reliable avenues for that. Less reliable way of teleporting without jump drives or bridges is, for example, using wormholes. Takes just some patience to get where you need.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

James Amril-Kesh
Viziam
Amarr Empire
#686 - 2014-07-29 21:24:57 UTC
Rowells wrote:
Nope. Those numbers are per lightyear. Little tooltip even says so.

Where is this tooltip you're talking about?

Enjoying the rain today? ;)

Ray Kyonhe
Aliastra
Gallente Federation
#687 - 2014-07-29 22:49:42 UTC  |  Edited by: Ray Kyonhe
Carniflex wrote:

You can already teleport around EVE on 2 minute timer with the price depending on how much SP you have. In some locations you can get up to 50% discount even for that teleporting fee (FW stations in upgraded system).

Teleporting is not an issue by itself, power projection is. Don't hide behind words. Teleporting eggs can't threaten anyone. Teleporting capitals and blops can. Teleporting jumpfreighters can too, as they provide logistics for capitals and supercapitals, and their subcap escort.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link

Rowells
Blackwater USA Inc.
Pandemic Horde
#688 - 2014-07-29 23:53:07 UTC
James Amril-Kesh wrote:
Rowells wrote:
Nope. Those numbers are per lightyear. Little tooltip even says so.

Where is this tooltip you're talking about?

Hover the cursor over the jump fuel requirement in the info tab.
James Amril-Kesh
Viziam
Amarr Empire
#689 - 2014-07-30 07:52:18 UTC
Oh nevermind I see what you're saying.

Enjoying the rain today? ;)

Carniflex
StarHunt
Mordus Angels
#690 - 2014-07-30 08:04:38 UTC
Ray Kyonhe wrote:
Carniflex wrote:

You can already teleport around EVE on 2 minute timer with the price depending on how much SP you have. In some locations you can get up to 50% discount even for that teleporting fee (FW stations in upgraded system).

Teleporting is not an issue by itself, power projection is. Don't hide behind words. Teleporting eggs can't threaten anyone. Teleporting capitals and blops can. Teleporting jumpfreighters can too, as they provide logistics for capitals and supercapitals, and their subcap escort.


What I was meaning was that even outright removing jump drives completely will not remove or even significantly hurt power projection. All it would change would how it happens. Ans ofc the Malcanis law applies still. Anything you do that squeezes established power blocks in a way they notice logistics wise will outright neuter the smaller not so established groups.

To be more precise and explain in more detail why teleporting egg's is still a viable form of power projection. The only difference between hopping a carrier blob around is that you need a bit more preparation as you need to have sufficient hardware present where you are going while with a carrier you are just dragging your pile of crap with you. Even outright removal of jump drives does not prevent an established powerblock having a suitable number of doctrine ships prepared in predetermined locations. Even without jump freighters there are ways of moving large amount of "stuff" around. For example, I have built an outpost 45 ly deep in null without needing to use jump drives for moving the egg and the upgrades through gates or by titan/jump bridges. All it took was a little patience and I was able to find suitable wormholes to move about 6 T1 freighters out there without losing a single one. Just for extra safety you can escort one with dozen falcons and few webbers if you feel like it as it makes it significantly less likely that you lose one by random unluck.

The smaller entities might not have the resources and logistical capability to maintain number of fleet doctrines in convenient spots all over EVE.

By the same logic - if you increase the fuel costs to the level where it prevents a large power-block teleporting their carrier blob 60 light years to the left all that happens is that they will have a pile of these carriers stockpiled in a small number of prepared locations, they will jump clone / death clone there and will be on grid even faster (and with lower probability of being delayed by a suicide bubbler in some midpoint by few minutes) while any smaller or not so established entity will be crippled by increased costs to the point where all they can field is interceptor swarm unless it's happening within 1 jump of their staging area. It would also nuke any viability of actually living in deeper regions as it is still not possible to be fully self sufficient in null sec because of how the resources have been distributed in EVE.

Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... THWONK! GOT the bastard.

Anthar Thebess
#691 - 2014-07-30 08:29:07 UTC  |  Edited by: Anthar Thebess
https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=356024
In this topic you will find proposed solutions to most issues you state.

Sov based on activity - your alliance have to live in space , or it will degrade to the point that few people can grind it down within hours.

Sov ownership shifting to most active corporation in this system. If you rent some remote system, renters will quite fast get ownership of the system sov infrastructure , and when they leave - systems go with them.

Extra gate connections to nearest NPC space from each region. Smuggler gates capable of moving non capital ships.

Capitals incapable of doing regional jumps, but forced to use XL Regional gate to pas between each region they cross. Those gates only exist in direction to the nearest NPC space. So in order to get from Cache to Period Basis you have to move your capitals :
http://evemaps.dotlan.net/map
Cache->Grate Wildlands ->Curse ->Catch->Stain->Period Basis.
And those are just extra choke points , as in each region you will probably need 1 or 2 midpoints.
No more safe jumps from station to station.
You have to pass the gates!

Clone station changes only to the one you are currently present in Null space and low sec. Just to limit death cloning.
And many many more.
Ray Kyonhe
Aliastra
Gallente Federation
#692 - 2014-07-30 08:33:17 UTC  |  Edited by: Ray Kyonhe
Carniflex wrote:

The only difference between hopping a carrier blob around is that you need a bit more preparation as you need to have sufficient hardware present where you are going while with a carrier you are just dragging your pile of crap with you. Even outright removal of jump drives does not prevent an established powerblock having a suitable number of doctrine ships prepared in predetermined locations. Even without jump freighters there are ways of moving large amount of "stuff" around. For example, I have built an outpost 45 ly deep in null without needing to use jump drives for moving the egg and the upgrades through gates or by titan/jump bridges. All it took was a little patience and I was able to find suitable wormholes to move about 6 T1 freighters out there without losing a single one.

This is it. You are missing the vital point. There isn't such thing as total security, but security issues should be attended and it's level should be kept high enough anyway. This stays the same in the case of power projection too.

The goal is not remove power projection but make projecting power very daunting and time consuming task if done beyond (now shrinked even more) jump drive coverage. What you described is perfectly acceptable - this will enshure that no one will push limits so hard without absolute, crucial need. So no more capital fleet drops on subcap ratting gangs out of boredom. From the other angle, if you just moved all your main forces well beyond your jump drive coverage with some other slower and less convinient, and more risky methods of travel, you can't move them back easly, which opens wide avenues for counterstrikes and treacherous backstabs to you own home systems. This won't allow to just control all space around with your core, trusted blob. You either sit at home and don't project your power, or you rely totally on diplomatics relations with those allies settled adjacent to your own home - as they should be responsible to protect it while you are went out to war.

And that adds to the uncertainty too, as now this allies don't fear you so much too, as you can't project power so well. So if you mistaken their intentions and move your forces out to some distant region and it will need like a week to relocate them back - they can backstab you, and do this instantly as your home region is in their jump drive coverage. Moreover, your allies on the outskirts of your huge empire now will less fearfull of you too, because of this. As you won't be able to stomp them easly in case of disobidience without overprojecting you power, you will have to rely on your other allies, situated close to them - and which you can control as they are in your jump drive coverage - to deliver the punishment. Again, it will place more emphasis on dimplomacy, which is good as adds more interest to the politics and more uncertainty to the game world.

So dimplomatic and trust issues becomes even more of a problem, and will deliver powerfull shakes to any empire from time to time - which is exaclty what we need.

So, this simple fix will serve two goals at once:
1) Make power projection more tedious and risky and time consuming task - so it will happen less frequently and will impose more risks on entity doing this.
2) Lower stability and shorten lifespan of huge alliances, especially if they try to project their power well beyond (now shrinked) jump drive's coverage.

Survey/voting system inbuilt to the game client: link_Reforming corp and taxation system: link_New PvE content (reward collective gameplay): link