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Player Features and Ideas Discussion

 
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Reducing force deployment numbers.

Author
Lockey
Eire Corp.
#1 - 2014-08-03 16:12:36 UTC
I've seen a lot of people suggesting going to whole nine yards and removing jump drives / bridges etc.

What about the simple suggestion of putting a 30 minute cooldown (much like the log out timer) on when you can use a jumpdrive or be bridged by a titan.

Why this would work:

* Would allow small groups in NPC Space / Low sec to still bridge into 0.0 systems avoiding the terrible gate camps of old.
* Would mean that a coalition wouldn't be able to instantly deploy the other side of new eden to support their allies.
* Would allow smaller groups to hit POS's and Sov without the entirety of a coalition turning up to defend or at least give that coalition the interesting tactical choice of "If we jump back to x to defend, then it'll be 2 hours before we can get back to y, where abc could attack in the mean time"

What it wouldn't stop:
* Big fights where two coalitions are deployed to a near by staging area.


I don't think this is the silver bullet of fixing sov warefare but I think it could really help stop the rapid deployments across the whole of eve by everyone and their uncles, while at the same time preserving jumpdrives and the ability to still move across the map.
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2014-08-03 16:47:22 UTC
...Yes, every time a dread fleet bashes a POS, it should die.

Every time a carrier fleet reps a pos, it should die.

Every time caps are used in anything other than a wrecking ball, they should just die.



Please, fly a capital before you try to ruin them.
Lockey
Eire Corp.
#3 - 2014-08-03 17:00:13 UTC
Danika Princip wrote:
...Yes, every time a dread fleet bashes a POS, it should die.

Every time a carrier fleet reps a pos, it should die.

Every time caps are used in anything other than a wrecking ball, they should just die.



Please, fly a capital before you try to ruin them.


How hard is it to warp to a pos and wait out a timer?
Danika Princip
GoonWaffe
Goonswarm Federation
#4 - 2014-08-03 17:05:15 UTC
Lockey wrote:
Danika Princip wrote:
...Yes, every time a dread fleet bashes a POS, it should die.

Every time a carrier fleet reps a pos, it should die.

Every time caps are used in anything other than a wrecking ball, they should just die.



Please, fly a capital before you try to ruin them.


How hard is it to warp to a pos and wait out a timer?



If you don't have a POS in system? I'd say it's impossible.

If you're deploying dreads to bash a hostile POS, super, station, ihub or whatever, or dropping carriers in support of subcaps, to cover dreads, or to help bash things, or you're trying to move stuff, or you're a JF or rorqual pilot, and you're not either in one of the big blocs or deploying well inside of blue space, you might as well stay docked.
Lockey
Eire Corp.
#5 - 2014-08-03 17:17:28 UTC
Danika Princip wrote:
Lockey wrote:
Danika Princip wrote:
...Yes, every time a dread fleet bashes a POS, it should die.

Every time a carrier fleet reps a pos, it should die.

Every time caps are used in anything other than a wrecking ball, they should just die.



Please, fly a capital before you try to ruin them.


How hard is it to warp to a pos and wait out a timer?



If you don't have a POS in system? I'd say it's impossible.

If you're deploying dreads to bash a hostile POS, super, station, ihub or whatever, or dropping carriers in support of subcaps, to cover dreads, or to help bash things, or you're trying to move stuff, or you're a JF or rorqual pilot, and you're not either in one of the big blocs or deploying well inside of blue space, you might as well stay docked.


Even if you don't have a POS in the system you have two options:

1) Bring a carrier and refit a cloak.
2) Bring subcaps to support the caps.
3) Maybe actually get a fight.

As to your assumptions that I a) have never flown a cap. You're wrong, I've been playing since before caps even existed and currently have an Archon and a Rev (which i'm changing to a moros because the rev is terrible).

That i'm not apart of or have not been apart of a Nullsec block. Wrong again.
Ncc 1709
Fusion Enterprises Ltd
Pandemic Horde
#6 - 2014-08-03 17:59:30 UTC
simple fix would be that each jump causes structure damage, 15 to 30% per jump so that you could do 3 jumps before you have to stop and repair, otherwise the next jump could destroy your ship
and jump freighters could have a role reduction to damage, so they get an extra 2 jumps before their crippled
Christopher Tsutola
State Navy
#7 - 2014-08-03 19:52:33 UTC
Ncc 1709 wrote:
simple fix would be that each jump causes structure damage, 15 to 30% per jump so that you could do 3 jumps before you have to stop and repair, otherwise the next jump could destroy your ship
and jump freighters could have a role reduction to damage, so they get an extra 2 jumps before their crippled


so now i have to bring a carrier along with me to rep my JF??