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Wormholes

 
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Distance that you're being ejected out of a wormhole depends on mass

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Author
corbexx
Sebiestor Tribe
Minmatar Republic
#341 - 2014-08-04 06:42:35 UTC
Sentamon wrote:
This feature effectively deals with 2 major w-space problems.

1) Carebears using caps to make their ISK faucet completely safe.
2) Roaming gangs of T3 ships looking for easy targets to gank.

The end result will be more meaningful PvP over systems and resources, not the current carebear and gank fest.

It's a brilliant solution CCP, make it happen. (and for cynos too please!)


The problem is it won't.

Because 1) Carebears will do what they do now if a big group is connected, scout it then go **** collapsing and just log for the day.
2) Big groups could easily close with battle ships if they wanted meaning it won't affect us much but will screw the smaller guys.
Angelique Duchemin
Team Evil
#342 - 2014-08-04 07:01:47 UTC
Couldn't you just use Nidhoggurs with inertia stabs and then have them warp to a cloaky scout and then warp back to the wormhole and jump?

You should be able to get an align time of about 10 seconds.

The very sun of heaven seemed distorted when viewed through the polarising miasma welling out from this sea-soaked perversion, and twisted menace and suspense lurked leeringly in those crazily elusive angles of carven rock where a second glance shewed concavity after the first shewed convexity.

Angrod Losshelin
Imperial Academy
Amarr Empire
#343 - 2014-08-04 07:03:08 UTC
BayneNothos wrote:
Angrod Losshelin wrote:
BayneNothos wrote:


You're adding literally two short warp jumps for each BS jump. +150km from WH and back to the WH. That's a bit over a minute. Not that it matters as you'll still have the polarisation timer to deal with.


That turns into a 2-3 min warp in a dread plus a 30 second align

so still with the 6 mins added on. That equates to a 600% increase in WH rolling time....serously 600% wtf?



LOLWUT. If it's taking you 2-3 minutes to warp 150km, you're failing somewhere.

Lets put it this way. Time on far side of WH. You have to warp to your side no matter what. All that matters is time on the far side.
Currently: 1-2 seconds.
Under this system: ~1 minute.

That's hardly the epic disaster of game ending proportions you think it is.


Ok, if you are referring to 150km warp you are still looking at 30 second aligns both ways plus the warp time and the omg dead caps when you get people landing on the ship you just used to warp to 150km off.

So, from 1 second to 60 + seconds. Still a huge increase especially in cap terms. If people are watching then no rolling. Your 150km 1-2 min solution is alot better than the 10 min burn back. Still sucks though. Percentage wise its more than doubling the time it takes to roll holes.

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Rain6637
GoonWaffe
Goonswarm Federation
#344 - 2014-08-04 07:03:21 UTC
Angelique Duchemin wrote:
Couldn't you just use Nidhoggurs with inertia stabs and then have them warp to a cloaky scout and then warp back to the wormhole and jump?

You should be able to get an align time of about 10 seconds.

yes
Enthropic
Infinite Point
Pandemic Horde
#345 - 2014-08-04 07:05:21 UTC
this will lead to less PvE and PvP activity in WHs, there are countless posts in this thread explaining why.

CCP you never cease to surprise me. Undo this please asap and either leave WHs mechanics as they are because they are one of the few aspects of the game that you did NOT f... up with your changes and 'rebalancing'

if you want to give WHers some love then create something new and exciting for us, something that is fun to do while you wait for your corpmates to log in. New sites to run for example. Or dedicated pvp systems, where groups can connect to and brawl and have fun, there are thousands of ideas.

simply changing working mechanics because you have no insipration to add something really new to the game is not creating fun for anyone.

PLEASE RECONSIDER THIS xxxxed up idea you implemented on Sisi
Syndiaan
Caldari Provisions
Caldari State
#346 - 2014-08-04 07:13:08 UTC  |  Edited by: Syndiaan
So when you jump a WH you get shot out in random directions and distance based on mass.... Here is wormhole PvP between corps if this is implemented.

20 vs 20 looking for a fight sitting on the other side of each other.

Team A: You jump over first!

Team B: No you jump over first!

Team A: No you jump over first!

Team B: No you!

Team A: No you!!!

Team B: NO YOU!!!!

Team A: YOU!!!!!!

everyone leaves....
Rain6637
GoonWaffe
Goonswarm Federation
#347 - 2014-08-04 07:13:42 UTC  |  Edited by: Rain6637
Angelica Everstar
#348 - 2014-08-04 07:16:37 UTC
This is an idea that was raised at FanFest WH roundtable for the lat couple of years, and was given a lot of support. But the idea was also a little different. Distances of spawning on the other side was much shorter (5-10km), and WH activations would be reduced to 2.5km.

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Keith Planck
Sebiestor Tribe
Minmatar Republic
#349 - 2014-08-04 07:17:40 UTC  |  Edited by: Keith Planck
I suggest a bell-curve based on mass.

Very small ships (scouts) and very large ships (capitals) would spawn close.
Medium sized ships would spawn farther away (guardians have a 70km range so I'd say max distance would be 35kms)


Scouts no harder to kill: Check
Capitals still somewhat safe to use on wormholes: Check
Hole rolling speed not influenced: Check
Heavy armor fleets don't have to worry about being too spread out: Check
Kite doctrines will have the option to jump into enemy fleets: Check
Hard as **** to code: Pending
Rain6637
GoonWaffe
Goonswarm Federation
#350 - 2014-08-04 07:21:59 UTC
// o7 to the programmers who interface between ideas and code to turn these things into space-reality.
Winthorp
#351 - 2014-08-04 07:37:39 UTC
Angelique Duchemin wrote:
Couldn't you just use Nidhoggurs with inertia stabs and then have them warp to a cloaky scout and then warp back to the wormhole and jump?

You should be able to get an align time of about 10 seconds.


There is no issue of align time as you would have a scout on the other side while rage rolling anyway, just fit a web really.
Borsek
KarmaFleet
Goonswarm Federation
#352 - 2014-08-04 07:37:57 UTC
This idea is almost as great as the sov in wormholes idea.

It's a good thing my subs are running out.
BayneNothos
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#353 - 2014-08-04 07:39:16 UTC
Syndiaan wrote:
So when you jump a WH you get shot out in random directions and distance based on mass.... Here is wormhole PvP between corps if this is implemented.

20 vs 20 looking for a fight sitting on the other side of each other.

Team A: You jump over first!

Team B: No you jump over first!

Team A: No you jump over first!

Team B: No you!

Team A: No you!!!

Team B: NO YOU!!!!

Team A: YOU!!!!!!

everyone leaves....


Sounds beneficial against the standard T3+Logi Blob.
Logi has to now sit next to the WH and can't burn out lest they get caught by the people jumping in. This means Logi sits next to everything else you plan to pew. Much more useful.
Your own Logi now sits a fair distance out from the enemy so it's not getting auto tackled straight away anymore.

I think some people need to do less stressing out and more thinking on how to exploit this for their own benefit. It's really not going to shut down W Space.
Rain6637
GoonWaffe
Goonswarm Federation
#354 - 2014-08-04 07:40:03 UTC
Borsek wrote:
This idea is almost as great as the sov in wormholes idea.

It's a good thing my subs are running out.

I think Winthorp is collecting people's stuff. in fact, yeah... he has dibs.
Syndiaan
Caldari Provisions
Caldari State
#355 - 2014-08-04 07:42:01 UTC
Maybe I am not understanding this correctly but the idea I'm getting is CCP is trying to prevent people from opening up a wormhole, seeing something they do not like for whatever reason and able to instantly roll it. I can understand that. This idea CCP has is just a horrible way of addressing it.

Personally I like the way wormholes work, maybe others do not but thats my opinion. However this change obviously is not liked and most certainly is not wanted judging from fellow WH friends and on the WH forums.

If CCP is so desperate to stop rage rolling my suggestion would be to put a time limit from when a wormhole is opened and the time a capital ship is able to pass through it, similar to polarity. This would seriously delay the time frame it takes to roll a new wormhole spawned without completely destroying the mechanics that we wormhole guys enjoy.


Syndiaan
Caldari Provisions
Caldari State
#356 - 2014-08-04 07:47:14 UTC
BayneNothos wrote:
Syndiaan wrote:
So when you jump a WH you get shot out in random directions and distance based on mass.... Here is wormhole PvP between corps if this is implemented.

20 vs 20 looking for a fight sitting on the other side of each other.

Team A: You jump over first!

Team B: No you jump over first!

Team A: No you jump over first!

Team B: No you!

Team A: No you!!!

Team B: NO YOU!!!!

Team A: YOU!!!!!!

everyone leaves....


Sounds beneficial against the standard T3+Logi Blob.
Logi has to now sit next to the WH and can't burn out lest they get caught by the people jumping in. This means Logi sits next to everything else you plan to pew. Much more useful.
Your own Logi now sits a fair distance out from the enemy so it's not getting auto tackled straight away anymore.

I think some people need to do less stressing out and more thinking on how to exploit this for their own benefit. It's really not going to shut down W Space.


I do not disagree that the whole T3 and logi needs work, but CCP is already rebalancing T3 ships, which is long overdue IMO. I think they should finish doing that before also screwing around with other game mechanics.
Winthorp
#357 - 2014-08-04 07:54:52 UTC  |  Edited by: Winthorp
Syndiaan wrote:
So when you jump a WH you get shot out in random directions and distance based on mass.... Here is wormhole PvP between corps if this is implemented.

20 vs 20 looking for a fight sitting on the other side of each other.

Team A: You jump over first!

Team B: No you jump over first!

Team A: No you jump over first!

Team B: No you!

Team A: No you!!!

Team B: NO YOU!!!!

Team A: YOU!!!!!!

everyone leaves....


So as it stands now we have

Team A Finds Team B

Team B Gets alerted to Team A being there (The instant sig overlay usually alerts them)

Team B scouts Team A's fleet

Team B sends jabber ping

Team A waits on WH with fleet or half fleet and half reserved

Team B gets a few log ins starts to form up

Team A notices Team B getting a few more numbers and sends another scout through to assess

Team A realises they are starting to get a few more people then they are comfortable with and think a fight might happen.

Team A sends jabber ping to bolster numbers

Team A and B scouts **** around like shitcunts for 15mins liaising with FC's about fleet comps they can see and look for deepsafes

Team B realise Team A's fleet is not sitting in their home WH

Team B decides to send another scout out to scan for their home Wh to make sure there is only Team A current shown fleet.

Team A starts to get pissed off at form up time and has either massive dicks like me start to talk **** in local or the FC will start talking **** in Hiddens love den (Rainbow retards channel)

Team B figure they either better do something soon or fear being outed as pussies.

Option 1 usually happens here:

Team b get the stock standard dread blap at range setup ready

Team A see the changes and realises they can do bugger all about dread blap and call them lots of names and go home to do escalations

Option 2

Team B warps to hole with a great fleet after jabber ping army has assembled (I'm looking at you SSC jabber warriors)

Team A jump in their fleet and see Team B has commited and call in the reserve fleet and a dread and Archon

Team A dont have enough numbers to break Team B in the end and jump subcaps home then jump dread home after taking a few minor losses but saving the rest of the 50B ISK fleet to safely fight another day

Team A then go home to do escalations while **** talking with Team B while Team B run escalations in their home

Both teams pretty chuffed about what has just happened and think all is fine with the universe.... An hour later.


AND THIS IS THE CURRENT STATE OF HIGH END WH's YOU WANT TO KEEP?
unimatrix0030
University of Caille
Gallente Federation
#358 - 2014-08-04 07:55:12 UTC
Logi chains of the guys jumping in would be broken so easy with a few damps.
Wich means jumping in would be suicide.

No local in null sec would fix everything!

Var D'ovoli
Royal Amarr Institute
Amarr Empire
#359 - 2014-08-04 07:57:54 UTC
I hate the idea. Why not fix what is broken instead of avoiding it???
Enthropic
Infinite Point
Pandemic Horde
#360 - 2014-08-04 07:59:22 UTC  |  Edited by: Enthropic
Syndiaan wrote:
Maybe I am not understanding this correctly but the idea I'm getting is CCP is trying to prevent people from opening up a wormhole, seeing something they do not like for whatever reason and able to instantly roll it.




people should ask themselves why actually it is a bad idea that people can close a wh that they dont like.

carebears want to close connections to run sites in peace - win
gankers want to roll their static to kill carebears - win

consequenc:
carebears can play and run sites, gankers get a chance to roll into them and kill them

everbody wins

if you limit this, you get less pve content that people enjoy, and consequently less pvp targets

I dont get it