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Give all ships jump drives, scrap gates

Author
Zimmer Jones
Aliastra
Gallente Federation
#1 - 2014-09-30 03:56:33 UTC
Get rid of gates, give all ships "jump" capabilities, and let them jump to stars, and possibly other large masses, to prevent sun camping.

Where is the need? To turn the map of eve from a board game into a real space game.

Except for looking nice, what else is the 3d map of eve used for? Making poor decisions about where to jump your overly expensive jump capable ships to. This is something i thought of when i read Uriel Paradisi Anteovnuecci's post on this very idea for the blops.

Right, So being able to jump to anything within range sounds awesome, cause capitals and supercaps are awesome at projecting power and getting places fast. I'm not about that for the average ship. Cap ships et al that can currently jump retain their ranges, but all else gets a very limited range, based on whatever it needs to be, ship class, race, skill etc. Cynos will be used for pinpoint jumps, those jumps to any other space than the jump in points of solar/gasgiant/etc. Blops and titans will be used for fleet jumps using their respective ranges, which are a good deal longer than non-cap ships.

Where the map comes in is that the built in eve jump planner only computes for the ship's hull specs, unmodded by skills, mods, rigs, and fleet bonuses. Jump routes may need to be constantly updated for each variable changed, providing a new fitting conundrum with rigs. Jump routes will need to be individually plotted by that map, by eye. This will invest some people's attention in astronavigation to some degree, if they are so inclined, and make for intesting trade routes(for the peaceful), or fleet movements( even with doctrines, there will be differences in ships jumping capabilities).

Rigs only will be used for jump mods, because there are the same limited number for every class, and t2's can just suffer with racial bonuses of fuel, range, spoolup, or cooldown bonuses, and their corresponding rigs.

Each transit via jump would be as fast as the animations hiding the loading of the system will allow, BUT as ii have just mentioned the drive has a spool up time, and a cooldown time, cooldown being much longer than spoolup. The cooldown timer would prevent people from jumping through systems as fast as they can before their fuel burns out, and for that reason cooldown will also be linked to the distance jumped. Farther jump, longer cooldown and spoolup. like the "Warp to x meters"
there would be a "jump to x meters" and land on either pole of the star/mass at that distance.

Each ship still needs fuel, so every ship gets a fuel tank which can be expanded by rigs.
Ships can fuel at gas stations, or not as in the case of nullsec. If one doesn't have the funds or you're in null and there is no station, well, there are rats you can kill and possibly loot for fuel. Or Beg. Ships that are currently non jump capable would have very low fuel requirements for their jumps, since jump ranges would be much lower.

Jumping out of a system would need to be done from lagrange points, forcing at least one warp per system transit, providing places to spring traps and put up blockades. Current jump capable ships would still be able to jump from anywhere they are located, depending on situation.

Stop being lazy, Stop being confined to a 2d board-game style map. Space should be free to move around in, feel like you're going somewhere, and actually have a hand in the navigation of your ship to some degree.

Alright, that was fun. Fire away

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Leonard Nimoy II
Doomheim
#2 - 2014-09-30 04:08:51 UTC  |  Edited by: Leonard Nimoy II
Interesting. I like the idea of eve being more less board-game ish and the jumping without stargates. However......!

One potential serious issue. Currently a lot of strategy is based on choke points and pipelines of systems where you can only jump to one or two of the neighboring systems (rather than anywhere you want). For example some systems have only two exits, which makes them good for catching people trying to leave. This would also eliminate all PVP on gates, which a lot of people will undoubtedly be upset about. In fact it would allow people to jump from anywhere in system, which means you can't box people in - no more trapping people to kill them. This also breaks the usefulness of warp bubbles; pvp would be confined to stations, belts, sites, etc., drag bubbles would be no more.
Zimmer Jones
Aliastra
Gallente Federation
#3 - 2014-09-30 04:35:18 UTC
Leonard Nimoy II wrote:
Interesting. I like the idea of eve being more less board-game ish and the jumping without stargates. However......!

One potential serious issue. Currently a lot of strategy is based on choke points and pipelines of systems where you can only jump to one or two of the neighboring systems (rather than anywhere you want). For example some systems have only two exits, which makes them good for catching people trying to leave. This would also eliminate all PVP on gates, which a lot of people will undoubtedly be upset about. In fact it would allow people to jump from anywhere in system, which means you can't box people in - no more trapping people to kill them. This also breaks the usefulness of warp bubbles; pvp would be confined to stations, belts, sites, etc., drag bubbles would be no more.


The choke points can still be there, the number of in points and out points are completely arbitrary, and jumps must be made from a seperate and specific place, requiring a warp in between jumps. I suppose i can't do away with gates entirely. After all, some of those smugglers gates are pretty crazy distances in null. the vast majority in highsec can go though, keeping some for jumps not capable for noobships+0skillpoints/ certain classes of ship( freighter, transports for example).

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Alvatore DiMarco
Capricious Endeavours Ltd
#4 - 2014-09-30 05:53:03 UTC
Currently, there are stargates (such as those in the far north and some of the ones connecting to/from Amarr) that span ridiculous distances. How are subcaps going to travel those distances on their own with limited jump drives and no stargates? Are those areas just going to be cut off from subcap travel, then?
Hopelesshobo
Hoboland
#5 - 2014-09-30 06:01:32 UTC
Alvatore DiMarco wrote:
Currently, there are stargates (such as those in the far north and some of the ones connecting to/from Amarr) that span ridiculous distances. How are subcaps going to travel those distances on their own with limited jump drives and no stargates? Are those areas just going to be cut off from subcap travel, then?


IF this were to be implemented, different choke points would simply appear. Routes would be changed, but everything is still in range of everything.

Lowering the average to make you look better since 2012.

OmniDominics
University of Caille
Gallente Federation
#6 - 2014-09-30 09:02:40 UTC  |  Edited by: OmniDominics
Could we please leave us Choke Points out of it, we are not going anywhere Roll
Austrene Kanenald
Doomheim
#7 - 2014-09-30 09:12:08 UTC
That's not a good idea.
That means either capitals in highsec or no one in highsec.
Figure out how to fix that and +1.
Zan Shiro
Doomheim
#8 - 2014-09-30 09:25:29 UTC
Zimmer Jones wrote:
Where is the need? To turn the map of eve from a board game into a real space game.



in game already, use wh's....


Lived in delve once. Buddy found a hole that lead to hole that.....and dumped out at the end right near jita. While open he had him some fast run times to jita. Less than 6 hops iirc for this route iirc. Not too shabby a shortcut starting out by Nol system area.


take away is use wh's and you can find routes that may give you your "3d" map travel.


Rest of this.....going to take a wicked stab and say you ice mine and want to drum up more business. No gates means stuck if out of fuel. Going to say people like you would not be lenient in the pricing far from a hub.


Arya Regnar
Darwins Right Hand
#9 - 2014-09-30 11:47:58 UTC
OmniDominics wrote:
Could we please leaves us Choke Points out of it, we are not going anywhere Roll

You have been waiting for years to make this joke haven't you?

EvE-Mail me if you need anything.

OmniDominics
University of Caille
Gallente Federation
#10 - 2014-09-30 11:57:54 UTC
Arya Regnar wrote:
OmniDominics wrote:
Could we please leaves us Choke Points out of it, we are not going anywhere Roll

You have been waiting for years to make this joke haven't you?


Many many years Pirate
Ix Method
Doomheim
#11 - 2014-09-30 12:02:26 UTC  |  Edited by: Ix Method
If you want to really re-roll the dice and shake the entire game up it seems as good a plan as any.

The big issue with this would seem to be how much easier it would be to avoid other players with potentially a dozen reasonable routes from one place to another. It would take a ridiculous amount of time and effort to remodel the map and avoid this. Not that this is particularly a negative but I'd suspect something like this would require more than a 'Wouldn't it be cool if..?'

Also I suppose it would have to be a cap fuelled drive? Having to haul around fuel for your daily chores seems like a real ballache.

Alvatore DiMarco wrote:
Currently, there are stargates (such as those in the far north and some of the ones connecting to/from Amarr) that span ridiculous distances. How are subcaps going to travel those distances on their own with limited jump drives and no stargates? Are those areas just going to be cut off from subcap travel, then?

Amarr would become a distinct regional hub as opposed to the pale imitation of Jita it is atm. Or maybe it'd die and somewhere with a better location would spring up and The Bleak Lands is suddenly relevant.

You would potentially find similar problems moving from Gallente to Minmatar space should you wish to avoid lowsec. It doesn't seem like a particular problem, if anything it makes the game seem bigger which would make a lot of people on here at least very happy.

Travelling at the speed of love.

Donnachadh
United Allegiance of Undesirables
#12 - 2014-09-30 14:36:09 UTC
NO because it breaks the lore of the game.

NO because it is generally a bad idea.

If you still have to warp to a specific spot in a system to "jump" to the next system in your route how have you changed the game?
The only thing you have done is replaced the gate jump animation with a ship based jump animation.

If you have to warp to these "jump" points to activate your jump drive and you can only jump to a select few systems how have you made the game less "board" like?

While this idea would not affect nul/low much since jump capable ships are already used there the impact on high sec could be huge, say how do you keep caps out of high sec?
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#13 - 2014-09-30 17:32:21 UTC
delete cynos

for serious

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#14 - 2014-09-30 19:19:31 UTC
1. you would still need cynos which means the cyno would have to jump there unless they are done away but then power projection gets even easier with no cynos for power blocs.

2. not all systems carry ice components or even ones you need, much less you would have to have an alt follow you with an indy full of fuel so that depending on how many jumps you do so that you dont get stuck in the end of no where, and having rigs to increase the capacity would be back for anything other then taxi's because no one will want to have to carry fuel to go do mining, missions, or pvp in another system with rigs on to have to tear them off to be effective in what you plan on doing or deal with a limited load and the indy which i suspect you would need a mobile depot or orca/rorq to load your fuel bay unless you can move it in ship (been a long long time since ive flown cap ships with all of the hostility against them)

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Zimmer Jones
Aliastra
Gallente Federation
#15 - 2014-10-01 00:29:03 UTC  |  Edited by: Zimmer Jones
I try not to mod OP's, it ends up looking like i trying to save a phenomenon.

Zan Shiro wrote:
Zimmer Jones wrote:
Where is the need? To turn the map of eve from a board game into a real space game.



in game already, use wh's....


Lived in delve once. Buddy found a hole that lead to hole that.....and dumped out at the end right near jita. While open he had him some fast run times to jita. Less than 6 hops iirc for this route iirc. Not too shabby a shortcut starting out by Nol system area.


take away is use wh's and you can find routes that may give you your "3d" map travel.


Rest of this.....going to take a wicked stab and say you ice mine and want to drum up more business. No gates means stuck if out of fuel. Going to say people like you would not be lenient in the pricing far from a hub.




WH's are not 3d travel, they are the equivalent of a snake or a ladder on the game board, and while i have ice mined, it was in the early days, before i left for null, 2007/8 ish, and what do you mean by you people.

A gun or a drone is all you need to get fuel in highsec, where rats die easily, as stated in the OP. As far as ice/fuel prices go, I don't have to care; I plan ahead, and i make far more than enough isk to cover fuel costs. If you run out of fuel in low or null, theres the same solution you get in WH's for the ill prepared: self destruct.

Donnachadh wrote:
NO because it breaks the lore of the game.

NO because it is generally a bad idea.

If you still have to warp to a specific spot in a system to "jump" to the next system in your route how have you changed the game?
The only thing you have done is replaced the gate jump animation with a ship based jump animation.

If you have to warp to these "jump" points to activate your jump drive and you can only jump to a select few systems how have you made the game less "board" like?

While this idea would not affect nul/low much since jump capable ships are already used there the impact on high sec could be huge, say how do you keep caps out of high sec?


First argument is only an argument for RPers, All lore can be choped and reprinted to fit. The bulk of players play for the game, not the lore. You may believe differently, but the players make the game, and most can't be bothered by fanfiction.

There CAN be multiple ins, and there CAN be multiple outs. There might not be. You might have a system where there is only one of each. Yes it still seems like a gate system, but I have not just " replaced the gate jump animation with a ship based jump animation," I've made it so that you can jump out from any of the jump points to anywhere in range of a jump, meaning there are the equivalent of multiple gates going to the same system, and multiple gates out. The warp in between is a nod to gankers, as is the need to leave quite a few gates for the incapable, be it ship, range or fuel.

As for keeping Cap ships out of highsec, unfortunately, Cynos will not be a thing of the past. As much s i hate reasons of spacemagic, perhaps cap ships still have to use a cyno ( more sensitive electronics, more accuracy over longer distances, whatever, once again, rotate and drop in lore to fit, tetris style).

Ix Method wrote:


The big issue with this would seem to be how much easier it would be to avoid other players with potentially a dozen reasonable routes from one place to another. It would take a ridiculous amount of time and effort to remodel the map and avoid this. Not that this is particularly a negative but I'd suspect something like this would require more than a 'Wouldn't it be cool if..?'

Also I suppose it would have to be a cap fuelled drive? Having to haul around fuel for your daily chores seems like a real ballache.


Yeah, the fuel angle might be a bit much for most people. Perhaps a cap driven jumpdrive, but then it wouldn't be a jumpdrive and would need a new name. I just really wanted those gas stations.

Now, I'm totally guilty of being a perpetual dreamer, and every FID suggestion I make is very optomistic. It could be these cap driven jumpdrives are available only to the main 5 combat classes of hull, leaving haulers, miners and everyone else to slowboat through gates. Sometimes ideas, like a good cut of meat, have to have the fat trimmed off.

damn, saving the phenomenon.
All apologies for the wall of text, i just saves me tripple posting


*edited for reasons of missing a right bracket, and it bothers me.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Jack Carrigan
Order of the Shadow
#16 - 2014-10-01 00:42:09 UTC
Someone got gate camped a lot and couldn't avoid it because they were terribad.

HTFU.

I am the One who exists in Shadow. I am the Devil your parents warned you about.

||CEO: Order of the Shadow||Executor: The Revenant Order||Creator: Bowhead||

Zimmer Jones
Aliastra
Gallente Federation
#17 - 2014-10-01 00:56:43 UTC
Jack Carrigan wrote:
Someone got gate camped a lot and couldn't avoid it because they were terribad.

HTFU.



Aw c'mon, theres still the opportunity for ganking, gatecamping, and griefing. I specifically put the in and out ares seperately, for the warp and campng sites for those, and have been pointing out ways to make it GGG friendly. I'm saying juicy fat targets still have to slowboat, that there will be plenty of gank friendly areas, Warps between jumps, spool up and down times and until i gave up on the gas stations, there was the running-out-of-fuel issue. GGG'ers have more options, not less to lock down choice systems, choose the easy meat, or go for the challenge. You can bet that the new jump it isn't autopilot friendly. in order to keep that function, I feel the code bashers would insist on keeping gates.

Man I seriously thought about GGG'ers with this idea. think how fast you can respond to big ganks, and getting reinforcements to them.

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Zimmer Jones
Aliastra
Gallente Federation
#18 - 2014-10-01 01:03:15 UTC  |  Edited by: Zimmer Jones
oh hey, if theres gates, the fuel issue could be kept. Gas Stations!

edit:
However if no fuel is needed, most regular gates could be gotten rid of, keeping the long jumps, smugglers gates and trading hubs(ie jita + neighbors as a buffer).

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Swiftstrike1
Swiftstrike Incorporated
#19 - 2014-10-01 07:10:58 UTC
Stargates provide crucial choke points where players interact. Without them, there would be no need for a player to ever come face to face with another player.

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

OmniDominics
University of Caille
Gallente Federation
#20 - 2014-10-01 14:43:21 UTC
Swiftstrike1 wrote:
Stargates provide crucial choke points where players interact. Without them, there would be no need for a player to ever come face to face with another player.


He is right, Choke Points are nearly always found at gates, interacting with other players. We can also be found outside your stations however, or at your local jump bridges (null-bear jump gates)

Have you even come face to face with a choke point?