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Jump fatigue reduction round-up

Author
James Baboli
Warp to Pharmacy
#1 - 2014-10-03 08:10:31 UTC  |  Edited by: James Baboli
Math for the unmodified jump fatigue here

So with this math done, it becomes quickly apparent that jump fatigue, as described, is crippling for more than 2 jumps, quickly scaling into timers that take weeks to fully evaporate. So, some methods of reduction should probably be proposed, the Darwinian selection of this forum begun and possible winners polished for CCP's review.

Method 1: New skill - Jump Drive Tolerance

A skill, which reduces jump fatigue accumulation by 5% per level. At lvl 5, this means that 2 jumps at max range cools off in under a day.

Examples at lvl 5:

1 jump
LYs

  1. 1.75 min ( forced to 2)
  2. 2.5 min (forced to 3)
  3. 3.25 min (forced to 4)
  4. 4 min (forced to 5)
  5. 4.75 min (forced to 6)


2 jumps
LYs

  1. 2.76 min
  2. 5.62 min
  3. 9.51 min
  4. 14.4 min
  5. 20.3 min


3 jumps
LYs

  1. 4.34 min
  2. 12.65min
  3. 24.29 min
  4. 40.96 min
  5. 86.81 min


Method 2: New cynos wrote:


New cyno modules with a reduction to fatigue induced for ships which jump to them. The shiniest mobile cynos still will not allow 2 max range jumps at minimum time to fully disipate in a day.

Fatigue modifier
t1: 1
meta .95
t2 .94
Faction: .90
POS module cyno: .75

Faction examples

1 jump
LYs

  1. 1.9 min ( forced to 2)
  2. 2.8 min (forced to 3)
  3. 3.7 min (forced to 4)
  4. 4.6 min (forced to 5)
  5. 5.5 min (forced to 6)


2 jumps
LYs

  1. 3.25 min
  2. 7.06 min
  3. 12.32 min
  4. 19.04 min
  5. 27.22 min


3 jumps
LYs

  1. 5.56 min
  2. 17.78 min
  3. 33.79 min
  4. 57.04 min
  5. 134.76 min


Method 3: Skill for cyno toons - Cynosural field stabilizing

A new skill, requiring cyno 5, which reduces fatigue by 2% per level.

lvl 5 Examples are identical to cyno example above.

Method 4: booster to increase rate of fatigue removed wrote:


A booster which increases the rate of fatigue removed during its period of effect.

Synth: 10% increase
Standard 20% increase
Improved: 35% Increase
Strong: 50% increase

Strong Examples, assuming one keeps the booster active the whole time

1 jump
LYs

  1. 2 min ( forced to 2)
  2. 3 min (forced to 3)
  3. 4 min (forced to 4)
  4. 5 min (forced to 5)
  5. 6 min (forced to 6)


2 jumps
LYs

  1. 3.4 min
  2. 7.65 min
  3. 13.6 min
  4. 21.25 min
  5. 30.6 min


3 jumps
LYs

  1. 5.78 min
  2. 19.51 min
  3. 31.36 min
  4. 45.31 min
  5. 156.06 min




Method 5: Implant set

A pirate set, similar to ascendancy set. Current use case is balanced at half the bonus of an ascendancy set, as the power of a full HG set at full ascendancy bonus neuters the change, allowing almost unlimited jumping in the 1-3 LY band without significant worry about running up fatigue. HG set ends up with a reduction of ~ 37.8% fatigue gain, and correspondingly, about a tripling in medium range speed if one has to move as fast as possible, and about a hextuppling of 5 jump speed in 3+ly jumps. While this is my favorite mechanism, it does seem to be too strong as I have currently proposed, although it makes shield capitals (which tend to have +5s or other non-combat implants in slots 1-5) more balanced against armor capitals, as the slave set bonus does extend to capitals.

1 jump
LYs

  1. 2 min ( forced to 2)
  2. 3 min (forced to 3)
  3. 4 min (forced to 4)
  4. 5 min (forced to 5)
  5. 6 min (forced to 6)


2 jumps
LYs

  1. 2.37 min
  2. 4.53 min
  3. 7.39 min
  4. 10.94 min
  5. 15.19 min


3 jumps
LYs

  1. 3.45 min
  2. 9.15 min
  3. 17.45 min
  4. 29.09 min
  5. 56.17 min


Method 6 Rigs wrote:


Simple way to force a real fitting choice on capitals with something like this is to make the reduction come from a rig. Capital rigs are fairly expensive and thus forces a strategic balance between tank rigs, cap rigs and fatigue rigs if one was trying to move capitals in a hurry without the benefit of stations. Proposed t1 rig is 10% and t2 is 20% reduction in fatigue generated, with a 175 calibration point for t1, and 250 for t2. For t1 rig information please see method 2.

t2 example
1 Jump
LYs

  1. 2 min ( forced to 2)
  2. 3 min (forced to 3)
  3. 4 min (forced to 4)
  4. 5 min (forced to 5)
  5. 6 min (forced to 6)


2 jumps
LYs

  1. 2.92 min
  2. 6.08 min
  3. 10.40 min
  4. 15.88 min
  5. 22.50 min


3 jumps
LYs

  1. 4.72 min
  2. 14.24 min
  3. 27.28 min
  4. 46.08 min
  5. 101.25 min



Method 7: Modules

This is where I think we start getting into major problems with getting around the changes for little cost. Any carrier gang worth the name should be able to do a refit from travel to combat fit in the final jump before a drop, and as such, any such module would need to be very light on just how much more mobility it grants. As this is the case, I think random drops of these modules, similar to the hyperspatial accelerators and the jump drive fuel mods, with 3 tiers of increasing rarity and power is the right model. Proposed bonus is 10% reduction in fatigue generated for the lowest, scaling to a whopping 12% for the highest, with normal stacking penalties.

3x m4 examples:
1 Jump
LYs

  1. 2 min ( forced to 2)
  2. 3 min (forced to 3)
  3. 4 min (forced to 4)
  4. 5 min (forced to 5)
  5. 6 min (forced to 6)


2 jumps
LYs

  1. 2.6 min
  2. 5.27 min
  3. 8.82 min
  4. 13.27 min
  5. 18.63 min


3 jumps
LYs

  1. 4.05 min
  2. 11.48 min
  3. 22.03 min
  4. 37.05 min
  5. 76.30 min


Well, thats the first batch of ideas I have. will continue to do math if other people have reasonable ideas.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2014-10-03 09:34:02 UTC
Greyscale mentioned in the thread about this that they're looking at the possibility of JDC being reworked to handle fatigue reduction now that the range bonus is effectively worthless.
James Baboli
Warp to Pharmacy
#3 - 2014-10-03 17:37:47 UTC
Other tentative ideas, for which math is coming later:

Implant set
Hybrids of the more modest ideas and the math there-in
JDC skill change and an advanced skill to reduce fatigue gains further
Modules
Rigs

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Minerva Arbosa
Spatial Forces
Warped Intentions
#4 - 2014-10-03 17:48:43 UTC
What about where if you randomly jump into a system you suffer no fatigue. By randomly jump into a system, I am talking about you jump into the target system where the cyno is lit, but you have no control of where you land, but you will not land within 250km of any POS structures, stations, or anomalies. If you want to jump exactly to that cyno point, then you suffer the full fatigue of the jump.

Phoenix Jones
Small-Arms Fire
#5 - 2014-10-03 17:49:25 UTC
...or you can just use gates...

A ball of 200 archons wouldn't have that much fear now.

... Or would they...

Yaay!!!!

James Baboli
Warp to Pharmacy
#6 - 2014-10-03 18:09:32 UTC
Phoenix Jones wrote:
...or you can just use gates...

A ball of 200 archons wouldn't have that much fear now.

... Or would they...


While I like the general idea of the changes, like alot, I think any time you have fixed stats with no option to improve them or mitigate their effect you end up with sub-optimal gameplay.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

James Baboli
Warp to Pharmacy
#7 - 2014-10-06 09:08:29 UTC
OP updated with more ideas.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Baneken
Arctic Light Inc.
Arctic Light
#8 - 2014-10-29 08:19:18 UTC
Alvatore DiMarco wrote:
Greyscale mentioned in the thread about this that they're looking at the possibility of JDC being reworked to handle fatigue reduction now that the range bonus is effectively worthless.


Not really worthless since unmodified range is 2,5LY which is even worse then 5LY.

As far as fatique releasing skills go I seriously doubt they're going to turn their sleds on this issue just yet, since two jumps is still enough to get in the fight and go home as soon as it's over.
James Baboli
Warp to Pharmacy
#9 - 2014-10-29 09:22:28 UTC
Baneken wrote:
Alvatore DiMarco wrote:
Greyscale mentioned in the thread about this that they're looking at the possibility of JDC being reworked to handle fatigue reduction now that the range bonus is effectively worthless.


Not really worthless since unmodified range is 2,5LY which is even worse then 5LY.

As far as fatique releasing skills go I seriously doubt they're going to turn their sleds on this issue just yet, since two jumps is still enough to get in the fight and go home as soon as it's over.


With almost every major nerf, CCP releases (in short order) the tools to claw, at moderate sacrifice and immoderate expense, the tools to claw back almost to the previous status quo. I am therefore trying to put this up as something for people to start weighing in on which methods are most and least appealing, which methods should die in a fire and which methods are just too powerful.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Petre en Thielles
Doomheim
#10 - 2014-10-29 14:09:31 UTC
James Baboli wrote:
Math for the unmodified jump fatigue here

So with this math done, it becomes quickly apparent that jump fatigue, as described, is crippling for more than 2 jumps


Making it more difficult to jump was the entire point.

Use gates. Use wormholes. The entire point of this change is to make people think more about where they live, and to make the universe seem 'big' again.
James Baboli
Warp to Pharmacy
#11 - 2014-10-29 18:16:39 UTC
Petre en Thielles wrote:
James Baboli wrote:
Math for the unmodified jump fatigue here

So with this math done, it becomes quickly apparent that jump fatigue, as described, is crippling for more than 2 jumps


Making it more difficult to jump was the entire point.

Use gates. Use wormholes. The entire point of this change is to make people think more about where they live, and to make the universe seem 'big' again.


My point is that making it somewhat able to be averted in combat ships is an interesting mechanic, and the multiplicative nature of jump fatigue keeps the sort of cross galaxy road-trips currently common prohibitive in terms of jump fatigue build up and later stage jump timers.

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Hopelesshobo
Hoboland
#12 - 2014-10-29 21:11:25 UTC
Phoenix Jones wrote:
...or you can just use gates...

A ball of 200 archons wouldn't have that much fear now.

... Or would they...


Hmmm....how many battleships would it take to pipebomb an archon fleet Twisted

Lowering the average to make you look better since 2012.

Gaan Cathal
Angry Mustellid
#13 - 2014-10-29 21:18:56 UTC
James Baboli wrote:

So with this math done, it becomes quickly apparent that jump fatigue, as described, is crippling for more than 2 jumps, quickly scaling into timers that take weeks to fully evaporate. So, some methods of reduction should probably be proposed, the Darwinian selection of this forum begun and possible winners polished for CCP's review.


It's crippling for more than two jumps if you jump as soon as you are able. If you need to move substantial distances (5+ jumps) then you're better off letting fatigue cool down between jumps, which will get you to your destination quicker than jumping as often as you can.

Maybe a skill that unlocks some sort of helpful app in the game? Like a notepad and a calculator, maybe.
Zan Shiro
Doomheim
#14 - 2014-10-29 23:01:10 UTC
Gaan Cathal wrote:
James Baboli wrote:

So with this math done, it becomes quickly apparent that jump fatigue, as described, is crippling for more than 2 jumps, quickly scaling into timers that take weeks to fully evaporate. So, some methods of reduction should probably be proposed, the Darwinian selection of this forum begun and possible winners polished for CCP's review.


It's crippling for more than two jumps if you jump as soon as you are able. If you need to move substantial distances (5+ jumps) then you're better off letting fatigue cool down between jumps, which will get you to your destination quicker than jumping as often as you can.

Maybe a skill that unlocks some sort of helpful app in the game? Like a notepad and a calculator, maybe.



or I am sure at some point a 3rd party app like jump calculators of (soon to be) old will do some funky optimal calculations that will show suggested rest stop times at midpoints as it were. Sort of like evemon and others optimal stats (with options to see what implants do ) calcs for planning training. Math may vary between the apps probably since not set in stone like stats but I'd wager a few months from now a favored app will emerge.

Scatim Helicon
State War Academy
Caldari State
#15 - 2014-10-29 23:04:19 UTC
If the point of jump fatigue is to reduce the ability to project power, why would CCP then introduce methods of partially restoring said power projection ability?

Every time you post a WiS thread, Hilmar strangles a kitten.

James Baboli
Warp to Pharmacy
#16 - 2014-10-29 23:12:53 UTC  |  Edited by: James Baboli
Scatim Helicon wrote:
If the point of jump fatigue is to reduce the ability to project power, why would CCP then introduce methods of partially restoring said power projection ability?


Because the level of nerf is probably substantially more savage than it should be as a single step nerf. Either of the changes (fatigue and jump range nerf) would probably have had major effects and pulled in the horns of the coalitions somewhat, as it is, it looks like it will mostly unblue the donut for a time, while leaving regional superpowers in a position to dunk anyone on their side of the map who gets too uppity due to the ability to field fleets in off times and organize cap moves over a week or so,

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Zan Shiro
Doomheim
#17 - 2014-10-30 00:40:23 UTC  |  Edited by: Zan Shiro
James Baboli wrote:
Scatim Helicon wrote:
If the point of jump fatigue is to reduce the ability to project power, why would CCP then introduce methods of partially restoring said power projection ability?


Because the level of nerf is probably substantially more savage than it should be as a single step nerf. Either of the changes (fatigue and jump range nerf) would probably have had major effects and pulled in the horns of the coalitions somewhat, as it is, it looks like it will mostly unblue the donut for a time, while leaving regional superpowers in a position to dunk anyone on their side of the map who gets too uppity due to the ability to field fleets in off times and organize cap moves over a week or so,



If I am reading a post on FHC right this is a good thing. If reading right a few power blocks have at least started to turn over rental areas to who ever wants them (and assumable can pay for the deeds as it were, this isn't a charitable event we can safely assume lol).


Basically at first glance the "blobs" are downsizing if only only a little. Think PL was mentioned iirc. So if a crew wants to hit the space they have been turning over to buyers and you want that space....well you aren't taking on PL now. If lucky whoever they turned over to will be a more manageable fight for that sov.

Are you killing goon,PL, etc core systems easily. Probably not. But more tracts of space are looking to open up. This the best you can hope for really. Established crews (like pl and goon) been doing this a few years. They aren't just going to shrivel up and die. They may not pay bills sometimes but they bounce back after lol. That is not changing. Take what you can from this change the take away really.
Petre en Thielles
Doomheim
#18 - 2014-10-30 13:40:55 UTC
James Baboli wrote:

Because the level of nerf is probably substantially more savage than it should be as a single step nerf. Either of the changes (fatigue and jump range nerf) would probably have had major effects and pulled in the horns of the coalitions somewhat, as it is, it looks like it will mostly unblue the donut for a time, while leaving regional superpowers in a position to dunk anyone on their side of the map who gets too uppity due to the ability to field fleets in off times and organize cap moves over a week or so,


Why don't you wait and see how it plays out before you try to 'fix' something that hasn't happened yet?

And yes, what you just described is exactly the point. New Eden is supposed to be huge. Being able to jump from one side of the universe to the other in a few minutes is bad for the game.