These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

EVE Information Portal

 
  • Topic is locked indefinitely.
 

Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Lurifax
Deep Core Mining Inc.
Caldari State
#5221 - 2014-10-03 10:40:54 UTC
Iski Zuki DaSen wrote:
make capitals to be able to move only isnide a region and be able to take ONLY regional gates

so u wana move around to where u play fine np.. u wana go pew pew the guys 3 regions down? u must take 3 regional gates

this way borders of regions make more sence


Go play with that other 3 party site that we all use to calculate jumps and you will see this is pretty much how it will be.
Kagura Nikon
Native Freshfood
Minmatar Republic
#5222 - 2014-10-03 10:42:03 UTC
gascanu wrote:
Jessica Duranin wrote:
gascanu wrote:
dude are you stupid? 1 or 2 hics you say? how can 2 hics hold 4-5 -9 caps in place till the rest of your gang wait the agro and jump? are those hics using capital sized reps now or what?

Uhm... I've seen a single sabre hold 10 caps in a C5 site for well over an hour until reinforcements found a way to the system.
Holding them in place for a few minutes is trivial.

news, bubles don't work in low sec Blink



Focused points do, and you do not need to get ALL their enemy ships always.

"If brute force does not solve your problem....  then you are  surely not using enough!"

OldWolf69
EVE-RO
Goonswarm Federation
#5223 - 2014-10-03 10:43:41 UTC
Adrie Atticus wrote:
gascanu wrote:
Hilti Enaka wrote:
Just received this:

Quote:
Caps
From: xxxxx
To: xxxxx
Dear alliance members

In light of the proposed changes to capital deployment, we have at leadership level decided to focus our activities on capital manufacturing for the next 3 months.

I want every alliance member concentrating on:
1. buying capital pilots that are currently going on firesale
2. buying and building capitals

A list of strategic systems will be posted on our forums of where to store your capitals. Many players are claiming this change will stop force projection, we thought about it and rather than not adapt our aim is to have a capital fleet at our disposal in any area of the map. Our solution is quite simple focus on capital readiness by having capitals "to-go" in any area of eve. It will only take you 20 minutes - 30 minutes to use the jump bridges to high sec and move your pod across New Eden to our strategically placed capitals.

You all know me and I am all about adapting, this is us adapting.

See you on the battlefield
Alliance leaders


Gotta love this.


but.. but.. what about small guys?!


You're screwed, just like with every other change trying to hit large blocs only.

I'll smooth out within a year or 2 after you get a foothold in null and might be able to start super production for self defence.

Actually there's very low chances someone will allow ppl to settle down long enough.
dhunpael
#5224 - 2014-10-03 10:44:08 UTC
This is awesome, good work CCP don't falter and implement as proposed.Smile

I give a 10 out of 10.

Greetings from wormhole space Lol
(especially to the nice goons ^_^ )
gascanu
Bearing Srl.
#5225 - 2014-10-03 10:44:28 UTC
Kagura Nikon wrote:
gascanu wrote:
Jessica Duranin wrote:
gascanu wrote:
dude are you stupid? 1 or 2 hics you say? how can 2 hics hold 4-5 -9 caps in place till the rest of your gang wait the agro and jump? are those hics using capital sized reps now or what?

Uhm... I've seen a single sabre hold 10 caps in a C5 site for well over an hour until reinforcements found a way to the system.
Holding them in place for a few minutes is trivial.

news, bubles don't work in low sec Blink



Focused points do, and you do not need to get ALL their enemy ships always.

how about eccm?
Please Turn
Sebiestor Tribe
Minmatar Republic
#5226 - 2014-10-03 10:45:09 UTC
Kagura Nikon wrote:
Please Turn wrote:

VERY careful planning and execution = no fun

Like I said before, I can't stop laughing Pirate


Then you are playing the wrong game.


And your point is? (serious question)

Join TheTuskers, travel to exotic distant lands, meet exciting unusual people and ... kill them!

gascanu
Bearing Srl.
#5227 - 2014-10-03 10:45:43 UTC  |  Edited by: gascanu
Quote:
The harder we can make logistics, the better for the game viewed as an abstract system. It would be much better for the game if we got rid of freighters, but we have to balance what is good for the game at a higher systemic level with making the player's lives a living hell. Forcing people to do convoys with lots of industrials would, from a higher level systemic view, be awesome. But for the individual players, it would suck balls.

--CCP Greyscale - CSM Minutes, December 2010


HALP!
Kagura Nikon
Native Freshfood
Minmatar Republic
#5228 - 2014-10-03 10:45:44 UTC
gascanu wrote:
Kagura Nikon wrote:
gascanu wrote:
Jessica Duranin wrote:
gascanu wrote:
dude are you stupid? 1 or 2 hics you say? how can 2 hics hold 4-5 -9 caps in place till the rest of your gang wait the agro and jump? are those hics using capital sized reps now or what?

Uhm... I've seen a single sabre hold 10 caps in a C5 site for well over an hour until reinforcements found a way to the system.
Holding them in place for a few minutes is trivial.

news, bubles don't work in low sec Blink



Focused points do, and you do not need to get ALL their enemy ships always.

how about eccm?


ECCM you mean the stuff that makes ECM not work on you? yes it is the answer for what you TOUGHT you were responding.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#5229 - 2014-10-03 10:46:59 UTC
Please Turn wrote:
Kagura Nikon wrote:
Please Turn wrote:

VERY careful planning and execution = no fun

Like I said before, I can't stop laughing Pirate


Then you are playing the wrong game.


And your point is? (serious question)



That if planing is not fun for you then this is wrong game and you should not lose time trying to argue about changes on that game.

This game is supposed to be about TEAM work, planning and using your brains.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Megarom
Shiva
Northern Coalition.
#5230 - 2014-10-03 10:47:58 UTC
I've though about this a little more and come to the conclusion that there is no need for any fancy math.

Here's my simplified model.

Distance traveled in LY is added to fatigue that decays at 0.1 / minute.
If fatigue is over certain limit, for example 10 you can't jump.


Simple and elegant.
Enforces sustained travel speed.
Allows burst travel of up to 15 LY from rest and 10-fatigue LY in general


Only part of the Grayscale model this doesn't have is the punishing player with with long cooldown if he is stupid enough to jump with partially decayed fatigue.


As a sidenote I'd like to add my voice to crowd that is saying 0.1 LY /minute is just too slow. The benchmark of 3m/LY ie. 0.3333... LY /minute so there is some room there anyway before gate travel obsoleted again.
Rad1st
AirGuard
LowSechnaya Sholupen
#5231 - 2014-10-03 10:48:26 UTC
Cant wait for this changes !!! \o/ Pirate

Moisturised Esophagus
Sec-See
#5232 - 2014-10-03 10:49:18 UTC
CCP, you have used a sledgehammer where a scalpel was needed.

How about this? REGIONS.

Make use of them, within regions you can cyno as you can today. If you wish to jump to a different region you get a FIXED COOLDOWN, say 1 hour.

There easy peasy. Problem solved. What was the objective? Limit the ability to move large capital forces across the cluster quickly.
What does your solution do, hurts the little guy, the lonely guy and the logistics guy HORRIBLY, for no reason. The big groups will find ways around this CCP, don't be so naive.

JF's should be totally!..TOTALLY! exempt... I shouldn't need to tell you that a video game should be fun not boring and tedious.

To add to the strategy you could even make it so capitals can use regional gates...regional gates are big powerful gates...give them a new huge in game model if you want.

Then make it so using a regional gate in your capital gives you a cooldown of 20 mins. So you can choose..regular jumps and longer cooldown, or be vulnerable and jump through regional gates for a shorter cooldown.

CCP...make it happen, don't get stuck into your ideas, they are bad and number tweaking is not the solution....a different approach is.

Oh and also.....leave medical clones alone..what are you even doing.
gascanu
Bearing Srl.
#5233 - 2014-10-03 10:50:23 UTC
Kagura Nikon wrote:
gascanu wrote:
Kagura Nikon wrote:
gascanu wrote:
Jessica Duranin
Uhm... I've seen a single sabre hold 10 caps in a C5 site for well over an hour until reinforcements found a way to the system.
Holding them in place for a few minutes is trivial.

news, bubles don't work in low sec [;) wrote:



Focused points do, and you do not need to get ALL their enemy ships always.

how about eccm?


ECCM you mean the stuff that makes ECM not work on you? yes it is the answer for what you TOUGHT you were responding.

sry i was thinking at the ecm things like those on ms for example; but yea, if we are getting tehnicall here, tell me pls how can a hic stop a carrier cynoing out after jumping a gate in low sec, for example?
Kagura Nikon
Native Freshfood
Minmatar Republic
#5234 - 2014-10-03 10:51:36 UTC
Moisturised Esophagus wrote:
CCP, you have used a sledgehammer where a scalpel was needed.

How about this? REGIONS.


Oh and also.....leave medical clones alone..what are you even doing.


They need to nerf medical clones or all these changes will have zero impact except on supers.

The way they propose things medical clones are still perfeclty funcional for peopel not exploiting the pod express.

You need to get out? Jump clone, change medical facility, Jump cloen back on other day and suicide.

Everythign is still doable. butyou cannto use it to fast travel.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Please Turn
Sebiestor Tribe
Minmatar Republic
#5235 - 2014-10-03 10:51:49 UTC
Kagura Nikon wrote:
Please Turn wrote:
Kagura Nikon wrote:
Please Turn wrote:

VERY careful planning and execution = no fun

Like I said before, I can't stop laughing Pirate


Then you are playing the wrong game.


And your point is? (serious question)



That if planing is not fun for you then this is wrong game and you should not lose time trying to argue about changes on that game.

This game is supposed to be about TEAM work, planning and using your brains.


Well, for once, before posting you may want to read the posts you're quoting and engage brain when necessary. Anyway, I do accept in advance your apologies, no worries. Roll

Join TheTuskers, travel to exotic distant lands, meet exciting unusual people and ... kill them!

Captn Hammer
The Scope
Gallente Federation
#5236 - 2014-10-03 10:52:14 UTC  |  Edited by: Captn Hammer
CCP Grayscale et all,

As your stated goal is to make long-distance capital gate travel faster than jumping, and you're fundamentally rethinking how capitals should move and operate, please consider adding 1000mn AB/MWDs as Capitals are going to be aligning/burning back generally flying around considerably more than they are presently. Maybe 500mn would do the trick, I'll leave that to you guys to sort out.
Kagura Nikon
Native Freshfood
Minmatar Republic
#5237 - 2014-10-03 10:54:41 UTC
gascanu wrote:


sry i was thinking at the ecm things like those on ms for example; but yea, if we are getting tehnicall here, tell me pls how can a hic stop a carrier cynoing out after jumping a gate in low sec, for example?




You could add a poitn for ccp make a small change to make this specific scenario easier to deal. But then make the suggestion instead of treating like a unsolvable problem. If CCP simply make jump drives take 5-6 seconds to work. Then everythign would be ok, you would have plenty of time to point that capital.

So I shall do it. PLEASE CCP: On the interest of making capitals traveling in low sec not overpowered, make so that jump drives take some 5 seconds to cycle and activate, in other so that capitals can be tackled without bubbles.

"If brute force does not solve your problem....  then you are  surely not using enough!"

Kagura Nikon
Native Freshfood
Minmatar Republic
#5238 - 2014-10-03 10:55:29 UTC
Captn Hammer wrote:
CCP Grayscale et all,

As your stated goal is to make long-distance capital gate travel faster than jumping, and you're fundamentally rethinking how capitals should move and operate, please consider adding 1000mn AB/MWDs as Capitals are going to be aligning/burning back generally flying around considerably more than they are presently. Maybe 500mn would do the trick, I'll leave that to you guys to sort out.



drolls at 1000MN AB nightmares :P

"If brute force does not solve your problem....  then you are  surely not using enough!"

Alp Khan
The Scope
Gallente Federation
#5239 - 2014-10-03 10:59:57 UTC
PotatoOverdose wrote:
Alp Khan wrote:

It would certainly be awesome from a systemic level if Iceland had to go back to importing goods from off-shore using Viking era Knarr ships. Especially if we forced them to sail through various choke points heavily populated by pirates. Mind, it would totally "suck balls" for people living in Iceland. But then, they chose to live out in the middle of the Atlantic Ocean.

From this blog post.

Oh, that was hilarious. Thank you for posting this here, wouldn't have known about it otherwise.

Also, can't wait to see it in-game! Twisted


They are not removing Jump Freighters, FYI. But since you seem to be applying that hilarious example to your own stature in null, allow me to remind you that as a Goon, I'm lucky and will not be badly affected by Greyscale's ~bright idea~ as a lesser entity such as MoA's average line member would. Twisted
Khendon Kalmire
Federal Navy Academy
Gallente Federation
#5240 - 2014-10-03 11:00:08 UTC
ohshiiiit, i feel so much tears here, kekeke