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Player Features and Ideas Discussion

 
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Jump fatigue, but differently

Author
Lil Bea
Deep Core Mining Inc.
Caldari State
#1 - 2014-10-04 15:47:07 UTC  |  Edited by: Lil Bea
For the last couple of days I have been thinking about the upcoming changes to long-distance travel. I completely support the idea of decreasing the distance that can be travelled by capitals in a day.

However, my main concern is with average joe logistics. Everyone needs supplies now and then. And no one wants to spend hours a day jumping gates to get a new ship after they lost one. There is a reason freight services have such a big role in EVE today. Due to their scale they can make some profit for their time spent hauling. On the other hand not every average joe has to own a blockade runner and spend valuable hours of his playtime getting stuff to his home system.

As many have said before, hauling services will cease to exist after these changes. Their capacity will either be demanded by their alliances or the one trip they can do per day will just not be worth their time. There are people in my alliance that haul 10 million m3 per day. No amount of freighter runs (requiring ten times the amount of people at hugely increased risks) will make up for that loss.

I think there is an alternative to the proposed changes that will make everyone's life better:


  • Upon your first jump you will get a fatigue timer. This is a fixed 24-48 hour timer (could depend on skills). During this timer you will not be able to jump to any system that is further away than 20 - 25 LY (could depend on skills) from the system you started your timer from. You can however jump as much as you want within this 'sphere'

  • Keep the jump range reduction but give JF and rorqs and exception to have a range of something like 7-8 LY.

  • Allow capitals through gates.

  • Maybe introduce a fixed timer between every jump to slow down the frequency of jumps



Doing it this way, multiple logistic runs per day will still be possible. You will not be able to move your goods over half the galaxy but you will still be able to move the same volume as you can move now but only within your own region or to the closest exit point. This will allow distant regions to not be cut off from empire by these changes and will keep living in npc null viable for smaller groups with 1 or 2 logistics people.

This will also allow the current BLOPS play style to persevere. The only restriction being that the group of pilots will be limited to the region where they make their first jump from.

This will also allow any attackers to have more options on how they want to invade a region. They can move close a few days in advance of their invasion (or use gates to get there) and from there they can span that whole region. This should allow for more dynamic fights and not give the defenders an enormous advantage.

It will still not allow people to move accros vast amounts of space within minutes to join a fight many lightyears away.

I'm pretty sure I made some horrible mistakes in this proposition but it just makes me feel a lot better than what was proposed by CCP.
Lugh Crow-Slave
#2 - 2014-10-05 22:05:52 UTC
the problems you listed are part of the desired effect. force projection isn't just about military force but logistics as well
Zan Shiro
Doomheim
#3 - 2014-10-05 22:36:19 UTC
Lugh Crow-Slave wrote:
the problems you listed are part of the desired effect. force projection isn't just about military force but logistics as well



This.


There would be for example the haul lots of ships in the jf, assemble on site to avoid fatigue on the titans.

What ccp has in mind to some is force local production in many people's views. Bulk of mins local, whatever moon goo local and in theory haulers haul less as they should be only doing materials missing. Station slots full? Not like many are scared to throw up a pos, throw up construction mods with them.


This puts the focus on how the corps react to this. Will they still use slots to make stuff to go to jita sales? well that will soon hurt them. SO hardcore pvp even ship building is too carebear, well then they can get their pvp maybe on hauler escort ops when they turn to gate use.


JF's are being looked at as innocent bystanders. They aren't. They are a tool that adds to stagnation in 0.0. Lets have 2 blobs. Both with good FRP/SRP program and good material logistics. Blob A rolls blob B on Monday. Yay bolb A. Blob B rest of the night brings in fresh supplies easy as pie. So that Tuesday night...well here we are again, 2 blobs bashing heads full strength. The hit to jf's will add some complexity. Yes they have a great FRP/SRP program, Question is do the markets as well as the wallet support it however.
Lugh Crow-Slave
#4 - 2014-10-05 22:50:28 UTC
if you want to find an innocent bystander the closest thing you will get is cov ops mining that relayed on regularly bridging a blockade runner some times as much as three jumps both ways this has now become near impossible. this was a game play element that hadn't even been around long enough to get the attention of most ppl and i for one will truly miss is. over all though the changes i hope will be good for New Eden our universe just got bigger Big smile
Kalissis
#5 - 2014-10-05 23:25:42 UTC
-1

5LY is there for reason, and I suppose you know that reason and trying to keep your carebear life. I have only one thing for you left: HTFU!

And when you decide to leave EVE, can I have your stuff? THX
Busta Rock
The DawnSoarers
#6 - 2014-10-06 03:47:00 UTC
+1

the long range is not the problem... ABUSE of the long range IS. hence why i posted my own ideas on the matter that allow for a much more sophisticated (yet still heavy handed) treatment of the issue.
Lugh Crow-Slave
#7 - 2014-10-06 10:14:50 UTC
Busta Rock wrote:
+1

the long range is not the problem... ABUSE of the long range IS. hence why i posted my own ideas on the matter that allow for a much more sophisticated (yet still heavy handed) treatment of the issue.


if all it takes is a cap alt every 20ly that will be abused
Busta Rock
The DawnSoarers
#8 - 2014-10-06 19:41:41 UTC
Lugh Crow-Slave wrote:


if all it takes is a cap alt every 20ly that will be abused



hence why my own proposal prefers (if possible) the tying of the jump fatigue effect to the HULL as opposed to the pilot character. it could be something that the SHIP has to discharge over time, and affects ANY AND ALL pilots who attempt to jump in the pilots pod.

honestly, I dont see how any nerf of jump drives is going to accomplish what CCP thinks it will - at least with regard to the huge alliances. all they really need to do is setup freighter chains with alts and capship ferry alts for combat ships. this nerf will hurt the small corps and independents FAR more than the big power blocks... but then I suppose that's pretty much par for the course in EvE.
Sigras
Conglomo
#9 - 2014-10-06 20:23:27 UTC
you get around that the same way the large alliances are going to attempt to get around the current jump fatigue system. With weapon caches stashed around strategic locations.

The only difference is that your suggestion just decreased the number of weapon caches necessary per volume of space
Busta Rock
The DawnSoarers
#10 - 2014-10-07 02:48:27 UTC
I would actually be surprised if the large alliances havent been using localized weapon caches for YEARS on a small scale, just because they would save on deployment time. in any case, I've come to the conclusion that this entire escapade is just another example of CCP deliberately choosing to ignore or neglect core aspects of the game design.
Christopher Mabata
Northern Accounts and Systems
#11 - 2014-10-07 03:51:24 UTC


Have you considered that the idea is for the Logistics to take days not hours like it does now?

Think of it like ordering something from say Amazon, it doesn't get to your house in a few hours unless you live next door to the shipping dock it came in on and it went straight to you from there. With this initiative the idea is for logistics to be possible but to take substantially longer like the package that will take days to get to your home. now your jump freighter might take 2 days once you cool down your fatigue and move cynos, maybe a week at the most if you live way out there. Consider more cyno alts the version of "Priority Shipping" since theoretically you can take even more time off your trip.

People have run the calculations, its all still possible, CCP just wants to make people work for their lifestyles now where before there was complacency and lazyness. Were trimming the fat by putting people on the treadmill, and its going to burn at first until you lose the excess and get back into shape for it. But once your in shape for it, that run will be a cakewalk and you will be used to it. Some people wont make the run, theyll just continue on with their complacency and lazyness or move to closer regions so they dont work as hard.

But i can tell you from experience both in EvE and in real life, you have to burn some to earn some.

( and yes i lived in Null sec I know how much logistics means, Stain if you were wondering )

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

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Reaver Glitterstim
The Scope
Gallente Federation
#12 - 2014-10-07 04:11:48 UTC
I think the most important thing is that you should be able to jump most of the way across the galaxy quickly on a one way trip, while you should not be able to jump even halfway if you intend to come home today.

The changes should make that happen, whatever changes are selected.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lugh Crow-Slave
#13 - 2014-10-07 04:14:55 UTC
Reaver Glitterstim wrote:
I think the most important thing is that you should be able to jump most of the way across the galaxy quickly on a one way trip, while you should not be able to jump even halfway if you intend to come home today.

The changes should make that happen, whatever changes are selected.




This wouldn't solve anything this is just alt to get there alt to get back
Gadget Helmsdottir
Gadget's Workshop
#14 - 2014-10-07 04:20:57 UTC  |  Edited by: Gadget Helmsdottir
Meh.
The real solution to logistical Jump Fatigue is a reverse Pony Express. Instead of the riders changing horses at a waypoint, the ship or cargo will change pilots. This will keep the Combat pilots from roaming out too far without consequense (the
point of the changes, I believe) but still allow the cargo to go where it needs to go. One player with a few alts, or maybe a corp effort with their pilots, or maybe a specialized corp that serves this purpose... any of these could be used. Combine that with strategic waypoints at friendly or neutral stations, and you've got a system that works.

--Gadget

Work smarter, not harder. --Scrooge McDuck, an eminent old-Earth economist

Given an hour to save New Eden, how would respected scientist, Albertus Eisenstein compose his thoughts? "Fifty-five minutes to define the problem; save the galaxy in five."

Reaver Glitterstim
The Scope
Gallente Federation
#15 - 2014-10-07 04:33:36 UTC
Lugh Crow-Slave wrote:
This wouldn't solve anything this is just alt to get there alt to get back

It would force capital deployments to stay for a while if they wish to move long-range. Large amounts of capitals mobilized at once are not just going to chill wherever and hope they get to log out okay. They will have to set up a safe base in or near hostile territory if they don't control any space near enough to the deployment zone. The alternative is not jumping that far.

My ranges may be off too. Maybe they should be reduced. Perhaps halfway across the galaxy one-way is more than enough. People can take two runs to move their capitals where they need to be, or purchase them on the half of the galaxy where they want them. Can't be that limiting to have only half of the entire galactic market available.

There should be significant amounts of nullsec that are too far from lowsec for capitals to jump out to them and back to lowsec in one quick run.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lugh Crow-Slave
#16 - 2014-10-07 04:40:41 UTC
Reaver Glitterstim wrote:
Lugh Crow-Slave wrote:
This wouldn't solve anything this is just alt to get there alt to get back

It would force capital deployments to stay for a while if they wish to move long-range. Large amounts of capitals mobilized at once are not just going to chill wherever and hope they get to log out okay. They will have to set up a safe base in or near hostile territory if they don't control any space near enough to the deployment zone. The alternative is not jumping that far.

My ranges may be off too. Maybe they should be reduced. Perhaps halfway across the galaxy one-way is more than enough. People can take two runs to move their capitals where they need to be, or purchase them on the half of the galaxy where they want them. Can't be that limiting to have only half of the entire galactic market available.

There should be significant amounts of nullsec that are too far from lowsec for capitals to jump out to them and back to lowsec in one quick run.


It wouldn't force them to though it would just be move capitals out there do what needs doing then swap it over with an alt and head home
Reaver Glitterstim
The Scope
Gallente Federation
#17 - 2014-10-07 05:55:40 UTC
Lugh Crow-Slave wrote:
It wouldn't force them to though it would just be move capitals out there do what needs doing then swap it over with an alt and head home

Then lock the character AND the ship.

FT Diomedes: "Reaver, sometimes I wonder what you are thinking when you sit down to post."

Frostys Virpio: "We have to give it to him that he does put more effort than the vast majority in his idea but damn does it sometime come out of nowhere."

Lugh Crow-Slave
#18 - 2014-10-07 06:24:16 UTC
Reaver Glitterstim wrote:
Lugh Crow-Slave wrote:
It wouldn't force them to though it would just be move capitals out there do what needs doing then swap it over with an alt and head home

Then lock the character AND the ship.



OR just limit the range of a jump drive. The world won't end without it and some of the most enjoyable cap fights i have had are in areas where jump drives are completely disabled (not saying they don't have there place but this shorter range is an overall good thing and will hopefully add weight to capitals again)