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Player Features and Ideas Discussion

 
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mobile jump range extender

Author
Cabult 0103
The Scope
Gallente Federation
#1 - 2014-10-08 10:15:58 UTC
A deployable structure that extends thr light years that capital ships can jump. This is an idea to help generate content due to the capital ship nerf. I believe something like this will give more cap kills and make cap movement a little easier. But with out risk there can be no reward. The thought of how to stop all the capital pilots in eve from flooding the game with tears. There can also be a skill that is attached to this capital structure deployment. This can reduce the time that is taken to deploy this item. Or can help with the ranges. How does this work you might ask. 

You would be able to choose the range that you would like to extend your jump. There is a slide bar that allows you to select in increments of .5ly. Now if a player just makes out the distance there should be a negative side effect. An extended timer for next jump that would be longer than if you were to just jump the 5ly and call ot a day. Any think over 1ly you would get a negative effect.


* The structure will only be deployable by a capital ship
* It shows up on the overview
* Deployment timer of 90 sec
* Ship deploying can not move like lighting a cyno
* Ships can not warp directly to the structures they land 30km off 
* Titans can use this to extend bridge range (this will bring titans out of the pos)
* Can not deploy with in 150km of anything but mobile cyno inhibitors and mobile micro jump units.
* Reduces jump fatigue for by 50-75% 
* Reduces jump fatigue timer by 90% for jump freightors 
* Shows up on the map
* 90 sec to undeploy and ship that undeploys can not move
* Message in local saying this item is going up and coming down

I believe that this will give a lot more content help with more capital battles. And last but not least I can not forget the guys in thw worm holes that don't care about this kind of stuff.

* 100km area effect doomsday if deployed in a worm hole

Let me know what you think.
afkalt
Republic Military School
Minmatar Republic
#2 - 2014-10-08 10:28:36 UTC
>* Reduces jump fatigue for by 50-75%

So make the changes pointless you mean?



I've got an idea, how about we test it for a few months before declaring it "broken" and coming up with ideas to "fix" it?
Lugh Crow-Slave
#3 - 2014-10-08 10:52:52 UTC
you understand the point of changes is to change things right and adding something in that undoes the changes doesn't work with that plan? I'm sure if the current changes don't work CCP will muck with the numbers rather then just adding a mod that reverses them
Cabult 0103
The Scope
Gallente Federation
#4 - 2014-10-08 11:15:52 UTC
You dont think that something like this would bring more content. Ok lets get rid of the fatigue reduction. Now what do you think. And with ccp's "great changes" what do the people that are now 4 or 5 jumps from hisec do rely on worm holes. I figured that this would appeal to people on both sides the capital ship that can move and you can now warp to it is not appealing to you. And what else is to come after this no one knows. So I understand there will ne people that dislike this idea but I thought that this is where ideas were to be posted.
Behr Oroo
Caldari Provisions
Caldari State
#5 - 2014-10-08 11:40:36 UTC
How bout no. How about just working with the changes when they come.
Ellendras Silver
CrashCat Corporation
#6 - 2014-10-08 11:42:06 UTC
Cabult 0103 wrote:
You dont think that something like this would bring more content. Ok lets get rid of the fatigue reduction. Now what do you think. And with ccp's "great changes" what do the people that are now 4 or 5 jumps from hisec do rely on worm holes. I figured that this would appeal to people on both sides the capital ship that can move and you can now warp to it is not appealing to you. And what else is to come after this no one knows. So I understand there will ne people that dislike this idea but I thought that this is where ideas were to be posted.


i think its important to live with the changes for a while without stuf like your idea and if the impact is too much it will be changed if the changes are not enough (which i doubt) it will be adjusted to limit it further

[u]Carpe noctem[/u]

Cabult 0103
The Scope
Gallente Federation
#7 - 2014-10-08 12:38:04 UTC
Ok I see that the haters are going to hating today good thing this is not a place to suggest new ideas
Aivlis Eldelbar
State War Academy
Caldari State
#8 - 2014-10-08 13:03:13 UTC
Cabult 0103 wrote:
Ok I see that the haters are going to hating today good thing this is not a place to suggest new ideas


Good thing this is also a place to call out bad ideas, or we'd still be arguing over afk cloaking Roll

In all seriousness, why is it "haters"? Maybe your idea is really not too good? Maybe people are not keen on supporting something which essentially undoes the upcoming changes so you can keep dropping caps half a galaxy away? Maybe; gasp; you'll have to unblue your neighbors to get fights closer to home?
Tabyll Altol
Viziam
Amarr Empire
#9 - 2014-10-08 14:22:12 UTC
-1

To much ideas for this topic like the idea of the range nerv. It´s pointless if you can bridge you Caps all over Eve in a short time.

Christopher Mabata
Northern Accounts and Systems
#10 - 2014-10-08 15:20:30 UTC
Cabult 0103 wrote:
Remove Everything these changers were meant to do in exchange for a cheap mobile structure
Let me know what you think.


Rewrote your idea without the wall of text
Big smile

but the answer will still and forever more be: NO
Cool

♣ 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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Dark Drifter
Sons of Seyllin
Pirate Lords of War
#11 - 2014-10-08 16:38:05 UTC
a mobile structure like this could have some merit. although i would not add all the limitations and buffs that you sugested.

deployable structure
-allows a ship to extend its jump range
-ship must be within xxkm of structure to gain thie effect
-structure cant be with in xxxkm of a starbase FF
-you still need the fuel to jump the extra distance
-1 time use mod will self destruct after xxx time
-usable by capital clas hulls and BLACKOPS capable ships

realy expensive to produce (would think in the 100s of mills for the benafit is incurs)


Christopher Mabata
Northern Accounts and Systems
#12 - 2014-10-08 16:45:43 UTC
Dark Drifter wrote:
a mobile structure like this could have some merit. although i would not add all the limitations and buffs that you sugested.

deployable structure
-allows a ship to extend its jump range
-ship must be within xxkm of structure to gain thie effect
-structure cant be with in xxxkm of a starbase FF
-you still need the fuel to jump the extra distance
-1 time use mod will self destruct after xxx time
-usable by capital clas hulls and BLACKOPS capable ships

realy expensive to produce (would think in the 100s of mills for the benafit is incurs)




All this does is offer an avenue around the current proposed changes which is cost ineffective for newer players or smaller groups and pocket change for any of the bigger alliances or coalitions. If your just going to add a mobile structure then there was no point to the changes and so they should remain as proposed.

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

This Message Brought to you by a sweet and sour bittervet

Dark Drifter
Sons of Seyllin
Pirate Lords of War
#13 - 2014-10-08 16:52:06 UTC
the idear in and of iteself is sound the issue is what its purpose would be.

was trying to look for a median area that this could plausabley be suefull.

yes it should be expensive if it can bridge xxx supacaps xxLY further than they could normaly jump.

and 100mill to jump 20 JFs each carrying billions in assets for resale is a fair price imho.

don get me wrong though im not saying CCP "should" add these to that game im just intriged as to that people could sugest in the mechanics of a structure like this
Wolf Incaelum
Sebiestor Tribe
Minmatar Republic
#14 - 2014-10-08 17:20:39 UTC  |  Edited by: Wolf Incaelum
Cabult 0103 wrote:
I thought that this is where ideas were to be posted.


It is. It's a place for ideas to be posted about things (or changes to things) that currently exist in the game. If the cap nerf is going to be a problem, it's going to be a BIG problem and will be adjusted accordingly. If it turns out to be no big deal, then....well it's not a big deal. The point of this change is that there is no point. Nobody knows what will happen, not even CCP. That said, how can you propose an idea that tends to a result that cannot be predicted? I asked about it in the New Citizens Q&A, and basically got the same answer. Here's a link to the thread that I opened, and the responses I received. I found ISD LackOfFaith's explanation particularly useful. He placed an emphasis on the fact that the changes are not final, which is another good reason to hold ideas on making changes to the changes. Just be patient and see what happens. If CCP breaks the game, it's not like they won't hear about it from us. Lol.

Edit: That first sentence isn't exactly accurate. This is a place for ideas about changes to things that currently exist in the game or the addition of features that will affect other features that currently exist in the game. Idk if that sounds better...

ANARCHYFOREVAAARRRRRRRRRR!!!!!!!

Christopher Mabata
Northern Accounts and Systems
#15 - 2014-10-08 17:51:21 UTC
Jump fatigue now live on SISI, and its been blown horribly out of proportion by the masses of us nay-saying it.
With a 1 hour Fatigue timer my cooldown was shy of 14 minutes, which is paltry since in that time i can get up and grab a beer or take a bio break, or make a phone call if i need to.

Working to put the fatigue through the roof but it looks like its not going to be easy to do that, especially with Jump freighter 90% reductions to fatigue. Literally Jump freighters are the new Meta for moving things, carriers not so much anymore. Sadly JF's are under dev lockdown and cant be used atm, but from what ive seen so far this is more than live-able as is and shouldnt need anymore tweaks

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

This Message Brought to you by a sweet and sour bittervet

Cabult 0103
The Scope
Gallente Federation
#16 - 2014-10-09 04:51:30 UTC
I also thought that this might be an option if ccp felt that the changes were not working to there liking as well as adding some new content. And I hope to see every o e of you guys on a gate in you super or you jf because it will be faster to take gates with a cap. And have fun warping a capital in a large fleet when you jump in and tidi every system. I was thinking that this could be food for thought fo ccp. And at this point I don't even think ccp reads these threads.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#17 - 2014-10-09 07:17:10 UTC
This would be the mythical "CCP can I haz my teleportation gaame back, pls? Thx PL alt." Module
Samillian
Angry Mustellid
#18 - 2014-10-09 08:33:56 UTC
Change can be hard, frightening even, face it head on and seek the advantage in it rather than trying to hold on to the past.

Not supported.

NBSI shall be the whole of the Law

WILLY TROPICAL
Republic Military School
Minmatar Republic
#19 - 2014-10-09 10:03:06 UTC
Wait for the changes to go live and don't panic. Let's see what happens then.