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[Phoebe] Long Distance Travel Changes - updates!

First post First post First post
Author
Obsidian Hawk
RONA Midgard Academy
#441 - 2014-10-10 00:32:15 UTC
Tyr Dolorem wrote:
BLOPS is still dead Sad



How? They are getting a range increase and a 50% reduction in fatigue. Suck it up. This is more reasonable than the original prolosal.

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#442 - 2014-10-10 00:33:37 UTC  |  Edited by: Nazri al Mahdi
Alp Khan wrote:
Dwissi wrote:
Alp Khan wrote:
Lallante wrote:
Dirk MacGirk wrote:
Sure, because Jump Freighters are what holds empires together. If the troops can't hold the space or the moons because of the "force projection" nerfs then it wont matter if a jump freighter can more easily pick up anything ie trade goods, ships/mods, moongoo, etc.


Its both. Unnerffing JFs just means the status quo for logistics is preserved and nullsec industry will never develop. Why bother building in nullsec when you can JF from Jita in safety?


Existence of Jump Freighters isn't the reason why null industry is not developing. It's not developing, because a) Highsec production is still easier to manage and handle than producing the same goods in null. If there is a safer alternative for production economy, the production economy will settle on the safer alternative as dangers and risks add to your costs and decrease your ability to compete in the free market b) Resources and minerals in nullsec are lacking, requiring massive amounts of certain minerals to be imported from empire

Additionally, the stability of entire T2 module and ship market depends on manageable lines of logistics between null and empire, as the materials necessary for T2 is overwhelmingly provided by null.



Wow - this was kind of very outch to read. Its not at all just about 'safety' - lets put the most important point out here: There is stuff that we are not supposed to build in certain areas - capitals. There is material that can only be found by mining moons - thus low and null sec. With the complete lockdown of every single valuable moon resource its complete bullshit to talk about something like a free market. Do i have to mention Hulkageddon to raise prices for technetium? So we are not talking about null not being able to participate in a free market but about trying to stop you to eliminate also the last bastion that allows others to participate in.

So i think its pretty natural that if everyone is supposed to have a hard time to take anything in null it should be the other way around as well - thus making logistics a bit harder was a move that many felt was leveling the field and would be seen as incentive to stick to your 'natural' area.


The whole Grr Goons is quite pointless in your response, as I was not calling for a nerf of highsec production. I'm merely pointing out that the production economy will always pick the path that is safer and therefore, more competitive and profitable over the less safer and risk mitigating option. It's an axiom. Increasing the risks of logistics and production in null without adjusting for the loss of competitiveness and profitability is never going to facilitate a highly localized and independent null production economy.


Agreed: the Amarr and Min outposts should be upgradeable to the point that the mats benefits outweigh the topes and the time required to import materials. Either that, or the time has come for mineral alchemy, and a horribly inefficient mineral => goo path (based on ABC+M).
Alp Khan
The Scope
Gallente Federation
#443 - 2014-10-10 00:33:54 UTC
Querns wrote:
El Deuce wrote:
Who wants to design the first fleet comp that'll fit inside a t1 hauler repackaged?

If it's a Deep Space Transport (and you have Transport Ships 5, I think,) you can fit a packaged battleship inside its fleet hangar with about 10k to spare for modules and ammo.

Nevermind that they align and warp like pigs.


You only need Transport Ships IV to be able to carry a packaged battleship, which takes 50km3, plus 10km3 room to spare for modules and ammo.
Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#444 - 2014-10-10 00:34:41 UTC
Obsidian Hawk wrote:
Tyr Dolorem wrote:
BLOPS is still dead Sad



How? They are getting a range increase and a 50% reduction in fatigue. Suck it up. This is more reasonable than the original prolosal.

The only reason BLOPS is getting a range buff is because 4 ly is a rounder number than 3.75.
Alp Khan
The Scope
Gallente Federation
#445 - 2014-10-10 00:36:44 UTC
Iudicium Vastus wrote:
Stabbed-align-fit T1 industrial being used as the new shuttle.

Please CCP, don't do the fatigue reduction on T1 haulers/industrials!!!
If anything, possibly the T2 (Hell, Deep Space Transport has the title Deep Space right in its name) but NOT cheap minutes long training T1 industrials.


Your concern is quite pointless, as travel fit interceptors are already perfect and unstoppable shuttles already, besting every industrial in game by the virtues of being able to insta-align, having the best warp speed in game and at the same time, nullified.
Nazri al Mahdi
Federal Navy Academy
Gallente Federation
#446 - 2014-10-10 00:41:28 UTC
I just want to point out that Goons have proven to be the most intelligent posters on the topic of Phoebe, and if it keeps up I'm joining SA.
Medalyn Isis
Doomheim
#447 - 2014-10-10 00:42:04 UTC  |  Edited by: Medalyn Isis
Alp Khan wrote:
Iudicium Vastus wrote:
Stabbed-align-fit T1 industrial being used as the new shuttle.

Please CCP, don't do the fatigue reduction on T1 haulers/industrials!!!
If anything, possibly the T2 (Hell, Deep Space Transport has the title Deep Space right in its name) but NOT cheap minutes long training T1 industrials.


Your concern is quite pointless, as travel fit interceptors are already perfect and unstoppable shuttles already, besting every industrial in game by the virtues of being able to insta-align, having the best warp speed in game and at the same time, nullified.

I doubt interceptors are as fast as going through the jump bridge network with a 90% fatigue reduction, even faster if you use a cloaked transport ship. Plus you can smart bomb a fleet of interceptors at the gate.

Also, you can carry everything you need with you to refit at the destination given that you can take a freighter or hauler full of ships including fittings.
Dwissi
Miners Delight Reborn
#448 - 2014-10-10 00:42:33 UTC  |  Edited by: Dwissi
Alp Khan wrote:
Dwissi wrote:
Alp Khan wrote:
Lallante wrote:
Dirk MacGirk wrote:
Sure, because Jump Freighters are what holds empires together. If the troops can't hold the space or the moons because of the "force projection" nerfs then it wont matter if a jump freighter can more easily pick up anything ie trade goods, ships/mods, moongoo, etc.


Its both. Unnerffing JFs just means the status quo for logistics is preserved and nullsec industry will never develop. Why bother building in nullsec when you can JF from Jita in safety?


Existence of Jump Freighters isn't the reason why null industry is not developing. It's not developing, because a) Highsec production is still easier to manage and handle than producing the same goods in null. If there is a safer alternative for production economy, the production economy will settle on the safer alternative as dangers and risks add to your costs and decrease your ability to compete in the free market b) Resources and minerals in nullsec are lacking, requiring massive amounts of certain minerals to be imported from empire

Additionally, the stability of entire T2 module and ship market depends on manageable lines of logistics between null and empire, as the materials necessary for T2 is overwhelmingly provided by null.



Wow - this was kind of very outch to read. Its not at all just about 'safety' - lets put the most important point out here: There is stuff that we are not supposed to build in certain areas - capitals. There is material that can only be found by mining moons - thus low and null sec. With the complete lockdown of every single valuable moon resource its complete bullshit to talk about something like a free market. Do i have to mention Hulkageddon to raise prices for technetium? So we are not talking about null not being able to participate in a free market but about trying to stop you to eliminate also the last bastion that allows others to participate in.

So i think its pretty natural that if everyone is supposed to have a hard time to take anything in null it should be the other way around as well - thus making logistics a bit harder was a move that many felt was leveling the field and would be seen as incentive to stick to your 'natural' area.


The whole Grr Goons is quite pointless in your response, as I was not calling for a nerf of highsec production. I'm merely pointing out that the production economy will always pick the path that is safer and therefore, more competitive and profitable over the less safer and risk mitigating option. It's an axiom. Increasing the risks of logistics and production in null without adjusting for the loss of competitiveness and profitability is never going to facilitate a highly localized and independent null production economy.



Lets start with this : Grr Goon - now you have what wasnt there before. It seems you missed it - 'you' was entire null as in one group regardless of size and name.

Requesting what you call 'loss of competitiveness and profitability' is the exact reason for my statement. Null has access to material that no one else has and can build and fly ship types no one else can unless in the same area. So you already have advantages - thats where your definition of balance is out of scope. Balancing the odds even more into that groups favour is what happens when the logistics changes dont happen, as you will not get any incentive to move your production out of 'our' area and start using 'your' space for what it was always meant for: To leave empire and live and rule there. The CCP statement was clear: risk = reward. The current risk for you to get your T2 production into empire isnt equal to rewards right now.

Proud designer of glasses for geeky dovakins

Before someone complains again: grr everyone

Greed is the death of loyalty

Alp Khan
The Scope
Gallente Federation
#449 - 2014-10-10 00:43:44 UTC
Grath Telkin wrote:
Hey guys, lets nerf sub caps ability to travel by anything but gates


The issue that everyone was adamant to complain about has always been capital projection. You are pretending as if subcaps were at the source of the problem, and acting surprised on top of that. Have you been missing the player reaction posts which are pointing out that how supers getting dropped on their cruiser gangs etc. is horribly broken?
Grath Telkin
Amok.
Goonswarm Federation
#450 - 2014-10-10 00:44:38 UTC
Alp Khan wrote:
Iudicium Vastus wrote:
Stabbed-align-fit T1 industrial being used as the new shuttle.

Please CCP, don't do the fatigue reduction on T1 haulers/industrials!!!
If anything, possibly the T2 (Hell, Deep Space Transport has the title Deep Space right in its name) but NOT cheap minutes long training T1 industrials.


Your concern is quite pointless, as travel fit interceptors are already perfect and unstoppable shuttles already, besting every industrial in game by the virtues of being able to insta-align, having the best warp speed in game and at the same time, nullified.


Wrong

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Grath Telkin
Amok.
Goonswarm Federation
#451 - 2014-10-10 00:45:24 UTC
Alp Khan wrote:
Grath Telkin wrote:
Hey guys, lets nerf sub caps ability to travel by anything but gates


The issue that everyone was adamant to complain about has always been capital projection. You are pretending as if subcaps were at the source of the problem, and acting surprised on top of that. Have you been missing the player reaction posts which are pointing out that how supers getting dropped on their cruiser gangs etc. is horribly broken?


Did you miss the Dev post that says they want subcaps to have the same limitations and that its by design and on purpose?


I bet you did.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Querns
Science and Trade Institute
Caldari State
#452 - 2014-10-10 00:52:15 UTC
Grath Telkin wrote:
Alp Khan wrote:
Iudicium Vastus wrote:
Stabbed-align-fit T1 industrial being used as the new shuttle.

Please CCP, don't do the fatigue reduction on T1 haulers/industrials!!!
If anything, possibly the T2 (Hell, Deep Space Transport has the title Deep Space right in its name) but NOT cheap minutes long training T1 industrials.


Your concern is quite pointless, as travel fit interceptors are already perfect and unstoppable shuttles already, besting every industrial in game by the virtues of being able to insta-align, having the best warp speed in game and at the same time, nullified.


Wrong

So the interceptor is stoppable, but the 3.7s align wreathe is somehow immune? Last I checked, jump bridges are still one per system, which offers plenty of opportunities to catch them with bubbles, not to mention just dragging them off the JB itself.

Nobody's even proven that a wreathe that can use a jump bridge once every 5 minutes is even any faster than an interceptor that aligns in 66% of the time, warps twice as fast, and with proper scouting, can avoid getting pipebombed by just bouncing celestials.

Get some actual math on JB wreathes vs interceptors and maybe this conversation has merit. Even still, interceptors are a sight safer.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Alp Khan
The Scope
Gallente Federation
#453 - 2014-10-10 00:57:34 UTC
Dwissi wrote:

Lets start with this : Grr Goon - now you have what wasnt there before. It seems you missed it - 'you' was entire null as in one group regardless of size and name.

Requesting what you call 'loss of competitiveness and profitability' is the exact reason for my statement. Null has access to material that no one else has and can build and fly ship types no one else can unless in the same area. So you already have advantages - thats where your definition of balance is out of scope. Balancing the odds even more into that groups favour is what happens when the logistics changes dont happen, as you will not get any incentive to move your production out of 'our' area and start using 'your' space for what it was always meant for: To leave empire and live and rule there


You do realize that If null in general, severed the links and burned the bridges to the empire, barring the stocks, T2 production would wither overnight at the empire? You are ignoring certain inter-dependencies that would impede production everywhere and acting as if market stability could be achieved through having highly fragmented and isolated regional markets.

Logistics are already extremely painful in the null, even without this set of dev blogs Greyscale came up with. That's another problem with your stance on the discussion: You are acting as if it has been the opposite, as if null logistics wasn't a high effort, cost prohibitive endeavor. You do realize that in null, we cannot simply have freighter pilots flying around our good and materials for peanuts for minimal risk as long as they restrict their cargo values below 1B, right?

Why don't you try to live in any region in null for an extended period? I sincerely believe it would change your outlook.
JustSharkbait
Methodical Destruction
#454 - 2014-10-10 00:58:28 UTC  |  Edited by: JustSharkbait
Thanks for the update and for listening. Now logistics will not die!

Also, there is no need to have supercarriers not able to dock now--other then wanting to keep the subscription revenue of having to have super accounts. If they can dock that means those toons can be used for other stuff instead of being stuck.

Other that that, I am really looking forward to the update. Keep it up!

Hoo Ha Ha!!

Medalyn Isis
Doomheim
#455 - 2014-10-10 01:03:18 UTC
Why exactly do haulers need 90% fatigue reduction anyway? Surely at something like 50% logistics would still work fine, albeit a little slower, and would remove any chance for edge cases and unforeseen consequences.

All of the U turns seems to be very heavy handed, when all that was really needed was just slight adjustments from the original proposal.
Kiwinoob
Perkone
Caldari State
#456 - 2014-10-10 01:08:14 UTC
I cant believe people are still whining.

Has anyone here ever played risk? I'm guessing since 100% of the people here are nerds (a requirement for playing eve) the answer is yes.

Imagine playing risk where your armies could just attack anywhere on the board you wanted to.... Boy that sounds like fun.

You'd end up with peoples armies all being in a giant blob and the person with the biggest army would conquer the board in one turn. Sound familiar?

Risk is fun because you have to think about where your armies go. One big blob is fine as long as you're happy getting reemed everywhere your blob is not. Put your armies in the wrong spot and you get punished.

The changes will make fleet movements more challenging but more fun and more rewarding (well, for the people who are good at it anyway).

Say NO to blob risk.

Devs are nothing more than machines that turn coffee into code. The quality of the code is inversly proportional to the quality of the coffee.

Grath Telkin
Amok.
Goonswarm Federation
#457 - 2014-10-10 01:09:01 UTC
Querns wrote:


Get some actual math on JB wreathes vs interceptors and maybe this conversation has merit. Even still, interceptors are a sight safer.


Here's some math for you:

Right now people travel via jump bridges because they are the fastest most efficient way to move around their empire. This change would have added choice to that, they wouldn't have been the fastest but they'd been the safest.

Now, 30 minutes of skill training puts bridges right back as the best possible means of travel.

You have zero need of math to see that a ship that has to take gates, even a fast aligning frigate thats bubble immune, is slower than a pos that shoots you across a region and lands you in the lowsec outgate system.

Malcanis - Without drone assign, the slowcat doctrine will wither and die.

Cr Turist
Arcana Noctis
#458 - 2014-10-10 01:10:24 UTC
being able to dock a super (not titans) would be a great thing given these changes. i really hope CCP looks at doing that. and maybe giving them the use of light drones.
Querns
Science and Trade Institute
Caldari State
#459 - 2014-10-10 01:12:39 UTC  |  Edited by: Querns
Grath Telkin wrote:
Querns wrote:


Get some actual math on JB wreathes vs interceptors and maybe this conversation has merit. Even still, interceptors are a sight safer.


Here's some math for you:

Right now people travel via jump bridges because they are the fastest most efficient way to move around their empire. This change would have added choice to that, they wouldn't have been the fastest but they'd been the safest.

Now, 30 minutes of skill training puts bridges right back as the best possible means of travel.

You have zero need of math to see that a ship that has to take gates, even a fast aligning frigate thats bubble immune, is slower than a pos that shoots you across a region and lands you in the lowsec outgate system.

Actually, I do. :sun:

Okay, so it turns out the math is pretty easy if you have the power of GTS.

WHY THE THEORY OF TRAVEL INDUSTRIAL POWER PROJECTION IS BASICALLY BULLCRAP


So to standardize the route (and keep it firmly in grr goons territory) we are going to use YA0 to F2O as our route. It covers a pretty good portion of the map.

CONTESTANT ONE: THE CRUSADER

Here's the route a crusader takes. Note that it might be a slightly larger number of gates due to GTS's feature for optimizing for warp distance at the cost of using more gates.

http://i.imgur.com/ahBf9Iq.png

Down at the bottom we see it's 49 jumps, taking 30 minutes. Note that GTS does not allow you to use implants or rigs to increase your warp speed, so this is a bog-standard, unfit interceptor.

CONTESTANT TWO: THE TRAVEL FIT WREATHE

Now, using our jump bridge network, a wreathe spends 16 minutes warping, but it has to take NINE jump bridges. Since you can't "blitz" this (the maximum number of jumps you can perform is six before your fatigue starts making your cooldown longer than five minutes,) this means that you spend a minimum of 45 minutes waiting for your fatigue to wear off. This means the wreathes take 1 hour to complete the same route.

I dunno about you, but I'll take half the time and immune to bubbles any day.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

BuddyKnife
School of Applied Knowledge
Caldari State
#460 - 2014-10-10 01:15:57 UTC
These are much more reasonable changes for the current state of industry and logistics in eve. As for the Rorqual I think most people agree that it would be better suited as a hauling ship with 10ly range and no combat bonuses. Also to fix the issue of carriers no longer able to ferry fit ships maybe remove the limitation on the Rorquals ship bay so it can replace the function of carriers now.