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Warp drive shutoff

Author
Catherine Laartii
Doomheim
#1 - 2014-10-12 01:55:19 UTC  |  Edited by: Catherine Laartii
Discuss the idea of being able to shut off your warp drive mid-flight. While there's a lot of pros going for it, I'm having some trouble coming up with downsides.

EDIT: Arthur actually came up with a really damn good way to implement this without it being too game breaking:
Arthur Aihaken wrote:
What about an 'emergency' warp/stop feature which results in an immediate 60% hull damage. The residual warp field effects render warp drive and cloaking devices inoperative for 10-minutes following. In addition:

· If engaged at sub-light speeds, an instant warp to between 0.5 and 1.0 AU distance;
· If engaged at warp speed, an emergency stop between 0.25 and 0.5 AU distance;

So while you could dodge a gate camp or divert your course, it's only a temporary reprieve since it effectively strands you without a functioning warp drive or the ability to cloak for 10 minutes - during which time you can quite easily be probed down. This feature would also be limited to battlecruiser, battleship and capital classes.
Kaerakh
Obscure Joke Implied
#2 - 2014-10-12 02:00:37 UTC
Catherine Laartii wrote:
Discuss the idea of being able to shut off your warp drive mid-flight. While there's a lot of pros going for it, I'm having some trouble coming up with downsides.



I'm pretty sure it's for similar reasons that we don't have a warp button anymore. I wasn't very involved back then though so someone with more authority will have to step up.
Arsine Mayhem
Doomheim
#3 - 2014-10-12 02:34:46 UTC
And have a 40% chance that it will skew out of control and implode due to the stresses. Lol
Jack Carrigan
Order of the Shadow
#4 - 2014-10-12 05:18:36 UTC
Something tells me even with the strong construction of a star ship, if you suddenly (and violently) pull something from FTL speed to sublight speeds (notice our ships slowly reduce speed to sublight from FTL) the inertial dampeners would not be able to keep up with the shift and the structural integrity of the ship would be damaged. Catastrophically. As in, boom.

I.e. the interior of your ship would probably warp, twist and tear the hull itself apart.

With that said, not only no, but **** no.

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Adobe Raide
Tribal Liberation Force
Minmatar Republic
#5 - 2014-10-12 06:30:42 UTC
Catherine Laartii wrote:
Discuss the idea of being able to shut off your warp drive mid-flight. While there's a lot of pros going for it, I'm having some trouble coming up with downsides.


With warps I think the premise is that you create a tunnel of certain length when you start it - a tube with a definite end point. Least that's what makes sense to me. So you can't really shut it off midflight. I'm not sure how a warp interrupter works in that scenario, especially given inertial forces ( if someone can take us from FTL to a full stop within a few k then why aren't we a monomolecular metal and grease paste at the end of that?).
Alvatore DiMarco
Capricious Endeavours Ltd
#6 - 2014-10-12 06:47:04 UTC  |  Edited by: Alvatore DiMarco
Here. Read about warp drives. It's better than half the nonsense that gets posted here anyway.

Skip to subsection 5 and replace "jump drive" with "warp drive" since the author uses the same term for both types of drive in the article.
Nevyn Auscent
Broke Sauce
#7 - 2014-10-12 06:54:33 UTC
Adobe Raide wrote:

With warps I think the premise is that you create a tunnel of certain length when you start it - a tube with a definite end point. Least that's what makes sense to me. So you can't really shut it off midflight. I'm not sure how a warp interrupter works in that scenario, especially given inertial forces ( if someone can take us from FTL to a full stop within a few k then why aren't we a monomolecular metal and grease paste at the end of that?).

Bubbles can't pull you out of warp half way. They change the end of your warp by +/- 100kms or so. So that would explain why the warp disruptor bubbles don't wreck you, as you have already been slowing down for a while.
Pie Napple
Science and Trade Institute
Caldari State
#8 - 2014-10-12 07:06:17 UTC
This would make it way too easy to make safes. You wouldn't even need to make safes anymore.

It would be close to impossible to chase someone down. If you see what they warp to, doesn't matter, they could just stop in the middle of the warp and be safe/have to be probed down.

Don't like it one bit.

What are the pros?
Samillian
Angry Mustellid
#9 - 2014-10-12 10:25:17 UTC  |  Edited by: Samillian
As Pie Napple said above an easily controllable cut-out for the warp drive would make safe spots to easy to make.

You could use the old cap dumping method, has much the same effect your looking for without needing to add anything to the game. Does have some disadvantages and a certain randomness I like especially if your in a hurry but I don't see that as a bad thing.

NBSI shall be the whole of the Law

Steppa Musana
Doomheim
#10 - 2014-10-12 11:03:31 UTC
Pie Napple wrote:
It would be close to impossible to chase someone down. If you see what they warp to, doesn't matter, they could just stop in the middle of the warp and be safe/have to be probed down.

Key point for me. Strategic gameplay nerfing, me no likey.

Hey guys.

Brystina
Serenity Rising LLC
Controlled Chaos
#11 - 2014-10-12 12:19:00 UTC
Catherine Laartii wrote:
Discuss the idea of being able to shut off your warp drive mid-flight. While there's a lot of pros going for it, I'm having some trouble coming up with downsides.


I got no problems with this. To counter others arguments...

1) If breaking out of warp mid flight breaks the ship, then why don't they explode from warp bubbles which do the same thing, only more violently. (realize that the whole mechanic is this discussion was only game theory anyway).

2) not being able to chase someone is irrelevant. Can't chase someone warping to a safe (unless you have all your gank recipients safes known). this is just common sense as far as gank avoidance. people being chased in familiar systems should have safes. else they just end up being another km statistic.

3) the argument about making safes easier is not really an issue. how hard is it to save location mid-warp.

I don't think this would really break any game mechanic, but am open to other's perspective on it.
Catherine Laartii
Doomheim
#12 - 2014-10-12 16:40:14 UTC  |  Edited by: Catherine Laartii
Pie Napple wrote:
This would make it way too easy to make safes. You wouldn't even need to make safes anymore.

It would be close to impossible to chase someone down. If you see what they warp to, doesn't matter, they could just stop in the middle of the warp and be safe/have to be probed down.

Don't like it one bit.

What are the pros?

Being able to cancel warp midway for the following:
-wrong destination
-gatecamp
-pipebomb camp
-making a safe
-tactical maneuvers
-doubling back when there is new intel

ALSO
I was still thinking along the lines of a 'slow down when stop is pressed' rather than an emergency break kind of thing.
Celthric Kanerian
Viziam
Amarr Empire
#13 - 2014-10-12 16:58:08 UTC
Redundant post *sigh*
Pie Napple
Science and Trade Institute
Caldari State
#14 - 2014-10-12 18:06:05 UTC
Catherine Laartii wrote:
Pie Napple wrote:
This would make it way too easy to make safes. You wouldn't even need to make safes anymore.

It would be close to impossible to chase someone down. If you see what they warp to, doesn't matter, they could just stop in the middle of the warp and be safe/have to be probed down.

Don't like it one bit.

What are the pros?

Being able to cancel warp midway for the following:
-wrong destination
-gatecamp
-pipebomb camp
-making a safe
-tactical maneuvers
-doubling back when there is new intel

ALSO
I was still thinking along the lines of a 'slow down when stop is pressed' rather than an emergency break kind of thing.


I see most of those as bad things. If you get caught in an gatecamp while warping to a gate in lowsec, you are doing something wrong. In nullsec, with bubbles, you should use a tactical or somehow get an scan.

Changes that makes it easier to avoid fights and enables you to a hell of a lot lazier when travelling (doesnt have to use tacticals, can just warp directly, and stop if you see something on scan) is bad in my book. This would make travelling way too easy and safe.
Pie Napple
Science and Trade Institute
Caldari State
#15 - 2014-10-12 18:11:54 UTC
Brystina wrote:
Catherine Laartii wrote:
Discuss the idea of being able to shut off your warp drive mid-flight. While there's a lot of pros going for it, I'm having some trouble coming up with downsides.


I got no problems with this. To counter others arguments...

1) If breaking out of warp mid flight breaks the ship, then why don't they explode from warp bubbles which do the same thing, only more violently. (realize that the whole mechanic is this discussion was only game theory anyway).

2) not being able to chase someone is irrelevant. Can't chase someone warping to a safe (unless you have all your gank recipients safes known). this is just common sense as far as gank avoidance. people being chased in familiar systems should have safes. else they just end up being another km statistic.

3) the argument about making safes easier is not really an issue. how hard is it to save location mid-warp.

I don't think this would really break any game mechanic, but am open to other's perspective on it.


1) Don't care about if it "theoretically possible". Kind of a pointless discussion. This is not an "realism simulator". I don't care if CCP pulls theories out of their asses.

2 + 3) We need more fights in this game, not less. This would completely remove the need for safes. If you are being chased in a system where you have no bookmarks its trivial to get away. Just warp and ctrl + space.

Changes that will bring less fights: auto -1 from me.
Saisin
Chao3's Rogue Operatives Corp
#16 - 2014-10-12 21:56:42 UTC
Brystina wrote:


2) not being able to chase someone is irrelevant. Can't chase someone warping to a safe (unless you have all your gank recipients safes known). this is just common sense as far as gank avoidance. people being chased in familiar systems should have safes. else they just end up being another km statistic.


I think it is relevant.. not every one has already bookmarks in all system, so you can catch them on their bounce to a celestial as they would have to warp there first to create bookmark mid flight, then turn around and warp back to the new safe. The chance of caching up is slim, but does exist and would be totally removed by being able to stop your warp at will..

Brystina wrote:

3) the argument about making safes easier is not really an issue. how hard is it to save location mid-warp.
.

Especially with the upcoming ctrl-B making it easier to bookmark in flight...


What I do miss is the ability to put a bubble to stop a warp in mid flight...
I do not think voluntary warp stopper is good though.

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elitatwo
Zansha Expansion
#17 - 2014-10-12 23:56:10 UTC
While I get the idea of the proposal it reminds of one of the reasons why I didn't join EVE until 2006.

It was from Microsoft (the horror I know..) and was called 'Freelancer'.

It is also a scifi game with spaceships but more for solo play then mulitplay.

Anyhow in Freelancer your 'warp tunnel' could get interrupted by pirates mid-way and you would have to fight them of before you could re-enter your warp tunnel to your next gate or system.

As far as EVE goes, sometimes I would like to abort my warp when I am still on grid but by then it's too late.

But imagine you 'warp' through a star and hit the brakes - ouch...

So I rather say no.

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Kaerakh
Obscure Joke Implied
#18 - 2014-10-13 00:03:10 UTC
elitatwo wrote:
While I get the idea of the proposal it reminds of one of the reasons why I didn't join EVE until 2006.

It was from Microsoft (the horror I know..) and was called 'Freelancer'.

It is also a scifi game with spaceships but more for solo play then mulitplay.

Anyhow in Freelancer your 'warp tunnel' could get interrupted by pirates mid-way and you would have to fight them of before you could re-enter your warp tunnel to your next gate or system.

As far as EVE goes, sometimes I would like to abort my warp when I am still on grid but by then it's too late.

But imagine you 'warp' through a star and hit the brakes - ouch...

So I rather say no.



Good times.
Arthur Aihaken
CODE.d
#19 - 2014-10-13 01:01:54 UTC
What about an 'emergency' warp/stop feature which results in an immediate 60% hull damage. The residual warp field effects render warp drive and cloaking devices inoperative for 10-minutes following. In addition:

· If engaged at sub-light speeds, an instant warp to between 0.5 and 1.0 AU distance;
· If engaged at warp speed, an emergency stop between 0.25 and 0.5 AU distance;

So while you could dodge a gate camp or divert your course, it's only a temporary reprieve since it effectively strands you without a functioning warp drive or the ability to cloak for 10 minutes - during which time you can quite easily be probed down. This feature would also be limited to battlecruiser, battleship and capital classes.

I am currently away, traveling through time and will be returning last week.

Catherine Laartii
Doomheim
#20 - 2014-10-13 02:56:58 UTC
Arthur Aihaken wrote:
What about an 'emergency' warp/stop feature which results in an immediate 60% hull damage. The residual warp field effects render warp drive and cloaking devices inoperative for 10-minutes following. In addition:

· If engaged at sub-light speeds, an instant warp to between 0.5 and 1.0 AU distance;
· If engaged at warp speed, an emergency stop between 0.25 and 0.5 AU distance;

So while you could dodge a gate camp or divert your course, it's only a temporary reprieve since it effectively strands you without a functioning warp drive or the ability to cloak for 10 minutes - during which time you can quite easily be probed down. This feature would also be limited to battlecruiser, battleship and capital classes.

THAT I could get behind; there are real penalties to taking advantage of something like that. +1
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