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An Idea for the Lore Behind this change

Author
Christopher Mabata
Northern Accounts and Systems
#1 - 2014-10-04 10:12:15 UTC
So I have been getting really deep in this jump drive change coming up in November and I think i just had a good idea about how to explain it lore wise. But had no idea where to put it so here it is, move it if need be.

Well over the last few years Capsuleers including myself have been harvesting, refining, and using frozen isotopes on an unbelievable level to power certain functions of our ships. We have learned how to extract the ice the most effectively, transport it, store it, and refine it to what we need it to be, but our appetite took a toll. Our increased consumption which has shown little decline has lead to the complete depletion of optimal sources of fuel, without even knowing it we have been harvesting sub par fuel for several months now, tainting our pure supply's and it had a negative effect on our ships and us as well.

The impurities in the ice that now cannot be removed from the ice at this time or avoided in our fuel sources cause high levels of burst gamma radiation when catalyzed with our ship's jump drive technology, leading to a feeling of sickness among capsuleers and crew alike, while capsuleers can take this irradiation much more than our crew we are forced to take time to scrub the engines and the decks of the dangerous radiation levels before resuming our jumps, failure to do so results in death of organic crew and breakdowns in mechanized workers as well as extreme danger to capsuleer pilots and possible death.

As a result there was no choice to be made other than to re-calibrate jump drives to handle far shorter jumps and to take appropriate action to remove the toxic radiation before buildup renders the ships jump drives obsolete until fully scrubbed leading to the changes listed in the blog.

perhaps as a back story you could say this was discovered when a jump freighter carrying isotopes was flagged by customs for unusual activity while approaching a gate, when boarded customs officers found the crew critically ill and the ship's systems crippled by the invisible murder in the air with them ( radiation ) caused by their jump to a neighboring system after a series of subsequent jumps from another region. As such customs investigated, maybe bringing in empire scientists or CONCORD to discover the cause of the issue and when it was discovered after several deaths had been reported they chose to issue a statement or shut down travel until a solution ( the changes ) was made and the issue identified.


There it is, im not too heavy into lore so that probably breaks something somewhere but im sure it could be tweaked, and it seems realistic enough that this could happen, afterall impure fuel these days causes explosions, so why cant fuel like that cause severe radiation leaks? Either way let me know what you think

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Enya Sparhawk
Black Tea and Talons
#2 - 2014-10-05 06:05:34 UTC
What about capsuleers? They're in a pod; I'm sure they would be shielded from radiation of all kinds...



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Christopher Mabata
Northern Accounts and Systems
#3 - 2014-10-05 06:13:43 UTC
Enya Sparhawk wrote:
What about capsuleers? They're in a pod; I'm sure they would be shielded from radiation of all kinds...


Radiation shielding isn't 100% and most of a ships radiation shielding is to block external radiation from suns, EMP's, Pretty much nuclear ammunitions, and such, not radiation that travels throughout the inside of the ship in an instant when we jump and bypasses most of those defenses, that means its just our pods trying to keep out the higher levels of radiation, and shielded or not some of it would leak in and anyone who is exposed starts to take a downward spiral rather quickly, even immortal space pirates and such in mortal bodies. Our limits are higher but our bodies still die.

Plus we have those mission sites where high radiation clouds damage our ships, if it werent for PVE not podding people im certain radiation could damage a pod too, which makes it feasible that this could do the same within the bounds of existing lore

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Esna Pitoojee
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#4 - 2014-10-05 23:04:29 UTC
"Due to recent freelance capsuleer actions against the established empires, CONCORD has reduced the maximum possible jump range for freelance-captained vessels to 5 Light Years."
Christopher Mabata
Northern Accounts and Systems
#5 - 2014-10-05 23:12:57 UTC
Esna Pitoojee wrote:
"Due to recent freelance capsuleer actions against the established empires, CONCORD has reduced the maximum possible jump range for freelance-captained vessels to 5 Light Years."


Well that works too but mine sounds a bit more like some thought was put into it, especially since by that logic Factional warfare pilots who by traditional lore are not freelance would remain uneffected and CONCORD wouldnt be able to do anything about capitals in null sec either since they have no interaction with them

either way if that was quoted by a dev feel free to lock the post ISD, my bad

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Vulxanis Viceroy
Offworld Trading Company
Khimi Harar
#6 - 2014-10-06 17:38:49 UTC
I like the OP's reasoning, but Esna is probably more on the nail of what CCP is going for.

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Kyoko Sakoda
Achura-Waschi Exchange
Monyusaiya Industry Trade Group
#7 - 2014-10-06 22:30:33 UTC
Magnets.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#8 - 2014-10-07 13:25:39 UTC
They should not force lore for all the game changes, some of them fit in "it always been like that" category

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Dradis Aulmais
Center for Advanced Studies
Gallente Federation
#9 - 2014-10-07 18:03:17 UTC
I think it's more to do with the tech of the capsuleer, those that make it possible for us to jump bodies. We know that there was issued when we stole the tech to make DUSTbunnies. The emperess was under the control of an entity from the sleepers computer world. This could just be a side effect of that war. This is also why there's now a rush to get sleeper tech to the 4 empires. They know what's up and won't share it with us. So they hide behind "research."

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Bagrat Skalski
Koinuun Kotei
#10 - 2014-10-08 08:34:18 UTC  |  Edited by: Bagrat Skalski
Side effects of Using Jump Drives (and meeting bad spirits eye to eye in the dimmension between the jump locations, as some Amarr prophet said) settled in.
Leopold Caine
Stillwater Corporation
#11 - 2014-10-09 10:44:59 UTC
Christopher Mabata wrote:
... Factional warfare pilots who by traditional lore are not freelance would remain uneffected and CONCORD wouldnt be able to do anything about capitals in null sec either since they have no interaction with them...


I'd suggest proofreading your lore: All capsuleers everywhere are affected by the capsuleer license ToS; who do you think is cashing out those bounties for nullsec rats after all?
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Zecthah Trees'ent
The Scope
Gallente Federation
#12 - 2014-10-11 12:15:02 UTC
Esna Pitoojee wrote:
"Due to recent freelance capsuleer actions against the established empires, CONCORD has reduced the maximum possible jump range for freelance-captained vessels to 5 Light Years."


Then I guess the only option is to declare war on CONCORD.
Esna Pitoojee
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#13 - 2014-10-12 00:33:58 UTC
Zecthah Trees'ent wrote:


Then I guess the only option is to declare war on CONCORD.


I've written before on how incredibly bad of an idea this would be.
Jandice Ymladris
Aurora Arcology
#14 - 2014-10-12 06:01:50 UTC
Zecthah Trees'ent wrote:

Then I guess the only option is to declare war on CONCORD.


Bad idea. Real bad idea.
This is what happened last year around the same time, when a few hundred capsuleers attacked a Concord : Capsuleers fail to organize a gank on Concord

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Enya Sparhawk
Black Tea and Talons
#15 - 2014-10-12 10:06:14 UTC
Magnets? (I like that one)

How about wormholes?

Tearing greater holes in the fabric of space with each new jump...

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Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Rowells
Blackwater USA Inc.
Pandemic Horde
#16 - 2014-10-16 03:07:58 UTC  |  Edited by: Rowells
I like your explanation regarding the ice (also fits in with how ice anoms shrank), but i have a suggestion for a change to the latter part regarding the fatigue itself.

Instead of only causing blasts of radiation in the ship, it also damaged the jump drive itself using impure fuels as the catalyst. This caused a continuous degradation of the effectiveness and integrity of jump drives being used, even to the point of catastrophic failure. Faced with increasing difficulty in finding enough fuels to power the many jump drives of their massive caravans, Thukker engineers attempted to scale down the current drives and took techniques from the drives on black ops battleships and designed a smaller, much more compact and durable jump drive. Retro-fitting the existing designs in order to make them still function on the impure fuels came at the exspense of maximum range and new procedures regarding timings of jumps. Since the drive was reduced in power, making a wormhole large enough for the massive capitals, from a smaller drive, caused immense stress on the drive itself, though not nearly as dangerous as the original drives. This creates a situation that makes distance and the wait-period after a jump a new challenge to overcome for fleet commanders. Another, unforseen side effect of the smaller drives was that ship captains found they no longer exceeded the threshold that stargates could accommodate, as is already done by black ops ships.

As the thukker tribe began to implement this new design on their fleets, other empires caught on and elected to use it in order to extend the dwindling life-span of their existing capital fleet.

Once Outer Ring Excavations got a hold of this design, they made improvements to it as they implemented it into the existing Rorqual design. A break through in development came through when the engineers used a combination of existing alloys and metals used in the industrial core to compress ore. They implemented it on to the Rorqual and were pleased to discover a massive reduction in fatigue accrued by the jump drive, but despite their best efforts, they could not get the range to extend beyond its reduced state (*subject to change). This design was kept under tight security and is now a very closely held secret.

When the empires tried to apply this technique to jump freighters they found the already compact drives to be very accepting of the changes and it gave jump freighters a slightly reduced range and a naturally low rate of fatigue accrual. The actual philosophies surrounding how this combination of techniques worked so well, is still not fully understood and is being researched thoroughly in hopes of future design improvements.

Ok so that part of the lore is done. As to why it doesn't apply to wormholes:
Wormholes work similarly to stargates, as they use as much of the existing gravitational forces (hence the odd positioning of some gates) in order to maintain their form, which allows for more efficient use of them and the ability to use gates to increase their power to allow larger objects through (the previous limit was never the size, but the on board jumpdrive interference, which was not experienced on JF or BLOPs due to a more compact design. And as we see with wormholes, squeezing large ships through them causes massive stress and can even collapse them.

What do you think?

E:On that note, with existing BLOPS drives that were experiencing a similar problem (albeit on a smaller scale due to nature of covert drives) Engineers elected to slightly increase and reinforce the jump drives on the ships, which gave them slight increase in range, and a nice reduction in fatigue relative to normal jump drives.
flaming phantom
Unlimited LTD
#17 - 2014-10-20 10:38:56 UTC
Christopher Mabata wrote:
Esna Pitoojee wrote:
"Due to recent freelance capsuleer actions against the established empires, CONCORD has reduced the maximum possible jump range for freelance-captained vessels to 5 Light Years."


Well that works too but mine sounds a bit more like some thought was put into it, especially since by that logic Factional warfare pilots who by traditional lore are not freelance would remain uneffected and CONCORD wouldnt be able to do anything about capitals in null sec either since they have no interaction with them

either way if that was quoted by a dev feel free to lock the post ISD, my bad


I like the OP's reasoning. Concord has no authority in 0.o that I know of, and that is basically where this change is taking place for the most part, so it owuld have to be sopme other factor that effects people other than a new law or mandate.
Bagrat Skalski
Koinuun Kotei
#18 - 2014-10-20 15:39:26 UTC
Esna Pitoojee
Societas Imperialis Sceptri Coronaeque
Khimi Harar
#19 - 2014-10-20 17:31:43 UTC
flaming phantom wrote:
Christopher Mabata wrote:
Esna Pitoojee wrote:
"Due to recent freelance capsuleer actions against the established empires, CONCORD has reduced the maximum possible jump range for freelance-captained vessels to 5 Light Years."


Well that works too but mine sounds a bit more like some thought was put into it, especially since by that logic Factional warfare pilots who by traditional lore are not freelance would remain uneffected and CONCORD wouldnt be able to do anything about capitals in null sec either since they have no interaction with them

either way if that was quoted by a dev feel free to lock the post ISD, my bad


I like the OP's reasoning. Concord has no authority in 0.o that I know of, and that is basically where this change is taking place for the most part, so it owuld have to be sopme other factor that effects people other than a new law or mandate.


Actually, CONCORD has a tremendous amount of authority in 0.0, but only over capsuleers.

- We can only place stations and POSes in places that CONCORD says it's okay to, and only in limited numbers as designated by CONCORD..
- We can only jump when CONCORD says we're clear to.
- CONCORD is fully capable of shutting off stargates in 0.0 at whim.
- Our alliances and sovereignty only exist via a CONCORD-sponsored system, and shut down if we fail to pay CONCORD taxes.
- We can still only utilize equipment and module types that CONCORD approves.