These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
 

[Phoebe] Long Distance Travel Changes - updates!

First post First post First post
Author
Sgt Soulless
Sebiestor Tribe
Minmatar Republic
#1281 - 2014-10-15 19:16:30 UTC
This whole system is WAAAY over complicated. It would be much easier to just figure what the minimum wait time between max distance jumps would be if you let "fatigue" burn off after each jump, and then just put a cooldown on jumpdrives equal to that time. Leave the range alone and just do a flat cooldown. Oh no, now your super ship can only bypass the terrain of space that restricts everyone else every 10 minutes or whatever. How will you ever survive? You know what else that stops? Ridiculous alt networks built to bypass this convoluted fatigue system. Does it greatly reduce the mobility of capitals? Yes. That's the point. Does it make them use gates and expose them to more danger? Yes. That's also the point.

Honestly, CCP should just remove jump drives and jump bridges entirely, and implement player built gates. Player gate networks would represent actual supply lines that could be disrupted. This will do more to localize and contain the influence of any one player group than anything else CCP could do. Supply line disruption is the reason that conquering and holding large areas of land in reality is so difficult. It's the natural force that opposes military expansion. EVE doesn't have it. That's why you have a blue donut.

Obviously if you remove jumpdrives you'll have to rebalanced capitals and jump freighters to be more effective through the gate network. Faster time to warp, various means of resisting/breaking tackle, maybe reduced production cost, etc.

*Note that I said nothing specific about how to implement player gates or rebalance capitals, so don't bother with "blah blah blah that won't work because I'm assuming the worst" posts.
Lord TGR
Brutor Tribe
Minmatar Republic
#1282 - 2014-10-15 19:29:20 UTC
SFM Hobb3s wrote:
I both wonder and hope that CCP's success with Phoebe is measured in how much of the blue donut starts burning. Things are starting to look meaningful CCP...keep it up! I for one get more excited by the day for Phoebe to land.

You won't be seeing the "blue donut burning" until their next phase of the nullsec revamp strikes. That'd be the sov system.
SFM Hobb3s
Perkone
Caldari State
#1283 - 2014-10-15 19:47:41 UTC
And St. Greyscale raised his Nerf up on high, saying, "O Lord, bless this thy Nerf that with it Thou mayest blow thine enemies SOV to tiny bits, in Thy Mercy."

And CCP did grin and BL did feast upon the hobojammers and SBU's and Station Services and Ihubs and TCU's and exotic dancers..

.And the King of the North spoke, "Three shall be the number of the sieging, no more, no less. Three shall be the number thou shalt count, and the number of the counting shall be three. Four thou shalt not count, neither count thou two, except to proceed to three. Five, is right out.

Once the number three, being the third number, be reached, thou shalt siege green, and lobbest thy ammo at our foe, who, being PROPER NAUGHTY in My sight, will snuff it.



Phoenix Jones
Small-Arms Fire
#1284 - 2014-10-15 20:17:18 UTC
Sgt Soulless wrote:
This whole system is WAAAY over complicated. It would be much easier to just figure what the minimum wait time between max distance jumps would be if you let "fatigue" burn off after each jump, and then just put a cooldown on jumpdrives equal to that time. Leave the range alone and just do a flat cooldown. Oh no, now your super ship can only bypass the terrain of space that restricts everyone else every 10 minutes or whatever. How will you ever survive? You know what else that stops? Ridiculous alt networks built to bypass this convoluted fatigue system. Does it greatly reduce the mobility of capitals? Yes. That's the point. Does it make them use gates and expose them to more danger? Yes. That's also the point.

Honestly, CCP should just remove jump drives and jump bridges entirely, and implement player built gates. Player gate networks would represent actual supply lines that could be disrupted. This will do more to localize and contain the influence of any one player group than anything else CCP could do. Supply line disruption is the reason that conquering and holding large areas of land in reality is so difficult. It's the natural force that opposes military expansion. EVE doesn't have it. That's why you have a blue donut.

Obviously if you remove jumpdrives you'll have to rebalanced capitals and jump freighters to be more effective through the gate network. Faster time to warp, various means of resisting/breaking tackle, maybe reduced production cost, etc.

*Note that I said nothing specific about how to implement player gates or rebalance capitals, so don't bother with "blah blah blah that won't work because I'm assuming the worst" posts.


They never should have been introduced, but we can't Monday Morning Quarterback it now. Its here, lets deal with it.

Yaay!!!!

Alavaria Fera
GoonWaffe
#1285 - 2014-10-15 20:52:00 UTC
Lord TGR wrote:
SFM Hobb3s wrote:
I both wonder and hope that CCP's success with Phoebe is measured in how much of the blue donut starts burning. Things are starting to look meaningful CCP...keep it up! I for one get more excited by the day for Phoebe to land.

You won't be seeing the "blue donut burning" until their next phase of the nullsec revamp strikes. That'd be the sov system.

Let them resub all their alts before stomping on their dreams tia

Actually wait, let me buy my plex before you encourage them to resub.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Alavaria Fera
GoonWaffe
#1286 - 2014-10-15 20:53:48 UTC
Sgt Soulless wrote:
Honestly, CCP should just remove jump drives and jump bridges entirely, and implement player built gates. Player gate networks would represent actual supply lines that could be disrupted. This will do more to localize and contain the influence of any one player group than anything else CCP could do. Supply line disruption is the reason that conquering and holding large areas of land in reality is so difficult. It's the natural force that opposes military expansion. EVE doesn't have it. That's why you have a blue donut.

Obviously if you remove jumpdrives you'll have to rebalanced capitals and jump freighters to be more effective through the gate network. Faster time to warp, various means of resisting/breaking tackle, maybe reduced production cost, etc.

*Note that I said nothing specific about how to implement player gates or rebalance capitals, so don't bother with "blah blah blah that won't work because I'm assuming the worst" posts.

So wait, you're gonna leave it to ccp to do the details of "rebelance capitals"?

What about some amazing specifics about jump fatigue?! Yes, it is already here!

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Bezdar22
Destructive Influence
Northern Coalition.
#1287 - 2014-10-15 21:04:06 UTC
im expecting heavily camped low sec gates and protest blob in JITA...
this change will ruin all ur surprise attract like bops or dropping caps such as Black legion does allot ... sad they wont be able to do that anymore.. big alliance with numbers will be wining game.


as CCP thinks there will be alot of small warfare bla bla .. i highly doubt that
all alliance will get together again and make coalition and make OTEC, BTEC, CTEC.so that their sov is safe .. at the end they will all come down to provi to be a thrid party..
SFM Hobb3s
Perkone
Caldari State
#1288 - 2014-10-15 21:35:51 UTC
Bezdar22 wrote:
im expecting heavily camped low sec gates and protest blob in JITA...
this change will ruin all ur surprise attract like bops or dropping caps such as Black legion does allot ... sad they wont be able to do that anymore..



I wouldn't be so sad. If you look at it the way things are now, we are a mercenary alliance, in an environment where being a mercenary is meaningless.

Now with Phoebe...a mercenary alliance can be very valuable. I can foresee us actually taking space, or destroying assets for our Retainers, whereas I doubt we could do that before (generally we leave when the 200 usual archons show up). So the potential for us to have a meaningful purpose is blossoming.
Primary This Rifter
Mutual Fund of the Something
#1289 - 2014-10-15 22:25:26 UTC
Dwissi wrote:
We - the players - twisted the original ideas of ships into some completely different roles and as a result we twisted the original ideas of many other things at the same time. Eve is intertwined and we created effects that where not appreciated by many. CCP gave us a lot of time and just watched - but they obviously where not blind.

You do realize that using ships and mechanics in ways that the developers don't envision is one of the things the developers intend for the game, right?
Sgt Ocker
What Corp is it
#1290 - 2014-10-15 23:00:02 UTC  |  Edited by: Sgt Ocker
Lord TGR wrote:
SFM Hobb3s wrote:
I both wonder and hope that CCP's success with Phoebe is measured in how much of the blue donut starts burning. Things are starting to look meaningful CCP...keep it up! I for one get more excited by the day for Phoebe to land.

You won't be seeing the "blue donut burning" until their next phase of the nullsec revamp strikes. That'd be the sov system.

And just who is it you think will come and take sov right next to 1,000 or 2,000 Goons, without the express permission of Mittens and his underlings?

No matter how much they change sov mechanics the status quo is unlikely to change much.
You may not manage to hold sov in some of the less used systems - So what, they don't get used now, why should that change?
If someone you don't like tries to move in there, you going to say Goons, with a little under 12k members, are just going to sit back and say - Ok you can have it.

I am hoping for occupancy based sov but even if that is what we get, it is likely to change little as far as who can and can't take/hold sov.

Any newly formed and many existing corp or alliance of 2,000 or 3,000 trying to move into nulsec or relocate to take their own sov, is going to be so severely restricted by the draconian, punitive travel changes being introduced next month, it will be very unlikely to happen.
Forget any chance of a small alliance of less than 1,000 taking sov, unless they are blue to everyone near enough to attack them, they just won't have the manpower to fight off the blue donut.

What we end up with will be 2 or 3 large coalitions covering swathes of nulsec who are all blue to each other.
The most sought after nulsec for anyone who wants to pvp will be that adjoining npc nulsec regions. After all, they will be the only ones close enough for you to fight.

CCP Greyscale - Giving nulsec the Blues, 1 update at a time.

Note to Greyscale - You should prepare the press release for your changes carefully. I have a title for you - Capital AltsOnline post Phoebe - not as catchy as EveOnline post Phoebe but is at least an honest description of how the game will be played.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Sgt Ocker
What Corp is it
#1291 - 2014-10-15 23:35:47 UTC
SFM Hobb3s wrote:
Bezdar22 wrote:
im expecting heavily camped low sec gates and protest blob in JITA...
this change will ruin all ur surprise attract like bops or dropping caps such as Black legion does allot ... sad they wont be able to do that anymore..



I wouldn't be so sad. If you look at it the way things are now, we are a mercenary alliance, in an environment where being a mercenary is meaningless.

Now with Phoebe...a mercenary alliance can be very valuable. I can foresee us actually taking space, or destroying assets for our Retainers, whereas I doubt we could do that before (generally we leave when the 200 usual archons show up). So the potential for us to have a meaningful purpose is blossoming.

How are you going to achieve post Phoebe what you say you couldn't before?
You will have the same issues and problems faced by the 200 Archon fleet you currently run from - How do you plan on getting your fleet into position to "take space" or destroy assets on behalf of others? You think the guys with capital stashes are just going to sit and watch you move past them without intervening?
Or will your retainers be paying for safe passage for you?

Sorry, just though, you may be able to bully someone who is isolated and far smaller than you but there is no way a larger group is not going to be able to defend their space. They have home defense advantage, always will.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Alavaria Fera
GoonWaffe
#1292 - 2014-10-16 00:57:40 UTC
Primary This Rifter wrote:
Dwissi wrote:
We - the players - twisted the original ideas of ships into some completely different roles and as a result we twisted the original ideas of many other things at the same time. Eve is intertwined and we created effects that where not appreciated by many. CCP gave us a lot of time and just watched - but they obviously where not blind.

You do realize that using ships and mechanics in ways that the developers don't envision is one of the things the developers intend for the game, right?

Yes but if it doesn't fit with -THEIR VISION- then it will be nerfed.

Titans took a while of being non-rare to get hit, but hey, you know it'll happen like with battle rorqs or whatnot

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Andy Landen
Deep Core Mining Inc.
Caldari State
#1293 - 2014-10-16 01:32:14 UTC  |  Edited by: Andy Landen
Lord TGR wrote:

Someone needs to HTFU.

How about the carriers get lots of boosts to traveling and the rest of Eve HTFU!

Subcap pilots are such whiners for their easy capital kill mails. Heaven forbid that they would actually have to risk billions of ISK in assets just to take down a single capital ship, who in his own right is already risking billions of ISK!

PS: And by "risking billions", I mean the carrier should have the power to easily destroy billions of ISK of ships on its own before being taken down herself. That way, gate camping would not represent an easy carrier kill operation and carriers would be feared as they should be. Obviously the same arguments apply to all other capital ships, but since the rest do not have drones capable of dealing with subcaps, their ability to escape bubble camps is much more important.

"We cannot solve our problems with the same thinking we used when we created them." Albert Einstein 

Sgt Ocker
What Corp is it
#1294 - 2014-10-16 01:51:23 UTC  |  Edited by: Sgt Ocker
Quote:
=CCP Greyscale

The fatigue isn't because of traveling through the 'hole, rather it's caused by the mental effort of causing it to form at the correct co-ordinates. Natural wormholes, stargates etc don't have this problem, and the further the distance the hole needs to connect to, the harder it is to calculate.

(Jump bridges/portals merely act as a surrogate jump drive, each ship still creates its own wormhole.)

Interesting, I would have thought the cyno created the hole and the ships followed it. The same as using a jump bridge or wormhole or any other form of jump portal. The pilot can not form his own destination, he can ONLY jump to the coordinates at the end of the hole/portal. Which is created by a 3rd party, not the "mental effort" of the pilot.

If in fact a pilot is responsible for creating the hole by mental effort, does that not mean there is no need for cynos, jump beacons, jump bridges etc - The pilot would use "mental effort" to select the destination.

The HOLE logic behind and reason for cynosural fields, worm holes, jump bridges and even gates, just got changed.
You seem to have forgotten, a gate between systems is a hole created in space to allow travel between selected places (like a jump bridge), why would that not create fatigue?

Quote:
=CCP Greyscale
Part of the goal with logistics is to reduce the amount you need to live in null, which we think changes the playing field fairly substantially.

As to jumping through gates, yeah, thought about it, implementing a solution.


So the long term plan for nulsec is homogenization, so each region has access to everything they need to live in nulsec?
Yeah that's going to open up lots of reason for conflict.

Ahh good, at least we didn't forget anything - Capitals will now be allowed to use gates and cynos, beacons etc but to ensure they can't do both at the same time to minimize risk - A solution is being implemented - Glad I didn't miss that bit. Well done.

I am all for change - As long as the proposed changes make sense - You explanation as to how fatigue works, does not make sense.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Celly S
Neutin Local LLC
#1295 - 2014-10-16 02:37:41 UTC
Sgt Soulless wrote:


Honestly, CCP should just remove jump drives and jump bridges entirely, and implement player built gates. Player gate networks would represent actual supply lines that could be disrupted.


it is my understanding that the purpose of the new player built gates was to travel to heretofore unexplored/unknown systems, and that once there, in order to get back, you would have to make a gate there and connect it to your gate here.

I "may" be wrong about that, but that is what "I" took away from the thing, not that they were limiting jumps so that players could build their own gates to use in an already "gate populated" universe or to localize anything since the advent of a gate going to where a player wanted it to go, rather than where they already go, would in fact negate the risks inherent to the already upcoming changes.

JMHO

o/
Celly Smunt


Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Celly S
Neutin Local LLC
#1296 - 2014-10-16 02:53:45 UTC  |  Edited by: Celly S
Sgt Ocker wrote:

If in fact a pilot is responsible for creating the hole by mental effort, does that not mean there is no need for cynos, jump beacons, jump bridges etc - The pilot would use "mental effort" to select the destination.

The HOLE logic behind and reason for cynosural fields, worm holes, jump bridges and even gates, just got changed.
You seem to have forgotten, a gate between systems is a hole created in space to allow travel between selected places (like a jump bridge), why would that not create fatigue?




on this, I have an idea...
because space is fluid, each point in space is continually in motion, the purpose of the cyno field is to give the pilot an all clear in the area of that field, so that the pilot can jump to those x, y, z coordinates; depending on the location, those same coordinates could be in the middle of a sun, or planet 20 minutes later, so, knowing a set of coordinates in and of itself doesn't mean that you can safely jump there, you need the eyes of the cyno pilot and the field they generate to ensure that the place you are going to is safe to land in.

Granted the planets in our systems now, moons and other things do not orbit, and part of that reason is because of the difficulty in making a station beacon update it's location every second or so, then multiply that by each station, moon, bookmark or other object in space... it would be impossible for CCP to do at this point.
now apply that same logic to the ability to jump to a point in space, and reduce the need to accurately keep "exact" position information to that of just the cyno and the purpose of the cyno field, in conjunction with the pilot's ability to focus on that known "safe" point in space, then the whole idea makes perfect sense.

just something to consider...

o/
Celly Smunt


E: I forgot to add the part about the gates continually talking to each other via the gate communication network.. I forget where I read that at, but it is plausible that since they only need to know where each other is, and of course TCU/Ihub, ect ect info, there's no need for extraneous communications

Don't mistake fact for arrogance, supposition for fact, or disagreement for dismissal. Perception is unique in that it can be shared or singular. Run with the pack if you wish, but think for yourself. A sandwich can be a great motivator.

Sgt Ocker
What Corp is it
#1297 - 2014-10-16 03:43:52 UTC
Celly S wrote:
Sgt Ocker wrote:

If in fact a pilot is responsible for creating the hole by mental effort, does that not mean there is no need for cynos, jump beacons, jump bridges etc - The pilot would use "mental effort" to select the destination.

The HOLE logic behind and reason for cynosural fields, worm holes, jump bridges and even gates, just got changed.
You seem to have forgotten, a gate between systems is a hole created in space to allow travel between selected places (like a jump bridge), why would that not create fatigue?




on this, I have an idea...
because space is fluid, each point in space is continually in motion, the purpose of the cyno field is to give the pilot an all clear in the area of that field, so that the pilot can jump to those x, y, z coordinates; depending on the location, those same coordinates could be in the middle of a sun, or planet 20 minutes later, so, knowing a set of coordinates in and of itself doesn't mean that you can safely jump there, you need the eyes of the cyno pilot and the field they generate to ensure that the place you are going to is safe to land in.

Granted the planets in our systems now, moons and other things do not orbit, and part of that reason is because of the difficulty in making a station beacon update it's location every second or so, then multiply that by each station, moon, bookmark or other object in space... it would be impossible for CCP to do at this point.
now apply that same logic to the ability to jump to a point in space, and reduce the need to accurately keep "exact" position information to that of just the cyno and the purpose of the cyno field, in conjunction with the pilot's ability to focus on that known "safe" point in space, then the whole idea makes perfect sense.

just something to consider...

o/
Celly Smunt


E: I forgot to add the part about the gates continually talking to each other via the gate communication network.. I forget where I read that at, but it is plausible that since they only need to know where each other is, and of course TCU/Ihub, ect ect info, there's no need for extraneous communications

So we are smart enough to build a jump drive, cynosural field, medical clones, covert cloaks and numerous other wonderful things BUT not smart enough to create the technology to safely jump from 1 place to another, without the pilot having to get out pen and paper to calculate it?

Of course - It now makes perfect sense.

A cyno is lit at zero on a structure, everything that jumps to it will bounce a day away (and the cyno pilot will have a never ending stream of obscenities directed at him).
But if the cyno pilot has his ship and therefore the cyno positioned correctly the jump is issue free.. What part of this does the pilot of the jumping ship have to calculate, the cyno pilot is the one doing all the calculating, the capital ship using it does all the work, the pilot of the capital ship does very little aside from click "jump to".

Jumping via gates is far more pilot intensive for subcaps than using cynos for capitals. The subcap pilot has to actually select destination and warp to it, the capital pilot just selects "jump to", not much brain power needed there.

- - - - - - - - - - - - - - - -
Jump related fatigue for capital ships belongs on capital ships - not pilots.
Put it on the capital ship, you remove it's ability to jump for X period but the pilot is able to use other ships while waiting for his carrier to "get fixed" after jumping around. Pilot fatigue removes the pilot but with alts the ship can still carry on regardless.

I do believe this makes pilot fatigue pretty useless and is nothing more than punishing pilots who don't have armies of alts.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Easthir Ravin
Easy Co.
#1298 - 2014-10-16 06:43:55 UTC  |  Edited by: Easthir Ravin
This is just Incarna all over again.....fix what needs fixing first. SOV needs fixing. Then rebalance ships to fit within the new SOV mechanic. Leave ranges alone. Fatigue is a crap idea, its a band aid at best and it only hurts small entities with fewer pilots. If a corp only has one JF pilot then you have basically limited them to only 10 Ly from a high sec entrance. WOW instead of expanding your universe you have shrunk it.

IN THE IMORTAL WORDS OF SOCRATES:  " I drank WHAT?!"

Lord TGR
Brutor Tribe
Minmatar Republic
#1299 - 2014-10-16 06:49:07 UTC
Sgt Soulless wrote:
Supply line disruption is the reason that conquering and holding large areas of land in reality is so difficult. It's the natural force that opposes military expansion. EVE doesn't have it. That's why you have a blue donut.

You've never participated in a nullsec war the past 4 years, have you?
Dwissi
Miners Delight Reborn
#1300 - 2014-10-16 06:52:00 UTC
Primary This Rifter wrote:
Dwissi wrote:
We - the players - twisted the original ideas of ships into some completely different roles and as a result we twisted the original ideas of many other things at the same time. Eve is intertwined and we created effects that where not appreciated by many. CCP gave us a lot of time and just watched - but they obviously where not blind.

You do realize that using ships and mechanics in ways that the developers don't envision is one of the things the developers intend for the game, right?



I do - and i also know that each twist has a limit of being useful and smart in a complex system. When you reach the point that those twists break more things than they improve its fair game to say: you twisted too much.

Proud designer of glasses for geeky dovakins

Before someone complains again: grr everyone

Greed is the death of loyalty