These forums have been archived and are now read-only.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
Jean Luc Lemmont
Carebears on Fire
#1741 - 2014-10-22 20:15:22 UTC
SFM Hobb3s wrote:
Guess I was right about it being denial. Deciding to abandon three whole regions (and its not even Phoebe yet) is already a considerable bite out of the donut.

Damn these are gonna be two long weeks....go by already!!!! LOL.


Who's abandoning what? I know PL sold Drone Lands. Did something else happen?

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Lord TGR
Brutor Tribe
Minmatar Republic
#1742 - 2014-10-22 20:16:57 UTC
Dwissi wrote:
Lord TGR wrote:
Dwissi wrote:
Did those 'improvements' solve any of the problems they where introduced for?

Yes?


Sure?

For the most part, yes. Some changes have had to have further changes done to them to improve further, but yes.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1743 - 2014-10-22 20:23:54 UTC  |  Edited by: Andy Landen
Gaan Cathal wrote:
Andy Landen wrote:


Denying traffic to enemy ships in territory that you control makes about as much sense as anything can. Blocking friendly traffic in your own sov systems makes no sense whatsoever. There is no way that Russia would allow us to bring our B-52s and major armor right up to the front doors of Moscow, blow up anything that moved, and then allow us to withdraw everything without a strong fight during every minute of our movement both into and out of Russia's sov borders.



Um. I think you're arguing your opponent's point for them. Better than they are infact. The thing that stops you taking your B-25s and armour and whatnot up to Moscow is the Russian military, not a wibbly-wobbly-timey-wimey forcefield. If they want to stop your Capitalist Pig-Dog Aggression they need to move their Vast Conscript Horde (With Bears) to engage you. Likewise, the thing stopping someone parading around your Sov-Null is your armed forces. If they can't, that's your issue to fix, not CCPs'.

My point is that with the current jump system, those "B-52s", etc can move instantaneously through all of "Russia's" territory right up to "Moscow's" front doors without any "Horde" resistance or slow down on your forces AND after they complete their short bombing run mission, etc, they can jump out WITHOUT any resistance or slowdown. Any small fleet will be erased the instant it hits the grid and unable to hold the offensive cap fleet.

CCP wants to merely add a 5 minute counter. If the opposition can muster a strong enough fleet to lock down the offense at the time and place of THEIR choosing WITHIN 5 minutes and maintain the lockdown, then they must have been already prepared for the exact size, location and time of the offensive. While that kind of intel does exist, it is foolishness to REQUIRE FOR SUCCESS that the defenders to possess such intel and ready numbers at that time to act effectively on that intelligence without revealing that they possess such knowledge in advance.

My idea is that a cap fleet can be slowed with dictor bubbles, sub-cap harassment, capital gatecamps, etc. as it jumps through the stargates to its target.

The only other option should be that jumping should require time spent in travel to and from its target while jumping. The temporal counter needs to be on the travel, NOT on the time between travel!!! I enjoy the warp effect, but for those who don't, the screen does have a power button. Also, the jump effect could be a toned down version of the warp effect.

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

SFM Hobb3s
Perkone
Caldari State
#1744 - 2014-10-22 20:30:00 UTC
Jean Luc Lemmont wrote:
SFM Hobb3s wrote:
Guess I was right about it being denial. Deciding to abandon three whole regions (and its not even Phoebe yet) is already a considerable bite out of the donut.

Damn these are gonna be two long weeks....go by already!!!! LOL.


Who's abandoning what? I know PL sold Drone Lands. Did something else happen?



Goons Abandoning three regions South of Fountain
Lord TGR
Brutor Tribe
Minmatar Republic
#1745 - 2014-10-22 20:34:07 UTC
Andy Landen wrote:
My point is that with the current jump system, those "B-52s", etc can move instantaneously through all of "Russia's" territory right up to "Moscow's" front doors without any "Horde" resistance or slow down on your forces

Not if they have a radical invention called ... wait for it ... cynojammers.

Andy Landen wrote:
AND after they complete their short bombing run mission, etc, they can jump out WITHOUT any resistance or slowdown. Any small fleet will be erased the instant it hits the grid and unable to hold the offensive cap fleet.

So, uh, how the **** do we hold down caps now? By magic? Cheating?

Andy Landen wrote:
CCP wants to merely add a 5 minute counter. If the opposition can muster a strong enough fleet to lock down the offense at the time and place of THEIR choosing WITHIN 5 minutes and maintain the lockdown, then they must have been already prepared for the exact size, location and time of the offensive. While that kind of intel does exist, it is foolishness to REQUIRE FOR SUCCESS that the defenders to possess such intel and ready numbers at that time to act effectively on that intelligence without revealing that they possess such knowledge in advance.

If you're in a war, you'd best be prepared to actually do these kinds of things (holding down a capfleet at a short moment's notice). If not, guess what? You've got too much space for you to defend, and you should shrink your borders. Or get more manpower, or prepare better.

Andy Landen wrote:
My idea is that a cap fleet can be slowed with dictor bubbles, sub-cap harassment, capital gatecamps, etc. as it jumps through the stargates to its target.

This is doable with CCP's solution.

Andy Landen wrote:
The only other option should be that jumping should require time spent in travel to and from its target while jumping. The temporal counter needs to be on the travel, NOT on the time between travel!!! I enjoy the warp effect, but for those who don't, the screen does have a power button. Also, the jump effect could be a toned down version of the warp effect.

You do realize that there's a HUGE difference between being able to hold down a capfleet (this doesn't take that many people in disposable ships), and knowing exactly where a hostile cap fleet is going to be an hour in advance, and at exactly which time, so you can do the gastroscopy tunnel thing for a full hour while you wait for your opponent (who certainly never has a spy or two in your capfleet to start with) to arrive just as you get there, right?

Your idea makes the use of jumpdrives in an offensive manner absolutely useless, and if you're going to go that far then you might as well just do the full monty and remove the jump capability in its entirety. In fact, that'd probably be even better than CCP's solution, if what we want is for caps to be much more of a strategic tool you take great care in where you position it.
Andy Landen
Deep Core Mining Inc.
Caldari State
#1746 - 2014-10-22 23:40:35 UTC  |  Edited by: Andy Landen
Lord TGR wrote:
Andy Landen wrote:
My point is that with the current jump system, those "B-52s", etc can move instantaneously through all of "Russia's" territory right up to "Moscow's" front doors without any "Horde" resistance or slow down on your forces

Not if they have a radical invention called ... wait for it ... cynojammers.

If you are suggesting that cynojammers be installed in every system within an alliance's borders then that alliance is going to have major issues with their own capital movement and monthly costs. If cynojammers are the "AA" then they are currently configured to also shoot down friendlies. Bad mechanics. If they could be configured to only affect the enemy, then we still have the issue of the immense cost of running these things every month. They should be a default, no cost benefit of having sov.

... (you should have read on before your second comment. It won't do much good to hold down a powerful enemy cap fleet for a couple more minutes as the suicide dictors, etc try to delay the fleet but instead get insta-owned. Forcing cap offensives through gate after gate is an entirely different story and most ops would not extend past the first couple of gates as territory is claimed from the borders) ...

Lord TGR wrote:

If you're in a war, you'd best be prepared to actually do these kinds of things (holding down a capfleet at a short moment's notice). If not, guess what? You've got too much space for you to defend, and you should shrink your borders. Or get more manpower, or prepare better.

Forming, deploying, and engaging a fleet large enough to deal with a large capital enemy fleet takes much longer than 5 minutes! It is not reasonable to expect any alliance to maintain that high state of readiness 24/7 indefinitely. When a powerful capital fleet takes 30 minutes to travel each direction within an alliance's borders, then there is a reasonable chance that they can react to such a powerful fleet; esp. when dictors can delay their progress.

Lord TGR wrote:
This is doable with CCP's solution.

With CCP's solution, they can still jump in and out in 5-10 minutes; no reaction time at all against a powerful capital fleet.

Lord TGR wrote:
You do realize that there's a HUGE difference between being able to hold down a capfleet (this doesn't take that many people in disposable ships), and knowing exactly where a hostile cap fleet is going to be an hour in advance, and at exactly which time, so you can do the gastroscopy tunnel thing for a full hour while you wait for your opponent (who certainly never has a spy or two in your capfleet to start with) to arrive just as you get there, right?
Your idea makes the use of jumpdrives in an offensive manner absolutely useless, and if you're going to go that far then you might as well just do the full monty and remove the jump capability in its entirety. In fact, that'd probably be even better than CCP's solution, if what we want is for caps to be much more of a strategic tool you take great care in where you position it.

My solution was to allow the ships to be able to drop out of jump at any point and re-enter jump with a different destination if they so desired.

If jump drives were removed, then capital ships would have to be compensated with other travel capabilities. Since jump drives are taking a very big hit, capital ship travel capabilities need buffs in other areas to offset the nerf and to maintain the balance. Since the JDC and other travel skills are being nerfed, we need them to affect other travel capabilities in order to maintain the balance and the justification for the ultra-long train times that we invested into them.

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

Celly S
Neutin Local LLC
#1747 - 2014-10-23 01:49:27 UTC
Serendipity Lost wrote:
I hear what you are saying, but to be fair - I don't think there are a lot of folks doing what you describe. Looking at the big picture (sorry for this) but I would be for ruining your way of mining to safeguard the intent of the long distance travel objectives. Needs of the many outweigh the needs of the few sort of thing.

There are A LOT of folks pushing for 10LY and there are NOT a lot of folks jumping 9LY from HS to ninja fleet mine in null. I sense other motives. I think it's fair for me to point that mining doesn't magically 'get better' beyond the 5LY barrier.


I can't speak for everyone, but i have mining areas a little over 9LY apart, there's also one place about 7LY away, and one that's a little over 3LY away..
This is why I told Greyscale that the ability to jump is more important to me than a little bit of extra drone bonuses are.

A very good point was also made about the belts that we used to use the rorqual in being hidden and therefore using them "in space" there required some defense from at least the rats, but now that those anoms are no longer hidden, it is suicide to use them out there like we used to and because of that the drone bonuses are no longer needed.

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.

Soldari Orion
Imperial Shipment
Amarr Empire
#1748 - 2014-10-23 03:37:19 UTC
BLOPs range is being kept at 8 LY, while all other combat roles with jump drives are being cut to 5 LY. It's been stated that CCP is comfortable with BLOPs in their current position. Doesn't giving them an outsized range make them relatively better, thereby placing them into a more advantageous position?

Why has particular preference been given to bombers (who can bridge 8 LY) which have already been identified as a problem?
Alavaria Fera
GoonWaffe
#1749 - 2014-10-23 04:12:10 UTC
Andy Landen wrote:
If jump drives were removed, then capital ships would have to be compensated with other travel capabilities. Since jump drives are taking a very big hit, capital ship travel capabilities need buffs in other areas to offset the nerf and to maintain the balance. Since the JDC and other travel skills are being nerfed, we need them to affect other travel capabilities in order to maintain the balance and the justification for the ultra-long train times that we invested into them.

No not really.

Well maybe after they nerfed the titan tracking, and then nerfed the titan-guns-on-small-targets damage they secretly gave them something cool... but I don't recall, because titans were so rare

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 ?

Arronicus
State War Academy
Caldari State
#1750 - 2014-10-23 04:24:32 UTC  |  Edited by: Arronicus
CCP Greyscale wrote:
Arronicus wrote:
Serendipity Lost wrote:
Skia Aumer wrote:
CCP Greyscale wrote:
It definitely needs a full overhaul at some point, that's on our to-do list. If you're happy to keep the drones for now, that's a useful data point.

He said he wants drones IF you get Rorqual viable in the belt.
Not something I can imagine.


What would you imagine would make it viable? Near invincibility is where I think this is going. Other than invincible what would get you to put one in a belt?


With the current state of rorquals, I would put one in the belt, IN SIEGE,
IF

a) Industrial siege cycle timer is dropped from 5 minutes to 1 minute or less with good skills (industrial reconfig to 5 reducing cycle time from 2 minutes base by 15 seconds per level, perhaps?)

b) Industrial siege cycle timer is dropped to 2 minutes AND grav belts are moved from anomalies back to signatures provided some degree of additional safety

With either of these two changes, I would do it, since that would take hauling out of the equation. Hulks sit around the rorqual, deposit ore into freight cans, rorq scoops all the ore every few minutes, compresses. Could sit without warping off for a few hours.

Things that would help, or be nice, but wouldn't make it safe (and thus worthwhile):

a) Capital tractor beam repurposed to allowing access to cans up to 150km away, without actually pulling them in.

b) Focused aggression module that forces ire of NPCs onto the rorqual by default

c) Allowing players to jump clone away from a rorqual, leaving the clones in a clone vat bay. This would be done by being in space next to the rorqual in a pod, perhaps within 2500m, and selecting to clone jump, assuming you had permission to use the clone vat bay. Unfitting the clone vat bay would require the rorqual to be docked up, and would spit out all jumpclones into that station. There are some obvious potential problems with this, like clone destruction from multiple in one station, or a tactic to slip spy clones into a station they cant normally dock at.

d) Somehow reducing the bonus of the Rorqual overall, so that it is above an orca, but below current at a pos, but higher than it is now while in the belt

e) Rorqual does not appear on d-scan while siege and/or rorqual recieves MASSIVE sensor strength boost making it very hard to probe out while in siege. Neither makes the rorqual uncatchable, just adds a little safety.


Things that have been suggested, that wouldn't actually make the rorqual any more worthwhile using in belts, and thus, at all really:

a) Giving the rorqual production facilities

b) Giving the rorqual an industrial jump bridge

c) Giving the rorqual a defensive bubble, protecting any mining ships within the bubble from gankers


As for the whole, caps entering cynojammed systems, CCP has already made it so that a focused interdictor point will prevent capitals/supers from jumping. Why not make cynojammers prevent INBOUND capital/supercapital gate travel? (With an exception for freighters and jump freighters to maintain the current system for them)


This is great info, thanks. Forwarded it on to some balance people :)


FML.

Wouldn't. Things that would NOT make the rorqual any more worthwhile using in belts.

Didn't notice that typo, now I see why people were calling the last ideas bad haha. I just hope falcon sees this again
Lord TGR
Brutor Tribe
Minmatar Republic
#1751 - 2014-10-23 05:05:33 UTC
Andy Landen wrote:
If you are suggesting that cynojammers be installed in every system within an alliance's borders then that alliance is going to have major issues with their own capital movement and monthly costs. If cynojammers are the "AA" then they are currently configured to also shoot down friendlies. Bad mechanics. If they could be configured to only affect the enemy, then we still have the issue of the immense cost of running these things every month. They should be a default, no cost benefit of having sov.

Except cynojammers can easily be switched off, and there's nothing stopping CCP from going back to the old style where being able to cynojam a system didn't cost anything except time. And it wouldn't go "hey you're in the wrong alliance, YOU SHALL NOT PASS. But that guy's in the right alliance, he can come." for no logical reason.

Andy Landen wrote:
... (you should have read on before your second comment. It won't do much good to hold down a powerful enemy cap fleet for a couple more minutes as the suicide dictors, etc try to delay the fleet but instead get insta-owned. Forcing cap offensives through gate after gate is an entirely different story and most ops would not extend past the first couple of gates as territory is claimed from the borders) ...

That's why you look at dictors as disposable. You get popped, you jump into a new one and hop straight back into it. You don't look at a dictor as something you undock with and actually manage to dock back up.

Andy Landen wrote:
Forming, deploying, and engaging a fleet large enough to deal with a large capital enemy fleet takes much longer than 5 minutes! It is not reasonable to expect any alliance to maintain that high state of readiness 24/7 indefinitely. When a powerful capital fleet takes 30 minutes to travel each direction within an alliance's borders, then there is a reasonable chance that they can react to such a powerful fleet; esp. when dictors can delay their progress.

If you're actually thinking that you'll have a bigger reaction time to deploy caps in return when the enemy deploys caps, then I've got a bridge to sell you.

Whether caps can jump instantly or not doesn't matter, you have essentially the same length of reaction time to respond, since your caps have the same travel time restriction, which means that you'll likely spend just as much time jumping, and if you're off by 1 servertick, you're still off by 1 servertick, and you've lost. Which means that the jump capability is absolute useless offensively.

If you want to remove the jumpdrive, then that's a different matter.

Andy Landen wrote:
With CCP's solution, they can still jump in and out in 5-10 minutes; no reaction time at all against a powerful capital fleet.

You have the same reaction time even if jumpdrives take 30 minutes, 60 minutes or 10 hours to actually get there.

Andy Landen wrote:
My solution was to allow the ships to be able to drop out of jump at any point and re-enter jump with a different destination if they so desired.

If jump drives were removed, then capital ships would have to be compensated with other travel capabilities.

Basically, what'll happen is that a cap fleet'll initiate jump to a system. You'll only realize which system they're heading to when they exit out of jump, at which point you can start to assemble your capfleet, or you can send your capfleet flying in the right direction. The problem is that you've then got to hold the caps down for an hour, or you have to hope they'll still be there when your fleet leaves jump, an hour later. Except they won't, because they got in, did one siege cycle, and left 55 minutes before your fleet got there (implying you had your fleet ready to go). And unless you've got spies in their fleet/comms, you've no idea where they're heading, which means you can't prepare for THAT destination either, and even if you could it'll probably be outside your reach anyways, since you'll be 10LY away from their next destination, while they'll be 5LY (and an hour's jumptime from you) away.

Compare this with CCP's idea, where the attacker arrives at a system, is tackled for 5-10 minutes, meanwhile your capfleet gets undocked, jumps to cyno and goes to town, and may or may not be counterdropped by a bigger fleet you knew nothing about.

As for giving caps something to compensate for the missing jumpdrives: well, you'll be getting gate travel, and you have really big guns/drones. vOv
Anthar Thebess
#1752 - 2014-10-23 07:23:37 UTC
There was good suggestion at some topic , that CJ should also lock gates for capital travel.
This way their function could be keept intact , and CJ certain systems could provide interesting options.
Dwissi
Miners Delight Reborn
#1753 - 2014-10-23 08:45:47 UTC
Right. Another multi-purpose-i-can-do-everything module because players want it. Goodness - its a CYNO Jammer - not a gate locker. It jams cyno fields - thats it.

Proud designer of glasses for geeky dovakins

Before someone complains again: grr everyone

Greed is the death of loyalty

Sweet Times
Riptide Riot
#1754 - 2014-10-23 08:49:12 UTC
i predict a 20% falloff in subs after pheobe . vetern players will leave in their droves, any bets

this patch is the start of the end of eve
Lord TGR
Brutor Tribe
Minmatar Republic
#1755 - 2014-10-23 09:07:24 UTC
Sweet Times wrote:
i predict a 20% falloff in subs after pheobe . vetern players will leave in their droves, any bets

this patch is the start of the end of eve

I predict someone eating crow.
Kagura Nikon
Native Freshfood
Minmatar Republic
#1756 - 2014-10-23 15:35:59 UTC
Sweet Times wrote:
i predict a 20% falloff in subs after pheobe . vetern players will leave in their droves, any bets

this patch is the start of the end of eve


I am 8 years in game. And I have never been so excited upon an "expansion".


Most of the REAL VETS are happy and several wil RETURN to the game.

Most of the whiners are vet wanna be (with a few exceptions)

"If brute force does not solve your problem....  then you are  surely not using enough!"

Jean Luc Lemmont
Carebears on Fire
#1757 - 2014-10-23 15:42:28 UTC
Sweet Times wrote:
i predict a 20% falloff in subs after pheobe . vetern players will leave in their droves, any bets

this patch is the start of the end of eve


Actually, speaking as a vet (yes yes, post with your main, blah blah) I think this patch is the start of the next great chapter in the history of Eve - IFF* CCP carries through and actually does what they say they're planning to do. If they don't, then your prediction will probably come true, though this still won't be the patch that killed Eve.




*IFF - in formal logic, if and only if

Will I get banned for boxing!?!?!

This thread has degenerated to the point it's become like two bald men fighting over a comb. -- Doc Fury

It's bonuses, not boni, you cretins.

Cordo Draken
ABOS Industrial Enterprises
#1758 - 2014-10-23 17:15:23 UTC
We're going to bump the max range of black ops ships up slightly to 8LY, and likewise give them a ~50% fatigue bonus.

When is this going to be Live on SiSi? Check a couple days ago and the Jump Range was Worse not better. Fatigue was very quickly accumilative... Not sure on that effect being accurate though.

Whomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my Autocannons 

Andy Landen
Deep Core Mining Inc.
Caldari State
#1759 - 2014-10-23 20:22:12 UTC
Lord TGR wrote:

Basically, what'll happen is that a cap fleet'll initiate jump to a system. You'll only realize which system they're heading to when they exit out of jump, at which point you can start to assemble your capfleet, or you can send your capfleet flying in the right direction. The problem is that you've then got to hold the caps down for an hour, or you have to hope they'll still be there when your fleet leaves jump, an hour later. Except they won't, because they got in, did one siege cycle, and left 55 minutes before your fleet got there (implying you had your fleet ready to go). And unless you've got spies in their fleet/comms, you've no idea where they're heading, which means you can't prepare for THAT destination either, and even if you could it'll probably be outside your reach anyways, since you'll be 10LY away from their next destination, while they'll be 5LY (and an hour's jumptime from you) away.

Compare this with CCP's idea, where the attacker arrives at a system, is tackled for 5-10 minutes, meanwhile your capfleet gets undocked, jumps to cyno and goes to town, and may or may not be counterdropped by a bigger fleet you knew nothing about.

As for giving caps something to compensate for the missing jumpdrives: well, you'll be getting gate travel, and you have really big guns/drones. vOv

There may not be scouts in the red alliance/comms/etc, but there may be scouts in system (cloaked) watching the fleet align and jump. Seeing the direction, they will be able to calculate the target system.

I also like the idea of regional probes that can locate ships traveling between systems. This would give people a good idea when enemy cap fleet was inbound via jump and how much time was left before touchdown.

PS: No major fleet is organized in 5 minutes. It takes that long to just create and configure the fleet for people to join and move to the right squads, etc.

Gate travel is not a bonus. It is a huge risk, for the most part. It is a present to interceptors. Good luck getting any dread to track and hit a well-flown interceptor! Good luck getting a cap to lock an interceptor in under 50s. Good luck getting a cap to align fast enough to warp or make any progress back toward a stargate without getting bumped!

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

Lord TGR
Brutor Tribe
Minmatar Republic
#1760 - 2014-10-23 20:59:27 UTC
Andy Landen wrote:
There may not be scouts in the red alliance/comms/etc, but there may be scouts in system (cloaked) watching the fleet align and jump. Seeing the direction, they will be able to calculate the target system.

Let's pretend this is possible. So your cloaked scouts have calculated a direction a capfleet is heading in. Not the distance, just the direction. So you now have 5 minutes to get your fleet up, setup and moving to reach the first system the hostile capfleet might be heading towards, since you're 5-15 minutes closer using your gastroscopy travel system. So both fleets wait for an hour, and your fleet pops out in system and ... nothing. Turned out they went to the next system over, or the system after that, or the system after that (so now they're looking at 2-3 hours total of gastroscopy wonderfulness before they get to shoot something for 5 minutes and travel the 2-3 hours back). Meanwhile your fleet has to wait until you're sure they're not landing in your system, so now you have to figure out where their alternative system might be, and initiate another 1 hour trip down gastroscopy ave, only to realize that no, they're not in this system either. By now your fleet's 30 minutes behind, so even if you do guess the right system eventually, they'll have sieged and shot the POS, exited siege and turned around and gone back again. So at best you'll land 25 minutes after they've left, they've got 2-3 hours of travel to get back to their home base, and so do you.

So that's a 6 hour fleet of dodgeball down gastroscopy avenue. Oodles of fun, I can tell you.

Andy Landen wrote:
I also like the idea of regional probes that can locate ships traveling between systems. This would give people a good idea when enemy cap fleet was inbound via jump and how much time was left before touchdown.

CCP hasn't even begun thinking about adding something like this yet, and I'm sure that all the whiners in the land'll line up and bemoan how much of a buff this is to the "filthy rich nullsec hegemony" etc.

Andy Landen wrote:
PS: No major fleet is organized in 5 minutes. It takes that long to just create and configure the fleet for people to join and move to the right squads, etc.

Maybe not, but if you're at war, you'll have small fleets out patrolling your space, with hics or dics aplenty, so they can hold down the fleet until you can amass your cap fleet and pounce on them. Or not, if they're not ******** and actually bring a subcap fleet, in which case you'd better have a subcap fleet which doesn't such AND a capfleet all ready to go in reserve the instant you pin them down.

Andy Landen wrote:
Gate travel is not a bonus. It is a huge risk, for the most part. It is a present to interceptors. Good luck getting any dread to track and hit a well-flown interceptor! Good luck getting a cap to lock an interceptor in under 50s. Good luck getting a cap to align fast enough to warp or make any progress back toward a stargate without getting bumped!

Bring a subcap support fleet, scrub.