These forums have been archived and are now read-only.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

Jump Fatigue Reduction Implant

Author
Gordonzero
Center for Advanced Studies
Gallente Federation
#1 - 2014-11-13 18:03:06 UTC
would have 10% - 30% reduction to effective distance traveled for jump fatigue. also this could be a good opportunity to create another full implant set that could provide up to 50% reduction.

obviously CCP can balance these percentages if they want but that's my opinion.
ShahFluffers
Ice Fire Warriors
#2 - 2014-11-13 19:10:40 UTC
Why?

ps: suffer and LIKE it!
Vic Jefferson
Stimulus
Rote Kapelle
#3 - 2014-11-13 19:58:30 UTC  |  Edited by: Vic Jefferson
Why would they want to trivialize all the work they just put into fixing this?

I'm sure that we all have individual issues with particular numbers involving the new system (If I could just jump one more LY!), but it is imperative that we all play by the same rules if this re-balancing is to be meaningful.

Vote Vic Jefferson for CSM X.....XI.....XII?

Jur Tissant
Garoun Investment Bank
Gallente Federation
#4 - 2014-11-13 20:25:44 UTC
50% reduction just from an implant set?

Bear in mind that cost means nothing for the coalitions whose dominance CCP is trying to restrain. So what you're effectively proposing is that we cut the fatigue change in half for the people who it should be restricting, but keep it in full for the smaller corps who need to expand.

Jump fatigue is fine. It should feel like a throttling change, it was meant to radically change how capitals move around and are used.
Leonard Nimoy II
Doomheim
#5 - 2014-11-13 21:07:37 UTC
Vic Jefferson wrote:
....the work they just put into fixing this?


lol oh, is that what they did
Aqriue
Center for Advanced Studies
Gallente Federation
#6 - 2014-11-13 21:25:41 UTC
Troll post, OP is looking for attention or missed the part where industrial type from the industrial itself to deep space and freighters to what have you to keep logistics flowing aka ships have huge reduction timers already. Fleets of Battle Itties Roll and cyno hot drops, lulz to be had though it would fail miserably Lol

tl;dr - CCP turned the game from attrition of hours and cap drops to who ever can defeat the logistic trains (not the ships, the supply of ships), since you cannot bring infinite ships anymore. Think of the fatigue timer as a valve, defeat the enemy fast enough and suddenly they cannot flood the battle field anymore since the opening was plugged with an artificial timer (like a cork, only so many drops, than its all about how far in advance you had your supply depots set up).
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#7 - 2014-11-13 21:51:53 UTC
I don't think that this is an inherently bad idea given that there has been much talk about cap pilots using Ascendency sets to help ease the pain of gate-to-gate travel. However, the amount of the reduction would have to be considerably less than proposed in the OP.

I'm thinking, at most, as much reduction in Jump Fatigue from a full high-grade set as you get reduction to Signature Radius from a low-grade Halo set (which is ~9%). Mid-grade and/or low-grades would be one half and one quarter that (4.5% and 2.25%), respectively.

Yes, it's not much, but anything more would do too much to undo jump fatigue.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#8 - 2014-11-13 21:52:42 UTC
Aqriue wrote:
Troll post, OP is looking for attention or missed the part where industrial type from the industrial itself to deep space and freighters to what have you to keep logistics flowing aka ships have huge reduction timers already. Fleets of Battle Itties Roll and cyno hot drops, lulz to be had though it would fail miserably Lol

tl;dr - CCP turned the game from attrition of hours and cap drops to who ever can defeat the logistic trains (not the ships, the supply of ships), since you cannot bring infinite ships anymore. Think of the fatigue timer as a valve, defeat the enemy fast enough and suddenly they cannot flood the battle field anymore since the opening was plugged with an artificial timer (like a cork, only so many drops, than its all about how far in advance you had your supply depots set up).

Isn't the tl;dr portion of a post traditionally shorter than the rest of the post? Blink

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Frostys Virpio
State War Academy
Caldari State
#9 - 2014-11-13 23:40:03 UTC
Gordonzero wrote:
would have 10% - 30% reduction to effective distance traveled for jump fatigue. also this could be a good opportunity to create another full implant set that could provide up to 50% reduction.

obviously CCP can balance these percentages if they want but that's my opinion.


Balance it by having a drawback on it. Something along the line of 10-30% reduced jump range and about 50% reduction for a full set then it just might be balanced.
Vic Jefferson
Stimulus
Rote Kapelle
#10 - 2014-11-13 23:40:53 UTC
Bronson Hughes wrote:
I don't think that this is an inherently bad idea given that there has been much talk about cap pilots using Ascendency sets to help ease the pain of gate-to-gate travel. However, the amount of the reduction would have to be considerably less than proposed in the OP.

I'm thinking, at most, as much reduction in Jump Fatigue from a full high-grade set as you get reduction to Signature Radius from a low-grade Halo set (which is ~9%). Mid-grade and/or low-grades would be one half and one quarter that (4.5% and 2.25%), respectively.

Yes, it's not much, but anything more would do too much to undo jump fatigue.


Yes but using gates can actually create conflict and content especially around choke points, and lets people potentially mess with large scale movements. Speeding gate-to-gate up via warp speed is different than having some people able to teleport more often than others - no matter how fast you are warping and taking gates, you can be intercepted or stalled, as opposed to jump movements. Its not particularly fair to compare jump travel with gate travel.

Vote Vic Jefferson for CSM X.....XI.....XII?

Rowells
Pator Tech School
Minmatar Republic
#11 - 2014-11-14 01:13:59 UTC
Frostys Virpio wrote:
Gordonzero wrote:
would have 10% - 30% reduction to effective distance traveled for jump fatigue. also this could be a good opportunity to create another full implant set that could provide up to 50% reduction.

obviously CCP can balance these percentages if they want but that's my opinion.


Balance it by having a drawback on it. Something along the line of 10-30% reduced jump range and about 50% reduction for a full set then it just might be balanced.

That would be fine if they were limited to caps somehow. If it's an implant it also means you can use it in sub caps.
Lyra Gerie
Garoun Investment Bank
Gallente Federation
#12 - 2014-11-14 01:35:52 UTC
Only if it applies to Blops ships and only if it's like 10%, 15% max (likely high grade type implants for that value)

This would allow for some niche usage and hitting some players where/when they feel safe. Basically furthering what blops are capable of and living more to their name.
Antillie Sa'Kan
Imperial Shipment
Amarr Empire
#13 - 2014-11-14 01:52:02 UTC
No.

Gates, how do they work?