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[Phoebe] Long Distance Travel Changes - updates!

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Author
Mr Omniblivion
Ministry of War
Amarr Empire
#2121 - 2014-11-17 22:14:41 UTC  |  Edited by: Mr Omniblivion
Rowells wrote:
You mean to say jump bridges arent used strategically?


Sorry I didn't specify that clearly enough for you- Casual jump bridge use.

Rowells wrote:
there is no way to differentiate between moving a ratting carrier and hotdropping an enemy force. They are both essentially the same exact action.


This is an extremely short sighted comment- akin to me saying "shooting rats is essentially the same exact action as shooting another player".

The difference between any "casual" use and any "combat" use is the distance from the point of origin of the ship. Namely, whether you are traversing your own sov or attacking a group outside of your sov. This is assuming your sov is not challenged by another force, in which case any movement would be combative. In addition, casual use, specifically with jump bridges, deals with individuals or very small groups traversing sov to go from their "home" system to the local market place, as an example. A large fleet using a jump bridge is a completely different animal than with casual use.

Here are some of my comments in another thread. Obviously these numbers need to be hashed out, I just used the below as a basis.

Mr Omniblivion wrote:
CCP Greyscale wrote:
Haulers all get a large fatigue reduction bonus, so logistics should not be impacted too strongly. What ship were you trying to haul stuff around in?


Perhaps jump bridges can get another look come rhea-

-Remove fatigue on jump bridges
-Change the Jump Formula for Jump Bridges
-prevent caps from using them (i don't think it would hold enough fuel for caps anyways).

The idea behind this being that one small logistics team couldn't keep an entire network fuelled for fleets to pass through. If a fleet wanted to move a large distance to defend territory, each member of the fleet would have to carry enough fuel to jump through multiple jump bridges, which would not be likely.

This would have the effect of allowing casual use to be easy and allow jump bridges to be a major benefit to holding sov space. This would also allow faster response from defenders in the immediate area of your space. This change would prevent large fleets from being able to freely bounce from Deklein to Delve via jump bridges because of the amount of logistics that would be required to keep the jump bridges fueled. This would also save ice from the inevitable crash that is coming.

Rather than just taking the axe to jump bridges, which is basically what is happening now, you are giving the player a choice- spend more isk on fuel and carry it around with them, or take gates and save a huge amount on fuel.

(Also, I'm available for hire if you want to bring on someone with more Good Ideas to CCP Cool)

Edit: after looking at the formula, making a change instead of just a flat 3/4x increase.

Instead of: (500 * Jump distance in LY) * (ship mass / 1,000,000,000))
Change to: (250 * Jump distance in LY) * (ship mass / 10,000,000)
Change: Liquid Ozone size from .4 m3 to .1 m3

This formula could use a little more work (the ship mass piece), but this is just my napkin math version. This increases the cost to jump by a significant amount- allows ships to carry enough fuel for a few simultaneous jumps, but would prohibit fleets or groups of ships from moving more than a few jumps without some serious logistics.

I used the Ishtar as an example. One max range jump currently costs 27.75 liquid ozone (about 7k isk). The new formula would cost 1387.5 liquid ozone (roughly 347k isk) and take up 138.8 m3. An Ishtar has 560m3, so if it carried only fuel, it would be able to make a max of 4 jumps at a cost of roughly 1.39 million isk before having to refuel at a station or otherwise have some logistical support.

I am even inclined to suggest a more harsh ship mass modifier, but that leads to the problem of requiring too much m3 of fuel to be able to jump for many ships.

Edit2: The ship mass would have to be better balanced for battleships, but you get the picture. Using a raven, it couldn't carry enough fuel itself for one 5ly jump. That would be a balance call on CCP's end.


Edit: obviously this is describing JBs only, but could also apply to caps and would run into the same restrictions.
Rowells
Blackwater USA Inc.
Pandemic Horde
#2122 - 2014-11-17 22:21:24 UTC  |  Edited by: Rowells
Mr Omniblivion wrote:
Rowells wrote:
You mean to say jump bridges arent used strategically?


Sorry I didn't specify that clearly enough for you- Casual jump bridge use.

Maybe I didn't say it clearly enough either, there is no Casual use of jump anything. A jump is a jump regardless of the destination or intention. The only exception to this use is with industrials. It was only allowed because nullsec is not in a position to handle its own production yet. Once that is solved it is likely to go away too.

E:
Mr Omniblivion wrote:
This is an extremely short sighted comment- akin to me saying "shooting rats is essentially the same exact action as shooting another player".
It doesn't matter what you intend to do at the other end. I could decide to refit my ratting carrier for combat after shooting a rat or two. How do you plan on differentiating the two? How do you plan to ensure a ship on the other side of a jump is not allowed to do combat? And it's not the jump itself that's the problem, it's the pilots movement. That's why phoebe came with death clone changes as well.
Mr Omniblivion
Ministry of War
Amarr Empire
#2123 - 2014-11-17 22:23:08 UTC
Rowells wrote:
Mr Omniblivion wrote:
Rowells wrote:
You mean to say jump bridges arent used strategically?


Sorry I didn't specify that clearly enough for you- Casual jump bridge use.

Maybe I didn't say it clearly enough either, there is no Casual use of jump anything. A jump is a jump regardless of the destination or intention. The only exception to this use is with industrials. It was only allowed because nullsec is not in a position to handle its own production yet. Once that is solved it is likely to go away too.


Ugh, why do I even bother.

You literally just said there is no casual use of anything.

And then you say "oh except there is casual industrial use"

Jesus Christ.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#2124 - 2014-11-17 22:26:33 UTC
Rowells wrote:
Mr Omniblivion wrote:
Rowells wrote:
You mean to say jump bridges arent used strategically?


Sorry I didn't specify that clearly enough for you- Casual jump bridge use.

Maybe I didn't say it clearly enough either, there is no Casual use of jump anything. A jump is a jump regardless of the destination or intention. The only exception to this use is with industrials. It was only allowed because nullsec is not in a position to handle its own production yet. Once that is solved it is likely to go away too.

When you are saying things that are about as correct as saying that fire is wet, the issue is very rarely that you didn't say it clearly enough.
Rowells
Blackwater USA Inc.
Pandemic Horde
#2125 - 2014-11-17 22:31:01 UTC
EvilweaselFinance wrote:
Rowells wrote:
Mr Omniblivion wrote:
Rowells wrote:
You mean to say jump bridges arent used strategically?


Sorry I didn't specify that clearly enough for you- Casual jump bridge use.

Maybe I didn't say it clearly enough either, there is no Casual use of jump anything. A jump is a jump regardless of the destination or intention. The only exception to this use is with industrials. It was only allowed because nullsec is not in a position to handle its own production yet. Once that is solved it is likely to go away too.

When you are saying things that are about as correct as saying that fire is wet, the issue is very rarely that you didn't say it clearly enough.

How does a pilots intentions change the effects of a jump? Is there a menu that asks whether you are here for business or pleasure? And now that the pilot has successfully convinced customs that he is here to enjoy the sites, what's to stop him from shooting anything he wants?

You may think it's a casual use, but there is no difference in what you can do. Unless you consider hot dropping regions away as casual use then I guess that's part of the issue.
Rowells
Blackwater USA Inc.
Pandemic Horde
#2126 - 2014-11-17 22:32:27 UTC
Mr Omniblivion wrote:
Rowells wrote:
Mr Omniblivion wrote:
Rowells wrote:
You mean to say jump bridges arent used strategically?


Sorry I didn't specify that clearly enough for you- Casual jump bridge use.

Maybe I didn't say it clearly enough either, there is no Casual use of jump anything. A jump is a jump regardless of the destination or intention. The only exception to this use is with industrials. It was only allowed because nullsec is not in a position to handle its own production yet. Once that is solved it is likely to go away too.


Ugh, why do I even bother.

You literally just said there is no casual use of anything.

And then you say "oh except there is casual industrial use"

Jesus Christ.

Did I say it was casual? Go ahead and find where I said casual and industrial in the same sentence. I said it was an exception to the changes for the reasons I stated.

Maybe if you bothered to begin with you might understand that.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#2127 - 2014-11-17 22:38:24 UTC
Rowells wrote:

How does a pilots intentions change the effects of a jump? Is there a menu that asks whether you are here for business or pleasure? And now that the pilot has successfully convinced customs that he is here to enjoy the sites, what's to stop him from shooting anything he wants?

You may think it's a casual use, but there is no difference in what you can do. Unless you consider hot dropping regions away as casual use then I guess that's part of the issue.

There are too many dumb questions in here to really give a coherent response while addressing all of them so I'll be brief.

How a pilots intentions change the effect of a jump is so obvious even a small child should be able to understand it: it changes what they will do after they complete the jump.

Now, it is so obvious that it is beyond all reasonable dispute that many jump bridge uses are for casual, not strategic, reasons. That's just an obvious fact that anyone who has been in nullsec and used jump bridges knows. Your (dumb) argument is that the jump bridge itself cannot know those intentions, and from there you leap to those intentions don't exist. That's dumb, and we will ignore those arguments going forward because your babbling does not grasp what the actual conversation is about.

What the casual jump bridge use argument says is that certain uses of jump bridges merely improve quality of life without conferring a strategic benefit. As those make the game better without causing balance issues, they should be preserved if possible. So what people propose are mechanics that permit casual use and penalize strategic use through in-game heuristics that are obviously effective. For example, casual use will have very small groups going through it at once, vs strategic will have a small gang at a minimum, so you can make mechanic changes that depend on people going through in a short time. Or, as has been done, you can look at the ship itself that's going through.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#2128 - 2014-11-17 22:45:15 UTC
Rowells wrote:
It doesn't matter what you intend to do at the other end. I could decide to refit my ratting carrier for combat after shooting a rat or two. How do you plan on differentiating the two? How do you plan to ensure a ship on the other side of a jump is not allowed to do combat? And it's not the jump itself that's the problem, it's the pilots movement. That's why phoebe came with death clone changes as well.

basically all of your arguments come down to that you don't understand that you can answer the above questions trivially, it's just a question of which mechanics are good ones

you're essentially arguing from your own ignorance, that you do not know how to do it ergo not only can it not be done but the concept of it being done cannot exist
Rowells
Blackwater USA Inc.
Pandemic Horde
#2129 - 2014-11-17 22:45:50 UTC
EvilweaselFinance wrote:
Rowells wrote:

How does a pilots intentions change the effects of a jump? Is there a menu that asks whether you are here for business or pleasure? And now that the pilot has successfully convinced customs that he is here to enjoy the sites, what's to stop him from shooting anything he wants?

You may think it's a casual use, but there is no difference in what you can do. Unless you consider hot dropping regions away as casual use then I guess that's part of the issue.

There are too many dumb questions in here to really give a coherent response while addressing all of them so I'll be brief.

How a pilots intentions change the effect of a jump is so obvious even a small child should be able to understand it: it changes what they will do after they complete the jump.

Now, it is so obvious that it is beyond all reasonable dispute that many jump bridge uses are for casual, not strategic, reasons. That's just an obvious fact that anyone who has been in nullsec and used jump bridges knows. Your (dumb) argument is that the jump bridge itself cannot know those intentions, and from there you leap to those intentions don't exist. That's dumb, and we will ignore those arguments going forward because your babbling does not grasp what the actual conversation is about.

What the casual jump bridge use argument says is that certain uses of jump bridges merely improve quality of life without conferring a strategic benefit. As those make the game better without causing balance issues, they should be preserved if possible. So what people propose are mechanics that permit casual use and penalize strategic use through in-game heuristics that are obviously effective. For example, casual use will have very small groups going through it at once, vs strategic will have a small gang at a minimum, so you can make mechanic changes that depend on people going through in a short time. Or, as has been done, you can look at the ship itself that's going through.

And I'm going to ask again, how do you plan to stop abuse of this? If you can shoot rats at your destination what's to stop from shooting players or structures?

I keep asking these questions because you won't answer them. Just snide remarks about "duh they're different. Everybody knows that". Yes jump bridges provide better QoL, but how do you plan to prevent that change from being abused for unintended purposes? Apparently it's so obvious that nobody brought it up in the last 400+ pages of discussion that preceded phoebe.

So please, educate my ignorant self.
Rowells
Blackwater USA Inc.
Pandemic Horde
#2130 - 2014-11-17 22:49:52 UTC
EvilweaselFinance wrote:
Rowells wrote:
It doesn't matter what you intend to do at the other end. I could decide to refit my ratting carrier for combat after shooting a rat or two. How do you plan on differentiating the two? How do you plan to ensure a ship on the other side of a jump is not allowed to do combat? And it's not the jump itself that's the problem, it's the pilots movement. That's why phoebe came with death clone changes as well.

basically all of your arguments come down to that you don't understand that you can answer the above questions trivially, it's just a question of which mechanics are good ones

you're essentially arguing from your own ignorance, that you do not know how to do it ergo not only can it not be done but the concept of it being done cannot exist

Apparently the solution is too obvious to explain to some simpleton on the forums. Give it a shot. You can't lose anything trying to explain it too me.

And don't try to roll that "they're just different" thing again.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#2131 - 2014-11-17 22:57:27 UTC
Rowells wrote:

And I'm going to ask again, how do you plan to stop abuse of this? If you can shoot rats at your destination what's to stop from shooting players or structures?

I keep asking these questions because you won't answer them. Just snide remarks about "duh they're different. Everybody knows that". Yes jump bridges provide better QoL, but how do you plan to prevent that change from being abused for unintended purposes? Apparently it's so obvious that nobody brought it up in the last 400+ pages of discussion that preceded phoebe.

So please, educate my ignorant self.

you appear to believe your ignorance islimited to that you do not know the proper mechanics proposals

it's not

what the best solutions are is a thing we (omni, other people, apparently not you) can discuss and weigh the pros and cons of various proposals

you, on the other hand, blank on a proposal and then use that to deny not only that such a proposal can exist, but also to deny even basic concepts any normal human can understand (such as intent) exist

that's just moronic and means there's not anything to be gained by discussing mechanics issues with you because you've defined away the whole problem to escape having to think
Mr Omniblivion
Ministry of War
Amarr Empire
#2132 - 2014-11-17 23:05:21 UTC  |  Edited by: Mr Omniblivion
Rowells wrote:
Apparently the solution is too obvious to explain to some simpleton on the forums.


If you only knew
Rowells
Blackwater USA Inc.
Pandemic Horde
#2133 - 2014-11-17 23:28:34 UTC  |  Edited by: Rowells
EvilweaselFinance wrote:
Rowells wrote:

And I'm going to ask again, how do you plan to stop abuse of this? If you can shoot rats at your destination what's to stop from shooting players or structures?

I keep asking these questions because you won't answer them. Just snide remarks about "duh they're different. Everybody knows that". Yes jump bridges provide better QoL, but how do you plan to prevent that change from being abused for unintended purposes? Apparently it's so obvious that nobody brought it up in the last 400+ pages of discussion that preceded phoebe.

So please, educate my ignorant self.

you appear to believe your ignorance islimited to that you do not know the proper mechanics proposals

it's not

what the best solutions are is a thing we (omni, other people, apparently not you) can discuss and weigh the pros and cons of various proposals

you, on the other hand, blank on a proposal and then use that to deny not only that such a proposal can exist, but also to deny even basic concepts any normal human can understand (such as intent) exist

that's just moronic and means there's not anything to be gained by discussing mechanics issues with you because you've defined away the whole problem to escape having to think

Thank you for outlining how discussion generally works. Was very helpful. Seriously. I'm honored.

It would be extremely helpful to yourself and Omni if you could take a moment and answer the question i had to start with. Thats where this all went downhill. I'll lay it out so its not so difficult to answer:

What is the difference in mechanics between when a jump drive is used for strategic purposes and when it is used for anythin non-combat? I don't care what actually happens after or before the jump, since that is completely up to the pilots ever changing objectives. How does the jump bridge/drive itself change its behavior between the two scenarios?
Rowells
Blackwater USA Inc.
Pandemic Horde
#2134 - 2014-11-17 23:30:08 UTC
Mr Omniblivion wrote:
Rowells wrote:
Apparently the solution is too obvious to explain to some simpleton on the forums.


If you only knew

It's just too obvious. There's no way i could know if i didn't know already. It's a shame really. Cursed by a cycle of perpetual ignorance.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#2135 - 2014-11-17 23:44:48 UTC
Rowells wrote:

What is the difference in mechanics between when a jump drive is used for strategic purposes and when it is used for anythin non-combat? I don't care what actually happens after or before the jump, since that is completely up to the pilots ever changing objectives. How does the jump bridge/drive itself change its behavior between the two scenarios?

Here's why we are disregarding you and determining that none of your input is useful: no answer to these questions (even the answer you think is true, that there are none) does not affect in any way that causal jump bridge use exists. It merely challenges the idea that it is possible to design mechanics that differentiate between the two.

That you have such difficulty comprehending the difference between reality as we percieve it, and our ability to program the game to recognize reality, suggests that a discussion with you will not be fruitful. That said, we have already answered your question: the number of people going through the jump bridge in a short amount of time is a very useful heuristic for determining if the purpose and effect is strategic or casual.

Now, I expect you're going to respond to this with something inane again but such is life.
Mr Omniblivion
Ministry of War
Amarr Empire
#2136 - 2014-11-17 23:55:19 UTC
Rowells wrote:
What is the difference in mechanics between when a jump drive is used for strategic purposes and when it is used for anythin non-combat? I don't care what actually happens after or before the jump, since that is completely up to the pilots ever changing objectives. How does the jump bridge/drive itself change its behavior between the two scenarios?


The mechanic doesn't change whether or not you're jumping into rats or an enemy.

Looking at the jump drive in this fashion is pointless, because you can look at any action in a small enough time frame to curtail it to your exact argument.

What you should be looking at is the aggregate cost of all jumps to get to what their objective is.

If an individual person is using three jump bridges to get from his home system to his local hub, then the aggregate cost is low because it is casual use.

If a fleet of 250 players is trying to use a jump bridge network to get from Deklein to Delve, that aggregate cost would be gigantic and prohibitive to any organization. Not only that, but the proposed changes would mean that a jump bridge could not hold enough fuel to facilitate 250 ships larger than frigs without being refueled. Logistically speaking, they'd have to refill each bridge every jump, and that would not be feasible. This is why it would have the same exact impact as the jump fatigue, except more beneficial in other areas of the game.

Thus, saying "but what are they doing on the other side of the jump" literally has no impact, because that argument could be extrapolated all the way to "but what are they doing when they log into eve, how should the login mechanic change if they're pvping or mining in high sec".

Rowells
Blackwater USA Inc.
Pandemic Horde
#2137 - 2014-11-18 00:57:14 UTC
EvilweaselFinance wrote:
Here's why we are disregarding you and determining that none of your input is useful: no answer to these questions (even the answer you think is true, that there are none) does not affect in any way that causal jump bridge use exists. It merely challenges the idea that it is possible to design mechanics that differentiate between the two.
I explained a few pages back that there is no difference between casual and any other descriptive use of a jump anything. Casually using something does not make it casual as you would like it to be defined. Before phoebe people were dropping carriers everywhere and jumping around all the time. Simply saying you are trying to protect casual use does not make it better in any way. Especially when there is a claim to keep it relatively possible compared someone using it explicitly for strategic purposes. Thats why I kept asking the difference.

EvilweaselFinance wrote:
That you have such difficulty comprehending the difference between reality as we percieve it, and our ability to program the game to recognize reality
Maybe this is why we are not understanding each other. Two different realities and apparently in one of them computers can recognize things that even people would have a hard time with. I'm geussing some kind of mind reading mechanism.

EvilweaselFinance wrote:
suggests that a discussion with you will not be fruitful. That said, we have already answered your question: the number of people going through the jump bridge in a short amount of time is a very useful heuristic for determining if the purpose and effect is strategic or casual.
So best I could find was this:
Mr Omniblivion wrote:
Fundamentally changing the isotope consumption formula to increase the costs by a significant percent (see: more than tenfold) would be a much better change overall for the game than jump fatigue. Increasing the cost of jumping means that each jump requires more isotopes, which can only be stored in a limited space on each given ship or Jump Bridge. Thus, at a certain point, it becomes basically impossible to facilitate large fleet movements over regions because of the amount of manpower or logistics to keep all the caps/bridges fueled in each direction.
While also saying two posts above:
Mr Omniblivion wrote:
address projection change, while not completely destroying casual usage.
So I can reasonably assume he sees a difference between the two. Unless he believes that a several thousand percent increase to fuel use would not harm 'casual' usage, then I have to assume he is contradicting himself. In which case I gave him the benefit of the doubt and asked him how he expected to understand the difference between the two. And mentioning moving a ratting carrier means that he is also talking about capital jump drives as well. This made it more central to the issue since it is also included in the problem.

the contradictions are the problem I'm trying to address here.
Rowells
Blackwater USA Inc.
Pandemic Horde
#2138 - 2014-11-18 01:15:25 UTC
Mr Omniblivion wrote:
The mechanic doesn't change whether or not you're jumping into rats or an enemy.

Looking at the jump drive in this fashion is pointless, because you can look at any action in a small enough time frame to curtail it to your exact argument.

What you should be looking at is the aggregate cost of all jumps to get to what their objective is.

If an individual person is using three jump bridges to get from his home system to his local hub, then the aggregate cost is low because it is casual use.
The idea of the pheobe changes wasnt to entirely remove the use of the jumpdrives and JBs, but to curtail them to a reasonable degree, with an equal impact on everyone and almost every ship.

Mr Omniblivion wrote:
This is why it would have the same exact impact as the jump fatigue, except more beneficial in other areas of the game.
Unlike pheobe the cost of use scales with the ship. leaving holes in the low-end and massively intruding on the high-end. You are trying to suggest a solution that will instead remove the ability to use them at any scale larger than 1-2 people a day unless your coffers are extremely deep and you can afford 10-20. The intention wasnt to nerf the drives and bridges into the ground and exclude small wallets and weaker logistics from being able to use it. It was mentioned in the dev blog, they want to make travel time a relevant factor. It's effectively a heavier nerf in some cases and a smaller in others.

Mr Omniblivion wrote:
Thus, saying "but what are they doing on the other side of the jump" literally has no impact, because that argument could be extrapolated all the way to "but what are they doing when they log into eve, how should the login mechanic change if they're pvping or mining in high sec".

Maybe you should explain that. Context helps a lot. Especially when the concern is specific as pilot movement.
EvilweaselFinance
GoonCorp
Goonswarm Federation
#2139 - 2014-11-18 03:49:42 UTC
Rowells wrote:
I explained a few pages back that there is no difference between casual and any other descriptive use of a jump anything. Casually using something does not make it casual as you would like it to be defined. Before phoebe people were dropping carriers everywhere and jumping around all the time. Simply saying you are trying to protect casual use does not make it better in any way. Especially when there is a claim to keep it relatively possible compared someone using it explicitly for strategic purposes. Thats why I kept asking the difference.

you did not "explain" this, you "foolishly said this incorrect thing and have been corrected on it"

you keep saying this stupid thing where you try to assert that your inability to think of mechanics that separate things means those things do not exist

let me be exceedingly clear on this: anytime you try to argue that "casual" something does not exist you are being paint-eatingly stupid. this is a meaningful distinction normals are able to understand. stop saying paint-eatingly stupid things like that and we can avoid teaching you what basic human language means, and instead get back to the useful discussion: the extent to which various mechanics would succeed or fail to succeed in restricting "strategic" use of jump bridges while not penalizing "casual" use of jump bridges, language that is clear and well-understood to everyone else here
Rowells
Blackwater USA Inc.
Pandemic Horde
#2140 - 2014-11-18 05:27:10 UTC
EvilweaselFinance wrote:
Rowells wrote:
I explained a few pages back that there is no difference between casual and any other descriptive use of a jump anything. Casually using something does not make it casual as you would like it to be defined. Before phoebe people were dropping carriers everywhere and jumping around all the time. Simply saying you are trying to protect casual use does not make it better in any way. Especially when there is a claim to keep it relatively possible compared someone using it explicitly for strategic purposes. Thats why I kept asking the difference.

you did not "explain" this, you "foolishly said this incorrect thing and have been corrected on it"

you keep saying this stupid thing where you try to assert that your inability to think of mechanics that separate things means those things do not exist

let me be exceedingly clear on this: anytime you try to argue that "casual" something does not exist you are being paint-eatingly stupid. this is a meaningful distinction normals are able to understand.
Is that so? So, all I gotta do is throw the adjective in front of it and it completely changes? For example it's not a 'hotdrop' its a casual jump. It's not a titan driveby, It's a casual doomsday. Its not a deployment, its a casual roam. Simply slapping a label on it leaves it open to abuse. Since we are discussing mechanics, it would be careless to just assume that mechanics wont be necessary to decide how it works. Talking about the hypothetical is ok sometimes, but relying on figuring out what a person is going to do.

See how your trying to make a distinction between something and itself? Your trying to relabel the exact same action as something else, only when you want it to be. I don't see how hard it is to see what is happening. I know you like to think the purpose of the jump makes it different somehow and that there should be special treatment for that special (exceedingly broad) circumstance of not intending to kill someone at the other end.
EvilweaselFinance wrote:
stop saying paint-eatingly stupid things like that and we can avoid teaching you what basic human language means, and instead get back to the useful discussion: the extent to which various mechanics would succeed or fail to succeed in restricting "strategic" use of jump bridges while not penalizing "casual" use of jump bridges, language that is clear and well-understood to everyone else here
Its like your asking me to ignore the fact that unicorns dont exist, but you want to discuss how we can protect them from their natural predators. Don't fool yourself into believing that you can protect your 'casual' use (thats the proper way to describe it btw) of jump bridges for your ratting ships needs to be protected. I'm not even sure how Omni planned on using this for regular capitals.