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Fixing Jump Range

First post
Author
Sexy Cakes
Have A Seat
#21 - 2015-02-12 14:26:32 UTC
no capitals for you

Not today spaghetti.

Frostys Virpio
State War Academy
Caldari State
#22 - 2015-02-12 14:30:36 UTC
Hashini wrote:
Since the capital jump range decrease last October, the open market for capital ships has been in steady decline. For the last month, buy orders on carriers are so low that it is nearly worth self destructing hulls for insurance. I understand the desire to limit power projection, but a total nerf on jump range has made simple hull order delivery and other logistics very difficult.

To bring this back back into balance, I suggest adding a high slot module that takes away gun/missile slots and reduces drone bandwidth to 0 while increasing jump range. This will allow players to jump caps longer distances for logistics purposes but not be combat ready when they land. Making them 10k m3 in size will limit refitting outside of a POS or Station. You can leave jump fatigue the way it is and longer jumps will cause longer timers.



So make all the jump for an OP except the last 5 LY with range booster, make a small pause with fellow carriers to fit for combat and then make the final jump with a complete combat fit?
De ZuuuberrMan
Wasted and Still Mining
#23 - 2015-02-12 14:36:33 UTC
tidi though gates, not even close to being in jump/bridge range, everybody staging next to everybody, carrier ratting erryday.

im sure ccp could just get rid of jump drives/range all together. it would make alot more sense than the current meta
clearly there isnt a need for you to move anything with a jump drive far nor any real danger ****** proof or risk of using them in your local area....

working as intended mate
Anthar Thebess
#24 - 2015-02-12 14:39:07 UTC
Capital movement should be negated even more.
If you want to sell more capitals talk to some entity that needs them , and move your production there.
marVLs
#25 - 2015-02-12 19:53:40 UTC
"Fixing Jump Range"

Well they'r fixed now Cool
Altirius Saldiaro
Doomheim
#26 - 2015-02-12 19:56:40 UTC
Hashini wrote:
Since the capital jump range decrease last October, the open market for capital ships has been in steady decline. For the last month, buy orders on carriers are so low that it is nearly worth self destructing hulls for insurance. I understand the desire to limit power projection, but a total nerf on jump range has made simple hull order delivery and other logistics very difficult.

To bring this back back into balance, I suggest adding a high slot module that takes away gun/missile slots and reduces drone bandwidth to 0 while increasing jump range. This will allow players to jump caps longer distances for logistics purposes but not be combat ready when they land. Making them 10k m3 in size will limit refitting outside of a POS or Station. You can leave jump fatigue the way it is and longer jumps will cause longer timers.



They fixed the range. That was the whole point of Phoebe. Learn to adapt.
Eugene Kerner
TunDraGon
Goonswarm Federation
#27 - 2015-02-12 22:19:10 UTC
jump range decrease is absolutly brilliant...

TunDraGon is recruiting! "Also, your boobs [:o] "   CCP Eterne, 2012 "When in doubt...make a diȼk joke." Robin Williams - RIP

Leannor
State War Academy
Caldari State
#28 - 2015-02-13 13:16:42 UTC
Christopher AET wrote:
Well take 5 the recent super fight in null where nulli lost three supers and their enemies a load of dreads. Before phoebe that would have become a grinding 10 percent lag fest. Instead it became a multi region fight with feints, fleet interceptions and all with Manageable tidi. Working as intended



clearly your 'read the post before answering so as to be able to give a relevant commentary' is not working quite so well ... Roll

"Lykouleon wrote:

STOP TOUCHING ICONIC SHIP PARTS"

Jenn aSide
Worthless Carebears
The Initiative.
#29 - 2015-02-13 13:26:25 UTC
Allant Doran wrote:
Assuming they then can't also Cyno onto a mobile depot and immediately refit to be combat-ready then this isn't too bad an idea. Then again, I don't live in 0.0 or own a cap ship so *shrugs*


The fix for that is the "MJD timer". After you use an MJD, you can't take it off for a while no matter what you do, including docking in a station. I'm serious, you couldn't pry that sucker off with an electro-crowbar. It's kind of like how my ex-wife was with both my bank account and all of my male friends..


(February 13,2015 ex wife reference achieved, will now begin planning for Feb 14 reference).
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#30 - 2015-02-13 13:30:14 UTC
This thread has been moved to Features & Ideas Discussion.

ISD Ezwal Community Communication Liaisons (CCLs)

Samillian
Angry Mustellid
#31 - 2015-02-13 13:46:30 UTC
Jump changes seem to be working fine as far as I can see. Moving home takes more thought which is no bad thing and the novelty of being able to use caps without half of EvE dropping on you has yet to wear off.

NBSI shall be the whole of the Law

Lugh Crow-Slave
#32 - 2015-02-13 13:52:46 UTC
you still have the problem of projecting power this way just because its harder to hot drop instantly doesn't change that.


also the changes aren't just about power projection but also to try and localizes industry thats why JFs will also be nerffed back down once the rest of the changes are in place
Anhenka
The New Federation
Sigma Grindset
#33 - 2015-02-13 15:32:21 UTC
TigerXtrm wrote:
They're down in price because there's no reason to use them. Come the sov changes fighting will begin again and caps will sell once more. Patience, my friend.


They are coming down in price because a ton of production and purchasing has shifted to consumers locations instead of the standard "run over to Caldari lowsec and pick one up".

But all the producers who are used to having their customers come to them are still pumping out ships and scratching their heads as to why it's not selling. Then coming to the forums to whine about the effects of their poor business decisions.
Gully Alex Foyle
The Scope
Gallente Federation
#34 - 2015-02-13 15:34:26 UTC
Lugh Crow-Slave wrote:
you still have the problem of projecting power this way just because its harder to hot drop instantly doesn't change that.


also the changes aren't just about power projection but also to try and localizes industry thats why JFs will also be nerffed back down once the rest of the changes are in place
I hope not!

Local cap production sounds cool (though I know nothing about it), local everything production sounds mostly painful...

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

Alundil
Rolled Out
#35 - 2015-02-13 15:54:22 UTC
Rowells wrote:
Rain6637 wrote:
I am amused by cap prices.

just made me look them up, geuss whos getting a second niddy? :D

This (though not a niddy - eww :p)

I'm right behind you

Christopher AET
Federal Navy Academy
Gallente Federation
#36 - 2015-02-13 16:43:31 UTC
Leannor wrote:
Christopher AET wrote:
Well take 5 the recent super fight in null where nulli lost three supers and their enemies a load of dreads. Before phoebe that would have become a grinding 10 percent lag fest. Instead it became a multi region fight with feints, fleet interceptions and all with Manageable tidi. Working as intended



clearly your 'read the post before answering so as to be able to give a relevant commentary' is not working quite so well ... Roll


Please do not think in such linear terms. My point is that there are more important factors than keeping capital prices inflated. Thus I do not support the OP's idea for such a module.

I drain ducks of their moisture for sustenance.

Murkar Omaristos
The Alabaster Albatross
Unreasonable Bastards
#37 - 2015-02-13 19:22:29 UTC
I don't see an issue with jump range - it was intentionally reduced and working as intented.

However I see no reason why this fatigue should be applying to frigates and such using jump bridges >_>
Anhenka
The New Federation
Sigma Grindset
#38 - 2015-02-13 20:26:18 UTC
Murkar Omaristos wrote:
I don't see an issue with jump range - it was intentionally reduced and working as intented.

However I see no reason why this fatigue should be applying to frigates and such using jump bridges >_>


Because there's totally no such things as JB chains that could take you most of the way across the map rapidly.

Goons totally never had JB networks that could take a person from Deklein to Delve in 20 minutes.

And CCP just loved the part where JB networks allowed an FC to travel his entire fleet two regions away to stomp on some 5 man gang within 10 minutes.

~sarcasm~
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