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Idea: variable warp speed.

Author
Celthric Kanerian
Viziam
Amarr Empire
#21 - 2015-03-01 20:34:41 UTC
No.
Nariya Kentaya
Ministry of War
Amarr Empire
#22 - 2015-03-01 22:01:04 UTC
Thoirdhealbhach wrote:
ShahFluffers wrote:

They wanted to prevent the rapid deployment of forces across the map in general.


Sure, I agree, that steamrolling people with superior firepower is just bad... Just how much faster than the current status quo would be qualify as "rapid deployment" in your opinion?

My question is, if everyone has the opportunity to move a little faster and the cost for doing so is well correlated with the size and the cost of the ship in question, where is the advantage for capitals? If everyone can switch on his warp-turbo to make the same 10 Jumps say 20% faster, what's the big deal? It would be still nowhere near as fast as a jump bridge wouldn't it? Plus, what fraction of the travel time for caps is aligning and how much is due to actual warp travel?

"rapid deployment" is anything that goes faster than now, right now, we STILL have power projection issues with how certain people are able to organize and still move long distances with little drawbacks in a short amount of time. adding in another mechanic only benefits them more.

so this idea is getting a big negative, sorry.

(also, why even both arguing for it? Fluffers already broke it down, and hes as bad as Tippia stopping by to drop the Nope-hammer)
ShahFluffers
Ice Fire Warriors
#23 - 2015-03-01 22:28:11 UTC
Nariya Kentaya wrote:
(also, why even both arguing for it? Fluffers already broke it down, and hes as bad as Tippia stopping by to drop the Nope-hammer)

No... arguing is good.
Though, it really helps when the side proposing an idea is versed in more than just one activity (so they can see the wider effects of their idea) and knows/understands the general design principles that CCP tries to stick to (or have implemented).


Also... I don't think I could ever match Tippa. His logic-fu is strong. And he has patience. I'm just bitter and seen/know too much.
Thoirdhealbhach
Liga der hessischen Gentlemen
#24 - 2015-03-01 23:21:01 UTC
Just to repeat a point I made, that nobody has replied to:

Would it hurt power projection any more, if fast warp travel was tied to frequent refuelling? I mean, if large fleets needed access to stations or dedicated fuel-tanker-ships every few jumps (larger ships more often, smaller ones less so), steamrolling people would not be possible anymore, or would it?

On the other hand in a high-sec/low-sec environment docking up for refuelling is just a matter of fuel availability at every station along the way. Therefore I would hope that people (with limited skill points and/or resources!!!), who just want to fleet up fast with their buddies, who happen to be 15 jumps away, could have a way to accomplish that, without unleashing the big bad blob aficionados.

I just thought the idea of ships using fuel and having a fuel logistic chain would give a certain simulation element to the game, making it feel more "real"...

Warp speed tweaks is just one possibility. I can think of other things working in similar directions:

  • Remove/reduce standing requirements for clone jumps.
  • Make autopilot slightly faster or on par with manual travel, but remove access to overview and D-scan while on autopilot, plus disabling the autopilot will only work after the next stargate jump.
  • Ship relocation service: Move (teleport) a docked ship to another station you could dock at (or to a corp office) with a cooldown period between 7 and 21 days dependent on ship size.
  • Public NPC jump portals?
  • ???
ShahFluffers
Ice Fire Warriors
#25 - 2015-03-02 00:16:41 UTC
Thoirdhealbhach wrote:
Just to repeat a point I made, that nobody has replied to:

Would it hurt power projection any more, if fast warp travel was tied to frequent refuelling? I mean, if large fleets needed access to stations or dedicated fuel-tanker-ships every few jumps (larger ships more often, smaller ones less so), steamrolling people would not be possible anymore, or would it?

On the other hand in a high-sec/low-sec environment docking up for refuelling is just a matter of fuel availability at every station along the way.

It would. Because that is basically what Titan Bridges and Jump Bridges use to be prior to Jump Fatigue.

And you obviously are not in charge of the "big picture" in your corp/alliance... are you?
What you describe (in terms of "refueling depots") is currently what a lot of PvP and POS-centric corp/alliances already do... just with ships/mods/ammo and Fuel Blocks.

Jump Freighters, Blockade Runners, POSs, and NPC stations are wonderful in this regard... as long as you can find and pay someone with the patience to supply them... which most major corps/alliances can.

Thoirdhealbhach wrote:
I just thought the idea of ships using fuel and having a fuel logistic chain would give a certain simulation element to the game, making it feel more "real"...

I remember those ideas. They were also pretty bad.
It would drastically increase tedium, SEVERELY nerf wormhole and nomadic life, and hurt smaller-poorer corps alliances more than it would bigger-richer corps/alliances.

Thoirdhealbhach wrote:


  • Remove/reduce standing requirements for clone jumps.
  • Make autopilot slightly faster or on par with manual travel, but remove access to overview and D-scan while on autopilot, plus disabling the autopilot will only work after the next stargate jump.
  • Ship relocation service: Move (teleport) a docked ship to another station you could dock at (or to a corp office) with a cooldown period between 7 and 21 days dependent on ship size.
  • Public NPC jump portals?
  • ???

- Apathetic... though I have heard that doing this would pretty much make the Rorqual more obsolete than it currently is.

- No... because it devalues the efforts of active pilots. If you want to be faster, be at the keyboard.

- Carrier, Supercarrier, Titan, and Jump Bridge. Oh... you mean in high-sec? Use the Bowhead. Oh... you want "teleporting" because you don't like the travel time? Suck it up or pay someone to move it for you. Travel being painful is the POINT.

- Early in EVE's life we used to have "Superhighways" that connected each of the central regions of Faction high-sec together. These were removed because CCP wanted more...
----- "regionalized markets"
----- people to commit to an area they live in rather than zip around on a whim
----- diversity in high-sec
----- less power "Power Projection"


You seem to be having a problem with that term... "Power Projection."
Moving/teleporting faster from point A to point B (regardless of the mechanics) is literally "Power Projection."

And again, history has shown that cost does not mitigate it. Only draconian penalties (in the form of "time sinks") do.
Thoirdhealbhach
Liga der hessischen Gentlemen
#26 - 2015-03-02 01:21:08 UTC  |  Edited by: Thoirdhealbhach
ShahFluffers wrote:

And you obviously are not in charge of the "big picture" in your corp/alliance... are you?
What you describe (in terms of "refueling depots") is currently what a lot of PvP and POS-centric corp/alliances already do... just with ships/mods/ammo and Fuel Blocks.


No I'm not in charge of the big picture, do I need to be a big boss, to make suggestions or take part in a discussion?
Seriously though, I think I'm getting your point at last, please correct me if I'm wrong: So your point about power projection is not about the time it takes to move an assembled fleet from A to B but the total time it takes for all participating players from their preferred Ratting/Ano/Whatever home system C via A to the final battle destination B. Correct?

ShahFluffers wrote:

Travel being painful is the POINT.

Yeah well, I have to both agree and disagree with you on this one.
Sure, in terms of power projection and market mechanics travel time solves a lot of problems, or even creates the stuff, that EVE is famous for.

But on the other hand EVE is still a social game and socializing is based on the ability to casually get together and DO STUFF. EVEs main target group is at an age, where leisure time esp. during weekdays is becoming an ever more sparse commodity. Therefore I think, that making people deliberately wait for the fun stuff is inherently and terribly bad game design. It might be realistic and it might enable a whole bunch of realistic patterns and causalities, but it is still bad in terms of fulfilling the primary role of a game, which is to provide a good time.

In fact all RL friends, that I introduced to EVE and that did not follow through (all people with serious MMO/gaming interests), mainly quit because it took them too long to get to the places where they could do stuff, or to the people with whom they wanted to do the fun stuff. In addition I have another considerable group of RL aquaintances, who play EVE as well, but are stretched out so far across new eden in different corps/alliances that it has deterred us ever since from spontaneously x'ing up and playing together for an evening. Especially the last part is just incredibly sad and a terrible waste of possible social interaction.

So the longer I think about it, the more I think the whole reason for this big clash of opinions is rooted in different goals: My goal is to come online and have some fun with friends as fast and easy as possible. The people who govern large alliances on the other hand, they mean serious space business. Fixed, immovable constraints are the only things keeping those guys from bringing down bigger, badder, faster Ooomph onto weaker opponents... So I think my proposal might just be too general to be able to satisfy all play styles.

Sadly this seems like a hard dilemma to me... On the one hand, no true EVE fan (me included) wants some instant action arena/battleground stuff in our game. On the other hand it seems very odd to design an online game, that imposes serious restrictions on the social interaction between players, when the whole upside of online games is supposed to be unfettered social interaction.
Jenshae Chiroptera
#27 - 2015-03-02 01:38:57 UTC
We have warp speed and delays for tactical and strategic reasons. If you are too impatient to warp, you are in the wrong game.

CCP - Building ant hills and magnifying glasses for fat kids

Not even once

EVE is becoming shallow and puerile; it will satisfy neither the veteran nor the "WoW" type crowd in the transition.

ShahFluffers
Ice Fire Warriors
#28 - 2015-03-02 02:08:59 UTC  |  Edited by: ShahFluffers
Quote:
So your point about power projection is not about the time it takes to move an assembled fleet from A to B but the total time it takes for all participating players from their preferred Ratting/Ano/Whatever home system C via A to the final battle destination B. Correct?

Mechanically speaking, there is no difference those two things. They are one and the same.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#29 - 2015-03-02 02:45:24 UTC
Have you tried not flying a freighter if the warping isn't fast enough for you?
In no game is their instant travel anywhere, most games have an instant travel to a specific town.
Fast traveling by bridges and capital ships is 1 reason we have a massive travel nerf.

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

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