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Rig for Indys, Explains Fatigue Reduction

Author
STush T
House of Tuachair
#1 - 2015-04-03 17:14:29 UTC  |  Edited by: STush T
Why do industrial ships get this magical reduction to jump fatigue? What makes that type of ship so different that it has this gift that no other ship can have?
My point is it doesnt make sense in game, why this trait only exists for industrial ships.

Proposal,
A Rig that reduces jump fatigue by 90%
Calibration costs: 350 (the idea is only one rig can be fitted)
.........Drawbacks: Whatever you want for balance, possibly 90% reduction of shields
...................Cost: TBD, but a higher cost would reduce abuse to a certain extent. (Ex. Fit rig, take cyno, drop depot, exchange rigs)
The idea is that only indys would fit one of these because the drawbacks would cripple a combat ship. But if that ship had some traveling to do, outside of combat, then it could fit a rig (probably an expensive rig), do the travelling, then destroy and replace rigs, but only if it was worth the cost.

In theory, this would change almost nothing for indys players, (loss of rig options for the jump freighters), but would give more options to logistics outside of combat, and have the added bonus of explaining away the magic of a trait that is blessed upon only a certain type of ship, and no one can figure out how to put it on another ship. (this is a running irritation with role bonuses that are to far out there, recon ships, interceptors, BS that only have half the guns but still do full damage, etc.)
Rowells
Pator Tech School
Minmatar Republic
#2 - 2015-04-03 17:42:23 UTC  |  Edited by: Rowells
STush T wrote:
Why do industrial ships get this magical reduction to jump fatigue? What makes that type of ship so different that it has this gift that no other ship can have?
My point is it doesnt make sense in game, why this trait only exists for industrial ships.

It would if you read the devblog:
Quote:

- The ease of nullsec logistics permitted by jump freighters, and to a lesser extent jump bridge networks, is not aligned with where we would like nullsec industry to be.
- It is however, pretty well aligned with where nullsec industry is right now. As we improve the status quo for industry in nullsec, we will want to reevaluate this balance along with the impact potential changes would have on logistical work for other areas of the game.
STush T
House of Tuachair
#3 - 2015-04-03 17:53:51 UTC
Yes i understand a need for it, why its there, but from an in game perspective, its odd, but doesnt have to be. So as a game designer, it makes sense, as scifi, it doesnt. Its a small thing, but if there are better methods of achieving the same results, why not voice them?
Rowells
Pator Tech School
Minmatar Republic
#4 - 2015-04-03 18:18:03 UTC
I think the overall idea was to eventually move the logistics into a position to have the bonus removed entirely, not added to more ships.
FireFrenzy
Cynosural Samurai
#5 - 2015-04-03 18:19:10 UTC
Let me rephrase Opening post:

"Jump fatigue is working and i am butthurt"

This has been your daily Frenzy translation service... And before you ask Yes i own several and can fly capital ships on all my alts.
Ix Method
Doomheim
#6 - 2015-04-03 19:03:10 UTC
Acceptable drawback would be 50% of exploding during the jump. Will YOU risk it for a biscuit?

Travelling at the speed of love.

STush T
House of Tuachair
#7 - 2015-04-03 19:08:17 UTC
Jump fatigue is working, no issues that i know of (more on that later)

I guess im not being clear, the issue that im talking about, is taking a role that appears out of nowhere (dev magic) and turning it into something that has a reason.
For Example,
Jump fatigue happens to all ships. Its a result of some scientific physical law (we'll imagine) that states that all matter that exceeds the speed of light, or is compressed and shifted through the space, yada yada, something and jump gates prevent it. Whatever it is, it happens. Now, ccp sees that it hurts logistics, so they perform dev magic and give indys a role bonus. Fine, no worries, except that it doesnt make sense that those ships magically no longer apply to the natural law that states jump fatigue happens. This is a scifi game, so roles like this, and ones that i mentioned earlier, dont fit. I understand this is a game, but when there is an option to make it more scifi based, isnt that better than fantasy based?
A POSSIBLE solution to this particular issue (jump fatigue, and indys magical abilities to ignore it), would be a rig that, like a jump gate, helps to deal with the natural law of jump fatigue. Implementing such a rig, with appropriate checks and balances, would improve the scifi-ness of the game as well as open up future options in playing with jump fatigue.

i hope this is clear, Im not saying jump fatigue is bad, im trying to point out a scrfi solution to a non realistic dev made quirk.

I have zero experience with jump fatigue, but this idea is not about changing jump fatigue, just suggesting a possibly better way indy's get their 90% reduction of it.
STush T
House of Tuachair
#8 - 2015-04-03 19:09:29 UTC
Ix Method wrote:
Acceptable drawback would be 50% of exploding during the jump. Will YOU risk it for a biscuit?



I think that would effectively cripple jump freighters, lol. But thats not what were going for.
Iain Cariaba
#9 - 2015-04-03 19:12:37 UTC
STush T wrote:
Jump fatigue is working, no issues that i know of (more on that later)

I guess im not being clear, the issue that im talking about, is taking a role that appears out of nowhere (dev magic) and turning it into something that has a reason.
For Example,
Jump fatigue happens to all ships. Its a result of some scientific physical law (we'll imagine) that states that all matter that exceeds the speed of light, or is compressed and shifted through the space, yada yada, something and jump gates prevent it. Whatever it is, it happens. Now, ccp sees that it hurts logistics, so they perform dev magic and give indys a role bonus. Fine, no worries, except that it doesnt make sense that those ships magically no longer apply to the natural law that states jump fatigue happens. This is a scifi game, so roles like this, and ones that i mentioned earlier, dont fit. I understand this is a game, but when there is an option to make it more scifi based, isnt that better than fantasy based?
A POSSIBLE solution to this particular issue (jump fatigue, and indys magical abilities to ignore it), would be a rig that, like a jump gate, helps to deal with the natural law of jump fatigue. Implementing such a rig, with appropriate checks and balances, would improve the scifi-ness of the game as well as open up future options in playing with jump fatigue.

i hope this is clear, Im not saying jump fatigue is bad, im trying to point out a scrfi solution to a non realistic dev made quirk.

I have zero experience with jump fatigue, but this idea is not about changing jump fatigue, just suggesting a possibly better way indy's get their 90% reduction of it.

Try this: since industrial ships don't have to devote ship resources into supporting offensive systems, they can instead devote those resources into the systems needed to reduce jump fatigue.

Bottom line, stop trying to undo the force projection nerf.
Mario Putzo
#10 - 2015-04-03 19:17:54 UTC  |  Edited by: Mario Putzo
MMMHMMM Jump Fatigue is working as intended. Bravo CCP! (Granted moving my Carrier sucks ass...I should take a page from BL. I think)
STush T
House of Tuachair
#11 - 2015-04-03 19:38:30 UTC
Once again, no experience with jump fatigue, so have no idea if its bad or good. If that is understood, then perhaps you could think about my main point.

Allow me to state in another way. There is a ship class that gets an unexplained role bonus. This being a scifi game, if there is a scientific explanation to something, shouldnt that something utilize it, rather then just, ominous dominus, there it is children, dont ask questions.

Yes i understand this is a game, not real life and as such, things dont have to follow the basic natural laws. However, this is a science fiction game, hence why we have clones, and dont just mysteriously respawn at a shrine or whatever. Not all things can be explained, i understand, but what can be explained (sort of), shouldnt it? Something that reduces the ominous dominus and aids in improving the scifi aspect of eve is all that im suggesting, in this case, I thought a rig with the right balance would do just that for indy ships. On top of that, it possibly could open up new choices in eve.
STush T
House of Tuachair
#12 - 2015-04-03 19:41:55 UTC
Iain Cariaba wrote:
Try this: since industrial ships don't have to devote ship resources into supporting offensive systems, they can instead devote those resources into the systems needed to reduce jump fatigue.



Thats a weak explaination. indys can fit an offensive system, and even if they couldnt, that means that all ships that couldnt should get the same bonus, which, they dont.
Mario Putzo
#13 - 2015-04-03 19:49:53 UTC
STush T wrote:
Once again, no experience with jump fatigue, so have no idea if its bad or good. If that is understood, then perhaps you could think about my main point.

Allow me to state in another way. There is a ship class that gets an unexplained role bonus. This being a scifi game, if there is a scientific explanation to something, shouldnt that something utilize it, rather then just, ominous dominus, there it is children, dont ask questions.

Yes i understand this is a game, not real life and as such, things dont have to follow the basic natural laws. However, this is a science fiction game, hence why we have clones, and dont just mysteriously respawn at a shrine or whatever. Not all things can be explained, i understand, but what can be explained (sort of), shouldnt it? Something that reduces the ominous dominus and aids in improving the scifi aspect of eve is all that im suggesting, in this case, I thought a rig with the right balance would do just that for indy ships. On top of that, it possibly could open up new choices in eve.



The role bonus was explained. Nullsec does not currently have the logistical mechanics in place to lop it off entirely from highsec. It just is not feasible at this current point in time. The industry changes they made, and the announced changes to ore/mineral acquisition are meant to provide nullsec with the tools people need to actually be able to live and function there apart from relying on HS for the basic building blocks, and building capacity. The planned tweaks to sov mechanics and system upgrading are being done so to additionally remove dependency on HS.

Once these things are in place CCP has said they will revisit the Jump Fatigue bonus granted to certain ship types, and readjust them as required. While I don't imagine certain ships will ever have the role bonus entirely removed, I would waged that Jump Freighters will join the rest in being a pain in the ass to move around, making shorter routes more desirable and reinforcing the concept of living in your space, and using your space...which the future mechanics of Nullsec will be dependant on.

In regards to your proposal as is, while I don't see anything wrong with equipment being used to reduce Jump Fatigue at a future date (Folks living in NPC Null Sec for example)...with the game in its current state, halfway through a massive transition mechanically, it just isn't feasible...also the drawback idea you mentioned is laughable because the vast majority of Capitals in use are Armor based, making shields largely irrelevant and not much of a draw back at all.

Perhaps down the road when the major tweaks to Nullsec are implemented the idea could be revisited, until then the Jump Fatigue mechanic is working as intended despite the irritation it presents to a host of players across a wide array of content.
STush T
House of Tuachair
#14 - 2015-04-03 20:57:02 UTC
Balance the rig or whatever, however you want.

The Devs saw a problem, so they fixed it (please take your opinions of the fix elsewhere). However, if your living in the world of EVE, what you saw was, first the problem (logistics responding to jump fatigue), then without explanation, suddenly, through no effort of your own, you cargo ship is magically immune to the this natural law.

What I propose. . . is a rig (though it could be just about anything) that gives the person in eve a reason for why their cargo ship is immune.
I chose rig because it seemed like a logical choice. Easy to balance with calibration, drawbacks, and cost.


Another example (if you actually understood the first, then this is just a repeat)

Your living in eve, as a jump freighter hauler, you are well aware of the pains that jump fatigue causes. Jump fatigue is just another natural law, same as gravity and the constant of matter. One day, some scientist from who cares, finds a way to apply the jump fatigue defying attributes of a jump gate onto a ship through rigging it in such a way. The drawbacks are severe and most pilots scoff at it because it makes their ship useless for (insert profession here), but because your profession, being a hauler, doesnt need those things, the rig works for you, giving you jump fatigue resistance. Thus the explanation and possible implementation of why/how indy ships could fit and keep their role bonus.
ShahFluffers
Ice Fire Warriors
#15 - 2015-04-03 21:36:30 UTC  |  Edited by: ShahFluffers
TLDR: the OP has a SEVERE case of OCD and is asking the game mechanics be based on (or created for) lore rather the other way around.

OP: Ignore it. Industrials will eventually get the full Jump Fatigue penalty. What you see is merely a stopgap and makes about as much sense as...

- the insurance system (which is designed to facilitate more PvP, not prevent it like a real insurance system would)
- fluid motion mechanics (which are more intuitive for your average person and easier to use)
- CONCORD (real police can't show up mere seconds after a crime has been committed... especially with no cyno)
- no planetary movement (the calculations involved in this would be HUGE)
- flying with 100% offensive combat ability even with 10% structure left
Rowells
Pator Tech School
Minmatar Republic
#16 - 2015-04-03 22:25:24 UTC
ShahFluffers wrote:
TLDR: the OP has a SEVERE case of OCD and is asking the game mechanics be based on (or created for) lore rather the other way around.

OP: Ignore it. Industrials will eventually get the full Jump Fatigue penalty. What you see is merely a stopgap and makes about as much sense as...

- the insurance system (which is designed to facilitate more PvP, not prevent it like a real insurance system would)
- fluid motion mechanics (which are more intuitive for your average person and easier to use)
- CONCORD (real police can't show up mere seconds after a crime has been committed... especially with no cyno)
- no planetary movement (the calculations involved in this would be HUGE)
- flying with 100% offensive combat ability even with 10% structure left

Oh I see now.
Sorry, OP. For now we're going to have to stick with the space magic explanation for the sake of gameplay. I'm all for near backstory and logical progression. Hopefully it won't be too much longer until everything is in proper order.
Lugh Crow-Slave
#17 - 2015-04-03 23:04:18 UTC
STush T wrote:
Yes i understand a need for it, why its there, but from an in game perspective, its odd, but doesnt have to be. So as a game designer, it makes sense, as scifi, it doesnt.


good thing it's a game then and not a novel
Alavaria Fera
GoonWaffe
#18 - 2015-04-04 03:12:25 UTC
Apparently you just don't get tired.

I guess industrials are so much more relaxing to fly

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 ?

Zan Shiro
Doomheim
#19 - 2015-04-04 03:36:15 UTC
Lugh Crow-Slave wrote:
STush T wrote:
Yes i understand a need for it, why its there, but from an in game perspective, its odd, but doesnt have to be. So as a game designer, it makes sense, as scifi, it doesnt.


good thing it's a game then and not a novel



this basically.


OP....in sci fi lore is written for effect. Han Solo has to evade the evil empire....wouldn't have much star wars lore otherwise. It wouldn't be han and chewy talking Luke on his first space adventure...it could be Bill and his side kick Fluffy lol. Scotty and Jordy were going to find that solution....or thus ends the series with the -1 enterprise.


If you ask the haulers of the blobs....chances are pretty good some think they are like Han Solo. Even if we could argue their blob they were in was an "evil empire". Moral to this story....ccp shut down all with the Han Solo complex. Independents got the short end of the stick to prevent the blob from staging supply caches. Jf's drop the gear, blob jc ops it and/or rushes in with inties., then they zerg in the combat ships. Accept and move on.

Or if you want that kessel run in record time....scout wh routes. Knew many former wh types in 0.0 crews I was in. Not scared to hit wh's, well versed in their navigation methods....some had routes that shaved massive time over k-space routes. Was in on crew old boy found him a wh route that was 6 or 7 jumps total to jita. From the depths of delve. You aren't getting 6 jumps to jita from the nearest empire interface the traditional way even.
Tarsas Phage
Sniggerdly
#20 - 2015-04-04 03:49:23 UTC
Timers are timers and they're there for a reason. The Eve community clamored for a combat Capital ship power projection nerf, and they got exactly what they asked for.

This is a great example of being cautious about what one asks for.
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