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Another thread about jump changes and idea to fix it

First post
Author
VaL Iscariot
Deep Core Mining Inc.
Caldari State
#1 - 2015-04-14 15:04:20 UTC
Let me start by saying that I L-O-V-E the jump changes. The issue I have is the range.

The flat 5ly is just silly considering cap ships have had a 10ly range since cap ships were cap ships. How can you write that into the lore of the game? You can't. So I propose a fix:

The good ol' tried and tested diminishing returns.
Lets say you work off the jump drive calibration skill. For every skill level you have invested in this skill you add a 1ly range to the carrier. this can be added to the traits of the ship so it won't effect jump freighters/black ops and the like. With level 5 skill in jump calibration you're back at the good ol' 10ly range of carriers.

Ah, but here's the trick: For every jump you take it reduces the capabilities of the ship. Lore wise it could be added the strain on the ship is so great that it reduces the capabilities of the ships jump drive. Now the base range you lose should be something like 3ly. This way small groups can conduct logistics easier and large groups are still weighed down from moving across eve when you consider the jump fatigue of jumping 10ly. (arm chair math shows something like an hour and a half jump fatigue timer and a 9 minuet reactivation timer)

Sounds legit? Sounds legit.
ISD Ezwal
ISD Community Communications Liaisons
ISD Alliance
#2 - 2015-04-14 15:12:14 UTC
Thread has been moved to Features & Ideas Discussion.

ISD Ezwal Community Communication Liaisons (CCLs)

Jenshae Chiroptera
#3 - 2015-04-14 15:12:33 UTC
Jump fatigue is fantastic.
Only way to improve it is to reduce the bonuses on industrials and covert ships.

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.

Dirk Magnum
Spearhead Endeavors
#4 - 2015-04-14 15:13:18 UTC
Caroline's Star did the jump changes. No retcon of lore required.

                      "LIVE FAST DIE." - traditional Minmatar ethos [citation needed]

VaL Iscariot
Deep Core Mining Inc.
Caldari State
#5 - 2015-04-14 15:18:08 UTC
Diminishing returns apply to everything in eve. why can't it apply to this as well? I'm just suggesting doing it to carriers. Dreads could be left as they are and something about their bulk could be used to keep their range at 5ly.
Anhenka
The New Federation
Sigma Grindset
#6 - 2015-04-14 15:41:00 UTC  |  Edited by: Anhenka
VaL Iscariot wrote:
Let me start by saying that I L-O-V-E the jump changes. The issue I have is the range.

The flat 5ly is just silly considering cap ships have had a 10ly range since cap ships were cap ships. How can you write that into the lore of the game? You can't. So I propose a fix:

The good ol' tried and tested diminishing returns.
Lets say you work off the jump drive calibration skill. For every skill level you have invested in this skill you add a 1ly range to the carrier. this can be added to the traits of the ship so it won't effect jump freighters/black ops and the like. With level 5 skill in jump calibration you're back at the good ol' 10ly range of carriers.

Ah, but here's the trick: For every jump you take it reduces the capabilities of the ship. Lore wise it could be added the strain on the ship is so great that it reduces the capabilities of the ships jump drive. Now the base range you lose should be something like 3ly. This way small groups can conduct logistics easier and large groups are still weighed down from moving across eve when you consider the jump fatigue of jumping 10ly. (arm chair math shows something like an hour and a half jump fatigue timer and a 9 minuet reactivation timer)

Sounds legit? Sounds legit.


Sounds legit-imately terrible.

Honestly, I need to start a notepad file labeled "Threads by people who start out their thread with "Now I love the jump changes" and then proceed to propose ideas to remove only the parts they don't like while leaving the rest."

If I had a dollar for each one just in the past week or two, I would have enough to go out and eat at a fairly nice restaurant, maybe go see a movie afterwords with the remaining amount. No joke.

The blopsers want it to be rolled back just for blops. The subcap only guys want it rolled back for using jump bridges but not capitals, the roadtrip deployment guys think they should be able to use carriers as a suitcase without dealing with fatigue or travel as long as they don't use it for combat. There was this guy yesterday who wanted once a month superjumps able to cross across the EVE universe. You think people should be able to jump 10 LY as long as you don't do it often.

And all of you say "The jump changes are great" and then tack on "Except for this bit that actually inconveniences me instead of others"

-1
Elenahina
Federal Navy Academy
Gallente Federation
#7 - 2015-04-14 15:47:48 UTC
VaL Iscariot wrote:

The flat 5ly is just silly considering cap ships have had a 10ly range since cap ships were cap ships. How can you write that into the lore of the game? You can't.


Game balance > game lore. If anything, I'm waiting for the JF's to finally get smacked by the range nerf because it will finally mean that CCP has nullsec industry in a place where it's not utter shite.

Eve is like an addiction; you can't quit it until it quits you. Also, iderno

Lan Wang
Federal Navy Academy
Gallente Federation
#8 - 2015-04-14 15:49:09 UTC
Jenshae Chiroptera wrote:
Jump fatigue is fantastic.
Only way to improve it is to reduce the bonuses on industrials and covert ships.


i disagree with this, logistics needs to be done and moving stuff from jita to null would just become too much of a task, freighters need that bonus imo to keep the economy in nullsec and far away space

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

VaL Iscariot
Deep Core Mining Inc.
Caldari State
#9 - 2015-04-14 15:50:20 UTC
Anhenka wrote:
VaL Iscariot wrote:
Let me start by saying that I L-O-V-E the jump changes. The issue I have is the range.

The flat 5ly is just silly considering cap ships have had a 10ly range since cap ships were cap ships. How can you write that into the lore of the game? You can't. So I propose a fix:

The good ol' tried and tested diminishing returns.
Lets say you work off the jump drive calibration skill. For every skill level you have invested in this skill you add a 1ly range to the carrier. this can be added to the traits of the ship so it won't effect jump freighters/black ops and the like. With level 5 skill in jump calibration you're back at the good ol' 10ly range of carriers.

Ah, but here's the trick: For every jump you take it reduces the capabilities of the ship. Lore wise it could be added the strain on the ship is so great that it reduces the capabilities of the ships jump drive. Now the base range you lose should be something like 3ly. This way small groups can conduct logistics easier and large groups are still weighed down from moving across eve when you consider the jump fatigue of jumping 10ly. (arm chair math shows something like an hour and a half jump fatigue timer and a 9 minuet reactivation timer)

Sounds legit? Sounds legit.


Sounds legit-imately terrible.

Honestly, I need to start a notepad file labeled "Threads by people who start out their thread with "Now I love the jump changes" and then proceed to propose ideas to remove only the parts they don't like while leaving the rest."

If I had a dollar for each one just in the past week or two, I would have enough to go out and eat at a fairly nice restaurant, maybe go see a movie afterwords with the remaining amount. No joke.

The blopsers want it to be rolled back just for blops. The subcap only guys want it rolled back for using jump bridges but not capitals, the roadtrip deployment guys think they should be able to use carriers as a suitcase without dealing with fatigue or travel as long as they don't use it for combat. There was this guy yesterday who wanted once a month superjumps able to cross across the EVE universe. You think people should be able to jump 10 LY as long as you don't do it often.

And all of you say "The jump changes are great" and then tack on "Except for this bit that actually inconveniences me instead of others"

-1


i take issue with it lore wise. What I'm suggesting is make the jump range apply like everything in eve in a realistic and cohesive manner instead of just up and changing something because the null bears were jumping on players across the map. If you're so bitter vet that you have to jump someone's ass for posting here next time don't say anything at all.

diminishing returns is a fix that can turn a bad mechanic into a good one. I like the jump fatiuge and timers. the 5ly range is just plain silly.
VaL Iscariot
Deep Core Mining Inc.
Caldari State
#10 - 2015-04-14 15:53:56 UTC
Elenahina wrote:
VaL Iscariot wrote:

The flat 5ly is just silly considering cap ships have had a 10ly range since cap ships were cap ships. How can you write that into the lore of the game? You can't.


Game balance > game lore. If anything, I'm waiting for the JF's to finally get smacked by the range nerf because it will finally mean that CCP has nullsec industry in a place where it's not utter shite.


then apply the concept to jump freighters as well and your wish is granted. It makes no sense that one ship can jump that far with less jump fatigue and another can't with more. Do jump freighters have couches on their bridges or placed in the capsule?

diminishing returns will force jump freighters to move slower around null. there's no reason that game mechanics and lore can't coincide. in fact, they should.
Anhenka
The New Federation
Sigma Grindset
#11 - 2015-04-14 16:05:27 UTC
VaL Iscariot wrote:
Elenahina wrote:
VaL Iscariot wrote:

The flat 5ly is just silly considering cap ships have had a 10ly range since cap ships were cap ships. How can you write that into the lore of the game? You can't.


Game balance > game lore. If anything, I'm waiting for the JF's to finally get smacked by the range nerf because it will finally mean that CCP has nullsec industry in a place where it's not utter shite.


then apply the concept to jump freighters as well and your wish is granted. It makes no sense that one ship can jump that far with less jump fatigue and another can't with more. Do jump freighters have couches on their bridges or placed in the capsule?

diminishing returns will force jump freighters to move slower around null. there's no reason that game mechanics and lore can't coincide. in fact, they should.


The sole reason that JF's till have the 10LY range is that without it, everywhere that's not within 10-15LY of lowsec would become barren in a hurry. You would not be able to export highends to highsec for sale. You would not be able to import lowends for production.

And most importantly, you could not take your local racial moongoo and export it to highsec for processing into ships, and then purchase t2 modules and ships to export back to nullsec.

Lore takes a far back seat the to gameplay fact that it is impossible to do wide spectrum localized t2 production in nullsec. You literally cannot take the available moon minerals in a region, and go from goo to assembled ships across multiple races.

CCP has plants to eventually replace the current moongoo model with another method of getting goo that is not region locked, in order to enable t2 production in nullsec without needing to export everything and import everything t2.

Until then, you just get to live with the fact the JF's have a longer jump range than the others. Rationalize it however you wish. You are a RP'er after all, I hear you are good at making things up.

CCP Greyscale wrote:
No part of EVE is sufficiently self-sufficient to justify nerfing JFs yet. That's a thing we'd have to change before any further JF adjustments.

FireFrenzy
Cynosural Samurai
#12 - 2015-04-14 16:09:11 UTC
Reported as redundant without even bothering to read it...

Gotta love descriptive titles;)
VaL Iscariot
Deep Core Mining Inc.
Caldari State
#13 - 2015-04-14 16:14:29 UTC
FireFrenzy wrote:
Reported as redundant without even bothering to read it...

Gotta love descriptive titles;)


i see the open discussion here in the features & ideas forum is vigorous and constructive
VaL Iscariot
Deep Core Mining Inc.
Caldari State
#14 - 2015-04-14 16:17:21 UTC
Anhenka wrote:
VaL Iscariot wrote:
Elenahina wrote:
VaL Iscariot wrote:

The flat 5ly is just silly considering cap ships have had a 10ly range since cap ships were cap ships. How can you write that into the lore of the game? You can't.


Game balance > game lore. If anything, I'm waiting for the JF's to finally get smacked by the range nerf because it will finally mean that CCP has nullsec industry in a place where it's not utter shite.


then apply the concept to jump freighters as well and your wish is granted. It makes no sense that one ship can jump that far with less jump fatigue and another can't with more. Do jump freighters have couches on their bridges or placed in the capsule?

diminishing returns will force jump freighters to move slower around null. there's no reason that game mechanics and lore can't coincide. in fact, they should.


The sole reason that JF's till have the 10LY range is that without it, everywhere that's not within 10-15LY of lowsec would become barren in a hurry. You would not be able to export highends to highsec for sale. You would not be able to import lowends for production.

And most importantly, you could not take your local racial moongoo and export it to highsec for processing into ships, and then purchase t2 modules and ships to export back to nullsec.

Lore takes a far back seat the to gameplay fact that it is impossible to do wide spectrum localized t2 production in nullsec. You literally cannot take the available moon minerals in a region, and go from goo to assembled ships across multiple races.

CCP has plants to eventually replace the current moongoo model with another method of getting goo that is not region locked, in order to enable t2 production in nullsec without needing to export everything and import everything t2.

Until then, you just get to live with the fact the JF's have a longer jump range than the others. Rationalize it however you wish. You are a RP'er after all, I hear you are good at making things up.

CCP Greyscale wrote:
No part of EVE is sufficiently self-sufficient to justify nerfing JFs yet. That's a thing we'd have to change before any further JF adjustments.



and that's why they only changed jump freighters after a threadnaught of folks whining about it? no, CCP has never bowed to pressure before
Frostys Virpio
State War Academy
Caldari State
#15 - 2015-04-14 16:25:44 UTC
VaL Iscariot wrote:


and that's why they only changed jump freighters after a threadnaught of folks whining about it? no, CCP has never bowed to pressure before


Yeah but your current pressure level is fuckall. You don't present any point that are actually broken and need to be changed as opposed to the JF change that was based on the effect it would of had if the rage was not different from other jump-capable ships.
Anhenka
The New Federation
Sigma Grindset
#16 - 2015-04-14 16:26:11 UTC
VaL Iscariot wrote:

and that's why they only changed jump freighters after a threadnaught of folks whining about it? no, CCP has never bowed to pressure before


Popular pressure is only a possibility if you can manage to convince people that it's a good idea.

When your support base for nerfing JF's does not include any JF pilots, alliance logistics members, people who understand just how much stuff gets moved around in them behinds the scenes, and anyone who walked past a guy who had an economics textbook in his backpack, your idea is basically dead in the water.

Samillian
Angry Mustellid
#17 - 2015-04-14 16:31:40 UTC  |  Edited by: Samillian
You don't need to fix what isn't broken.

NBSI shall be the whole of the Law

Gemini Tordanis
The Takmahl Protectorate
#18 - 2015-04-14 18:21:17 UTC
I think further tweaking capitals while they are discussing re-defining said capitals is counterproductive. 5ly is a little painful, but there are no hard issues discovered yet. The implementation is still young, and there's nothing that screams "This is broken" at this time.

Change promotes growth and inhibits stagnation. Even if it can be uncomfortable up front, people will get used to it.

For RP/Lore wise, you can write in that long-distance jumps on large mass, combat platforms are painfully degrading. JFs and industry are excluded, money always talks.
James Baboli
Warp to Pharmacy
#19 - 2015-04-14 20:08:08 UTC
Lan Wang wrote:
Jenshae Chiroptera wrote:
Jump fatigue is fantastic.
Only way to improve it is to reduce the bonuses on industrials and covert ships.


i disagree with this, logistics needs to be done and moving stuff from jita to null would just become too much of a task, freighters need that bonus imo to keep the economy in nullsec and far away space

Or nullblocks could actually do sufficient paroling of their space to make it viable to mine and rat in reasonable safety, with a standing Combat space patrol group 2 or 3 jumps out at worst, and strong nodal defensive forces and eyes on everything a couple jumps out, with good reasons to pay attention to the stellar geography and size of systems, so you can actually have a viable environment for industry which doesn't need to be babied along, and which contributes sufficient ships to replace most t1 hulls and t2 mods used for fleet fights, meaning null is self sufficient without all the massive buffs people keep handing to their industry.........

Talking more,

Flying crazier,

And drinking more

Making battleships worth the warp

Lugh Crow-Slave
#20 - 2015-04-14 20:16:35 UTC
Jenshae Chiroptera wrote:
Jump fatigue is fantastic.
Only way to improve it is to reduce the bonuses on industrials and covert ships.


industrials yes but i think they nailed the limit for cov ops

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