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Jump Fatigue Feedback

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Author
Mai Khumm
172.0.0.1
#181 - 2015-08-13 19:51:00 UTC

Quote:
If you have any Ideas or feedback, please add this to the forums here, as this input is a vital part of our ongoing development of EVE Online.


Capitals (Specifically Carriers, Not Supers/Dreads) in Highsec plz!

Limit the amount of drones that can be deployed and restrict Capital modules from being used in Highsec . (Like Bombs/Bubbles...etc)
Nasar Vyron
S0utherN Comfort
#182 - 2015-08-13 19:54:41 UTC  |  Edited by: Nasar Vyron
Lu Ziffer wrote:
Lets go a step back and inspect EVE a bit .
We have a reaction drive on grid (Reality),we have a warp drive which is bending space to move between grids (Star Trek) and we have jumpdrive which is basicly an artifcial wormhole between systems(Battlestar Galactica).
The missing fourth would be a a hyperdrive Star Wars style were the ship moves into a dimension which allows FTL travel due to changes in how physics behave but it is not instant just a lot faster like warp 9.9 Star Trek style.
Lets say we change the standard drive of a capitalship to such a hyperdrive and make the jumpdrive a backup entirely intended to be used in extraordinary circumstances.
Here we get to point my second quote. Lets say a ship traveled 5ly in 10minutes in hyperspace using fuel depleting its capacitor but it was able to update its position constantly so it gets no "jump fatigue" . Another ship did the same travel using its jumpdrive and reached its position instantly but the sensors have to reestabilish its position in the universe as such it gets "jump fatigue" which limits its sensors and makes it incapable to do another jump for some time also as it just ripped space time it takes a structure damage.

Basicly hyperdrive would be a option with one drawback, it takes time.
Jumpdrive would have a few drawbacks the structure hit and as the sensors are already used for establishing its position a drawbak in locktime, tracking and anything remotely in contact with the sensor.

This option gets rid of the jump fatigue problem as there is another option to travel between systems but it keeps the tactical option of instant travel if needed


That sounds fairly interesting, but you would need to only allow low/null->low/null travel via POS beacons. Reason I say that it insures the moving ship has some amount of control in destination system. IE- they are not transporting themselves and possibly several combat vessels directly into the heart of enemy territory unless a POS has already been onlined and beacon activated. Another reason relates to JFs making use of such a mechanic to transport themselves directly from HS to their staging system.

Another reason I find your idea interesting is that it steers the use of jump drives towards hot drops rather than daily travel.

EDIT- I also want to add that the feature should be disabled while a fatigue timer is active to prevent any cheese mechanics like jumping to an exit cyno then immediately activating your "hyper drive" to elude capture.
Zeus Maximo
Mentally Assured Destruction
#183 - 2015-08-13 19:58:02 UTC
CCP Larrikin wrote:

  • Balance of Jump projection v's Gate projection v's Wormhole projection


  • Please bring back Wormhole projection. Just because PL put hundreds of man hours into something to create content doesn't mean it should have been nerfed.

    "It is not possible either to trick or escape the mind of Zeus."

    U-MAD Membership Recruitment

    PoH Corporation Recruitment

    Lu Ziffer
    Balanced Unity
    Goonswarm Federation
    #184 - 2015-08-13 20:21:31 UTC
    Nasar Vyron wrote:

    That sounds fairly interesting, but you would need to only allow low/null->low/null travel via POS beacons. Reason I say that it insures the moving ship has some amount of control in destination system. IE- they are not transporting themselves and possibly several combat vessels directly into the heart of enemy territory unless a POS has already been onlined and beacon activated. Another reason relates to JFs making use of such a mechanic to transport themselves directly from HS to their staging system.

    Another reason I find your idea interesting is that it steers the use of jump drives towards hot drops rather than daily travel.

    EDIT- I also want to add that the feature should be disabled while a fatigue timer is active to prevent any cheese mechanics like jumping to an exit cyno then immediately activating your "hyper drive" to elude capture.

    Good point.
    So lets get some values in the use of the jumpdrive should disable any FTL for 10minutes any movement for 1minute and combat capability for 2-5minutes. This would ensure that it does not get abused but is still a option to hotdrop.

    Hyperdrivespeed should be around 05-1ly per minute and limited by fuel and capacitor consumption. The issue is to find a way to good way to choose the exit point because you would have to choose system and position in system without a cyno.

    All of this could be influenced by skils, shiptype, modules and structures.

    There was an idea of giving jumpdrives the capability to jump into a system without a cyno. This looks like a very powerfull feature but it could be compensated by giving it drawbacks like that the pilot can only choose the system but not the position in the system.


    Rheinkraft
    D-sync
    D-sync.
    #185 - 2015-08-13 20:23:21 UTC  |  Edited by: Rheinkraft
    I am approaching my 11th year in Eve so I have seen many changes and generally been quite happy with what CCP have done over the years. I also don't normally post as as I cant see it ever making a difference but I feel its time I did Pirate

    I will not comment on the sov changes as I generally steer clear of sov at all costs, but I do recognize that there are issues with the current system. Two ideas I heard in the past that I thought was great: NPC Stations in all 0.0 / Depleting moon minerals...

    I would however like to comment on the Phoebe jump changes and the affect that they have had on my personal play style. I was very 'pro' the changes put forward by Greyscale and understood fully that something had to be done to control force projection.

    What concerned me at the time was the seemingly rushed changes and the speed and severity in which it was implemented. Pre-Phoebe I had 6 account and moved around freely enjoying what eve had to offer, as a roaming PVP group we used to travel all over eve looking for pew and taking in the sights and living from region to region. I am a family man and work hard to support said family so my time has always been reasonably limited.

    Post-Phoebe I am down to 2 accounts and really struggling to keep up. Recently my corp moved to a new home, not a great distance but most certainly 2 days by traditional carrier jumps - gates are not an option due to the nature of the route. Now in all honesty this is not a major issue as my corp mates are epic and help to move my stuff and I am aware of 3rd parties I can pay to haul my personal stash, this did leave me behind for a few days and I missed an amazing battle because of it Sad I have always been self sufficient in eve but I am no longer able to be so.

    I also have a super, well now it is unsubbed because the thought of trying to move it makes me feel sick and quite frankly puts me off even considering it.

    I feel that everything has become more of a chore, tedious almost. I went on a black ops roam the other day and ended up stuck in a hostile system with a 40 min timer Lol I thought you know what, I cant be bothered / dont have the time for this and logged out.

    So yeah, difficult to explain and I'm sure i haven't explained it very well, but Phoebe has had a big affect on the way I play or struggle to play as the case is now What? old fart.
    Jenshae Chiroptera
    #186 - 2015-08-13 20:24:39 UTC
    I love jump fatigue.

    It adds more strategy and stops alliances jumping on every little gang.

    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.

    Captain StringfellowHawk
    Forsaken Reavers
    #187 - 2015-08-13 20:26:11 UTC

    Jump Ranges to me should be adjusted

    Carriers shifted to 5.5 au
    Super Capitals to 7 au
    Titans to 8 au
    Jump Freighters 10 au
    Rorqual 7 au
    Blops can remain how it is

    I fully Believe those Big Behemoth ships should be able to outshoot smaller jump drives. For the Expensive of players purchasing them, the time invested in building them. The cutting edge technology they envelope. It should be able to move further than its smaller siblings.

    If you want Nullsec to be these deepspace communities Logistics needs to be able to flow. The JF's need to be able to move and so do the Rorquals in your new Environment. The Rorqual alone is a Depressing investment these days and an entire conversation in its own. Nothing compared to how Titans and Super Capitals got its legs butchered out from under it. The Players got screwed big time over it. I never wanted to get into a coffin before.. I damn well don't want to now. Hell I didn't even bother training for a suitcase.
    --
    Jump Fatigue should remain tied to a character. But the Fatigue part should be gone. Players should not suffer because they followed training plans that you laid out. They jumped into the ships you heavily promoted in advertising and used them everywhere just to be punished later on by their favorite company. Those players who Flew those Bad boys made you headlines on every major media network with the big fights. Now.. EVEs heard of in the media about as much as I am.

    Get rid of the Term Fatigue.. keep it tied to the Character.. Make it a Flat hit 5 minutes or so. Have a countdown on the screen for "Drive recalibration" or something of the sorts. Every 5 minutes.. Players drives are re-attuned and able to reactivate the jump field. Call it what you want. Harmonizing. Field Calibrating. Set a Hard Cap X minutes before a player can Jump again with a Jump Drive. Players will NOT be able to scream across the universe to Dumpster into a fight as quickly still, But they also will not be punished for having to move from one area to another. If X player only has 4-5 hours to play the game a day due to family or work obligations.. it should not take a week for him to move from X to Y due to a mechanic. That or make Fatigue cooldown faster after the player is offline for X hours. Nerfing force projection is one thing. Nerfing an entire player base because of one group is another.
    -

    Jump Bridges via POS's and SOV holders. These are already costing large and small alliance alike money to run, fuel to use, Fees to have active and time before it can be installed. These Bridges should always be in attunement with each other since they are in constant communication with each other. They are not jumping to a randomly lit cyno in the middle of nowhere. Let players move around the SOV you wanted them to move into freely. Let them reach these trade hubs you want them forming. Let them be able to have strategic value to cut off an enemy moving. These Bridges are Not throwing a fleet from Outer Passage to Period Basis in a matter of minutes. Let entities move around the territory they protect quickly. It helps Industrialists, it helps PVE and PVP. Players get to use, protect, and deliver goods and courier around making use of the space they hold.

    -

    The Rorqual (speaking on an INDUSTRIAL USE only.. not the rare Battle Rorq)
    Burn the Clone vat Bay. In the current Meta of EVE you just made it even more useless. Anyone can now goto any station and make a jump clone, standings don't matter. Dock at NPC nullsec, pop a clone. Land in Lowsec... Pop a clone. Get rid of the Clone vat bay.

    Boost the Rorquals Effectiveness compared to the Orca. Currently its more effective and cheaper to hold a Orca on field vs a Rorqual. While Active the rorqual does beat the Orca.. but only as a booster. A pos Compresses (which the rorq sits in.. same as the orca...) Due to the current Meta of EVE.. the rorqual is POS eye Candy. A Expensive Eye Candy in relation to an Orca.

    Give it a Bonus to Warfare links undeployed of 5%. Keep the Deployed bonus at 10% or boost it to 15% deployed.

    -

    You guys want to see players moving around, ships being used. Less AFK and more activity. With the new mechanics youve dropped log in numbers and active numbers. Make us able to move around again. You want local content.. stop nerfing us moving around our Local areas.

    I don't care what you try to tell us.. The launcher shows differently. When I am used to logging in at any day to 35,000 characters in game... Vs now 17,000 at times touching 28,000. Its a difference to the Player bases eyes. We don't look at your statistical tools. We have also become very.. Very Untrusting of what you toss at us.. because you have caused this distrust in loyal players. You were on our pedestals.. statues to be built.. Now we just want to toss a rope around it and Tear them down. Until you rebuild that Trust.

    Circumstantial Evidence
    #188 - 2015-08-13 20:27:30 UTC
    Lu Ziffer wrote:
    Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue)

    This is something for the Observatory Array .
    CCP Larrikin #101 - 2015-08-13 12:43:59 wrote:
    Thats a cool idea. Some sort of 'Navigation Array' perhaps tied in with some of the other ideas in this thread and only deployable in your capital?
    From my earlier reply, I think any sov benefit should only affect the jump out: you should be subject to local conditions and bonuses (none outside your Sov) at the jump origin.


    Michael Pawlicki wrote:
    I very much like the idea of jump fatigue drugs. I would prefer to give them a slightly higher side effect chance, but that could be a very interesting industry, especially if the sites that have the materials for production are in 0.0 or 0.1 lowsec systems.
    CCP Larrikin #106 - 2015-08-13 12:58:02 wrote:
    One of the concerns with jump fatigue drugs is the fragmentation of fleets. Half the fleet is effected by serious side effects while the other half is fine.
    I think this is a problem for players to solve, or not solve, like any other drug. It could be useful for small groups. A 5-10% jump range drug might enable a Titan pilot to do a drive-by shooting that goes wrong, puts him out of easy rescue range from his support, and escalate into a massive conflagration.
    Invisusira
    Escalated.
    OnlyFleets.
    #189 - 2015-08-13 20:28:18 UTC
    CCP Mimic wrote:
    CCP was eager to hold this round table about Jump Fatigue, Capital Ships and the issues that this portion of players are currently facing.

    Unfortunately, most of the questions put to us could not be answered in a way that would satisfy player concerns about Fatigue, Sov or any of the other issues faced by Null Sec players that were brought to the table.


    uh

    "we were eager to hold this round table about something we knew we couldn't give you guys any straight answers on"


    I don't want to just degenerate into ad hominem here but


    are you guys dumb?
    Vic Jefferson
    Stimulus
    Rote Kapelle
    #190 - 2015-08-13 20:38:15 UTC
    Jenshae Chiroptera wrote:
    I love jump fatigue.

    It adds more strategy and stops alliances jumping on every little gang.



    No, no it doesn't. What it prevents is the possibility of jumping on every little gang actually being punished. Previously it was a risky venture to be irresponsible with capitals, whereas it's basically impossible to counter now.

    Vote Vic Jefferson for CSM X.....XI.....XII?

    Gho Higyidr
    Royal Amarr Institute
    Amarr Empire
    #191 - 2015-08-13 20:53:45 UTC
    Honestly don't have the time to read all the previous posts, but skimming them showed some interesting ideas. However in terms of SOV.. I personally hate it.. But an improvement suggestion could be something like this:

    Add a decay timer to unfinished business. Let's say an enemy half-arsed entosis links a TCU, but is chased off half way through it The TCU goes into Overtime during the next Invuln state because it hasn't been entosised back to secure. IMO after 24hrs of not being touched negatively or positively a decay timer back to 'secure status' should happen. This includes nodes, stations, hubs whatever. It would mean the endless cycle of inty trolling would have either end.. or literally be constant... which I doubt anyone wants.

    Jump changes? I like the idea of no fatigue within a 10LY sphere.. TBH 8-10LYs for caps with max jump skills should be the norm but leave the fatigue alone. I can work with fat. With a 5LY range it just makes even USING a cap with no intention of force projecting a literal CANCER. BLOPS should have a reduction in fatigue, maybe a boost in range but again there are issues with BLOPs projection.. SO I guess it's all in a matter of compromise.. At the moment the current mash up of the fatigue / rang versus this horrid sov system where troll ceptors rule... makes the game more annoying than anything.

    Just my two cents.
    WhiteHalo117
    Amok.
    Goonswarm Federation
    #192 - 2015-08-13 20:57:56 UTC  |  Edited by: WhiteHalo117
    1. Reduce the time you need to wait to jump again in half.

    2. Hard cap the fatigue timer to some obscure amount of time that's not super long but is semi painful.

    2. Make it so it takes a handshake between both parties in order for someone to add you to their watch list.

    3. Leave current jump ranges as is for caps/super/titans

    4. Remove jump fatigue you acquire entirely from jump beacons and jump bridges (except Titan bridge).

    If these things are done you give back the "overlapping spheres of influence" and medium to large fights will happen in eve again. You make it so owning space is useful again, and keep power projection in line. You also make it so people can actually move their supers/titans solo. You no longer have a 100% certainty of losing it moving solo and can keep your character subscribed to the game.

    Edit: Oh, also while you're at it why not just remove the widow from the game entirely?
    Moac Tor
    Cyber Core
    Immediate Destruction
    #193 - 2015-08-13 22:09:25 UTC
    I think a lot of the problem I am seeing in this thread and as a whole is that we have attracted a vocal portion of players who feel entitled to do everything they want with immediate effect.

    Many people have got used to or been bought up on a cushy carebear lifestyles which has been created for them by their null sec overlords. If you join one of the big null sec alliances nowadays their organisation is such that they have created a theme park for their members. These people have never understood or have forgotten the harsh realities of carving out an empire in deep hostile territory.

    I've noticed a trend, a lot of the older pioneers in eve were more than happy to do activities such as convoying a freighter though null sec in order to setup their empires, or mine for months to get a battleship. They'd be polite on the forums and we had a very nice community where everyone accepted eve was a difficult 'hardcore' game intended for a mature adult audience.

    In the last year or two in particular I've noticed a downward trend, and this latest incident confirms this. We get this stream of newer players from cesspit's such as redit who are full of entitlement and if they don't get what they want they'll shout and scream and try to rile up the redit herd who will then turn on the Devs and yell all manner of profanity.

    The point I'm making is that through super organised big null sec alliances able to create a theme park experience for their players, and with the constant attempts by CCP to attract this entitlement crowd by continually dumbing down or reducing the hardcore nature in certain aspects of the game, we have attracted a vocal portion of players who will complain at anything as they feel entitled to have the game exactly how they want it and they want all of this immediately.

    I am certain that the majority of players are more than happy with the recent jump fatigue changes as is born out by the metrics you posted in the initial thread.

    My solution would be to toughen things up even more so, return eve to its hardcore nature where we get real consequences for death, and people have to put in time and patience to achieve the things they want. Let the entitlement crowd rage and eventually quit, they aren't a positive element of the community anyway and will drive more people away if anything.

    In relation to fatigue in particular I thought the idea that someone else posted in this thread a good one, which is that capitals should have varying ranges rather than a blanket 5LY range so that it offers an interesting choice for players who want to perhaps push the forward element of their capital fleet out further to attack a target and leave the rest behind.

    I think fatigue is great as a concept, but perhaps look at changing the formula so that the time between jumps is longer, but the fatigue accrual is less punishing.
    Moac Tor
    Cyber Core
    Immediate Destruction
    #194 - 2015-08-13 22:23:45 UTC
    Lu Ziffer wrote:
    CCP Larrikin wrote:

  • Alternative FTL systems (Hyperdrive anyone?)
  • Jump Fatigue effecting combat effectiveness instead of limiting movement

  • Lets go a step back and inspect EVE a bit .
    We have a reaction drive on grid (Reality),we have a warp drive which is bending space to move between grids (Star Trek) and we have jumpdrive which is basicly an artifcial wormhole between systems(Battlestar Galactica).
    The missing fourth would be a a hyperdrive Star Wars style were the ship moves into a dimension which allows FTL travel due to changes in how physics behave but it is not instant just a lot faster like warp 9.9 Star Trek style.
    Lets say we change the standard drive of a capitalship to such a hyperdrive and make the jumpdrive a backup entirely intended to be used in extraordinary circumstances.
    Here we get to point my second quote. Lets say a ship traveled 5ly in 10minutes in hyperspace using fuel depleting its capacitor but it was able to update its position constantly so it gets no "jump fatigue" . Another ship did the same travel using its jumpdrive and reached its position instantly but the sensors have to reestabilish its position in the universe as such it gets "jump fatigue" which limits its sensors and makes it incapable to do another jump for some time also as it just ripped space time it takes a structure damage.

    Basicly hyperdrive would be a option with one drawback, it takes time.
    Jumpdrive would have a few drawbacks the structure hit and as the sensors are already used for establishing its position a drawbak in locktime, tracking and anything remotely in contact with the sensor.

    This option gets rid of the jump fatigue problem as there is another option to travel between systems but it keeps the tactical option of instant travel if needed



    Hmm, this is a very good idea. A hyperdrive would allow you to traverse great distances at immense speeds in real time as opposed to suddenly appearing in your destination with no warning which is one of the most oppressive elements of cynos and jumpdrives.

    In fact, this is such a good idea you could even scrap or severely limit jump drives altogether if this was to be implemented successfully.

    It would add a whole new dimension to warfare in eve. We could have player built observatories which could pick up incoming fleets in hyperdrive giving a couple of minutes warning before they land.

    There are many possibilities with this and I think it would be a good step forward in the evolution of the game.
    Talurion
    The Scope
    Gallente Federation
    #195 - 2015-08-13 22:42:15 UTC  |  Edited by: Talurion
    Hey Larrikin!
    I'm not interessed about 0.0 lamadrama nerds nolifers and I'm really sorry that this kids came out with salty words and moaning about the new sov etc.

    I will drop now my 2 cents and again, sorry for the few retards that just moan, you are doing great, don't listen to them.
    1) fatigue atm should be nerfed, ok; not removed, just nerfed.
    2) remap and stats must be removed as useless skills like cpu upgrade and powergrid upgrade removed too.
    3) wormhole nerf must be nerfed. I liked the previous version.

    5) !!!!!!!!! You know better than me that EvE is a sandbox and players create content right? Right. You know better than me that 0.0 sucks because CFC and PL are allied and created stagnation and this won't change with fozziesov or any other new and fantastic sov project; why? Noone can even think about fighting CFC in a direct fight, cuz noone can win. The only group that could be able to "invade" cfc are PL because they have loads of supers (eve suffered the last big player loss after PL roflstomped BRAVES) but they are so bad at PvP that they decided to blue.
    Witch new entities do you think that are going to grab some sov? Braves tried months ago and they were many, but what happned? ****** nerds from PL decided to roflstomp them to show theyr big epenis.

    You have to find a way to directly speak with mittani and pl leadership and tell them to **** off. Find a wy to disband cfc and if you cant find it, ban them all, so noone will keep offending ccp. And noone will miss cfc/pl nerds.

    Cheers

    Larrikin think well: who are the people that complains about boring 0.0? Cfc nerds, right? Next time tell them: stop blue 40k people and stfu. Again, ban them all, they are killing your game.

    It is now pl/n3, not PL/N3 (sacrificed all their caps)

    Vic Jefferson
    Stimulus
    Rote Kapelle
    #196 - 2015-08-13 22:49:03 UTC
    Moac Tor wrote:
    The point I'm making is that through super organised big null sec alliances able to create a theme park experience for their players, and with the constant attempts by CCP to attract this entitlement crowd by continually dumbing down or reducing the hardcore nature in certain aspects of the game, we have attracted a vocal portion of players who will complain at anything as they feel entitled to have the game exactly how they want it and they want all of this immediately.


    Yes, but the jump changes as they are have helped the 'themepark building' you describe, not harmed it. They eliminated the ability to project across the map, which was great, but they went so far with limiting projection that having capitals used against you at all became a thing you basically have to consent to at this point. In the Deklein of old, every so often someone would be ballsy enough to catch a someone being reckless with supercaps, and drop 50 dreads trying to kill it; capital content was made because the board was small enough that all pieces were threatened. Now the board is so big that no pieces are threatened except by consent, or in choke regions while moving (lowsec), or in high density areas (lowsec). Jump fatigue is a good idea, just the implementation/numbers are too strict at the moment. I am sure there are people who want the entire thing rolled back, but the cooler heads here just want a system somewhere between the old and new, that lets capitals move, but not to the gross excesses of years past.

    It was boring before; batphone will arrive, all the players and moves are known a-priori, things are boring.
    It is boring now; there are no batphones, it's impossible to move and there are no players, things are boring.

    It should be exciting in a future we can hope for; some of the players and some of the moves can be predicted, some movement allows modest batphoning and bigger more interesting fights, but not to the point where will be stagnant. Things could be exciting.

    Vote Vic Jefferson for CSM X.....XI.....XII?

    Talurion
    The Scope
    Gallente Federation
    #197 - 2015-08-13 23:02:23 UTC  |  Edited by: Talurion
    WhiteHalo117 wrote:
    1. Reduce the time you need to wait to jump again in half.

    2. Hard cap the fatigue timer to some obscure amount of time that's not super long but is semi painful.

    2. Make it so it takes a handshake between both parties in order for someone to add you to their watch list.

    3. Leave current jump ranges as is for caps/super/titans

    4. Remove jump fatigue you acquire entirely from jump beacons and jump bridges (except Titan bridge).

    If these things are done you give back the "overlapping spheres of influence" and medium to large fights will happen in eve again. You make it so owning space is useful again, and keep power projection in line. You also make it so people can actually move their supers/titans solo. You no longer have a 100% certainty of losing it moving solo and can keep your character subscribed to the game.

    Edit: Oh, also while you're at it why not just remove the widow from the game entirely?


    Large scale fights? You wont see any soon, I'm sorry for you. The only coalition that was able to contrast you guys died with the last war almost 1 year ago. How cant you understand? Is not fozziesov fault that you cant have fun, it is just because you decided to join the largest coalition of the game. I can't understand how you dont understand...
    I have the right change for you: man up, find your lost balls and leave cfc with your friends and start to fight them. I'm sure you will have fun. I did few years ago and I strongly suggest you to do so.

    It is now pl/n3, not PL/N3 (sacrificed all their caps)

    Lu Ziffer
    Balanced Unity
    Goonswarm Federation
    #198 - 2015-08-13 23:11:34 UTC
    Moac Tor wrote:

    It would add a whole new dimension to warfare in eve. We could have player built observatories which could pick up incoming fleets in hyperdrive giving a couple of minutes warning before they land.

    There are many possibilities with this and I think it would be a good step forward in the evolution of the game.

    I really like the idea with the observatorys this is a good otion for these until now a bit undefined structures.

    In the thread for using a jumpdrive without a cyno we came up withan idea of a structure which would reduce jump precision to the point that the ship gets jumped into the wrong solar system and that there is some way to compensate by using a new ship modules or something else . This gets complicated very fast but a structure that reduces hyperdrive speed for non allied ships could be an option.

    Nice to see that there are a few people who have new constructive ideas.
    Jenshae Chiroptera
    #199 - 2015-08-14 00:08:37 UTC
    Captain StringfellowHawk wrote:

    Jump Ranges to me should be adjusted

    Carriers shifted to 5.5 au
    Super Capitals to 7 au
    Titans to 8 au
    Jump Freighters 10 au
    Rorqual 7 au
    Blops can remain how it is
    Other way around. If you have these changes then Industrials go the furtherest, then carriers and dreads after that. Titans project the least distance.

    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.

    Juan Mileghere
    Mackies Raiders
    Wild Geese.
    #200 - 2015-08-14 00:13:15 UTC
    So the point of the changes is to make travel slower and people are complaining that things are traveling slower?

    Look there is no problem, just shitposting

    Bridging should give less fatigue than normal jumps 50%ish seems nice (Incentive for )
    JF fuel consumption should increase greatly (Local Production should outdo importing)
    Going into Capital Systems should reduce fuel use
    Reducing the cap for fatigue would be nice and having boosters to address it would also be nice

    Or maybe a windup of like a few mins per LY, still means supes/caps are (Relatively) easy to dunk due to making escape harder but limits using them offensively, maybe giving the JF/Rorq a wind-up bonus