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Jump mechanics + bonus suggestion.

Author
Faxat
#1 - 2015-10-01 12:17:28 UTC
Give jumpdrives the ability to jump to solar systems within range without cyno, ending up in a random location.

I can see this making cap movement a lot more comfortable and removes certain pay2win elements of alt accounts. On the flip side though, I can see those that like to hunt capitals not liking this.Ugh

My argument would be that in moat cases capitals are actually used is in fights where a cyno would be wildly more effective anyway, or through objective based mechanics where the "hunt" aspect would still be appropriate.

Maybe balancing it by creating a "cyno" warpable effect where the jumper lands for locals to react quickly. Making blind jumps scary.

Discuss!

Also bonus suggestion: give marauders jumpdrives Big smile

Faxat out! o/

Frostys Virpio
State War Academy
Caldari State
#2 - 2015-10-01 12:19:49 UTC
Faxat wrote:
Give jumpdrives the ability to jump to solar systems within range without cyno, ending up in a random location.

I can see this making cap movement a lot more comfortable and removes certain pay2win elements of alt accounts. On the flip side though, I can see those that like to hunt capitals not liking this.Ugh

My argument would be that in moat cases capitals are actually used is in fights where a cyno would be wildly more effective anyway, or through objective based mechanics where the "hunt" aspect would still be appropriate.

Maybe balancing it by creating a "cyno" warpable effect where the jumper lands for locals to react quickly. Making blind jumps scary.

Discuss!

Also bonus suggestion: give marauders jumpdrives Big smile


No on both. Alt account are not pay to win and marauder do not need jump dive.
Faxat
#3 - 2015-10-01 13:14:25 UTC  |  Edited by: Faxat
Frostys Virpio wrote:
No on both. Alt account are not pay to win and marauder do not need jump dive.


Alt accounts are the very definition of pay to win, but it is so common in eve that people seem to glaze over it, but I agree that there technically ways to move a capital without using alt accounts, and certainly groupplay aspects...

No is not a very interesting reply to a discussion Roll

Sure, the marauder doesn't "need" jumpdrive, in the same sense that you don't need alt accounts to move capitals... but looking at how people are playing the game, sins/machariels are used throughout nullsec for escalations because of the ease of movement. If price is an objection, then certainly a carrier is more bang for ur buck.. and while this would be a luxury in highsec, I see no big problems with them being more comfortable/safe to use as the endgame missionrunner. Rattlesnakes still outperform anything else in level 4's Smile

Faxat out! o/

Donnachadh
United Allegiance of Undesirables
#4 - 2015-10-01 13:21:25 UTC
I could see the jump to a sun aspect as long as there is a chance that your proposed random landing part would result in a fairly large percentage chance of you landing IN the sun thus destroying your ship AND pod. 25% to 30% sounds about right to me considering your jump target is the sun. Without such a chance being added then you get a -1 to this portion of your idea.

-1 marauders do not need jump drive so that idea is DOA.
Aivlis Eldelbar
State War Academy
Caldari State
#5 - 2015-10-01 13:23:07 UTC
Posting in a stealth "I want to run escalations in my marauder and be able to jump it safely to the destination without an alt while landing in a random safespot" thread

-9001
Faxat
#6 - 2015-10-01 13:35:01 UTC
Aivlis Eldelbar wrote:
Posting in a stealth "I want to run escalations in my marauder and be able to jump it safely to the destination without an alt while landing in a random safespot" thread

-9001


Well, actually I don't really like marauders as my sin is much more comfortable... and my buzzard alt with hidden cyno is definately great for doing escalations. I'm rather sad that the marauder can't do the same unless you have a titan nearby, and lots of cyno pos'es all around you.

One requires 1b, the other .. 100b + infrastructure, so arguments on lack of "need" is kind of moot.

Faxat out! o/

Faxat
#7 - 2015-10-01 13:46:18 UTC
Donnachadh wrote:
I could see the jump to a sun aspect as long as there is a chance that your proposed random landing part would result in a fairly large percentage chance of you landing IN the sun thus destroying your ship AND pod. 25% to 30% sounds about right to me considering your jump target is the sun. Without such a chance being added then you get a -1 to this portion of your idea.


By this argument warp to sun is slightly silly aswell. But I can see that you feel such a change being to overpowered, so lets try and add uncomfortable aspects to it. Such a jump would create a non-fleet specific cyno giving everyone within range a chance to jump after/into. Warp disruptors ruin the effect. Bastion/siege/triage is unable to use it after 30 seconds. There is a 30 second spool up time where a simmilar warp/jump cyno is generated.

You guys are arguing very lazily here Big smile

How bout ladies and gentlemenn scotty don't.

Faxat out! o/

Persephone IX
Imperial Academy
Amarr Empire
#8 - 2015-10-01 16:34:06 UTC
There have been threads about using stars as cyno and opening up jump drives to other classes, predominantly Battleships, but most players seem reluctant to such changes.

The star idea isnt that bad, but it needs to have some sort of limitation. Minimum mass and the ability to phase in and out of beacon mode (no permabeacon) , forming a chance based patterned jigsaw puzzle. Sometimes the pieces allow you to use the trail, sometimes not (not within suitable range). Like wormholes, sometimes you get a link to a desired region, sometimes you dont. WHs have the ability to interconnect regions far away, star to star connection would be subject to jumpdrive limitations.

For subcaps, well no, a cyno is the way to go , whether you blopsing or portal a fleet, cynos should remain the point of destination for the jump.



CCP, Can I Haz My Stuff?

Faxat
#9 - 2015-10-01 17:07:01 UTC
Persephone IX wrote:
There have been threads about using stars as cyno and opening up jump drives to other classes, predominantly Battleships, but most players seem reluctant to such changes.

The star idea isnt that bad, but it needs to have some sort of limitation. Minimum mass and the ability to phase in and out of beacon mode (no permabeacon) , forming a chance based patterned jigsaw puzzle. Sometimes the pieces allow you to use the trail, sometimes not (not within suitable range). Like wormholes, sometimes you get a link to a desired region, sometimes you dont. WHs have the ability to interconnect regions far away, star to star connection would be subject to jumpdrive limitations.

For subcaps, well no, a cyno is the way to go , whether you blopsing or portal a fleet, cynos should remain the point of destination for the jump.

Excellent post! I agree on limiting normal battleships, theres should be a certain isk/utility ratio at work here, so this makes good sense. Marauders I think is in a bad place right now, and this would make them a very strong ship type, which is kind of what they are meant to be...

As for jumping to solar system limitations, I'm not reslly sure how valid the problem with having permabeacons is, as most of the arguments against is based on the old power projection problems before phoebe. If an attacking force is in a staging system within jumprange they would still be interested iin setting up a foothold pos asap, something that is easily done with covops cyno/bridge now. The biggest argument i can see is that by using the map info layer you can bypass a bunch of systems without giving out a breadcrumb trail given by the cyno pilot. The need for a scout would still be a valid tactic, and jumping in blind and locking you in place for 30 seconds with a universal warp to beacon sounds actually slightly riskier than the current playstyle.

Having a beacon on a pos, and placing a cyno on a station would still be usefull, and certainly for batphoning usage/escalations.

Faxat out! o/

Persephone IX
Imperial Academy
Amarr Empire
#10 - 2015-10-01 19:07:59 UTC
Faxat wrote:

Excellent post! I agree on limiting normal battleships, theres should be a certain isk/utility ratio at work here, so this makes good sense. Marauders I think is in a bad place right now, and this would make them a very strong ship type, which is kind of what they are meant to be...



Marauders got the wrong name . Black Ops should have been named Marauders, after all they fit the description perfectly.
The idea behind jump drives for battleships , is to give them some positive capital-esque attributes, not just negative( as the BS class now arrives on grid with the speed of a capital as quoted on other threads). That doesnt necessarily mean that all Tiers will get 1.

Bastion has given the marauder class the extra power it was missing (and removed the detriment of being easily permajammed).

Faxat wrote:


As for jumping to solar system limitations, I'm not reslly sure how valid the problem with having permabeacons is, as most of the arguments against is based on the old power projection problems before phoebe. If an attacking force is in a staging system within jumprange they would still be interested iin setting up a foothold pos asap, something that is easily done with covops cyno/bridge now. The biggest argument i can see is that by using the map info layer you can bypass a bunch of systems without giving out a breadcrumb trail given by the cyno pilot. The need for a scout would still be a valid tactic, and jumping in blind and locking you in place for 30 seconds with a universal warp to beacon sounds actually slightly riskier than the current playstyle.



Permabeacon is traditionally a Sov priviledge, If you want a similar system of transport outside Sov space, you need to limit it somehow and limit it a lot. Ability to control borders comes with benefits. Npc is fixed. WHs lead the way as alternative means of transportation, star could play a different role. Hence the volatility of the patterned beacon mode.

The old power projection problems were related 100% to Super abuse. CCP knows that supers are now out of context, there are far too many. Fatigue is a good way to put a stop to that, but the LY limitations have really made it difficult for ppl to move around.
The ly reduction was a big mistake, fatigue I dont mind but LY has limited healthy projection too.

Faxat wrote:

The biggest argument i can see is that by using the map info layer you can bypass a bunch of systems without giving out a breadcrumb trail given by the cyno pilot.


Polarized Stars would appear on the map as cyno beacons too, with a specific polarization, subject to specific lifetime and max mass density allowed to pass through (maybe - like whs). Shutting down a star ( end of polarization due to time or mass constraints) would cause a domino like the "Reversi" game, realigning polarities in the entire map. That way it is volatile enough, and ppl cannot really control it and/or abuse it. Plus stars would only accept Capital sized ships.

CCP, Can I Haz My Stuff?

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#11 - 2015-10-01 20:22:14 UTC  |  Edited by: Uriel Paradisi Anteovnuecci
Backstory-wise, there's absolutely no reason for us to not be able to jump independently. I've discussed this many times with people all over the place, and it usually boils down to a discussion on what could be done to balance it and make it not OP.

Here's the latest idea and plan that's come up that works, in theory:



Allow ships with a jump drive to jump to the sun of a system within range:
  • Ship will land in a random place within a radius of the sun - not at the sun's beacon or a celestial - in a completely random spot.

  • Upon landing, a small deadspace pocket is generated with a "spatial distortion" appearing and functioning as the warpable beacon at a distance of between 75-150km - not on top of the ship, preventing attackers from landing on top of a target.

  • The jumping ship will incur the same capacitor drain as a normal jump does.

  • Advantages:
  • No need for a cyno - more independent and free-to-move.

  • No one can tell you're about to jump into the system until you're there and the beacon spawns.

  • Disadvantages:
  • No intel on landing system.

  • No control of landing point in system.

  • Groups of ships jumping will not land together.

  • There's any combination of ways the system could work - and with the upcoming capital rebalance, I'd honestly expect this to become a thing in some capacity.

    So that's a +1 for the concept, because it's an interesting idea that could bring a lot of engaging content to players and make capital ships more attractive in some ways to more players by allowing more flexibility and possibility.



    As for the bonus suggestion concerning marauders, I've had an idea of my own before:

    A rig that comes in size Large only: a modular jump drive that can be fitted to ships utilizing large rigs only (all Battleships, excluding Black Ops as a class from fitting it, as well as the Orca). The rig would require significant resources to produce, giving it high value, would take 300 calibration for the Tech I, 225 for the Tech II, and would grant the ship it's fitted to a jump drive with a reduced range compared to normally jump-capable ships' range at the cost of most of its calibration (and, perhaps, incurring some other penalty as well).

    It's an idea to think of, but one that could end up either well-balanced and fun, allowing Battleships to have a wider scope of uses and abilities, or it could vastly upset balance. Again, it's just an idea.

    So it's a +0 for the bonus, I suppose - I'm neutral P

    Any posts like this encourage discussion, which is a good thing here in the F&I discussion forum - good on ya, OP.

    -Uriel
    Faxat
    #12 - 2015-10-01 20:48:35 UTC
    Persephone IX wrote:
    Marauders got the wrong name . Black Ops should have been named Marauders, after all they fit the description perfectly.
    The idea behind jump drives for battleships , is to give them some positive capital-esque attributes, not just negative( as the BS class now arrives on grid with the speed of a capital as quoted on other threads). That doesnt necessarily mean that all Tiers will get 1.

    Bastion has given the marauder class the extra power it was missing (and removed the detriment of being easily permajammed).


    Currently my prefered way to farm nullsec isk is to afktar or rattle mjd kite, and then go sin when escalation occurs. This is with non-blingy fits; if you want to bling it you can go machariel or tengu, or something else that is close to the same optimization in time vs risk vs reward. Now, the biggest problem with marauders is that they are supposed to be the endgame uber battleship, and certainly in some aspects they are, lowsec gatecamps / baittraps. By giving them jumpdrives you elevate them to "the" endgame pve ship, and certainly a good alternative to a carrier/dread in endgame pvp sov stuff, and/or even regular pvp stuff. I don't really see anything wrong with this, as they would not be related to black ops aspects of play, giving the blops t2 bs a specific role aswell.


    Persephone IX wrote:
    Permabeacon is traditionally a Sov priviledge, If you want a similar system of transport outside Sov space, you need to limit it somehow and limit it a lot. Ability to control borders comes with benefits. Npc is fixed. WHs lead the way as alternative means of transportation, star could play a different role. Hence the volatility of the patterned beacon mode.

    The old power projection problems were related 100% to Super abuse. CCP knows that supers are now out of context, there are far too many. Fatigue is a good way to put a stop to that, but the LY limitations have really made it difficult for ppl to move around.
    The ly reduction was a big mistake, fatigue I dont mind but LY has limited healthy projection too.

    Polarized Stars would appear on the map as cyno beacons too, with a specific polarization, subject to specific lifetime and max mass density allowed to pass through (maybe - like whs). Shutting down a star ( end of polarization due to time or mass constraints) would cause a domino like the "Reversi" game, realigning polarities in the entire map. That way it is volatile enough, and ppl cannot really control it and/or abuse it. Plus stars would only accept Capital sized ships.


    You say that we need to limit transport out of sov space, and then you go on about supers, power projection and sov benefits, but i'm actually not talking about any of that, I'm talking about the difference between being able to jump to any system within range without using cynos - but creating similar warp to signatures vs how it works now. The biggest difference is a potential cost of a t2 frigate with covops cloak or interceptor, and the hazzle of flying there with an alt. All the other things are rellatively equal.

    Faxat out! o/

    Persephone IX
    Imperial Academy
    Amarr Empire
    #13 - 2015-10-01 21:58:20 UTC
    I said that if you want to have Sov-like mobility in non sov space, you need to somehow restrict it by a large degree.

    The way I understand it, you want to revamp the cyno or even make it obsolete (new module? ), use stars for each and every jump, and provide a means to warp to that on overview. Somehow perturbing the star to become a beacon. Sort of don't need to have a module , i have a star. Then you only have a fixed point where you can cyno in. Please explain a bit more what you mean.

    You will still need to use an alt, so i dont see the point of that. More or less same as cyno. Cyno aint broke, so why fix it

    I would prefer stars to be fixed point of reference for jump capable ships, but with constraints to time window availability and mass(Caps only). Follow on the success of wh mechanics.


    CCP, Can I Haz My Stuff?

    Nevyn Auscent
    Broke Sauce
    #14 - 2015-10-01 23:01:44 UTC
    If you want jumping to a sun, it should have to be from a sun also.
    That way you can't just undock and jump immediately to a random sun within range.
    But you have to actually warp your capital to a sun to start with, which places the capital at risk and keeps cyno's as having advantages.

    Any RNG destruction chance is just silly, but it should also incur some heavier penalties in some way, like Cap drain to entirely 0 rather than partial drain.
    Faxat
    #15 - 2015-10-02 07:10:27 UTC
    Persephone IX wrote:
    I said that if you want to have Sov-like mobility in non sov space, you need to somehow restrict it by a large degree.

    The way I understand it, you want to revamp the cyno or even make it obsolete (new module? ), use stars for each and every jump, and provide a means to warp to that on overview. Somehow perturbing the star to become a beacon. Sort of don't need to have a module , i have a star. Then you only have a fixed point where you can cyno in. Please explain a bit more what you mean.

    You will still need to use an alt, so i dont see the point of that. More or less same as cyno. Cyno aint broke, so why fix it

    I would prefer stars to be fixed point of reference for jump capable ships, but with constraints to time window availability and mass(Caps only). Follow on the success of wh mechanics.


    Restrictions in the form of movement speed is already in place because of phoebe, so I'm not sure why you need to restrict it further. I guess we could limit the # of jumps to a star possible every hour or something, but this would not really have much effect, as the first jumper could just cyno when the limit was met and this would actually ruin a potential counterattack. So I'm not quite sure how much of a desired effect such an artificial limiter would be.

    And no, I'm not proposing to remove cynosural firld generators, there are still many reasons for why you would want to pinpoint the desired jump location, aswell as keeping cyno beacons on pos'es for added security and negation of danger. I do want the solar system in and of itself to be a beacon you can jump to, and the landing location to be random all over the solar system. I feel a decent balance would be to generate a warp to object in local overview for intercept possibilities, something that is similar to how cynos function now. The duration of this effect should probabøy only ladt for 30 seconds, as anything longer would just force a static routine when landing instead of slight variations.

    Nevyn Auscent wrote:
    If you want jumping to a sun, it should have to be from a sun also.
    That way you can't just undock and jump immediately to a random sun within range.
    But you have to actually warp your capital to a sun to start with, which places the capital at risk and keeps cyno's as having advantages.

    Any RNG destruction chance is just silly, but it should also incur some heavier penalties in some way, like Cap drain to entirely 0 rather than partial drain.


    Why are you taking a current mechanic and suddenly putting restrictions on that; there are very few situations where this would ever matter, and to me just feels like you are trying to think up ways to hinder the comfort by making the user jump through arbitrary hoops. As the new citadels come warping to the sun and immediately jumping seems like a weird requirement, before you would actuslly either have to turn the ship around or safespot it. If anything we could do a much broader restriction on this by saying that if there are any objects within 50km such a jump would not be possible due to sensor instability, but again, this is not how the current system works, so I'm thinking this would just be hoops for the sake of hoops.

    I also agree that the rng suggestion is horrible, but I can also feel a certain kind of eve masochism which makes us want to hurt ourselves, because thats how the game works. I'm kinda trying to make the argument that we don't have to feel that way just because of legacy code restrictions.

    Thank you borh for you input!

    Faxat out! o/

    Persephone IX
    Imperial Academy
    Amarr Empire
    #16 - 2015-10-02 07:38:09 UTC
    Faxat wrote:


    Restrictions in the form of movement speed is already in place because of phoebe, so I'm not sure why you need to restrict it further. I guess we could limit the # of jumps to a star possible every hour or something, but this would not really have much effect, as the first jumper could just cyno when the limit was met and this would actually ruin a potential counterattack. So I'm not quite sure how much of a desired effect such an artificial limiter would be.






    Well I wasnt talking about mobility restrictions, I was referring to availability of use restrictions.

    We go back to the permabeacon issue, which is a sov mechanic that requires a lot of effort to be realised and serves a purpose.
    The effort being conquer sov, setup a pos, maintain it, defend it etc, the reason no other than controlling borders.

    Hence adding periodicity to it by some other mechanic (on-off switch causing stars to go in and out of beacon mode, based on polarisation of other stars in the Region or the whole map) would guarantee that it will not be abused. Stars are a natural phenomenon, they will remain in system regardless of player effort. Therefore you need to sanction its use.

    An example to that are asteroid belts, sometimes they got rats, sometimes they dont, you need to put the effort and chain the spawns, so that you reap the rewards. A fix phenomenon that will be there regardless of you doing anything, requiring though a bit of work to prove beneficial.

    The idea of stars going into phase with 1 another and forming patterns that can be switched on/off by player actions, substantially limits the mechanic, since every1 playing eve can contribute to the polarity of stars, making it too chaotic to predict, and therefore place a firm grip to its use. Wormholes have proven that, you have to collapse a wh to get a new 1 and see where it goes, if destination is not desired, then you collapse it again and again until a desired exodus system is found.

    So the argument is natural phenomena vs player induced phenomena. Stars vs cyno, whs vs jump bridge. Effort to realise vs use at will (like star gates, but they limit you to next system jump only).

    Hopefully , you can see my point.


    CCP, Can I Haz My Stuff?

    Barrogh Habalu
    Imperial Shipment
    Amarr Empire
    #17 - 2015-10-02 08:14:25 UTC
    To random and unpredictable safespot, sorry, location? Not supported.

    To a predictable spot like within 10 km from the sun, just like you appear at predictable place when jumping through gate (your means of solo travel bar WHs), and with some warning to offset less visible nature of travelling by jumping while also omitting cyno beacom appearing in overview? Maaaaybe. But this idea is kinda old.
    Faxat
    #18 - 2015-10-02 09:43:49 UTC
    Ok, so if I'm understanding you correctly, the core of your argument is that you think that such a change devalues the need for sov, and ruins the capability of a sov entity to police their borders? So to balance the comfort of always on beacons vs the effort of having pos'es /ihubs / actual responsibility in a system, you propose a reversi like random toggle mechanic that essentially stops people from using these things reliably, but rather as a chance alternative to normal cynos.

    While I can see the logic behind this, in nullsec with the upcoming toggles on ihub upgrades, fortifying space against cynos will become a lot less costly, so there will already be a way to control this feature in a defensive way. In lowsec/highsec this would certainly shake up some things.

    But, lets try to to go back to my original premise; lets say that everything else being equal, the current system would be exactly the same as my proposed alternative, with 4 changes.

  • You pay a potential toll of about 1 interceptor + fitting/clone.
  • You need to subscribe to a 2nd account or have a friend/personal slave do a bit of tedious flying, while waiting for jump fatigue?
  • Depending on availability of local items or location of alts, assume added effort of flying from jita in an interceptor.
  • Slight decrease in intel abilities, from following the interceptor.

  • Now, these are the points to argue against, because my whole argument is to simplify this tedious process. (Also marauders).

    If you add elements of randomness to the equation you either get people to revert to the old system, or you make them wait until certain conditions are met, neither of which is nothing else than inconveniences.

    That is atleast how I see it... Shocked

    Faxat out! o/

    Faxat
    #19 - 2015-10-02 09:56:36 UTC
    Barrogh Habalu wrote:
    To random and unpredictable safespot, sorry, location? Not supported.

    To a predictable spot like within 10 km from the sun, just like you appear at predictable place when jumping through gate (your means of solo travel bar WHs), and with some warning to offset less visible nature of travelling by jumping while also omitting cyno beacom appearing in overview? Maaaaybe. But this idea is kinda old.


    It might be old, but with incoming capital rebalance and a more practical grasp of phoebe effects, I think it is worth revisiting. I'm actually not against static jump in points, like the sun - but I feel this wouldn't actually effect the game at all, since an interdictor in local would probably choose to sit on a gate, with an eye on overview/local for jump ins. Maybe having the spool up timer of 30 seconds start the first half of a warpable cyno in the destination system, which last 30 seconds after jumping aswell - giving slightly better chance of being prepared.

    Personally i'd love to see other elements of gameplay change even more, but i'm trying to restrict myself to very narrow changes...

    Faxat out! o/

    Persephone IX
    Imperial Academy
    Amarr Empire
    #20 - 2015-10-02 11:31:40 UTC
    Faxat wrote:


    But, lets try to to go back to my original premise; lets say that everything else being equal, the current system would be exactly the same as my proposed alternative, with 4 changes.

  • You pay a potential toll of about 1 interceptor + fitting/clone.
  • You need to subscribe to a 2nd account or have a friend/personal slave do a bit of tedious flying, while waiting for jump fatigue?
  • Depending on availability of local items or location of alts, assume added effort of flying from jita in an interceptor.
  • Slight decrease in intel abilities, from following the interceptor.

  • Now, these are the points to argue against, because my whole argument is to simplify this tedious process. (Also marauders).



    1)pay the toll for a noob ship cyno is more cost effective
    2)with existing cyno alts you do need a second acc and/or Slaves!!!!
    3)As cyno is today
    4)Doesnt really affect intel abilities, if they got you marked for a drop, they will find you, you will die.

    The core of the argument is that sov involves controlling space, and the ability to do so grants you special privileges. I dont really know what going on with fozzie sov cause I have abandoned sov space ages ago. But you need to factor in the impact on 0.0 npc and low sec too.

    Yes the logic is, for a system of fix transportation to be realised ( break the monopoly of sov), you need to introduce a substantial degree of volatility so that mechanics are not abused (like capital mobility before fatigue).

    Faxat wrote:

    If you add elements of randomness to the equation you either get people to revert to the old system, or you make them wait until certain conditions are met, neither of which is nothing else than inconveniences.


    They either have to wait yes, or get busy forcing stars to become beacons and use them. It might sound like an inconvenience, but actually serves as an abuse protection. If you really want a reliable convenient way to do that, Sov is the way to go. Rest of space, you better stay alert and try to indirectly influence other players to do your bidding by activating beacons, without their knowledge. That will add some tactical and strategic maneuvering over the "indirect" control of the star.

    I can understand your argument for alternative ways to travel, thats fair enough, but unless you earn it, you dont deserve it, but if its natural (like whs) , it must have universal restrictions, necessary conditions to be met and multiple risks attached to it.

    CCP, Can I Haz My Stuff?

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