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"Hyperspace" Travel

Author
Braden Fanguard
Science and Trade Institute
Caldari State
#1 - 2015-11-14 19:19:53 UTC  |  Edited by: Braden Fanguard
I've seen a few posts on here before discussing the idea of "hyperspace," or something like it. But they all had a glaring issue, none of them had any seblence of balance. So here is my attempt at making a half decent argument in favor of this idea.

So lets start with a scenario. I am in system A and want to get to system B along the route however, my scout has discovered a gate camp that I know I won't be able escape from. My options are: A, wait for the camp to clear, B, clear it myself (depending on your situation, this might not be possible), or C, take another route. The three methods all usually takes a lot longer that just running head first to your destination. What I'm proposing is a 4th option which just like all the others, takes time. A "hyperspace" Jump.

A Hyperspace jump would essentially be you flying in a straight line from system A to system B. One you initiate the jump, you are committed, just like when you warp, you can't just stop halfway through. The catch is that it takes 150%, 200%, or whatever, of the time it would take to travel there via gate travel. It could be powered by a module that is restricted by security status ( like the doomsday) preventing its use in high sec, it could also require a high slot to prevent ships like freighters from using it. It could also be made to require some kind of fuel. It could also be tied into the current jump fatigue system. It doesn't have to be percent based either, it could be exponential. These are just additional ideas on how you could control and restrict its use.

Time is the primary balancing factor here. For the sake of argument lets say it takes 300% of the time it would take by gate travel to get somewhere. If you where only going 1-3 jumps to get bypass a gate camp, it would turn a 5 minute jont and turn it into a 15 minute crawl. This large increase in time would discourage its use over long distances. More than just time could be taken into account as well such as the mass of the ship or it sunlight velocity and warp speed.

So, thoughts?
Zimmer Jones
Aliastra
Gallente Federation
#2 - 2015-11-14 19:33:19 UTC  |  Edited by: Zimmer Jones
So...jumping? Some kind of fuel, not allowed in highsec(destination), takes a while ( jump fatigue)

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

Braden Fanguard
Science and Trade Institute
Caldari State
#3 - 2015-11-14 19:36:52 UTC
Not quite. Jumping a gate is instant, and cynos require a second character and are also instant.
Zimmer Jones
Aliastra
Gallente Federation
#4 - 2015-11-14 19:51:23 UTC  |  Edited by: Zimmer Jones
Yes it does require a cyno and that gives antagonists a chance to catch the ship. What you seem to be looking for is an afk ap replacement, from my admittedly cynical view.

My view is Also that most ships don't get to jump because people in space can interact with you along your route we already have ships that cut that part out and require large capital and skill investments. And people still complain that they are "I win" buttons for hauling/threat projection.

Just my .02 isk.

*Ed sorry, autocorrect replaced a few words

Use the force without consent and the court wont acquit you even if you are a card carryin', robe wearin' Jedi.

ShahFluffers
Ice Fire Warriors
#5 - 2015-11-14 20:18:54 UTC
Zimmer Jones wrote:
Yes it does require a cyno and that gives antagonists a chance to catch the ship. What you seem to be looking for is an afk ap replacement, from my admittedly cynical view.

This.

It would be too easy to create a large convoy of Deep Space Transports or Carriers (and soon to be other capitals) that can go from point A to point B without being touched by anyone or anything.
Just set up the ship, load it up, spool up the drives/mechanics, and away you go. Come back in 2 hours and you are arrive in a "safe" system without ever having to deal with any of the risks of "real travel."

At least with cynos there are are real risks (did you know that if you destroy the cyno ship just as someone is jumping through, the jumper will appear at some random location in the system?).
Danika Princip
GoonWaffe
Goonswarm Federation
#6 - 2015-11-14 21:56:41 UTC
So...

Nobody would ever die to a gatecamp again then, right?
Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#7 - 2015-11-15 01:30:40 UTC
Ggrrrrr gatecamps?

This is a signature.

It has a 25m signature.

No it's not a cosmic signature.

Probably.

Btw my corp's recruiting.

Kharaxus
Republic Military School
Minmatar Republic
#8 - 2015-11-15 01:46:27 UTC
Sounds like you are suggesting a cross between a MJD and cyno - no risk.

Risk is essential in a sandbox game so I would recommend some other factors to be included. A "package" of stuff, possibly time sensitive; you need to "activate", align, and jump - within a certain timeline, or do it again. What I am trying to suggest - reminds me of "Doc" and "Marty" trying to go back to the future...... Everything contained on the ship, but all the factors need to be right.

Shitposting Forum Alt
Doomheim
#9 - 2015-11-15 02:29:49 UTC
There are already ships in this game that can get around gate camps. T3, interceptor, recon, black ops, blockade runner. You can do alm ost anything with those ships.
Chihiro Chugakusei
Fortune Hunters - Navy Operations
#10 - 2015-11-22 09:57:37 UTC  |  Edited by: Chihiro Chugakusei
Braden Fanguard wrote:
I've seen a few posts on here before discussing the idea of "hyperspace," or something like it. But they all had a glaring issue, none of them had any seblence of balance. So here is my attempt at making a half decent argument in favor of this idea.

So lets start with a scenario. I am in system A and want to get to system B along the route however, my scout has discovered a gate camp that I know I won't be able escape from. My options are: A, wait for the camp to clear, B, clear it myself (depending on your situation, this might not be possible), or C, take another route. The three methods all usually takes a lot longer that just running head first to your destination. What I'm proposing is a 4th option which just like all the others, takes time. A "hyperspace" Jump.

A Hyperspace jump would essentially be you flying in a straight line from system A to system B. One you initiate the jump, you are committed, just like when you warp, you can't just stop halfway through. The catch is that it takes 150%, 200%, or whatever, of the time it would take to travel there via gate travel. It could be powered by a module that is restricted by security status ( like the doomsday) preventing its use in high sec, it could also require a high slot to prevent ships like freighters from using it. It could also be made to require some kind of fuel. It could also be tied into the current jump fatigue system. It doesn't have to be percent based either, it could be exponential. These are just additional ideas on how you could control and restrict its use.

Time is the primary balancing factor here. For the sake of argument lets say it takes 300% of the time it would take by gate travel to get somewhere. If you where only going 1-3 jumps to get bypass a gate camp, it would turn a 5 minute jont and turn it into a 15 minute crawl. This large increase in time would discourage its use over long distances. More than just time could be taken into account as well such as the mass of the ship or it sunlight velocity and warp speed.

So, thoughts?


Honestly, if this feature existed I would use abuse it. I would use it avoid fights, either by bypassing confrontations or running away from people chasing me (for example when I am pinned in a system where i cant dock, because null sec permissions, or no station). And i would useit to embed myself in the juicy null sec pvp spots that I can't normally reach cos of gate camps.

In this instance, time really doesnt matter to me at all. You're giving me the ability to do things I could not otherwise do. To get places i shouldn't be able to reach, and avoid confrontations I shouldnt be able to avoid. The sheer abusability for this iteration of the hyperspace idea, makes hyperspace still broken.

Keep it up, +1

Tabyll Altol
Viziam
Amarr Empire
#11 - 2015-11-24 09:28:34 UTC
Braden Fanguard wrote:
I've seen a few posts on here before discussing the idea of "hyperspace," or something like it. But they all had a glaring issue, none of them had any seblence of balance. So here is my attempt at making a half decent argument in favor of this idea.

So lets start with a scenario. I am in system A and want to get to system B along the route however, my scout has discovered a gate camp that I know I won't be able escape from. My options are: A, wait for the camp to clear, B, clear it myself (depending on your situation, this might not be possible), or C, take another route. The three methods all usually takes a lot longer that just running head first to your destination. What I'm proposing is a 4th option which just like all the others, takes time. A "hyperspace" Jump.

A Hyperspace jump would essentially be you flying in a straight line from system A to system B. One you initiate the jump, you are committed, just like when you warp, you can't just stop halfway through. The catch is that it takes 150%, 200%, or whatever, of the time it would take to travel there via gate travel. It could be powered by a module that is restricted by security status ( like the doomsday) preventing its use in high sec, it could also require a high slot to prevent ships like freighters from using it. It could also be made to require some kind of fuel. It could also be tied into the current jump fatigue system. It doesn't have to be percent based either, it could be exponential. These are just additional ideas on how you could control and restrict its use.

Time is the primary balancing factor here. For the sake of argument lets say it takes 300% of the time it would take by gate travel to get somewhere. If you where only going 1-3 jumps to get bypass a gate camp, it would turn a 5 minute jont and turn it into a 15 minute crawl. This large increase in time would discourage its use over long distances. More than just time could be taken into account as well such as the mass of the ship or it sunlight velocity and warp speed.

So, thoughts?


Hell yeah so i can use my Freighter in 0.0 Space without dealing of enemys. I can´t see the point why this should be overpowerd.
You too or ?


Okay some questions to that:
- What happens if my client crash while this jump ?
- Why would anybody use the jumpbridges if something like this would be implemented ?


No from me

-1
Lan Wang
Federal Navy Academy
Gallente Federation
#12 - 2015-11-24 09:33:57 UTC
did you lose 3 ships to the same gatecamp and decided to conjure up some fallout 3 fast travel idea?

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*

Captain Awkward
Republic University
Minmatar Republic
#13 - 2015-11-24 15:31:17 UTC
Tabyll Altol wrote:
Hell yeah so i can use my Freighter in 0.0 Space without dealing of enemys. I can´t see the point why this should be overpowerd.
You too or ?


Okay some questions to that:
- What happens if my client crash while this jump ?
- Why would anybody use the jumpbridges if something like this would be implemented ?


No from me

-1

- What happens if your client crashes when you warp ? I gues same would apply to Hyper Warp.
- Jump bridges are still instant.
iwannadig
Doomheim
#14 - 2015-11-24 18:28:33 UTC
Too easy to abuse. You want to escape gate camps for free.

-1
Do Little
Bluenose Trading
#15 - 2015-11-24 18:46:14 UTC
The idea of "hyperspace" got me thinking about how fast ships travel in Eve ...

A frigate travels at 5AU/sec which is roughly 2500 times the speed of light (an AU is the distance between the earth and sun which is 8.33 light minutes)

At that speed it would take 1.46 days to travel 10 light years. Maybe we should be able to right click on random stars and warp - arrive in a day or two safe & sound!
Lugh Crow-Slave
#16 - 2015-11-25 12:49:05 UTC
Seams to me like a subcap jump drive that doesn't need a cyno....
Serendipity Lost
Repo Industries
#17 - 2015-11-25 13:07:24 UTC
This is a great idea, but should be for HS freighter travel only. It should go from station to station w/ out needing to undock.

Basically, I want to set a freighter destination on my HS freighter alt and go to bed/work/dinner.


Monty Kvaran
State War Academy
Caldari State
#18 - 2015-11-27 05:22:04 UTC  |  Edited by: Monty Kvaran
ShahFluffers wrote:

At least with cynos there are are real risks (did you know that if you destroy the cyno ship just as someone is jumping through, the jumper will appear at some random location in the system?).


This is a common misconception. When you jump, using a ship equipped with its own jump drive, you will always land at the spot you were cynoed to. The misconception is because bridges work differently, and most people take bridges far more often than they intentionally jump a capital into an enemy fleet. When you take a bridge to the cyno, and the cyno dies while you are mid bridge, then you land in a 'random' spot in the solar system.
DrysonBennington
Eagle's Talon's
#19 - 2015-11-27 12:58:06 UTC
The idea of "hyperspace" got me thinking about how fast ships travel in Eve ...

A frigate travels at 5AU/sec which is roughly 2500 times the speed of light (an AU is the distance between the earth and sun which is 8.33 light minutes)

At that speed it would take 1.46 days to travel 10 light years. Maybe we should be able to right click on random stars and warp - arrive in a day or two safe & sound!


Why not?

I think the reason why most pilots complain about avoiding gate camps and a fight that you are not supposed to be to escape from are the ones who are profiting from the fight to begin with.

Those who say that a fight is supposed to happen are trying to determine reality for their own benefit.

Pfft. I'll side slip stream your reality to deny you your profit. Because that's how its supposed to be. To ensure those creating a destiny for theirselves at the cost of others for their own profit become just like those they bait and make fight in a supposed to fight.

pwnd.
Bobb Bobbington
Rattini Tribe
Minmatar Fleet Alliance
#20 - 2015-11-27 16:18:53 UTC
So.... basically, you all want to be 100% safe, practically kill gatecamping, ganking, and all non-consensual pvp, and think that we're arguing against it because we're all big bad pvpers who've come to blow your house down? Not to mention destroy Eve's whole idea of how nowhere is safe, space is a hard and unforgiving place, and effectively annihilate its niche in the gaming market as a game that doesn't hold your hand.

This is a signature.

It has a 25m signature.

No it's not a cosmic signature.

Probably.

Btw my corp's recruiting.