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Player Features and Ideas Discussion

 
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Faster warping acceleration

Author
Bubanni
Center for Advanced Studies
Gallente Federation
#1 - 2012-01-10 00:11:40 UTC  |  Edited by: Bubanni
I suggest that all ships accelerate faster in warp (AU/s).
I am talking about the acceleration from the sec. Your ship is thrown into warp... the time it takes to go from 1 AU/sec to what ever your max is

Also make the time it takes to slow down faster...

Why you ask me?... currently a battlecruiser and an intercepter if going into warp at the same time from a distance shorter than like 10-20 AU will land almost at the same time...

Heck... you could make the mass and inertia(agility) effect how fast this acceleration could be

Discuss?

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ShahFluffers
Ice Fire Warriors
#2 - 2012-01-10 00:20:29 UTC
As much as I would like it... it does involve the DEVs to fool around with the physics engine of EVE... something they generally don't like doing.

Reserved on the matter.
Rahnim
Ministry of War
Amarr Empire
#3 - 2012-01-10 00:24:05 UTC
I would love this change :P but I wouldn't be surprised... that if CCP did change this even a little, some funny new bugs would happen
Jask Avan
Republic Military School
Minmatar Republic
#4 - 2012-01-10 01:09:26 UTC
Would be nice.
Mufa Jaynara
Pro Synergy
#5 - 2012-01-10 04:41:50 UTC
+1 this should have been done a long time ago, warp speed should matter more, even in smaller systems... I mean sure, an interceptor is awesome in the 100+ Au systems when hunting targets, but small systems you end up having to chase some ships trough several systems, where only thing that matters is how agile you ship is...

It needs some tweaking at least... I would love to see some star trek/star wars warp slinging where the ship is thrown very very fast into warp
Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#6 - 2012-01-10 11:14:23 UTC
Gets a +1 from me.
Halin Damal
Moderari Animo
#7 - 2012-01-10 16:07:51 UTC
Awesome idea, I also like the way to enter warp in Star Trek.

I wouldn't mind some changes around the entering and exiting moments. I think there is very little added value to the immersion factor of the acceleration moment after you entered warp and are about to move of the grid. Instantly snapping to full warp speed with a big loud bang would be really awesome.

It also yields the intended warp-speed advantage of interceptors when they are released from this fixed acceleration burden.

Of course align time and bumping methods should remain unharmed (we don't want to drown in a river of pirate-tears, now do we? ;) ).
Simi Kusoni
HelloKittyFanclub
#8 - 2012-01-10 16:57:16 UTC
As long as it's just the initial warp acceleration that is sped up slightly, I'm kind of in support for it. Also, it would have to be slightly, I like the "punching warp" feeling Lol

If it's entering warp that is sped up, heeeeeeeeeeeeell no :D

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Ines Tegator
Serious Business Inc. Ltd. LLC. etc.
#9 - 2012-01-10 17:20:47 UTC
It'd be nice to have the acceleration proportionate to the max. It's all too common for a fast scout to actually not be all that fast because the warp was short and it never got to use it's warp advantage.
Simi Kusoni
HelloKittyFanclub
#10 - 2012-01-10 17:44:29 UTC
Ines Tegator wrote:
It'd be nice to have the acceleration proportionate to the max. It's all too common for a fast scout to actually not be all that fast because the warp was short and it never got to use it's warp advantage.

On the other hand, there also needs to be a limit to just how fast you can warp. I'm guessing at least part of CCP's limitation on warp acceleration/deceleration has to do with preventing people from crossing the universe in 30 minutes flat in warp speed rigged bombers.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Mr Floydy
Questionable Ethics.
Ministry of Inappropriate Footwork
#11 - 2012-01-10 20:03:48 UTC
I reckon if the warp out speed be improved (so the ships zip off grid much quicker like you see in a lot of sci fi) and hit full warp speed in a shorter period of time, but the deacceleration doesn't change it'll hit a nice balance.

Faster ships will be faster than they are now, no real difference for slow ships. Warp Speed rigged bombers won't cross the universe in minutes and we get a the cool visuals of the punch into warp :)
Callic Veratar
#12 - 2012-01-10 21:29:10 UTC
We have engine trails working now. I'd love to see ships hit full warp speed nearly instantly. Meaning once the engine kick in, your ship is essentially gone, leaving behind faint engine trails into the distance.

To compensate for the increased speed at the beginning and end, I'd suggest a reduction in max warp speed on average of 50-75%. You'll be at max speed instantly, but an extra 10% warp speed could mean 5-10 seconds alone on the destination grid.

(As a side note, Acceleration gates should maintain their existing behaviour.)
Bubanni
Center for Advanced Studies
Gallente Federation
#13 - 2012-01-10 21:45:28 UTC
I am really curious what the DEVS think? As long as it is still possible to see where people warp to, and see them on directional scan a few sec before they land... then I can only see good come from such a change

So tell us... would the future potentially hold such a change? What is your take on it?

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Callic Veratar
#14 - 2012-01-10 21:53:46 UTC  |  Edited by: Callic Veratar
DScan may be an issue with my idea, as the ship will land on the grid at max speed, which is probably not enough time compared to the current 10s deceleration provides.

There are other mechanics I've discussed in the past (not sure if they're on this forum or the old one) such as:

- Fleet mass reducing max warp speed (encouraging smaller fleets to be more mobile)
- Grid mass reducing warp speed (warping first means you land first, using heavy traffic areas penalizes mobility)
- Automated DScan that could notify of incoming fleets (minimal ship-level granularity)
- Warp trail tracking (if ships hit warp instantly, as may be impossible to hunt otherwise)
Kelms
Moonshadow Intelligence
#15 - 2012-03-10 02:51:55 UTC  |  Edited by: Kelms
I think 10 seconds is far too long to reach warp speed. As others said before, it defeats a large part of having a faster warp speed when it takes much longer to accelerate and decelerate than the time you are actually at warp speed. Cutting the time in half to 5 seconds would be a good start.
James Amril-Kesh
Viziam
Amarr Empire
#16 - 2012-03-10 03:00:43 UTC
I've often thought about this and I agree it would be an excellent and welcome change. Accelerating and decelerating from warp rapidly would make navigation go a little faster across the board and would solidify the advantages of having a higher warp speed.

Enjoying the rain today? ;)

Simi Kusoni
HelloKittyFanclub
#17 - 2012-03-10 03:03:52 UTC
Kelms wrote:
I think 10 seconds is far too long to reach warp speed. As others said before, it defeats a large part of having a faster warp speed when it takes much longer to accelerate and decelerate than the time you are actually at warp speed. Cutting the time in half to 5 seconds would be a good start.

Although that does render a lot of ships unlockable. There's a limitation to locking due to the one second ticks, if something warps or cloaks within one second of decloaking after appearing on grid you cannot lock it. Greatly reducing all warp time would leave a lot of frigates untouchable.

You'd also have to boost scan res on ships, or battle cruisers would have trouble catching other battelcruisers etc.

Not to mention the fact that making warp faster makes catching people out in space harder, halving the time means you've now got 5 seconds to land, get in point range and lock them.

Anyway, just thought id point out some of the PvP orientated issues with this.

[center]"I don't troll, I just give overly blunt responses that annoy people who are wrong but don't want to admit it. It's not my fault that people have sensitive feelings"  -MXZF[/center]

Kelms
Moonshadow Intelligence
#18 - 2012-03-10 03:14:50 UTC  |  Edited by: Kelms
Simi Kusoni wrote:
Kelms wrote:
I think 10 seconds is far too long to reach warp speed. As others said before, it defeats a large part of having a faster warp speed when it takes much longer to accelerate and decelerate than the time you are actually at warp speed. Cutting the time in half to 5 seconds would be a good start.

Although that does render a lot of ships unlockable. There's a limitation to locking due to the one second ticks, if something warps or cloaks within one second of decloaking after appearing on grid you cannot lock it. Greatly reducing all warp time would leave a lot of frigates untouchable.

You'd also have to boost scan res on ships, or battle cruisers would have trouble catching other battelcruisers etc.

Not to mention the fact that making warp faster makes catching people out in space harder, halving the time means you've now got 5 seconds to land, get in point range and lock them.

Anyway, just thought id point out some of the PvP orientated issues with this.


Hmm? I'm not talking about align time, that shouldn't change. I'm talking about from the time after you are aligned and hit 75% velocity to when you hit max warp speed. That's what I think takes too long. You can't be targetted during this time and the acceleration is the same for all ships so lowering it would mean it lowers the same for all ships.
James Amril-Kesh
Viziam
Amarr Empire
#19 - 2012-03-10 03:54:21 UTC
Kelms wrote:
Simi Kusoni wrote:
Kelms wrote:
I think 10 seconds is far too long to reach warp speed. As others said before, it defeats a large part of having a faster warp speed when it takes much longer to accelerate and decelerate than the time you are actually at warp speed. Cutting the time in half to 5 seconds would be a good start.

Although that does render a lot of ships unlockable. There's a limitation to locking due to the one second ticks, if something warps or cloaks within one second of decloaking after appearing on grid you cannot lock it. Greatly reducing all warp time would leave a lot of frigates untouchable.

You'd also have to boost scan res on ships, or battle cruisers would have trouble catching other battelcruisers etc.

Not to mention the fact that making warp faster makes catching people out in space harder, halving the time means you've now got 5 seconds to land, get in point range and lock them.

Anyway, just thought id point out some of the PvP orientated issues with this.


Hmm? I'm not talking about align time, that shouldn't change. I'm talking about from the time after you are aligned and hit 75% velocity to when you hit max warp speed. That's what I think takes too long. You can't be targetted during this time and the acceleration is the same for all ships so lowering it would mean it lowers the same for all ships.

I agree that the increased acceleration should apply to all ships equally. Cutting the acceleration time to 5 seconds would be good, I don't really have any opposition to cutting it shorter than that.

Enjoying the rain today? ;)