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Jump Fatigue Feedback

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Doomsayer Gianna
Science and Trade Institute
Caldari State
#501 - 2016-03-31 10:43:16 UTC


Cap both the fatigue accrued for a single jump and the reactivation timer at 3 hours. Pause the fatigue timer while on reactivation timer. Reduce the base fatigue for a single jump somewhat to compensate for the "paused" timer while on jump cooldown.

This makes the system less punitive and more predictable than current mechanics, making travel fleets more manageable.

Double the rate off fatigue decay while docked in a Sovereignty Index 5 system held by the pilot's own alliance, thereby giving alliances that live and stage in their own space an incentive to do so, and increased power projection within that space.
Sexy Cakes
Have A Seat
#502 - 2016-03-31 12:02:33 UTC
Steelrattty wrote:
As a returning player who has played this game on and off for 11 years this is how I see fatigue. CCP implemented a change in order to promote the use of capitals by smaller entities without the fear of being in the near infinite reach of larger alliances super fleets.

Cool, why did you have to nerf jump freighters by association? its already enough of a pain to move assets in this game, why make it even harder?

Cool, why did you have to nerf black ops by association? its already hard enough to catch people with this 18,000km grid where people have a 9.5 second warning your cruiser is landing because of this dumb warp change combined with the large grid that you're landing on their grid. You had to nerf the ability to be mobile with black ops which was their only goddamn purpose in the context of the game.

CCP, you need to think about what you're doing before you do it. Why did every ship with a jump drive have to be nerfed by association when you only had to add fatigue to supers/dreads/carriers, please explain.


It was master minded by CCP Greyscale who got sh!tcanned a few days after jump fatigue went live. Since then CCP has been busy working on citadels and very little feedback has been given on any subject in the last few months.

As usual it's most likely not the individual developers but a problem with the higher ups demanding insane amounts of work be done to get citadels into the game while planning presentations for fanfest.

Whatever the actual problem its no different than it always has been. CCP gonna CCP.

Not today spaghetti.

Cymion
Ministry of War
Amarr Empire
#503 - 2016-04-01 04:27:42 UTC
Bit late to this party, BUT if it hasn't been suggested:

have fatigue tied to clones (you can only clone jump once every 19hrs anyways..so not exactly game breaking) and the fatigue still counts down on the old clone so you can't bypass it really. (E.G. you use clone 1 and accrue 4days of Fatigue, so you clone jump to Clone 2 and accrue 2 days of jump fatigue so you do other stuff for 2 days and jump back to clone 1, which still has 2 days worth of fatigue)

pick ONE: Range or Fatigue, not both.
Ranges are fine IMO, it's fatigue that's ridiculous.

Just my 2 cents.

Wake early if you want another man's life or land. No lamb for the lazy wolf. No battles won in bed.

Sgt Ocker
What Corp is it
#504 - 2016-04-04 00:40:04 UTC
This is a route recently taken by a 100 man corp to move to a new alliances staging system.
6 jumps in 4.5 hours*, including 2 gates to travel - 27.5 LY
*This actually took 5 hours over 2 days due to fleet members falling asleep or having to get up for work the next morning.

My suggestion for jump fatigue;
A flat 10 mins between jumps (regardless of range) for the 1st 3 jumps, then a 90 min wait till you can jump again with 10 mins between each of the next 3 jumps at which time you can't jump for 180 minutes. Every 3 jumps (regardless of range) will double the wait time until you can next jump 3 times with 10 minute timers.

This equals travelling a maximum of 30LY, if you can find a route with all max ranges, in the first 2.5 hours with increasing delays before you can jump again.
6 jumps would leave a player with 3 hours fatigue before they can jump again, 4 minutes less than under the current fatigue system but getting there in 2.5 hours instead of the current 4.5 hours.

If there is a fight roughly 15LY away (3 jumps with max skills), you should be able to get there quickly enough to join it.
If it is a big fight a bit further away that will be going for a few hours - You could get there but may be stuck in system overnight when it is all over, if you survive. (Rescue fleets may even kick off new fights the next day).

It also allows players to move capital assets to new staging systems without the need to wait out nearly an hour between jumps. 2.5 to 3 hours online is about the average for someone who plays daily (those I know at least) and travelling 30LY (usually less) in one play session is not bad especially since the removal of watch lists.

Super and capital hunter groups are gonna do what they do and smaller groups need to be vigilant but by reducing fatigue to allow for slightly faster travel times over short distances, groups can more easily move from point A to B to join a fight without spearing across the map in minutes.

It also allows groups to use suitcase carriers in a less punishing way to stage or move to a new home.

My opinions are mine.

  If you don't like them or disagree with me that's OK.- - - - - - Just don't bother Hating - I don't care

It really is getting harder and harder to justify $23 a month for each sub.

Ragren
DS Trading Corp
#505 - 2016-04-14 15:09:49 UTC
I am for stepping stones that alow complete safety in the 1.0 systems to room to hide in null sec...... Remove bumping at least in the top few high sec rankings and any other gankings. Maybe 5 and 6 high sec allowing the ganks in small forms but a trained pilot in a well fitted ship should be secure in high sec.

this allows for training and respit versus shutting down accounts.

The new mechanics are breaking down the massive coalitions and citadels may provide a way to fend these attacks or at the very least make them expensive to the attacker.
Ayallah
Brutor Tribe
Minmatar Republic
#506 - 2016-04-15 10:49:24 UTC
This is a jump fatigue thread stupid. Not some high sec bumping thread.

Goddess of the IGS

As strength goes.

James Zimmer
Republic University
Minmatar Republic
#507 - 2016-04-21 01:15:16 UTC  |  Edited by: James Zimmer
Jump projection was clearly OP, and jump fatigue fixed that, but with a mechanic that everyone seems to hate to some degree or another. It serves its purpose effectively, but it penalizes people for playing the game.

Another issue that I personally see is what I'll call jump application. You can bring too much firepower to bear too quickly by jumping them in. Hotdropping is an easy, nearly uncounterable tactic (minus a counter-hotdrop), that makes for ganks rather than compelling fights.

Here's my idea on how to fix both: Jumps take a certain amount of time based on the mass of the ship jumping (with some way to scale it so there are meaningful wait times for larger subcaps while still allowing Titans to move in a somewhat reasonable timeframe). If there are multiple people attempting to jump at the same time, they are put in a queue to jump based on the order they requested a jump. For example, a cruiser jumping may only take a second or two, but if a carrier tried to jump in first, the cruiser may have to wait 30 seconds for the carrier to finish its jump. If a Titan goes through, everyone's waiting for couple minutes.

This way, projection of large amounts of forces is naturally limited by the speed at which people can move throught the bridge, without penalizing people for trying to move around later that night or the next day. Projection can, of course, be increased by using multiple Titans at the same time, but massing Titans will be an obvious tell that someone is about to try somthing big in a certain part of space.

In addition, if someone starts cynoing in reinforcements, it's not an I win button, the defending fleet can either the kill incoming ships faster than they can arrive, get out before it gets too hot, or kill the cyno ship (which will now have a meaningful impact more than 10 seconds after the cyno lights). Cynos will be a powerful, but not oppressive reinforcement strategy. For large amounts of ships, gates will be able to move more faster, with the increased risk of delay bubbles, or gate camps.
Frostys Virpio
State War Academy
Caldari State
#508 - 2016-04-26 14:52:46 UTC
James Zimmer wrote:
Jump projection was clearly OP, and jump fatigue fixed that, but with a mechanic that everyone seems to hate to some degree or another. It serves its purpose effectively, but it penalizes people for playing the game.

Another issue that I personally see is what I'll call jump application. You can bring too much firepower to bear too quickly by jumping them in. Hotdropping is an easy, nearly uncounterable tactic (minus a counter-hotdrop), that makes for ganks rather than compelling fights.

Here's my idea on how to fix both: Jumps take a certain amount of time based on the mass of the ship jumping (with some way to scale it so there are meaningful wait times for larger subcaps while still allowing Titans to move in a somewhat reasonable timeframe). If there are multiple people attempting to jump at the same time, they are put in a queue to jump based on the order they requested a jump. For example, a cruiser jumping may only take a second or two, but if a carrier tried to jump in first, the cruiser may have to wait 30 seconds for the carrier to finish its jump. If a Titan goes through, everyone's waiting for couple minutes.

This way, projection of large amounts of forces is naturally limited by the speed at which people can move throught the bridge, without penalizing people for trying to move around later that night or the next day. Projection can, of course, be increased by using multiple Titans at the same time, but massing Titans will be an obvious tell that someone is about to try somthing big in a certain part of space.

In addition, if someone starts cynoing in reinforcements, it's not an I win button, the defending fleet can either the kill incoming ships faster than they can arrive, get out before it gets too hot, or kill the cyno ship (which will now have a meaningful impact more than 10 seconds after the cyno lights). Cynos will be a powerful, but not oppressive reinforcement strategy. For large amounts of ships, gates will be able to move more faster, with the increased risk of delay bubbles, or gate camps.


1- Jump small ships in
2- Light more Cynos
3- Make parallel jumps
4- You just skipped the throughput limit
James Zimmer
Republic University
Minmatar Republic
#509 - 2016-05-09 13:08:01 UTC
Frostys Virpio wrote:
James Zimmer wrote:
Jump projection was clearly OP, and jump fatigue fixed that, but with a mechanic that everyone seems to hate to some degree or another. It serves its purpose effectively, but it penalizes people for playing the game.

Another issue that I personally see is what I'll call jump application. You can bring too much firepower to bear too quickly by jumping them in. Hotdropping is an easy, nearly uncounterable tactic (minus a counter-hotdrop), that makes for ganks rather than compelling fights.

Here's my idea on how to fix both: Jumps take a certain amount of time based on the mass of the ship jumping (with some way to scale it so there are meaningful wait times for larger subcaps while still allowing Titans to move in a somewhat reasonable timeframe). If there are multiple people attempting to jump at the same time, they are put in a queue to jump based on the order they requested a jump. For example, a cruiser jumping may only take a second or two, but if a carrier tried to jump in first, the cruiser may have to wait 30 seconds for the carrier to finish its jump. If a Titan goes through, everyone's waiting for couple minutes.

This way, projection of large amounts of forces is naturally limited by the speed at which people can move throught the bridge, without penalizing people for trying to move around later that night or the next day. Projection can, of course, be increased by using multiple Titans at the same time, but massing Titans will be an obvious tell that someone is about to try somthing big in a certain part of space.

In addition, if someone starts cynoing in reinforcements, it's not an I win button, the defending fleet can either the kill incoming ships faster than they can arrive, get out before it gets too hot, or kill the cyno ship (which will now have a meaningful impact more than 10 seconds after the cyno lights). Cynos will be a powerful, but not oppressive reinforcement strategy. For large amounts of ships, gates will be able to move more faster, with the increased risk of delay bubbles, or gate camps.


1- Jump small ships in
2- Light more Cynos
3- Make parallel jumps
4- You just skipped the throughput limit


That is an excellent point. As a sub-cap pilot, the only way I dealt with this was bridging through Titans, so I completely spaced that caps have jump drives and don't need a bridge. You could deal with this by placing minimum distances between cynos, probably somewhere in the 50-200km range. Sure, you could take an interceptor through, burn away and drop another one, but it takes time, and increases risk by scattering your fleet.
Colorless Void
Science and Trade Institute
Caldari State
#510 - 2016-05-17 00:13:49 UTC  |  Edited by: Colorless Void
My first toon was made in 2006. I have never loved a video game like I have loved eve online. I have never hated a video game more than I hate Eve Online. I have recently logged in excited about some of the new things in the game after about 2 years away from it after some other huge drastic change that has me going "wut?"

I was there when space was owned north south east /west.

I was active during the first titan kill.

I don't understand why your changes have to be so huge and almost always detrimental in my case.

I was there when you first gave us Jump Bridges.. when you already addressed a carrier's ability to transport ships and cargo, when you gave us the jump freighter. My biggest grief in the game is generally spending 6mo's to a year training for something only for you to completely change what it's capable of. I have a charactor who was only created as a response to -A- nano gangs and he got reallly good at killing them and fending them off.. while every body else was saying "I can't kill them with my huge armor plated buffer tank!"

I'm not going to list every single decision CCP has made that has caused me to log out for periods of years, amongst many other pilots as well because I remember a time when if I traveled 40 jumps through nullsec and survived there were opportunities for many good fights along the way. The majority of lowsec systems surrounding Domain were populated and scary. Where more recently i was making 50-60 jump treks MAYBE to find one willing target to turn my guns on.. But I've felt burned many times by this game for putting my time and money into it.. and every now and then my friends and I come and look back at it to see if we can have some fun.

I have participated in maybe 4-5 hot drops in my existence in eve... and I can even see with the amount of capitals in eve now vs the amount of capitals when i first started playing, how things are getting out of hand. Yeah maybe it should have been harder to move a fleet of capitals form one end of space to the other and back having smoked a fleet within a 1-2 hour period. I never really liked how often I'd see hot drops during my last trek through eve online. But what I like less that It's going to take me SO MUCH WORK just to move my caps/goods from where I left them after the last time a change by CCP completely derailed 6-8 mo's of training on a specific character to the point that I just couldn't bring myself to play.

Speaking as one of the people who hardly logs into a game he seems to feel some sense of passion for...on this ONE specific issue..

WHY put JF on jump bridges? If they have a jump bridge they OWN the space. One of the coolest things about them when your first implemented them was that if someone wanted to invade the space i lived in in 0.0, they had their work cut out for them.. because we could be on either side of them. If someone wants us to not have the ability to defend our space in such a manner they should have to come knock the frigging thing down. Go ahead..restrict jumpdrive movement for capital ship drives.. but why nerf our home defense? Why increase required manpower and time into supplying fuel ships and mods? I don't even participate in capital battles..not yet anyway.. I like pewpewing in small fast ships. Always have..always will. I can see the need for restrictions on capital blobbing.. but it was already possible to put an end to a jumpbridge network if you had the manpower and the fleet capable of doing it. This is a game after all.. we can't be here 24/7 to be time efficient. If your thought is "Well... I can't take this JB from PL," well then you're not goons or part of some larger coalition. You're trying to live in the wrong region, unless you want to start making more friends.

You hear all of the forum warriors while bitter vets like me get discouraged from playing or participating entirely feeling rather ignored.

I want to play this game... it's one of the best games of all time. But you guys really seem to want me to put a lot of time into having fun, which is proven by the amount time spent training for ships I will likely never fly again because of how drastically they were changed and the amount of work I have to do just to move in with whatever alliance takes me in for my return to the game and nullsec, where the real fun is. And in pretty much all of those instances.. there were ways to deal with them that existed before the changes, and MAYBE a slight buff or nerf was called for.. but small changes? What's that.. let's go drastic. Let's talk about hotdropping for example - you actually have to take the bait for it to work. The lesson learned is "Don't mess with those guys.. they haz huge fleet.. we need more members...or we need join someone else." But I guess every little small corporation or alliance wants to be on an equal playing field with the "space" elite fresh out of high-sec.

Now instead of logging into pew pew daily amongst supplying my ability to pewpew, I have to think, "Do i want to JB to that fleet in such and such system? or do I want to move some ships and mods down the pipe today".. I guess I'll spend the day/week moving ships since I likely won't make it to that fleet in time gate to gate. How fun. All the while I'm imagining CCP seeing $ signs at the thought of all the eve oncrack addicts that will be activating accounts specifically for cyno alts.

We've only been using jump bridges this way for the last 10 years (more or less)...and we wonder why the alliances that were big/got big before all of these changes are still holding together, while smaller alliances/corps recruit as many players as they might lose in a given month. Seriously.. i can't be the only eve pilot who would've stayed subcribed from 2006 and on with at least two accounts if not for the drastic measures taken any time the forum warriors start complaining of how they got beat in space battle.
Lugh Crow-Slave
#511 - 2016-05-18 21:37:43 UTC
Ragren wrote:
a trained pilot in a well fitted ship should be secure in high sec.



congrats this is exactly how it works now

but what thread did you think you were in?
Lugh Crow-Slave
#512 - 2016-05-18 21:40:54 UTC
James Zimmer wrote:
Frostys Virpio wrote:
James Zimmer wrote:
Jump projection was clearly OP, and jump fatigue fixed that, but with a mechanic that everyone seems to hate to some degree or another. It serves its purpose effectively, but it penalizes people for playing the game.

Another issue that I personally see is what I'll call jump application. You can bring too much firepower to bear too quickly by jumping them in. Hotdropping is an easy, nearly uncounterable tactic (minus a counter-hotdrop), that makes for ganks rather than compelling fights.

Here's my idea on how to fix both: Jumps take a certain amount of time based on the mass of the ship jumping (with some way to scale it so there are meaningful wait times for larger subcaps while still allowing Titans to move in a somewhat reasonable timeframe). If there are multiple people attempting to jump at the same time, they are put in a queue to jump based on the order they requested a jump. For example, a cruiser jumping may only take a second or two, but if a carrier tried to jump in first, the cruiser may have to wait 30 seconds for the carrier to finish its jump. If a Titan goes through, everyone's waiting for couple minutes.

This way, projection of large amounts of forces is naturally limited by the speed at which people can move throught the bridge, without penalizing people for trying to move around later that night or the next day. Projection can, of course, be increased by using multiple Titans at the same time, but massing Titans will be an obvious tell that someone is about to try somthing big in a certain part of space.

In addition, if someone starts cynoing in reinforcements, it's not an I win button, the defending fleet can either the kill incoming ships faster than they can arrive, get out before it gets too hot, or kill the cyno ship (which will now have a meaningful impact more than 10 seconds after the cyno lights). Cynos will be a powerful, but not oppressive reinforcement strategy. For large amounts of ships, gates will be able to move more faster, with the increased risk of delay bubbles, or gate camps.


1- Jump small ships in
2- Light more Cynos
3- Make parallel jumps
4- You just skipped the throughput limit


That is an excellent point. As a sub-cap pilot, the only way I dealt with this was bridging through Titans, so I completely spaced that caps have jump drives and don't need a bridge. You could deal with this by placing minimum distances between cynos, probably somewhere in the 50-200km range. Sure, you could take an interceptor through, burn away and drop another one, but it takes time, and increases risk by scattering your fleet.



... you ever try to warp a fleet in one at a time? it doesn't end well
Lugh Crow-Slave
#513 - 2016-05-18 22:20:26 UTC
Cymion wrote:
Bit late to this party, BUT if it hasn't been suggested:

have fatigue tied to clones (you can only clone jump once every 19hrs anyways..so not exactly game breaking) and the fatigue still counts down on the old clone so you can't bypass it really. (E.G. you use clone 1 and accrue 4days of Fatigue, so you clone jump to Clone 2 and accrue 2 days of jump fatigue so you do other stuff for 2 days and jump back to clone 1, which still has 2 days worth of fatigue)

pick ONE: Range or Fatigue, not both.
Ranges are fine IMO, it's fatigue that's ridiculous.

Just my 2 cents.


but you can swap clones instantly now. no wait time
James Zimmer
Republic University
Minmatar Republic
#514 - 2016-05-22 22:43:42 UTC  |  Edited by: James Zimmer
Lugh Crow-Slave wrote:
James Zimmer wrote:
Frostys Virpio wrote:
James Zimmer wrote:
Jump projection was clearly OP, and jump fatigue fixed that, but with a mechanic that everyone seems to hate to some degree or another. It serves its purpose effectively, but it penalizes people for playing the game.

Another issue that I personally see is what I'll call jump application. You can bring too much firepower to bear too quickly by jumping them in. Hotdropping is an easy, nearly uncounterable tactic (minus a counter-hotdrop), that makes for ganks rather than compelling fights.

Here's my idea on how to fix both: Jumps take a certain amount of time based on the mass of the ship jumping (with some way to scale it so there are meaningful wait times for larger subcaps while still allowing Titans to move in a somewhat reasonable timeframe). If there are multiple people attempting to jump at the same time, they are put in a queue to jump based on the order they requested a jump. For example, a cruiser jumping may only take a second or two, but if a carrier tried to jump in first, the cruiser may have to wait 30 seconds for the carrier to finish its jump. If a Titan goes through, everyone's waiting for couple minutes.

This way, projection of large amounts of forces is naturally limited by the speed at which people can move throught the bridge, without penalizing people for trying to move around later that night or the next day. Projection can, of course, be increased by using multiple Titans at the same time, but massing Titans will be an obvious tell that someone is about to try somthing big in a certain part of space.

In addition, if someone starts cynoing in reinforcements, it's not an I win button, the defending fleet can either the kill incoming ships faster than they can arrive, get out before it gets too hot, or kill the cyno ship (which will now have a meaningful impact more than 10 seconds after the cyno lights). Cynos will be a powerful, but not oppressive reinforcement strategy. For large amounts of ships, gates will be able to move more faster, with the increased risk of delay bubbles, or gate camps.


1- Jump small ships in
2- Light more Cynos
3- Make parallel jumps
4- You just skipped the throughput limit


That is an excellent point. As a sub-cap pilot, the only way I dealt with this was bridging through Titans, so I completely spaced that caps have jump drives and don't need a bridge. You could deal with this by placing minimum distances between cynos, probably somewhere in the 50-200km range. Sure, you could take an interceptor through, burn away and drop another one, but it takes time, and increases risk by scattering your fleet.



... you ever try to warp a fleet in one at a time? it doesn't end well


My point exactly. Cynos are VERY powerful. They should not be risk free. Having to deal with the question: Can we hold the cyno long enough to get our fleet in? is a lot more interesting to me than lets blap them and pray PL doesn't drop on us.
Lugh Crow-Slave
#515 - 2016-05-23 00:53:00 UTC
James Zimmer wrote:
Lugh Crow-Slave wrote:
James Zimmer wrote:
Frostys Virpio wrote:
James Zimmer wrote:
Jump projection was clearly OP, and jump fatigue fixed that, but with a mechanic that everyone seems to hate to some degree or another. It serves its purpose effectively, but it penalizes people for playing the game.

Another issue that I personally see is what I'll call jump application. You can bring too much firepower to bear too quickly by jumping them in. Hotdropping is an easy, nearly uncounterable tactic (minus a counter-hotdrop), that makes for ganks rather than compelling fights.

Here's my idea on how to fix both: Jumps take a certain amount of time based on the mass of the ship jumping (with some way to scale it so there are meaningful wait times for larger subcaps while still allowing Titans to move in a somewhat reasonable timeframe). If there are multiple people attempting to jump at the same time, they are put in a queue to jump based on the order they requested a jump. For example, a cruiser jumping may only take a second or two, but if a carrier tried to jump in first, the cruiser may have to wait 30 seconds for the carrier to finish its jump. If a Titan goes through, everyone's waiting for couple minutes.

This way, projection of large amounts of forces is naturally limited by the speed at which people can move throught the bridge, without penalizing people for trying to move around later that night or the next day. Projection can, of course, be increased by using multiple Titans at the same time, but massing Titans will be an obvious tell that someone is about to try somthing big in a certain part of space.

In addition, if someone starts cynoing in reinforcements, it's not an I win button, the defending fleet can either the kill incoming ships faster than they can arrive, get out before it gets too hot, or kill the cyno ship (which will now have a meaningful impact more than 10 seconds after the cyno lights). Cynos will be a powerful, but not oppressive reinforcement strategy. For large amounts of ships, gates will be able to move more faster, with the increased risk of delay bubbles, or gate camps.


1- Jump small ships in
2- Light more Cynos
3- Make parallel jumps
4- You just skipped the throughput limit


That is an excellent point. As a sub-cap pilot, the only way I dealt with this was bridging through Titans, so I completely spaced that caps have jump drives and don't need a bridge. You could deal with this by placing minimum distances between cynos, probably somewhere in the 50-200km range. Sure, you could take an interceptor through, burn away and drop another one, but it takes time, and increases risk by scattering your fleet.



... you ever try to warp a fleet in one at a time? it doesn't end well


My point exactly. Cynos are VERY powerful. They should not be risk free. Having to deal with the question: Can we hold the cyno long enough to get our fleet in? is a lot more interesting to me than lets blap them and pray PL doesn't drop on us.


... it has nothing to do with can we hold the cyno. as you drop in one at a time you would be popped one at a time. I would not want to kill your cyno as it is an IV drip of free kills.

and since when are cynos risk free? you still have to risk the ship with the cyno and all the ships you move through it
James Zimmer
Republic University
Minmatar Republic
#516 - 2016-05-23 05:16:05 UTC
What I'm trying to say is that, in my opinion, cynos are not balanced when compared with traveling gate to gate. While you always risk the ships that you commit to a fight, the risk of going gate to gate is always higher than bringing them in with a cyno. The only additional risk is the cyno ship itself, which can be a rookie ship. Other than a token cost, and jump fatigue (which is annoying and gimmicky) jumping around is just flat out better than going gate to gate. I think that getting popped one at a time if you light a cyno in the middle of an enemy fleet is a perfectly a fair trade for instant travel, bypassing gate camps, stop bubbles, pipe bombs and not showing your hand. If you want to keep your fleet alive, light in a safe and bring in interdictors first to delay any incoming fleet with stop bubbles, light decoy cynos, or light it 1 system away. If that still sounds too risky, then go through gates and deal with stop bubbles, intel channels tracking your every move, bombing runs, etc.
Lugh Crow-Slave
#517 - 2016-05-23 06:37:12 UTC
there made for ships that are far to slow to get anyplace reliably gate to gate.
Blue Macaw
Caldari Provisions
Caldari State
#518 - 2016-05-23 13:13:11 UTC
change requires money and CCP is broke - we'll have to stick with those new broken mechanics for a long time.
Sexy Cakes
Have A Seat
#519 - 2016-05-23 13:46:43 UTC
It's basically impossible to move a capital ship across space now. Like if you decide to move from northern nullsec to southern nullsec you pretty much have to sell your **** and get a new one built. Working as intended?

Not today spaghetti.

TheSmokingHertog
Julia's Interstellar Trade Emperium
#520 - 2016-05-24 00:43:24 UTC
Sexy Cakes wrote:
It's basically impossible to move a capital ship across space now. Like if you decide to move from northern nullsec to southern nullsec you pretty much have to sell your **** and get a new one built. Working as intended?


Start a rental agency in each quadrant, promise buybacks, you will be rich in no time.

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-