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Jump Fatigue Feedback

First post First post First post
Author
Lugh Crow-Slave
#521 - 2016-05-27 08:15:36 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?


... yeah that was kinda the point
Geronimo McVain
The Scope
Gallente Federation
#522 - 2016-05-27 09:04:29 UTC
They could make a feature that you can ignore some part of the jump fatigue (to a set minimum) at the price of reducing combat skills effectiveness. This has some cooldown too with a max of maybe 5days building up with the amount of ignored fatigue. So you can move capitals very quickly at the price of reduced combat efficiency or you choose to keep efficiency up and move it slower= more tactical choices. With reduced combat efficiency I think about something like reducing the bonus -10% that you get by gunnery V not the skill level because this is needed for fitting. How much reduction would be okay to make it a pain but not to cripple the ship is up for discussion. Of cause this should be bound to the ship representing damages the ship systems take by doing such rapid actions or someone will come up with switching pilots in a nearby safe system to move quickly and have 100% combat efficiency.
Lugh Crow-Slave
#523 - 2016-05-27 09:46:47 UTC  |  Edited by: Lugh Crow-Slave
Geronimo McVain wrote:
They could make a feature that you can ignore some part of the jump fatigue (to a set minimum) at the price of reducing combat skills effectiveness. This has some cooldown too with a max of maybe 5days building up with the amount of ignored fatigue. So you can move capitals very quickly at the price of reduced combat efficiency or you choose to keep efficiency up and move it slower= more tactical choices. With reduced combat efficiency I think about something like reducing the bonus -10% that you get by gunnery V not the skill level because this is needed for fitting. How much reduction would be okay to make it a pain but not to cripple the ship is up for discussion. Of cause this should be bound to the ship representing damages the ship systems take by doing such rapid actions or someone will come up with switching pilots in a nearby safe system to move quickly and have 100% combat efficiency.



sooo to ignore this i just repack the ship right?


or if you some how make it so i can't do that then i just use another ship i already had stored in the area
Morrigan LeSante
Perkone
Caldari State
#524 - 2016-05-27 09:50:05 UTC
I gated some travel fit caps last night, I covered about 15LY worth in about 25 minutes. Gate travel can be fast, it's just a bit of a bummer just how HARD you have to try to make it work. I'd like to see a warp speed increase for these things.
Lugh Crow-Slave
#525 - 2016-05-27 09:51:16 UTC
use ascendance plants and the warp speed lows
Morrigan LeSante
Perkone
Caldari State
#526 - 2016-05-27 10:01:25 UTC
I did Smile
Lugh Crow-Slave
#527 - 2016-05-27 10:14:45 UTC
w/o the omaga and using 3 of the mid line accelerators you warp over 3 au/s how much faster do you want to go lol
Geronimo McVain
The Scope
Gallente Federation
#528 - 2016-05-27 14:06:16 UTC
Lugh Crow-Slave wrote:
sooo to ignore this i just repack the ship right?


or if you some how make it so i can't do that then i just use another ship i already had stored in the area
If you have a ship there why didn't you use a freighter with 90% fatigue reduction? Or just fly a travel inti/T3?
Frostys Virpio
State War Academy
Caldari State
#529 - 2016-05-27 14:10:43 UTC
Geronimo McVain wrote:
Lugh Crow-Slave wrote:
sooo to ignore this i just repack the ship right?


or if you some how make it so i can't do that then i just use another ship i already had stored in the area
If you have a ship there why didn't you use a freighter with 90% fatigue reduction? Or just fly a travel inti/T3?


The second ship wasn't that good of a point but can you please answer the repackaging point since attributes on ships are lost when a ship is packaged.
Lugh Crow-Slave
#530 - 2016-05-27 14:53:21 UTC
Frostys Virpio wrote:
Geronimo McVain wrote:
Lugh Crow-Slave wrote:
sooo to ignore this i just repack the ship right?


or if you some how make it so i can't do that then i just use another ship i already had stored in the area
If you have a ship there why didn't you use a freighter with 90% fatigue reduction? Or just fly a travel inti/T3?


The second ship wasn't that good of a point but can you please answer the repackaging point since attributes on ships are lost when a ship is packaged.


sorry what i meant by another ship in the area was what if i dump the fatigue into it rather than say the dread i came down in. will this system only let me dump fatigue into the ship i got it in? what if i generated it in several different ships?
Geronimo McVain
The Scope
Gallente Federation
#531 - 2016-05-27 16:14:35 UTC
Lugh Crow-Slave wrote:

sorry what i meant by another ship in the area was what if i dump the fatigue into it rather than say the dread i came down in. will this system only let me dump fatigue into the ship i got it in? what if i generated it in several different ships?

You have many "damaged" ships that will "repair" over time. You don't have to do it this way, you can just jump normally. It's an option for fast tavel at a price. You can just skip it if you have the time to wait for the timer to run down. And if not you might have a very good reason to just take the damage and still get out on top. If you want to relocate to some System far away it might be worth it to just take the damage and park the cap for a week then crawling through New Eden and risking it all the time. Or you REALLY need this cap somewhere to fight NOW even if it's not in top condition it still might make the day.
Frostys Virpio
State War Academy
Caldari State
#532 - 2016-05-27 17:52:17 UTC
Geronimo McVain wrote:
Lugh Crow-Slave wrote:

sorry what i meant by another ship in the area was what if i dump the fatigue into it rather than say the dread i came down in. will this system only let me dump fatigue into the ship i got it in? what if i generated it in several different ships?

You have many "damaged" ships that will "repair" over time. You don't have to do it this way, you can just jump normally. It's an option for fast tavel at a price. You can just skip it if you have the time to wait for the timer to run down. And if not you might have a very good reason to just take the damage and still get out on top. If you want to relocate to some System far away it might be worth it to just take the damage and park the cap for a week then crawling through New Eden and risking it all the time. Or you REALLY need this cap somewhere to fight NOW even if it's not in top condition it still might make the day.


For the price of 3 rigs, you can ignore the whole fatigue thing by repackaging your ship.

Is this something you think should be available?
Sgt Ocker
What Corp is it
#533 - 2016-05-28 01:18:15 UTC  |  Edited by: Sgt Ocker
Lugh Crow-Slave wrote:
Frostys Virpio wrote:
Geronimo McVain wrote:
Lugh Crow-Slave wrote:
sooo to ignore this i just repack the ship right?


or if you some how make it so i can't do that then i just use another ship i already had stored in the area
If you have a ship there why didn't you use a freighter with 90% fatigue reduction? Or just fly a travel inti/T3?


The second ship wasn't that good of a point but can you please answer the repackaging point since attributes on ships are lost when a ship is packaged.


sorry what i meant by another ship in the area was what if i dump the fatigue into it rather than say the dread i came down in. will this system only let me dump fatigue into the ship i got it in? what if i generated it in several different ships?

A fatigue system that is "ship" focused rather than player would open the game up and allow players to actually play the game instead of worrying about too much fatigue.

Move a Dread X distance (say for advance staging or just moving to a new system) then jump into a Blops, your not going to be very efficient when comes time to use it.

But;
If fatigue were applied to the ship class, you would still be able to use blops (and accrue more fatigue) but your Dread is stuck where it is until the related fatigue is gone.
Same for jump bridges, have fatigue on blops or a capital ship, you can still use bridges (play the game) and gain fatigue.

Fatigue could be broken up into classes, similar to what it is now but "ship class" specific, allowing those who need to travel reasonable distances in different ships to do so. Max out fatigue on capital ships, you can still use Blops and or bridges, at least until you also max those out if your actively playing the game.

My JF pilot also flies dreads, carriers and blops. Only problem is, I can't use any of those if I plan on using my JF, I can't use a bridge to get to a fight, I can't use my blops (even with the reduction in fatigue) and I certainly can't use another capital ship.
So I have this nice (88 mil SP) capital focused character that can only fly one ship, without being punished for playing the game.



Frosty - Repackaging works for moving to a new place (rigs are cheap), only if you have JF pilots willing to do nothing else.

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.

Lugh Crow-Slave
#534 - 2016-05-28 05:08:46 UTC
so with that idea i just place a bunch of capitals in staging areas then use my blops to jump around to them....
James Zimmer
Republic University
Minmatar Republic
#535 - 2016-05-28 11:58:54 UTC
Ocker, I think your idea is innovative, but it ultimately futher complicates a complicated and unintuitive system. I think what we need is a system that limits the movement of giant capital blobs in a more natural and intuitive way. Before, I suggested making it take time for ships to go through a cyno based off of their mass, and while I still personally like it, it met some resistance, so I'm going to take a slightly different approach and see what people think:

1: Give cynos mass limits, like wormholes.

2. Give cynos a warm up period, say 60 seconds, where nothing can go through.

3. Don't allow a cyno to be lit any closer than x distance from another cyno (my gut feeling is 100km).

4. Turn the entire jump fatigue mechanic into a simple timer, maybe 5-10 mintues or so.

This way,

1. Hotdrops are nerfed to encourage actual fights and not just ganks.

2. Moving small amounts of capitals will be relatively easy, and they can move as one coherent fleet.

3. Moving large amounts of capitals will be harder. You will be forced to break up your fleet either by time, by massing out cyno a single cyno and then lighting another one in the same spot, waiting a minute and continuing, or distance, by having fast ships go through to cyno, burn 100km away and light another cyno.
Lugh Crow-Slave
#536 - 2016-05-28 12:23:08 UTC  |  Edited by: Lugh Crow-Slave
You mean hot drops ate eliminated as few things can survive 60s. Also there is nothing wrong with using got drops to gank and it's about the only ways to force a fight with a moderate sized fleet with all the intel channels out there
James Zimmer
Republic University
Minmatar Republic
#537 - 2016-05-28 17:49:29 UTC  |  Edited by: James Zimmer
I agree that intel is too readily available. I would like to see local nerfed in some manner. Maybe only ships going through gates or undocking from stations are tracked in local, and only for a certain period of time before you disappear, because who knows, you might have jump-drived out, or logged, or went through a wormhole.

When it comes to a cyno delay, I think the number could be worked. Maybe 60 seconds is too long, though I think you badly underestimate the tanking potential of recons. I know that over 70k EHP is possible with double web, scram, NOS and cyno using nothing fancier than heat (which will last for more than 60 seconds), and we're not even talking about a T3 cruiser. A delay would give the defensive ship a chance to try to burn out of scram range, kill the cyno, or nuet it/jam it and warp out. It also gives the offensive players a chance to counter these things, with EWAR or counter-nuets or whatever. Hotdrops could actually potentially turn into fights. Right now, they almost never turn into fights.
Frostys Virpio
State War Academy
Caldari State
#538 - 2016-05-29 03:04:51 UTC
Sgt Ocker wrote:




Frosty - Repackaging works for moving to a new place (rigs are cheap), only if you have JF pilots willing to do nothing else.


I don't see why you would need a JF tbh... Jump the cap all the way to where you want it, repackage it and install new set of rigs. It's not cheap for everyone's wallet to scrap rigs like that but I'm sure some people would do it.
Lugh Crow-Slave
#539 - 2016-05-29 03:56:11 UTC  |  Edited by: Lugh Crow-Slave
James Zimmer wrote:
I agree that intel is too readily available. I would like to see local nerfed in some manner. Maybe only ships going through gates or undocking from stations are tracked in local, and only for a certain period of time before you disappear, because who knows, you might have jump-drived out, or logged, or went through a wormhole.

When it comes to a cyno delay, I think the number could be worked. Maybe 60 seconds is too long, though I think you badly underestimate the tanking potential of recons. I know that over 70k EHP is possible with double web, scram, NOS and cyno using nothing fancier than heat (which will last for more than 60 seconds), and we're not even talking about a T3 cruiser. A delay would give the defensive ship a chance to try to burn out of scram range, kill the cyno, or nuet it/jam it and warp out. It also gives the offensive players a chance to counter these things, with EWAR or counter-nuets or whatever. Hotdrops could actually potentially turn into fights. Right now, they almost never turn into fights.




.... you think 70kehp is going to last 60s?????

lets pretend they can what about cov cynos with blops you need to be done and off grid generally within 45s of the cyno being lit or you're screwed.
(not to mention they don't even last long enough for your delay)

surprise is one of the main advantages of a cyno if you don't want to deal with it you can put down a jammer before the fight starts.


(i also support the idea of ships similar to HICs that can produce a local cyno inhibitor(just like a standard one no effect on cov ops cynos))
Sgt Ocker
What Corp is it
#540 - 2016-05-29 06:11:40 UTC
Frostys Virpio wrote:
Sgt Ocker wrote:




Frosty - Repackaging works for moving to a new place (rigs are cheap), only if you have JF pilots willing to do nothing else.


I don't see why you would need a JF tbh... Jump the cap all the way to where you want it, repackage it and install new set of rigs. It's not cheap for everyone's wallet to scrap rigs like that but I'm sure some people would do it.

Ok, I figured you were talking about moving larger amounts of subcaps.

Why though would you repackage a capital after having jumped it to its destination?
Where talking about fatigue, aren't we? Which last i checked had nothing to do with rigs.

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.