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[Proposal] - Wormhole stabilizer

Author
Alx Warlord
The Scope
Gallente Federation
#1 - 2012-03-22 16:47:42 UTC  |  Edited by: Alx Warlord
Since wormhole stabilizers are NOT A GOOD IDEA to fix WH collapsing problems( making too dificult for some systems to get attacked, like some systems with 40 caps taking weeks to get attacked), as the example from CSM in the fanfest...:

I have some ideas related to WH mechanics:



1- When a WH reach the mass limit or the time limit, put them on "collapsing state" for a short time(10 seconds), while in this state ships can pass trough it but will have their warp core heavily polarized (So Attackers will have a huge risk to enter, since there will be no way back). And ships would have a small chance to go to the correct side of it before the colapse.

2- After this short time the WH would then stop allowing ships to pass for another short time (about 30 seconds) because the connection to the other side is already cut and the space tread is returning to normal (The Eden gate is stuck in this phase). Then it is finally destroyed. also WH bumps every ship in a 7 KM radius in the moment of the collapse. (Since it slings the space tread).

3- Mass Changing Rigs, and Mass changing warfare link. that increases or decreases the mass of the ship. ( BS should keep not entering C1 and Captals should keep not entering c4)

4- Make Warp core stabilizers tec II prevents polarization by WH crossing.
Yelena Fedorova
#2 - 2012-03-22 16:55:32 UTC  |  Edited by: Yelena Fedorova
would break current wh tactics
-1
Miss Whippy
Native Freshfood
Minmatar Republic
#3 - 2012-03-22 20:14:00 UTC
No, but I would possibly say yes to a timer for Wormholes

[URL="https://forums.eveonline.com/default.aspx?g=posts&t=82348"]UI Iteration isn't enough, we need to start from scratch[/URL]

Alx Warlord
The Scope
Gallente Federation
#4 - 2012-03-22 20:30:42 UTC
ok, just a idea... anyone have anything better?
Nariya Kentaya
Ministry of War
Amarr Empire
#5 - 2012-03-23 00:00:42 UTC
Alx Warlord wrote:
ok, just a idea... anyone have anything better?

why not a rig that lowers the mass-damage a ship does to wormholes (not negating it) for maybe a speed-decrease or soem other detriment. that way you can get more ships through a wormhole, but tehy wont all be at 100%
Alx Warlord
The Scope
Gallente Federation
#6 - 2012-03-23 22:52:17 UTC
Some CCP Dev said that Black ops could possibly turn into a capital bomber... with this rig it would be an awwesome way to engage capital filled WHs...
Olaf4862
Dragoon Industries Limited
#7 - 2012-03-24 01:52:31 UTC
why not just ban the construction of capital class ships in worm holes... if you want something capital class in a wormhole you have to move it in using a wormhole.

In regards to all the caps already in wormholes... give ample warning and then allow players to desiginate a valid system for that ship to be moved to once the change goes into affect.

If for example they have a static low sec entrance and want to move it back in they could use that (baring mass issues) to then move it back in.

Wormhole I thought was supposed to be about smaller ship combat on a limited scale. Not how much a corp or alliance can turtle themselves in.

I always felt that the T3 should rule in wormholes.

Disclamier:yes i have never lived there, but considering what I have heard about it, removing caps from the equation seems to be the only valid solution... and it makes worm holes less like null sec and give CCP a place to put in new ships that would be cap like in nature but work for more mobile wormhole operations.
Alx Warlord
The Scope
Gallente Federation
#8 - 2012-03-24 18:51:03 UTC
Olaf4862 wrote:
why not just ban the construction of capital class ships in worm holes... if you want something capital class in a wormhole you have to move it in using a wormhole.

In regards to all the caps already in wormholes... give ample warning and then allow players to desiginate a valid system for that ship to be moved to once the change goes into affect.

If for example they have a static low sec entrance and want to move it back in they could use that (baring mass issues) to then move it back in.

Wormhole I thought was supposed to be about smaller ship combat on a limited scale. Not how much a corp or alliance can turtle themselves in.

I always felt that the T3 should rule in wormholes.

Disclamier:yes i have never lived there, but considering what I have heard about it, removing caps from the equation seems to be the only valid solution... and it makes worm holes less like null sec and give CCP a place to put in new ships that would be cap like in nature but work for more mobile wormhole operations.


You cant run C5 and C6 WH in just T3s.... you need mostly capitals... and the WH masses only allow 1 or 2 to enter at a time... and if there are already 40 caps in there... it becomes almost impossible to atack a well holded WH space....
Pidgeon Saissore
Tyrant's
#9 - 2012-03-25 02:07:01 UTC
I would recomend makeing a deployable structure that increases wh stability.

When deployed on both sides of the wh the duration and total mass would tripple.

It would also give the owning corp an accurate countdown of time and mass until it colapses.

If removed or destroyed it immediately loses everything it gained possibly immediately colapsing it.

There would be no way of increasing the single jump mass as it is what restricts what can enter the wh.
K1Vis
State Protectorate
Caldari State
#10 - 2012-03-26 12:08:20 UTC
If WH stabilizers are ever implemented (And I pray nightly that they never are) they should only effect class 5/6 WH's. The stabilizers structure on each side is the best version I have heard to date but is still not a viable solution.
Tchulen
Trumpets and Bookmarks
#11 - 2012-03-26 12:30:49 UTC  |  Edited by: Tchulen
This definitely should only affect WHs which are likely to be cap heavy (ie, as previously suggested, only lvl5 & 6).

Messing with how much can pass through a WH at any given point in time with WHs lower than 5 would break the whole WH thing for small corps IMO.

EDIT: and lower level WHs are, at the moment, good endgame content for very small corps. It would be a real shame to ruin that.
Mark Hadden
Xynodyne
The Initiative.
#12 - 2012-03-26 12:42:45 UTC
I think any kind of WH stabilizer would contradict the basic concept of wormholes, which imply no stable connection between particular WH systems. Assaulting with cap blob isnt WH-style of play either.
Not supported.
The Hamilton
Sebiestor Tribe
Minmatar Republic
#13 - 2012-03-26 13:00:16 UTC
I'm going with no. If anything I want to see wormhole de-stabilizers. They should be harder to navigate than they are now with a higher risk of dying in a deathly ball of doom. I'd like it to be really possible to be completely stuck in one of these with only suicide as your way out. Going into a wormhole should be scarier than trying to jump a freighter through a gate-camp.
jonnykefka
Adhocracy Incorporated
Adhocracy
#14 - 2012-03-26 16:15:05 UTC
Wormholes are wonderful as-is. Yes, there are doom fortresses. No, they are not totally invincible. This has been demonstrated many times in the past, and will be demonstrated many times again in the future. There is no wormhole system so well defended that sufficient motivation and organization cannot unseat it using current mechanics. The transformation of a w-space system into such a fortress is such a vast commitment of resources that it should be difficult to beat, and it is difficult, but I tell you from personal experience that it is not impossible.

Wormhole de-stabilizers exist already. See that little number at the bottom right of your fitting window? That's your wormhole destabilizer.
Admiral Lysander
Deep Core Mining Inc.
Caldari State
#15 - 2012-03-28 23:06:26 UTC
I had thought off a high risk high resource cost idea off building "wormhole gates"

1st
These station must be built on both ends of a wh and will take along time to come online, meaning that if the wh collapse b4 the station's are online the station's and all the money put into them are lost,

2nd
these station use POS fuel, reason for useing fuel is that if you run out off fuel power loss to the station would cause the wh to collapse takeing with it the station itself , so yet again these station are resource monster's

3rd
as the station takes along time to come online an invadeing force can still be beaten off but the station can take a a small beating in its onlineing phase but repping ships to help its tank would be advisable

4th
dureing the onlineing phase you will have unlimited wh use to make it even for an invadeing force but once online should have a limit that if over used to much with little fuel coul cause an overload an collapse

5th
It sould also be possible to place turrets in orbit around a wormhole gate (very limited amount)

and finaly
destruction off one side of a wormhole gate will result in the destruction off the other side


the idea to creat your own WH empire in my mind is cool


Nariya Kentaya
Ministry of War
Amarr Empire
#16 - 2012-03-29 19:23:43 UTC
Admiral Lysander wrote:
I had thought off a high risk high resource cost idea off building "wormhole gates"

1st
These station must be built on both ends of a wh and will take along time to come online, meaning that if the wh collapse b4 the station's are online the station's and all the money put into them are lost,

2nd
these station use POS fuel, reason for useing fuel is that if you run out off fuel power loss to the station would cause the wh to collapse takeing with it the station itself , so yet again these station are resource monster's

3rd
as the station takes along time to come online an invadeing force can still be beaten off but the station can take a a small beating in its onlineing phase but repping ships to help its tank would be advisable

4th
dureing the onlineing phase you will have unlimited wh use to make it even for an invadeing force but once online should have a limit that if over used to much with little fuel coul cause an overload an collapse

5th
It sould also be possible to place turrets in orbit around a wormhole gate (very limited amount)

and finaly
destruction off one side of a wormhole gate will result in the destruction off the other side


the idea to creat your own WH empire in my mind is cool



Problem number 1 that kinda trumps your entire thought process.
wormholes are supposed to be unclaimable, outisde SOv space, emaning there should not, nor was it ever intendd for their to be, "wormhole empires", you want an empire go to 0.0 and slave away at structures, wormholes are supposed to be for PATIENT players WILLING to wait for the right conenctions to open up, and hoenstly all "stable" wormholes will do to wormhole space is ake it an extension fo 0.0 that would be dominated by the blob instantly.

and i'd rather not have my wormhole spaces filled up with nullbears farming sleepers, they ahve enough resources in null already.
(and before yous ay it, as wormholes are now, you CANT "farm" sleepers, sicne it doesnt matter hbow amny you kill your stil stuck in the wormhoels unable to sell for anywhere form 5-10 weeks)
Alx Warlord
The Scope
Gallente Federation
#17 - 2012-03-29 21:03:46 UTC
Yes, we cant get rid of all difficulties, WH MUST have them... And it must be hard to get to HI-SEC... Also NOW wormholes are too predictable... one thing that i would suggest is to Remove the statics entrances... then we got something hard...
Nels Nevin
NE-Tech inc.
#18 - 2012-03-30 17:11:25 UTC  |  Edited by: Nels Nevin
Ok, As I read though this I thought OMFG are you F***ing kidding me?

Wormholes do not need a stabizer, cyno activity or WH gates, Maybe a module or a rig for mass reduction. But even this could break things, by letting to large a ship into a WH. Ie, BS in c1, or super in c5 and c6.

Caps should not be removed from W-space. Lower class w-space (c4 to c1) can only build caps. You can not move them in or out. Imagine if super caps could only be built in a system (null sec) and could never move out. Far fewer supers would be built as it is a waste of resources. The dwellers of the low class w-space, for the most part, don’t have an over abundance of caps. Next the system that has a lot of cap has them for a reason; they have a lot of isk tied up in the system and want to be able to defend it. (On a side note, if you don’t live in w-space, and never have, don’t comment on changes you have not idea how they will affect it.)

The new “Hub Systems” should make living in w-space a little nicer (more PvP). But any drastic changes to WH would break the one thing in Eve CCP says is working well.

If you’re just mad that you corp of 10 people can’t evict a corp of 100. Then hire a merc corp or go back to null sec, where a small group can easily compete the big boys.
Alx Warlord
The Scope
Gallente Federation
#19 - 2012-03-30 19:56:25 UTC  |  Edited by: Alx Warlord
Nels Nevin wrote:
Ok, As I read though this I thought OMFG are you F***ing kidding me?

Wormholes do not need a stabizer, cyno activity or WH gates, Maybe a module or a rig for mass reduction. But even this could break things, by letting to large a ship into a WH. Ie, BS in c1, or super in c5 and c6.

Caps should not be removed from W-space. Lower class w-space (c4 to c1) can only build caps. You can not move them in or out. Imagine if super caps could only be built in a system (null sec) and could never move out. Far fewer supers would be built as it is a waste of resources. The dwellers of the low class w-space, for the most part, don’t have an over abundance of caps. Next the system that has a lot of cap has them for a reason; they have a lot of isk tied up in the system and want to be able to defend it. (On a side note, if you don’t live in w-space, and never have, don’t comment on changes you have not idea how they will affect it.)

The new “Hub Systems” should make living in w-space a little nicer (more PvP). But any drastic changes to WH would break the one thing in Eve CCP says is working well.

If you’re just mad that you corp of 10 people can’t evict a corp of 100. Then hire a merc corp or go back to null sec, where a small group can easily compete the big boys.


Is it directed to me? My corp actualy holds a C3, and we have other friend corps on it, so,
1 - I live in WH,
2 - I'm not imposing anything, in a debate we trow ideas and discuss them, so some thing good can come out of it.
3 - My corp count more then 100 and we live happy there! But if there are something good that could be add to ower game, why not?

And, ok, Mass rigs are BAD ideas if they allow BS to enter C1 and caps to enter C4, you are right about it. I'm putting a note on it. Thx
Rimase
#20 - 2012-03-31 17:39:27 UTC  |  Edited by: Rimase
Wormhole Stabilizer is probably, mostly, not wanted for a number of already-mentioned reasons nor is it necessary including fact that 'wormhole space' is where you're suppose to get lost. A risk you take. Personally, I like how wormholes are uncontrollable-unstable just as much as how I like Jovians being a mysterious race where we cannot enter their domain.

Instead, a specialized variation of Cynosural Generators for unknown 'wormhole' solarsystems allowing for greater detection at greater distances in the universe but have a redonkulous signature radius that every other Jump-ship can clearly see, curiously.


Alx Warlord wrote:
2- After this short time the WH would then stop allowing ships to pass for another short time (about 30 seconds) because the connection to the other side is already cut and the space tread is returning to normal (The Eden gate is stuck in this phase). Then it is finally destroyed. also WH bumps every ship in a 7 KM radius in the moment of the collapse. (Since it slings the space tread).
I do like this though it (1) must not waste explorer's time, too. It could allow for capsuleers additional time to escape a 'wormhole space' as well! (2) Players can leave the wormhole space but cannot enter at this stage.
What a great idea! Shocked

Looking to join Caldari Faction Warfare corporation!

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