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Nullsec design goals feedback: Movement and logistics

Author
Vanessa Vansen
Vandeo
#1 - 2011-09-26 08:11:53 UTC  |  Edited by: Vanessa Vansen
Collection of the dev posts of Nullsec design goals feedback: Movement and logistics

I hope I didn't miss any or copied something wrong. In case of doubt, just run through the thread mentioned above
CCP Greyscale wrote:

John McCreedy wrote:

Bigger ships/fleets travel slower

Quote:
As the amount of power your fleet can deploy increases, its mobility should decrease. Small, flimsy fleets should always maintain a mobility advantage over big, dangerous ones. This ensures that a wider range of fleet compositions and sizes remain valuable, catering to more preferences and playstyles. It also makes fleet composition more a case of selecting the right tools, and less of just dumping the whole toolbox onto the floor, encouraging players to innovate tactically and strategically.


Big fleets consisting of big ships already move slower. Big ships are slower to align and slower to warp than smaller ships so I'm not sure where you're going with this. You should also remember that bigger ships don't necessarily mean more powerful fleets. There's many examples where T2 and T3 Cruiser fleets have destroyed T1 BS fleets so I think this is fairly balanced as it stands now. What you're doing is repeating the mistakes of the past. Less stick, more Carrot. Incentivise us to use smaller ships and smaller fleets rather than punishing us for using large fleets with large ships.



Yup, and this is something that in an ideal world would extend to capitals, too. How that would work we're not sure yet.

Gemma Magiliska wrote:

Speaking from the POV of a logistics (in terms of POS infrastructure maintenance) person:

1. Allow corp 'headquarters' systems in nullsec to install a cyno beacon which can extend jump range when jumping to and from that system by an amount (depending on upgrade level installed). maybe a 3% increase in distance per level of upgrade.

2. Introduce a new ship to replace the Rorq as a POS fueller, which has a special POS fuel bay which you can store "fuel pellets + HW/LO" in, in a similar capacity (POS fuel duration?) to a Rorqual, but with more reasonable training prerequisites.




Would sticking a fuel bay on the Orca do the trick?