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Worm Hole Stabelizer

Author
Derath Ellecon
University of Caille
Gallente Federation
#21 - 2013-01-07 17:32:43 UTC
tleekett wrote:
updated



It would be helpful if you noted your updates.

Wow what an interesting idea. Personally I think it is bad, for a number of reasons, including but no limited to:

1. WH randomness is a key "feature" of wormhole space. A device like this fundamentally changes the landscape. Not that I am anti change, but a change this fundamental had better have an extremely good reason, or address some fundamental problem. WH mass and time limits aren't a "problem" that need a solution. I don't see a compelling reason that a module such as this needs to exist.

The biggest downside quite frankly is that it enables easier invasions of other systems. Wormhole space is the last area of EVE where a small to medium size corp can "stake a claim" and have any hopes of defending it. There is already a growing split in WH space between the few large corps and alliances and the rest of small to medium corporations. A module like this will mostly allow the big guys to more easily roll into some smaller corps WH and kick them out.

"But Derath, if that smaller corp couldn't defend themselves they don't deserve to live there." Well with a WH stabilizer maybe that is true. With the current mechanics they have a better chance. Bottom line however, is with stabilizers, you could spend a few months evicting tons of small corps from WH's. Word will spread and then WH space will be even emptier than it is now. Does that help the WH community? The bottom line is that WH space is benefitted by more corps moving into systems. Even if they tend more towards the carebear side, those occupied wormholes add potential targets.

Even amongst the big boys, this would likely hurt PVP than help. Large groups could now basically perma anchor these stabilizers between systems, allowing them to have a series of systems linked together. This would allow for even easier defense against an attacking fleet, allowing more "blobs", something most WH dwellers don't seem to want.

Yes these are not the most well formed arguments, but I am at work. But hopefully you can take it for the idea I am getting at to further discussion, rather than just taking cheap potshots to dismiss them as incomplete.
Exterminatus Illexis
Unmarked Discrete Packaging.
#22 - 2013-01-07 17:44:13 UTC
This is why I suggested a mass limit, Derath, since it would prevent the big guys from getting a large enough force in quickly to do such a huge amount of damage. The module, I presume, would not be that hard to destroy and thus would require a very ferocious defense to keep up. Making invasions difficult, and giving the defending side incentive to be offensive instead of just guarding POS's. Possibly even keeping the stabilizer up to invade on the opposing team's side.

the only one per WH system would limit a force to only holding two systems connected at a time, however with a POS revamp and adequate PI in both systems you could keep them both running perpetually if you had a proper shipping rout. And with the mass limit, that would be like one freighter per day. Then it slowly recharges, giving an indicator of how much mass it can transfer at the time on the info section, rather than resetting at downtime. Which could also screw over invaders because you could just jump an absurd mass phobos through it, and then use the disruption bubbles to lower the mass on the way back. Meaning you could cripple the kind of fleet an invader can bring.

With love,

Your favorite idiot.

Derath Ellecon
University of Caille
Gallente Federation
#23 - 2013-01-07 19:50:40 UTC
Exterminatus Illexis wrote:
This is why I suggested a mass limit, Derath, since it would prevent the big guys from getting a large enough force in quickly to do such a huge amount of damage. The module, I presume, would not be that hard to destroy and thus would require a very ferocious defense to keep up. Making invasions difficult, and giving the defending side incentive to be offensive instead of just guarding POS's. Possibly even keeping the stabilizer up to invade on the opposing team's side.

the only one per WH system would limit a force to only holding two systems connected at a time, however with a POS revamp and adequate PI in both systems you could keep them both running perpetually if you had a proper shipping rout. And with the mass limit, that would be like one freighter per day. Then it slowly recharges, giving an indicator of how much mass it can transfer at the time on the info section, rather than resetting at downtime. Which could also screw over invaders because you could just jump an absurd mass phobos through it, and then use the disruption bubbles to lower the mass on the way back. Meaning you could cripple the kind of fleet an invader can bring.


Ok so then essentially it is mostly just a time extender. That then would go into my first point. What "problem" does this fix. As designed the unstable nature of wormholes is a large part of what gives them their "charm". The randomness. The unpredictable nature.

This modules helps to destroy that aspect of Wormholes to an extent. So in what way then does this module enhance WH life.

Does it make logistics easier? Sure. I would argue that this doesn't enhance wormhole life. Difficult logistics is part of the WH package.

Does it make cooperation easier? Sure. in some ways I do think it would be cool to be able to link to a neighbor and work cooperatively, if only for a time. But I don't think this "feature" outweighs the potential downsides.

So in the end, as adjusted I don't see there being enough value to create them. Without mass limits i think they are too damaging to the WH ecosystem. With mass limits they seem largely superfulous. Kind of on par with the target lock breaker module or reactive armor hardener.
Joe Risalo
State War Academy
Caldari State
#24 - 2013-01-07 20:47:30 UTC
I kinda Feel that the Nay sayers are stretching to find a reason to hate this idea a little too hard.


Ok,

The limitations he has placed on this idea help to make this a challenging aspect of WH life, while at the same time making Wh space more expansive, and risky at the same time.


First, as the OP has stated, these WH stabilizers would only be usable for Wh's connecting two Wh systems.
Basically, you could use some Lore aspect stating that since this allows sleepers to slip into normal space, Concord has scanners on stations and gates even in null sec, and in the event that a Wh stabilizer is deployed in even null sec, they will show up and destroy it and the person deploying it as is posses a threat to everyone.

On top of that. Since each WH system is limited to one stabilizer per system, and since a stabilizer is required on both sized of the WH, than a corp/alliance would be unable to have any more than two conjoined WH systems at a time.
Thus, they would not be able to turn WH space into normal space by joining several Wh systems together using these.

This would be nothing more than allowing corps/alliances to expand into second Wh system, while still retaining ties to their original system.


Second, he has established that the mass allowance of an asteroid would still deteriorate, however, the stabilizer would hold the Wh open, and either refresh in size after 24hrs, or would slowly replenish the mass availability of the WH.
Personally, I like the idea of it replenishing over time, but a 24hr refresh would be easiest.

This means, a stabilized Wh would still be limited to the same amount of m3 passing through it in a 24hr period.
a class 1 Wh would still only allow x amount of mass through it within 24hrs, but you would have the benefit of retaining that connection to be used again after it refreshed.


Third, this does not make assaulting, securing, or exploring WHs any easier.
In order to assault a WH system, you must first have a connection to that system.
Well, one might say a link is provided by the stabilizer, however, if another corp/alliance placed the stabilizer, than odds are they have secured both systems. You as the assaulter can break the link, thus cutting off ties and any reinforcements, or, you can attempt to hold the link open so that you can assualt both systems, but this requires you to have security on both sides to defend the stabilizers.

That said, as a defender, if you wish to retain that link so that you can reinforce and/or retreat, then you must maintain security on your stabilizers. However, if you are defending and would wish to retreat and/or just completely break away from the assaulted system in order to keep your enemy from reaching your second system, then you could destroy the stabilizer yourself, thus collapsing the hole.


Basically, what I'm getting at is that this not only provides more depth for Wh dwellers in both strategy and gameplay, but it also provides more availability of content for Wh dwellers.

As a personal example, I myself spent a little over a month in a Class 2 Wh.
However, for the last 2 weeks I was in the Wh, NOTHING was spawning except for connecting Wh's.
There were no sites at all.
Well, we could always explore into other Wh systems, but there was a slight issue with this.
If we opened the WH and there was someone else present in that system, then we could simply move mass to collapse the Wh.
However, if we found an un-occupied Wh, well, it was basically a 1 day event, and was limited by the amount of ships we could send into the adjacent system.

Now, if we has a Wh stabilizer, we could have established a colony on both sides prefering to take the risks.
Someone could have taken advantage of that, but that's the risks.

Now, lets say we came into a system that was occupied, but, didn't have a bridged system to it. Well, we could either collapse the gate, or attempt to build a bridge ourselves thus allowing for an easier assault.
Well, this could be a good thing, however, if they overpower us, we may have just given them a bridge to us as well.

So, reguardless of whether you're attacking with a bridge, defending your bridge, or defending against a bridge, the fact of the matter is..

Allowing for this not only broadens the capabilities of WH dwellers, but also provides for more depth in WH gameplay...
Joe Risalo
State War Academy
Caldari State
#25 - 2013-01-07 21:16:27 UTC
Derath Ellecon wrote:


Does it make logistics easier? Sure. I would argue that this doesn't enhance wormhole life. Difficult logistics is part of the WH package.


Logistics would only be easier between the two adjoined Wh systems. The logistics of getting items in and out of WH space would still be just as difficult, so that aspect remains the same.

Quote:
Does it make cooperation easier? Sure. in some ways I do think it would be cool to be able to link to a neighbor and work cooperatively, if only for a time. But I don't think this "feature" outweighs the potential downsides.

The downsides weigh less than the possitives.
Lets say you decided to share your Wh system with another corporation. Well, that basically means that the sites available in that system must now be shared.
Now, lets say you formed a coalition with a corporation in another system to which you formed a bridge to. Well, you would share your sites with them, but they would also be sharing their sites with you. So, you could take it for as much of a win as it is a loss.
If you're refurring to trust issues in this manner, well, there's a lot less trust required when related to someone in a bridged system than there is to trusting someone in system.
If the person in system acts up, well, you've got a fight, however, if the person in the bridged system acts up, then you can simply break the bridge.

Quote:
So in the end, as adjusted I don't see there being enough value to create them. Without mass limits i think they are too damaging to the WH ecosystem. With mass limits they seem largely superfulous. Kind of on par with the target lock breaker module or reactive armor hardener.


The real value comes not from forming a bridge with others, but rather forming a bridge for yourself.
If I had a Wh corp/alliance, as I grew I would need more space. Not only for more members, but also to have more sites.

As a good example, if I were in a class 2 WH and gained more members, thus allowing me to have more functionality in a class 4 WH, then I would want to build a bridge thus allowing me to not only expand into a class 4, but to also retain the safety and other features, such as soloable sites that are available in my class two Wh.

So, when there weren't many people available I would be able to solo content in the class 2 WH, but when a fleet was available we would be able to pod into the class 4 wh to keep down the mass usage of the Wh and hop into ships in a POS inside the class 4 allow us to fleet content.

Or, if I wanted to keep all my eggs in one basket (so to say) then I would be able to fly my ships into the class 4 and the back into the class 2.

Now, due to the risks there are some that wouldn't take the risks. You could take members into the class 4 to fleet content and an invasion into your class two could collapse the Wh behind you, and take over your class 2 with ease since no one would be there to stop them.
However, that's a risk you would have to be willing to take, as well as a risk you would need to defend against if you were willing to create a bridge.

My point is, there as positives and negatives of having Wh stabilizers, however, isn't this the way Wh space is supposed to be? I mean, as long as you limited the positives, then it's basically all the same. That said, the limitations are created by only allowing one bridge per system, limiting the mass amount to typical class size mass within a 24hr period, requiring fuel to maintain the bridge, and allowing destruction to break the bridge.


So, I say again, these would not only allow for more interesting gameplay in Wh space, but would also allow for more entertainment value and less downtime for Wh dwellers.
Nariya Kentaya
Ministry of War
Amarr Empire
#26 - 2013-01-07 22:50:57 UTC  |  Edited by: Nariya Kentaya
something to consider in your proposal, is that this would allow anyone to literally steamroll somoene else's holding if they play outside their TZ. imagine us logging in to a combined exhale/DoA/starbridge fleet consisting not of what they were ABLE to get into our hole, but EVERYTHING they WANTED in our hole, we could be facing 50+dreads. fact is, it unbalances WH sapce and contributes to blob mechanics like nullsec. even with the DAILY mass limits, it would still allow a fairly quick buildup of forces.
Joe Risalo
State War Academy
Caldari State
#27 - 2013-01-08 03:45:59 UTC
Nariya Kentaya wrote:
something to consider in your proposal, is that this would allow anyone to literally steamroll somoene else's holding if they play outside their TZ. imagine us logging in to a combined exhale/DoA/starbridge fleet consisting not of what they were ABLE to get into our hole, but EVERYTHING they WANTED in our hole, we could be facing 50+dreads. fact is, it unbalances WH sapce and contributes to blob mechanics like nullsec. even with the DAILY mass limits, it would still allow a fairly quick buildup of forces.


If you would read the suggestion, nothing would be able to fit through the WH that couldn't originally.

So, a blob of dreads would not be able to fit into a class 2.

Also, you would stil be limited by the amount of mass that could pass through the Wh in a given time.
tleekett
Federal Navy Academy
Gallente Federation
#28 - 2013-01-08 04:58:32 UTC  |  Edited by: tleekett
Nariya Kentaya wrote:
something to consider in your proposal, is that this would allow anyone to literally steamroll somoene else's holding if they play outside their TZ. imagine us logging in to a combined exhale/DoA/starbridge fleet consisting not of what they were ABLE to get into our hole, but EVERYTHING they WANTED in our hole, we could be facing 50+dreads. fact is, it unbalances WH sapce and contributes to blob mechanics like nullsec. even with the DAILY mass limits, it would still allow a fairly quick buildup of forces.

Also to add there is a 3 hour time limit on putting these things up, so if someone wanted to use this to role systems it would not be very time efficient. The added set up take down time is to prevent this from happening. Also the mass limitations would prevent you from putting more than the original wh could hold. Which is a dople edged sword in a way. Means if you max it out and one system gets invaded you effectivly shut yourself off from the other side. Meaning no reinforcements or escape through the stabelizer. Yet another risk of the device.
tleekett
Federal Navy Academy
Gallente Federation
#29 - 2013-01-08 05:15:01 UTC
Added training requirements and how they will work. Pt 6
tleekett
Federal Navy Academy
Gallente Federation
#30 - 2013-01-08 05:17:12 UTC  |  Edited by: tleekett
tleekett wrote:

6. Skill training
Would fall under corporation management and be a terciary skill requiring anchoring level 4. Level one would allow use of the device with restricted mass and each level would increase the amount of mass per day. With level 5 being 100% use of normal mass of the wh per day. MEANS IT WOULD BE A 6X MULTIPLIER SKILL

Exterminatus Illexis
Unmarked Discrete Packaging.
#31 - 2013-01-08 13:10:53 UTC
I'd also advise making it an orbital, working much like a POCO does. As it's onlining it would show up on the overview, meaning that if it's undesireable then it can be assaulted before it can fully be onlined. It would work like a jump gate, only with a mass limit and could only transport so much at any given time.

With love,

Your favorite idiot.

tleekett
Federal Navy Academy
Gallente Federation
#32 - 2013-01-09 03:46:49 UTC
I am gonna leave it how it is for now and see how it develops. Let the people figure out how the thing is gonna line up with the wh is it gonna encompass it or just hang below or above. Any positive ideas or encouragement are welcomed.
Meytal
Doomheim
#33 - 2013-01-09 16:19:24 UTC
[Wormhole Stabilizers]
Surely, you're joking. Right?


The existing wormhole mechanics are perhaps the best things CCP has ever done with EVE. It's not supposed to be braindead easy logistics, or constant connection to blues for reinforcements. If you want E-Z-Mode, go to Null.

These mechanics haven't prevented people from pulling off some crazy stunts by being patient or creative, such as when Rooks and Kings seeded maybe 10 or so caps into a Transmission Lost hole and proceeded to logoffski-trap them, whelping the entire defending fleet.

Don't draw CCP's attention to wormhole mechanics, or they'll "fix" the place like they've "fixed" some of the other places.
Learn and adapt, or leave.
Eliniale
Co-operative Resource Extraction
#34 - 2013-01-09 16:29:20 UTC
Sorry mate, but i'm going to shoot it down.

The whole point of wormholes is that they are non-static in nature. Any module or item that would change this is kinda ruining the point.

Other than that I think most arguments against this have been raised by my peers, so I'll rest my case.

System ideas: https://forums.eveonline.com/default.aspx?g=posts&t=191928&find=unread

Exterminatus Illexis
Unmarked Discrete Packaging.
#35 - 2013-01-09 16:38:25 UTC
Well I can see you two haven't read the whole thread, it does need a lot of nerfing to be applicable and not disrupt the way wormholes are right now. The difficulty in logistics would remain, the difficulty in moving masses of stuff would remain. The only thing that would change is that they could control the connections between two sites. That means you could not have A C5 connected to a highsec static C2, since you would require C5's and C6's to be interconnected. C3-4 only able to connect to eachother and C1-2 only able to connect to eachother. That means only classes that can have statics to the same types of space can be connected, making logistics the same in difficulty only you can move forces between two holes easier. Meaning WH corps can expand more easily, making the area more prosperous not less. Of course this would only work for connections between two holes, and possibly a drawback is that exits to K-Space spawn with less frequency.

With love,

Your favorite idiot.

Meytal
Doomheim
#36 - 2013-01-09 16:56:52 UTC
Can't believe I'm feeding this, but adding a slew of arbitrary limitations into a sandbox game is Bad (tm), mkay? And you still want it to be easier to connect to broskies for easy reinforcements, or for easy static farming, or any other wide range of logistical buffs the mind can imagine. Basically, you want to fundamentally change wormhole mechanics ... to your own benefit.

Again, if you don't like the wormhole mechanics, which I'll say again are probably the closest thing to perfect CCP has ever done, Nullsec is *points* that way. It addresses your needs surrounding the wormhole stabilizers except that it allows potential targets to counter-drop forces on you, evening the odds.

If anything should change in W-Space mechanics, it's the fact that escalated Sleeper sites should despawn at downtime, whether finished or not, ending the abuse of Sleeper respawns in partially-completed sites.
DJ P0N-3
Table Flippendeavors
#37 - 2013-01-09 16:59:17 UTC
Exterminatus Illexis wrote:
That means you could not have A C5 connected to a highsec static C2, since you would require C5's and C6's to be interconnected. C3-4 only able to connect to eachother and C1-2 only able to connect to eachother. That means only classes that can have statics to the same types of space can be connected


I'm going to interrupt you here to point out that C3s and C4s cannot have statics to the same type of space. The C1-2, C3-4, and C5-6 limitation has nothing to do with common statics. In fact, these restrictions make no sense in the context of statics at all.

Exterminatus Illexis wrote:
, making logistics the same in difficulty only you can move forces between two holes easier. Meaning WH corps can expand more easily, making the area more prosperous not less. Of course this would only work for connections between two holes, and possibly a drawback is that exits to K-Space spawn with less frequency.


The point of w-space is that you can't do what this thread is proposing. This isn't just your bog-standard wormhole stabilizer idea, this is trying to put in destructible stargates. We don't need people stringing systems together to form mini-empires. A wormhole corp shouldn't need to "expand easily". Expansion should be hard.

I'm not sure why you think statics to k-space would spawn any less frequently. You can't stabilize them as per the original post, so there's nothing changing how they work.
Exterminatus Illexis
Unmarked Discrete Packaging.
#38 - 2013-01-09 17:02:12 UTC
DJ P0N-3 wrote:
Exterminatus Illexis wrote:
That means you could not have A C5 connected to a highsec static C2, since you would require C5's and C6's to be interconnected. C3-4 only able to connect to eachother and C1-2 only able to connect to eachother. That means only classes that can have statics to the same types of space can be connected


I'm going to interrupt you here to point out that C3s and C4s cannot have statics to the same type of space. The C1-2, C3-4, and C5-6 limitation has nothing to do with common statics. In fact, these restrictions make no sense in the context of statics at all.

Exterminatus Illexis wrote:
, making logistics the same in difficulty only you can move forces between two holes easier. Meaning WH corps can expand more easily, making the area more prosperous not less. Of course this would only work for connections between two holes, and possibly a drawback is that exits to K-Space spawn with less frequency.


The point of w-space is that you can't do what this thread is proposing. This isn't just your bog-standard wormhole stabilizer idea, this is trying to put in destructible stargates. We don't need people stringing systems together to form mini-empires. A wormhole corp shouldn't need to "expand easily". Expansion should be hard.

I'm not sure why you think statics to k-space would spawn any less frequently. You can't stabilize them as per the original post, so there's nothing changing how they work.


You appear to have not noticed the movement of mass restrictions. Nor payed attention to my point there, the point is that it keeps logistics and expansion difficult but not ridiculously so between two points.

With love,

Your favorite idiot.

DJ P0N-3
Table Flippendeavors
#39 - 2013-01-09 17:24:53 UTC
Exterminatus Illexis wrote:
DJ P0N-3 wrote:
Exterminatus Illexis wrote:
That means you could not have A C5 connected to a highsec static C2, since you would require C5's and C6's to be interconnected. C3-4 only able to connect to eachother and C1-2 only able to connect to eachother. That means only classes that can have statics to the same types of space can be connected


I'm going to interrupt you here to point out that C3s and C4s cannot have statics to the same type of space. The C1-2, C3-4, and C5-6 limitation has nothing to do with common statics. In fact, these restrictions make no sense in the context of statics at all.

Exterminatus Illexis wrote:
, making logistics the same in difficulty only you can move forces between two holes easier. Meaning WH corps can expand more easily, making the area more prosperous not less. Of course this would only work for connections between two holes, and possibly a drawback is that exits to K-Space spawn with less frequency.


The point of w-space is that you can't do what this thread is proposing. This isn't just your bog-standard wormhole stabilizer idea, this is trying to put in destructible stargates. We don't need people stringing systems together to form mini-empires. A wormhole corp shouldn't need to "expand easily". Expansion should be hard.

I'm not sure why you think statics to k-space would spawn any less frequently. You can't stabilize them as per the original post, so there's nothing changing how they work.


You appear to have not noticed the movement of mass restrictions. Nor payed attention to my point there, the point is that it keeps logistics and expansion difficult but not ridiculously so between two points.


Mass restrictions in regard to what? If you mean that there are still the same mass restrictions on the wormhole as the original had that regenerate daily, then...so what?

It doesn't keep expansion difficult. I'm not sure why it seems that way to people. You're connecting two wormholes that any wormhole corp in their right mind will know how to preserve indefinitely. You have expanded and that wormhole is there to stay so long as you take reasonable care of it. The only option that I would find reasonable here is if the structure has so few hitpoints that a passing breeze could kill it.

If you're going to have a structure that turns off the normal decay from time, it should not regenerate mass at all. You might gain a tiny bit of traction if you champion that idea, but let's be honest: you're proposing/championing a fundamental alteration to wormhole mechanics. People who live in w-space generally like the mechanics just as they are because they prevent what wormhole stabilizers would allow. You're not going to be winning people over en masse with a wormhole stabilizer.
Exterminatus Illexis
Unmarked Discrete Packaging.
#40 - 2013-01-09 17:41:23 UTC
I can agree with some of that, however others are kinda just dodging carefully around some select parts of the upsides and downsides to this as it seems many of the antagonists of these ideas do.

Anyways, the ideas here thus far that I have pointed out:
Structure would be weak, however able to kept alive under sustained fire from a mid-sized ish fleet.(maybe 10 battleships worth of dps) by four or five logi/a carrier. Meaning you can mount a defensive.

The structure takes its own skill to keep running, consumes fuel(making it hard to run already in WH space unless you have very good PI and industrial POS's stop sucking ass) and would reduce the spawns of wormholes within the systems they are in. Making getting stuff out of the hole harder.

It has a substantial mass limit, and that mass recharges ever so slowly. And unlike normal WH mechanics the mass cannot go negative, thus unless it can actively support the mass jumping through it with the current amount(10,000,000kg can't go through a hole that has only 9,999,999kg regenerated) making invasion and logistics actually harder since you wouldn't be able to fit a freighter through the hole unless it was a higher class system to begin with.


I'm also not exactly trying to gain favor of the whole WH community, but rather just look this over and see if it's an idea that could be used at any time in the future. It adds a new level of gaming to WH's.

With love,

Your favorite idiot.

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