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Rebuttal: Nerf Without Cause: Jump Drives

First post First post
Author
James Amril-Kesh
Viziam
Amarr Empire
#201 - 2013-01-16 16:56:34 UTC
Murk Paradox wrote:
Then I guess a further mechanic attunement based on mass would be in order.

I GOT IT
We'll give ships a "scan resolution" that gets smaller as the ship gets bigger, and then we'll make this complicated equation involving the hyperbolic arcsine where smaller scan resolution and smaller ships being targeted both increase the time it takes to lock a ship!

Enjoying the rain today? ;)

Murk Paradox
Ministry of War
Amarr Empire
#202 - 2013-01-16 16:59:45 UTC
RubyPorto wrote:
Murk Paradox wrote:
And yes, a trade off would be that it would affect all ships, including those brought in to tackle.


Which means that Supers already on field will never die unless the defending group already has HICs/DICs sitting cloaked on field. (HICs/DICs on market can easily be bought out by the attacking party, HICs/DICs on contract can be bought out by spies. HICs/DICs jumping in via gate will be killed by a small camp or reported by scouts. HICs/DICs undocking can be killed by a small camp or reported by scouts. All with plenty of time for Supers to align and warp out.)


As for the rest of your post, I honestly tried, but I couldn't follow your train of thought at all.



So is this to say intel should or should not be an important factor in "power projection" or are we trying to stray around the original fact of how it would be bad because people own sov in far corners and would have to make their jump freighters do 3 extra jumps for their supply chain?

That's what this thread is trying to stay on. The logistical importance of jump drives.

The other thread is the one fousing on combat.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Terranid Meester
Tactical Assault and Recon Unit
#203 - 2013-01-16 17:00:02 UTC
While Im generally in favour of increasing the size of the eve universe and encouraging alliances to actually live in the space they hold without taking systems hundreds of jumps away and actually helping improve the economy of the area they live in without going to the cesspit that is Jita everytime they want to sell something, I don't think reducing the numbers that can jump should be looked at this time. Jump clones are more of a problem regarding instantaneous travel, and personally I think they should just be restricted to the same station as a player with unlimited time use [maybe].

I think increasing the ways that cyno jammers can be deployed would be a better way of dealing with an overabundance of cyno warfare [such as a cyno jammer ship & being able to turn every pos [large?] into a cyno jammer], to cause some problems with your enemies jump freighting everywhere. This is not withstanding the role of capital ships in eve too of course and sovereignity as a whole.
Natsett Amuinn
Caldari Provisions
Caldari State
#204 - 2013-01-16 17:00:40 UTC
Murk Paradox wrote:
Natsett Amuinn wrote:
Murk Paradox wrote:
Combat versus logistics it seems...

So far hotdropping is generally used for reinforcements from the larger force who rush to defend, call in backup and obliterate opposition. Since you are using a small vs large concept, I doubt those smaller groups have the backup to call in. So they would either die or retreat or win. But they would know that to begin with. Removing the ability to hotdrop 3x the #s of that smaller force (as a combat pov) would still generate a good fight, which is what the smaller group wants in the first place since they are not nullsec longterm residents (assumption).

If that is the case, using a smaller group trying out sov null and learning the ropes, it actually HELPS that smaller group since generally even after a fight I'd assume negotiations would then ensue.

You take a larger group who rushes to defend, hotdrops via escalation, obliterates and dominates that fight, the smaller group loses interest.

You then have either a one hit wonder of a fight, or lose a potential ally, or lose a potential enemy that could still end up being have fun to have (knowing they are new and not truly a threat to your empire anyways... yet).

Ergo, you would entirely destroy the growth aspect and again remain in your niche and only a few hours would have pissed like a ripple in the pond, with that smaller group losing interest.

In regards to logistics... since that smaller group wouldn't be able to get a foothold in sov anyways because of hotdropping and wiping them out in a "op" fashion, that smaller group wouldn't have the chance to even consider the logistics of their new home in regards to however many jumps their transport has to complete for their supply train.

Take or nerf that jump drive ability, and now you just might give that smaller group a chance, regardless if it would make it more difficult or not isn't the question. The chance to try is already removed with current mechanics.

I'm sorry that's horrible.

You'rae suggesting arbitrary limitters.
If one group has 100 guys in the fleet, the other group can't bring more than 300? This EVE, not WoW, not EQ2, not Rift, not DAoC. ******* EVE!

NO.
CCP gives us the ability to put thousands of people in a single corp, if you can't grow, you don't succeed. CCP shouldn't give you leg up because you don't want to play on the same level as the big boys.

What a horrible idea.



That's my point! It wasn't me who is suggesting arbitrary limiters, but one of your corpmates. Kept using smaller and smaller numbers to represent someone who wasn't in a large powerbloc. I was using his words to an effect.

Ok, didn't see that.

Yeah, that's a horrible game mechanic regardless of who suggests it.

I won't lie either, I would stop playing EVE if CCP started doing **** like that.
Because that is just not EVE.

Small groups do not need, nor do they deserve, a hand. No one else currently in null was able to get here becuse CCP did soemthing for them, not even BoB who was indeed getting developer help.

Success in null is entirely dependant on the ability of the persons in charge of the corp and alliance to grow and sustain their org, as well a developing diplmomatic ties.

Diplomacy is a HUGE part of EVE. Artificiall limitter to help small groups trivializes the need to be diplomotic. Why work with anyone if no one can drop an overwhelming force on you when you decide to act like a ****.

Murk Paradox
Ministry of War
Amarr Empire
#205 - 2013-01-16 17:01:59 UTC
James Amril-Kesh wrote:
Murk Paradox wrote:
Then I guess a further mechanic attunement based on mass would be in order.

I GOT IT
We'll give ships a "scan resolution" that gets smaller as the ship gets bigger, and then we'll make this complicated equation involving the hyperbolic arcsine where smaller scan resolution and smaller ships being targeted both increase the time it takes to lock a ship!



Yes, I'm pretty sure originally the ships were designed without signature radius before implemented as well. You know, everyone with a slingshot and 1 pebble mentality.

Now you're catching on. It's called growth and you are either going to be happy with the way things are, or you aren't. Take a stance. Stop trolling.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Murk Paradox
Ministry of War
Amarr Empire
#206 - 2013-01-16 17:03:29 UTC  |  Edited by: Murk Paradox
Natsett Amuinn wrote:
Murk Paradox wrote:
Natsett Amuinn wrote:
Murk Paradox wrote:
Combat versus logistics it seems...

So far hotdropping is generally used for reinforcements from the larger force who rush to defend, call in backup and obliterate opposition. Since you are using a small vs large concept, I doubt those smaller groups have the backup to call in. So they would either die or retreat or win. But they would know that to begin with. Removing the ability to hotdrop 3x the #s of that smaller force (as a combat pov) would still generate a good fight, which is what the smaller group wants in the first place since they are not nullsec longterm residents (assumption).

If that is the case, using a smaller group trying out sov null and learning the ropes, it actually HELPS that smaller group since generally even after a fight I'd assume negotiations would then ensue.

You take a larger group who rushes to defend, hotdrops via escalation, obliterates and dominates that fight, the smaller group loses interest.

You then have either a one hit wonder of a fight, or lose a potential ally, or lose a potential enemy that could still end up being have fun to have (knowing they are new and not truly a threat to your empire anyways... yet).

Ergo, you would entirely destroy the growth aspect and again remain in your niche and only a few hours would have pissed like a ripple in the pond, with that smaller group losing interest.

In regards to logistics... since that smaller group wouldn't be able to get a foothold in sov anyways because of hotdropping and wiping them out in a "op" fashion, that smaller group wouldn't have the chance to even consider the logistics of their new home in regards to however many jumps their transport has to complete for their supply train.

Take or nerf that jump drive ability, and now you just might give that smaller group a chance, regardless if it would make it more difficult or not isn't the question. The chance to try is already removed with current mechanics.

I'm sorry that's horrible.

You'rae suggesting arbitrary limitters.
If one group has 100 guys in the fleet, the other group can't bring more than 300? This EVE, not WoW, not EQ2, not Rift, not DAoC. ******* EVE!

NO.
CCP gives us the ability to put thousands of people in a single corp, if you can't grow, you don't succeed. CCP shouldn't give you leg up because you don't want to play on the same level as the big boys.

What a horrible idea.



That's my point! It wasn't me who is suggesting arbitrary limiters, but one of your corpmates. Kept using smaller and smaller numbers to represent someone who wasn't in a large powerbloc. I was using his words to an effect.

Ok, didn't see that.

Yeah, that's a horrible game mechanic regardless of who suggests it.

I won't lie either, I would stop playing EVE if CCP started doing **** like that.
Because that is just not EVE.

Small groups do not need, nor do they deserve, a hand. No one else currently in null was able to get here becuse CCP did soemthing for them, not even BoB who was indeed getting developer help.

Success in null is entirely dependant on the ability of the persons in charge of the corp and alliance to grow and sustain their org, as well a developing diplmomatic ties.

Diplomacy is a HUGE part of EVE. Artificiall limitter to help small groups trivializes the need to be diplomotic. Why work with anyone if no one can drop an overwhelming force on you when you decide to act like a ****.




Uh, it was you who said it. I even edited the orig post to reflect that. You first originally used 100 vs 1000 then scaled it down to 20. Also said null was only diplomacy, that fighting belonged in low.

I originally took the stance that I understand the way things worked and then people decide to pipe and and throw in reasons why it shouldn't. So I take their reasons and run with it until one of their allies tears it down.

Eve as it is to me, allows you to do whatever you want. Whatever tool you need to accomplish that, is going to be done by your own actions be it a fight, diplomacy, ganging up, stealing, whatever.

Adapting is by far easier than trying to force people to bend to what you think is right.

Should small corps have a chance at sov? Sure, why not. It's up to the player to decide how they want to do it, not a mechanic to decide whether it will fail. If I want to take or park or move into null, I can. You can stop me sure. Or you can help me, or you can blow me up. I likewise can do the same.

What I do NOT like, is the ability to tranverse the enitre game (be it 1 jump or 20) to dictate how I try to play in Eve, especially if I am trying to do something on my own, "negotiating" with my neighbor.

Is it fair? No, but it isn't a matter of fairness. I don't care about using a titan to move a fleet across 1 system to save cap or what not, it's what the ship is used for!

But I do not think null should be ran by so few powers either. And that is player generated using ingame mechanics.

If it's working as intended, then sure, I guess everyone has been wrong for 10 years now since there is a HUGE history of nerfs and buffs from people "adapting". But if it could use more tweaking, and help achive player designed mechanics, then I'm all for it since that is meta gaming, which is what diplomacy is. Diplomacy as a mechanic is for npc interaction. No ingame skill will help with that. Except power projection.

But there should be limits. The way jump drives work now, I don't think they are limiting enough, because you can take a 20 vs 100 fight and turn it into a 100 vs 1000 fight at a drop of a hat.

But that's player driven.

So then it comes down to how people handle things. And we all know how poorly that is. We read the killmails.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Natsett Amuinn
Caldari Provisions
Caldari State
#207 - 2013-01-16 17:05:23 UTC
There would be nothing wrong with reducing the effective range of a titan bridge.

Smaller groups just need to be very aware that such a change is going to have significantly more impact on their ability to survive in null than on the larger groups.

JFers are a REQUIRED in order for anyone to thrive in null, reducing there range doesn't benefit anyone or create any kind of balance between samll and large groups. (Balance that should not exist anyways.)

And if you nerf jump bridges they'd be useless. A single bridge only saves you a couple of jumps, and there is real logistics involved in setting them up already. Not to mention, anyone with half a brain can figure out were they ******* things are, and a small group can be an incredible nuasance in harrassing otherss when they do.
Natsett Amuinn
Caldari Provisions
Caldari State
#208 - 2013-01-16 17:06:06 UTC  |  Edited by: Natsett Amuinn
Murk Paradox wrote:
Natsett Amuinn wrote:
Murk Paradox wrote:
Natsett Amuinn wrote:
Murk Paradox wrote:
Combat versus logistics it seems...

So far hotdropping is generally used for reinforcements from the larger force who rush to defend, call in backup and obliterate opposition. Since you are using a small vs large concept, I doubt those smaller groups have the backup to call in. So they would either die or retreat or win. But they would know that to begin with. Removing the ability to hotdrop 3x the #s of that smaller force (as a combat pov) would still generate a good fight, which is what the smaller group wants in the first place since they are not nullsec longterm residents (assumption).

If that is the case, using a smaller group trying out sov null and learning the ropes, it actually HELPS that smaller group since generally even after a fight I'd assume negotiations would then ensue.

You take a larger group who rushes to defend, hotdrops via escalation, obliterates and dominates that fight, the smaller group loses interest.

You then have either a one hit wonder of a fight, or lose a potential ally, or lose a potential enemy that could still end up being have fun to have (knowing they are new and not truly a threat to your empire anyways... yet).

Ergo, you would entirely destroy the growth aspect and again remain in your niche and only a few hours would have pissed like a ripple in the pond, with that smaller group losing interest.

In regards to logistics... since that smaller group wouldn't be able to get a foothold in sov anyways because of hotdropping and wiping them out in a "op" fashion, that smaller group wouldn't have the chance to even consider the logistics of their new home in regards to however many jumps their transport has to complete for their supply train.

Take or nerf that jump drive ability, and now you just might give that smaller group a chance, regardless if it would make it more difficult or not isn't the question. The chance to try is already removed with current mechanics.

I'm sorry that's horrible.

You'rae suggesting arbitrary limitters.
If one group has 100 guys in the fleet, the other group can't bring more than 300? This EVE, not WoW, not EQ2, not Rift, not DAoC. ******* EVE!

NO.
CCP gives us the ability to put thousands of people in a single corp, if you can't grow, you don't succeed. CCP shouldn't give you leg up because you don't want to play on the same level as the big boys.

What a horrible idea.



That's my point! It wasn't me who is suggesting arbitrary limiters, but one of your corpmates. Kept using smaller and smaller numbers to represent someone who wasn't in a large powerbloc. I was using his words to an effect.

Ok, didn't see that.

Yeah, that's a horrible game mechanic regardless of who suggests it.

I won't lie either, I would stop playing EVE if CCP started doing **** like that.
Because that is just not EVE.

Small groups do not need, nor do they deserve, a hand. No one else currently in null was able to get here becuse CCP did soemthing for them, not even BoB who was indeed getting developer help.

Success in null is entirely dependant on the ability of the persons in charge of the corp and alliance to grow and sustain their org, as well a developing diplmomatic ties.

Diplomacy is a HUGE part of EVE. Artificiall limitter to help small groups trivializes the need to be diplomotic. Why work with anyone if no one can drop an overwhelming force on you when you decide to act like a ****.




Uh, it was you who said it. I even edited the orig post to reflect that. You first originally used 100 vs 1000 then scaled it down to 20. Also said null was only diplomacy, that fighting belonged in low.

When the hell did I say they should ever do that?

I have NEVER said that.

PS: Wait, wtf are you talking out? I never said any of that. rofl.

holy ****.

DIPLOMACY is a BIG PART of null.

If you want SMALL GANG WARFARE to to low, or roam null. Emire building is not for supporting small gang activity, it's for emprie building.
James Amril-Kesh
Viziam
Amarr Empire
#209 - 2013-01-16 17:06:43 UTC  |  Edited by: James Amril-Kesh
Murk Paradox wrote:
James Amril-Kesh wrote:
Murk Paradox wrote:
Then I guess a further mechanic attunement based on mass would be in order.

I GOT IT
We'll give ships a "scan resolution" that gets smaller as the ship gets bigger, and then we'll make this complicated equation involving the hyperbolic arcsine where smaller scan resolution and smaller ships being targeted both increase the time it takes to lock a ship!



Yes, I'm pretty sure originally the ships were designed without signature radius before implemented as well. You know, everyone with a slingshot and 1 pebble mentality.

Now you're catching on. It's called growth and you are either going to be happy with the way things are, or you aren't. Take a stance. Stop trolling.

I'm not trolling. I'm sarcastically illustrating to you that what you're asking for already exists.

I'm happy with SOME things, and the ability to hot drop and be hot dropped is one of them. Frankly without it null would be a lot safer, and that's something I don't want.

Enjoying the rain today? ;)

Natsett Amuinn
Caldari Provisions
Caldari State
#210 - 2013-01-16 17:09:14 UTC
You're twitsing my ******* words and taking them out of context and then telling others I'm saying **** I've never said or ever even applied.


GTFO.

You don't deserve the right to participate in a debate about anything on a forum, doing **** like that.
Vince Snetterton
#211 - 2013-01-16 17:13:06 UTC
The problem with supercaps is not only their devastating power projection capabilities, but the fact that they have proliferated to such an extent.

CCP, you last gave us a snapshot of supercap quantities in late May 2012.
I would very much like to see another snapshot today of quantities.

One thing of the reasons that CCP is loathe to reduce the capabilities of suprcaps is that they increase the sub rate dramatically.
The vast majority of supercaps have a char tied to them permanently.
For every 1000 supercaps in the game, you are likely looking at 400-800 accounts dedicated to supercap pilots. I am sure a number of accounts have both a supercap and "regular" pilot on them, so not a 1:1 ratio of accounts: supercaps, but still a significant amount of accounts service just the supercap, especially given how many months training are required to fly one well.

There was something like 3000 supercaps in the game late May 2012.
Given that CCP refuses to release any data on quantities now, it is impossible to say what the precise number is.
But given that alliances like PL can field more than 250 in a matter of an hour, and given their pilot base compared to the amount of pilots in all the other null sec alliances, it would seem likely that there are maybe 4500-6000 in the game today.

That means that there are maybe 3000 accounts in the game, dedicated to servicing supercap pilots.
I am not sure CCP is willing to nerf supercaps when that many accounts are involved.
Murk Paradox
Ministry of War
Amarr Empire
#212 - 2013-01-16 17:15:33 UTC
James Amril-Kesh wrote:
Murk Paradox wrote:
James Amril-Kesh wrote:
Murk Paradox wrote:
Then I guess a further mechanic attunement based on mass would be in order.

I GOT IT
We'll give ships a "scan resolution" that gets smaller as the ship gets bigger, and then we'll make this complicated equation involving the hyperbolic arcsine where smaller scan resolution and smaller ships being targeted both increase the time it takes to lock a ship!



Yes, I'm pretty sure originally the ships were designed without signature radius before implemented as well. You know, everyone with a slingshot and 1 pebble mentality.

Now you're catching on. It's called growth and you are either going to be happy with the way things are, or you aren't. Take a stance. Stop trolling.

I'm not trolling. I'm sarcastically illustrating to you that what you're asking for already exists.

I'm happy with SOME things, and the ability to hot drop and be hot dropped is one of them. Frankly without it null would be a lot safer, and that's something I don't want.



I'm restating this for you James. I'm not asking for something new to be introduced which is what you were implying by explaining an already in place feature. I'm asking for a fine tuning of that already existing feature.

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Murk Paradox
Ministry of War
Amarr Empire
#213 - 2013-01-16 17:17:05 UTC  |  Edited by: Murk Paradox
Natsett Amuinn wrote:
You're twitsing my ******* words and taking them out of context and then telling others I'm saying **** I've never said or ever even applied.


GTFO.

You don't deserve the right to participate in a debate about anything on a forum, doing **** like that.



You were the one who said that it's 100 vs 1000 in regards to a smaller group of players trying to get into null in response to me. You said it. Not me. You. I'm not twisting **** lol.

You also quite specifically listed highsec lowsec and null as being one part. I think it's around page 10. I'll go look for it.

Some of you guys seem to think that CCP can code against human nature. That they can inject a mechanic that negates any benefit that is gained by working together.

There is no mechanic that CCP can code that would ever allow a small group to claim space in null, and not have to work with the people around them.

Diplomacy can not be coded against or balanced by any mechanic.
High sec for your PvE
Low sec for your PvP
Null for diplomacy.

EVE in a nutshell.

Go to low for your small gang stuff, or roam null sec (people do that you know). Come to null and HELP build an empire.

Goonwaffe didn't build an empire alone, why do you guys think you should?
This is in the power projection thread(post #303), which is the same thing you are speaking of here (which we are both technically offtopic).

"How does making travel harder hurt 1000 people more than 100?

That is an absurdly illogical idea.

Tell us how 100 guys can defend their space and supply lines at the same time, easier than 1000 can.
They can't.

1000 people will always have the advantage over 100. This is a game.

Some people seem to have this absurd idea that "gorilla warfare" can be coded into a video game and work.
Null sec is cuba and you want to be Castro and Che?

Some things can't be translated into a game guys. "
(Post #284)

"CCP will never code a mechanic that allows 20 guys to take a system on a whim. They will always notify the sytem holder, and the holder will always be given the abillity to defend the system. Games with mechanics that allow you to flip ownership of something in off hours tend to fair poorly. " (Post #306) This is where you all of a sudden scale it down to 20 people.

It's context man. Your context. You want to try to trivialize things by making them seem more and more insignificant, and that's the undoing. We aren't taking about a small handful of people. We all know with an average of 35k-45k people logged in, couopled with few sov alliances fielding 1000s of pilots at a given time doesn't room for a force of like size to magically appear.

But in relation to the topic, it sure doesn't help to see that instead of being diplomatic (which I agreee with btw) being smarter, the "power projection problem" is that a fleet of "250 supercaps" shows up and defeats the "invading" force instead of trying those same said "diplomacies" you encourage.

And in that same discussion we had, I also reitrated how null isn't being treated as an empire building diplomatic entity by the simple fact that a station in null was bubbled and camped by goons, which benefitted nothing other than killmails.

That brought on the "wartorn" argument and how I was wrong, because I was the one ratting and doing anomalies in Stain, in my geddon, and foolishly tried racing to the dock instead of safing up. Might you, 6q is also a deadend pocket. No trade routes, no sov, and in a corner.

Phew.

Now that I've explained myself, can we go back to the topic on hand or would you prefer to lash out some more?

This post has been signed by Murk Paradox and no other accounts, alternate or otherwise. Any other post claiming to be this holder's is subject to being banned at the discretion of the GM Team as it would violate the TOS in regards to impersonation. Signed, Murk Paradox. In triplicate.

Natsett Amuinn
Caldari Provisions
Caldari State
#214 - 2013-01-16 17:18:13 UTC
Vince Snetterton wrote:
The problem with supercaps is not only their devastating power projection capabilities, but the fact that they have proliferated to such an extent.

CCP, you last gave us a snapshot of supercap quantities in late May 2012.
I would very much like to see another snapshot today of quantities.

One thing of the reasons that CCP is loathe to reduce the capabilities of suprcaps is that they increase the sub rate dramatically.
The vast majority of supercaps have a char tied to them permanently.
For every 1000 supercaps in the game, you are likely looking at 400-800 accounts dedicated to supercap pilots. I am sure a number of accounts have both a supercap and "regular" pilot on them, so not a 1:1 ratio of accounts: supercaps, but still a significant amount of accounts service just the supercap, especially given how many months training are required to fly one well.

There was something like 3000 supercaps in the game late May 2012.
Given that CCP refuses to release any data on quantities now, it is impossible to say what the precise number is.
But given that alliances like PL can field more than 250 in a matter of an hour, and given their pilot base compared to the amount of pilots in all the other null sec alliances, it would seem likely that there are maybe 4500-6000 in the game today.

That means that there are maybe 3000 accounts in the game, dedicated to servicing supercap pilots.
I am not sure CCP is willing to nerf supercaps when that many accounts are involved.

I don't see how this is a problem.

How often do we see huge supercap fights?
When are they used to steamroll another alliances sov?

Do you need to park them at a shielded PoS, and keep the location safe?
How many can you park at a PoS?
If you don't the PoS's available to moar them, doesn't that mean that you've go tthem parked in space, and obviously to many?

If they are parked in space, doesn't that make them very easy to destroy.
Do they send a notification when they're attacked?


And what is a supercaps roll exaxtly?
What do they do?
Lugia3
Federal Navy Academy
Gallente Federation
#215 - 2013-01-16 17:18:44 UTC
Sofia Wolf wrote:

As you can see blob of 250!


Sofia Wolf wrote:


For example if there was a mass limit on of say 2 carriers per cyno then that carrier blob in the video above would have to have something like 400 cyno alts ready in position! That is over 120 accounts.


Nice math skills.

"CCP Dolan is full of shit." - CCP Bettik

James Amril-Kesh
Viziam
Amarr Empire
#216 - 2013-01-16 17:19:53 UTC
Vince Snetterton wrote:
The problem with supercaps is not only their devastating power projection capabilities, but the fact that they have proliferated to such an extent.

CCP, you last gave us a snapshot of supercap quantities in late May 2012.
I would very much like to see another snapshot today of quantities.

One thing of the reasons that CCP is loathe to reduce the capabilities of suprcaps is that they increase the sub rate dramatically.
The vast majority of supercaps have a char tied to them permanently.
For every 1000 supercaps in the game, you are likely looking at 400-800 accounts dedicated to supercap pilots. I am sure a number of accounts have both a supercap and "regular" pilot on them, so not a 1:1 ratio of accounts: supercaps, but still a significant amount of accounts service just the supercap, especially given how many months training are required to fly one well.

There was something like 3000 supercaps in the game late May 2012.
Given that CCP refuses to release any data on quantities now, it is impossible to say what the precise number is.
But given that alliances like PL can field more than 250 in a matter of an hour, and given their pilot base compared to the amount of pilots in all the other null sec alliances, it would seem likely that there are maybe 4500-6000 in the game today.

That means that there are maybe 3000 accounts in the game, dedicated to servicing supercap pilots.
I am not sure CCP is willing to nerf supercaps when that many accounts are involved.

Supercaps need to be buffed actually.
Without a buff nobody will ever field them unless there's next to no risk of them being destroyed, which means proliferation will continue nearly undisturbed.
Buff supercaps and you'll see more of them dying.

Enjoying the rain today? ;)

Natsett Amuinn
Caldari Provisions
Caldari State
#217 - 2013-01-16 17:24:32 UTC
Murk Paradox wrote:
Natsett Amuinn wrote:
You're twitsing my ******* words and taking them out of context and then telling others I'm saying **** I've never said or ever even applied.


GTFO.

You don't deserve the right to participate in a debate about anything on a forum, doing **** like that.



You were the one who said that it's 100 vs 1000 in regards to a smaller group of players trying to get into null in response to me. You said it. Not me. You. I'm not twisting **** lol.

You also quite specifically listed highsec lowsec and null as being one part. I think it's around page 10. I'll go look for it.

No sir,

You said I suggested that CCP put in an artificial limitter that governs the number of people that can engage another group. And I never ******* said.

I said, if you''ve only got 100 people and I have 1000, there is nothing CCP can do to make it "fair" for you. Nor should they.
You should be required to grow, not have mechanics designed specifically to give you an advantage because you're a smaller group. We would exploit the **** out of it. 500, 100 man Goonwaffe corps.

Goons did not get any special treatement or help from CCP to get where they are. They did it on their own, with the same tools you have available. That tools have even been made better then when goons used them to build their empire.


No ****, high sec isn't just PvE.
Null isn't just Diplomacy
And low isn't just small gang.

EVE in a NUTSHELL.
High sec = PvE
Low sec = small gang pvp
Null sec = diplomacy

In a NUTSHELL.

Stop trying to twist my words around and say I said things I never said.
Marlona Sky
State War Academy
Caldari State
#218 - 2013-01-16 17:28:41 UTC
Marlona Sky
State War Academy
Caldari State
#219 - 2013-01-16 17:30:20 UTC
James Amril-Kesh wrote:
Vince Snetterton wrote:
The problem with supercaps is not only their devastating power projection capabilities, but the fact that they have proliferated to such an extent.

CCP, you last gave us a snapshot of supercap quantities in late May 2012.
I would very much like to see another snapshot today of quantities.

One thing of the reasons that CCP is loathe to reduce the capabilities of suprcaps is that they increase the sub rate dramatically.
The vast majority of supercaps have a char tied to them permanently.
For every 1000 supercaps in the game, you are likely looking at 400-800 accounts dedicated to supercap pilots. I am sure a number of accounts have both a supercap and "regular" pilot on them, so not a 1:1 ratio of accounts: supercaps, but still a significant amount of accounts service just the supercap, especially given how many months training are required to fly one well.

There was something like 3000 supercaps in the game late May 2012.
Given that CCP refuses to release any data on quantities now, it is impossible to say what the precise number is.
But given that alliances like PL can field more than 250 in a matter of an hour, and given their pilot base compared to the amount of pilots in all the other null sec alliances, it would seem likely that there are maybe 4500-6000 in the game today.

That means that there are maybe 3000 accounts in the game, dedicated to servicing supercap pilots.
I am not sure CCP is willing to nerf supercaps when that many accounts are involved.

Supercaps need to be buffed actually.
Without a buff nobody will ever field them unless there's next to no risk of them being destroyed, which means proliferation will continue nearly undisturbed.
Buff supercaps and you'll see more of them dying.

Wow. Just wow. Ugh
Malcanis
Vanishing Point.
The Initiative.
#220 - 2013-01-16 17:35:33 UTC
James Amril-Kesh wrote:
Vince Snetterton wrote:
The problem with supercaps is not only their devastating power projection capabilities, but the fact that they have proliferated to such an extent.

CCP, you last gave us a snapshot of supercap quantities in late May 2012.
I would very much like to see another snapshot today of quantities.

One thing of the reasons that CCP is loathe to reduce the capabilities of suprcaps is that they increase the sub rate dramatically.
The vast majority of supercaps have a char tied to them permanently.
For every 1000 supercaps in the game, you are likely looking at 400-800 accounts dedicated to supercap pilots. I am sure a number of accounts have both a supercap and "regular" pilot on them, so not a 1:1 ratio of accounts: supercaps, but still a significant amount of accounts service just the supercap, especially given how many months training are required to fly one well.

There was something like 3000 supercaps in the game late May 2012.
Given that CCP refuses to release any data on quantities now, it is impossible to say what the precise number is.
But given that alliances like PL can field more than 250 in a matter of an hour, and given their pilot base compared to the amount of pilots in all the other null sec alliances, it would seem likely that there are maybe 4500-6000 in the game today.

That means that there are maybe 3000 accounts in the game, dedicated to servicing supercap pilots.
I am not sure CCP is willing to nerf supercaps when that many accounts are involved.

Supercaps need to be buffed actually.
Without a buff nobody will ever field them unless there's next to no risk of them being destroyed, which means proliferation will continue nearly undisturbed.
Buff supercaps and you'll see more of them dying.


4/10 you only got marlona to bite, which is fish in a barrel.

"Just remember later that I warned against any change to jump ranges or fatigue. You earned whats coming."

Grath Telkin, 11.10.2016