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Here something for you all to chew on!

Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#21 - 2013-03-21 16:37:02 UTC

What is your intended target with this change?

Ships with poor jump ranges (BOs & Titans) will suffer more from this.....
Ships like carriers will be much less effected.
And Logistics will be hit the worst!

What happens specifically when your Jump Exhaust is achieved? You can't jump anymore, but can you dock? Cloak? Warp?

I see this mostly stopping massive corp logistics moves: You can't setup a set of cyno's and just move things back and forth between Station A & Station B.... It's like nerfing the subcap portion of fleet projection...

And what about jump bridges? Does this effect non-jump-drive ships utilizing JB networks?
Velicitia
XS Tech
#22 - 2013-03-21 16:42:18 UTC
I'd rather see it as complete engine burnout if you roll the dice and lose. Anything less than this (and subsequently a massive repair bill and/or killmail, and there will be solutions found to get up to 98% damage, and then rep and keep moving.

As for the repair thing, you're right about the ISK not being a balancing factor. It was never meant to be that -- just an alternative way to shed the cooldown timer for the inter-station logistics types (e.g. bringing POS fuel down, or new BS, or whatever). Furthermore, since it's limited to dockable stations, it would not be possible for supers to take advantage of. Regardless, if it's bad, it's bad and either needs swept under the rug and forgotten ... or polished up a bit to be deemed acceptable.

One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

DataRunner Attor
Doomheim
#23 - 2013-03-21 16:56:41 UTC
Gizznitt Malikite wrote:

What is your intended target with this change?

Ships with poor jump ranges (BOs & Titans) will suffer more from this.....
Ships like carriers will be much less effected.
And Logistics will be hit the worst!

What happens specifically when your Jump Exhaust is achieved? You can't jump anymore, but can you dock? Cloak? Warp?

I see this mostly stopping massive corp logistics moves: You can't setup a set of cyno's and just move things back and forth between Station A & Station B.... It's like nerfing the subcap portion of fleet projection...

And what about jump bridges? Does this effect non-jump-drive ships utilizing JB networks?



Well the intended target was jump drives themselves.

What will happen when just exhaustion is achieved is quite simple, you can no longer use your jump drive, and just your jump drive. So I wouldn't understand how this would effect mods like cloaking, weapons or warp drive itself.

Also I will agree, logistics will have to work alittle more at their job to provide the need items to their alliance, corps, and pilots of seem to deem fit to hold more space then what they can handle. However this system makes it far from impossible for an alliance to do so.

Also I don't foresee it stopping massive corp logistics in the slightest, for one the exhaust time is 30 minutes(veritable time) it could mean it takes more time to do something at the most, or requires more logistic pilots but I don't foresee it just out right halting logistics.

Also jump bridges are a nerf in themselves, not only does it consume fuel based on the users using it, how many users that are constantly using it, AND the fact it a point A to B jump and no going back (of course a different bridge is required for the way back.) Not to mention you must also have maintaining them. So I don't see why Jump bridge networks requiring this change, not to mention that a jump drive usable ship using a bridge to to throw them isn't using their own engines to jump so in turn I wouldn't understand why they would ah-crew heat in the first place.


Quote:
I'd rather see it as complete engine burnout if you roll the dice and lose. Anything less than this (and subsequently a massive repair bill and/or killmail, and there will be solutions found to get up to 98% damage, and then rep and keep moving.

As for the repair thing, you're right about the ISK not being a balancing factor. It was never meant to be that -- just an alternative way to shed the cooldown timer for the inter-station logistics types (e.g. bringing POS fuel down, or new BS, or whatever). Furthermore, since it's limited to dockable stations, it would not be possible for supers to take advantage of. Regardless, if it's bad, it's bad and either needs swept under the rug and forgotten ... or polished up a bit to be deemed acceptable.


Well, First adding a complete engine burnout on the very next jump after max limit could be nice in some opinions but in my own if you are going to do a burn out effect it should have a system in play, like I have already offered an idea on how to do it, for so much damage you acrew to jump drive, you reduce your ship's range. Having a complete burnout will have one of two effects, A the person will never use it unless B happens which is they are in-danger and must jump away right that second if they are going to survive.

As for the sheading off time with Isk seems to me like a unneeded isk sink for just dockable cap ships/blops. This idea might just need to be swept under the rug for the time being ^_^;

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Gizznitt Malikite
Agony Unleashed
Agony Empire
#24 - 2013-03-21 17:37:39 UTC

I'm trying to put this change within the game's context:

6 Jumps is enough to get most Jump Drive ships from one end of the universe to the other.... Perhaps not with titans and blackops, but a supercarrier can! Example: VFK to C-J6

Essentially, this doesn't put much of a limit on Force Projection in the most "Direct" sense...

Instead, it potentially limits force projection in terms of Logistics, as alliances will have a harder time moving or evacuating from an area.

When moving from one area of the universe to another, people generally setup cyno chains and simply Load up a JF or Carrier, undock, jump, dock, undock, jump, dock, undock, jump, unload, .... return.... reload.... travel... unload... return ... you probably know this drill....

Your thirty minute timer essentially limits the trips a single pilot could take, which could potentially hinder logistics significantly!!! What this means, when TEST says deploy to system "H-ERE", it simply takes more TIME for the logistics pilots to move supplies to that staging system. Now, assuming you nix the easy work-around (Swap ships every 25 minutes), this only creates a headache for logistics... I guess I don't understand the point... and that's what I want you to elaborate on:

Is the point to encourage the use of jump bridges?
Is the point to limit Capital Force Projection?
Is the point to limit alliances from rapidly moving to a new staging system?
Is the point to limit the ability to Evacuate items from an area?
Why is this change good for the game?

I honestly don't see it really limiting force projection with the provided values (which is the standard target with changes like this).... So, before we discuss whether to reduce the jump limit from 6 to say 3, I'd like to know what your intentions are.
DataRunner Attor
Doomheim
#25 - 2013-03-21 18:13:03 UTC  |  Edited by: DataRunner Attor
Gizznitt Malikite wrote:

I'm trying to put this change within the game's context:

6 Jumps is enough to get most Jump Drive ships from one end of the universe to the other.... Perhaps not with titans and blackops, but a supercarrier can! Example: VFK to C-J6

Essentially, this doesn't put much of a limit on Force Projection in the most "Direct" sense...

Instead, it potentially limits force projection in terms of Logistics, as alliances will have a harder time moving or evacuating from an area.

When moving from one area of the universe to another, people generally setup cyno chains and simply Load up a JF or Carrier, undock, jump, dock, undock, jump, dock, undock, jump, unload, .... return.... reload.... travel... unload... return ... you probably know this drill....

Your thirty minute timer essentially limits the trips a single pilot could take, which could potentially hinder logistics significantly!!! What this means, when TEST says deploy to system "H-ERE", it simply takes more TIME for the logistics pilots to move supplies to that staging system. Now, assuming you nix the easy work-around (Swap ships every 25 minutes), this only creates a headache for logistics... I guess I don't understand the point... and that's what I want you to elaborate on:

Is the point to encourage the use of jump bridges?
Is the point to limit Capital Force Projection?
Is the point to limit alliances from rapidly moving to a new staging system?
Is the point to limit the ability to Evacuate items from an area?
Why is this change good for the game?

I honestly don't see it really limiting force projection with the provided values (which is the standard target with changes like this).... So, before we discuss whether to reduce the jump limit from 6 to say 3, I'd like to know what your intentions are.


As I stated in my post, that the numbers themselves are changeable, I placed them as a placeholder for debate sake, sure you can increase the amount of jumps, by increasing the cap of the cool down timer, or decreasing the amount of time you gain on your cooldown timer as well, or vis-versa to decrease the number of jumps on a ship before it requires it to cool down. I never said that those numbers were permanent, they are fully editable just like anything else here.

Another suggestion someone offered on the first page was instead of making the timer based on the number of jumps, it could be based on the number of lightyears which in turn has it own pluses and problems.

The next thing, was as stated was the target was the jump drives themselves.

But, at the same time none of what you asked.

I might receive a lot of flack for this, but the point is actually targeting alliances, so far many large alliances not only hold ground because they blue all the other large alliances, but because logistics fleet and power projections is...Well...To be frank ~ To easy to a degree. Most alliances can have their defense fleet all based inside the deepest area in their systems, but as soon as someone starts to take something, well all they have to do is load up a few fuel trucks so to speak and just jump drive chain it all the way to the system that is under attack.

Why is this change good for the game, like I said I might just be blowing smoke out of my arse, but it will help ease the pain of force projection when a smaller alliance is attempting to take ground from a bigger alliance, but also will bring in the importance of someone who fully understand logistics, not just say out of the blue. "I need ammo in this system cause our ratters are running out of ammo." Another good thing it could also bring is the importance of blockade runners as being a old blockade runner of the past normally if someone needs something important they would just jump freighter it to them, and the blockade runner was just an expensive....toy.

Of course you may or may not agree with my points, that is up to you. Or you could just out right hate me and call me stupid, wouldn't be the first time I received flak for one of my ideas ^_^;

“Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

Gizznitt Malikite
Agony Unleashed
Agony Empire
#26 - 2013-03-21 20:25:05 UTC
DataRunner Attor wrote:
Gizznitt Malikite wrote:


Is the point to encourage the use of jump bridges?
Is the point to limit Capital Force Projection?
Is the point to limit alliances from rapidly moving to a new staging system?
Is the point to limit the ability to Evacuate items from an area?
Why is this change good for the game?

I honestly don't see it really limiting force projection with the provided values (which is the standard target with changes like this).... So, before we discuss whether to reduce the jump limit from 6 to say 3, I'd like to know what your intentions are.


As I stated in my post, that the numbers themselves are changeable, I placed them as a placeholder for debate sake, sure you can increase the amount of jumps, by increasing the cap of the cool down timer, or decreasing the amount of time you gain on your cooldown timer as well, or vis-versa to decrease the number of jumps on a ship before it requires it to cool down. I never said that those numbers were permanent, they are fully editable just like anything else here.

Another suggestion someone offered on the first page was instead of making the timer based on the number of jumps, it could be based on the number of lightyears which in turn has it own pluses and problems.

The next thing, was as stated was the target was the jump drives themselves.

But, at the same time none of what you asked.

I might receive a lot of flack for this, but the point is actually targeting alliances, so far many large alliances not only hold ground because they blue all the other large alliances, but because logistics fleet and power projections is...Well...To be frank ~ To easy to a degree. Most alliances can have their defense fleet all based inside the deepest area in their systems, but as soon as someone starts to take something, well all they have to do is load up a few fuel trucks so to speak and just jump drive chain it all the way to the system that is under attack.

Why is this change good for the game, like I said I might just be blowing smoke out of my arse, but it will help ease the pain of force projection when a smaller alliance is attempting to take ground from a bigger alliance, but also will bring in the importance of someone who fully understand logistics, not just say out of the blue. "I need ammo in this system cause our ratters are running out of ammo." Another good thing it could also bring is the importance of blockade runners as being a old blockade runner of the past normally if someone needs something important they would just jump freighter it to them, and the blockade runner was just an expensive....toy.

Of course you may or may not agree with my points, that is up to you. Or you could just out right hate me and call me stupid, wouldn't be the first time I received flak for one of my ideas ^_^;


Somehow we are having a communication problem:

I asked what your intentions are in making the change.... Your response: "The Target was the Jump drives themselves" is disingenuous.... The TL;DR; of your paragraph, and the intentions behind your change:
  • To inhibit force projection (i.e. moving a fleet from some "deep staging system" to the front lines easily).
  • To inhibit jump Logistics.

  • Since I know what you are trying to accomplish with your change, we can now critique how your change really will alter the landscape:

    The EvE universe is only ~100 ly's from end to end, and most systems are easily within 10-20 ly's of empire. A carrier travels 14+ ly, a Dread/JF 11+ ly, a Titan 7+ ly. While some neighboring Regions are far apart (Curse to Derelik) this is quite often not the case.

    With these distances in mind, the Jump Limit primarily hinders Logistics via JF and Carrier, rather than hurting force Projection. Titans and Supercaps and Carriers and Dreads will still be able to travel across the universe very quickly with this change. And if a titan can travel the distance, they can bridge a fleet that distance just as easily. Attack forces aren't worried about there and back again, because they'll be in the destination long enough for their drives to cool off. You could fix this by reducing the number of jumps from 6 to 2 (or 3).... but suddenly logistics becomes very tedious.

    In short... I don't think these changes will improve anything... Instead, I'd recommend simply re-balancing the ly distance between systems. I'd make it so you can generally jump anywhere intra-region, but I'd increase the distances between regions so inter-region jumps must be done from limited systems. I'd make traveling from empire out generally much easier than traveling Across (example: If you are in Fade, it would be shorter to jump to Pureblind than it would be jumping to either Deklein or Cloud Ring).

    The problem with force projection in this game, is it really takes a few jumps to travel across an empire... If it took on average 1.5-2 jumps per Region, then you'd pretty much achieve your entire goal...
    Remember, More Jumps == More cost, and more importantly, more opportunities for bad things to happen...


    DataRunner Attor
    Doomheim
    #27 - 2013-03-22 00:54:46 UTC
    Gizznitt Malikite wrote:
    DataRunner Attor wrote:
    Gizznitt Malikite wrote:


    Is the point to encourage the use of jump bridges?
    Is the point to limit Capital Force Projection?
    Is the point to limit alliances from rapidly moving to a new staging system?
    Is the point to limit the ability to Evacuate items from an area?
    Why is this change good for the game?

    I honestly don't see it really limiting force projection with the provided values (which is the standard target with changes like this).... So, before we discuss whether to reduce the jump limit from 6 to say 3, I'd like to know what your intentions are.


    As I stated in my post, that the numbers themselves are changeable, I placed them as a placeholder for debate sake, sure you can increase the amount of jumps, by increasing the cap of the cool down timer, or decreasing the amount of time you gain on your cooldown timer as well, or vis-versa to decrease the number of jumps on a ship before it requires it to cool down. I never said that those numbers were permanent, they are fully editable just like anything else here.

    Another suggestion someone offered on the first page was instead of making the timer based on the number of jumps, it could be based on the number of lightyears which in turn has it own pluses and problems.

    The next thing, was as stated was the target was the jump drives themselves.

    But, at the same time none of what you asked.

    I might receive a lot of flack for this, but the point is actually targeting alliances, so far many large alliances not only hold ground because they blue all the other large alliances, but because logistics fleet and power projections is...Well...To be frank ~ To easy to a degree. Most alliances can have their defense fleet all based inside the deepest area in their systems, but as soon as someone starts to take something, well all they have to do is load up a few fuel trucks so to speak and just jump drive chain it all the way to the system that is under attack.

    Why is this change good for the game, like I said I might just be blowing smoke out of my arse, but it will help ease the pain of force projection when a smaller alliance is attempting to take ground from a bigger alliance, but also will bring in the importance of someone who fully understand logistics, not just say out of the blue. "I need ammo in this system cause our ratters are running out of ammo." Another good thing it could also bring is the importance of blockade runners as being a old blockade runner of the past normally if someone needs something important they would just jump freighter it to them, and the blockade runner was just an expensive....toy.

    Of course you may or may not agree with my points, that is up to you. Or you could just out right hate me and call me stupid, wouldn't be the first time I received flak for one of my ideas ^_^;


    Somehow we are having a communication problem:

    I asked what your intentions are in making the change.... Your response: "The Target was the Jump drives themselves" is disingenuous.... The TL;DR; of your paragraph, and the intentions behind your change:
  • To inhibit force projection (i.e. moving a fleet from some "deep staging system" to the front lines easily).
  • To inhibit jump Logistics.

  • Since I know what you are trying to accomplish with your change, we can now critique how your change really will alter the landscape:

    The EvE universe is only ~100 ly's from end to end, and most systems are easily within 10-20 ly's of empire. A carrier travels 14+ ly, a Dread/JF 11+ ly, a Titan 7+ ly. While some neighboring Regions are far apart (Curse to Derelik) this is quite often not the case.

    With these distances in mind, the Jump Limit primarily hinders Logistics via JF and Carrier, rather than hurting force Projection. Titans and Supercaps and Carriers and Dreads will still be able to travel across the universe very quickly with this change. And if a titan can travel the distance, they can bridge a fleet that distance just as easily. Attack forces aren't worried about there and back again, because they'll be in the destination long enough for their drives to cool off. You could fix this by reducing the number of jumps from 6 to 2 (or 3).... but suddenly logistics becomes very tedious.

    In short... I don't think these changes will improve anything... Instead, I'd recommend simply re-balancing the ly distance between systems. I'd make it so you can generally jump anywhere intra-region, but I'd increase the distances between regions so inter-region jumps must be done from limited systems. I'd make traveling from empire out generally much easier than traveling Across (example: If you are in Fade, it would be shorter to jump to Pureblind than it would be jumping to either Deklein or Cloud Ring).

    The problem with force projection in this game, is it really takes a few jumps to travel across an empire... If it took on average 1.5-2 jumps per Region, then you'd pretty much achieve your entire goal...
    Remember, More Jumps == More cost, and more importantly, more opportunities for bad things to happen...





    Well as someone suggested that light years could be solved, but the the amount of time would A have to be increased, or B the amount of time gained per light year decreased, so for argument sake, You can set it so that for every light year you jump can in turn be 3 minutes, so if a ship does a 5 light year jump, that right away can mean that the timer increases to 15 minutes for example, which means that it would be more favorable to already have super caps in that system ahead of time.

    “Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

    Thelonious Blake
    Miles Research and Development
    #28 - 2013-03-22 01:22:47 UTC  |  Edited by: Thelonious Blake
    +1 for the cool idea. This overall makes the universe look bigger.

    If there's a rig/module that reduces this timer it should also negatively affect capacitor recharge rate and/or ship agility.
    Caldari 5
    D.I.L.L.I.G.A.F. S.A.S
    Affirmative.
    #29 - 2013-03-22 03:09:38 UTC
    Perhaps this change with a rebalancing of the Jump Range of the Ships themselves?
    My first suggestion would be to halve the Jump Range of all Capital ships with the exclusion of Jump Freighters
    DataRunner Attor
    Doomheim
    #30 - 2013-03-22 12:30:49 UTC
    Caldari 5 wrote:
    Perhaps this change with a rebalancing of the Jump Range of the Ships themselves?
    My first suggestion would be to halve the Jump Range of all Capital ships with the exclusion of Jump Freighters


    why would a jump Freighter be an exception?

    “Point out to me a person who has been harmed by an AFK cloaker and I will point out a person who has no business playing this game.”

    Velicitia
    XS Tech
    #31 - 2013-03-22 15:10:50 UTC
    DataRunner Attor wrote:
    Caldari 5 wrote:
    Perhaps this change with a rebalancing of the Jump Range of the Ships themselves?
    My first suggestion would be to halve the Jump Range of all Capital ships with the exclusion of Jump Freighters


    why would a jump Freighter be an exception?


    on one hand, I don't think it should be ... but on the other, it has (at full skills) 11 LY range.


    I much prefer the idea of "just spread everything out" and keeping the jump ranges the same. As it stands right now, jumping from one system in (roughly) the middle of Aridia, you can hit 5 or 6 other regions in a single jump. Obviously a handful of these systems will border Aridia, but other ones, not so much...

    One of the bitter points of a good bittervet is the realisation that all those SP don't really do much, and that the newbie is having much more fun with what little he has. - Tippia

    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #32 - 2013-03-22 17:33:18 UTC
    Omnathious Deninard wrote:
    I have to agree with ShahFluffers that a skill would just become another mandatory thing for cap pilots. Rigs would force a bit of extra decision making when fitting a ship and that is never a bad thing.
    But what kind of draw back would these use?


    Chances are a skill would likely only reduce the timer, not eliminate it. Say something like a 25% reduction in the timer.

    "The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

    8 Golden Rules for EVE Online

    Thelonious Blake
    Miles Research and Development
    #33 - 2013-03-22 19:07:09 UTC  |  Edited by: Thelonious Blake
    Teckos Pech wrote:
    [stuff] ... 25% reduction in the timer.

    25% is too much. Better would be without such skills. And as ShahFluffers said there are too many must train skills already. Jump Drive Operation V being one of them as it is needed for Jump Drive Calibration I. The latter's perequisite could be changed to JDO IV in my opinion.

    Maybe different hulls could have different timers - larger ones having bigger timer thus making black ops reach farthest of systems and titans only the closest. This will encourage alliances to stay with their capitals near their headquarters systems.

    BTW I remember seeing a while ago some Pandemic Legion vid on youtube which was of a frapsed fleet of 200 or so carriers going from one end of the map to the other in less than 20ish minutes.

    Also you know there are so many problems streaming from the fact that people can reach vast distances so absurdly fast... Few of them being there's a lot of unused null wich has sov just because the big alliances can outblob smaller entities from any distance, null sec industry and trading taking place in high sec etc.

    Edit: Excuse me if I made any gramatical mistakes.
    Teckos Pech
    Hogyoku
    Goonswarm Federation
    #34 - 2013-03-22 19:24:03 UTC  |  Edited by: Teckos Pech
    Thelonious Blake wrote:
    Teckos Pech wrote:
    [stuff] ... 25% reduction in the timer.

    25% is too much. Better would be without such skills. And as ShahFluffers said there are too many must train skills already. Jump Drive Operation V being one of them as it is needed for Jump Drive Calibration I. The latter's perequisite could be changed to JDO IV in my opinion.

    Maybe different hulls could have different timers - larger ones having bigger timer thus making black ops reach farthest of systems and titans only the closest. This will encourage alliances to stay with their capitals near their headquarters systems.

    BTW I remember seeing a while ago some Pandemic Legion vid on youtube which was of a frapsed fleet of 200 or so carriers going from one end of the map to the other in less than 20ish minutes.

    Also you know there are so many problems streaming from the fact that people can reach vast distances so absurdly fast... Few of them being there's a lot of unused null wich has sov just because the big alliances can outblob smaller entities from any distance, null sec industry and trading taking place in high sec etc.

    Edit: Excuse me if I made any gramatical mistakes.



    25% is 2.5 minutes off of a 10 minute timer. Or if 10 minutes is your desired number, increase it so that at level 5 you get 10 minutes (with a 25% reduction set the cool down to 13 minutes 20 seconds for level 0/no skill with 10 minutes at level 5).

    Sheesh Roll

    Edit: Also, higher skill requirements for flying jump capable ships also makes force projection more difficult...if that is what you are after.

    Granted for newer players it will make for a bigger set of hurdles...something to keep in mind I suppose. And if that is much of concern then I'd suggest not rigs/modules either. You get a 10 minute timer no matter what.

    Second Edit: Also don't forget that rich players/corps/alliances wont have a big issue with changing rigs either. So if you are worried about what this means for less advantaged players...again no rigs, no modules. Take your 10 minute timer and suffer.

    Oh and null's crappy industry isn't just a function of force projection but due to the sucky nature of much of null's industrial capabilities. Aside from PI, reactions, moon mining, and building supers and what not, you are better off moving that stuff to high security space...or at least someplace where there are lots of NPC stations that you have standings with.

    "The curious task of economics is to demonstrate to men how little they really know about what they imagine they can design."--Friedrich August von Hayek

    8 Golden Rules for EVE Online

    Thelonious Blake
    Miles Research and Development
    #35 - 2013-03-22 22:03:22 UTC  |  Edited by: Thelonious Blake
    Teckos Pech wrote:
    25% is 2.5 minutes off of a 10 minute timer. Or if 10 minutes is your desired number, increase it so that at level 5 you get 10 minutes (with a 25% reduction set the cool down to 13 minutes 20 seconds for level 0/no skill with 10 minutes at level 5).

    Sheesh Roll


    I got the impression we were talking about 30 min timer with 5 min increments being added per jump. If we as you'd say have this skill which gives 5% per level to the max amount the timer can reach before your jump drives have to experience the cooldown, that means that every level of this skill will add 1.5 min to the timer. At level 3 you will have 34.5 min and at level 4 you will have 36 min. No one would train level 5 as the increments are 5 minutes per jump and the 1.5 min more that level 5 of this skill would give you will mean nothing. My point is that we're discussing skills about stuff which rules are not defined Pirate

    Now if the time increments are not per jump but rather per travelled distance then your skill would make sense.

    Edit:

    Teckos Pech wrote:
    higher skill requirements for flying jump capable ships also makes force projection more difficult


    Skills are never a problem. I haven't played back in the begining of EvE but I've heard that flying a titan was a big deal... Now you can buy a character able to hold or, hell, even fly well a titan for a sum which can be earned without a lot of effort. The determined entities of New Eden are not restricted by skills or resources. Smile

    Hard cap on that timer will be a good thing in my opinion.
    Jacid
    Corvix.
    #36 - 2013-03-23 01:46:01 UTC
    It seems to me like its an overly complicated solution to a simple problem with a simple solution. Instead of making a complex timer system with a jump drive cooldown or damage to a jumpdrive instead as one poster suggested just expand the universe. If you expand the regions by adding new systems to the map, add distance between each system, and add a large distance between each region, what you create is a much bigger eve.
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