These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Player Features and Ideas Discussion

 
  • Topic is locked indefinitely.
123Next page
 

Replace Titan Jump-Portals with Tether-Jumping

Author
Ender Wiggan
The Scope
Gallente Federation
#1 - 2013-07-25 03:29:07 UTC  |  Edited by: Ender Wiggan
This idea came out of a discussion spawned by the recent Mittani article regarding super caps. This idea is independant of the changes proposed in that article.

Tl;dr - Remove jump-portal from Titan. Add "tether-jumping" capability to super carriers and carriers.

What is a Tether-Jump?
As the name implies, a tether-jump is one in which a jumping ship carries with it a number of ships which have been 'tethered' to it. Whether this tethering action is initiated by the person being jumped, or the person doing the jumping, or both is to be determined.

Who can tether-jump?
In my initial proposal, both super-carriers and carriers will be able to tether-jump. How many people can be carried depends on the ship-class which is carrying people. Edit: Current state of discussion:

  • 1 Titan can be tethered to by 249 sub-caps only (perhaps anything without a jump-drive)
  • 1 Super-Carrier can be tethered to by 49 sub-caps
  • 1 Carrier can be tethered to by 9 sub-caps
  • 1 Blackops can be tethered to by 9 cov-ops hulls


Example mechanical implementation:
A super-carrier character takes a wing-command position in a fleet. He then has the option to "tether-jump" to a cyno beacon. If he initiates this action, he will take every member of his wing within some arbitrary distance with him (say, 10km).

Alternatively, players could right-click any given tether-jumper and choose "tether to xxx". When that tether-anchor jumps, they will be taken with. Players attempting to tether to an already at capacity carrier/super-carrier will be notified they can't complete the action. This could be constrained even further to only allow pilots in the same wing structure to tether to a super, same squad to tether to a carrier. It would be nice if pilots in ships which can tether-jump have an indicator by their name in fleet.

I suggest the tether-jump fuel cost to be set so that a max-skilled character will empty their entire fuel bay to tether jump their max capacity, to their maximum range. So an all level 5 super pilot can jump 50 people to the max range, but it will empty them entirely. In this way, jumpers wishing to tether-jump long ranges repeatedly must carry fuel transports with them.

When jumping, everyone within 10-15km who has tethered will be carried. Upon arriving, everyone will be spawned at random ~10-15km from the jumper, similar to a gate. The effect of this, when thinking about the necessity of carrying fuel transports is that it gives a window for fast reaction forces to prevent the logistics from refueling the tether-jumper by killing the fuel transports.

The effect of this proposal:
Without considering any other proposed changes to EHP or other characteristics of supers. This proposal will act to put high-value ships acting in a logistical capacity in harms way. To reinforce with a fleet of 250 people requires 5 super-carriers, or 25 carriers to be placed on the field. Long-range reinforcements are huge commitments, not only are the carriers/super-carriers vulnerable on land due to not having fuel to extract. The entire reinforcing fleet is fractionally weaker than a regular fleet as some proportion of it must be made up of fuel transporters in one way or another.

I feel that this change would make rapid deployment and reinforcement more dangerous and hence more exciting for all involved.

Secondary changes:
I suggest that super-carriers and carriers be given bonuses to ganglinks on par with command ships. This is to make the idea of fielding them as "mobile generals" more realistic.

Would love to hear people's thoughts on this idea.

Final word
I can't claim this idea as mine. That honour goes to redditor Acidictadpole who posted the first reference to it in the comments at TheMittani.com

Also, this idea doesn't do anything to address the sheer power of super-capitals. It is still possible for dominant coalitions to effect risk-free deployments with an overwhelming show of force on jump in. The only difference is, now that alliance or coalition is required to show force for that 'risk-free' deployment.
Yun Kuai
Garoun Investment Bank
Gallente Federation
#2 - 2013-07-25 06:03:47 UTC
Ender Wiggan wrote:
T

I suggest the tether-jump fuel cost to be set so that a max-skilled character will empty their entire fuel bay to tether jump their max capacity, to their maximum range. So an all level 5 super pilot can jump 50 people to the max range, but it will empty them entirely. In this way, supers wishing to tether-jump long ranges must carry fuel transports with them.




I like this idea except for this part. The logistical aspect of this proposal adds an enormous amount of extra work to a relative difficult game mechanic. Leaving a 25bil isk ship vulnerable as it lands on grid is a bad idea.

And if you were to implement the idea of tethering, this should continue to be a Titan only capability. It would mean putting titans on the field when your bridge a fleet Twisted

--------------------------------------------------------::::::::::::--:::-----:::---::::::::::::--------------:::----------:::----:::---:::----------------------:::::::-------:::---:::----::::::-------------------:::-----------:::--:::----:::---------------------::::::::::::----:::::::----:::::::::::::-------

suid0
Pandemic Horde Inc.
Pandemic Horde
#3 - 2013-07-25 07:27:36 UTC
Ender Wiggan wrote:

I feel that this change would make rapid deployment and reinforcement more dangerous and hence more exciting for all involved.


This change would just make rapid deployments slower and essentially make it harder and more of a logistical pain for players to create content.

the entire enemy support fleet is dead except for one interdictor a titan could easily finish off with drones  - Commander Ted

bartos100
Living Ghost
#4 - 2013-07-25 07:55:47 UTC
i like te idea but i would keep it as a titan only option just like the jump portal now

and as for fuel i would make it depended on the mass of the ships going with the titan

so that a full fleet of heavy plated BS would leave just enough fuel for the titan to jump out alone

but to make sure that the titan can't just jump in and out to get a fleet in position he has to use 70% of his cap to tether jump no mater how many ships he takes with him

also no capital ships allowed on tether jumps (not even freighters/orcas)

this will limit logistics in 0.0 i know but only in a select few operations a JF can not be used so for those you will need to form a convoy to protect your freighters :)
Debora Tsung
Perkone
Caldari State
#5 - 2013-07-25 09:18:01 UTC  |  Edited by: Debora Tsung
bartos100 wrote:
i like te idea but i would keep it as a titan only option just like the jump portal now

and as for fuel i would make it depended on the mass of the ships going with the titan

so that a full fleet of heavy plated BS would leave just enough fuel for the titan to jump out alone


I don't like the idea with the mass. It sounds well enough and organic at first, but it also might confer an unfair advantage to shield fleets with less mass but the same or even higher amount of ships / hitting power.

Stupidity should be a bannable offense.

Fighting back is more fun than not.

Sticky: AFK Cloaking Thread It's not pretty, but it's there.

Mascha Tzash
Ministry of War
Amarr Empire
#6 - 2013-07-25 09:49:28 UTC
I think the tethering should be done by the player being jumped and has to be renewed after every jump. Other way around it would dumb down to: wait, lock target, F1.

How about letting the tether-cyno only be able to act as a target for jut one tetherjump? Surely with a little twist. :)
A carrier, a dread or a JF can act as a tether target for a squad. These can be tethered to a super-carrier or a titan, which can act as a tether target fro a wing. And then only a titan can act as a tethering target on a fleet level with the additional benefit that it lowers the fuel costs for jumping or increases the jump range.

On the other hand I'm not sure how this mechanic should work for Black Ops.

Fly safe!
Ender Wiggan
The Scope
Gallente Federation
#7 - 2013-07-25 09:55:11 UTC
Yun Kuai wrote:

I like this idea except for this part. The logistical aspect of this proposal adds an enormous amount of extra work to a relative difficult game mechanic. Leaving a 25bil isk ship vulnerable as it lands on grid is a bad idea.

And if you were to implement the idea of tethering, this should continue to be a Titan only capability. It would mean putting titans on the field when your bridge a fleet Twisted


I get what you're saying about the vulnerability, but that's really the point of the whole endeavour. As it stands, supers/titans don't get committed unless the odds are overwhelmingly in favour of the deployers. By making it a requisite that the ships be committed, you change the nature of tactics. If you're confident you can hold your deployment, then tether-jump straight into the system, if you're not, then you might want to try getting in from a peripheral system.

Quote:
his change would just make rapid deployments slower and essentially make it harder and more of a logistical pain for players to create content.


Once again, that's what we're endeavoring to do. We want to force supers be a physical part of a deployment. We also want reinforcement to be difficult. We don't want to it to be easy to do the logistics required to shift vast quantities of people across light years. Spatial location of fleets should be important as opposed to the compressed nature of space that results from easy-access bridging.
JD No7
Coreli Corporation
Pandemic Legion
#8 - 2013-07-25 10:15:58 UTC  |  Edited by: JD No7
Really like this idea. Needs some working on, but really fixes hot-dropping etc.

Carriers limited to 1 gang seems steep though. Make it fleet for any tethering and tie in a fuel cost based on mass or ship size, meaning a carrier cold tether 30 cruisers or 15 BCs but a Mship would be needed for a BS fleet.
Mascha Tzash
Ministry of War
Amarr Empire
#9 - 2013-07-25 12:10:16 UTC
JD No7 wrote:
Really like this idea. Needs some working on, but really fixes hot-dropping etc.

Carriers limited to 1 gang seems steep though. Make it fleet for any tethering and tie in a fuel cost based on mass or ship size, meaning a carrier cold tether 30 cruisers or 15 BCs but a Mship would be needed for a BS fleet.


Mass as a single limiting factor would put shield ships in favor over armor ships. Using a factor like singature/mass could level it.
Unkind Omen
State Protectorate
Caldari State
#10 - 2013-07-25 12:26:27 UTC
Tethering mechanics would be hard to actually implement.

Why don't just make pods the only thing that can use jump portals and force people to use SMA to carry big ships? Alternatively make clone jump bays larger and remove the 24h limit on clone jumping. And add the ******* POS forcefield(5 km would be enough to cover pods) to Titans.

P.S. Just for the lolz.
Vesan Terakol
Trollgrin Sadface
Dark Taboo
#11 - 2013-07-25 12:46:08 UTC
suid0 wrote:
Ender Wiggan wrote:

I feel that this change would make rapid deployment and reinforcement more dangerous and hence more exciting for all involved.


This change would just make rapid deployments slower and essentially make it harder and more of a logistical pain for players to create content.


Quote the opposite, this will allow players to create more content by spending that extra effort in logistics, as currently logistics are rather limited on the field of battle. the only logistically hampered engagements are POS-bashes by a single bomber or noob roams, where half the members forgot to take their ammo or fit their guns.
Ender Wiggan
The Scope
Gallente Federation
#12 - 2013-07-25 12:52:14 UTC
Mascha Tzash wrote:
I think the tethering should be done by the player being jumped and has to be renewed after every jump. Other way around it would dumb down to: wait, lock target, F1.

How about letting the tether-cyno only be able to act as a target for jut one tetherjump? Surely with a little twist. :)
A carrier, a dread or a JF can act as a tether target for a squad. These can be tethered to a super-carrier or a titan, which can act as a tether target fro a wing. And then only a titan can act as a tethering target on a fleet level with the additional benefit that it lowers the fuel costs for jumping or increases the jump range.

On the other hand I'm not sure how this mechanic should work for Black Ops.

Fly safe!


Hey Mascha, interesting idea. Initially I thought about making the Titan a tether jumper which could jump a whole 250 man fleet. I dunno, could work.

I don't really like the mechanical implementation of limiting tether jumps to cynos. I'd prefer the limit be tied to the class of the jumper.

I agree that the mechanic should probably work via buy in from the fleet members (i.e. each person in a wing must choose to tether).

Originally I was imagining limiting it to carriers and super-carriers, mostly for lore type reasons. It makes sense that the carriers/super carriers would be the ones to "carry" others into combat. I'm open to leaving a Titan as the one that jumps whole fleets in. Though that may not gel very well with changes to the ship classes EHPs.

I don't think the tether-jump should be mass/hull limited in anyway. The ways suggested so far, and ones I've thought of myself (quantities of hulls) all leave people wondering "can I make this jump" and having to calculate how many abaddons vs. how many megas vs. how many ahacs they can take through. I prefer the simpler mechanic of having it squad limited or wing limited. In fact, you don't even need to require that the tether-jumper be in a leadership position if it's via buy in. Though you'd perhaps want to include ship size icons in the fleet list for classes that can tether jump so squad members can easily identify who they should tether to.
Dark Drifter
Sons of Seyllin
Pirate Lords of War
#13 - 2013-07-25 14:19:14 UTC
+1

i fully support this !!!

sugestion:

Titan can tether a fleet
MOM can tether a wing
carrier can tether a squad.
black ops can tether a squad.

tethering a full fleet/wing/squad will not empty the fuel bay just add a delay timer for jumping/tethering.
say 60-120 sec for a (supa)cap to jump out.
5-10 min for one to tether jump again (reducable with a skill).

giving a carrier the ability to do this would be a boon for small gang/corp/alliance operations. and i want it to happen

to all people complaining about force projection issues, and logistics issues. decreasing the ability of a power bock to force project (current state of SOV combat) would force them to actually defend their space instead of owning 100 systems and only using 10, because they can jump 100 supas on to a small roaming fleet from 10s of jumps away in 2 seconds.

Karash Amerius
The Seven Shadows
Scotch And Tea.
#14 - 2013-07-25 15:44:28 UTC
While the idea is already stated rough around the edges...I see merit in it. Why not use bridging effects while built into the fleet system? Seems elegant to me, but people would have to retrain themselves during large fleet ops obviously.

The 'more work' part is just getting everyone in the fleet in the correct position. That could be a hassle. How about we set up macros or presets for pilots that join a fleet, they can request a certain Wing - Squad slot? This would be under fleet preferences. if the slot isn't available it tries to at least put you in the wing somewhere.

Now to the issue of "putting a 25b ship on the field with no support"...I think that is a bit silly. Your support would be bridging with you. Capitals would not HAVE to be allowed to tether bridge each other, they can use the same cyno to jump themselves (range issues would have to be tweaked).

Overall, I think the idea has merit and it would be a shame if more people did not put the anvil and hammer to this and work out the details.

Karash Amerius Operative, Sutoka

Crazy KSK
Tsunami Cartel
#15 - 2013-07-25 18:51:02 UTC
titans and blackops only and no tethering of capitals they have a jumpdrive of their own

force projection is one of the most broken things in eve right now

Quote CCP Fozzie: ... The days of balance and forget are over.

Omnathious Deninard
University of Caille
Gallente Federation
#16 - 2013-07-25 19:05:00 UTC
Karash Amerius wrote:
While the idea is already stated rough around the edges...I see merit in it. Why not use bridging effects while built into the fleet system? Seems elegant to me, but people would have to retrain themselves during large fleet ops obviously.

The 'more work' part is just getting everyone in the fleet in the correct position. That could be a hassle. How about we set up macros or presets for pilots that join a fleet, they can request a certain Wing - Squad slot? This would be under fleet preferences. if the slot isn't available it tries to at least put you in the wing somewhere.

Now to the issue of "putting a 25b ship on the field with no support"...I think that is a bit silly. Your support would be bridging with you. Capitals would not HAVE to be allowed to tether bridge each other, they can use the same cyno to jump themselves (range issues would have to be tweaked).

Overall, I think the idea has merit and it would be a shame if more people did not put the anvil and hammer to this and work out the details.

Which capital ship has a jump range smaller than 3.5LY?

If you don't follow the rules, neither will I.

Ender Wiggan
The Scope
Gallente Federation
#17 - 2013-07-25 19:17:59 UTC  |  Edited by: Ender Wiggan
Dark Drifter wrote:

tethering a full fleet/wing/squad will not empty the fuel bay just add a delay timer for jumping/tethering.
say 60-120 sec for a (supa)cap to jump out.
5-10 min for one to tether jump again (reducable with a skill).


This is definitely one way you could force the deployers to be vulnerable. Alternatively you could have tether-jumping drain a huge amount of cap (~80%).

I personally like the idea of making it a range-quantity-fuel relationship as it brings the logistical nature of fuel into a deployment. Imagine if you're going for it, your fleet is dropping in hot, max distance to respond to a threat at the edge of your space. You cyno in and out-riders from the opposing fleet blap your fuel transports before you can refuel. Your fleet is stuck out of position and can't respond to a timed attack on a second front until fuel gets here, spool up a carrier tether-jump with 9 fuel transports and bring them in, can the outriders keep you there by killing the fuel again? Who knows? It's exciting and tactical though.
M1k3y Koontz
House of Musashi
Stay Feral
#18 - 2013-07-25 19:29:14 UTC
I like the idea except for Carriers being able to jump ships.

I think it should be limited to Titans and BLOPs only, since they are the ships able to bridge things now, and it should remain as such.

I like it, it doesn't remove Titans from the game, but it also adds a level of risk to bridging fleets with Titans. If the bridging Titan wants to reduce risk, it could jump into a neighboring system, but then the fleet has to jump at least one gate, giving the fleet previously on field a chance to set up a camp.

Its a good idea, +1.

How much herp could a herp derp derp if a herp derp could herp derp.

Luc Chastot
#19 - 2013-07-25 19:54:55 UTC
Still trying to find any downsides to this that can't be fixed. The idea is very sound.

Make it idiot-proof and someone will make a better idiot.

Ranger 1
Ranger Corp
Vae. Victis.
#20 - 2013-07-25 20:37:58 UTC
Luc Chastot wrote:
Still trying to find any downsides to this that can't be fixed. The idea is very sound.

I agree, very nice proposal.

I would suggest that Black Ops have a lower limit of tethered ships, say 4 or 5 tops.

The reason being is that:

1: Black Ops are less powerful that cap ships and should not be able to take as many with them.

2: More importantly it places a larger emphasis on actually NEEDING the combat capabilities of the Black OPS BS in the majority of encounters... indeed you will probably want to send several if the target system is active.

This would bring Black Ops battleships into much more common active use in combat, instead of simply used as a taxi service.

View the latest EVE Online developments and other game related news and gameplay by visiting Ranger 1 Presents: Virtual Realms.

123Next page