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Wormholes

 
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Black Hole Systems

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dark dreamur
Science and Trade Institute
Caldari State
#81 - 2013-08-09 19:42:59 UTC
what about an affect to cloaking most other aspects or ship systems are affeced by worm holes be it sig radius armour stats, shield stats, it might be fun opening up a system not knowing an entire fleet is cloaked in there, maybe a reduction to lock times after de cloak or a warp bonus to ships that dont have the use of a covert ops cloak, could potentionally lead to small gang or solo pvp,
the other possibility which im pretty sure you would all hate would be a bonus to ecm , tracking disruption and sensor damping, ok maybe not the ecm bonus, that i would get hung for im sure the other side of the coin could be a bonus to remote sensor boosting and other friendly projected effects

basicly id like to see an effect that dosnt make it easier to farm isk and encourages pvp away from guardian armour t3 standard
Cade Windstalker
#82 - 2013-08-09 21:00:04 UTC
dark dreamur wrote:
basicly id like to see an effect that dosnt make it easier to farm isk and encourages pvp away from guardian armour t3 standard


This is less a wormhole effects problem and more of an armor/shield balance problem. Tweaking one set of wormhole effects isn't really going to change that.

Besides we've already got Pulsars for shield friendly stuff.

Plus I think anything that isn't at least somewhat competitive with other effects for PvE as well as PvP will see these ignored as much as they are now.
Kynric
Sky Fighters
Rote Kapelle
#83 - 2013-08-09 21:21:46 UTC
Blackholes dont have to be a nice place to live to still be relevant. We fight where we can find it. I would like them to stay as a pretty terrible place to fight, if anything make them more terrible. Terrible can be interesting. Compensate them in non tactical ways such as additional periodics, more gas, faster rock mining or some other trait like a different maximum range for the dscanner. The last thing we need is yet another way to farm red crosses just a bit faster; these systems need not compete for that title to still be interesting.
unimatrix0030
University of Caille
Gallente Federation
#84 - 2013-08-09 21:59:50 UTC
Godfrey Silvarna wrote:
Archdaimon wrote:
How bout making black holes _the_ place for small ships to fight.

That is give bonuses and penalties compared to size of ship. Hence huge tracking penalties to caps, less to bs etc., but almost none to frigs (maybe even bonus?)

This would make c5/6 systems where _not_ cap pilots could live and fights with out fearing the blob-blap-dreads.


I am starting to really like this idea.

Aren't magnetars already doing this? Or was it wolf rayet?

Anyway i realy like this idea :
Sushi Nardieu wrote:
Interdiction bubble size: Make bubbles huge in this system. HICs and DICs included. A downside might be increased cycle time or something like that. This should not affect anchored bubbles because it could get abused. [/qoute]
But reading the problem CCP have with pos bubbles, could make this idea a technical nightmare... .

This might be the easiest one to do and would turn them into a do or die type of hole :
[quote=Jack Miton]Just change the agility penalty to an agility buff and youre done.
Go faster but at better agility with range reduction on guns seems fine to me.

No local in null sec would fix everything!

Cade Windstalker
#85 - 2013-08-09 22:59:02 UTC
Kynric wrote:
Blackholes dont have to be a nice place to live to still be relevant. We fight where we can find it. I would like them to stay as a pretty terrible place to fight, if anything make them more terrible. Terrible can be interesting. Compensate them in non tactical ways such as additional periodics, more gas, faster rock mining or some other trait like a different maximum range for the dscanner. The last thing we need is yet another way to farm red crosses just a bit faster; these systems need not compete for that title to still be interesting.


The problem I see with this is that those red crosses are one of the primary drivers of conflict in W-space. If you're rolling your static looking for stuff to do and you jump through into a Black Hole and everyone knows they suck then why would you bother? There's less chance of finding a fight and less money to be made.

If you can make tons of money then great, that can compensate for the terrible attributes but if I know this game then that will more than likely catapult Black Holes into amazing farming places as soon as someone finds a way around those negatives at which point we're back to shooting red crosses.
Robert Morningstar
Morningstar Excavations LTD
Business Alliance of Manufacturers and Miners
#86 - 2013-08-09 23:16:25 UTC
Items that would make sense for me as a Black Hole effect

Random static (in other words it has a static that works like any other static in respawn except that one day the static may be a b274 the next a n766 next day a null etc

Time dilation should actually slow down time so 1/2 normal speed not 2*

perhaps have the time dilation effect the static longevity Big smile

turret tracking would be worse not better (turrets have to adjust for the changing gravity over trajectory)

same with missile explosion velocity (part of the energy is being pulled toward the bh sol less damage especially to smaller targets

then finally yes the web should have a bonus but not good enough to counter the hit to turrent tracking as it applies to dreds
Longinius Spear
Semper Ubi Sub Ubi
#87 - 2013-08-09 23:30:09 UTC
I like the idea of a worm hole being a 'wild card'.

You could adjust the bonuses, but no alteration of the current BH effects (other than removing them) will make anyone want to fight in them.

I think removing the effect entirely and making the hole normal is a cheap way to 'fix them'.

If you wanted to go nuts and create special rules for those holes.. I say make their statics totally random. Time open, type and mass of connection, just totally random.

But no matter what you do, please remove the current effects on blackholes.. cause they are bad.

Read more of my ramblings on my blog www.invadingyourhole.blogspot.com

jonnykefka
Adhocracy Incorporated
Adhocracy
#88 - 2013-08-10 01:42:40 UTC
So here's a thing about the incoming HAC rebalance: They are all designed to fight from medium-to-long range.

Wormholes are not, generally speaking, well-configured for that.

It would be interesting to have a set of bonuses that encouraged long-range fighting in w-space, forcing different fleet comps the same way that Pulsars or Wolf Rayets do (or to a lesser degree, Cat Vars).

Someone early in the thread talked about a missile velocity bonus. Let's go all-in on range boost using come combination of the below:

Missile/bomb velocity
Optimal and falloff
Targeting range
Point (but NOT web) range, possibly including HICs but that might get broken in a hurry

Offset by:
Tracking penalty
Explosion radius and/or velocity penalty
Some kind of penalty that makes the optimal bonuses not boost knife-fighting proteii to a stupid degree...pity there's no enforceable minimum range
MWD sig bloom penalty maybe? I have mixed feels about that as an idea, I'm just putting it out there.

On further inspection I believe that the above listed bonuses and penalties are largely crap (except the point range one), so I'm going to go with the broad idea and let smarter people fill in the implementation: Create an environment where, especially at the higher class WHs, it is better and indeed almost required to fight at 30-50km instead of the usual brawl-at-zero-on-the-hole.

Alternately go the other direction and swap maneuvering and speed: Make everything slow but handle really well. Hilarious.
Phoenix Jones
Small-Arms Fire
#89 - 2013-08-10 04:22:08 UTC
Blackholes should have 3 effects

1) reduces all resistance by 5/10/15/20/25/30%
2) Increases all shield and armor hit points by 5/10/15/20/25/30%
3) reduces structure by 15/30/45/60/75/90%
4) reduces capacitor amount (total capacitor) by 3/6/9/12/15/18%
5) reduces heat damage by 10/20/30/40/50/60%
6) increases inertia by 12/24/36/48/60/72%

Yaay!!!!

Jack Tronic
borkedLabs
#90 - 2013-08-10 05:17:48 UTC  |  Edited by: Jack Tronic
Phoenix Jones wrote:
Blackholes should have 3 effects

1) reduces all resistance by 5/10/15/20/25/30%
2) Increases all shield and armor hit points by 5/10/15/20/25/30%
3) reduces structure by 15/30/45/60/75/90%
4) reduces capacitor amount (total capacitor) by 3/6/9/12/15/18%
5) reduces heat damage by 10/20/30/40/50/60%
6) increases inertia by 12/24/36/48/60/72%


I'm confused how this affects anything other than making nano pvp even more hilarious.
Kel hound
The Scope
Gallente Federation
#91 - 2013-08-10 05:50:36 UTC
Black Holes are supposed to be all about the movement right? So why not tailor the effects to cater to skirmish fleets.

(effects given for C6, adjust as necessary for other wormhole class)

Bonus to Gun Optimal and falloff - 2.0
Bonus to Missile Velocity and Explosion Velocity - 2.0
Bonus to Drone Control and Dron Velocity - 2.0
Penalty to Gun Tracking - 0.5
Penalty to Explosion Radius - 0.5
Penalty to Drone Tracking - 0.5

Bonus to AB / MWD Velocity - 2.0
Bonus to Ship Velocity - 1.25

In short, everyone can move faster, hit further - but the trade off is tracking.


Alternatively I love the idea of making black holes the antithesis cataclysmic variables.

Armor repair amount multiplier 2.00
Shield repair amount multiplier 2.00
Shield transfer amount multiplier 0.50
Remote repair amount multiplier 0.50
Capacitor capacity multiplier 0.75
Capacitor recharge time multiplier 0.50

Basically a reduction in total capacitor, but a massive boost to capacitor recharge time and a large boost to local repairs.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#92 - 2013-08-10 09:57:13 UTC  |  Edited by: ISD Ezwal
Quote:
Alternatively I love the idea of making black holes the antithesis cataclysmic variables.

Armor repair amount multiplier 2.00
Shield repair amount multiplier 2.00
Shield transfer amount multiplier 0.50
Remote repair amount multiplier 0.50
Capacitor capacity multiplier 0.75
Capacitor recharge time multiplier 0.50

Basically a reduction in total capacitor, but a massive boost to capacitor recharge time and a large boost to local repairs.


That would be interesting for triage and siege. It would really make Black Hole systems popular for C5-6 escalation farmers, as their dreads and carriers would be essentially uber tanking all the things, coasting out, and collecting loot pinata.

The tradeoff to this, of course, would be that it would affect the fleets and fits of people farming and PVPing in lower-end wormholes. This would be countered, possibly, by capacitor warfare, which would be super effective at knocking down the weak capacitor of all the active-tanked ships we would see fielded in the Black Holes.

Cap battery XLASB Maelstroms would be a thing, finally, like we always wanted.

It has its merits, but it is also open to wild, wild exploitation by crystals, drugs, boosters, the new m odules, the oncoming buff to repairer boost amounts, etc etc etc. It would, in short, result in ridicutanked everything, all the time.

*Snip* Please refrain from personal attacks. ISD Ezwal
Cade Windstalker
#93 - 2013-08-10 10:32:16 UTC  |  Edited by: ISD Ezwal
Trinkets friend wrote:
That would be interesting for triage and siege. It would really make Black Hole systems popular for C5-6 escalation farmers, as their dreads and carriers would be essentially uber tanking all the things, coasting out, and collecting loot pinata.


No, this would be horrible for C5/6 escalations because the weak point isn't the sieged capitals, it's the support fleet that the triage carrier needs to keep alive. I once heard a friend describe it as a walk in the park for the dread while the carrier plays whack-a-mole with cruiser HP bars on the support ships.

Trinkets friend wrote:
The tradeoff to this, of course, would be that it would affect the fleets and fits of people farming and PVPing in lower-end wormholes. This would be countered, possibly, by capacitor warfare, which would be super effective at knocking down the weak capacitor of all the active-tanked ships we would see fielded in the Black Holes.


If anything this would benefit smaller gangs or solo-boats using local-tank in C3 and below holes. Limiting remote repair hurts C4 and up more than C3 and below because you need the RR to do those sites where as in a C3 you can get by with a well skilled BC or T3 fairly easily.

Trinkets friend wrote:
It has its merits, but it is also open to wild, wild exploitation by crystals, drugs, boosters, the new m odules, the oncoming buff to repairer boost amounts, etc etc etc. It would, in short, result in ridicutanked everything, all the time.


As opposed to logi-supported gangs? You can, with dedicated logistics boats, tank far far more than you can with even a 2x bonus to local reps.

*Snip* Please refrain from personal attacks. Or replying to them. ISD Ezwal
Oxandrolone
Center for Advanced Studies
Gallente Federation
#94 - 2013-08-10 11:10:06 UTC
How about something completely different such as a manufacturing bonus?

Should be easy enough to work into the lore. The huge gravity from a BH makes combining alloty easier (high pressure reduces all this kind of crap)

I dont do manufacturing personally but it will bring some industrialists into wh's.

Some kind of mining / reprocessing bonus
Ship building bonus
Less POS fuel needed in towers
Bonus to research

It's not mu job to come up with specifics but I think manufacturing wh will make them worth fighting for in the high end and beneficial to have in the C1-C3 range with easy access to k-space.
Cade Windstalker
#95 - 2013-08-10 11:16:18 UTC
Oxandrolone wrote:
How about something completely different such as a manufacturing bonus?

Should be easy enough to work into the lore. The huge gravity from a BH makes combining alloty easier (high pressure reduces all this kind of crap)

I dont do manufacturing personally but it will bring some industrialists into wh's.

Some kind of mining / reprocessing bonus
Ship building bonus
Less POS fuel needed in towers
Bonus to research

It's not mu job to come up with specifics but I think manufacturing wh will make them worth fighting for in the high end and beneficial to have in the C1-C3 range with easy access to k-space.


The problem I see with this is that it doesn't really benefit wormhole space, it benefits people in K-space who move in to a wormhole and then do almost nothing but build stuff there which they then export to K-space.

Plus most industrialists will likely do the math on potential losses and "nope" right back to high-sec where their manufacturing is hard to touch.
Sushi Nardieu
Federal Navy Academy
Gallente Federation
#96 - 2013-08-10 14:32:43 UTC
Cade Windstalker wrote:


The problem I see with this is that it doesn't really benefit wormhole space, it benefits people in K-space who move in to a wormhole and then do almost nothing but build stuff there which they then export to K-space.

Plus most industrialists will likely do the math on potential losses and "nope" right back to high-sec where their manufacturing is hard to touch.


On the other hand, all new activity benefits W-space. It does not matter what that activity is one of the nice things about new features and changes is that they encourage adaptation from the current player base.

It would be a failure to W-space if no one was interested in this system effect.

The balance and key to the industry effect will be exactly: High Sec VS Wormhole Bonus

So maybe in the end, High Sec industry will need to be evaluated and balanced before an industry effect WH bonus be introduced.

The Guns of Knowledge 

Nix Anteris
The Dark Space Initiative
Scary Wormhole People
#97 - 2013-08-10 15:38:51 UTC  |  Edited by: Nix Anteris
I would like to re-state (in caps, because you know, cruise control for cool)

BLACK HOLES DO NOT NEED TO BE CHANGED

IT IS OK TO HAVE UNDESIRABLE EFFECTS

IF PEOPLE WANT DESIRABLE WORMHOLES THEY SHOULD HAVE TO FIGHT FOR THEM


Saying black holes MUST give a beneficial bonus is like saying all nullsecs systems should have exactly 1 of each kind of moon...


Now that's cleared up, I'm going to start my own space MMO, with blackjack, and hookers! ... oh wait :x
ExookiZ
The Dark Space Initiative
Scary Wormhole People
#98 - 2013-08-10 16:27:12 UTC  |  Edited by: ExookiZ
I tend to agree with Nix, Black holes dont need to be "fixed". I find the industrial effects interesting but I am not sure how beneficial that would be.

In general black holes are devoid of life and serve as WH hubs, whenever we roll into a black hole we know 2 things.
1. It is probably empty and full of relic/data/gas sites and so provides potential ganks for people running them.
2. It likely has a pile of outgoing K spaces waiting to be opened. Thus serving our logistical needs for that day if we are lucky.

I like these facts, I dont know why everone thinks every wormhole needs to benefit them in special ways. If anything their bonuses ahve led them to evovle into a system with its own unique purpose in WHs and i find that better than half the other stupid wh effects.

Event Organizer of EVE North East

Tesoni Daven
Collapsed Out
Pandemic Legion
#99 - 2013-08-10 22:53:59 UTC
Cade Windstalker wrote:
Trinkets friend wrote:
That would be interesting for triage and siege. It would really make Black Hole systems popular for C5-6 escalation farmers, as their dreads and carriers would be essentially uber tanking all the things, coasting out, and collecting loot pinata.


No, this would be horrible for C5/6 escalations because the weak point isn't the sieged capitals, it's the support fleet that the triage carrier needs to keep alive. I once heard a friend describe it as a walk in the park for the dread while the carrier plays whack-a-mole with cruiser HP bars on the support ships.


I'm not sure you've done capital escalations. T3s are laughably easy too keep alive in cap escalations. A 2 TP, 3 web Loki can easily rock 120k+ armor EHP if properly pimped, and still cost less than what can be made back in 2 sites. Add slaves and maxed skills and it gets a bit outrageous. The sig tanking and resist make it so that none of the hits are more than a few hundred damage, against a double plated tank that's nothing. The capitals absolutely take more damage due too not sig tanking at all, and not being able too receive remote reps in siege. Also, they rock relatively low resists typically in order too maximize cap recharge and damage mods.
Angsty Teenager
Broski North
#100 - 2013-08-11 03:46:26 UTC
The way I look at black holes is that in comparison to the other wormhole types, they provide no advantage for any sort of setup, only disadvantages. That is to say this:

Arrow Pulsar: Favors using shield
Arrow Wolf-rayet: Favors using armor
Arrow Red Giant: Favors the use of smartbombs and potentially overload
Arrow Magnetar: Used to favor the use of EWAR (and it still should tbh, need to look at this as well)
Arrow Cataclysmic: Favors the use of RR and teamplay

Arrow Black Hole: Favors nothing

I suppose the intent was that it was to favor kiting/speed based setups, but the issue that the inertia nerf makes that impossible because kiting is all about range control not just pure speed and range. Furthermore, the nerfs to damage projection and targeting range make kiting unfavorable, leaving the wormhole a place for close range speed brawling (???) which really makes no sense and has no place in the current meta.

While these effects could just be adjusted to make the wormhole in line with the rest, I think that that approach is a little bit trite and wormholes deserve some more interesting mechanics. As mentioned earlier in this thread, I think the idea of having multiple statics in black holes, and a lack of moons would be really neat. Instead of making the wormhole "effects" actual effects on your ship, make it effects on the environment of the system. Make moons non-existant, make static spawning less predictable, give it a random static, random number of statics, or even give it a propensity towards being opened into.

It would be very cool to have black holes be "hub" wormhole systems where at any time there are 20-30 wormholes of all classes opened into these holes, would potentially allow for more "top belt in amamake" style fights, which would be really neat.