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[Rubicon] Warp Speed and Acceleration

First post First post
Author
SkyMeetFire
Viziam
Amarr Empire
#101 - 2013-10-03 01:36:29 UTC
Marlona Sky wrote:
Since we are on the warp thing. Has there been any thought about any game play during warp? Strange question I know, but when I'm in the same warp tunnel as someone I don't like...


I might be alone in this, but personally I hope they don't ever add some sort of in-warp combat. I kinda like how now warps can be a sort of a reprieve from a fight, and gives me a moment to catch my bearings or plan the next move. EVE really needs that.
CCP Fozzie
C C P
C C P Alliance
#102 - 2013-10-03 01:59:11 UTC
Hey guys, I'm not going to be posting a lot in these threads between now and Monday, when these changes hit sisi. Just want to reassure you all that I'm still going to be reading every post in this thread and that I appreciate the feedback.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Galphii
Caldari Provisions
Caldari State
#103 - 2013-10-03 02:17:31 UTC
Been waiting for this change for years and years. Hooray for backend work!

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Aglais
Ice-Storm
#104 - 2013-10-03 02:19:08 UTC
Joe Risalo wrote:



Sooo... This means that Marauders will take foreven to align AND to warp.....

Cool and all, but seriously... Don't terribad nerf Marauder mass....please


Too late for that. Marauders are dead in the water. Slow in literally every field, and their gimmick forces them to not move at all. So now they're stuck with MJDs for subwarp travel because they're too slow and heavy for ABs, and 100MN MWDs are so broken in terms of cap use that you can just automatically rule those out by default.

And now there's this.

At least my Caracals aren't going to feel any different.
Chigurh Friendo
Fight The Blob
Kingless.
#105 - 2013-10-03 02:44:31 UTC  |  Edited by: Chigurh Friendo
First off, I'm a huge fan of these changes.

Secondly, I share the same concern that a few other pilots have highlighted regarding the Dscan interval.

Will the Dscan interval be receiving any attention in concert with these warp speed changes?

In particular the punitive "you can't scan for a few seconds because you pressed the button too fast" 'feature' might need to be addressed with these coming changes.
Caldari 5
D.I.L.L.I.G.A.F. S.A.S
Affirmative.
#106 - 2013-10-03 03:22:22 UTC
Am I reading this correctly a Freighter will take 22seconds to warp 150Km?
My Interceptor does about 5.3Km/s, which means that it can do 150Km in 28.3seconds, I'm sure that there are some Interceptors that can do better, but this Freighter speed is only just faster than an Interceptors SubWarp Speed :P
Xurr
Wasted Potential.
#107 - 2013-10-03 03:54:29 UTC
How about some explanation of why you think freighters are moving too fast now. Except of course on trips over 100au.

I really don't understand how you came to the conclusion that most freighters are warping too fast.

The rest seems nice, but holy cow these freighter changes blow.
Debir Achen
Makiriemi Holdings
#108 - 2013-10-03 04:16:33 UTC
I note shuttles, pods, and noobships aren't listed. Currently, shuttles are 2/6 (same as frig), noobships 1/3 (same as cruiser, etc) and I believe pods are 1/3 also. What happens to these post-retribution?

Aren't Caldari supposed to have a large signature?

Tragedy
The Scope
Gallente Federation
#109 - 2013-10-03 04:27:25 UTC
This is one of the best changes made in years imo. This is gonna be ridiculous amounts of fun.
Tragedy
The Scope
Gallente Federation
#110 - 2013-10-03 04:30:02 UTC
Caldari 5 wrote:
Am I reading this correctly a Freighter will take 22seconds to warp 150Km?
My Interceptor does about 5.3Km/s, which means that it can do 150Km in 28.3seconds, I'm sure that there are some Interceptors that can do better, but this Freighter speed is only just faster than an Interceptors SubWarp Speed :P

Because of the accel and deceleration times. Just think of a loaded semi truck vs a formula 1 car. That example is basically pure accel and decel, yeah the inty/formula 1 car is gonna smoke it, it wont be so bad for a freighter travelling several AU.
Joe Risalo
State War Academy
Caldari State
#111 - 2013-10-03 04:35:07 UTC
Tragedy wrote:
Caldari 5 wrote:
Am I reading this correctly a Freighter will take 22seconds to warp 150Km?
My Interceptor does about 5.3Km/s, which means that it can do 150Km in 28.3seconds, I'm sure that there are some Interceptors that can do better, but this Freighter speed is only just faster than an Interceptors SubWarp Speed :P

Because of the accel and deceleration times. Just think of a loaded semi truck vs a formula 1 car. That example is basically pure accel and decel, yeah the inty/formula 1 car is gonna smoke it, it wont be so bad for a freighter travelling several AU.


if only they hadn't nerfed the crap out of Marauder mass....
Rendiff
The Scope
Gallente Federation
#112 - 2013-10-03 04:37:05 UTC
These changes please me.
Wapu Kashuken
Serenity Rising LLC
Controlled Chaos
#113 - 2013-10-03 05:14:54 UTC
Awesome. Thanks for [finally] getting around to fixing this archaic remnant of old game mechanics. Fixed acceleration never made sense and some of the threads on this became infuriating.
Roime
Mea Culpa.
Shadow Cartel
#114 - 2013-10-03 05:42:01 UTC
Great stuff, long overdue fix. Major buff to fast industrials, and it's great that T2 is faster than vanilla!

However, this buries the battleship class even deeper into the station spinning role. First their unsuccessful rebalancing didn't make them viable for normal pvp, now this slow even less.

.

ZoraTestra
Doomheim
#115 - 2013-10-03 06:21:58 UTC
Are you taking into account the Eifyr and Co. 'Rogue' Warp Drive Speed series implants?
Irnal Zek
Ministry of War
Amarr Empire
#116 - 2013-10-03 06:40:01 UTC
Freighters getting even slower Shocked

So without webs Jita-rens and back will take you about 2hours of "select next gate press jump"
Brilliant gameplay.
Chessur
Fweddit
Free Range Chikuns
#117 - 2013-10-03 07:05:49 UTC
I am so glad this is finally happening! Such a long overdue change, and very welcome.

Now if only we can get rid of that **** interceptor role bonus.... Its going to be fast enough for catching up to other fleets.
Koban Agalder
Sebiestor Tribe
Minmatar Republic
#118 - 2013-10-03 07:08:57 UTC
CCP Masterplan wrote:
DJ FunkyBacon wrote:
These changes are incredible. Obviously this is CCP Masterplan's doing.


This has been something that has bugged me for a while about the warp code. 8 pages of math later, and we have something that I think is going to be much more fun all around.

Is there any chance that at one point of time you will shows us (parts) of the especially weird and spaghetti code (old now unused code)?

James Arget for CSM 8! http://csm.fcftw.org 

Altrue
Exploration Frontier inc
Tactical-Retreat
#119 - 2013-10-03 07:17:48 UTC  |  Edited by: Altrue
First, thanks for finally changing this mechanic ! You rock !

Now about the changes themselves, they are pretty good... EXCEPT !

1- Attack BC should warp faster than other BCs imo.

2- Where is the orca on your chart ? Capital ship ? (If yes, this is a very bad idea imo :D)

3- You killed my rigged 20Au/sec travel rapooooor :-( (because his base warp speed will now be 10 au /sec if I read the chart correctly)

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Ultimate Citadel Guide - 2016 EVE Career Chart

Afandi
Otbor Chereshka
#120 - 2013-10-03 07:27:26 UTC
Long freighter routes will be hell...

Please, explain, why did you assume that there are many inter-system jumps over 50 AU and thus made the freighters faster in this warp range?
What?