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Teleportation Change

Author
Marlona Sky
State War Academy
Caldari State
#1 - 2014-02-12 08:45:22 UTC
I recently outlined an idea on changing the way we do teleportation in the game. In a way, power projection. The details can be found in my blog, Reversal of Fortune.

Cancers of EVE Online: Teleportation

While it is a long read, I feel it is important to take in the scope of everything that is involved. Please try not to be hung up on one aspect of it and really think about the big picture and how your operations, your enemies and the game in general would change with this change.

Apologies if the blog format wreaks of noob mistakes, it is my first attempt at blogging and any feedback on improving the experience is always welcome via the site and or evemail. Smile
Lephia DeGrande
Luxembourg Space Union
#2 - 2014-02-12 08:49:10 UTC
That Word gives me cancer!
Marlona Sky
State War Academy
Caldari State
#3 - 2014-02-12 08:59:46 UTC
Lephia DeGrande wrote:
That Word gives me cancer!

Teleportation? Feels less flattering that using some of the other techno babble phrases ehh? Blink

But, in the end that word describes what actually happens perfectly.
Seliah
Blades of Liberty
#4 - 2014-02-12 09:02:18 UTC
Definitely an interesting read. In your test results, I would also have factored in the ISK cost. I'm sure you can define an ISK value for a 1 LY travel for 1 pilot, and then define the efficiency of each means of travel. A titan bridge is extremely efficient way to bridge a lot of people over a lot of LY, but it comes at a very high initial ISK cost. Not that ISK really matters for big coalitions though I guess.

Your PPP idea is an interesting one too. I'm not expert on force projection and all its implication in the 0.0 conflicts though, so I can't say if it'd solve the problem or not. I just like the idea of making distance matter a lot more.
Trii Seo
Goonswarm Federation
#5 - 2014-02-12 09:14:16 UTC  |  Edited by: Trii Seo
It does explain the issues with power projection well, hopefully some people that started "nerf bridging/jumping" actually read it. While it's artificial, the PPP sounds like a decent concept for a solution.

What I would change about it though would be the handling of jump bridges and cooldowns.

Bridges (structure, POS anchored - not covert/titan) are strategic assets that require sov, maintenance (refueling), can be incapped and are strategic assets. Snapping bridges is an objective and it leads to fights, making their use limited wouldn't really be a great idea. If the attackers have knowledge as to where bridge POSes are, locking down a gate between two or simply camping the bridge itself after defanging the POS are viable and useful 'guerilla' tactics.

Cooldowns... a flat "Reach a cap, cap triggers cooldown" sounds like a good idea but it seems to simply set the clock back. What I would suggest is no cap at all - your PPP isn't a pool, it's a counter that's related to your jump/warp drive. Each jump causes a "desync" of it, costing you some cooldown (depending on how far the jump was), and a recalibration period (long one).

Initially, the cooldown starts low, increasing if you make the jump within the recalibration period. If you're planning to make half the galaxy to get into a fight, your pace will slow down with further jumps. If it's an emergency a few carrier jumps away, you can make it but don't expect to be coming back anytime soon as your accumulated recalibration will slow you down to a crawl when you're coming back.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

Lephia DeGrande
Luxembourg Space Union
#6 - 2014-02-12 09:22:49 UTC
The Problem is, every Suggestion is better then the current System, but aslong CCP is to coward to revamp SOV, Blobs and POS mechanics all these Threads are pointless.

I read your Blog, its a nice read and you do have some good ideas but until 2015/16 i dont see any chance that CCP will do something, its kinda silly...
Seliah
Blades of Liberty
#7 - 2014-02-12 09:29:30 UTC
Lephia DeGrande wrote:
I read your Blog, its a nice read and you do have some good ideas but until 2015/16 i dont see any chance that CCP will do something, its kinda silly...


These are huge changes to both the code behind the game and the game itself, so it's not going to happen overnight. It could have happened sooner, sure, if problems were tackled earlier, but it can't hurt to talk about things and get ideas going so the discussion is already mature for the day CCP becomes able to make said changes.
Trii Seo
Goonswarm Federation
#8 - 2014-02-12 09:32:39 UTC  |  Edited by: Trii Seo
The problem is, this is the issue leading up to blobs.

When you have a Coalition with thousands of carriers at their disposal, type a nice jabber ping "Everyone get to XX-YYY we're deploying" and bam, in 24h (or less, it may not be in 7 minutes but you can make it in an hour) you have a fleet-ready pile of bloodthirsty bastards on the other side of the 'verse. The swiftness at which a blob can move is staggering.

This issue is also a deciding factor when it comes to balancing sov itself. It's one thing to balance something that will see fights of 300 pilots, another - 4000. Given sov fights over smaller, remote regions of space where local entities are fending off local invaders can have as "few" as 100 pilots in Local (2 fleets of 40) and major coalition fights see as much as 4000 they really need to think the balance through and ensure it scales well.

Proud pilot of the Imperium

Arek'Jaalan: Heliograph

SMT008
Deep Core Mining Inc.
Caldari State
#9 - 2014-02-12 10:35:36 UTC
I support this. Very much. Cool
Sentamon
Imperial Academy
Amarr Empire
#10 - 2014-02-12 12:25:16 UTC
Great article, recommend everyone read it in full.

~ Professional Forum Alt  ~

Kyang Tia
Matari Exodus
#11 - 2014-02-12 13:19:26 UTC
While I'm not totally convinced that your ideas are the most effective way to deal with the problem, I whole-heartedly agree that power projection is a huge issue in today's Eve. It should be adressed and fixed as soon as possible.
Endovior
PFU Consortium
#12 - 2014-02-12 13:36:32 UTC
Trii Seo wrote:
Bridges (structure, POS anchored - not covert/titan) are strategic assets that require sov, maintenance (refueling), can be incapped and are strategic assets. Snapping bridges is an objective and it leads to fights, making their use limited wouldn't really be a great idea. If the attackers have knowledge as to where bridge POSes are, locking down a gate between two or simply camping the bridge itself after defanging the POS are viable and useful 'guerilla' tactics.


This. JBs are vastly less immediate than cyno-based bridges, and in most ways work a lot more like gates... people can camp them, and shoot the people using them, and so on.

As a quick reality check, GARPA tells me that taking the CFC JB network, along the most efficient possible route, would make 373Z-7 to SVB-RE a 68 jump journey. Assuming for the moment that there's no significant average difference between a gate-to-gate warp and a gate-to-JB warp, that should only shave the travel time down by about 1/3. Which is certainly convenient, but it's not broken on the same order as jump drives are.
Lloyd Roses
Artificial Memories
#13 - 2014-02-12 14:01:49 UTC
Sounds like a direct nerf to most lowsec-alliances aswell.
Kenrailae
Center for Advanced Studies
Gallente Federation
#14 - 2014-02-12 14:13:20 UTC
I think you've hit the nail on the head as far as mass movement and power projection goes. But I can't really see the justification for limiting the light years you can travel by so called 'teleportation.'


I could be a bit fuzzy on my numbers but 24 LY is more or less what a carrier can do in two jumps, yeah? A bit less?

Well from a smaller alliance perspective, your proposed system being capped at 24 LY is just as inhibiting as much larger alliances being able to move from one side of the map to another. Suddenly isn't very big, and we live fairly close to some really big names. Everything we do we have to keep that in mind. But if we wanted to go to, oh, IDK, Syndicate, for a few weeks vacation, it'd take literally a week to move enough ships over there to be effective, as we'd only be able to do one trip one way a day.

I certainly share your opinion that the ability to go everywhere all the time is a bit silly, but also don't think a LY cap like that is justifiable. As much as Eve is Real, it's still a game, and I(Nor a great many others I can imagine) don't want to spend a week moving ships so I can play the game, be there a week, then spend a week moving ships back. Moving Ops are already a pain the back side as they are.

In this case, the answer may be better served in a jump restriction timer. Wormholes already prevent multiple-cross jumping back and forth by locking out after a couple jumps, Jump drives having to recharge or re-align or cool down wouldn't be so far a stretch. Yes, you're right it would only delay the status quo, but it would also better reward the prepared, which is in line with Eve's mentality, as opposed to having 1 node on Ti-di functioning at 10% or less speed and the rest of Eve business as usual all going full speed ahead to the ti-di system's fight.

I also feel you're forgetting an important part of B-R5:

That fight was able to go on because parties involved made a pointed effort to NOT pile 3k+ Pilots into system. Multiple fights broke out in nearby systems, pinning re-enforcements and preventing the fight from escalating wildly. That level of strategic play is the answer to the mass piling of pilots into system. Choosing to NOT have everyone in system and deny your opponent the ability to bring in new ships rather than just blob the server into oblivion.


In summation, you've written an article that tries to address a problem in Eve. But your approach doesn't keep in mind that yes, this is a game. Even at double your LY rating per day, significant move ops(which can already take hours anyway) would not be possible. Suddenly at least has the luxury of almost all our pilots having carriers. But what of smaller alliances? Or for lack of a better term, poorer alliances? The ones where only a few have carriers and maybe a JF or two between them, who are trying to move? That would take them weeks? How is that good for Eve?

The Law is a point of View

The NPE IS a big deal

Harvey James
The Sengoku Legacy
#15 - 2014-02-12 14:44:03 UTC
It was an excellent read .. we need to bring fights back too gates amongst the many other 0.0 issues that need too be addressed.
it certainly shouldn't be possible too get from one end of the map too the other with capitals faster than any smaller ship..
ratios need to make sense.

i would remove all JB/cynos from all capitals and leave them too Black ops and Jump Freighters as there main specialist role but with stricter control over range and how many they ships they can allow through.

T3's need to be versatile so no rigs are necessary ... they should not have OP dps and tank

ABC's should be T2, remove drone assist, separate HAM's and Torps range, -3 HS for droneboats

Nerf web strength, Make the blaster Eagle worth using

Soldarius
Dreddit
Test Alliance Please Ignore
#16 - 2014-02-12 16:07:21 UTC
Read the entire article. I agree that force projection in Eve is too easy. There is quite literally no way to interdict travel without the traveler being either completely oblivious to the tactics and methods, or by meta-gaming to lock people's assets into station.

I still think an arbitrary limit of distance traveled over a given period of time is too complicated a solution. A simpler solution would be to simply add a cool-down timer to jump drives and bridges based on mass transported.

Yes, they already have to rechrge capacitor. But as Marlona indicated, with cap fits, refitting services, and even a Mobile Depot, that wait is pretty irrelevant. It simply makes no difference and is not an effective balancing method.

This would not adversely effect blops because they already plan for and operate under low-mass conditions due to fuel amount restrictions. Bridging blops also tend to spend most of their time sitting safely cloaked or docked.

Titan bridges typically move much larger amounts of mass per bridging cycle.

Capitals having much higher mass than blops would end up having a much longer cooldown. Since each jump-capable ship has a different mass, they would all have some variety in cooldowns, possibly making certain ones more desirable than others.

Perhaps give Minmatar caps a lower jump drive cooldown than normal so as to make them more attractive, since they are generally the least desirable cap ships at present.

http://youtu.be/YVkUvmDQ3HY

Batelle
Federal Navy Academy
#17 - 2014-02-12 16:24:45 UTC
Jump Bridges - I'm much more okay with these since they were limited to one per system.
Capital Jumps - For a long time, the spool-up idea had a lot of traction. I'm also okay with a timer of no greater than 10 minutes, but would prefer it only apply to supers. Making the cooldown potentially longer bu based on LYs jumped is probably better in addressing force projection.
Titan Bridges - Nerf them to the ground. Especially their ability to make sov structures trivial with freighter bridging. But if you're among the 1% without a titan to do this, good luck lol. A long cooldown on taking a titan bridge would be okay here, although its certainly not a creative solution (for exmaple, 1 hour cd linked to pilot)
Pod Express - Clone costs are non-trivial for older players. I'd say keep it.
Jump Cloning - Don't touch it.
Jump Freighters - They're very powerful, but they have a big job to do. They're also very expensive and occasionally die.

"**CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"**

Never forget.

Marlona Sky
State War Academy
Caldari State
#18 - 2014-02-12 16:27:59 UTC
The PPP is not meant to be a final solution. It is meant to allow some breathing room for other aspects of null and effectively, the rest of the game, to have changes made. Changes that on the first iteration, will most likely not be the final solution to them either.

It will function as a shimmy. Make a change here, then move over to another spot and make another adjustment. You keep going and end up back at force projection yet again. The difference is now you can make more changes that previously were not possible due to the other aspects of the game holding it back. Just like when you put a tire on your car. You don't just tighten down the first lug nut the entire way and then move on to the next. You go back and forth until you finally reach a point where the tire is on securely.
Gigan Amilupar
Viziam
Amarr Empire
#19 - 2014-02-12 16:32:56 UTC
It was an excellent read Marlona, and definitely proves a point. I'm not sure I'm entirely sold on your method of countering force projection, and at some point I'll probably read over it again. But it's definitely a strong argument that has a lot of merit, and I support a reduction in the ability to project power. You'll also be happy to know that it created some waves around here, and we got a few posts regarding your article after it came out (some were not the highest quality, but people definitely passed it around). Also, Ripard wrote a thing on his blog mentioning it, so you can know that at least one member of the CSM has seen your post.
Akrasjel Lanate
Immemorial Coalescence Administration
Immemorial Coalescence
#20 - 2014-02-12 16:46:20 UTC
I agree that "teleportation" needs a change mainly the one for sub-caps that are bridged by titans.

CEO of Lanate Industries

Citizen of Solitude

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