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Power projection nerf discussion

Author
Danika Princip
GoonWaffe
Goonswarm Federation
#21 - 2014-02-28 01:55:29 UTC
Anhenka wrote:
Danika Princip wrote:
Yes. Clearly, the only people who can actually use capitals should be the big coalitions. Everyone else should just reprocess them, since they'll never actually be able to use the damn things.
Roll


Honestly not sure what side you are on here.

Lots of arguments say "nerfing power projection decreases large alliance power"

Your statement seem to say that nerfing it would decrease the power of smaller groups (which I agree with)
Care to elaborate a bit?



Okay.

If a ship can only jump twice a day, then it'll be impossible for a small group to move capitals around to strike a target not right on their doorstep. A big group like the CFC, however, has the resources and manpower to stash capitals all over the place. If you are, say, a guy from NPC fountain and you want to pick a fight with the CFC, you may not have to deal with three hundred supers and enough regular caps to blot out the sun, but you're still going to have to handle upwards of a thousand battleships, plus a significant capital fleet kept in fountain stations, be they alliance owned or more of a 'keep 25% of the caps in each sector of space we own' kind of thing.

Smaller groups won't have the power to spread themselves out like that, nor will they have the resources to hand out hulls for pilots to use, and if all they can do is move one jump out and one jump back, they won't even have the range to damage anything major.

Hell, it drastically affects tactics too. I know N3 and PL have cynoed carriers out then back in to get better positioning going in major fights, I know the RUS guys in B-R were jumping titans out as they got called primary, then coming back. All valid tactics, all removed.

You'd also make it much, much harder to flip even an unopposed region. And you'd completely prevent any kind of a repeat of B-R, Asakai, HED or any other major fight. Again, not a good thing.
Anhenka
The New Federation
Sigma Grindset
#22 - 2014-02-28 01:57:08 UTC
Aliventi wrote:
http://failheap-challenge.com/showthread.php?15920-Power-Projection-Pool


I was really, really hoping that was not a Marlona Sky thread.... but it was.

I'm still half convinced he thought that up as the most magnificent troll thread starter I have seen in months until the "Why are people so mean to me on the forums" thread of the past few days, which had 80% of the posts purged upon ISD review. Twice.

Kapytul Gaynez wrote:
Both Mynnna(Goons) and Manfred Sideous(PL) are pro power projection nerf. I only use there names as a counter to using Grath's and as a means of illustrating that the people that have the power to project also think it is too strong. With CCP more or less tacitly implying that Sov won't be reworked for an extended time waiting til then seems foolish.


Both of them may be advocating a form of power projection nerf, but I promise you Mynna is too sensible to support something as drastic as Marlona's PPP concept which reduced the daily jumpable limit to less than the distance of most regions.
Zan Shiro
Doomheim
#23 - 2014-02-28 02:26:26 UTC
Danika Princip wrote:
You'd also make it much, much harder to flip even an unopposed region.


this would be an issue as sometimes to not be predictable a fleet can bounce several systems. Kill pos here, hit another system.

Hell being nice and you won the sov race...cleanup ops will take weeks not days. I know from time in IT when goons imploded even with cap/super support flipping any stations was a pita. this was with "power projection". Then there was the killing of dead pos' after we let them run dry. Cannot even imagine wiping several pos' in several systems if caps/supers only had 1 jump a day.


And taking this out of combat....lets say your employment with a corp/alliance has come to an end. Sometimes you need to find a new home. Make this a nice example and you you jsut don't mesh with leadership well. No hard feelings, no thievery...just plain ole lets see if grass is greener elsewhere. Imagine the fun of moving your stuff, 1 day at a time. Since for most caps are like bookends....looking at 2-3 days at least to move the carrier. then 2-3 days to move the dread. And I am being nice here, everything else fit in the carrier first trip. I'd say black frog it but with this scheme, the costs would wtf high. And not even their fault or them gouging.


Basically we are looking at a half assed 2 week notice to leave a game corp if a cap pilot. That...is a bit too much like rl for my tastes lol.
Kapytul Gaynez
Hedion University
Amarr Empire
#24 - 2014-02-28 03:17:56 UTC
I think most people are against a nerf as strong as one jump a day. I thnk any system would have to allow you to go from the deepest hole in null to low-sec in a reasonable play session. The trick is finding a balance that prevents using the same fleet to cover half of the map, low-sec included. A lot fo proposed solutions also completely screw Jump Freighters and orgs like Black Frog. It is a tough problemt o find a balanced solution to.
Abrazzar
Vardaugas Family
#25 - 2014-02-28 04:17:01 UTC
Cynosural Field Bandwidth: Every cyno has a maximum bandwidth. Either per firing or generated over time. Bandwidth is used up on a jump. Can't jump without enough bandwidth. Takes some time after firing the cyno to build up enough bandwidth for a jump and if destroyed the cyno collapses before a ship can get through. Different sized cynosural field generators could have different attributes and speciality ships with bandwidth (and/or bandwidth generation) bonuses.

This would limit the number of caps that can jump per cycle/per time period per cyno ship. More ships with cynos would be required to move quickly, which also means increased demand for cyno fuel. Shooting a cyno before anything comes through would allow you to deprive a opponent of its capital support. This may be the death of hot drops.


Double Bridge: Jump bridges cannot be made to a cyno anymore but require a titan or black ops on both sides. A bridge can be established to a jump portal array at a POS if someone with access at it. A sort of bandwidth for bridges similar to the above could also be added, limiting the amount of ships that can use the bridge per time period.

This would mean Titans get on the field and removing them from the field will also remove bridging capabilities of the opponent.


In the end any nerf to power projection will make moving around more of a chore. It should be attempted to add at least some tactical component so that it does not just remove gameplay but actually add to it, imho.
Captain StringfellowHawk
Forsaken Reavers
#26 - 2014-02-28 04:21:18 UTC
I think a Limit on the jumps is bad in General. A more feasible approach would be a Spool down for the engines. Not whipeable by Station tricks. Maybe a Passive recharge rate for jump drives to be able to respool up before they can move. Other ideas would be shifting Sov mechanics a bit. For example systems degrade overtime if not being used they can drop from mil 5 to 4 etc if ignored. If systems get tweaked to have to be used in order to hold them.. For example of X alliance holds X system and does nothing with it, The planets toss the Sovereignty holders and regain the system to neutrality. This could also be escalated by including Dust514 into this mode.. Where X alliance hires X Dust bunny corp to go and cause Chaos in an area... Maybe helping push the system to want to rise up against it's current Holders. The easiest way to Curb Power Projection is to increase the used mechanics in an area. If suddenly it becomes to taxing to hold onto hundreds of systems, Alliances and coalitions will want to have less. From what I seen most alliances only use a fraction of there held space.. If you make them actually have to use the systems the hold in order to hold onto them. It might force them to reduce what they have for easier management. You could have the same Degredation mechanics. In order to hold Sov 5 X amount of things have to be consistantly Done. If it drops Below Sov 1.. the systems drops in itself. Make the mechanics something that the Corp in that area has to work towards but keep the reward equal to the grind. Yes, It introduces more work for an alliance.. But its only as much work as the alliance wants to do. But it also has to be to a point where smaller blocks wanting to enter aren't overwhelmed. Maybe a Sliding Scale.. The higher amount of systems you get, the more taxing it is to hold. 0-25 systems is this much grind... 26-50 is X grind etc. Or scale the costs to hold them even higher. The more you hold.. the higher it scales. But it would be feasible if your members were doing decent work to hold it. If your sitting at a few thousand members it wouldn't be that much of a grind to hold. If you have a few thousand and only a few dozen to hundred are active.. That grind would be more of a pain. Keeps alliances Trimmed between Active and occasional players while still opening more space up for newer entities to enter. Entities arent going to want to warp all over space if there working to keep there space and the riches it holds. Your not going to want to hold more then you can manage.
Hasikan Miallok
Republic University
Minmatar Republic
#27 - 2014-02-28 04:24:31 UTC
Anything that blatantly favors entities that can afford to have a huge reserve of redundant ships for use "once a day" over a smaller group who have limited resources should be discouraged.
Anhenka
The New Federation
Sigma Grindset
#28 - 2014-02-28 04:26:52 UTC  |  Edited by: Anhenka
Abrazzar wrote:
~stuff~


Cyno bandwith:
Jump carrier to cyno, carrier lights cyno, fleet jumps, rinse repeat. LO consumption will never matter past the initial cause carriers will be carrying far more than could ever be used.

Reduced ability to travel to reinforce a fight nearby or hotdrop other capitals without then seeing it's coming. Reduced ability to quickly respond to local events. Less effect on reinforcing long distance fleets. For moving to stratops in advance of a timer, 10 minutes or less per midpoint is perfectly acceptable in practice.

Titans at both ends:
Nobody bridges there, fleets are forced to go in through normal gates, gate control becomes paramount, defenders sit at gates, nobody jumps in, back to 2010 bullshit of fleets sitting at gates unable to jump in without being massacred and turning around and leaving. **** that.

Edit: Strangehawk, use some spaces, nobody got time to ready something like that without a shred of formatting.
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