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Reimagining Cynos (a nerf)

Author
Danika Princip
GoonWaffe
Goonswarm Federation
#21 - 2014-03-06 01:47:15 UTC
M1k3y Koontz wrote:
Anhenka wrote:
Nariya Kentaya wrote:

nerfing force prohection even a little, goes a long way to making null more livable for smaller entities, even if only to make hit and run/nomad more viable than it is now



How exactly does nerfing Blopsing and offensive hotdrops while not inhibiting the ability of a large group to move a massive offensive, defensive, or logstical force across the universe benefit smaller entities? Except in regards that it makes ratting much safer for everyone everywhere.

Especially since Blops, AFK cloaking, and hit and run titan bridging strike fleets are the mainstay techniques of smaller entities harassing larger ones?


"Smaller entities" and "titan briding" in the same sentence... heh.

BLOPs filling a rather specialized role now, (since they can only bridge ships that fit cov ops cloaks) and I dislike the idea of nerfing their role unnecessarily. Titan bridges are far more adaptable, making a nerf sensible there.



Yes, small groups have titans.

Would you call, say, rooks and kings a big group? They, along with plenty of other people, use titan bridges to drop onto CFC fleets, to pipebomb them on gates, to gank ratters, catch stragglers...

But no, you want all that removed. Clearly the big groups need to be safer. Roll
Anhenka
The New Federation
Sigma Grindset
#22 - 2014-03-06 01:47:48 UTC
M1k3y Koontz wrote:

"Smaller entities" and "titan briding" in the same sentence... heh.

BLOPs filling a rather specialized role now, (since they can only bridge ships that fit cov ops cloaks) and I dislike the idea of nerfing their role unnecessarily. Titan bridges are far more adaptable, making a nerf sensible there.


Believe it or not, but most entities in nullsec, even smallish ones of only a few hundred people, have one or more titans available to them. Titans being incredibly rare and expensive and out of the reach of all but the biggest blocs is largely a thing of the past. Most of the titans not being used for active combat never die, they just pile up until now where just about every two-bit alliance has one somewhere.

Any sovholding nullsec alliance that's not a complete wreck probably has the ability to call upon a titan char or at least arrange for the person with the titan to be available for an op.

Those alliances without even the moderate amount of wealth, space, or coordination to attract a titan pilot or buy/build one for the alliance are likely so weak and useless as to be largely ignorable on both the capitals, supercap, and subcap level.
Rowells
Pator Tech School
Minmatar Republic
#23 - 2014-03-06 06:21:52 UTC
Would it be better to put the timer on the ship itself? More of a travel timer. That way the timer could be tweaked to allow certain ships and portals to have differing delays. So, while a super may take 10-15 seconds to jump from start to cyno, a covert ops bridge and a titan bridge may take negligible amounts of time. This could be tied to skill as well. So, rather than cyno getting popped and nobody goes anywhere, the cyno would get popped during travel and the result would be scattered capitals everywhere, assuming you used a cheap noobship to bridge your main force. Heck, certain covert ops ships could have bonuses that also allow shorter jumps as well.

Well, thats just me trying to work with the idea, but the 30-40 seconds is way to much. Even a guy just moving his stuff across npc space/lowsec is going to have a hell of time not dying with that.
Rowells
Pator Tech School
Minmatar Republic
#24 - 2014-03-06 06:25:16 UTC
Anhenka wrote:
Believe it or not, but most entities in nullsec, even smallish ones of only a few hundred people, have one or more titans available to them. Titans being incredibly rare and expensive and out of the reach of all but the biggest blocs is largely a thing of the past. Most of the titans not being used for active combat never die, they just pile up until now where just about every two-bit alliance has one somewhere.

Any sovholding nullsec alliance that's not a complete wreck probably has the ability to call upon a titan char or at least arrange for the person with the titan to be available for an op.

Those alliances without even the moderate amount of wealth, space, or coordination to attract a titan pilot or buy/build one for the alliance are likely so weak and useless as to be largely ignorable on both the capitals, supercap, and subcap level.

Hell, some corps alone have multiple titans for their own use. And not just big corps with 500+ players but ones in the 50-100 person range.

Everbody and their grandmother has a titan these days.
Anhenka
The New Federation
Sigma Grindset
#25 - 2014-03-06 06:45:34 UTC  |  Edited by: Anhenka
Rowells wrote:
Would it be better to put the timer on the ship itself? More of a travel timer. That way the timer could be tweaked to allow certain ships and portals to have differing delays. So, while a super may take 10-15 seconds to jump from start to cyno, a covert ops bridge and a titan bridge may take negligible amounts of time. This could be tied to skill as well. So, rather than cyno getting popped and nobody goes anywhere, the cyno would get popped during travel and the result would be scattered capitals everywhere, assuming you used a cheap noobship to bridge your main force. Heck, certain covert ops ships could have bonuses that also allow shorter jumps as well.

Well, thats just me trying to work with the idea, but the 30-40 seconds is way to much. Even a guy just moving his stuff across npc space/lowsec is going to have a hell of time not dying with that.

Edit: This is not meant to be negative towards your idea, simply a redirect. Your proposal is a lot less absurd that a lot of others out there.

Frankly, when anyone who knows what they are talking about speaks of "Force projection" as being an issue, it's in the context of being able to rapidly move fleets of ships across the universe with only a moderate amount of preperation.

The ability to jump and land on grid where you need to from one jump away has never been the primary reason people heavily dislike "Force projection" It's because you can move 200 carriers from Outer Passage to Fountain in an hour realtime, or six minutes relative to a 10% Tidi fight.

This thread is about nerfing only the aspect of jump drives the OP deems unfair to his playstyle: the threat of Blops killing his ratter. It in no way addresses the underlying issues of being able to project a force most of the way across EVE in a matter of minutes. While I understand that from a ratters perspective, blops are scary, the solution to that perceived problem should not have massive collateral damage to the availability of strategic choices in Sov battles.

So we might as well strip away all the other trappings of attempting to muddle the issue that were presented in the OP, and discuss the real question buried in the mishmash: Are blops too strong? And even if they are, is there any point arguing about it while CCP is currently in the process of rebalancing BO BS's?
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