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Player Features and Ideas Discussion

 
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Traveling the universe...

Author
Occultum Lapidem
T2 Corporation
#1 - 2011-11-13 22:43:58 UTC  |  Edited by: Occultum Lapidem
Let me talk here about my concern on the ways we actually have, to travel between solar systems on eve universe.

In first therm, for all players (and you may ask everybody there Im sure its a unanimity, every repetitive action is always bored) and travel, warping and jumping, warping and jumping… is really bored. I have lots of friends who leaved this game just by this bored travel. In second therm, cyno is a kind of old technology, maybe useful for places on universe where people never went and the first ship need come to open the first portal (the eve backstory explain it, we cant return home Earth because the wormhole was closed and bla bla bla), but on eve's solar systems, where every place was exhaustively mapped and mapping, every pilot need to be able to jump with no cyno needs (as example, jumping and arriving on the sun, planets, moons, stations, jumping to a player on same fleet or to a specific bookmark).

Having said that, let me explain my idea:
First of all; the actual way of travel (stargates) needs no changes. So...
Every ship will be able to jump with no needs of a specific component and no cyno on the other side. Like on capital ships, where when looking on star map we can see a bubble shown the jump range, every ship may do the same. Skills based and by the type of activated ship, the jump range, the fuel needed and the capacitor used is defined. So when we jump, we can choose the system destination and the arriving place on this system as said before. After jump we need choose again another system to keep traveling if needed or warping to the final destiny. Skill based, the cap can be burned with a specific percentage and the player may need to wait it recharge to keep traveling.

So pvp people will shout… come on, gate camp is bored. If we have chances of people traveling passing on our system, go camp the sun and probable places of arriving ships… and be a real hunter, you lamers…

And what we do with cynosural items, titan portal, covert ops portals and jump bridges? Recycle it? I think we can redirect this features to jump to unknown systems… is more logical; we have a unknown place where we arrive by a wormhole door and since we there, we can jump by opening a cyno and jumping… and why not have a jump bridge inside the unknown system? And sure, with no range limits, because we are using a point to point jump so range is not needed, I cant understand why we have actually range to jump to cyno or bridges… fuel limitation maybe? pfff

Is not the first time I try to explain it, and it is a really effort to put it on paper so please consider my idea, not just shout on my head….

Some considerations:
- cooldown on warp after jump (minimum 60 seconds: time increasing depending on ship mass)
- cooldown on cloaking ship after jump (minimum 60 seconds: time increasing depending on ship mass)
- jump scrambler (only to prevent self jump (dont works for stargate jump, cyno jump or jump bridge))
- specific cynosural system jammer to lock system preventing jumping inside the system (limit use by ly range (if there is another csj around 5 ly so you cant anchor it))
- actual cyno has no changes
- fuel needed to jump and a special default fuel bay for this action. (cargo space for 1-3 jumps, based on skills)
- drawback after jump: +500% signature radius (minimum 60 seconds)
- capital ships unable to use this method, still needing cyno to jump
- delayed jump visual effect: (30 seconds jumping, skill based to reduce this time, minimum 10 seconds)





Idea
Nariya Kentaya
Ministry of War
Amarr Empire
#2 - 2011-11-14 00:06:29 UTC
Look, i know you ahve honest intentions with this request, and you dont like dream killers, but im going to ahve to site a source of why this WONT work.

since explaining how it would effect mechanics would inevitably lead to a heated deabte based on interpretation of eachother's words ill say this:

Battlestar Galactica, while a fun game, is nearly impossible to organize any true tactical movement and fleet advancement, because th second an enmy fleet realizes they cant win or are losing their system, they just spool up their FTL and warp to an enemy system and start capturing it, while the enemy fleet si stuck with either going abck to defend their assets, ir pushing through into more hostile space. This does not promote fleet fights, and does not promote small gang warfare, as alrge fleets begin to feel ratehr pointless as the map is always backa dn forth with no real long-term changes, and small gansg are always at fear of every single enemy they see being a scout for a WTF hotdrop by an entire hostile fleet 3 systems away.

the biggest problem si that it becomes IMPOSSIBLE to defend a system, as the enemy can just laugh at your "defended system" and gho attackone behind it, deeper in your territory.

and as far as EvE Lore goes, ships smaller then capitals dont have the necessary power capabilities of blowing a hole in physical space to facilitate a warp, and therefore rely on the much alrger gates to supply the power, adn the agtes require 2 gates so that there is a way to ensure youc an control where the hole opens up.
Occultum Lapidem
T2 Corporation
#3 - 2011-11-14 01:23:51 UTC
Nariya Kentaya wrote:
Look, i know you ahve honest intentions with this request, and you dont like dream killers, but im going to ahve to site a source of why this WONT work.

since explaining how it would effect mechanics would inevitably lead to a heated deabte based on interpretation of eachother's words ill say this:

Battlestar Galactica, while a fun game, is nearly impossible to organize any true tactical movement and fleet advancement, because th second an enmy fleet realizes they cant win or are losing their system, they just spool up their FTL and warp to an enemy system and start capturing it, while the enemy fleet si stuck with either going abck to defend their assets, ir pushing through into more hostile space. This does not promote fleet fights, and does not promote small gang warfare, as alrge fleets begin to feel ratehr pointless as the map is always backa dn forth with no real long-term changes, and small gansg are always at fear of every single enemy they see being a scout for a WTF hotdrop by an entire hostile fleet 3 systems away.

the biggest problem si that it becomes IMPOSSIBLE to defend a system, as the enemy can just laugh at your "defended system" and gho attackone behind it, deeper in your territory.

and as far as EvE Lore goes, ships smaller then capitals dont have the necessary power capabilities of blowing a hole in physical space to facilitate a warp, and therefore rely on the much alrger gates to supply the power, adn the agtes require 2 gates so that there is a way to ensure youc an control where the hole opens up.



interesting
I got the point. Let me try a solution. Lets add a cooldown on all slots making the jumped ship completely vulnerable for 3 minutes when using no cyno jumps or stargates even if they disconnect from the game. So hotdrops will not be so good and cyno will be useful still. The same time of cooldown can be applied for all other cooldown mentioned on "some considerations". So the ship may only navigate on the grid, waiting the cooldown ends to jump again...





Ardamalis
State War Academy
Caldari State
#4 - 2011-11-14 04:56:43 UTC  |  Edited by: Ardamalis
I'll take a stab at adding ideas to this:

There are a few issues that need to be adressed if we're going to add an alternate means of travel.

1). The first is that travelling by stargates should almost always be faster than "directly jumping." I think the ability to jump between star systems should be extremely limited otherwise no one would bother to use stargates. To counteract this, a "direct jump" can only be used once every few hours. It allows for sopme tactical use but won't cripple the game's pvp. Either that or the limiting factor could be fuel. A typical ship can only carry enough fuel in its cargo bay for a single jump before it must restock. The latter option could open up some interesting ship roles.

2). The second is that cynos should not be removed. You can make capital ships still require a cyno and cite a lore reason being their immense size makes it too dangerous to do a direct jump without a beacon to precisely guide the ship.

3). Direct jumping needs to be counterable in some way or at least make the ship in questions somewhat more vulnerable. IMO the best course of action would be to make direct jumping require a certain amount of time to charge up based upon the mass of the ship. for example: a frigate would take 60 seconds, a dessie 75 seconds, a cruiser 100 seconds, etc. During this charging time, you cannot warp but still can fire your guns. The drawback to the jump intiation process is that your signature radius vastly increases by 500% or so, allowing you to be easily be probed down by anyone looking for a kill.
Occultum Lapidem
T2 Corporation
#5 - 2011-11-14 11:50:08 UTC
Ardamalis wrote:
I'll take a stab at adding ideas to this:

There are a few issues that need to be adressed if we're going to add an alternate means of travel.

1). The first is that travelling by stargates should almost always be faster than "directly jumping." I think the ability to jump between star systems should be extremely limited otherwise no one would bother to use stargates. To counteract this, a "direct jump" can only be used once every few hours. It allows for sopme tactical use but won't cripple the game's pvp. Either that or the limiting factor could be fuel. A typical ship can only carry enough fuel in its cargo bay for a single jump before it must restock. The latter option could open up some interesting ship roles.

2). The second is that cynos should not be removed. You can make capital ships still require a cyno and cite a lore reason being their immense size makes it too dangerous to do a direct jump without a beacon to precisely guide the ship.

3). Direct jumping needs to be counterable in some way or at least make the ship in questions somewhat more vulnerable. IMO the best course of action would be to make direct jumping require a certain amount of time to charge up based upon the mass of the ship. for example: a frigate would take 60 seconds, a dessie 75 seconds, a cruiser 100 seconds, etc. During this charging time, you cannot warp but still can fire your guns. The drawback to the jump intiation process is that your signature radius vastly increases by 500% or so, allowing you to be easily be probed down by anyone looking for a kill.



interesting
adding it...