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W space little things.

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Author
Undermine Dahl
Refuse.Resist
#141 - 2014-07-05 11:00:54 UTC  |  Edited by: Undermine Dahl
So you could say my corp is part of the smaller gang groups (don't mind the alliance they never come to W-space...yet..)
we generally roll with about 15-20 people including scouts.

1) Make the sigs not appear on the probe scanner unless someone has active probes out and is scanning.
I think this is good as it takes away "free intel" but still allows for the intel to be there just you need to do a little extra. I believe this is a good median between a full delay on sigs showing and how it is now although you could even do that the sig pops up after 5-10 minutes without probes but you can get it within 10 seconds of hitting the probe button. it will allow our scouts to find targets easier and it will hopefully give us a few more ganks and such. keep wh space scary :)

2) More random k-space. exits and entrances
We live in a c4>c3 and dont really mind not having more then one static. thats just fine. we don't have anything against having a random null or low into our hole as it just brings more content and it does not nerf anything that we do that I can see. it will also make c4 space less of a pain to live in as I know a few people that live in c4>c4 and they will generally find their own wh back before they find a k-space.

3) Moving WHs
I saw this one before and it seems kind of hilarious. it would only be cool if it was very very rare as otherwise it would become a pain. and it would be most funny if it moves around at about 2000m/s but always stays withing about a hundred km from its starting point. maybe the other side does not move or moves slower. I can just imagine a fleet jumping through and being all spread out. this could be used as a tactic as well especially for covops groups. but I can see this will cause some hate so if it gets implemented it would need to be very very rare. It would also make wh space even more different from k-space in that some gates move around :)

4) Make ore sites scannable and add ice belts take the place of current ore anoms
Im not really an industry guy but I know a few and for them do go mining we generally close of the exits because its just too easy for a cloaky to jump in. check Dscan then log on his saber character or get a friend and jump in and warp to the site. Im not really sure what the effects of ice in w-space would be but one thing I can see is even less dependence on k-space as then fuel can be completely produces in w-space (I think as I said im no industry guy) and this would be a huge thing for c4>c4 or other places that never really get an easy HS. this could also be a specific thing for affects such as a black hole affect that it spawns more indy sites (not my idea it was in the thread before as well)

5) Downtime sig IDs
I dont personally play too much around this time but its just annoying for people that already have a half hour in their playtime that the server is down it. it will just make it easier for them and wont affect really anyone else that I can think of. Its just making it hard for one tz while not affecting any other people. I just believe that this makes no sense. as most wormholes have life less then 24 hours it does not effect late eu and early us but effect right in the middle. if there is a reason for this please im all ears.

6) Split probe scanner and Dscan
This is just an easy life improvement. Its nice to be able to check Dscan while scanning a system

so here are my first few ideas. please keep up the good work, its nice to see someone looking out for w-space and being active about it. not everything I have just said comes just from me so please don't be anoyed if i re said some things its just I find these all good ideas.
keep the thread going guys and feel free to reply for clerification.

Fly free,
Undermine
Vukae Dhoul
The Scope
Gallente Federation
#142 - 2014-07-06 07:44:45 UTC
Just one to add that I haven't seen (apologies if it has been mentioned):

The ability to repair and repackage (heat) damaged or broken modules in a CHA/PHA.
Epigene
Cordata Enterprises
#143 - 2014-07-06 11:38:24 UTC
Thanks for creating this thread, much of what is suggested here is relatively minor, I take that as a sign that WH in general is still well balanced. Having said that, here are some thoughts


1. Meaningful deployables. I wrote some time ago about WH generators. Basically, you plop down a "C2" generator and a new hole spawns. 1 / system, dies after e.g. 2 hours and its fairly expensive. Other meaningful deployables could be mobile anom / sig generators for various types. Of course, nothing is as simple as that, it requires thought. But it would go in-line with CCP's desire to make players more "in charge" of their environment.

2. Put the ore sites back into signatures. I personally do not mine but with the new compression array, WHs could be more lucrative for industrial corps. Mining however is too dangerous, especially in holes with many connections. We _want_ industrial corps in WH space. Each indy corp has a few scouts, a few site runners and a few guys who want to PvP. The concept of EVE / WH space being all PvP is not sustainable in the long run.

3. Add value to "lower tier" WHs. Without PI, C1 and C2 life becomes unsustainable. The fuel prices are the same as for a C6 but the income is pitiful. And PI... see below.

4. Fix PI. Not WH specific but the clickfest to manage a planet is asinine. Its much more mental torture than part of a game. Everyone loves the ability to make ISK without danger but it likely caused thousands of carpal tunnel syndromes already.

5. Hauler balance. What happened to the whole concept of "trade-off" in ship balance? A warp-stabbed Epithal is near invulnerable. How did that slip past the CSM 8 (was it CSM 8?). The idea of dedicated PI bays is neat but there has to be a consequence for maxing its cargohold.

6. Moon mining, yes, its a low / nullsec thing. But we have nullsec Planets, why not moons? Don't make it a big thing, 1 moon / system with limited resource layer. It would give WH corps more incentives to roam, evict and move their homes. It would give smaller corporations more staying power and reasons to fights (and to evict others). How about scaling it reversely: The most valuable moons go into C1/2? Now that would get some activity in those neglected places (I am not entirely serious about that)

5. C1-4 Escalations. C5-C6 have escalations, why not the other WHs? Instead of a Cap to initiate, use a BS to do so in C2-C3 and a BC in C1. Spawn a couple of battleship rats, maybe scram to make it more dangerous.

6. Alliance / corp based market place. SugarKyle recently wrote about the role of Alliances. Basically, allow corporations and alliances to generate tradehubs out of POS-es. The access to the market is defined by the access to the POS (in WH space thats pretty limited, I know) and the the volume can not exceed the dedicated hangar. But it would allow corps / alliances to sell to their members directly instead of using some complicated spreadsheet and it would allow WH alliances to put up markets inside their holes / in k-space for their alliance mates. And in Wormhole space, nobody pays taxes, of course.

7. Hack towers. There must be a thread somewhere but WH space has too many dead towers sitting around. A dead tower should be "hackable", then take it down and with you. It cleans up space, removes (to some extent) the defense against invaders and could generate a little cottage industry of WH divers who make ISK from it (and hence become targets).

8. Balance hacking sites. I don't know what most people do but we don't even bother with hacking our Data and Relic Sites. To run them (C4) needs a team, its not efficient to hack the containers, it is much more efficient to run the next anom or signature. We would do it if they contained something more valuable (even if it was rare).


Thats it for now. I am sure I can think of more later.

Joran Sothos
H.E.L.P.e.R
#144 - 2014-07-06 12:02:09 UTC
Serendipity Lost wrote:
corbexx wrote:
Serendipity Lost wrote:
No specific idea. Just a word of caution. There are several ideas in here that will make it much easier for larger folks to wonk up on smaller groups. If WH changes are to benifit one group over the other (larger vs smaller in this case) I would hope the CSM and CCP can see the wisdom in leaning toward aiding the smaller groups. If I recall correctly, the point of WH space is to avoid blobs and large meta hoo haw. (me definition of small gang is less than 20 - not less than 100)

It seems there is an influx of prior null guys (which is great !- more guys are better), but with it there is also an increased desire to make WH space more nullish. I would hope we can resist changes that will over time creep WH space from it's roots.

Sometimes small changes have large results - please be careful.


I completely agree and tbh one of the issues is the people from bigger groups tend to be more vocal as well.

but i'm be looking everything when i sort this thread in to a short list and little people won't get **** on if i can help it.

one of my main reasons to run was to help them. and get more people moving in.




OK, so I'll say this. Auto spawning of a closed static is a small gourp killer. This is a great thing for large groups and a deal breaker for smaller corps.


It's only a killer if you activate the new static. If you don't activate it, and remember ALL statics are outgoing, no one can use it.
T0SHI KONI
Native Freshfood
Minmatar Republic
#145 - 2014-07-06 12:51:45 UTC
Phoenix Jones wrote:
Chitsa Jason wrote:
List (sorry I would have copied it but out of space/characters)




6) The Rorqual/Pod Clone Swap idea has been out there for a while, but why not just make a clone swap a new pos module. Heck even make killmails for it to see just how many pods you killed and the amount of implants that went boom. Its probably a easier concept to implement than a log on/log offable ship.


.



I agree with the idea of the POS mod. It should not allow to jump between systems or even between two different POSes, only to swap heads in the same in the same POS.
Mick Straih
Wormhole Engineers
#146 - 2014-07-06 13:46:26 UTC
- Increase size of Personal Hangar Arrays or add a large version, 500k-1M would be more sensible than the bad joke we have now.
- Personal SMA, or if that's too complicated - increase size of PHA even more, so people can store assembled ships in it, 10M-15M m3 would work. (it's a bad hack but i imagine changing a number is easier than adding a new structure)
Trinkets friend
Sudden Buggery
Sending Thots And Players
#147 - 2014-07-06 14:21:02 UTC
thetwilitehour wrote:

And if they could refit on the fly, you could be fighting gang that swaps from "zealot mode" to "curse mode" and caps you out instead of trying to kite you. They'd be like transformers, but with less Michael Bay and more pew pew.


Its called a Mobile Depot and a safe spot, basically.

To the guy who said there should be a module or deployable which drops people out of warp at random ranges from the wormhole, I say "DICtor or HICtor" basically.

My Little Things

* bring back bumping of wormholes. YES I SAID IT.

* C1 should be purple so everyone can see the rainbow carebear holes.

* +1 for splitting d-scan and probe scan

* +1 for delay of WH sigs turning up in Discarebeary Probe Scaredycat

* +1 for d-scan inhibitors not turning up on d-scan. Its....odd.

* Warp Core Stabs make your ship turn pink and/or align slower or nerf cargo by 90% per module. However, i will say, cloaked alpha panther is an appropriate counter to a PI corp who abuse WCS.

* Black Holes should provide a nerf to explosion velocity, tracking and agility and a boost to MWD and AB speed multiplier (yes, this will be even worse than currently, but it will result in everyone clamouring for the current modifiers to be reinstated, ending the whining instantly) and a reduction in MJD reload

* WR should increase mass penalty for armour plates.

Uncle Gagarin
Caldari Provisions
Caldari State
#148 - 2014-07-06 19:20:05 UTC
Hi,


Wouldn't it be good/comfortable/helpfull if some logic will be hidden in WH signature.
I.e.:


Letter - WH type:
S - Static
W - Wandering (bonus)
X - exit (for K162 replacement)

1st and 2nd digit - class of source/target system:
0 - null,
1-6 C1...C6
7 LS
8 HS

3rd digit - maximum lifetime of WH in 4 hour increment (0 means 10x)

4rth digit - maximum allowed mass per jump

5th digit - maximum allowed total mass



So for example actual N110 definition is:

Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
N110 static Class 1 2 & 3 all 215 24 hrs 20 Gg 1000 Gg 10.0%

That WH will be named:

S-18611and related K162 will became X-81611 .


This will make navigation in WH a lot easier to memorize.

Similar change could be done to J names of w-systems.

BR,
Uncle
Winthorp
#149 - 2014-07-06 19:44:36 UTC
Uncle Gagarin wrote:
Hi,


Wouldn't it be good/comfortable/helpfull if some logic will be hidden in WH signature.
I.e.:


Letter - WH type:
S - Static
W - Wandering (bonus)
X - exit (for K162 replacement)

1st and 2nd digit - class of source/target system:
0 - null,
1-6 C1...C6
7 LS
8 HS

3rd digit - maximum lifetime of WH in 4 hour increment (0 means 10x)

4rth digit - maximum allowed mass per jump

5th digit - maximum allowed total mass



So for example actual N110 definition is:

Name Type Departs from Region Constellations Total Count Lifetime mass/Jump max mass Sig Str
N110 static Class 1 2 & 3 all 215 24 hrs 20 Gg 1000 Gg 10.0%

That WH will be named:

S-18611and related K162 will became X-81611 .


This will make navigation in WH a lot easier to memorize.

Similar change could be done to J names of w-systems.

BR,
Uncle


No.
Winthorp
#150 - 2014-07-06 19:49:05 UTC
Undermine Dahl wrote:

5) Downtime sig IDs
I dont personally play too much around this time but its just annoying for people that already have a half hour in their playtime that the server is down it. it will just make it easier for them and wont affect really anyone else that I can think of. Its just making it hard for one tz while not affecting any other people. I just believe that this makes no sense. as most wormholes have life less then 24 hours it does not effect late eu and early us but effect right in the middle. if there is a reason for this please im all ears.


^ This

It is bad enough that every night in my prime time you turn the game off and force me to converse with my wife for 30-50 mins but then when the game is back i have to drop probes and fix all the sig ID's up is lame.

Often what ends up happening if you don't have a lot of time after DT to play you just don't come back due to the hassle.
Trinkets friend
Sudden Buggery
Sending Thots And Players
#151 - 2014-07-06 20:54:45 UTC
Ah, but the corrolary of that is that before downtime it's an absolute cakewalk to roll holes and scout and fix the wormholes. Eg, with 20 sigs in system all of them {}UX- or {}UY- it is easy to figure out SUK-567 and FUK-001 and COK-999 are all wormholes, at least till downtime, when everything gets reset to BLA-001 etc.

This is a whinge for the yanks and eurotrash. The real men only need to worry about souting before downtime, bearing after.
Tianve Lave
United Electro-Magnetic Federation
Business Alliance of Manufacturers and Miners
#152 - 2014-07-06 21:32:36 UTC  |  Edited by: Tianve Lave
My rants on improvements/changes to wh space:

1) Let the Sig ID's be the same after downtime.

2) Keep scanned down Red sigs visible after jumps between wh's. As it is now, all scanned down WH red sigs dissapear
after coming back into the scanned system. For cloaky hunting purposes, it is vital to know to which sig your prey
warped to.

3) Indy ships warp core stabilisers... as BayneNothos stated, its ricidulous..there must be some risk again in PI hauling.

4) Update of the WH polarisation description. nothing really usefull, but somehow misleading. It might imply that the
Ships warp coils are polarised and not the ones of the pod.

5) Just an idea. How about a device that instantly generates a wormhole in your system it is deployed. Device is destroyed
in the process, which could make for a very stunning effect that may or may not be even visible in the system the exit
will lead to. The kind of wh depends on a skill to be trained/kind of device used, or both. Only usable once every
4 hour. No, not like the quantum flux generator.

6) Get rid of region bound wh connections. Let a static be spawned in every region, in regard of their normal static.
Like a C4 with static C2, that C2 can spawn in any region possible. Makes more diversity and longer chains.
It happens that you see the same static again and you just know your chain is going to suck.

7) Repairing fried mods because of excessive overheat in the pos. its just silly, you can build lots of things in wspace,
but no repairing ? doesn't fit together..

Those are my 2 cents for now. I might come up with some more, but these are the most prominent things

Fly Safe!
Von Keigai
#153 - 2014-07-07 04:08:18 UTC
I am up to page five and nobody has mentioned the worst little thing about wspace IMO. The z-arrow in scanning. How much time have you wasted scanning when you accidentally hit the z-arrow and had your probes zoom off 100 AU in Z? Not only is it painful to get them back, but often when you shoot them out that far their pattern gets compressed down to all probes centered at the same place. (That last bit is a bug, but can be easily worked around via hitting the scan presets. The position cannot.) Corbexx please make CCP see.

(more on this at http://vonkeigai.blogspot.com/2013/07/against-z-axis-arrows-in-scanning.html )

vonkeigai.blogspot.com

Daenika
Chambers of Shaolin
#154 - 2014-07-07 06:56:17 UTC
Rek Seven wrote:
Two step wrote:
Randomness in sleeper spawns. I shouldn't be able to have a list of exactly what spawns where, and which sleepers are triggers.


I know this isn't a discussion thread but i don't think random spawns will improve anything.

Random spawns will force everyone to run sites with the minimum number of ships (namely logistics) required to run a full site. It would effectively remove small gang PVE from wormhole space and encourage corporation to grow just to make isk..


Not necessarily. Quarantine Areas in C5's are already random-spawn (can even be the sentry turrets in the initial wave). The method of dealing with this is simply marking everything in the initial group 1 or A, then the next group 2 or B, and so on. You kill all the 1/A sleepers before starting on the 2/B's. Unless they change it so literally anything on grid at any point can spawn the next wave, then random spawns just mean everything gets run like Quarantine Areas.

Incidentally, I dislike the idea of making them like this. Quarantine areas are almost impossible to effectively escalate multiple days in a row, and if applied to Data/Relic sites, it would make ninjaing the hacking loot (something *very* commonly done) next to impossible.
Janeway84
Insane's Asylum
#155 - 2014-07-07 08:47:16 UTC
Agree with indy ships and warp core stabs to an extent, but sometimes they can be caught if you time your warp in and use prop mod to bump with Smile and a friend with sabre helps too P

Im not sure i like the idea of having more structures to control the number of sleeper sites spawn, it would take away some of the mystery feeling imo..

Escalations for low class wormholes could shake things up a little and maybe prepare players looking to move up the chain.
Im not sure its great if you drop battleships to escalate in a c1, imo would make more sense if the escalations scaled with the class of wormhole. Say a c1 gets 10x cruisers if a battlecruiser or higher warps in, c2 gets 10x frigates, cruisers and 2 battleships, c3 gets a mix of frigates cruiser and 3 battleships and c4 gets 10x frigates, cruisers and 4 battleships.
Could have the number of ships that scram in the escalation waves escalate in each class of wormhole too, like 25% in c1, 40% in c2 and 70% in c3 and 100% in c4.

Fleet bookmarks would be cool, they could be saved temporary in the fleet bookmarks, so evey1 in fleet can warp to them as long as they are in fleet. Helps small alliances do things togheter easier.
Meytal
Doomheim
#156 - 2014-07-07 12:06:12 UTC
Daenika wrote:
escalate multiple days in a row

Thank you for reminding me!

Fix the broken respawn mechanics whereby it is possible to escalate C5/C6 sites, and shoot respawning battleships in L4 mission sites, multiple days in a row. You should get one set of escalations per site, and you should get one set of mission battleships per L4 site. It's easier to code the current method where you don't keep track and just reset everything at downtime, but it vastly over-inflates the value of capital escalations. And this is coming from someone who periodically benefits from capital escalations run over multiple days.
Ab'del Abu
Atlantis Ascendant
#157 - 2014-07-07 13:38:01 UTC  |  Edited by: Ab'del Abu
Meytal wrote:
Daenika wrote:
escalate multiple days in a row

Thank you for reminding me!

Fix the broken respawn mechanics whereby it is possible to escalate C5/C6 sites, and shoot respawning battleships in L4 mission sites, multiple days in a row. You should get one set of escalations per site, and you should get one set of mission battleships per L4 site. It's easier to code the current method where you don't keep track and just reset everything at downtime, but it vastly over-inflates the value of capital escalations. And this is coming from someone who periodically benefits from capital escalations run over multiple days.


But but but ... It wouldn't really affect small corps such as mine and certainly annoy farmers :) But: Large corporations would probably be f*** over quite thoroughly by such a change.

I don't believe that nerfing stuff can be any good atm, be it efficiency, overall resources or else. It's not like wormholes are being overrun by players ... they just don't seem to be THAT good to appeal to more people.
roxtarr
State War Academy
Caldari State
#158 - 2014-07-07 16:02:57 UTC
An expiration date for bookmarks that delete themselves. There's too many big things in this thread.
Icarus Able
Refuse.Resist
#159 - 2014-07-07 16:08:13 UTC
Tianve Lave wrote:
My rants on improvements/changes to wh space:



5) Just an idea. How about a device that instantly generates a wormhole in your system it is deployed. Device is destroyed
in the process, which could make for a very stunning effect that may or may not be even visible in the system the exit
will lead to. The kind of wh depends on a skill to be trained/kind of device used, or both. Only usable once every
4 hour. No, not like the quantum flux generator.


Fly Safe!




Yes please. rolling is boring.
Hiljah
Slap Fight Martial Artists
#160 - 2014-07-07 17:12:30 UTC
https://forums.eveonline.com/default.aspx?g=posts&m=3980438#post3980438

Allow black ops to use their jump portal generators to create small random wormholes by giving the generators an emergency jump option. Range limited, w to w space or k to k space only, long cooldown.
I would rather have this instead of a deployable:
"5) Just an idea. How about a device that instantly generates a wormhole in your system it is deployed. Device is destroyed
in the process, which could make for a very stunning effect that may or may not be even visible in the system the exit
will lead to. The kind of wh depends on a skill to be trained/kind of device used, or both. Only usable once every
4 hour. No, not like the quantum flux generator."


I also like the mini escalation for C4 sites idea.