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Proposed Capital Ship jump range nerf is not the answer

Author
4Rum Alt
Republic Military School
Minmatar Republic
#1 - 2014-09-28 15:38:18 UTC
The problem with Capital ships isn't the jump range nor do they need a cool down period as they have one in the use of its capacitor. They problem with capital ships is their instant travel and how a cyno is lit. Its a very easy and simple fix. Change cyno and Capital ship travel times, I mean even gates and worm holes don't have instant travel times. Cynos are instant and then capital ships jumping to them are instant. Also if you are going to keep a cyno as a ship based module, there needs to be a ship base module to block a cyno.

A few ideas.......when you light a cyno it takes 5 secs to activate and takes a capital ship 5 secs to lock on to it. That's 10 secs for whomever is about to be hotdropped to react.

Restrict what ships can actually light a cyno or if not atleast make smaller ships take longer to active a cyno.

Great role for the Nestor is make it a cyno blocking ship

Restrict how many capital ships can actually lock onto a cyno, like once 5 caps lock onto and jump to a cyno its 5 secs before 5 more caps can lock onto and jump.

Make all Capital ships after a jump to a cyno have to recalibrate its systems, meaning it can't do anything for a set time period

For Titan bridges, since the ships are being pushed thru and not actually locking on to the cyno themselves, make them land at random spots near the cyno or even jump random spots in the system.

Ships that actually light the cyno should not only be restricted to not moving, but should suffer other penalties according to ship size or class.

Again these are some ideas thrown out there as jump range nerfs are not the answer
Alvatore DiMarco
Capricious Endeavours Ltd
#2 - 2014-09-28 15:41:43 UTC
4Rum Alt wrote:
Stuff


Some of these sound interesting. Others sound like they'd make no difference. I think a combination of things, including range nerfs for everybody, is where the best solution will be.
4Rum Alt
Republic Military School
Minmatar Republic
#3 - 2014-09-28 15:45:53 UTC  |  Edited by: 4Rum Alt
How far the ships are jumping from is not the issue as the further the jump the more fuel it uses. These jumps should just not be instant, Capital ship instantly being able to jump to a cyno is the isuse. If it were to take 10 to 15 secs from the time the cyno is lit to when ships actually landed 90% of the problems with this issue would be gone.
4Rum Alt
Republic Military School
Minmatar Republic
#4 - 2014-09-28 16:00:15 UTC
Also a cyno beacon is basically a subspace signal right? So for every light-year that signal has to travel you add half a sec or so for it to reach the capital ship and the same amount of time for the capital ship to lock on to the signal. You can't even fire on a ship instantly as you have to target it, why should locking on to a cyno signal be any different? Or make the cyno pilot work a little. Just like how when you want to jump you have to click on your ship to make the list come up whom is available to jump to, make the cyno pilot have to manually send the cyno signal to each capital ship he wants to be able to jump to his cyno and each capital ship has to lock onto the cyno. So cyno is lit, he has to send out the signal to each capital ship and each capital ship has to lock onto that signal before it can jump.
Azami Nevinyrall
172.0.0.1
#5 - 2014-09-28 16:03:08 UTC
Some random Nullsec individual is upset over the proposed changes...

*Grabs Popcorn*

Nullsec tears....best tears!

...

Adrie Atticus
Caldari Provisions
Caldari State
#6 - 2014-09-28 16:07:28 UTC
10 sec "spool time" on a cyno? Yea sure, why not.
Alvatore DiMarco
Capricious Endeavours Ltd
#7 - 2014-09-28 16:41:33 UTC
Adrie Atticus wrote:
10 sec "spool time" on a cyno? Yea sure, why not.


I can't tell if this is sarcasm, but the point was raised in another thread that adding spool-up time to cynos will just result in cynos being pre-lit ahead of time.
Rroff
Antagonistic Tendencies
#8 - 2014-09-28 16:45:23 UTC
Haven't really taken in the whole wider topic of this but I hope any changes take into account solo/small numbers doing logistical movement of capital ships - its enough of a pain trying to coordinate and move multiple ships multiple jumps through sometimes not very friendly territory as it is even when you have a couple of trusted friends helping out.
Zmikund
Center for Advanced Studies
Gallente Federation
#9 - 2014-09-28 17:43:44 UTC
Proposed Capital Ship jump range nerf is rly good answer to reduce control of bigger aliances and forcing them to cooperate little by not being able to move fleets trough whole universe instantly ... best would be to reduce jump range of capitals and also giving them something like cooldown on jump drive, like 30 minutes between jumps would be great
FT Diomedes
The Graduates
#10 - 2014-09-28 17:59:04 UTC
Instead of nerfing range, just make it actually take longer to jump further. If it took me thirty seconds or two minutes (or whatever amount of time greater than we spend now) spent in the warp tunnel to use a cyno the max distance, that would vastly change power projection and hot dropping. Make it so that super capital ships spend more time in warp than smaller jump drive capable ships.

For example:

Black Ops ships - no change to amount of time spent in warp.

Titan-bridged ships - take current time plus 15 seconds, with 15 second spool up timer for the Titan.

Jump Freighters - take current time plus 15 seconds for max distance jump.

Carriers/Dreadnoughts - take current time plus 30 seconds.

Supercarriers/Titans - take current time plus 60 seconds.

Or, adjust the numbers as needed. The point is, those seconds add up rapidly and can make all the difference in the world. That's more opportunity to kill the cyno ship, longer time spent traveling, increased risk, etc.

CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.

Jessica Duranin
Doomheim
#11 - 2014-09-28 19:28:34 UTC
Add heating to jumpdrives. The further you jump the more heat is added. If the jumpdrive is too hot it needs to cool down before you can use it again. (not reset by docking)
That way you can still do short jumps in quick succession (drop on target, and jump out again) but traveling long distances takes more time.

Maybe even add spool up time to jumpdrives to give people a chance to kill the cyno.
Discomanco
We pooped on your lawn
#12 - 2014-09-28 20:35:10 UTC
Jessica Duranin wrote:
Add heating to jumpdrives. The further you jump the more heat is added. If the jumpdrive is too hot it needs to cool down before you can use it again. (not reset by docking)
That way you can still do short jumps in quick succession (drop on target, and jump out again) but traveling long distances takes more time.

Had the same thought
Add a limit to how far a jumpdrive can jump within X time
Say, a jump drive can jump 10 Lightyears per 10/20 minutes.