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Dev Blog: Long-Distance Travel Changes Inbound

First post First post First post
Author
Zepheros Naeonis
TinklePee
#7021 - 2014-10-05 23:14:40 UTC
You know instead of making changes that make no logical sense (granted it is a sci-fi) game, wouldn't it just be easier to impliment a Jump Drive Spool Timer & Cool Down instead of actually thinking for one second that anyone is going to believe that "jump drive" capable ships don't travel via artificially created wormholes(aka instantly travel from point A to point B)? OR that "jump fatigue" would ever actually be a thing. Because if it was, then jumping through real Wormholes and Stargates needs to have jump fatigue too. Not that I'm trying to be realistic here or anything.

It is simple... drop the stupid fatigue and "travel delay" (because there is no delay when using a wormhole of any kind) and give jump capable ships spool timers and cool down timers. Jumping 1ly? Ship takes 30 seconds to one minute to calibrate sensors in order to lock on. 10ly? 5-10 minutes. Then piddle with the cool down timer however you please.

This entire argument about force projection simple comes from the fact you can drop capitals from A to B in seconds. Introduce timers and boom, that force projection is practically gone.

Much hard.
So confusing.
Wow.
SanDooD
Perkone
Caldari State
#7022 - 2014-10-05 23:18:20 UTC
Sgt Ocker wrote:


Hmm Branch to Dek, in a carrier - currently a few hours once you have cynos in place. Post patch, 3 maybe 4 days (remembering you will now have to make 4X the amount of jumps).
Same will go for Branch - You need help your only option is your blue neighbors and if Branch is being invaded then your neighbors already have problems of their own and won't be able to assist you. Forget the "CFC" coming to your aide, your too far away.

Ok I agree, force projection wasn't removed but in fact reduced - Reduced to the point where the only entity you as an alliance can rely on is yourselves. The CFC will survive for the sole purpose of -- Who wants red neighbors..


PS; Branch is already made up of lots of small group of miners, ratters and manufacturers.. This will only encourage them to shrink further into their little corner of space.


I already pointed out in another post that this is not how wars are fought or fronts reinforced. Anybody fighting a war on multiple fronts is bound to get a bloody nose. If enemy decides to fight that war then aren't they also in the same predicament as the defenders? Won't enemy have to move their assets around as well?

For all intents and purposes this change will do nothing, if only slightly inconvenience the logistics. We will stockpile carriers and dreads in systems of strategic importance and we won't be jumping them from Dek to Branch, but will be taking a jump clone or interceptor if clone is on cooldown. Furthermore, since gates are now a viable alternative to jumping and being fatigued to hell, we can always use those to relocate capitals.

As I said previously, this change will have its biggest effect on small guys and they will be more screwed by it than big alliances and coalitions. It's the Average Joe pilot that will suffer the most because he won't be able to change the region when he joins another corp, as well as players who relied on JF to make money by providing logistics services.

To think that CFC or N3/PL is going to be severely crippled by this change is really funny. They thought Technetium nerf would cause CFC to crumble and die off because cash cow is being hit on the head with CCP Nerfbat. Guess what happened? Nothing.

The juggernaut will continue to plow on.
Higgs Foton
Mission And Mining Inc
#7023 - 2014-10-05 23:25:17 UTC  |  Edited by: Higgs Foton
Sgt Ocker wrote:

Ok thats good.. one of your allies in Dek needs help defending.. How long will it take you to get a capital fleet there to assist?


No time at all. There is a MASSIVE capital/super capital fleet already present in Deklein.

Quote:
if Branch is being invaded then your neighbors already have problems of their own and won't be able to assist you. Forget the "CFC" coming to your aide, your too far away.


As is Branch from every other region for a meaningfull invasion. But Branch has a direct access from Deklein, and is reachable for subcap fleets easily. It might even be reachable for capital fleets. What a lot of people forget is that jump fatique is quite manageble when you keep the amount of jumps low. You can do two jumps and do the rest by gates, which is reasonably doable for the Deklein-Branche regions. The logistics of getting CFC caps to Branch is easier then getting a capital fleet from the Drone regions to Branch for instance.

And it might even be possible the CFC piles a capital cache fleet in a border station system in Venal or a system in branch, off which the capital pilots just fly to in a big interceptor blob, accessing the cap ships and such making the amount of jumps needed for the capital fleet as low as possible.

Workarounds are being thought out and new forms of force projection are being tested already. The only thing certain is that alliances who live in null sec close to high sec (do not forget CFC space has a direct highsec-null sec acces, as does HED-GP for the Catch/Providence regions) will be able to dig themselves in quite nice, while alliances who live far away will have serious troubles. Personally i think the result of this will be that null sec close to highsec will be heavily populated (it is already in the west, and the direct south) and regions further away will even get lesser population and might only be usable for explorers since it will be impossible or very difficult to live there. For the drone regions this will possibly mean a massive depopulation with the odd ratting carrier in some end systems.

The big problem CCP has is that they digged themself a hole with stuff they did in the past. The nerf to moonmining and the upkeep costs to null sec regions made it so that alliances needed massive organisation to counter this. Better organisation with renters and such led to stagnation. Personally i think it would be better if CCP made taking sov cheap or even free, unnerf moonmining and make that a valuable income source again, return to the tower sov system and add twenty new null sec regions, with patches of high sec and low sec inbetween them so small groups can establish bases which can't be tempered with much by big groups. But i strongly have the impression the code of EVE is so old it is getting very difficult to do neat stuff with it, so they just change some numbers.

We now see these ideas for this coming expansion, and its all nerfs. There was also nothing spectacular in this latest expansion. I have yet to see nice stuff to go along with these changes like new ships or regions.

I also think if supercap domination and force projection is a problem, it might be a better idea to introduce a new shiptype, similar to a bomber, which is able to fire a massive torpedo or bomb with an enormous amount of damage for instance. A doomsday for small glasscanon ships for instance. Or who can fire a detonation device into a small exhaust port in those massive titan hulls. Heheheheh. :)
Kassasis Dakkstromri
State War Academy
Caldari State
#7024 - 2014-10-05 23:38:20 UTC
So...

Does this mean now that ISD using a Polaris will travel faster by gate when going to report on a fight?

Lol

CCP you are bad at EVE... Stop potential silliness ~ Solo Wulf

Alavaria Fera
GoonWaffe
#7025 - 2014-10-05 23:53:30 UTC
SanDooD wrote:
Anybody fighting a war on multiple fronts is bound to get a bloody nose. If enemy decides to fight that war then aren't they also in the same predicament as the defenders? Won't enemy have to move their assets around as well?

Don't be silly, even if you have less pilots than the enemy, as long as you split up enough, there's no way they can stop you.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

ziktreyon
Amarr General Drilling and Construction
#7026 - 2014-10-05 23:56:36 UTC
CCP, have you considered the consequences on sub-cap fleets which are on the offensive?

Example, I lead a fleet of 30 into a neighboring region just to attack some people and get some goodfites. They know they are safe from our capitals because it would take us far too long to get our carriers over here. Therefor they pull out carriers onto our fleet and whomp us. Every time.

Whats stopping people from using caps on subcaps all the time now that a defender is safe from the attacker's capitals?
Falin Whalen
Federal Navy Academy
Gallente Federation
#7027 - 2014-10-05 23:58:00 UTC
Sgt Ocker wrote:
Rowells wrote:

Ok thats good.. one of your allies in Dek needs help defending.. How long will it take you to get a capital fleet there to assist?
Well if they weren't complete mongoloids (more than likely not but you never know) they will have timed the structure, and more than likely we can get there within 24-36 hours.
Quote:
Can you help with logistics - all their logistics pilots are burnt due to fatigue and can't move for the next 3 or 4 days.
Since the likelihood of someone hotdroping our logi just got reduced dramatically, if they do have a fatigue timer it won't be 3-4 days, we can take gates now mr. smartiepants.

[quote]Hmm Branch to Dek, in a carrier - currently a few hours once you have cynos in place. Post patch, 3 maybe 4 days (remembering you will now have to make 4X the amount of jumps).
Same will go for Branch - You need help your only option is your blue neighbors and if Branch is being invaded then your neighbors already have problems of their own and won't be able to assist you. Forget the "CFC" coming to your aide, your too far away.
It will take us a couple of hours to move a cap/super fleet after the changes. (Hint: we won't use our jumpdrives because the threat of a counterdrop just went 'POOF'.) Everybody is going to march, no riding the bus any more.

"it's only because of their stupidity that they're able to be so sure of themselves." The Trial - Franz Kafka 

Raein Darquely
Royal Amarr Institute
Amarr Empire
#7028 - 2014-10-06 00:03:14 UTC
I would have though that structural fatigue for the ships would make more sense. The further you jump, the larger the structural fatigue. Fatigue would cause a percentage reduction in shield, armor, hull hp and also reduce effectiveness of all modules/guns. You could still move long distances fast, but your ships would be less effective, more vulnerable and take longer (for the nanobots?) to restore to full capabilities. Close to home, you could enjoy full power.

Apologies if something like this has been suggested or there are obvious flaws - too many pages to trawl through and I know almost noting about life in Null. Enjoying everyone's passionate posts though! Very refreshing!
Alavaria Fera
GoonWaffe
#7029 - 2014-10-06 00:10:42 UTC
ziktreyon wrote:
CCP, have you considered the consequences on sub-cap fleets which are on the offensive?

Example, I lead a fleet of 30 into a neighboring region just to attack some people and get some goodfites. They know they are safe from our capitals because it would take us far too long to get our carriers over here. Therefor they pull out carriers onto our fleet and whomp us. Every time.

Whats stopping people from using caps on subcaps all the time now that a defender is safe from the attacker's capitals?

Obviously your carriers should be travelling along with your fleet.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Alavaria Fera
GoonWaffe
#7030 - 2014-10-06 00:13:50 UTC
Raein Darquely wrote:
I would have though that structural fatigue for the ships would make more sense. The further you jump, the larger the structural fatigue. Fatigue would cause a percentage reduction in shield, armor, hull hp and also reduce effectiveness of all modules/guns. You could still move long distances fast, but your ships would be less effective, more vulnerable and take longer (for the nanobots?) to restore to full capabilities. Close to home, you could enjoy full power.

Apologies if something like this has been suggested or there are obvious flaws - too many pages to trawl through and I know almost noting about life in Null. Enjoying everyone's passionate posts though! Very refreshing!

But do you know that it is impossible to web titans (and supercarriers) into warp, at least?

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

SanDooD
Perkone
Caldari State
#7031 - 2014-10-06 00:14:37 UTC
Higgs Foton wrote:
Sgt Ocker wrote:

Ok thats good.. one of your allies in Dek needs help defending.. How long will it take you to get a capital fleet there to assist?


No time at all. There is a MASSIVE capital/super capital fleet already present in Deklein.

Quote:
if Branch is being invaded then your neighbors already have problems of their own and won't be able to assist you. Forget the "CFC" coming to your aide, your too far away.


As is Branch from every other region for a meaningfull invasion. But Branch has a direct access from Deklein, and is reachable for subcap fleets easily. It might even be reachable for capital fleets. What a lot of people forget is that jump fatique is quite manageble when you keep the amount of jumps low. You can do two jumps and do the rest by gates, which is reasonably doable for the Deklein-Branche regions. The logistics of getting CFC caps to Branch is easier then getting a capital fleet from the Drone regions to Branch for instance.

And it might even be possible the CFC piles a capital cache fleet in a border station system in Venal or a system in branch, off which the capital pilots just fly to in a big interceptor blob, accessing the cap ships and such making the amount of jumps needed for the capital fleet as low as possible.

Workarounds are being thought out and new forms of force projection are being tested already. The only thing certain is that alliances who live in null sec close to high sec (do not forget CFC space has a direct highsec-null sec acces, as does HED-GP for the Catch/Providence regions) will be able to dig themselves in quite nice, while alliances who live far away will have serious troubles. Personally i think the result of this will be that null sec close to highsec will be heavily populated (it is already in the west, and the direct south) and regions further away will even get lesser population and might only be usable for explorers since it will be impossible or very difficult to live there. For the drone regions this will possibly mean a massive depopulation with the odd ratting carrier in some end systems.

The big problem CCP has is that they digged themself a hole with stuff they did in the past. The nerf to moonmining and the upkeep costs to null sec regions made it so that alliances needed massive organisation to counter this. Better organisation with renters and such led to stagnation. Personally i think it would be better if CCP made taking sov cheap or even free, unnerf moonmining and make that a valuable income source again, return to the tower sov system and add twenty new null sec regions, with patches of high sec and low sec inbetween them so small groups can establish bases which can't be tempered with much by big groups. But i strongly have the impression the code of EVE is so old it is getting very difficult to do neat stuff with it, so they just change some numbers.

We now see these ideas for this coming expansion, and its all nerfs. There was also nothing spectacular in this latest expansion. I have yet to see nice stuff to go along with these changes like new ships or regions.

I also think if supercap domination and force projection is a problem, it might be a better idea to introduce a new shiptype, similar to a bomber, which is able to fire a massive torpedo or bomb with an enormous amount of damage for instance. A doomsday for small glasscanon ships for instance. Or who can fire a detonation device into a small exhaust port in those massive titan hulls. Heheheheh. :)


They just seem so unimaginative. They have this beautiful universe they created, this sandbox as they call it. There is so much potential for this game for everyone, new player or old. Yet instead of trying to see EVE for what it can be, they can't see past their own noses and just tinker with numbers and existing features, some of which by the way weren't broken and changes were unnecessary (what the heck did Jukebox do to anybody to get removed?)

They added T3 cruisers and stopped. I expected T3 BS hulls with same versatility. There is quite a gap between largest subcapital hull and capital hull. They could add a hull in between the two classes. Bigger than BS, but smaller than a capital. They can create Constellation Type Missile that is equipped with jump drive and can be fired from different system at a capital/structure target as long as target is painted by special type of ship. Missile can be chased/intercepted and shot upon by special type of frig to make it more fun. They can make empires and NPC factions participate in sov warfare and invade null similar to how incursions happen.

I mean the amount of stuff they can do to make this game fun and entertaining is staggering. While old, game still has huge potential. It is not the code that is making this game crap, it is unimaginative work CCP is doing. So lazy and unimaginative.
Reiisha
#7032 - 2014-10-06 00:15:27 UTC
SanDooD wrote:
Reiisha wrote:
Glathull wrote:
SanDooD wrote:


But it won't. That's the problem. Revenue should come from new subscriptions, sales of PLEX, etc. It shouldn't come from extortion. Forcing capital pilots to have 28-30 alts will not net them new revenue, because for every new cyno/capital jumper account they get, they will lose an existing player probably. If you think some of the old players won't quit over this, think again.

How many new accounts did they get after B-R battle? How many of those stayed active and are patient enough to wait to get into titan. Do you think these people started playing EVE because they think it's the best MMO out there? They want to be part of the fights like that one. Here comes CCP Nullsec Team to crush their dreams.

My Business Hat tells me that I should keep my existing customers first before I try to get new ones, and extorting more money from my existing customers is not a good customer relationship.



If you are seriously using 20-something alts to play this game, you are doing something extremely wrong.



Indeed.

No one is forcing anyone to use alts. It's a matter of convenience that people with a lot of money consider a basic necessity rather than a nice extra.

The game would be a lot more fun if people tried relying on each other instead of alts, and if no one would abuse alts to cement their own position of power - Which is making the game more stale and boring in the first place.


So according to you, every time I want to move my capital ship, I should get 3-4 people today to:
1. Fly to the system where the jump is to be made in a cyno ship, assuming you don't get popped on the way
2. Light a cyno for me and be stuck in space for 10 minutes
3. Wait for me to do whatever it is I am doing, so they can light a return cyno
4. Fly back to the home system or whatever it is they were doing

The fact that capitals can't use the gates today makes it a necessity to have an alt account with at least 2-3 cynos. If you're flying titan you're looking at even more alts, and if you're parking it, you're looking at a sitter alt.

While it would be great if we all lived in this happy-go-lucky willing-to-help pink-ponies universe of yours where we can dependably rely on other people, the reality is much harsher and different. A capital pilot without their own cyno alts is for all intents and purposes STUCK where they are right now.

Decrease in jump range forces us to get additional alts in order to be able to reach distances we previously could with 3-4 alts. Furthermore, fatigue will force those serious about their logistics to train/buy additional jump capable character so they can swap mid way and not take too much fatigue penalty. Some will even go for 3+ of those. All those things mean more subscriptions, more PLEX sales, assuming that people actually go for it.

Alts are a necessity as a capital pilot. They have nothing to do with your "skill". You can have 200M SP and be the uberest pilot in EVE, but you will still need your cyno alts to move your uber space iron coffin anywhere. And with these new changes, don't think capital pilots will suddenly start using gates. Have you ever flown a capital ship and seen it's align speed?



The problem here is the perception of needing alts. It's an expensive convenience that needs to be eliminated, not one that needs to be kept around whatever the cost.

I think people keep turning that around all the time without realizing what's really the problem.

This patch won't magically fix things. It takes a lot of changes to turn the ship around, so to speak. It does however highlight the alt problem much more than was the case before as a sideeffect of the actual goal.

It all boils down to a simple principle CCP hasn't figured out yet, though on the other hand i'm not doubting some players are ready for:

The game should be engaging and grabbing your full attention from the moment you start it to the moment you close it. You should not be able to play two accounts at the same time, much in the same way you can't play two instances of, for example, counterstrike or starcraft at the same time, because your mind is focused on this one game, one account and one activity at a time.

As i'm writing this i'm suddenly reminded of Elite (Dangerous), which has a mechanic very similar to warping: Supercruise. It requires constant tweaking, adjustments and fine control over your ship - It's raw, but still engaging and fun to do. Hitting more close to home, EVE is basically a one-unit space RTS at it's core, so CCP needs to find ways to make that kind of gameplay more interesting than just use time-sinks to artifically delay progress.

If you do things right, people won't be sure you've done anything at all...

Gwailar
Doomheim
#7033 - 2014-10-06 00:17:38 UTC
Raein Darquely wrote:
I would have though that structural fatigue for the ships would make more sense. The further you jump, the larger the structural fatigue. Fatigue would cause a percentage reduction in shield, armor, hull hp and also reduce effectiveness of all modules/guns. You could still move long distances fast, but your ships would be less effective, more vulnerable and take longer (for the nanobots?) to restore to full capabilities. Close to home, you could enjoy full power.

Apologies if something like this has been suggested or there are obvious flaws - too many pages to trawl through and I know almost noting about life in Null. Enjoying everyone's passionate posts though! Very refreshing!


CCP Greyscale explained that:

1) Lots of extra caps to switch to is a weaker limiter for the big corps than having extra cap pilots to get around fatigue. Hence, they attached the limit to the pilots, not the ships.

2) Making a ship-based limit persist through repackaging would be an unwanted technical challenge.

3) A primary goal for these changes is to get caps using gates instead of jumps for travel farther than ~20 LY. Hence the decision to nerf jump range and frequency and open up the gates.

"Mmmmm. PoonWaffles."   --Mittens the Cat

Christopher Mabata
Northern Accounts and Systems
#7034 - 2014-10-06 00:30:24 UTC
ziktreyon wrote:
CCP, have you considered the consequences on sub-cap fleets which are on the offensive?

Example, I lead a fleet of 30 into a neighboring region just to attack some people and get some goodfites. They know they are safe from our capitals because it would take us far too long to get our carriers over here. Therefor they pull out carriers onto our fleet and whomp us. Every time.

Whats stopping people from using caps on subcaps all the time now that a defender is safe from the attacker's capitals?


Simple you pick and choose who and where you fight, the roam gains a tactical neccessity. If you willingly engage in hostile territory without taking action to either
A) Move your own caps within range for a sneak attack
or
B) draw the enemy fleet out of range of their caps increasing the response time of the capitals and giving you time to get your gud fites
or!
C) trick the enemy into jumping their caps in, then bugger off while they cool down and attack elsewhere

if you now just blindly rush into this knowing full well what COULD happen then your fleet is dead the moment it undocks

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Christopher Mabata
Northern Accounts and Systems
#7035 - 2014-10-06 00:32:04 UTC
Raein Darquely wrote:
I would have though that structural fatigue for the ships would make more sense. The further you jump, the larger the structural fatigue. Fatigue would cause a percentage reduction in shield, armor, hull hp and also reduce effectiveness of all modules/guns. You could still move long distances fast, but your ships would be less effective, more vulnerable and take longer (for the nanobots?) to restore to full capabilities. Close to home, you could enjoy full power.

Apologies if something like this has been suggested or there are obvious flaws - too many pages to trawl through and I know almost noting about life in Null. Enjoying everyone's passionate posts though! Very refreshing!


that can be avoided by docking and would only effect supers, carriers or dreads or bridged fleets could just repair in station

♣ Small Gang PVP, Large Fleet PVP, Black Ops, Incursions, Trade, and Industry ♣ 70% Lethal / 30% Super-Snuggly / 110% No idea what im doing ♣

This Message Brought to you by a sweet and sour bittervet

Obsidian Hawk
RONA Midgard Academy
#7036 - 2014-10-06 00:32:24 UTC
remember there are high sec to null wh's an also you can chain wh's to high sec. Hell I've chained wh's to sansha space before

Why Can't I have a picture signature.

Also please support graphical immersion, bring back the art that brought people to EvE online originaly.

Systemlord Rah
Garoun Investment Bank
Gallente Federation
#7037 - 2014-10-06 00:36:12 UTC
i like the changes so far the only thing that hurts is the jumprange for JF
as someone that believes local production should be a must in 0.0 space i add a few comments

i believe it would be fair for logistic pilots if the timer would kick in only if the jf pilot jumps in rapit succesion of 3 times or more

lets say jf pilots have a special training or eq on board with that in place they can jump many times(up to 3) withou timer
after that the timer kicks in because of the rapid jumps the fatige hits the pilot realy hard te first timer at 30min or more i would say up to 3-4h after lets say 48h the jumps the jf pilot can jump without timer is back to 3 but only if no timer is present

all jf pilots i know run logistcs in around 15-30 min and 1 to 3 times a week while supportet with scouts and cynos at least allow jf pilots to reach all possible home systems in one jumpchain without waiting and hit them after that most people hate logistic at least dont make the time spent with this activity any longer than
Raein Darquely
Royal Amarr Institute
Amarr Empire
#7038 - 2014-10-06 00:37:08 UTC
Gwailar wrote:
Raein Darquely wrote:
I would have though that structural fatigue for the ships would make more sense. The further you jump, the larger the structural fatigue. Fatigue would cause a percentage reduction in shield, armor, hull hp and also reduce effectiveness of all modules/guns. You could still move long distances fast, but your ships would be less effective, more vulnerable and take longer (for the nanobots?) to restore to full capabilities. Close to home, you could enjoy full power.

Apologies if something like this has been suggested or there are obvious flaws - too many pages to trawl through and I know almost noting about life in Null. Enjoying everyone's passionate posts though! Very refreshing!


CCP Greyscale explained that:

1) Lots of extra caps to switch to is a weaker limiter for the big corps than having extra cap pilots to get around fatigue. Hence, they attached the limit to the pilots, not the ships.

2) Making a ship-based limit persist through repackaging would be an unwanted technical challenge.

3) A primary goal for these changes is to get caps using gates instead of jumps for travel farther than ~20 LY. Hence the decision to nerf jump range and frequency and open up the gates.



Fair enough. Thanks for the breakdown. I just thought it would be more fun to roll with risk/reward than put limits on travel time. Good luck with the changes for all involved. I hope you can still blow each other up in an orderly (or disorderly if you prefer) fashion :)
Eigenvalue
Republic University
Minmatar Republic
#7039 - 2014-10-06 00:42:41 UTC
Gwailar wrote:
Veskrashen wrote:
What if fatigue accumulation and it's impact on jump timers were independent factors?

In other words, you BLOPS to a cyno 7.875 AU away. You gain a jump timer of (1+(distance*distance modifier)) * ( 1+(fatigue * timer modifier)). Your new fatigue is (fatigue * (1 + (distance * fatigue modifier))).

You could then have BLOPS be able to jump rapidly and accumulate fatigue at a higher rate. So use something like 0.1 for the "timer modifier" and 0.5 for the "fatigue modifier". You could even keep the "distance modifier at 1.

This would give you a jump timer of 8.875 minutes, with a fatigue of say 5.45 or so. Your next max range jump gets you something like a 13.71 minute jump timer, with a fatigue of roughly 24.18. This would let you make a lot of jumps relatively quickly, but still saddle you with a large fatigue modifier which would impair your ability to hop in other jump-capable ships and carry on operations normally.

This would also give a lot of tunability to devs, who can then independently tweak the impact of distance jumped on jump timers, distance jumped on fatigue accumulation, and the impact of fatigue on jump timers.


Reposted because there hasn't been a dev response. I didn't see a similar suggestion before CCP Greyscale went offline, and none of his responses responded to this particular idea.

Jump fatigue should be a single value that generates at the same rate regardless of ship type.
Jump cooldown should be calculated based on jump fatigue at a variable rate depending on ship type, or skills, or implants, or boosters or whatever other variables you want to throw in.

This approach would offer a solution to the BLOPS and JF problem by allowing BLOPS pilots to jump more often, even while generating levels of fatigue that would prevent jumping for a long (even very long) period of time were the pilot to move over to a cap.

Separating fatigue and cooldown in this way, making the one a global stat for the pilot, and the other a calculated value applied in the ship at the moment of the jump based on lots of mutable variables offers many gameplay options for the player and tuning controls for the devs.

If you see downsides, post them.






CCP already said they stopped reading this thread at page 200 because apparently 2 days is long enough for players to think through the changes, discuss, and give feedback. Better than the CSM though!
Raein Darquely
Royal Amarr Institute
Amarr Empire
#7040 - 2014-10-06 00:43:54 UTC
Christopher Mabata wrote:
Raein Darquely wrote:
I would have though that structural fatigue for the ships would make more sense. The further you jump, the larger the structural fatigue. Fatigue would cause a percentage reduction in shield, armor, hull hp and also reduce effectiveness of all modules/guns. You could still move long distances fast, but your ships would be less effective, more vulnerable and take longer (for the nanobots?) to restore to full capabilities. Close to home, you could enjoy full power.

Apologies if something like this has been suggested or there are obvious flaws - too many pages to trawl through and I know almost noting about life in Null. Enjoying everyone's passionate posts though! Very refreshing!


that can be avoided by docking and would only effect supers, carriers or dreads or bridged fleets could just repair in station


Sorry if I gave the impression I was talking about repairable damage. I was referring to a timed percentage reduction but apparently repackaging would get around this anyway.