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jump to star

First post
Author
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#21 - 2015-07-27 19:02:49 UTC
Cidanel Afuran wrote:
Lu Ziffer wrote:

Using gates or what do you mean?


This proposal eliminates the need for cynos, and it lets people travel long distances significantly faster, which is the complete opposite of what jump fatigue was attempting to fix.


I assumed fatigue would still apply as normal.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Lu Ziffer
Balanced Unity
Goonswarm Federation
#22 - 2015-07-27 19:17:20 UTC
@Chance Ravinne I would assume the same.

As I proposed in my first post if the jump gets some chance of missing the target than you need a cyno to make a 100% controlled jump.

Lets say at best you can get a jump with 1ly deviation in a 100ly jump without the interaction of cynojammer on this distance you might jump to one of five differant systems. at the same time a jump from 10ly would be relativly save as there are no systems in less then 0.1ly range to eachother. Still you do not know where you jump to in the system.
Add a cyno jammer effect with 2ly range which doubles the deviation and a 100ly jump can end in 50 systems.


Cidanel Afuran
Grant Village
#23 - 2015-07-27 19:22:47 UTC
Chance Ravinne wrote:

I assumed fatigue would still apply as normal.


I was curious about range though. Do the same range restrictions still apply? And if so, what does this accomplish, other than having less of a need to train cynos/etc?

Part of what makes long distance travel slower is the need to get cynos into position. Without that need, travel speeds up a decent amount.
Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#24 - 2015-07-27 19:39:33 UTC
Cidanel Afuran wrote:
Chance Ravinne wrote:

I assumed fatigue would still apply as normal.


I was curious about range though. Do the same range restrictions still apply? And if so, what does this accomplish, other than having less of a need to train cynos/etc?

Part of what makes long distance travel slower is the need to get cynos into position. Without that need, travel speeds up a decent amount.


If you're not getting a scout into position, it's a large risk, especially since potential enemies will know you jumped to a star. If there are speed concerns, a fatigue multiplier could be added to blind jumps.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Cidanel Afuran
Grant Village
#25 - 2015-07-27 20:01:13 UTC
Chance Ravinne wrote:

If you're not getting a scout into position, it's a large risk, especially since potential enemies will know you jumped to a star. If there are speed concerns, a fatigue multiplier could be added to blind jumps.


That's true...I misread the original idea. I thought he was saying you could pick a specific system, not that it was random.

If you don't know where your going to end up, it would definitely be interesting to consider...
SheepChaser Woolhands
Doomheim
#26 - 2015-07-27 20:13:34 UTC
in my opinion the range of jumping Depends on the engine in ship and shipmass.... where there are some special ships made especially for longrange jump, fitted With a larger engine and very few fitting slots... so range = mass / enignepower... sort off... u get the Picture.
SheepChaser Woolhands
Doomheim
#27 - 2015-07-27 20:14:47 UTC
and such jumping will give the players to travel to ANY star within range of the ships abilities.
SheepChaser Woolhands
Doomheim
#28 - 2015-07-27 20:23:22 UTC
on the otherhand.... it would be also interesting have to allign to the star on the horizition and then jump.... even more interesting if youre on the Outer edge of k-Space, where there are no more stars on the rim... but you do find stars there thats not on map... and still be able to jump...

Or in W-Space, jump to nearest star, beginning to map out w-Space....
Enya Sparhawk
Black Tea and Talons
#29 - 2015-07-27 20:47:53 UTC  |  Edited by: Enya Sparhawk
SheepChaser Woolhands wrote:
Enya Sparhawk wrote:
SheepChaser Woolhands wrote:
as it is now, you cant jump to a another system, unless you use cyno, gates or wormhole. But the most logical way to move around from system to system, is to align to the star of the system you want to og to and jump. Im not sure why CCP havent used that, but it would open up much more possibilities.

You seriously want to 'jump to 0' into a star?!?!

Hahaha... Man, you got some real wooly balls there...



Well since CCP havent programmed EVE to let you die when jumping to sun, planet or moon within the system ure in, even tho you got bookmark inside the Star/planet/moon, i see no reason why... but again, CCP have programmed so you wont land inside, unless you Warp to bm, it will function good anyways. Any Logic within spacetravel, that you slow Down long before you arrive the star to avoid playing chicken With the sun.

And yes, my balls are wooly atm

No need to explain ... I getcha... (I'm only razzing you)

Yeah, for a long term goal I think its a pretty good one... +1 from me... but I'm also hoping that by then EVE will let you die when jumping directly to a sun...(more of an interactive 3D environment then)

That would unfortunately be the only way to lock onto a distant star.

Essentially, they need to remove the physics engine from the actual game engine and incorporate it into the Python platform thereby creating a more realistic Universe from the ground up. This would define everything within the game engine without actually using the game engine resources to do it...

That's the great thing about Python, it constricts and streamlines everything...

And Yes, it is possible. (CCP Reykjavik already has everything they need to accomplish this; assuming that they have finally found it...)

(Hehehe You can also thank the English intelligence community for that little bit of programming... it basically made your Python modular; it was how they were able to access the game without actually accessing the game...)

They lost it fair and square, their loss is CCP's gain...

(That little bit of code?/coding?/unclassified, unspecific programming? is also responsible for both Iceland's banking crisis, which unfortunately they used you to test it and then ultimately the nation of Greece's... just a little side bit of information for you all in internet land)

Fíorghrá: Grá na fírinne

Maireann croí éadrom i bhfad.

Bíonn súil le muir ach ní bhíonn súil le tír.

Is maith an scéalaí an aimsir.

When the lost ships of Greece finally return home...

Chance Ravinne
WiNGSPAN Delivery Services
WiNGSPAN Delivery Network
#30 - 2015-07-27 21:03:56 UTC
SheepChaser Woolhands wrote:
on the otherhand.... it would be also interesting have to allign to the star on the horizition and then jump.... even more interesting if youre on the Outer edge of k-Space, where there are no more stars on the rim... but you do find stars there thats not on map... and still be able to jump...

Or in W-Space, jump to nearest star, beginning to map out w-Space....


Oooooh.

You've just read another awesome post by Chance Ravinne, CEO of EVE's #1 torpedo delivery service. Watch our misadventures on my YouTube channel: WINGSPANTT

Siete
Deep Core Mining Inc.
Caldari State
#31 - 2015-07-27 23:37:37 UTC  |  Edited by: Siete
I'm really liking this idea!

My 2-isk to this would be towards some details of the jump mechanics:

* Based on a module you activate to calculate the jump
* You enter the total mass of all the ships jumping through ( and maybe expected number of ships? explained later... )
* Once active it creates a space tunnel/worm hole/what ever for everyone to jump through
* Tunnel is active for Xseconds (30?) during which ships are queued, all mass is ejected to jumptarget at end of cycle (module warm up phase? buffer rendering phase? mass conversion phase? call it what ever you like )
* You can only enter the "tunnel" if you have fuel and cap ( to feed to mass conversion process? )
* All penalties from the OP still apply

This allows for logic like:

* A small frigate gang (any small PvP gang really) will get more accurate scanning results from lower skilled scanning
* A large carrier gang will need a skilled scanning pilot, but still possible to travel based on previous mentioned idea of finding all local cyno jammers etc etc....
* If a considerable amount of additional mass above what was stated in the activation of the module enters the "tunnel" then a much larger jumptarget deviation occurs for all ships
* If a considerably larger number of ships jump through ( regardless of mass ) you get the same jumptarget deviation penalty as for jumping with too much mass

Rough idea from a drunk guy! All numbers need tweaking but I hope I have relayed the core-principles behind my idea
Altirius Saldiaro
Doomheim
#32 - 2015-07-28 00:04:20 UTC  |  Edited by: Altirius Saldiaro
https://forums.eveonline.com/default.aspx?g=posts&m=5076882#post5076882
#1 - 2014-10-02 15:18:48 UTC |
Jump Drive option
1. Jump to Cyno = Precision
2. Jump To System = No Cyno Needed, Land at Sun.
3. Emergency Jump = Land at Random System within your Ship's max range.
Maldiro Selkurk
Radiation Sickness
#33 - 2015-07-28 02:09:23 UTC
im pretty sure all those choke points in eve didnt happen by accident so i doubt your idea will go anywhere.

Also, arrrrgh the sun, my artificial eyes are killing me.

Yawn,  I'm right as usual. The predictability kinda gets boring really.

Anthar Thebess
#34 - 2015-07-28 07:11:33 UTC
CCP like cyno accounts.
Lugh Crow-Slave
#35 - 2015-07-29 11:46:26 UTC
With a cyno someone still had to make all the needed jumps removing this would lower travel time immensely we finally started to make eve a little bigger let's not shrink it back down
Lugh Crow-Slave
#36 - 2015-07-29 11:49:46 UTC
Chance Ravinne wrote:
SheepChaser Woolhands wrote:
on the otherhand.... it would be also interesting have to allign to the star on the horizition and then jump.... even more interesting if youre on the Outer edge of k-Space, where there are no more stars on the rim... but you do find stars there thats not on map... and still be able to jump...

Or in W-Space, jump to nearest star, beginning to map out w-Space....


Oooooh.


No w-space is already mapped out if you use the constellation and region maps. All this would do is allow large groups to control multiple systems in range of each other pushing out small guys.

You can't jump to a cyno in j-space even if it is in range via the map and this is a good thing
Nyalnara
Marauder Initiative
#37 - 2015-07-29 16:25:37 UTC
Altirius Saldiaro wrote:
https://forums.eveonline.com/default.aspx?g=posts&m=5076882#post5076882
#1 - 2014-10-02 15:18:48 UTC |
Jump Drive option
1. Jump to Cyno = Precision
2. Jump To System = No Cyno Needed, Land at Sun.
3. Emergency Jump = Land at Random System within your Ship's max range.


No emergency jump. You can randomly choose a system within your range and press jump. That let the attacker a small time frame to catch you. Or nice spool-up timer on emergency jump.

French half-noob.

Non, je ne suis pas gentil.

Uriel Paradisi Anteovnuecci
Itsukame-Zainou Hyperspatial Inquiries Ltd.
Arataka Research Consortium
#38 - 2015-07-29 17:37:38 UTC
I made a similar suggestion last year, though mine only included black ops: https://forums.eveonline.com/default.aspx?g=posts&t=356013

Looking back, it never needed as many limitations as I thought, and putting such an option on all jump-capable ships is certainly within the realm of possibility.

Normal jump-to-cyno? Precise, safest option, with longer jump range than a sun jump.
Jumping-to-sun? Less precise (jump in at a random location around the sun ~5AU), non-scouted, shorter jump range.
Max Deveron
Deveron Shipyards and Technology
Citizen's Star Republic
#39 - 2015-07-29 20:47:49 UTC
I like where this idea is going, it wold be immensely more fun to play.

1 question though.......

What happens if you misjump....and your stuck 100's of AU or even several light years between stars? do you self destruct and hope you can still clone back to the starting point? Or would that Capital have to take the next couple of yrs slowboating or wait for help to arrive since your out of fuel now?

Just asking because that would be hilarious as all to hell to me if that could occur as well.
SheepChaser Woolhands
Doomheim
#40 - 2015-07-29 22:15:20 UTC
Max Deveron wrote:
I like where this idea is going, it wold be immensely more fun to play.

1 question though.......

What happens if you misjump....and your stuck 100's of AU or even several light years between stars? do you self destruct and hope you can still clone back to the starting point? Or would that Capital have to take the next couple of yrs slowboating or wait for help to arrive since your out of fuel now?

Just asking because that would be hilarious as all to hell to me if that could occur as well.



I would assume you just allign to the selected sun and wait on cap to recharge to jump again... and i would assume it would be safe to have extra fuel in cargobay incase of "misjumps"


but on the other side, when ure in "nowhere"... u could drop some probes and might get Lucky finding some really rare signals
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