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Dev Blog: Next set of Sov and Capital Movement Iterations

First post First post
Author
Sarah Saoirse
Doomheim
#121 - 2015-09-11 23:54:36 UTC
Potential suggestion for a rework on jump fatigue.

- Increase the "baseline" jump drive reactivation timer to 30 minutes.
- No jump fatigue if you wait out the 30 minutes.
- Allow the base reactivation timer to be clicked off, ending the timer but incurring 6x the remaining time as fatigue
- Fatigue still applies a penalty to the reactivation timer, which can't be dismissed.

Example:
1st jump: Pilot jumps to a cyno. 30 minute reactivation.
They are in a hurry, so they right click and dismiss the timer, allowing them to jump again. They now have 3 hours jump fatigue.
2nd jump: They jump again, they get a new 30 minute timer, which they can dismiss, plus 18 minutes of penalty. They can dismiss the timer after the 18 minutes of penalty, and end up with another 3 hours added to their remaining 163 minutes. or about 5:45 minutes,
3rd jump: Assuming they click off the timer and jump, they now have 35 minutes of penalty, plus the base 30 minutes. They can click off the timer after 35 minutes to take another jump. 308 minutes left on the fatigue, plus a new 180 minutes. 8 hours and change of fatigue, They have 49 minutes penalty, and another 30 minutes base before they can jump again.

Pilots are still confined to the roughly 10-20 LY range of rapid force projection as now, but the penalties grow more slowly, and pilots are better aware of the consequences since they have to make a separate choice to incur fatigue. A long range capital deployment is still possible, but not quick enough to dogpile onto every single tackled carrier. The exponential scaling is no longer as bad, but the increase from a 5 minute "base" to a 30 minute base keeps the speed of deployment down.





Querns
Science and Trade Institute
Caldari State
#122 - 2015-09-11 23:58:33 UTC
The only other suggestion I've liked for Jump Fatigue was to make fatigue clear if you jump to your capital system. This benefit should only work if you install an ihub upgrade that requires a Strategic Index of 3 or more (to curb any potential use of changing your capital to a warzone.)

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Captain StringfellowHawk
Forsaken Reavers
#123 - 2015-09-12 00:02:49 UTC
Sarah Saoirse wrote:
Potential suggestion for a rework on jump fatigue.

- Increase the "baseline" jump drive reactivation timer to 30 minutes.
- No jump fatigue if you wait out the 30 minutes.
- Allow the base reactivation timer to be clicked off, ending the timer but incurring 6x the remaining time as fatigue
- Fatigue still applies a penalty to the reactivation timer, which can't be dismissed.

Example:
1st jump: Pilot jumps to a cyno. 30 minute reactivation.
They are in a hurry, so they right click and dismiss the timer, allowing them to jump again. They now have 3 hours jump fatigue.
2nd jump: They jump again, they get a new 30 minute timer, which they can dismiss, plus 18 minutes of penalty. They can dismiss the timer after the 18 minutes of penalty, and end up with another 3 hours added to their remaining 163 minutes. or about 5:45 minutes,
3rd jump: Assuming they click off the timer and jump, they now have 35 minutes of penalty, plus the base 30 minutes. They can click off the timer after 35 minutes to take another jump. 308 minutes left on the fatigue, plus a new 180 minutes. 8 hours and change of fatigue, They have 49 minutes penalty, and another 30 minutes base before they can jump again.

Pilots are still confined to the roughly 10-20 LY range of rapid force projection as now, but the penalties grow more slowly, and pilots are better aware of the consequences since they have to make a separate choice to incur fatigue. A long range capital deployment is still possible, but not quick enough to dogpile onto every single tackled carrier. The exponential scaling is no longer as bad, but the increase from a 5 minute "base" to a 30 minute base keeps the speed of deployment down.




I would abuse the hell out of that system. Hell I would love it now. The whole purpose of Fatigue was to punish those jumping across the regions and putting a Big hamper on it. With your system, I would easily Burn to the Max Fatigue and just keep doing it until I was where I had to go. When i was done.. I would burn that Fatigue again and get back.. After Burning the region everyone just landed in. Around the world In a day Exactly what this system was meant to kill. But if they bring that back.. I look forward to throwing Capitals around regions and Lolling as I hear people cry about power projection in local and forums.
Sarah Saoirse
Doomheim
#124 - 2015-09-12 00:18:10 UTC
Captain StringfellowHawk wrote:
Sarah Saoirse wrote:
Potential suggestion for a rework on jump fatigue.

- Increase the "baseline" jump drive reactivation timer to 30 minutes.
- No jump fatigue if you wait out the 30 minutes.
- Allow the base reactivation timer to be clicked off, ending the timer but incurring 6x the remaining time as fatigue
- Fatigue still applies a penalty to the reactivation timer, which can't be dismissed.

-snip-




I would abuse the hell out of that system. Hell I would love it now. The whole purpose of Fatigue was to punish those jumping across the regions and putting a Big hamper on it. With your system, I would easily Burn to the Max Fatigue and just keep doing it until I was where I had to go. When i was done.. I would burn that Fatigue again and get back.. After Burning the region everyone just landed in. Around the world In a day Exactly what this system was meant to kill. But if they bring that back.. I look forward to throwing Capitals around regions and Lolling as I hear people cry about power projection in local and forums.


The fatigue would still apply it's penalty to reactivation timers on subsequent jumps. So you'd still be cooling off for possibly hours between jumps. Only the 30 minute "base" could be dismissed, not the penalty.
Captain StringfellowHawk
Forsaken Reavers
#125 - 2015-09-12 00:20:49 UTC
Querns wrote:
The only other suggestion I've liked for Jump Fatigue was to make fatigue clear if you jump to your capital system. This benefit should only work if you install an ihub upgrade that requires a Strategic Index of 3 or more (to curb any potential use of changing your capital to a warzone.)



Since all this stuff is supposed to keep Empires in the Regions they live, why not have it Reduce the timer of the Sov holding Entities WITHIN their owned Sov. They can skip around the Region they own while Fatigue occurs but at a reduced rate. But once they leave that Region to Deploy the Wear and tear of being away from the Shipyards takes a heavier toll on the engines. This lets the Caps move around, Rorquals shift areas as needed again, and Buffs Logistics moving around in their home helping to Establish these Deepspace Markets that CCP wants Sov holding Entities to create.

For Example in your own space you might have a 70-90% reduction to Fatigue, While outside of it you wind up Cringing like we tend to now. Maybe even a new iHub upgrade that installs in levels or one upgrade that reduces Fatigue in systems for those with Positive standings. Make the ihub upgrade like Sov 3-5. This gives homefield advantage to the citizens of that area while also letting them head out and fight if they need. This also would give Advantage to the Defenders using JB networks or moving their own fleets around to respond to large assets in its area.

X mixed subcap and Super capital fleet invades area. Citizens are able to respond to the Subcaps while also having the ability to move around and cut off the Super capitals from fleeing due to homefield advantage not killing the response time of getting in front of the retreating Capitals. This would also give entities that are unable to throw around massive fleets to counter Capital Invasions a way to shift around them and amass a larger counter fleet while the enemies wait out the ability to Jump. Hopefully a stronger reason for everyone to get involved in saving their turf instead of just waiting on final timers or moving out assets hoping the invaders leave the sov in boredom.
Captain StringfellowHawk
Forsaken Reavers
#126 - 2015-09-12 00:22:01 UTC
Sarah Saoirse wrote:
Captain StringfellowHawk wrote:
Sarah Saoirse wrote:
Potential suggestion for a rework on jump fatigue.

- Increase the "baseline" jump drive reactivation timer to 30 minutes.
- No jump fatigue if you wait out the 30 minutes.
- Allow the base reactivation timer to be clicked off, ending the timer but incurring 6x the remaining time as fatigue
- Fatigue still applies a penalty to the reactivation timer, which can't be dismissed.

-snip-




I would abuse the hell out of that system. Hell I would love it now. The whole purpose of Fatigue was to punish those jumping across the regions and putting a Big hamper on it. With your system, I would easily Burn to the Max Fatigue and just keep doing it until I was where I had to go. When i was done.. I would burn that Fatigue again and get back.. After Burning the region everyone just landed in. Around the world In a day Exactly what this system was meant to kill. But if they bring that back.. I look forward to throwing Capitals around regions and Lolling as I hear people cry about power projection in local and forums.


The fatigue would still apply it's penalty to reactivation timers on subsequent jumps. So you'd still be cooling off for possibly hours between jumps. Only the 30 minute "base" could be dismissed, not the penalty.


Anything that makes me move quicker.. Makes me move quicker.
Querns
Science and Trade Institute
Caldari State
#127 - 2015-09-12 00:26:22 UTC
Captain StringfellowHawk wrote:
Querns wrote:
The only other suggestion I've liked for Jump Fatigue was to make fatigue clear if you jump to your capital system. This benefit should only work if you install an ihub upgrade that requires a Strategic Index of 3 or more (to curb any potential use of changing your capital to a warzone.)



Since all this stuff is supposed to keep Empires in the Regions they live, why not have it Reduce the timer of the Sov holding Entities WITHIN their owned Sov. They can skip around the Region they own while Fatigue occurs but at a reduced rate. But once they leave that Region to Deploy the Wear and tear of being away from the Shipyards takes a heavier toll on the engines. This lets the Caps move around, Rorquals shift areas as needed again, and Buffs Logistics moving around in their home helping to Establish these Deepspace Markets that CCP wants Sov holding Entities to create.

For Example in your own space you might have a 70-90% reduction to Fatigue, While outside of it you wind up Cringing like we tend to now. Maybe even a new iHub upgrade that installs in levels or one upgrade that reduces Fatigue in systems for those with Positive standings. Make the ihub upgrade like Sov 3-5. This gives homefield advantage to the citizens of that area while also letting them head out and fight if they need. This also would give Advantage to the Defenders using JB networks or moving their own fleets around to respond to large assets in its area.

X mixed subcap and Super capital fleet invades area. Citizens are able to respond to the Subcaps while also having the ability to move around and cut off the Super capitals from fleeing due to homefield advantage not killing the response time of getting in front of the retreating Capitals. This would also give entities that are unable to throw around massive fleets to counter Capital Invasions a way to shift around them and amass a larger counter fleet while the enemies wait out the ability to Jump. Hopefully a stronger reason for everyone to get involved in saving their turf instead of just waiting on final timers or moving out assets hoping the invaders leave the sov in boredom.

That'd just lead to an Eye of Terror situation where large entities hold chunks of sov along a 5LY corridor to expedite travel across the map. CCP has been pretty adamant about making that infeasible.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Karer II
Doomheim
#128 - 2015-09-12 00:43:16 UTC  |  Edited by: Karer II
Good direction, CCP. Idk why all last fixes didn't implemented in base version of mechanics but... good direction.

There are still actual some small important points:

  • restriction for interceptor is good. But it is just part of problem, imho. I'm sure, CCP have statistics about ships which used for entosing. By my experience all of them just cheap ****. So, risk/price doctrine still broken in this part of game. If somebody want to have sov then all what he need after next patches it is... frigate. I think trash in sovwar must be eliminated. As well as another problems like invisible on directional scan combat recons in 200+ km from node and etc. Nullsecs is about fights and large battles. Not capture the flag and spread out micro gang of cheap small ships or hide&seek game.

  • how about transfer of sov structures? Remotely of course. And not only between corporations, but between alliances too. Players will can to kill structure remotely but can't transfer it? All structures has cost. And not in isks only. Time is most important cost. Killing structure in one alliance, placing same structure in another alliance is way of hemorrhoids but not comfortable method. Plus one more thing. Now all structures owned by executor corporation. A lot of alliances have big restrictions of access to executor. You know, disbands or another cool things. In most alliances characters in executor corporations just to set standings, change wardec and etc. They are low SP characters in the main. And by mechanics they must fly from system to system just for few clicks? Two days ago my alt characters spend 2 hours in attempts to pass one small camp. Not best example of good interface for game about distant future.

  • station settings can't be set remotely. After capture of station settings just reseted. Administrator must fly to system, change settings even station was his 2 days ago. It is not a bug of new mechanics but now administrator always in executor corporation and problem much bigger. Why not to set checkbox "use alliance standings" by default? Why not to create interface of default station settings for alliance?

  • names of command nodes still too long. Is it really so complex to make them shorter? Two months looks as enough time to fix it.

  • where cool, comfortable and fast interface for campaign in constellation? It is hard job to coordinate entosers in fleet. Well, maybe it is too hard for implementation in next patch. But it is very important and must be in base mechanics.
Captain StringfellowHawk
Forsaken Reavers
#129 - 2015-09-12 01:00:23 UTC
Querns wrote:
Captain StringfellowHawk wrote:
Querns wrote:
The only other suggestion I've liked for Jump Fatigue was to make fatigue clear if you jump to your capital system. This benefit should only work if you install an ihub upgrade that requires a Strategic Index of 3 or more (to curb any potential use of changing your capital to a warzone.)



Since all this stuff is supposed to keep Empires in the Regions they live, why not have it Reduce the timer of the Sov holding Entities WITHIN their owned Sov. They can skip around the Region they own while Fatigue occurs but at a reduced rate. But once they leave that Region to Deploy the Wear and tear of being away from the Shipyards takes a heavier toll on the engines. This lets the Caps move around, Rorquals shift areas as needed again, and Buffs Logistics moving around in their home helping to Establish these Deepspace Markets that CCP wants Sov holding Entities to create.

For Example in your own space you might have a 70-90% reduction to Fatigue, While outside of it you wind up Cringing like we tend to now. Maybe even a new iHub upgrade that installs in levels or one upgrade that reduces Fatigue in systems for those with Positive standings. Make the ihub upgrade like Sov 3-5. This gives homefield advantage to the citizens of that area while also letting them head out and fight if they need. This also would give Advantage to the Defenders using JB networks or moving their own fleets around to respond to large assets in its area.

X mixed subcap and Super capital fleet invades area. Citizens are able to respond to the Subcaps while also having the ability to move around and cut off the Super capitals from fleeing due to homefield advantage not killing the response time of getting in front of the retreating Capitals. This would also give entities that are unable to throw around massive fleets to counter Capital Invasions a way to shift around them and amass a larger counter fleet while the enemies wait out the ability to Jump. Hopefully a stronger reason for everyone to get involved in saving their turf instead of just waiting on final timers or moving out assets hoping the invaders leave the sov in boredom.

That'd just lead to an Eye of Terror situation where large entities hold chunks of sov along a 5LY corridor to expedite travel across the map. CCP has been pretty adamant about making that infeasible.



Ahh Okay
Irya Boone
The Scope
#130 - 2015-09-12 01:02:39 UTC
Put back the fatigue to more than 7 days and put some fatigue on the bridgers too ...sick of 400+ pilots drops.

And good job for the trollceptor

Now it's time to make some stars collapse like in real universe.
You did it for jove solar systems space
You must shake the universe more often.

CCP it's time to remove Off Grid Boost and Put Them on Killmail too, add Logi on killmails .... Open that damn door !!

you shall all bow and pray BoB

M1k3y Koontz
House of Musashi
Stay Feral
#131 - 2015-09-12 01:11:26 UTC  |  Edited by: M1k3y Koontz
This thread is devolving into another MOA v Goons epeen thread. Roll

Alain Colcer wrote:
Please forbid using entosis links on interceptors, interdictors, Heavy Interdictors, Recons and Stealth bombers.


Why recons? They have a bunch of utility highs, may as well use them. Same for Hictors.

I've never seen an Entosis dictor so I'm not even sure why that's mentioned, and if you read you'd have noticed they stated Interceptors will no longer be able to fit entosis links.

Aryth wrote:
One bit of feedback. I would increase the timer from 20 minutes to 4 hours. Otherwise I can see waiting for all other fulldirs to go to bed and nuking stuff in the middle of the night. I don't know what harm a 4 hour timer does other than meaning you can't start it 4 hours before DT.


What's wrong with a little chaos? Leave it at 20, if someone is on to stop it, it can be stopped, if not we get to see yet another alliance disbanded by a rouge director. Makes for a good news story when there aren't many massive events.

How much herp could a herp derp derp if a herp derp could herp derp.

Querns
Science and Trade Institute
Caldari State
#132 - 2015-09-12 01:11:35 UTC
Irya Boone wrote:
Put back the fatigue to more than 7 days and put some fatigue on the bridgers too ...sick of 400+ pilots drops.

And good job for the trollceptor

Now it's time to make some stars collapse like in real universe.
You did it for jove solar systems space
You must shake the universe more often.

People taking a titan bridge accrue fatigue. Same for blackops BS bridging, though they accrue half the amount.

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

Dreiden Kisada
State War Academy
Caldari State
#133 - 2015-09-12 01:16:23 UTC
Mynna's rubber band jump fatigue solution is still the best idea i've seen presented to keep the wrecking ball dead while making jump drives still a useful thing to have.
Hal Morsh
Doomheim
#134 - 2015-09-12 01:27:13 UTC
Taru Audeles wrote:
Took you guys long enough to understand what mess you got yourself and US paying customers into. You should have never released this mess in the broke state you did. It is a SMALL first step to fix it.
Please keep it up and push for faster changes. This is not enough to bring FozzieSov to a semi usefull state.

Provi Invasion and MoA trolling should give you enough fancy statistics of your epic failure.




Sounds like someone got their station services turned off.

Oh, I perfectly understand, Hal Morsh — a mission like this requires courage, skill, and heroism… qualities you are clearly lacking. Have you forgotten you're one of the bloody immortals!?

Sarah Saoirse
Doomheim
#135 - 2015-09-12 01:41:44 UTC  |  Edited by: Sarah Saoirse
The quickest and surest fix to Entosis sovereignty is to make attackers have a little skin in the fire. Immobilize ships with an active Entosis link, so that they have to control the grid or die. You can still poke to try to get fights, but you run the risk that the attacker responds quickly and kills you. This is a fair tradeoff for being able to force fights with a T1 frigate, and it improves the balance between T1 and T2 entosis links, with the shorter cycle of the T2 link giving a higher chance of getting away at a higher cost if you actually do get caught.

You should have to commit. Period. No commitment, no reward.
Lykouleon
Noble Sentiments
Second Empire.
#136 - 2015-09-12 01:59:33 UTC
I'm disappointed that the hilarity of offlining SOV through a right-click gone wrong has been averted (somewhat). In time, I may recover from this loss.

Lykouleon > CYNO ME CLOSER so I can hit them with my sword

Kyoko Sakoda
Achura-Waschi Exchange
Monyusaiya Industry Trade Group
#137 - 2015-09-12 02:38:07 UTC
I feel like these are decent changes but they are obviously tweaks that aren't addressing a very fundamental problem that I see. Warning: I've not participated in sov warfare in like 7 years.

I know that one of the objectives of the new sov system is to make sub-caps and small roaming fleets more important. That's cool and admirable. We all want that. But even with the removal of Interceptors from the sov field that leaves a lot of other pathways for low-risk capturing (namely T3D/Cs). But I think Fozzie had it a bit wrong when he said this:

Quote:
The Entosis Link itself should have the minimum possible effect on what ships and tactics players can choose.


I disagree. Yes, everyone should be able to use an Entosis, but there still is not enough risk/reward involved in the capture mechanic. And yes, there are new things like the regeneration of capture progress, but I'm speaking of the ships themselves. You should be encouraging more risk taking in attacking fleets.

Why don't you consider giving BCs and BSs (esp. T2 BCs) a bonus to reduction in cycle time or reduction or dissolution of the warm up cycle?

BCs in particular are thought of as "the Leadership ships" and thus are a great choice to add some additional risk/reward into the system. The BCs and BS generally can have great tanks, which mitigates some of the risk inherent in not being able to receive remote assistance while still presenting a more vulnerable target that should need some escort.

I feel the 4000m/s speed limit, removal of Entosis from Interceptors, and even the penalty of capital ships are a patch on a larger problem. We've been waiting for the BCs and BSs to play a larger role on the field. Why not give them some more reason for battlefield presence?
Kenneth Feld
Habitual Euthanasia
Pandemic Legion
#138 - 2015-09-12 02:44:36 UTC
6 week release cycle, had to wait friggin 18 months for these iterations
Traumatica
Perkone
Caldari State
#139 - 2015-09-12 02:47:22 UTC
What if there was some sort of module that let you destroy sov structures AND other players ships
FT Diomedes
The Graduates
#140 - 2015-09-12 03:51:08 UTC
Knocked it out of the park!

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