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[ASCENSION] Jump Range Changes

First post First post
Author
slamjam
All-Out
#41 - 2016-10-11 12:35:05 UTC
also make entosis mods immune to ecm/targeting loss and preform a rollback to 2013
Zaffington
Garoun Investment Bank
Gallente Federation
#42 - 2016-10-11 12:36:31 UTC
Really interesting change... if anything, I would go with max LY range of Supers - 4, Caps - 6, BLOPS - 8, JF - 10 as a tiered system.

Not overly comfortable BLOPS / CAPS being so close in range capabilities; but def. feel the concept of roaming Super / Titan fleets is not healthy for the game.

I would love CCP to reiterate the current intent / purpose behind a super carrier or titan; what role exactly do they believe these ships play in the game?

Maybe even separate out supers and titans apart from each other... slow titans down and bump supers up on par with standard caps?

So interesting that CCP are budging on this... even though the fatigue system still keeps things relatively in check.

Cannot wait to see what they do next.
Morrigan LeSante
Perkone
Caldari State
#43 - 2016-10-11 12:36:36 UTC
RiotRick wrote:
CCP Larrikin wrote:
Based on the discussions we had internally and then with the CSM at the recent summit, we're looking at increasing the base jump range of combat capitals for the Ascension expansion.


Goals
  • Reintroduce a natural path for capital combat to escalate.
  • Differentiate the power projection of Capitals and Super-Capitals.
  • Allow alternative logistics and force projection paths into space that is currently very difficult to access.
  • Open up chokepoints and allow jump paths to be a little less predictable.


Changes
  • All Capitals (Carriers, Force Auxillaries, Dreadnoughts) have their base jump range increased to 3.5 (+1) light years (7 (+2) light years max skills)
  • All Super-Capitals (Supercarriers, Titans) have their base jump & bridge range increased to 3 (+0.5) light years (6 (+1) light years max skills)


We hope this change will alleviate some of the problems capital pilots are currently facing. This is only an incremental change, as we said at Fanfest we believe that the capital force projection system needs further work.


Can we increase jump bridge ranges plz?



>>To answer your point, we're not planning any changes to POS's Jump Bridges.

https://www.reddit.com/r/Eve/comments/56xmde/ascension_increased_jump_ranges_to_all_capital/d8n7vn3

HarlyQ
harlyq syrokos investment station
Goonswarm Federation
#44 - 2016-10-11 12:37:19 UTC
Thank you for this now just increase jf range to 15 ly like it should be for a logistics ship.
Ncc 1709
Fusion Enterprises Ltd
Reckless Contingency.
#45 - 2016-10-11 12:38:55 UTC
Jump Bridge to 7.5 please
Mikami Yua
Federal Navy Academy
Gallente Federation
#46 - 2016-10-11 12:39:53 UTC
I think both Caps and Supercaps should have the same range, otherwise it is just adding unnecessary complication which doesn't really benefit the game.
vallenaa
Caldari Provisions
Caldari State
#47 - 2016-10-11 12:42:10 UTC
Zaffington wrote:

I would love CCP to reiterate the current intent / purpose behind a super carrier or titan; what role exactly do they believe these ships play in the game?


They literally ****** that up earlier this year and caused the current roaming fleets.
Tara Read
Doomheim
#48 - 2016-10-11 12:42:58 UTC
Zaffington wrote:
Really interesting change... if anything, I would go with max LY range of Supers - 4, Caps - 6, BLOPS - 8, JF - 10 as a tiered system.

Not overly comfortable BLOPS / CAPS being so close in range capabilities; but def. feel the concept of roaming Super / Titan fleets is not healthy for the game.

I would love CCP to reiterate the current intent / purpose behind a super carrier or titan; what role exactly do they believe these ships play in the game?

Maybe even separate out supers and titans apart from each other... slow titans down and bump supers up on par with standard caps?

So interesting that CCP are budging on this... even though the fatigue system still keeps things relatively in check.

Cannot wait to see what they do next.



This is ********. Stop commenting. Thank You.
Zaffington
Garoun Investment Bank
Gallente Federation
#49 - 2016-10-11 12:47:34 UTC
I'm also wondering what the motivation behind this change is; are there some stats that show carrier / dread / faxes are not being used as much post the cap changes?

Is the general feeling that tweaking mobility may result in more capital brawls without the fear of the super menace?

I've got to admit, I do miss the old days ... Supers online really isn't much fun atm.

Especially when they all keep blue'ing each other~ Roll
Ryanis
First Whisper
#50 - 2016-10-11 12:51:17 UTC
Hello there,

Interesting change. I like the idea of cap and super-cap having different jump range.

Two questions though :
- Will jump bridges (the static POS ones) range stay in line with titan bridge range ?
- Will Black ops range increase ?

Regards,
Ryanis
Barrogh Habalu
Imperial Shipment
Amarr Empire
#51 - 2016-10-11 12:54:06 UTC
Ncc 1709 wrote:
Please drop the diffrence between supers and normal caps. make them all either 6 or 7

Since you're fine with 6 LY jump range on everything, you can always jump your caps a bit less than their maximum P
Romana Erebus
The Dikembe Mutombo Shotblocking Team
#52 - 2016-10-11 13:00:42 UTC  |  Edited by: Romana Erebus
Roll well we aren't going with what you want so live with it. you are getting roaming supers and titans regardless of jump ranges dude. they do jump thru gates you know?

Zaffington wrote:
Really interesting change... if anything, I would go with max LY range of Supers - 4, Caps - 6, BLOPS - 8, JF - 10 as a tiered system.

Not overly comfortable BLOPS / CAPS being so close in range capabilities; but def. feel the concept of roaming Super / Titan fleets is not healthy for the game.

I would love CCP to reiterate the current intent / purpose behind a super carrier or titan; what role exactly do they believe these ships play in the game?

Maybe even separate out supers and titans apart from each other... slow titans down and bump supers up on par with standard caps?

So interesting that CCP are budging on this... even though the fatigue system still keeps things relatively in check.

Cannot wait to see what they do next.
Jankos Sabannfuhrer
Caldari Provisions
Caldari State
#53 - 2016-10-11 13:09:19 UTC
now dramatically reduce jump fatigue or trash the system altogether
CCP Larrikin
C C P
C C P Alliance
#54 - 2016-10-11 13:09:38 UTC
2nd post updated with common questions & answers!

Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin

Soleil Fournier
Destructive Influence
Northern Coalition.
#55 - 2016-10-11 13:12:10 UTC
Zaffington wrote:
I'm also wondering what the motivation behind this change is; are there some stats that show carrier / dread / faxes are not being used as much post the cap changes? Roll


He gave the motivation/goals in the OP....
Lavayar
ANGELGARD.
Red Alliance
#56 - 2016-10-11 13:15:40 UTC
Jankos Sabannfuhrer wrote:
now dramatically reduce jump fatigue or trash the system altogether

Just NO.
Moustache Cuir
Deep Core Mining Inc.
Caldari State
#57 - 2016-10-11 13:16:03 UTC
That's great, but please also decrease jump fatigue slightly :/
TrouserDeagle
Beyond Divinity Inc
Shadow Cartel
#58 - 2016-10-11 13:16:36 UTC
wait what

why are you doing the exact opposite of a jump drive nerf?

fml why is everyone terrible
Scorpio DK
Doomheim
#59 - 2016-10-11 13:18:30 UTC
I guess most here will disagree and can flame me all they want I could care less but I feel these changes are a step backwards

if the fatigue system is also reduced like most seem to want I can see a return to the old days where only massive blocks owned caps and smaller alliances never bothered to own or deploy caps cause they knew that hostiles could come from half way across the galaxy in 20 minutes to kill them if they even dared to undock

entire thing seems like its a step back to the old days, I had high hopes for Novembers expansion back at start of summer now I am wondering why I should bother anymore, if i am honest the entire thing looks completely half finished

if you are unsure on how to balance capitals properly just delete them from the game and refund the skill points instead of changing the rules from one extreme to the other every few years

this is my personal view and should not be taken as a representation from my corp or alliance viewpoint
Zerzzes Markarian
McCloud and Markarian Trade and Logistics Corp.
#60 - 2016-10-11 13:23:24 UTC
That's a good change. It doesn't change the force projection dramatically, but makes it much easier to travel through certain regions where you were so far limited to a few stationless mid points.