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Feature Requests: Empire Jump Bridges

Author
Siete
Deep Core Mining Inc.
Caldari State
#1 - 2017-02-14 13:51:59 UTC
Firstly I want to apologise for posting it here, could not find a specific feature request thread.

That said, I think having empire owned jump bridges would be a great addition. Not only would it benefit ~everyone~ in EvE but it just makes sense, why would the largest empires in EvE not install jump bridges to trek around their own space.

Not considered any details, who can use them, how far they reach or where to place them but I think its an idea worthy of debate.

Any thoughts?
Wolfgang Jannesen
Imperial Academy
Amarr Empire
#2 - 2017-02-14 14:00:19 UTC
Player Features and Requests is its own board.

Jump bridge to where?
Hakawai
State War Academy
Caldari State
#3 - 2017-02-14 14:15:57 UTC
+1 from me. IMO travel in EVE takes too long.

Travel access is complicated in EVE of course, but it just takes too much time. I'm literally "stuck" in the middle of the SoE Arc on my Alpha right now because I just CBA making 20-odd jumps for what (IIRC) are a bunch of relatively boring transport missions.

It has to be possible to speed things up a bit without destroying the important characteristics of the system topology. I can't see it having much of an effect the concentration of trading in a small number of convenient locations - except perhaps evening out prices a bit, but I don't personally any real up-side to prices in the smaller hubs being higher than the larger ones just because of travel times.

If null-sec players want the same thing they can be given something like POS jump gates that only work within contiguously owned spaces (or some more appropriate set of limitations).
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#4 - 2017-02-14 14:22:51 UTC
Wolfgang Jannesen wrote:
Jump bridge to where?


sorta like dotlan, type in system and jump to tether range of nearest freeport citadel Lol

-1 because you will cry when they are being camped 24/7

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Wolfgang Jannesen
Imperial Academy
Amarr Empire
#5 - 2017-02-14 14:27:24 UTC
Hakawai wrote:
+1 from me. IMO travel in EVE takes too long.

Travel access is complicated in EVE of course, but it just takes too much time. I'm literally "stuck" in the middle of the SoE Arc on my Alpha right now because I just CBA making 20-odd jumps for what (IIRC) are a bunch of relatively boring transport missions.

It has to be possible to speed things up a bit without destroying the important characteristics of the system topology. I can't see it having much of an effect the concentration of trading in a small number of convenient locations - except perhaps evening out prices a bit, but I don't personally any real up-side to prices in the smaller hubs being higher than the larger ones just because of travel times.

If null-sec players want the same thing they can be given something like POS jump gates that only work within contiguously owned spaces (or some more appropriate set of limitations).


This is not a good reason to add jump bridges, do your 20 jump trip already lazy. I'd be supportive of a couple jump bridges where it makes sense, there's parts of Domain that get remote before they hit null and it would make sense to have a slingshot out to staging systems. Problems with camping, justifying why this is necessary at all, and the fact you can set up your own jump bridges in null, I'm not sure what you want to accomplish.
Cade Windstalker
#6 - 2017-02-14 14:34:00 UTC  |  Edited by: Cade Windstalker
Travel in Eve is supposed to take a long time, that's what lets the economy have regional differences in price and prevents instantaneous response to events halfway across the galaxy. If you put this in it would take about a day for every major Null alliance to start abusing the heck out of it, and maybe a week or two for it to do serious damage to the economic diversity of the game.

Also something like Jump Bridges are intentionally a benefit of Null Sec space to owners of that space. If you want Jump Bridges there's where you go to get them.

Lore wise the various empires do have access to Jump Bridges and similar tech inside their own space, but those are run and maintained by the various faction militaries and are not open for Capsuleer use (for what I hope are obvious reasons...) in the same way that the various militaries have their own Titans but they don't participate in Capsuleer wars.

Fun fact, there used to be Superhighway gates between Yulai and the four faction capital systems. They were removed back in Beta because it meant there was no reason to move more than about 5 jumps from any of those systems and Yulai became the only trade hub in the game with almost nothing being sold outside of it.
Hakawai
State War Academy
Caldari State
#7 - 2017-02-14 14:49:47 UTC
I understand that the game was designed to have slow travel. This was the norm at the time EVE was designed - presumably in a misguided search for "realism".

I remember this coming up for a game (single player, quite big at the time) called Morrowind. The devs didn't like the idea much, but they had no argument that justified wasting people's time. The players were overwhelmingly in favor. A compromise between development and players' objectives was found quite fast.

Travel through highsec in EVE is certainly boring for me now. I find the process repetitive and therefore uninteresting, and the time to be wasted.

This doesn't mean I (nor, I think, the OP) want instant travel from anywhere to anywhere. Just a set of longer-range gates that jump say 10 systems, so we get a bunch of smaller one-system "hub and spike" travel routes linked by a larger ten-system network. Or perhaps it should be 8 systems, or 12, and/or depend on the existing system topology.
Linus Gorp
Ministry of Propaganda and Morale
#8 - 2017-02-14 14:59:05 UTC
From a lore standpoint, these do exist already.. But just why would the empires give us access to them?
These networks are designed for their navies, not capsuleers.

When you don't know the difference between there, their, and they're, you come across as being so uneducated that your viewpoint can be safely dismissed. The literate is unlikely to learn much from the illiterate.

tiberiusric
Comply Or Die
Pandemic Horde
#9 - 2017-02-14 15:02:57 UTC
Wolfgang Jannesen wrote:
Hakawai wrote:
+1 from me. IMO travel in EVE takes too long.

Travel access is complicated in EVE of course, but it just takes too much time. I'm literally "stuck" in the middle of the SoE Arc on my Alpha right now because I just CBA making 20-odd jumps for what (IIRC) are a bunch of relatively boring transport missions.

It has to be possible to speed things up a bit without destroying the important characteristics of the system topology. I can't see it having much of an effect the concentration of trading in a small number of convenient locations - except perhaps evening out prices a bit, but I don't personally any real up-side to prices in the smaller hubs being higher than the larger ones just because of travel times.

If null-sec players want the same thing they can be given something like POS jump gates that only work within contiguously owned spaces (or some more appropriate set of limitations).


This is not a good reason to add jump bridges, do your 20 jump trip already lazy. I'd be supportive of a couple jump bridges where it makes sense, there's parts of Domain that get remote before they hit null and it would make sense to have a slingshot out to staging systems. Problems with camping, justifying why this is necessary at all, and the fact you can set up your own jump bridges in null, I'm not sure what you want to accomplish.


but its OK for 0.0 alliances to have them then? whats the difference?

All my views are my own - never be afraid to post with your main, unless you're going to post some dumb shit

Cade Windstalker
#10 - 2017-02-14 15:05:27 UTC
Hakawai wrote:
I understand that the game was designed to have slow travel. This was the norm at the time EVE was designed - presumably in a misguided search for "realism".

I remember this coming up for a game (single player, quite big at the time) called Morrowind. The devs didn't like the idea much, but they had no argument that justified wasting people's time. The players were overwhelmingly in favor. A compromise between development and players' objectives was found quite fast.

Travel through highsec in EVE is certainly boring for me now. I find the process repetitive and therefore uninteresting, and the time to be wasted.

This doesn't mean I (nor, I think, the OP) want instant travel from anywhere to anywhere. Just a set of longer-range gates that jump say 10 systems, so we get a bunch of smaller one-system "hub and spike" travel routes linked by a larger ten-system network. Or perhaps it should be 8 systems, or 12, and/or depend on the existing system topology.


The size of Eve and the time it takes to travel isn't just some antiquated feature that was brought in because "that was the norm at the time". Nothing in Eve was like anything else in MMOs at the time it was released.

So why keep it around now?

First off, Eve is a space game, and space is supposed to feel big. You see the same thing with other space games being released lately, where you can't just travel anywhere you want quickly and easily.

Second, and more importantly, are a whole raft of gameplay concerns that are tied to travel in Eve being something that's time consuming and therefore inconvenient.


  • Contract hauling wouldn't exist without this.
  • Market price variations wouldn't exist without this.
  • Power projection would get significantly easier, even if this was just within High Sec it would make moving ships through High Sec much easier which would both make power projection for High Sec groups much easier and make it easier for Null groups to move ships through High Sec.
  • It would remove so much gameplay and decision making related to travel, where people live, and other factors.


If you don't like travel then setup shop somewhere close to where the things you want are. Don't like traveling a long way to Jita? Set up shop nearby. Don't want to do that for some other reason? Well Eve is about trade offs, not about things being free and not having to decide between options.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#11 - 2017-02-14 15:06:16 UTC
tiberiusric wrote:
Wolfgang Jannesen wrote:
Hakawai wrote:
+1 from me. IMO travel in EVE takes too long.

Travel access is complicated in EVE of course, but it just takes too much time. I'm literally "stuck" in the middle of the SoE Arc on my Alpha right now because I just CBA making 20-odd jumps for what (IIRC) are a bunch of relatively boring transport missions.

It has to be possible to speed things up a bit without destroying the important characteristics of the system topology. I can't see it having much of an effect the concentration of trading in a small number of convenient locations - except perhaps evening out prices a bit, but I don't personally any real up-side to prices in the smaller hubs being higher than the larger ones just because of travel times.

If null-sec players want the same thing they can be given something like POS jump gates that only work within contiguously owned spaces (or some more appropriate set of limitations).


This is not a good reason to add jump bridges, do your 20 jump trip already lazy. I'd be supportive of a couple jump bridges where it makes sense, there's parts of Domain that get remote before they hit null and it would make sense to have a slingshot out to staging systems. Problems with camping, justifying why this is necessary at all, and the fact you can set up your own jump bridges in null, I'm not sure what you want to accomplish.


but its OK for 0.0 alliances to have them then? whats the difference?


move to 0.0 then? low and null have a lot of things compared to highsec and pose a hell of a lot more risk, "but 0.0 has them" is not a reason to add this

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Wolfgang Jannesen
Imperial Academy
Amarr Empire
#12 - 2017-02-14 15:09:06 UTC
tiberiusric wrote:
Wolfgang Jannesen wrote:
Hakawai wrote:
+1 from me. IMO travel in EVE takes too long.

Travel access is complicated in EVE of course, but it just takes too much time. I'm literally "stuck" in the middle of the SoE Arc on my Alpha right now because I just CBA making 20-odd jumps for what (IIRC) are a bunch of relatively boring transport missions.

It has to be possible to speed things up a bit without destroying the important characteristics of the system topology. I can't see it having much of an effect the concentration of trading in a small number of convenient locations - except perhaps evening out prices a bit, but I don't personally any real up-side to prices in the smaller hubs being higher than the larger ones just because of travel times.

If null-sec players want the same thing they can be given something like POS jump gates that only work within contiguously owned spaces (or some more appropriate set of limitations).


This is not a good reason to add jump bridges, do your 20 jump trip already lazy. I'd be supportive of a couple jump bridges where it makes sense, there's parts of Domain that get remote before they hit null and it would make sense to have a slingshot out to staging systems. Problems with camping, justifying why this is necessary at all, and the fact you can set up your own jump bridges in null, I'm not sure what you want to accomplish.


but its OK for 0.0 alliances to have them then? whats the difference?


An 0.0 alliance has a reason for setting them up and a destination. We still haven't touched on where these empire jump bridges are going, just that eve travel takes awhile QQ
Hengle Teron
Red Sky Morning
The Amarr Militia.
#13 - 2017-02-14 15:09:50 UTC
You already have Jump bridges... they're called gates.
Siete
Deep Core Mining Inc.
Caldari State
#14 - 2017-02-14 15:10:31 UTC
I was not intending this to be for instantaneous travel around high-sec. Potentially things like high-sec <-> FW staging to help the war effort, bridges between Agent hubs to assist missioners, high-sec <-> 0.0 entry systems. Not for inter-linking empires or trade hubs, merely to help citizens run their daily lives

These Jump bridges should be limited to combat ships only (IE. No hauling ships, no caps etc etc...)

Jonah Gravenstein
Machiavellian Space Bastards
#15 - 2017-02-14 15:14:08 UTC
Siete wrote:
I was not intending this to be for instantaneous travel around high-sec. Potentially things like high-sec <-> FW staging to help the war effort, bridges between Agent hubs to assist missioners, high-sec <-> 0.0 entry systems. Not for inter-linking empires or trade hubs, merely to help citizens run their daily lives

These Jump bridges should be limited to combat ships only (IE. No hauling ships, no caps etc etc...)

FYI you can haul in combat ships, given access to empire jump bridges people will use them in unintended ways.

In the beginning there was nothing, which exploded.

New Player FAQ

Feyd's Survival Pack

Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#16 - 2017-02-14 15:14:35 UTC
Siete wrote:
I was not intending this to be for instantaneous travel around high-sec. Potentially things like high-sec <-> FW staging to help the war effort, bridges between Agent hubs to assist missioners, high-sec <-> 0.0 entry systems. Not for inter-linking empires or trade hubs, merely to help citizens run their daily lives

These Jump bridges should be limited to combat ships only (IE. No hauling ships, no caps etc etc...)



but that means they could avoid tama Sad

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Cade Windstalker
#17 - 2017-02-14 16:08:14 UTC
Siete wrote:
I was not intending this to be for instantaneous travel around high-sec. Potentially things like high-sec <-> FW staging to help the war effort, bridges between Agent hubs to assist missioners, high-sec <-> 0.0 entry systems. Not for inter-linking empires or trade hubs, merely to help citizens run their daily lives

These Jump bridges should be limited to combat ships only (IE. No hauling ships, no caps etc etc...)



This sort of thing is exactly the sort of thing that *shouldn't* be done with things like this.

First off, it makes the universe smaller.

Second, it's a major buff to certain forms of gameplay in the case of Faction Warfare or similar.

Third, and at the risk of someone dying of laughter, what about the gankers? Bottleneck systems are a large part of what make ganking possible, along with the travel times in Eve. This sort of economic activity is a cornerstone of Eve's gameplay and shouldn't be messed with overly much.

If you want to be close to something then set up close to it, if you want to be close to a lot of things then either make a trade off and live with it or use Jump Clones. If you want to move stuff faster from place to place then play World of Warcraft... or, you know, take the time and effort to scan down a Wormhole Route that's faster.
Lan Wang
Princess Aiko Hold My Hand
Safety. Net
#18 - 2017-02-14 16:13:09 UTC
what possible reason could someone in "did he say jump" want this Lol

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Ptraci
3 R Corporation
#19 - 2017-02-14 17:20:57 UTC
Bypassing Uedama and Sivala, Tama and Rancer, what could possibly go wrong.
Ima Wreckyou
The Conference Elite
Safety.
#20 - 2017-02-14 17:22:18 UTC
Hakawai wrote:
I remember this coming up for a game (single player, quite big at the time) called Morrowind. The devs didn't like the idea much, but they had no argument that justified wasting people's time. The players were overwhelmingly in favor. A compromise between development and players' objectives was found quite fast.

Travel through highsec in EVE is certainly boring for me now. I find the process repetitive and therefore uninteresting, and the time to be wasted.

This doesn't mean I (nor, I think, the OP) want instant travel from anywhere to anywhere. Just a set of longer-range gates that jump say 10 systems, so we get a bunch of smaller one-system "hub and spike" travel routes linked by a larger ten-system network. Or perhaps it should be 8 systems, or 12, and/or depend on the existing system topology.

Morrowind is a singleplayer game and different considerations are required for EVE.

The distances between regions and therefore resources is important to generate differences and therefore opportunities for a wide variety of players in market, industry and territorial control.

Just to make an example from my "field of work":

If every other system was just under 10 jumps away rather than up to 40 it would be incredibly easier to control all of Highsec from a central point. Currently we have a lot of spread out cells and it is a logistical nightmare to hit remote corners of Highsec with a sizeable force simply because people are spread out and assets have to be transported many jumps.

If those routes would become shorter we could project power much easier. The whole New Eden cluster would "shrink" and regions would become completely unimportant.

you just don't want to sacrifice all that just for convenience.
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