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Player Features and Ideas Discussion

 
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Capital Ship Logistics Afterthought.

Author
Syllabus Memoriae
Into the Ether
Out of the Blue.
#1 - 2017-05-11 18:43:45 UTC
So I was watching anime the other day and I was thinking what cool warp animations they had and I had an idea.

So what if we could add something fancy to EVE?

Idea: Deploy-able Ship Propulsion Stability Matrix

Something along the idea of being able to deploy a Anchor-able (Maybe Restrict it to Sov mechanics of some kind) and after anchoring could be triggered with use of some fuel to create a stability field to mitigate some or all of the affects of Jump Fatigue. Of course it would have to be something to encourage PVP, so it has to be anchored away from other structures and all ships have to be within the field to gain the effect, so its not so safe until your ready to use it. But the catch could be you have to be in the field for a minute before it works fully.

Another thought would be, to have a different variant or use a different fuel type, and you would take bigger hits to J-F but be able to jump further. So like instead of 7-10 LY you could get 14-20 LY but take 4x J-F.

Or something like that. No idea what might spawn from this idea, but have at it :D
Danika Princip
GoonWaffe
Goonswarm Federation
#2 - 2017-05-11 18:59:12 UTC
No, it is not a good idea to bring back the mechanics that allowed goons and pl/nc to drop enormous piles of capital ships on literally every single fight happening anywhere in the galaxy within twenty minutes of the first cyno going up.
Lugh Crow-Slave
#3 - 2017-05-11 19:06:57 UTC  |  Edited by: Lugh Crow-Slave
why is it that everyone wants to find ways around one of the best balance changes to the game?


something that has actively improved game play both in low and null and has allowed groups of all sizes to be able to use capitals more freely. without fear that some third party will show up from the other side of eve and blob down both you and who you were fighting?
Tessa Sage
Long Pig Luncheon Meat
Sending Thots And Players
#4 - 2017-05-12 05:26:57 UTC
Syllabus Memoriae wrote:
... be able to jump further. So like instead of 7-10 LY you could get 14-20 LY but take 4x J-F.

Or something like that. No idea what might spawn from this idea, but have at it :D


I can think of the best way to mitigate jump fatigue. Routine hops within blue Sov will not add up, as long as capitals use friendly citadels to tether and recharge their capacitors. The mechanic to change isn't a mobile item but existing anchored waypoints such as Astrahuses and Fortizars. Regardless of whether you can dock, as long as the tether is stable your ship negates its previously accrued jump fatigue in the same span of time as capacitor top off.

Conversely, extending this benefit to any form of deployment situation beyond friendly sov is going to trigger a visit to Danika's above posted theorem.
Danika Princip
GoonWaffe
Goonswarm Federation
#5 - 2017-05-12 06:17:36 UTC
Tessa Sage wrote:


Conversely, extending this benefit to any form of deployment situation beyond friendly sov is going to trigger a visit to Danika's above posted theorem.


You are aware there would be routes plotted, sov taken and citadels dropped to get to exactly that situation in a week or two, right?
Rhaegon Aesir
The Scope
Gallente Federation
#6 - 2017-05-12 11:32:51 UTC
Tessa Sage wrote:


I can think of the best way to mitigate jump fatigue. Routine hops within blue Sov will not add up, as long as capitals use friendly citadels to tether and recharge their capacitors. The mechanic to change isn't a mobile item but existing anchored waypoints such as Astrahuses and Fortizars. Regardless of whether you can dock, as long as the tether is stable your ship negates its previously accrued jump fatigue in the same span of time as capacitor top off.


And 24 hours later, PL has a spiderweb network of sov and citadels, allowing them to once again drop on the entireity of New Eden without any jump fatigue at all.

Good job.
Syllabus Memoriae
Into the Ether
Out of the Blue.
#7 - 2017-05-15 19:16:12 UTC
Additional thought, maybe make a modified version to be dropped on a gate, that would allow you to jump a fleet of subcaps threw to the next stargate in another system (allowing you to bypass systems) maybe with jump fatigue added for greater effect!

Just another random thought of making jumping more complicated, I like complicated :)

And for all the nay sayers about it would be able to bring back map wide supercap deployment:
So thats why I suggested for such a module have an effect that only works if the capitals in the radius are there for 1-5m, put a timed life on the module and you can't have infinity jump capability. You could even restrict it to standard caps, and not let supers work with it. Maybe have things bridged threw a titan still work though.....
Trespasser
S0utherN Comfort
#8 - 2017-05-16 05:36:54 UTC
no, but i do feel that when they make a pass to the jump bridges after they remove pos's.. jump bridges should have a 90% reduction in fatigue.... if not 90 atleast the same as a black ops... 75%.


or make it so that you can take 4 jump bridges within a time period before fatigue starts to go up.


This allows alliances to better defend there home but also punishes the creation of "highways" like the CFC had running from Dek all the way down to the bottom of fountain.

Vic Jefferson
Stimulus
Rote Kapelle
#9 - 2017-05-16 15:48:26 UTC
Tessa Sage wrote:
Syllabus Memoriae wrote:
... be able to jump further. So like instead of 7-10 LY you could get 14-20 LY but take 4x J-F.

Or something like that. No idea what might spawn from this idea, but have at it :D


I can think of the best way to mitigate jump fatigue. Routine hops within blue Sov will not add up, as long as capitals use friendly citadels to tether and recharge their capacitors. The mechanic to change isn't a mobile item but existing anchored waypoints such as Astrahuses and Fortizars. Regardless of whether you can dock, as long as the tether is stable your ship negates its previously accrued jump fatigue in the same span of time as capacitor top off.

Conversely, extending this benefit to any form of deployment situation beyond friendly sov is going to trigger a visit to Danika's above posted theorem.



Still grotesquely overpowered. Fatigue is, interestingly, one of the few mechanics which make Sov Null less than perfectly safe for PvE capitals. If capital response fleets had no fatigue from defensively responding, they could always respond to every cyno, all the time, completely eliminating even the small modicum of risk present in null. In a game which the main selling point is risk, having an uncontestable local capital supremacy that is both infintely powerful and infinitely mobile is just out of whack - at least the fatigue adds some cost to this, and there should be some trade offs for using capitals.

How and why are you jumping so much within your own sov?

Vote Vic Jefferson for CSM X.....XI.....XII?

Vic Jefferson
Stimulus
Rote Kapelle
#10 - 2017-05-16 15:56:04 UTC
Trespasser wrote:
no, but i do feel that when they make a pass to the jump bridges after they remove pos's.. jump bridges should have a 90% reduction in fatigue.... if not 90 atleast the same as a black ops... 75%.


or make it so that you can take 4 jump bridges within a time period before fatigue starts to go up.


This allows alliances to better defend there home but also punishes the creation of "highways" like the CFC had running from Dek all the way down to the bottom of fountain.




That's exactly the problem - as you grow, it should become harder, not easier to defend your space. AegisSov has, interestingly, made the existing problems worse, where sov only becomes useful to really own for a handful of entities with exceptional scale and largess to really make use of it, rather than adding any sort of friction from unchecked growth and bloat.

As you decrease the cost to jump bridges (which again is highly, HIGHLY avoidable), you are removing, or at least chipping away any opportunity cost for having more space and being larger.

Jump bridge should remain a properly costed convenience. Given how amazingly safe and defendable sov is, there ill-needs to be yet another mechanic to harden the defenders advantage.

Vote Vic Jefferson for CSM X.....XI.....XII?