Shinma Apollo
BURN EDEN
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Posted - 2011.01.22 09:37:00 -
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Personally, I'm a fan of jump bridges, this despite not being in an alliance, much less having access to any jump bridges. Why, you ask? Jump bridges provide another frequent locus of pvp, they're not too difficult to fight on to kill high value targets, cause significant alliance disruption when you destroy them, and breed laziness and stupidity in to those who grow to rely on them.
So, why change them? Simple, to decrease the overall benefit gained from using jump bridges, increase the risk involved, and I'm of the opinion that any changes removing them would simply see a mass proliferation in titan bridging for even the most miniscule of large alliance fleets.
So, with the preamble in order, I offer to you a simple set of changes to keep jump bridges viable, yet still not overpowered.
1) Increase Jump Bridge fitting enormously, such that a pos that has a jump bridge anchored can manage maybe 6 small guns, a warp disruption battery and a web battery, and very little else. This will mean that even meagerly equipped small gangs can fight pretty effectively at jump bridges, while still giving some advantage to the defender. Some tooling will be needed to accomodate the various pos fitting, and likely faction pos might be able to muster some more impressive defense, but with any luck, not much more.
2) Increase the size of Jump Bridges. By about 4-5 times to ensure that planting a jump bridge is a freighter affair.
3) Reduce Jump bridge shield and armor HP by 90% (1m to 100k for shields, 15m to 1.5m for armor), increase the structure HP by 100% (100,000->200,000) The object here is to reduce the amount of time it takes to incap a jump bridge. By doing so it allows attackers to negate a strong defensive advantage that defenders currently have with mobility. Alternative means of system entry (titan bridge, gate entry) then bring their own risks.
4) Reduce Jump Bridge limit to 1 per system, 2 (or 4) per constellation. While overall, not a huge change, it will add on rougly 1-3 minutes per jump when moving fleets across vast networks. If more rapid deployment means are needed, titan bridges can always be set up. Furthermore, forces some modicrum of gate travel within a constellation to get to your intended destination.
5) Reduce both the material cost, and upkeep cost of jump bridges. Only fair that if they're now made of less hardy construction, they shouldn't cost as much, given that they give a much less significant advantage.
6) Likewise increase fitting restrictions on cyno beacons: Not to the same degree as is proposed for Jump Bridges, but enough so that a moderate gang can destroy/ignore the defenses in a reasonable time frame to deny the asset and force a confrontation. Also as a means to prevent titan bridge chains from cyno beacons being a much more viable solution.
With these changes, I hope that it'll further increase the ability of roamers/attackers to do damage to the infrastructure network of the defender, limit the overwhelming advantage that's currently accrued as a defender with jump bridges, and add an additional friction point where fights can occur.
Feel free to tear apart this proposal to pieces.
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