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Thread Statistics | Show CCP posts - 1 post(s) |
Teckos Pech
The Executives Executive Outcomes
128
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Posted - 2013.04.28 03:22:00 -
[31] - Quote
Drake Doe wrote:Teckos Pech wrote:Drake Doe wrote:monkfish2345 wrote:Between JC's, cyno chains and bridges there is already massive issues with force projection in eve.
whilst this seems like a good idea in isolation. the effect of it would make it even easier for smaller forces to own larger spaces.
so no, this should not happen. So you're saying Sov should always be held by the largest groups? No he is saying that a small group could hold vast swaths of null. Could, but if it's attacked by multiple fleets taking systems at the same time, it won't be possible. You've yet to point out why that would be bad.
The point is it makes it easier to move across the galaxy. That there is a special situation that makes that no possible is not a counter to the point that they can move rapidly across the galaxy outside that one special situation that is unlikely to happen.
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Teckos Pech
The Executives Executive Outcomes
128
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Posted - 2013.04.28 03:28:00 -
[32] - Quote
Drake Doe wrote: But at the same time it lets smaller alliances better defend themselves in the event that they have to cross large relatively large distances to defend. For example, if mosr of the alliance's dreads are in th system being attacked, how will they get enough people into position to defend if their attackers have the system more or less completely locked. Even though larger forces can also use this, it provides a slight boost to the possibility of smallee forces to take Sov
So now it does help with force projection. Amazing, you are very adept at talking out of both sides of your mouth on this one.
But it provides the same boost to both large and small, and thus an alliance of any size could better defend a larger area than it would absent this change. Are there scenarios where it wouldn't work? Sure, but things like having a hell camp aren't that common and...take big alliances, not small ones. So yes, in a scenario of simultaneous attacks this doesn't help...but in scenarios of sequential attack it helps a great deal.
And I'll note that simultaneous attacks renders force projection moot with current mechanics. So that is a special scenario that isn't really the issue. What is at issue is that a force could attack somebody in south, and then if necessary JC back up north to defend and then JC back down in a rather short time to attack again. |
Luc Chastot
Gentleman's Corp
336
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Posted - 2013.04.28 03:46:00 -
[33] - Quote
Teckos Pech wrote:Still even this would undoubtedly benefit older/wealthier players far more than the newer/less rich players. Older players would be training faster, in general, that the newer players. Older players would have more ability to gather even more wealth than the younger players. Training faster? How? Make it idiot-proof and someone will make a better idiot. |
Alx Warlord
SUPERNOVA SOCIETY Last Resort.
427
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Posted - 2013.04.28 08:00:00 -
[34] - Quote
I must say that most of the clone related features are a pain in the heart!!!!!!! Being it the jump clone, that is really annoying to set, move, use and wait to use again
Or the medical clone that you have to pay every time you get POD KILLED.
Or the training queue that you have to stop for the jump clone use....
Please read these! > New POS system > New SOV system |
monkfish2345
D'reg The Methodical Alliance
70
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Posted - 2013.04.29 18:56:00 -
[35] - Quote
As has been said above, making a change like this for the sake of convenience for the few that would not abuse it makes this a idea that has not been fully thought through.
especially taking into account the mechanics of Sov warfare currently. there are minimum times that things can be achieved as a result of reinforcement timers.
just looking at the 24 +- 3 hrs for a pos/ihub. it is possible that an entire fleet could defend two systems 40 jumps apart attacked at almost the same time. it just doesn't make sense.
If you look at your map and colour in by active pilots in system you can see what the effects of these problems cause. right now force projection is easy, so a alliance of a a few hundred can hold 10 - 20 systems with no real issue. larger alliances can hold a couple of regions. but they simply do not have the people to make use of this space.
They take all of this space because it provides them with a buffer, a no mans land which needs to be fought over, whilst having no real value. if they rent it, it's just more passive income for them which only serves to strengthen their positions.
The point people have been trying to make for several years now, was if it were harder to own large expanses of space, it would force greater diversification of 0.0 which is what everybody, except those at the very top want. it creates conflict and pushes 0.0 forward in every way.
so whilst your idea seems good for the health of the game, the exact opposite would be preferable. |
sabre906
Old Spice Syndicate Sailors of the Sacred Spice
1029
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Posted - 2013.04.29 19:02:00 -
[36] - Quote
Unlimited clone jumps in the same station. Standings Improvement Service https://forums.eveonline.com/default.aspx?g=posts&t=19454 |
BlakPhoenix
Veni Vidi Vici Reloaded Darkspawn.
9
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Posted - 2013.04.30 00:32:00 -
[37] - Quote
Would love to hear all your thoughts about my idea for Jump Clones here: https://forums.eveonline.com/default.aspx?g=posts&t=230210&find=unread |
Teckos Pech
The Executives Executive Outcomes
145
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Posted - 2013.04.30 19:16:00 -
[38] - Quote
Luc Chastot wrote:Teckos Pech wrote:Still even this would undoubtedly benefit older/wealthier players far more than the newer/less rich players. Older players would be training faster, in general, that the newer players. Older players would have more ability to gather even more wealth than the younger players. Training faster? How?
You can jump in and out of your +4s/+5s at a greater frequency. I could jump to my "training clone" at night, go to work and then when I get home jump back to my PvP clone if there is an Op, otherwise stay in the training clone. In other words, I'd be spending more time in my training clone than I otherwise would be. |
Sentamon
871
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Posted - 2013.04.30 19:36:00 -
[39] - Quote
Ruze wrote:I agree with this wholeheartedly. The reason jump clones originally had a timer was to prevent us from crossing the galaxy instantly.
Now we have warp to 0 and jump bridges and cyno's and a whole slew of ways to move instantly. And because clones are often used more for implant storage than movement, I feel the time has come to reduce this by a significant amount.
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Err no. It's time to remove moving across the galaxy instantly.
It's the single biggest issue with nullsec stagnation and formation of the big blue donut. ~ Professional Forum Alt -á~ |
Riot Girl
RADIO RAMPAGE Initiative Mercenaries
736
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Posted - 2013.05.01 04:31:00 -
[40] - Quote
Remove the cooldown on Jump Clones completely. Allow players to jump between their clones whenever they wish. However! Jump clones can no longer be used to fast travel to other locations. Informorph Psychology will allow the player to store 5 clones in a single station, up to 5 stations at level 5 (a total of 25 clones across 5 stations). The player can switch freely between the clones stored at their current location, but they cannot jump into clones at any other location unless they travel to that location first.
This is my suggestion for a solution to allow players to be risk averse (saving their implants) without being allowed to avoid all risks (no instant warp across the galaxy). Oh god. |
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Freya Kaundur
Paradigm Shift.
2
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Posted - 2013.05.01 04:40:00 -
[41] - Quote
posting in jump clone timer thread 5000000001 |
Asuka Solo
Stark Fujikawa Stark Enterprises
2383
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Posted - 2013.05.01 06:31:00 -
[42] - Quote
If you use a jumpclone to die 2 seconds later, this isn't the game for you since removing the timers all together probably wont solve your problem... Eve is about Capital ships, WiS, Boobs, PI and Isk! |
Miranda Ctan
Incarnation Of Destruction
22
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Posted - 2013.05.01 16:06:00 -
[43] - Quote
Same reply I give every time one of these threads pops up:
Just make the 24h cooldown unique per clone, not universal. Keeps it relatively balanced, but allows for more flexibility. |
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