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Thread Statistics | Show CCP posts - 41 post(s) |
Ncc 1709
Fusion Enterprises Ltd Brothers of Tangra
50
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Posted - 2014.10.01 21:01:00 -
[1261] - Quote
CCP Greyscale wrote:Ncc 1709 wrote:Will cyno jammers stop caps jumping in through your gate? Nope, that's what bubbles are for.
bubbles have one hell of a less hp than a jammer has. will bubbles / T2 have their hp's increased in order to compensate for the increased speed an attack on a system can be introduced infact with carriers/ supers, there will be very little need for a subcap fleet to enter a system first to kill the jammer, just jump in the supers and pop the bubbles with fighters in a few seconds, then siege away at the system |
Vertigo Sunji
Science and Trade Institute Caldari State
1
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Posted - 2014.10.01 21:01:00 -
[1262] - Quote
Can't wait till the news of more dev layoffs reaching us, because this is going to cost you many many accounts.
I agree something has to change, but this is just plain ********.
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Obsidian Hawk
RONA Corporation RONA Directorate
1029
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Posted - 2014.10.01 21:01:00 -
[1263] - Quote
Ding ding ding. History class is now in kids.
Did you know that Goons, BoB and ASCN. Had stupid huge e.pires before super caps, jump bridges and hot drops? How many years did they hold territory?
These people became big because they worked as a team. For logistics, for building and conquering. So you caps are getting nerfed. You have one month to use your brains to find a solution around this. Maybe like do the pony express and have one jf jump into system, trade with a lerson in their alliance and make the next jump doing a series of chain jumps to make the delivery. |
Soridar Ravencroft
Duragon Pioneer Group Goonswarm Federation
5
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Posted - 2014.10.01 21:01:00 -
[1264] - Quote
Jokku wrote:Only boots on the ground can hold land. Should be no different in SOV. Your high ends are up for grabs!...... UNLESS you're willing to leave a defence force in that area. Looking forward to having my end of space again!
B R A VO CCP!
lol... It is this kind of blindness that keeps pilots for keeping Sov. If you really think the major players in null care about higher fuel costs or deploying anywhere at anytime, you are a fool. What really is gonna happen is the smaller groups will have less pilots who are willing to deal with the hassles of moving your trade goods and forces around when you don't have the pockets the major groups do.
So in the end you will come out, steal a system or 3 while we decide what to do and take the time to move, and then we crush you and you have NO WAY TO RESUPPLY cause you have small pockets and now your alliance has basicly been crushed.
That is the truth of this, it is a solidification of the power and Sov of null. Why do you think the major leaders like this idea while the grunts of null oppose it. |
Medalyn Isis
Rosewood Productions Stain Confederation
336
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Posted - 2014.10.01 21:01:00 -
[1265] - Quote
Balzaamon wrote:Jump Freighters with 5LY limit? Really?
How someone, who lives in Stain will get to Jita with no docking rights in Catch/Providence???
Simple: he dont get to Jita with 5LY JF. Oh wait, he can jump to system on route and dont dock, wait to cool down timer on cyno, but wait, theres no cloak on JF...
Also it affects other frontier regions like Period Basis/Feythabolis and many more.
Another knife in the back for smaller alliances without sov, keep it up. Don't live in Stain then if you don't like it. There are plenty of other NPC null regions within 5ly jump range of Empire. Atm Stain is barely reachable anyway barring a couple of chokepoints. |
AthlonJedi
Equitable Holdings The Explicit Alliance
0
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Posted - 2014.10.01 21:02:00 -
[1266] - Quote
Well, This is going to cause a lot of headache at first but...anyone leaving eve over this Just contract your stuff to me , Ill gladly take it and use it in your honor!!!!
Oh Ill also take your Isk since you wont be needing it.....
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Bort Malice
VINING ENGINEERING AND SALVAGE TEAM
31
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Posted - 2014.10.01 21:02:00 -
[1267] - Quote
BoBoZoBo wrote:Joshua Foiritain wrote:So many tears :D Tears? I am well equipped, funded and supported with ample assets all over New Eden already. Moving around is not an issue for me, no tears Organized people in large numbers, who communicate well, can do anything with resources and a solid logic train. The CFC has all of the above in ample supply. Moving around will still not be an issue, no tears. Making things harder by changing a number on a modifier can be easily overcome with all of the above.
The only people these changes will hurt are those who have nothing to do with SuperCap fleet actions in the first place
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Bei ArtJay
The Tuskers The Tuskers Co.
86
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Posted - 2014.10.01 21:02:00 -
[1268] - Quote
Only 64 pages so far? Pfff you whingers are not trying hard enough. |
Giuseppe R Raimondo
Avenging United
70
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Posted - 2014.10.01 21:02:00 -
[1269] - Quote
please don't make Jump fatigue affect blops BS. Blopsing ops will be boring as ****. Blops Bs are suppost to move fast , in and out |
Prt Scr
569th Freelancers
89
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Posted - 2014.10.01 21:02:00 -
[1270] - Quote
it is late, I am half drunk and just read the blog, did I miss-read between the lines, but there will be changes to interdictors? As cap ships are being able to use the gates, is it a limit on bubbles dropped or will you need heavy interdictor with script to stop a cap ship? Or am I just more paranoid then normal? |
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Arec Bardwin
1557
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Posted - 2014.10.01 21:03:00 -
[1271] - Quote
Destoya wrote:CCP you're 6 months early.
April 1 is when youre supposed to announce stuff like this May I suggest an alliance name change? How about Endemic Legion?
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Jessica Duranin
Science and Trade Institute Caldari State
189
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Posted - 2014.10.01 21:03:00 -
[1272] - Quote
Bort Malice wrote:BoBoZoBo wrote:Joshua Foiritain wrote:So many tears :D Tears? I am well equipped, funded and supported with ample assets all over New Eden already. Moving around is not an issue for me, no tears Organized people in large numbers, who communicate well, can do anything with resources and a solid logic train. The CFC has all of the above in ample supply. Moving around will still not be an issue, no tears. Making things harder by changing a number on a modifier can be easily overcome with all of the above. The only people these changes will hurt are those who have nothing to do with SuperCap fleet actions in the first place Orly? Then why are there so many PL bears crying here? |
Groperson
GoonWaffe Goonswarm Federation
56
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Posted - 2014.10.01 21:04:00 -
[1273] - Quote
Liking the changes, I'm suggesting a few tweaks to round them off.
1. You get less than the full amount of cooldown/jump fatigue (half, 2/3?) for jumping between places in the same region, however when you cross a region boundary by gate or jumping you get a (24 hour/48 hour/ however long) debuff that gives you full jump cooldown accumulation/jump fatigue.
So if 2 alliances are in the same region and want to fight each other there they aren't crippled by their jump cooldowns, but if they want to project power outside of that pocket region they have to endure the full jump fatigue. It's less of a nerf to using Jump bridges in your own space, and your space only. So day to day life living in your own region is affected less, whilst if you want to use that bridge to project power outside of the region you're in then you get hit with the full jump cooldown accumulation.
2. Setting an upper limit on the jump cooldown/fatigue. A week should be long enough to be meaningful but not long enough to be obnoxious.
3. Allow alliances to set a home system where they can always deathclone to, however it can only be used if you have no jumpclones. It allows newbies to get to their home space and adds an option for when people REALLY need to get home, if they're willing to destroy their jump clones then they can hop straight back home It's acts a reset button so people aren't stuck in the middle of nowhere if they want to get back home. |
Gillia Winddancer
Aliastra Gallente Federation
400
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Posted - 2014.10.01 21:04:00 -
[1274] - Quote
Alice LaMarke wrote:So lets see, there is a possible fight happening in neighboring region 25 jumps away, lets spend two hours moving subcapital fleet in TiDi there, the fight in the end doesnt happen, lets spend two hours going back.
So what happened there?
You have three hundred annoyed, bored players that spent their whole evening doing nothing interesing or fun. Lets do that again in two weeks.
Fixing supercapital power projection by f*****g over everyone in nullsec is not the way.
Seriously, this devblog feels like highschool essay that must have atleast ten pages, done by fifteen year old, high on weed and their sixth redbull at three in the morning on the deadline day about a topic they saw one tumblr post about.
If those 25 jumps away aren't your territory maybe you should, oh I dunno, not give too much of a **** what is going on there and instead worry on a more local level...
That is of course unless said fight 25 jumps away happens to be of a great significance. But then again, if it was then odds are that you would have enough time reaching it anyway and that it would actually take place.
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FusionProGamer
Universal Fleet Operations The Unthinkables
0
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Posted - 2014.10.01 21:04:00 -
[1275] - Quote
Jessica Duranin wrote:FusionProGamer wrote:CCP you do know that this will only hurt small groups as much if not more then large ones right? Yeah, not getting dropped by PL supers that were half a galaxy away a few minutes ago is certainly going to hurt small entitys....
Yeah cause the carrier pilots that keep the small corps and alliances running will certainly have the will, funds and time to fight through these changes? Honestly the small groups will be unable to keep up because long consistent jumps will make it impossible to ship goods despite the JF changes. Also large alliances will just increase logistic man power if you have 10 guys running the route it took 2 guys to do the effects of the changes become near pointless for them. A small alliance cant do that. They simply don't have the man power. |
Migui X'hyrrn
Dreddit Test Alliance Please Ignore
139
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Posted - 2014.10.01 21:04:00 -
[1276] - Quote
http://i.imgur.com/eP7Dfq4.png
CCP how are you going to live there, for example.
Best place to rat with supers though. |
Rroff
Questionable Ethics. Ministry of Inappropriate Footwork
825
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Posted - 2014.10.01 21:04:00 -
[1277] - Quote
Prt Scr wrote:it is late, I am half drunk and just read the blog, did I miss-read between the lines, but there will be changes to interdictors? As cap ships are being able to use the gates, is it a limit on bubbles dropped or will you need heavy interdictor with script to stop a cap ship? Or am I just more paranoid then normal?
I can see gates being bubble spammed to extremes as a normal thing rather than the moderate exception is is now - and even if they put limits on that its going to make any kind of regular null travel a complete pain.
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Solecist Project
I'm So Meta Even This Acronym
10252
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Posted - 2014.10.01 21:05:00 -
[1278] - Quote
There once was a pilot in space, from the proud amarrian race.
He suffered his fate ... ... and warped gate to gate ...
... until he logged off, not even worth bait. I am Sol. I cook my bacon naked, you sissies. Check out the newest and sexiest in New Eden Fashion! https://forums.eveonline.com/default.aspx?g=posts&t=374461&find=unread |
Rutger Centemus
Burning Napalm Northern Coalition.
22
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Posted - 2014.10.01 21:05:00 -
[1279] - Quote
Obsidian Hawk wrote:I would like to remind people of player stargates that are coming soon. Linking key loints of you null sec empire closer together so you can jump you caps faster You forgot the -« on "soon", but who knows - it might arrive sooner than the key to open up ambulation (how many years were spent on that feature again?) |
Mona Zoid
School of Applied Knowledge Caldari State
0
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Posted - 2014.10.01 21:05:00 -
[1280] - Quote
Axhind wrote:Mona Zoid wrote:If CCP have problem with 4000 ppl fights just set hard limit to 1000 people in a system and stop doing such awesome workarounds... Or even better. Introduce instancing. Each region is it's own server. That would remove the power projection and evil blocs!
Oh yes, one instance for each of the big alliances... That sounds almost as good as the original idea... |
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Doc Fury
Furious Enterprises
6593
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Posted - 2014.10.01 21:05:00 -
[1281] - Quote
Re: these changes: Stahp, stahp.... The accumulated filth of all their sex and murder will foam up about their waists and all the ho's and politicians will look up and shout 'Save us!' and I'll look down, and whisper 'Hodor'. |
Alp Khan
GoonWaffe Goonswarm Federation
164
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Posted - 2014.10.01 21:06:00 -
[1282] - Quote
I cannot believe the lack of insight the null working group brought forward with this dev blog. These changes ~supposedly~ aim to limit capital and supercapital ships moving around with impunity.
However, every major entity worth a damn will be caching those around New Eden now, and will simply circumvent these poorly thought artificial restrictions brought forward by
* Using unstoppable insta align, travel fit interceptors to move pilots around * Having jump clones around * Using travel alts to move ships with jump drives, then switching to fully trained combat pilots
Hence, CCP achieves nothing towards limiting capital projection. But on the other hand, CCP manages to turn the majority of null an unlivable, logistical nightmare.
I'm sorry, I'm not going to spend hours of my life to simply move subcapitals around. I refuse to spend half a day simply to move minerals and my production goods to and from Jita. This is a game, not a second job.
I would like to extend my sincere gratitude to the team of geniuses led by Grayscale that make up the 'Null sec working group'. You are doing a great service to thousands of EVE players by driving them out of game and preventing them from wasting their time on a computer game. Provided these poorly thought changes go through, CCP is losing -6 subscriptions from me. So long and thanks for all the fish. See you all good folks in the next big space themed MMO.
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Aladar Dangerface
Transcendent Sedition Protean Concept
11
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Posted - 2014.10.01 21:06:00 -
[1283] - Quote
Jenn aSide wrote:Aladar Dangerface wrote:As a wh citizen I'd like to say on behalf of all wh residents: hahahahahahahahahahahahahahahahahahahahaaaaaa. Delicious tears are delicious Will they still be delicious when you realize that this change has a minimal effect on others (because null folk gots money) but shafts you and people like you in a place where the sun don't shine? I know they will for me Coz us wh folks are know to be poor? |
Terraj Oknatis
Perkone Caldari State
3
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Posted - 2014.10.01 21:07:00 -
[1284] - Quote
After waiting for 23.5 minutes at the convenient local station, his fatigue is down to 119.79. He jumps again, to 2R-CRW GÇô 4.9 LY. At this point his cooldown timer is 2 hours 2 minutes 8 seconds, and his fatigue is 706.74. At this point his total distance travelled is 17.51 LY, leaving him with 37.04 LY to go. He looks at his map, and finds a 40-route jump through nullsec to get to the same destination.... He then transfers that capital to an alt and continues jumping happily. |
Polo Marco
Four Winds
3
|
Posted - 2014.10.01 21:07:00 -
[1285] - Quote
POINT A:
Allowing caps and supers to freely roam the low and null star lanes using gates will in no way hinder the Megacorp's ability to project force. The speed will be less but the so will the risk. Smaller player entities will not have this luxury .The 50 player ABC alliance wouldn't dream of jeopardizing it's half dozen or so shiny capitals by inching them along the region pipeline... for ANY reason. Megacorp XYZ will not hesitate as they can field 150 other ships at will to scout and escort , and will be cheerfully reassured by the fact that the big ships will at no time have to risk depleting their capacitors just to get into play. Not only that, but no mere cyno jammer will force them to alter their plan at all. It will just take them 20 or 30 minutes to reach the target. Even jumping over to your ratting system will be a drag because you must wait fatigue out before getting out into the spawns or risk losing your ship since you can't jump out to safety.
Indeed lowering the defense capabilities of existing player structures would be EXACTLY the wrong thing to do against a threat which is actually MORE serious rather than less. The jump requirement is really the ONLY limit the game places on these beasts besides their cost. Plus, the inability of other nearby larger entities to quickly bring THEIR capitals to bear due to 'jump fatigue', will basically doom the smaller independent corps to have to endure a different kind of tyranny than that which they already suffer. Despite being a little less civilized than the current widespan sov rental system which we see today this rather drastic and ill conceived change will not change the status quo one iota.
POINT B:
Instead of decreasing the jump distance for combat capitals to match that of their non combat cousins, the JF and Rorqual, I would tend to simply swap their values. Give the non combat jumpers a range of 6 and 5 to the other caps and supers. Maybe even up noncombatants to 7, because the INTENT here is to repopulate and revitalize null. When you combine the difficulty in transshipping goods to pay the bills with the somewhat extreme rents sov holders like to charge for prime systems. its no wonder players are reluctant to come down and join the fun.
POINT C:
CONCORD sov costs would make an excellent tool to dismantle the mega renters. Fees should be LESS for active systems, dependent maybe on the industry military andstrategic indexes, possibly combined with friendly occupancy stats. Then fees should be MORE for entities who hold sov in more systems. This could actually result in somewhat of a 'land rush' when existing mega sov holders are forced to release their territory or go bankrupt. This combined with a more carefully considered and better balanced 'fatigue' rule should do much to get many more players out from under CONCORD's wing in the safety of empire. |
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CCP Greyscale
C C P C C P Alliance
2787
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Posted - 2014.10.01 21:07:00 -
[1286] - Quote
Gilbaron wrote:Quote:Yes, caching is going to be something of a thing, but the amount of caches you need to get good coverage of the bulk of the cluster is large (somewhere on the order of 1 per region), and the effort involved in restocking them is distinctly non-trivial. It's cute how you think that we can't/wont do that. This is nothing but a massive nerf to attackers. I have always been a fan of your game design ideas and decisions. But this is complete and utter bullshit that goes exactly in the opposite direction of where things should go. We need things to attack that are not sov. Not reasons to not attack anything at all.
We know you *can*, if you apply yourselves. The intent is that you will find that you don't *need* to and you actually don't *want* to either.
Lord Mantus wrote:CCP Greyscale wrote:
Does this make it too difficult for new pilots to get out into 0.0? Yes, it probably does. We are going to look at this tomorrow to try and make this easier.
Basically we didn't fully think of all the things this would effect before suggesting it, but who cares.
Nope. Decided it was better to get feedback from players as early as possible, rather than trying to spot all the awkward cases ourselves and release a blog at the last minute. So far, it seems to be working.
David Magnus wrote:CCP Greyscale wrote:Tenguboi wrote:CCP Greyscale can you confirm this will affect anchroed jumpbridges too? Yes, it will. Two step wrote:A couple more questions (and thanks for replying to my first comment):
1) In the past you guys have said that CCP will be attempting to measure the effects of changes that have been made to evaluate the change. What criteria will you be using to measure this change? What measurable things will you be looking at to decide if this change was good or bad?
2) POS jump bridges are supposed to be a reward for holding space. Shouldn't there be some sort of reduce fatigue from using them vs using a titan bridge? Otherwise, why would sovholding alliances build and pay for them? 1) Don't have that to hand atm. 2) "Supposed to be"? If an alliance wants to rip down all its bridges and just use titans, best of luck to them. On the one hand you have tiericide trying to make no modules worthless, on the other hand you answer that you are ok with making game mechanics useless. Two Step asks two very decent question here, your answers are a bit scary.
OK, let me rephrase that in a more direct way: titans are not a viable replacement for starbase jump bridges for most applications, for the following reasons: - You need a pair of titans for each link - They need to be logged on 23/7 - You also need one 23/7 cyno for each link (don't need two because you're daisy-chaining) - Both bridges and cynos need to be kept perpetually fuelled - You probably want to take some measures to stop them from being free kills, which adds to the complexity of the operation
For the majority of applications this is not an efficient option vs just using a jump bridge, so we do not believe that jump bridges are "useless" under this system when compared to titans.
Kat Ayclism wrote:CCP Greyscale wrote:Kat Ayclism wrote:CCP Greyscale wrote:Just to make sure everyone's aware, doomsdays can't be fired at subcaps. Why not- after this? (Serious question) Because I took the ability to do so away from them almost exactly three years ago, and the reasons for doing so still hold :) But now there is an increased susceptibility of them to subcaps- being permabumped when attempting to align to the next gate as an example. If supers traveling via gates should be possible if not preferred, then should they not also now have means to defend themselves?
As I mentioned earlier, there are solutions to this already, and I'm sure people will figure them out. |
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Smuts Mcnasty
Little Willies Out of Sight.
2
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Posted - 2014.10.01 21:08:00 -
[1287] - Quote
Gillia Winddancer wrote:Smuts Mcnasty wrote:Gillia Winddancer wrote:Nagarisai wrote:bp920091 wrote:Congratulations CCP, you've made Stain and just about every single NPC 0.0 region uninhabitable.
Good job, I couldnt have created a faster way to kill smaller groups if i tried. totally agree from your brothers in venal!, you will cut us off logistically from the rest of new eden.........i just dont know what to say.........theres gotta be a better way that this?? Thought that there were lots of ways already. Interceptors, deep space transports, convoys....you know, all the things that the stone-age players from around 2006 used? Yeah great now we can provide more kills for goon pets awesome idea you should try it some time. Somehow I think that goon pets are going to be busy with a lot of other things for quite a while after this change hits EVE...
Really been to tribute lately? i doubt that stick to what you know which is probably highsec mining its just made venal untenable and all other npc 0.0 regions. Congrats to the gsm for getting this idea brought in. However i think that will be me quitting this game as its worse than world of warcraft and theres a game i wouldnt play if you paid me. So now goons and thier pets will hellcamp all entrances to 0.0 leading to venal and it will kill small scale pvp if its going to take me 1 whole day to resupply ships lost actually doing small scale pvp. |
Phoenix Jones
Isogen 5
693
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Posted - 2014.10.01 21:08:00 -
[1288] - Quote
Bienator II wrote:CCP Greyscale wrote:Nova Fox wrote:So...
1. Jump Ship 2. Clone Exits Ship 3. Fresh Clone Enters Ship 4. Jump Ship 5. Exited Clone Body Jumps Home 6. Rinse Repeat Until destination. The actual logistics of doing this for a reasonable range of target systems are sufficiently involved that we do not expect it to happen in practice. nobody would ever put a pos into a WH because ~effort~? edit: the fix is probably to make the timer stick to the moved asset AND the body edit2: if you don't do this people will just have an alt network for every major jump route and you will have to deal with a lot of account sharing problems
This turns into an issue. I'll even bring up an example of this.
Currently (yes in the game currently), wormholes have a undisclosed timer called "Polarization". The moment a person jumps through the same wormhole, they are polarized from that side. If they jump back, they are polarized from the otherside. If you try to jump through the same wormhole again, they can't. A invisible timer is still going. You would think polarization effects the ship? Nope, just the pod. You can leave ship, have another person who has no polarization jump into that same ship that was just polarized, and they can jump into and out of that same wormhole that "polarized" that ship.
This happens every so often with closing holes with orca's or battleships (why wait the 5 minutes and the warping time when you can just do that with 2 people (or 2 alts).
With the cost of pilots and the massive sale of jump capable character on the eve bazaar, it would be easy (if not comical) for people to have accounts full of jump characters just for moving ships as fast as humanly possible (jump the ships, log on the alt, rejump the ship, timer means nothing).
You have to polarize (or jump fatigue), the ships in addition to the pod.
Yaay!!!! |
Yuri Thorpe
EnRon co.
12
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Posted - 2014.10.01 21:08:00 -
[1289] - Quote
Scarlet Intelis wrote:Yuri Thorpe wrote:Now they just made 300 man carrier spidertanking slowcat fleets something that can now roam...
Oh boy, cant wait for that Don't worry. The first 100au wide system that spidertanking slowcat fleet hits will destroy all the "fun" they were planning on having. Oh thank god, I wouldn't want something fun to happen in my spreadsheet |
Soridar Ravencroft
Duragon Pioneer Group Goonswarm Federation
6
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Posted - 2014.10.01 21:08:00 -
[1290] - Quote
Ralitge boyter wrote:Soridar Ravencroft wrote:OK...I know I don't always see the big picture in some issues, but as a cap pilot who actually uses my ships for basic moving, deploying of ships for diff PvE and other basic goofy null sec crap, THIS IS TOTAL CRAP...
This is a complete farce, and one in which it seems that the Devs responsible are either not cap pilots or just don't do anything other than point a..b..c..home and log, so they don't even have an iota of a clue as to the rest of the players they are screwing. These proposed changes are gonna hit the non sov aspects of EvE 1000% more than they will have any effect on sov warfare. I will break this down by points to clarify.
Effects on Joe the non combat cap pilot vs Sam the combat jockey:
Joe is always making jumps in his jump freighter to move and restock null while bringing goods from null to be traded in the hubs Sam makes a max of 5 jumps a day...if there is a combat op at all
Joe not only has a JF for trading but enjoys a side business of transporting the ships of some friends for PvE goofyness like incurtions and such Sam flies an interceptor looking for kills while not running his daily cap op, or just gate camps
Joe having one of the few JFs in his corp is called on for running POS fuel, moduals and system upgrades because no one else trained for it cause they wanted combat ships Sam doesn't worry cause dreads are never needed for moving crap
Joe goes on cap ops when ever he is free to do so in his carrier Sam goes on every cap op in his dread
This is a generalist look at how 2 cap pilots play the game, and while it doesn't represent everyone, it does fit a lot of pilots and how they play. So in the end what you really have is not nearly the nerf to combat projection but rather a significant nerf to trade, general game play and logistic capabilities.
If you really want to fix long distance force projection and the way in which capital ships are able to move and fight, then rather than some BS fatigue a pilot receives that changes a "jump cool down" instead have it effect combat skills and capabilities of the actual force being projected. I mean seriously, it doesn't take a rocket scientist to know that if you wanna effect how combat is controlled you penalize the combat skills.
Penalizing jumping itself does nothing other than break down the ability to travel, for good or ill, which last time I heard is not really the real issue here. This seems more of an arbitrary step in reducing and removing capital ships from the field which will not happen as those alliances and coalitions which the numbers and resources will instead just move capitals in anyways. Pilots rarely pay for the fuel for these campaigns, but rather the alliances themselves, which means costs of travel is rarely a concern for major powers.
The real issue here is that forces can stage from nearly any place in EvE and with a proper chain get to anywhere in a matter of tens of minutes, but that means rather little, as Interceptors can do the same and even do so safer, if not faster. So what really is of concern is what kind of power projection can be applied at long range. This is the real issue and should be what is effected.
The way this can be done is to have fatigue effect combat skills, especially those that are based on PvP combat. This ensures that no matter the size of your pilot base or your wallet, that force projection is weakened. Secondly it prevents other areas of the game that are NOT out of balance to be penalized due to bad planning. Third it doesn't effect pilots who where out doing basic trading, logistics and ferrying friends, when the call goes out that you are needed for an op.
I think you have a point in that the JF pilots are hit quite hard by this. On the other hand is that so bad? It means fueling vast numbers of towers all over enormous swaths of space is going to be difficult. Thats not a bad thing in my book. Making it harder to transport large amounts of material into deep 0.0 means simply that one will have to create a viable industrial base there with only the occasional move of goods in our out of your power base. This prevents over production will increase the risk to the pilots as they will need to move more goods the slow way and will therefore lead to more conflicts which is what the game is all about. For me the only thing that I hear is I have a comfortable life the way I am now living therefore I want nothing to change and my near static income from jumping between a few cyno alts for a few minutes a day to continue fueling my ability to loose interceptors when PvP'ing. EVE is hard it is supposed ot be that way, loss is something that is good and that will just force people to come up with more creative and better ways of dealing with the risks involved.
You are correct about it being harder, and that isn't bad. What makes me mad is they call this a combat nerf and that is far from the truth of it though. |
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