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Gordonzero
The 20th Legion Cult of War
3
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Posted - 2014.11.13 18:03:06 -
[1] - Quote
would have 10% - 30% reduction to effective distance traveled for jump fatigue. also this could be a good opportunity to create another full implant set that could provide up to 50% reduction.
obviously CCP can balance these percentages if they want but that's my opinion. |
ShahFluffers
Ice Fire Warriors Snuffed Out
6518
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Posted - 2014.11.13 19:10:40 -
[2] - Quote
Why?
ps: suffer and LIKE it!
Change isn't bad, but it isn't always good. Sometimes, the oldest and most simple of things can be the most elegant and effective.
"How did you veterans start?"
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Vic Jefferson
GoonWaffe Goonswarm Federation
79
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Posted - 2014.11.13 19:58:30 -
[3] - Quote
Why would they want to trivialize all the work they just put into fixing this?
I'm sure that we all have individual issues with particular numbers involving the new system (If I could just jump one more LY!), but it is imperative that we all play by the same rules if this re-balancing is to be meaningful. |
Jur Tissant
The TERRA Guardians of Serenity
302
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Posted - 2014.11.13 20:25:44 -
[4] - Quote
50% reduction just from an implant set?
Bear in mind that cost means nothing for the coalitions whose dominance CCP is trying to restrain. So what you're effectively proposing is that we cut the fatigue change in half for the people who it should be restricting, but keep it in full for the smaller corps who need to expand.
Jump fatigue is fine. It should feel like a throttling change, it was meant to radically change how capitals move around and are used. |
Leonard Nimoy II
Dark Force Protectorate Special Operators Federation Alliance
83
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Posted - 2014.11.13 21:07:37 -
[5] - Quote
Vic Jefferson wrote:....the work they just put into fixing this?
lol oh, is that what they did |
Aqriue
Center for Advanced Studies Gallente Federation
714
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Posted - 2014.11.13 21:25:41 -
[6] - Quote
Troll post, OP is looking for attention or missed the part where industrial type from the industrial itself to deep space and freighters to what have you to keep logistics flowing aka ships have huge reduction timers already. Fleets of Battle Itties and cyno hot drops, lulz to be had though it would fail miserably
tl;dr - CCP turned the game from attrition of hours and cap drops to who ever can defeat the logistic trains (not the ships, the supply of ships), since you cannot bring infinite ships anymore. Think of the fatigue timer as a valve, defeat the enemy fast enough and suddenly they cannot flood the battle field anymore since the opening was plugged with an artificial timer (like a cork, only so many drops, than its all about how far in advance you had your supply depots set up). |
Bronson Hughes
The Knights of the Blessed Mother of Acceleration
733
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Posted - 2014.11.13 21:51:53 -
[7] - Quote
I don't think that this is an inherently bad idea given that there has been much talk about cap pilots using Ascendency sets to help ease the pain of gate-to-gate travel. However, the amount of the reduction would have to be considerably less than proposed in the OP.
I'm thinking, at most, as much reduction in Jump Fatigue from a full high-grade set as you get reduction to Signature Radius from a low-grade Halo set (which is ~9%). Mid-grade and/or low-grades would be one half and one quarter that (4.5% and 2.25%), respectively.
Yes, it's not much, but anything more would do too much to undo jump fatigue.
CCP Falcon's thoughts on suicide ganking.
Reading Comprehension: so important it deserves it's own skillbook.
I want to create content, not become content.
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Bronson Hughes
The Knights of the Blessed Mother of Acceleration
733
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Posted - 2014.11.13 21:52:42 -
[8] - Quote
Aqriue wrote:Troll post, OP is looking for attention or missed the part where industrial type from the industrial itself to deep space and freighters to what have you to keep logistics flowing aka ships have huge reduction timers already. Fleets of Battle Itties and cyno hot drops, lulz to be had though it would fail miserably tl;dr - CCP turned the game from attrition of hours and cap drops to who ever can defeat the logistic trains (not the ships, the supply of ships), since you cannot bring infinite ships anymore. Think of the fatigue timer as a valve, defeat the enemy fast enough and suddenly they cannot flood the battle field anymore since the opening was plugged with an artificial timer (like a cork, only so many drops, than its all about how far in advance you had your supply depots set up). Isn't the tl;dr portion of a post traditionally shorter than the rest of the post?
CCP Falcon's thoughts on suicide ganking.
Reading Comprehension: so important it deserves it's own skillbook.
I want to create content, not become content.
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Frostys Virpio
The Mjolnir Bloc The Bloc
1366
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Posted - 2014.11.13 23:40:03 -
[9] - Quote
Gordonzero wrote:would have 10% - 30% reduction to effective distance traveled for jump fatigue. also this could be a good opportunity to create another full implant set that could provide up to 50% reduction.
obviously CCP can balance these percentages if they want but that's my opinion.
Balance it by having a drawback on it. Something along the line of 10-30% reduced jump range and about 50% reduction for a full set then it just might be balanced. |
Vic Jefferson
GoonWaffe Goonswarm Federation
80
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Posted - 2014.11.13 23:40:53 -
[10] - Quote
Bronson Hughes wrote:I don't think that this is an inherently bad idea given that there has been much talk about cap pilots using Ascendency sets to help ease the pain of gate-to-gate travel. However, the amount of the reduction would have to be considerably less than proposed in the OP.
I'm thinking, at most, as much reduction in Jump Fatigue from a full high-grade set as you get reduction to Signature Radius from a low-grade Halo set (which is ~9%). Mid-grade and/or low-grades would be one half and one quarter that (4.5% and 2.25%), respectively.
Yes, it's not much, but anything more would do too much to undo jump fatigue.
Yes but using gates can actually create conflict and content especially around choke points, and lets people potentially mess with large scale movements. Speeding gate-to-gate up via warp speed is different than having some people able to teleport more often than others - no matter how fast you are warping and taking gates, you can be intercepted or stalled, as opposed to jump movements. Its not particularly fair to compare jump travel with gate travel. |
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Rowells
Unknown Soldiers Fidelas Constans
1671
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Posted - 2014.11.14 01:13:59 -
[11] - Quote
Frostys Virpio wrote:Gordonzero wrote:would have 10% - 30% reduction to effective distance traveled for jump fatigue. also this could be a good opportunity to create another full implant set that could provide up to 50% reduction.
obviously CCP can balance these percentages if they want but that's my opinion. Balance it by having a drawback on it. Something along the line of 10-30% reduced jump range and about 50% reduction for a full set then it just might be balanced. That would be fine if they were limited to caps somehow. If it's an implant it also means you can use it in sub caps. |
Lyra Gerie
Garoun Investment Bank Gallente Federation
41
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Posted - 2014.11.14 01:35:52 -
[12] - Quote
Only if it applies to Blops ships and only if it's like 10%, 15% max (likely high grade type implants for that value)
This would allow for some niche usage and hitting some players where/when they feel safe. Basically furthering what blops are capable of and living more to their name. |
Antillie Sa'Kan
Forging Industries Silent Infinity
751
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Posted - 2014.11.14 01:52:02 -
[13] - Quote
No.
Gates, how do they work? |
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