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Whitehound
2890
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Posted - 2015.11.13 18:23:21 -
[1] - Quote
Hello,
most people who warp around in fleets will know this... The slowest warp speed defines the warp speed of the entire fleet.
Players have been giving up on rig slots and on low slots just to push their individual warp speed to get ahead of others, and then one pilot joins the fleet who just warps at 2.0 and turns the entire fleet into a turtle train. Sure, there are ways to work around it like exempting oneself from fleet warp or enforcing a strict discipline, but because it only needs one pilot to forget about it would a new fleet assistance module be handy. The current mechanic however drags the entire fleet down, which nobody needs.
So why not have a gang link that increases the warp speed of a fleet? Maybe a module that adds small increases of warp speed to the whole fleet, i.e. +0.25 AU/s, +0.5 AU/s, +0.75 AU/s, ... depending on skill level.
How bad of an idea would this be?
Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.
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Frostys Virpio
KarmaFleet Goonswarm Federation
2393
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Posted - 2015.11.13 18:44:58 -
[2] - Quote
You could always kick the idiot who bring a ship that does not fit within the gang/fleet you are doing.
Or kill him if it happens too often. |
FT Diomedes
The Graduates Get Off My Lawn
1938
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Posted - 2015.11.13 23:28:15 -
[3] - Quote
Frostys Virpio wrote:You could always kick the idiot who bring a ship that does not fit within the gang/fleet you are doing.
Or kill him if it happens too often.
I like option 2.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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FT Diomedes
The Graduates Get Off My Lawn
1938
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Posted - 2015.11.13 23:34:48 -
[4] - Quote
Whitehound wrote:Hello,
most people who warp around in fleets will know this... The slowest warp speed defines the warp speed of the entire fleet.
Players have been giving up on rig slots and on low slots just to push their individual warp speed to get ahead of others, and then one pilot joins the fleet who just warps at 2.0 and turns the entire fleet into a turtle train. Sure, there are ways to work around it like exempting oneself from fleet warp or enforcing a strict discipline, but because it only needs one pilot to forget about it would a new fleet assistance module be handy. The current mechanic however drags the entire fleet down, which nobody needs.
So why not have a gang link that increases the warp speed of a fleet? Maybe a module that adds small increases of warp speed to the whole fleet, i.e. +0.25 AU/s, +0.5 AU/s, +0.75 AU/s, ... depending on skill level.
How bad of an idea would this be?
Gang links do not have any affect while they are in warp. So, your idea is kind of pointless.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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Frostys Virpio
KarmaFleet Goonswarm Federation
2393
|
Posted - 2015.11.13 23:53:49 -
[5] - Quote
FT Diomedes wrote:Whitehound wrote:Hello,
most people who warp around in fleets will know this... The slowest warp speed defines the warp speed of the entire fleet.
Players have been giving up on rig slots and on low slots just to push their individual warp speed to get ahead of others, and then one pilot joins the fleet who just warps at 2.0 and turns the entire fleet into a turtle train. Sure, there are ways to work around it like exempting oneself from fleet warp or enforcing a strict discipline, but because it only needs one pilot to forget about it would a new fleet assistance module be handy. The current mechanic however drags the entire fleet down, which nobody needs.
So why not have a gang link that increases the warp speed of a fleet? Maybe a module that adds small increases of warp speed to the whole fleet, i.e. +0.25 AU/s, +0.5 AU/s, +0.75 AU/s, ... depending on skill level.
How bad of an idea would this be? Gang links do not have any affect while they are in warp. So, your idea is kind of pointless.
Only if the boosting ship is in warp right? Or did I get that wrong and you lose the bonus when you are in warp no matter what the booster is doing? |
Khan Wrenth
Ore Oppression Prevention and Salvation
269
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Posted - 2015.11.14 01:53:19 -
[6] - Quote
Whitehound wrote:Hello,
most people who warp around in fleets will know this... The slowest warp speed defines the warp speed of the entire fleet.
Players have been giving up on rig slots and on low slots just to push their individual warp speed to get ahead of others, and then one pilot joins the fleet who just warps at 2.0 and turns the entire fleet into a turtle train. Sure, there are ways to work around it like exempting oneself from fleet warp or enforcing a strict discipline, but because it only needs one pilot to forget about it would a new fleet assistance module be handy. The current mechanic however drags the entire fleet down, which nobody needs.
So why not have a gang link that increases the warp speed of a fleet? Maybe a module that adds small increases of warp speed to the whole fleet, i.e. +0.25 AU/s, +0.5 AU/s, +0.75 AU/s, ... depending on skill level.
How bad of an idea would this be?
At least you never had an instance of trying to warp in on a moving target only to find a freighter had somehow joined your fleet.
Let's discuss overhauling the way we get intel in EvE.
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FT Diomedes
The Graduates Get Off My Lawn
1940
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Posted - 2015.11.14 02:11:54 -
[7] - Quote
Frostys Virpio wrote:FT Diomedes wrote:Whitehound wrote:Hello,
most people who warp around in fleets will know this... The slowest warp speed defines the warp speed of the entire fleet.
Players have been giving up on rig slots and on low slots just to push their individual warp speed to get ahead of others, and then one pilot joins the fleet who just warps at 2.0 and turns the entire fleet into a turtle train. Sure, there are ways to work around it like exempting oneself from fleet warp or enforcing a strict discipline, but because it only needs one pilot to forget about it would a new fleet assistance module be handy. The current mechanic however drags the entire fleet down, which nobody needs.
So why not have a gang link that increases the warp speed of a fleet? Maybe a module that adds small increases of warp speed to the whole fleet, i.e. +0.25 AU/s, +0.5 AU/s, +0.75 AU/s, ... depending on skill level.
How bad of an idea would this be? Gang links do not have any affect while they are in warp. So, your idea is kind of pointless. Only if the boosting ship is in warp right? Or did I get that wrong and you lose the bonus when you are in warp no matter what the booster is doing?
Only if the boosting ship is in warp. So, yes, theoretically, this could have some effect.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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DrysonBennington
Aliastra Gallente Federation
242
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Posted - 2015.11.14 10:00:14 -
[8] - Quote
I think the Warp Assist Module would be similar to the Spectrum Target Breaker where the WAM would scan all of the ships in the fleet for the fastest warp velocity that would then adjust the warp field while in warp to ensure that all ships were traveling at the same warp velocity. |
Whitehound
2890
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Posted - 2015.11.14 11:39:17 -
[9] - Quote
FT Diomedes wrote:Whitehound wrote:Hello,
most people who warp around in fleets will know this... The slowest warp speed defines the warp speed of the entire fleet.
Players have been giving up on rig slots and on low slots just to push their individual warp speed to get ahead of others, and then one pilot joins the fleet who just warps at 2.0 and turns the entire fleet into a turtle train. Sure, there are ways to work around it like exempting oneself from fleet warp or enforcing a strict discipline, but because it only needs one pilot to forget about it would a new fleet assistance module be handy. The current mechanic however drags the entire fleet down, which nobody needs.
So why not have a gang link that increases the warp speed of a fleet? Maybe a module that adds small increases of warp speed to the whole fleet, i.e. +0.25 AU/s, +0.5 AU/s, +0.75 AU/s, ... depending on skill level.
How bad of an idea would this be? Gang links do not have any affect while they are in warp. So, your idea is kind of pointless. Think outside the box, please. A module does not have to be disabled during warp... It is not the Laws of Physics we are discussing here, but game mechanics. You would of course implement it so that it works and not fails. Makes sense?
Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
12826
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Posted - 2015.11.14 14:32:50 -
[10] - Quote
your beard looks like a card board cut out held in front of your face
Better the Devil you know.
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Whitehound
2890
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Posted - 2015.11.15 10:29:23 -
[11] - Quote
Ralph King-Griffin wrote:your beard looks like a card board cut out held in front of your face Your young personality brightens this thread like a super nova.
Loss is meaningful. Therefore is the loss of meaning likewise meaningful. It is the source of all trolling.
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Ralph King-Griffin
Devils Rejects 666 The Devil's Warrior Alliance
12832
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Posted - 2015.11.15 20:59:18 -
[12] - Quote
Whitehound wrote:Ralph King-Griffin wrote:your beard looks like a card board cut out held in front of your face Your young personality brightens this thread like a super nova. I'm going to choose to take that as a compliment, thank you.
Better the Devil you know.
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