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Worthy Angel
Caldari Provisions Caldari State
4
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Posted - 2016.09.05 18:40:14 -
[1] - Quote
1. Slot 1 booster that reduces the accumulation of jump fatigue, but gives potential negative bonuses to tanking or weapons. 2. Slot 1-6 implants which reduce the accumulation of jump fatigue while implanted. 3. A ship rig which reduces accumulation of jump fatigue while installed in your ship.
These would give people options to avoid/reduce jump fatigue, but with a drawback. For instance:
-A jump freighter pilot could forgo some extra cargo capacity or tank rigs in order to travel further, but at a higher risk if they got attacked. -Pilots jumping into a fight could do so from further away, but would put their implants at risk if their pod got destroyed and/or have less tank, making them easier to destroy. |
Danika Princip
GoonWaffe Goonswarm Federation
4733
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Posted - 2016.09.05 18:49:19 -
[2] - Quote
...but if you train your drug skills properly, there's really not a lot of chance of hitting a drawback. And synth has no drawbacks anyway, meaning these boosters would be absolutely mandatory.
How is risking your pod with these implants any more of a drawback than risking your pod with a HG slave set like half the armour cap/super pilots are already sporting?
2 and 3 are easily worked around simply by refitting/changing impalnts if you have the cash. or docking up in a friendly citadel, changing clone, and changing back when you're done with the fight. (no JC cooldown if you're swapping clones in the same citadel)
Force projection is bad. Yes, travel is ******* stupid since grayscale did his thing, but these changes just hand PL/NC./imperium even more of an advantage. |
oiukhp Muvila
School of Applied Knowledge Caldari State
39
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Posted - 2016.09.05 18:51:04 -
[3] - Quote
I find that jumping then moving my cyno alt jumping again then moving my cyno alt and etc is most effective for out of combat ship movement. My fatigue is just about gone every time my alt arrives at new destination.
Your system could be abused by prepositioning combat ats near destination and forgoing the cost of rigs for the advantage of being able to out maneuver your enemy.
Jump Fatigue has gone long way to allow the use of Capitals in local conflicts without the overwhelming threat of somewhat distance larger powers gaining intel and third partying it just to pad their KB.
Any change to Jump Fatigue should be very carefully considered, and just because it makes it more convenient is not a good reason. |
elitatwo
Eve Minions O.U.Z.O. Alliance
1401
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Posted - 2016.09.05 19:19:43 -
[4] - Quote
at the cost of more carebears in farmville-sec injecting gazillions of isk into the game.
At least one alliance had a customer friendly carebear capital removal service. Now they can't do it very often.
Eve Minions is recruiting. Learn from about pvp, learn about ships and how to fly them correctly. Small gang and solo action in high, low and nullsec and w-space alike.
We will teach you everything you need and want to know.
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Madd Adda
164
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Posted - 2016.09.05 20:56:25 -
[5] - Quote
by improvements, do you mean nerf jump fatigue?
sounds like i'm posting in a "working as intended" thread.
Carebear extraordinaire
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Lugh Crow-Slave
3014
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Posted - 2016.09.06 06:05:40 -
[6] - Quote
all this dose is defeat the purpose of jump fatigued. but you would know that if you so much as skimmed the feedback thread ccp already has for this
also
Quote:
-A jump freighter pilot could forgo some extra cargo capacity or tank rigs in order to travel further, but at a higher risk if they got attacked.
this shows me you have no idea what your talking about and didn't even begin to look into the ships that would be effected by this change
Citadel worm hole tax
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