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Captain Falcord
The Python Cartel
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Posted - 2008.05.21 17:46:00 -
[1]
Edited by: Captain Falcord on 21/05/2008 17:46:25 In my opinion, warp speeds are too slow. Essentially, the warp itself, taking so long, does nothing but confusing other people scans, and making people waste their time.
They make finding PVP hard (which affects pirates) because they have left when you arrive there.
They make carebear's life a pain, because they have to warp back and forth for their hauling and thus spend lots of time.
They make 0.0 fleet ops boring as most of the time is spent warping.
I think the warp times shortened to 1/4 (warp speeds x4) would make absolutely EVERYONE happy. This change would not affect gameplay in any negative way (I'm open to your oppinions here)
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Winterblink
Body Count Inc.
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Posted - 2008.05.21 17:49:00 -
[2]
Warp denial makes what you're proposing totally unnecessary.
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Erotic Irony
0bsession
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Posted - 2008.05.21 17:51:00 -
[3]
Distance has to matter otherwise slower, harder hitting ships move about raping everything in no time.
The major travel time sink was eliminated with warp to zero, the game is much better for it. ___ Eve Players are not very smart. Support Killmail Overhaul
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Hannobaal
Shadow Forces Inc.
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Posted - 2008.05.21 17:55:00 -
[4]
What should be done is making ships accelerate and deaccelerate faster while warping, so that the difference between faster warping and slower warping ships becomes more important.
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Captain Falcord
The Python Cartel
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Posted - 2008.05.21 17:56:00 -
[5]
Originally by: Erotic Irony Distance has to matter otherwise slower, harder hitting ships move about raping everything in no time.
Well, everything would be scaled.
Frigates would still be twice as fast as a cruiser when warping, etc.
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Kweel Nakashyn
Aeden Tau Ceti Federation
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Posted - 2008.05.21 17:58:00 -
[6]
Edited by: Kweel Nakashyn on 21/05/2008 17:58:05 it'll put more stress on servers I guess... Anyway, +1 2isk
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Rawr Cristina
Naqam
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Posted - 2008.05.21 17:59:00 -
[7]
Originally by: Hannobaal What should be done is making ships accelerate and deaccelerate faster while warping, so that the difference between faster warping and slower warping ships becomes more important.
This, but it has to differ between ship classes. Interceptors in particular should be able to zip about like nobody's business, whereas Battleships IMO should be even slower than they are now. ...
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Ki Tarra
Ki Tech Industries
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Posted - 2008.05.21 18:01:00 -
[8]
Edited by: Ki Tarra on 21/05/2008 18:04:39
Originally by: Hannobaal What should be done is making ships accelerate and deaccelerate faster while warping, so that the difference between faster warping and slower warping ships becomes more important.
I agree.
There is definately room for greater distinction between ship classes with regards to warp speed, and therefore travel times.
Especially since WTZ removed the dependance on the ships sub-warp speed with regards to long distance travel. Originally by: Rawr Cristina This, but it has to differ between ship classes. Interceptors in particular should be able to zip about like nobody's business, whereas Battleships IMO should be even slower than they are now.
I disagree.
Interceptors already warp 3 - 4.5 times faster than battleships.
You just don't notice the difference because interceptors rarely have time to accelerate to their full warp speed.
I think it would be better to fix the warp acceleration first and see how that works before further adjusting the warp speed multipliers.
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Bronson Hughes
The. Conspiracy
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Posted - 2008.05.21 18:05:00 -
[9]
If you make warping take any less time than it already does, you run into potential session change issues. It's rather like the jumpgate cloak, the invulnerability period after docking, and the delay in switching ships upon docking. -------------------- "I am hard pressed on my right; my centre is giving way; situation excellent; I am attacking." - Ferdinand Foch at the Battle of the Marne |
Agent Li
Galactic Defence Consortium BLACKHAWK FEDERATION
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Posted - 2008.05.21 18:40:00 -
[10]
Originally by: Captain Falcord Edited by: Captain Falcord on 21/05/2008 17:46:25 In my opinion, warp speeds are too slow. Essentially, the warp itself, taking so long, does nothing but confusing other people scans, and making people waste their time.
They make finding PVP hard (which affects pirates) because they have left when you arrive there.
They make carebear's life a pain, because they have to warp back and forth for their hauling and thus spend lots of time.
They make 0.0 fleet ops boring as most of the time is spent warping.
I think the warp times shortened to 1/4 (warp speeds x4) would make absolutely EVERYONE happy. This change would not affect gameplay in any negative way (I'm open to your oppinions here)
They have a hyperspace velocity optimizer rig for people like you. With two of those I can do well over 13AU/sec in a Crane (I bet some other ships would be even faster).
Since I can turn and warp in 2 seconds in the Crane, travel is very, very quick for me.
I bet most of your time is spent turning to warp, if you're flying a BS. ------------------
Let me show you around. That's my lab table, and this is my workstool. And over there is my intergalactic spaceship. And here's where I keep assorted lengths of wire. |
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Tiirae
The New Era HUZZAH FEDERATION
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Posted - 2008.05.21 18:52:00 -
[11]
The problem is the time taken to accelerate to full warp speed.
An inty can warp at 13au/sec and a BS at 3au/sec. But they both take exactly the same amount of time to GET to that speed.
That makes no sense at all imo, and where most sytems are only 30/40 au across, it means the faster warp speed of an inty is pretty much useless.
If a BS and an inty start warping at the same time, the inty will get to a 30au destination only a couple of seconds before the BS. It should be there much much faster.
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Faife
Noctiscion Twilight Trade Cartel
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Posted - 2008.05.21 18:57:00 -
[12]
It's to allow synchronization between sessions. Think of it as a loading screen.
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Kaito Rei
TAWD Research and Building Corporation TALIONIS ALLIANCE
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Posted - 2008.05.21 18:59:00 -
[13]
Originally by: Captain Falcord Edited by: Captain Falcord on 21/05/2008 17:46:25 In my opinion, warp speeds are too slow. Essentially, the warp itself, taking so long, [...]
They make carebear's life a pain, because they have to warp back and forth for their hauling and thus spend lots of time.
[...]
I think the warp times shortened to 1/4 (warp speeds x4) would make absolutely EVERYONE happy. This change would not affect gameplay in any negative way (I'm open to your oppinions here)
YAAY vote for 9 au/s freighter warps!!
and i dont think anything that has to do something with gameplay and finding players easier should be changed cause this game is not about makin things easy.
i propose another vote: how about cutting skilltime to 1/4 so that we dont have to skill so frickin long for a titan. _________________________________________________________
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Kaito Rei
TAWD Research and Building Corporation TALIONIS ALLIANCE
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Posted - 2008.05.21 19:01:00 -
[14]
Edited by: Kaito Rei on 21/05/2008 19:02:09
Originally by: Tiirae The problem is the time taken to accelerate to full warp speed.
An inty can warp at 13au/sec and a BS at 3au/sec. But they both take exactly the same amount of time to GET to that speed.
That makes no sense at all imo, and where most sytems are only 30/40 au across, it means the faster warp speed of an inty is pretty much useless.
If a BS and an inty start warping at the same time, the inty will get to a 30au destination only a couple of seconds before the BS. It should be there much much faster.
ah do you know how long it takes a inty/bs to get into warp?
so it does make sense. and then the long range warps make the most difference. _________________________________________________________
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Malcanis
R.E.C.O.N. Insurgency
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Posted - 2008.05.21 19:11:00 -
[15]
Originally by: Hannobaal What should be done is making ships accelerate and deaccelerate faster while warping, so that the difference between faster warping and slower warping ships becomes more important.
This is absolutely the answer IMO.
CONCORD provide consequences, not safety; only you can do that. |
Ortela Devereaux
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Posted - 2008.05.21 19:12:00 -
[16]
Originally by: Kaito Rei
ah do you know how long it takes a inty/bs to get into warp?
so it does make sense. and then the long range warps make the most difference.
You fail at reading: This thread is not about align time (time to warp) but rather acceleration once in warp. Inty's indeed should have a much higher acceleration so they could be almost at the destination before your bs even reached 3AU/s.
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Captain Falcord
The Python Cartel
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Posted - 2008.05.21 19:15:00 -
[17]
Originally by: Ortela Devereaux
Originally by: Kaito Rei
ah do you know how long it takes a inty/bs to get into warp?
so it does make sense. and then the long range warps make the most difference.
You fail at reading: This thread is not about align time (time to warp) but rather acceleration once in warp. Inty's indeed should have a much higher acceleration so they could be almost at the destination before your bs even reached 3AU/s.
Who are you to say what this thread is about? :P
More seriously, this thread was about warping times in general. However, I support your idea of tweaking acceleration times. I think both things should be applied. Acceleration scaling AND shortened warp times, 1/2 if you prefer.
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Kaito Rei
TAWD Research and Building Corporation TALIONIS ALLIANCE
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Posted - 2008.05.21 19:19:00 -
[18]
Edited by: Kaito Rei on 21/05/2008 19:23:20
Originally by: Captain Falcord
Originally by: Ortela Devereaux
Originally by: Kaito Rei
ah do you know how long it takes a inty/bs to get into warp?
so it does make sense. and then the long range warps make the most difference.
You fail at reading: This thread is not about align time (time to warp) but rather acceleration once in warp. Inty's indeed should have a much higher acceleration so they could be almost at the destination before your bs even reached 3AU/s.
Who are you to say what this thread is about? :P
More seriously, this thread was about warping times in general. However, I support your idea of tweaking acceleration times. I think both things should be applied. Acceleration scaling AND shortened warp times, 1/2 if you prefer.
approved, and reconsidering point of view^^
i'd love it, if it were possible to initialize warping once again wothout having a dropout destination. good old times.^^ _________________________________________________________
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Andargor theWise
Collateral Damage Unlimited
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Posted - 2008.05.21 20:32:00 -
[19]
Edited by: Andargor theWise on 21/05/2008 20:32:59
Originally by: Hannobaal What should be done is making ships accelerate and deaccelerate faster while warping, so that the difference between faster warping and slower warping ships becomes more important.
And the warp rigs should impact acceleration/deceleration in warp as well as the top warp speed.
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Kazuo Ishiguro
House of Marbles Zzz
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Posted - 2008.05.21 21:40:00 -
[20]
Originally by: Bronson Hughes If you make warping take any less time than it already does, you run into potential session change issues.
This is the problem. Regardless of ship class, it takes 10 seconds to reach full warp speed, and 20 seconds more to slow down and drop out of warp. During this time, most interceptors can cover the distances between stargates, especially with autopilot & warp to 0km.
Changing this wouldn't necessarily be game-breaking, as we have a session change timer now, but it might lead to some rather embarassed inty pilots caught up in gatecamps while waiting for the timer to expire.
One possible fix would be to let people jump immediately, but hold them in transit between solar systems for the remainder of the session if necessary. My research services Spreadsheets: Top speed calculation - Halo Implant stats |
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Dirk Magnum
Spearhead Endeavors
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Posted - 2008.05.21 21:42:00 -
[21]
You can shorten warp time by flying certain ship classes or fitting certain rigs. Shortening things to a quarter of their current speeds negates the benefits of fast-warping gang ships like interceptors, recons, and covert ops.
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James Lyrus
Lyrus Associates
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Posted - 2008.05.21 21:47:00 -
[22]
No. EVE is already too small. -- Crane needs more grid 249km locking? |
Danton Marcellus
Nebula Rasa Holdings
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Posted - 2008.05.21 23:19:00 -
[23]
Originally by: Captain Falcord
...They make carebear's life a pain, because they have to warp back and forth for their hauling and thus spend lots of time...
This is where you fail, they don't have to do anything, if they feel they need to despite the time constraints then it's on them. |
5pinDizzy
Ministry of War
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Posted - 2008.05.21 23:46:00 -
[24]
Nothing wrong with the warp speeds, its all the time you spend in warp acceleration and decceleration thats the problem, and what needs to be shortened. |
Hait
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Posted - 2008.05.21 23:51:00 -
[25]
Absoulutey - put your cursor over the speed indincator: the fact that most of the time in warp is spent accel or decel negates high warp speeds.
Sure you may beat your target by a second but with the generic eve lag <hate:off> it don't mean s**t.
Yet another area that needs looking at. |
Fanjita
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Posted - 2008.05.22 00:56:00 -
[26]
why dont we just reduce eve to 2 systems no bigger than 2000km gate to gate?
FFS eve has shrunk in size so much in 5 years and now you want to make it even smaller? it trakes about an hour to get from one end of eve to the other in a inty with wtz.Eve is supposed to part of a galaxy not a quick walk to the corner shop. |
Amastat
Omegatech
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Posted - 2008.05.22 02:07:00 -
[27]
Warp times are fine - unless your a freighter pilot, and/or travel through a lot of 100AU warp systems. ____________________
"All warfare is based on deception... we must seem unable...seem inactive...and crush him " - Sun Tzu |
Hait
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Posted - 2008.05.22 02:14:00 -
[28]
The point is .... as I understand it
A CovOps speed of 13.5 Au/s compared to a Cruiser of 3 Au/sec means bugger all.
At the moment ther is hardly any advantage of a faster warp speed. |
Armoured C
Globaltech Industries The ENTITY.
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Posted - 2008.05.22 02:18:00 -
[29]
being a covert op pilot the actual change from 13.5 to a standarn cruiser is very large i cant take me less that a minute to scale a 100AU system but almost 2-3 in my command ship due to the varying AU warp speeds
it might not seem much but the difference is staggering
if you want a real comaprrision to see the physical difference warp a frighter and time it then warp a battleship and time it and then warp a covert op ship and time it you will find varying differences |
Soulita
Inner Core
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Posted - 2008.05.22 02:32:00 -
[30]
This: hyperspatial velocity optimizer
will increase your ships warp speed.
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