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Hemmo Paskiainen
Gallente Silver Snake Enterprise
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Posted - 2010.11.06 15:30:00 -
[1]
Edited by: Hemmo Paskiainen on 06/11/2010 15:33:46 In a falcon that warps 3,75 AU per second it takes 58 seconds to warp from an alighned position 94,6 AU to another point.
From those 58 seconds it takes 5,3 sec to get in warp (14,980t, 0,3848x inerta) From those 58 seconds it takes 37 seconds to get under 1 AU from destination It takes 21 seconds to slow down. That is 36% of the total warp time
My proposal is to reduce this time. This will encourange more traveling between systems and that is good for the quality of eve.
(94,6 AU/3,75AU = 25,2 seconds yet it takes 2,3 times as much time)
It makes no sence
Fix Black Ops: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1204416 |
Shandir
Minmatar Eve University Ivy League
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Posted - 2010.11.06 15:38:00 -
[2]
The problem is that acceleration isn't variable, every ship has the same accel/deccel for warp, so faster ships don't actually warp much faster - it's not possible to enter warp before another ship and overtake them in warp, and it should be for ships with a huge difference in warp speed (1.5AU/s vs 21AU/s)
I am not in favour of a general increase in warp times, though. Only a change so that ships with a warp speed advantage can benefit from it.
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De'Veldrin
Minmatar Green-Core The Obsidian Legion
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Posted - 2010.11.06 18:02:00 -
[3]
Originally by: Hemmo Paskiainen
This will encourange more traveling between systems and that is good for the quality of eve.
Yes, because there's so little movement between systems these days.
If you don't have a reason besides "I want it plox!" just say that. Don't come up with some half-assed attempt to justify your request. It makes you look like an idiot.
--Vel
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TopShatta
Caldari Provisions
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Posted - 2010.11.06 20:00:00 -
[4]
Originally by: De'Veldrin
Originally by: Hemmo Paskiainen
This will encourange more traveling between systems and that is good for the quality of eve.
Yes, because there's so little movement between systems these days.
If you don't have a reason besides "I want it plox!" just say that. Don't come up with some half-assed attempt to justify your request. It makes you look like an idiot.
trolling posts like this also make u look like a idiot
I support this, i think it will encourage more small roaming. Who is these days botherd to roam because they need to jump 45 minuts to travel 20 jumps to get to some hunting grounds
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Geddings
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Posted - 2010.11.06 20:24:00 -
[5]
I would like to add my vote to this too. For example I had to make a trade run yesterday with a ship that can carry around 14,000 M3 for a set of items that were 8,000 total that i could only carry about 2,500 at a time. So i had to make 4 runs back and forth in a Indy. Now this may not seem like a big thing but the trips were 31 jumps apart.
(this was in a indy not a much slower freighter too!)
it took me about 9 hours to do the run back and forth (i used autopilot as the hell i was going to click 2 times per jump 32 jumps both ways for ..yeah plus they were in high sec).
i just think that is a bit long yes.
Jump Clones are good but i think they can only be used one every 24 hours yes?
There should be some way to improve travel times a bit. mainly as suggested warp speeds not sub warp speeds as that might throw off game mechanics a bit. but just having faster overall warp speeds for all ships might help a bit.
as one girl pointed out in her video blog the reason why many women do not like to play Eve is it takes FOREVER to do anything!
:-). (im a guy though) but just saying :-)
Give us some luv.
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darius mclever
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Posted - 2010.11.06 20:26:00 -
[6]
Originally by: TopShatta I support this, i think it will encourage more small roaming. Who is these days botherd to roam because they need to jump 45 minuts to travel 20 jumps to get to some hunting grounds
more simple solution. dont nap everyone around you, suddenly you have plenty of things to shoot within a few jumps.
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Crazy KSK
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Posted - 2010.11.06 20:58:00 -
[7]
variable warp speed up yes shorter warps no, new eden feels already small as it is
when you need to transport big amounts of stuff just ask someone with a big cargo ship or set up a courier contract sure courier contracts may take a while but you don't waste playtime on hauling it yourself
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Hemmo Paskiainen
Gallente Silver Snake Enterprise
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Posted - 2010.11.07 00:31:00 -
[8]
Edited by: Hemmo Paskiainen on 07/11/2010 00:34:53
My idea behind it is that that roaming in small gangs is very time consuming without actualy travelling far. My idea behind it is to shorten this. Warp speed is a good way to accompish this. A 20% reduction in a 4-5 hour roam (+-3 hour? of warping) is an exta 36 minuts time saving that u other wise spend staring at an almost static screen. Fix Black Ops: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1204416 |
De'Veldrin
Minmatar Green-Core The Obsidian Legion
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Posted - 2010.11.07 03:01:00 -
[9]
Originally by: TopShatta
trolling posts like this also make u look like a idiot
That wasn't trolling - it was honesty. Trolling would probably have been either funnier, or sadder.
The issue is, at it's heart, that small gang warfare has gone the way of the dinosaur in Eve, but warping to more places faster will not fix that. --Vel
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Arctic Monkey
Caldari D00M. Northern Coalition.
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Posted - 2010.11.07 06:18:00 -
[10]
Your small gang may be able to move around and find targets more quickly, but so can the blob that will overwhelm you, and so will the extra ships hiding in the next system who want to join the fight to make it 2v1 odds, and so will the supposed lone-wolf bait-ship's support be able to get into the fight and annihilate you before having a small chance to do something about it.
Bad idea, combat is not bottlenecked by how slow warping is.
If it's for transporting large amounts of stuff in a freighter, deal with it. It should take much longer to move hundreds of ships in one go than fly them one or a few at a time in an industrial hull.
-J
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Minigin
Red Federation
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Posted - 2010.11.07 06:24:00 -
[11]
this is the stupidest thing ive heard since i last read a finnagain post... (so admittedly... since 2 mins ago...)
the problem for small gang roaming has nothing to do with how fast you warp... it has everything to do with how many people are going to sit on your face wherever you go. and changing how fast everyone warps is hardly going to make a difference to this. . color poastar.
Revisal > Nice job trying to troll me but luckily I'm smarter than you. :D
Plague Black > I will keep pummeling your redneck posts with my literacy |
Hemmo Paskiainen
Gallente Silver Snake Enterprise
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Posted - 2010.11.07 10:17:00 -
[12]
Originally by: Minigin this is the stupidest thing ive heard since i last read a finnagain post... (so admittedly... since 2 mins ago...)
the problem for small gang roaming has nothing to do with how fast you warp... it has everything to do with how many people are going to sit on your face wherever you go. and changing how fast everyone warps is hardly going to make a difference to this.
small blobs run faster than big blobs
If u wait untill people are going to sit on your face you are doing something wrong and u dont know what gurilia warfare is, go back to jita mister
The point that is going to matter is reduction in time u are staring at a almost static screen and a ship that is suppose to be moving but when u look batter it actualy isnt Fix Black Ops: http://www.eveonline.com/ingameboard.asp?a=topic&threadID=1204416 |
Kazuo Ishiguro
House of Marbles
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Posted - 2010.11.07 13:24:00 -
[13]
You'd still have at least 1 session change per system (after jumping in), so the potential for time savings is perhaps not as great as the OP indicates. That said, supported. --- 34.4:1 mineral compression |
HELIC0N ONE
GoonWaffe Goonswarm Federation
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Posted - 2010.11.07 14:41:00 -
[14]
Edited by: HELIC0N ONE on 07/11/2010 14:42:52 As others have said, there's no particularly compelling reason to increase warp acceleration rate across the board, but I'd like to see varying rates of acceleration according to ship size.
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Adunh Slavy
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Posted - 2010.11.07 14:49:00 -
[15]
Originally by: Hemmo Paskiainen
My proposal is to reduce this time. This will encourange more traveling between systems and that is good for the quality of eve.
Eve is too small as it is, this will just make it smaller.
The Real Space Initiative - V6 (Forum Link)
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LordElfa
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Posted - 2010.11.07 17:15:00 -
[16]
I currently own a Comet that does 11.7 AU/s and for most jumps, I spend more than half of it speeding up and slowing down.
Acceleration/De-acceleration should be in line with AU/s speeds. A ship that goes 9 AU/s should accelerate/de-accelerate 3 times faster than a ship that only goes 3 AU/s.
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Shurikane
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Posted - 2010.12.09 14:18:00 -
[17]
Why didn't I think of this sooner!
Now that I consider the matter, it's true; I spend a massive amount of time just warping. I approve this idea!
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GeeShizzle MacCloud
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Posted - 2010.12.09 15:48:00 -
[18]
Edited by: Gee****zle MacCloud on 09/12/2010 15:52:20 very much agree with the OP on this topic... most systems arent in any way large enough for the differences in warp speeds to be quite noticable, and most of it IS the ramp up and down times!
theres a thread going on similar to this, would suggest u read and support it if you agree with this thread too :)
"Punching warp effects"
CSM Prop 1 CSM Prop 2 |
Seamus Donohue
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Posted - 2010.12.09 17:45:00 -
[19]
I support the original post in principle, but not details.
Originally by: LordElfa I currently own a Comet that does 11.7 AU/s and for most jumps, I spend more than half of it speeding up and slowing down.
Acceleration/De-acceleration should be in line with AU/s speeds. A ship that goes 9 AU/s should accelerate/de-accelerate 3 times faster than a ship that only goes 3 AU/s.
I support this in full, provided that it doesn't become too boringly painful to fly a 0.75AU/s freighter. __________________________________________________ Survivor of Teskanen, fan of John Rourke. |
Nestor Laurenitis
Stimulus Rote Kapelle
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Posted - 2010.12.10 15:54:00 -
[20]
This change would make it easier to avoid PVP in null, low, and high sec.
Bad plan, IMO.
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GeeShizzle MacCloud
Caldari
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Posted - 2010.12.10 16:13:00 -
[21]
Originally by: Nestor Laurenitis This change would make it easier to avoid PVP in null, low, and high sec.
Bad plan, IMO.
plz explain how you came to that conclusion.
otherwise its about as usefull as me saying "you opening your mouth is a bad plan, IMO." CSM Prop 1 CSM Prop 2 |
Nestor Laurenitis
Stimulus Rote Kapelle
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Posted - 2010.12.10 16:24:00 -
[22]
Opening ones mouth usually is a bad plan. There is no telling what could get in there.
The reason the proposal is bad is because everything would be happening faster in space which means reaction time is going to be slower.
You scout a gang in a nearby system and you have less time to catch that gang. You scout a viable suicide gank mark and you have less time to prep for killing.
There is one primary instance where this change would actually enable PvP and that is in the case of ganks on non-bot ratters/plexers who will have less time to become aware of the danger.
As a whole, however, I think this change would increase survivabiliy in the game.
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Glyken Touchon
Independent Alchemists
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Posted - 2010.12.10 16:27:00 -
[23]
Originally by: CCP Greyscale Sep'09 Yup, this is something that irks us greatly, but the code handling this is buried fairly deeply in Destiny (the physics simulation) and we haven't had time to dig in and figure out how to tune acceleration rates (or better yet, make them a stat rather than a constant). There's also the issue that there's some fairly complex code in there, and the people best qualified to fiddle with it are currently busy with the whole "lag" thing.
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GeeShizzle MacCloud
Caldari
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Posted - 2010.12.10 16:54:00 -
[24]
Originally by: Nestor Laurenitis Opening ones mouth usually is a bad plan. There is no telling what could get in there.
The reason the proposal is bad is because everything would be happening faster in space which means reaction time is going to be slower.
You scout a gang in a nearby system and you have less time to catch that gang. You scout a viable suicide gank mark and you have less time to prep for killing.
There is one primary instance where this change would actually enable PvP and that is in the case of ganks on non-bot ratters/plexers who will have less time to become aware of the danger.
As a whole, however, I think this change would increase survivabiliy in the game.
reaction times arent going to become slower... reaction times will become more of a factor on whether you get what you want... a kill or an intact ship for example. and reaction time is a property of the object behind the keyboard not the game mechanic. you also have to realise that a change to this would affect everyone including you as an attacking force, so yes you might have a little less time to reach your target, but luckily you get through systems a lil quicker so it balances out the situation. not to mention if you're in a gank squad going after a few strays, you'll be at a high state of concentration with quick reactions, unlike your targets.
Originally by: Glyken Touchon
Originally by: CCP Greyscale Sep'09 Yup, this is something that irks us greatly, but the code handling this is buried fairly deeply in Destiny (the physics simulation) and we haven't had time to dig in and figure out how to tune acceleration rates (or better yet, make them a stat rather than a constant). There's also the issue that there's some fairly complex code in there, and the people best qualified to fiddle with it are currently busy with the whole "lag" thing.
btw Glyken, ur an absolute legend in finding this! cause it clears a lot of guesswork and fancyfull ideas out! plus at least we now know ccp has answered on the subject! many many many thanks! CSM Prop 1 CSM Prop 2 |
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