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Faelzeth
Aliastra Gallente Federation
0
|
Posted - 2012.08.09 03:51:00 -
[1] - Quote
In my effort to think of how the game can be improved upon its design and appeal to all players, I decided to put my attention to the aspect of traveling through the numerous systems of Eve.
As of now, there are only two methods of traveling between systems. Star Gates, and Jumping. Both instantaneous methods of travel that would take years to travel at the speed of light.
Here's a little science and math.
Now we know that based on human measurements, Earth being 1 AU (about 93 million miles [149,597,870 km]) from Sol, our local star, light takes 7 minutes to travel before it reaches our planet.
Ships such as frigates in Eve are traveling at speeds such as 6 AU per second. Approximately 558,000,000 Miles (897,587,220 km) per second.
The speed of light is about 186,282 miles per second.
A light year (the distance light takes to travel over one year) is about 63,240 AU. I'll save you the extra numbers and be brief)
Star systems are about 1.8 - 5+ light years in distance.
A frigate wanting to travel just 1 light year would take about three hours. This obviously wouldn't be acceptable to a player as no one would want to sit in warp for three hours.
My suggestion: I want to see how implementing trans-system warping could work out. Here is a mechanic.
Star Gates provide instant travel between systems: The luxury / reward With an established point of entry and exit with Star Gates, hostiles in gate camps can effectively cut off travel: The risk
Much of the design of Eve with High Risk-High Reward, this idea should be propelled in the sense that if the player wants to give up the luxury of instant travel, they eliminate the risk of hostiles and gate camps.
To response to the problem of a three hour plus warp... Players who wish to engage in these extended warps will require a modification to their ships engine, a module (Low, Medium, High,) that will increase the speed of their ship's warp. For the sake of the player, but to appeal to game balance, certain penalties should be in effect like the Micro-Warp Drive does with its Capacitor and Signature Radius bonuses.
For a ship to travel from one system to another, I figured that warping between the two systems should take about 15 minutes, maybe more or less? The deal with a trans-system warp is, in order to travel a distance of let's say 3 light years in 15 minutes, a ship's warp would have to be a little over a staggering 200 AU / second.
The power to reach... and maintain this speed... would be immense. But it's science fiction, anything is possible.
There would have to be a lot of thought, more than what I've contrived here, to make a balanced implementation of this.
Purely from a game-design perspective, I think this could work. For the sake of lore in the Eve universe, I'm unsure how "science" could explain an increase of speed to 200 AU/second.
I personally love traveling in the game of Eve, watching the blue and red shift around the ship as I casually pass by a star. To watch the nebulae grow and shrink into the distance would truly bring about a sense of awe in me.
Does this have potential? Ideas welcomed. |

Easthir Ravin
Easy Co. Fatal Ascension
60
|
Posted - 2012.08.09 04:36:00 -
[2] - Quote
Greetings
The idea as you put it intrigues me. As you say balance is the key. Maybe a system wide broadcast that an incoming trans-system warp is inbound ( or a module or SOV upgrade whatever) , giving probers a chance at finding the possible ingress point, via disturbed gravity well or insert flashy sifi words here. IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!" |

Octoven
Four Pillar Production Dragehund
7
|
Posted - 2012.08.09 04:42:00 -
[3] - Quote
I do like this idea, it is one of the better long warp Ideas Ive seen on this forum. Essentially you are balancing things up whilst giving both parties (Campers and travelers) a choice of path. This adds to the whole sandbox mentality of eve, your choices have consequences
I would support this kind of change |

Evil Vile
Prope Exitum
6
|
Posted - 2012.08.09 04:42:00 -
[4] - Quote
I do like the idea behind this quite a bit. We have our usual cyno/jump bridge travel, but with this why not do something along the lines of the triage module. If you want to make the jump, you activate a module that puts you in stasis until the warp drives are completely warmed up. For instance, for every jump it takes 5 minutes for the module to warm up, and the ship cannot do anything except wait, or get blown up. So the pilot has to wait 5 minutes for every jump it wants to make. Unless it was a non-corp, high-sec pilot, they would need a fleet to help protect it like a POS until it has jumped and left stasis.
Risk vs reward. It could make for an easy jump to another region to transport items, but still have the ability to be intercepted.
Just a thought. |

Faelzeth
Aliastra Gallente Federation
2
|
Posted - 2012.08.09 04:42:00 -
[5] - Quote
Easthir Ravin wrote:Greetings
The idea as you put it intrigues me. As you say balance is the key. Maybe a system wide broadcast that an incoming trans-system warp is inbound ( or a module or SOV upgrade whatever) , giving probers a chance at finding the possible ingress point, via disturbed gravity well or insert flashy sifi words here.
I like the disturbed gravity well idea. It would definitely increase the need for probers and maintain the need for gate camps, rather system camps. Would that gravity well be exact or be a random spot in the system? |

Deena Amaj
Native Freshfood Minmatar Republic
23
|
Posted - 2012.08.09 04:48:00 -
[6] - Quote
Quote: Purely from a game-design perspective, I think this could work. For the sake of lore in the Eve universe, I'm unsure how "science" could explain an increase of speed to 200 AU/second.
Well, the EVE lore explains warp tech by using zero-Vacuum or so. I doubt it should be that hard to have it explained by thoroughly as we are already experiencing FTL mechanics.
A chance of detecting an incoming "star jump" would be cool, alike probing as mentioned above. Perhaps have a specific POS module that detects the distortion (only detects, not locate it), warning that something might be imbound.
I however have the feeling people might be a bit edgy regarding the total freedom of star-warping from A to B.
But yes, there needs to be alternatives in terms of FTL/jumping. It has to be a oneway trip though - without dropping in mid-deadspace between the stars. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Astroniomix
Thorn Project Black Thorne Alliance
139
|
Posted - 2012.08.09 05:12:00 -
[7] - Quote
This idea has been posted and shot down numerous times in various incarnations. The most recent one spawned a hilarious discussion of capital (namely triage) mechanics, hosted by a guy who wouldn't know how undock, nevermind operate, a capital ship even if he did manage to get a hold of one.
The problem with this idea is that it completely removes the choke points that stargates provide. While titans enable people to do this already, it does require a fair amount of planning and getting 200 clueless drake pilots to navigate a menu without shooting each other. (it also provides the potential lulz of the titan having a "derp" moment and activating his own jump drive instead of the jump portal) |

Faelzeth
Aliastra Gallente Federation
3
|
Posted - 2012.08.09 06:09:00 -
[8] - Quote
Astroniomix wrote:
The problem with this idea is that it completely removes the choke points that stargates provide.
Right, that was a concern when I was thinking of this. Thus the idea of having a probe-able site to scan out. Perhaps limiting it to the same paths that star gates could assist in the preservation of gate camps, as long as the other side has the ability to scan out potential incoming targets. |

Ja'thaal Deathbringer
The Dark Wheel Corporation
16
|
Posted - 2012.08.09 07:43:00 -
[9] - Quote
Hey there. It's a good idea, in theory, but would need a little more to it than what you've stated.
What about a mid slot module that is essentially a hyper drive? Now, I've been thinking about this myself, and I could see it working like this:
The difference between Warp Drive and Hyper Drive is that Warp engines operate on acceleration of the entire ship in regular space, making them travel at immense speeds faster than light. Hyper Drives, on the other hand, operate on a principle of opening up two windows in subspace and moving the windows between origin and destination points closer together in subspace, and then accelerating the ship into the subspace window. By closer, I mean a LOT closer, but travel in hyperspace isn't instantaneous, nor is it infallible.
Hyper Drive engines would require a massive amount of capacitor to maintain a stable subspace window, so obviously, the smaller the ship, the lower the range given capacitor limitations. Also, Hyper Drive engines would work on a similar principle to Jump Drives, and would still need some sort of destination solution in order achieve and maintain a stable hyper drive window. Also, Hyper Drives would still be effected by Cynosural Jamming arrays due to the fact that the jamming arrays work on a principle of disrupting all ships in its vicinity to lock on to the destination solution of cynosural beacons, or the ability to create a destination solution for their hyper drive.
Long story short, Hyper Drives would serve as gateless inter-system travel that would still have limitations and would also take time to move from system to system. |

Uris Vitgar
Center for Advanced Studies Gallente Federation
12
|
Posted - 2012.08.09 09:30:00 -
[10] - Quote
3 hours per light year is perfectly acceptable, espescially since you can warp while logged out. Since you can't select anything but the sun from outside a system there is still a celestial bottleneck to be defended, and if local updates at even a tenth of a lightyear out there will be no problem of suprise attacks. You do not even need a module, just a different procedure for warping. Perhaps a "preparing for interstellar warp (journey will take 5.83 hours)" message followed by a 30 second timer which spools up the warp drive for continuous warp mode. |

Horus V
24
|
Posted - 2012.08.09 10:18:00 -
[11] - Quote
Faelzeth wrote:Astroniomix wrote:
The problem with this idea is that it completely removes the choke points that stargates provide.
Right, that was a concern when I was thinking of this. Thus the idea of having a probe-able site to scan out. Perhaps limiting it to the same paths that star gates could assist in the preservation of gate camps, as long as the other side has the ability to scan out potential incoming targets.
Yesss.
+1 from me ! REMOVE LOCAL !!! |

Zuriaake Yn Gizarm
Schwarze Legion
0
|
Posted - 2012.08.09 11:30:00 -
[12] - Quote
i dont know if these long warps are possible to develop so easy, but i think it would be as 1000 times cooler as gates.
after long years of playing, the gates taking the feeling of an endless space away a bit :(
i think the gates could exist further but, i rather had an eyeopening epic fly through the giant nebulas between minmatar and gallente nebulas instead of a simple half second plop.
if the gates would exist in that way, the rules and systems of gatecamp etc. would still work..
thats my opinion
sorry for my minmatarian english
fly safe^^ |

Deena Amaj
Native Freshfood Minmatar Republic
23
|
Posted - 2012.08.09 13:23:00 -
[13] - Quote
Choke points aren't that great either to be blunt. Some points of 0.0 are dead-easy to defend just because there is pretty much only one way to enter. Might as well say that it is a carebear haven because one can easily defend any visitor slowboating in.
One must keep in mind that you cannot come with the I live the rough life of eve and I'm a tough pvper, yet have a simple and easy door to defend anybody who even dares to warp2zero on that gate.
I know there is cyno and people who can attempt to visit, but not everybody, especially roaming small gangs, have Titan/Blackops. And this is possibly the reason why the OP is suggestion an alternate propulsion system.
I'm certain there is a way so that it is not that efficient. For instance, say if there is a huge SOV-alliance, you should be able to indirectly-hyperjump to one the bordering SOV systems rather than a random star deep in the heart of this Alliance.
To possibly add to this suggestion: Aside to POS modules detecting "hyper jump/gravimetric anomalies", the defending alliance could maybe have those player-owned PI custom offices have additional stellar sensory to detect them. Perhaps the "Remote Sensing" (PI skill) could be of any use here. Herp-derp - one could have PI modules/structures feature some orbital "Hubble" satellites to detect those anomalies.
As one propose, that unknown gravity well should randomly be placed in the star system and it shouldn't be all too easy to probe out, meaning you need the probing experts who actually skill things through and not those who just skill to level2.
Lastly, the Deep Space Scan Probe with the 256 AU or so radius - I forgot the name - could be more of a use here. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Uris Vitgar
Center for Advanced Studies Gallente Federation
12
|
Posted - 2012.08.09 14:15:00 -
[14] - Quote
You talk as if there's a problem with alliances defending their space too easily, but the opposite is true. Even with long pipes and choke points many solo and small gang hunters are able to get through. The majority of camps in nullsec are set up by invaders, not home defence fleets. Bombers, recons, cloaky t3s and blackops can strike whenever and wherever they like no matter how big a camp they have to pass through, and as a sov peasant your alliance is powerless to defend you from them. Nullsec is already halfway into barbarism, fighting out of boredom whilst making money on alts in highsec. This isn't a good time to start making them more vulnerable |

Dureena Nafee1
art of eve Gunmen of the Apocalypse
0
|
Posted - 2012.08.09 14:44:00 -
[15] - Quote
This idea is intriguing, so how about adding a new galaxy to explore, a single jump gate to a concord controlled system, then all other jumps from there are via this method, and you can then introduce
Gate Building Ships. Like a Pos but you can then make your own systems and build your own connections and it would truly be completely new and exciting, like WH space but better.
Think you could have whole alliances leaving by this single gate, manually jumping to a new system then building a gate out from there. so their "network" is not connected to the rest of the universe and needs this module to get there. - until someone else comes in and links up to their network, gates able to be destroyed etc.
That would definately be Eve 2
Edit : - hey even allow everything to be player made in the new galaxy so customs offices, stations etc, wouldnt that make it more interesting when you even have to make the gates for use.... |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
487
|
Posted - 2012.08.09 16:09:00 -
[16] - Quote
I have a couple of suggestions.
Power: Have this use fuel, a predictable amount you would need on board before your drive could start the long warp. No need for a module extra on this at all. If you lack the fuel, you need to use public transit gate style.
Beacon required: This isn't for a jump drive, so there is no reason for it to show up on the overview. Someone had to drop a beacon, and anchor it. Once the jump is started, the beacon is no longer needed, as the ship takes the information it needs only when initiating warp. This DOES mean if you know several are planning on using a beacon, you can have covert eyes watching from the other side. Only allow through the ships you like, then destroy it before others can use it to follow. Details: Only one person can use the beacon at a time, the beacon needs 10 seconds to charge. (Need a bunch through faster? use multiple beacons) Personal, Corp or Alliance level access restrictions. Covert Beacon: only the covops frigate can lock onto this, it is very hard to scan down if not impossible. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Reicine Ceer
Rodents of Unusual Size The Rat Race
60
|
Posted - 2012.08.09 17:44:00 -
[17] - Quote
Babylon 5 jumpgate technology; you fly "into" warp-space, where you're travelling at unimaginably vast speeds, and exit out of a jumpgate. Similar to what we have now, but *not* instantaneous. This is precisely what would work for the whole "explaining away 200AU/s :) |

mine mi
Hispania Armored Forces Vera Cruz Alliance
5
|
Posted - 2012.08.09 18:45:00 -
[18] - Quote
a variant idea
The idea is the ships can create a artificial Wormhole to the destiny, with only one exit; the distance between the two entries is 1/1000 of the real distance in au, the mass they can pass is 175% of the ship who create the w/h and the only ship who can see the exit Pross: can not cyno jam Conss: take time to travel
|

Faelzeth
Aliastra Gallente Federation
8
|
Posted - 2012.08.09 23:15:00 -
[19] - Quote
An infographic on Long Distance Warp Mechanics |

Emulated
Black Guards Black Core Alliance
0
|
Posted - 2012.08.10 12:19:00 -
[20] - Quote
i personally think gates are ****. so +1 |

Sophia Elandros
School of Applied Knowledge Caldari State
0
|
Posted - 2012.08.10 19:05:00 -
[21] - Quote
I like the idea of giving a POS module the ability to detect Gravimetric Disturbances. That would give the probers the a nice warning that they should start doing their jobs.
Nice idea, OP. +1 |

Gorn Arming
Merch Industrial Goonswarm Federation
21
|
Posted - 2012.08.10 19:17:00 -
[22] - Quote
This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.
I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though. |

Faelzeth
Aliastra Gallente Federation
11
|
Posted - 2012.08.10 19:19:00 -
[23] - Quote
Sophia Elandros wrote:I like the idea of giving a POS module the ability to detect Gravimetric Disturbances. That would give the probers the a nice warning that they should start doing their jobs.
Nice idea, OP. +1
Yes, this is will add for security. Some corporations use a surveillance chat to report hostiles traveling through a region. This is dire information for ratters, miners, heck... EVERYONE. Having a POS Module, (passive or manned?) Detecting and warning players is important to maintain balance. |

Faelzeth
Aliastra Gallente Federation
11
|
Posted - 2012.08.10 19:24:00 -
[24] - Quote
Gorn Arming wrote:This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.
I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though.
You are correct in that it isn't actually solving a 'problem', there isn't a problem I'm addressing. This is a focusing on improving and adding content relative to the game that can add to the player experience. |

Gorn Arming
Merch Industrial Goonswarm Federation
21
|
Posted - 2012.08.10 19:31:00 -
[25] - Quote
Faelzeth wrote:Gorn Arming wrote:This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.
I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though. You are correct in that it isn't actually solving a 'problem', there isn't a problem I'm addressing. This is a focusing on improving and adding content relative to the game that can add to the player experience. Can you explain in concrete gameplay terms what this adds to the game? I see nothing here beyond "another way to get around a camped gate", and there are a dozen or so ways to do that already (which is already more than we need). |

Faelzeth
Aliastra Gallente Federation
11
|
Posted - 2012.08.10 20:20:00 -
[26] - Quote
Gorn Arming wrote:Faelzeth wrote:Gorn Arming wrote:This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.
I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though. You are correct in that it isn't actually solving a 'problem', there isn't a problem I'm addressing. This is a focusing on improving and adding content relative to the game that can add to the player experience. Can you explain in concrete gameplay terms what this adds to the game? I see nothing here beyond "another way to get around a camped gate", and there are a dozen or so ways to do that already (which is already more than we need).
Let's say you are apart of a gate camp. You and your fleet members are enjoying their time hanging around and getting any unsuspecting pilots who can easily fall into a trap. This is the nature of gate camps, there is no chance for that lone pilot. This should also be preserved, because gates and jump bridges would still be a primary method of travel between the systems of Eve.
The two methods of travel currently (Technically Three):
Star Gates - Instant System to System node transfers available to all players for free, but subject to gate camps and must be connecting systems.
Jumping - Instant System to System node transfers available to trained pilots, reliable on Cyno Generators and an additional pilot. This allows pilots the luxury of skipping systems and a reduced number of jumps. Only available for use in 0.0 - 0.4 Space.
Jump Bridges - Corp owned, requires resources and maintenance. Also allows pilots the luxury of skipping systems and a reduced number of jumps. Only available for use in systems less than 0.1 Space.
The concern is how this will affect gate camps. One could think that everyone would rather long warp instead of using a gate, effectively destroying the usefulness of a gate camp. I have spent a lot of time thinking how this can co-exist because I personally enjoy partaking in gate camps.
I was thinking this new method of travel would appeal to as a method of faster travel in high-sec. And a balance would be in place that there would be a risk in using this long-warp in low-sec / null-sec... That risk is pilots can easily detect your movements via some sort of scanning (passive or active) as to deter long-warps around blockades, thus preserving the need to get around gate-camps the traditional way. If you want to long-warp around a blockade, you're essentially hanging up your "HEY HERE I AM" sign. This can prove useful too for players in null-sec in traveling around, but being the nature of a high-profile travel will make a pilot think twice if they should.
It's a mechanic that adds to the risky game play of Eve that I think could be beneficial. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
490
|
Posted - 2012.08.10 20:26:00 -
[27] - Quote
What is the range of this?
Does it only duplicate travel where gates connect? (Obviously bypassing the gate)
Does it have a jump range? (This system is closer than many gate connected ones, so you could reach it) Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

Faelzeth
Aliastra Gallente Federation
11
|
Posted - 2012.08.10 20:42:00 -
[28] - Quote
Nikk Narrel wrote:What is the range of this?
Does it only duplicate travel where gates connect? (Obviously bypassing the gate)
Does it have a jump range? (This system is closer than many gate connected ones, so you could reach it)
A good series question. All dependent on variables such as capacitor, ship size, hull warp speed... It's range could technically be anything, but should it? Should it have a shorter range? If it were too long, players in High Sec would only need one warp, essentially removing the need to traverse through the many other systems. But at the same time we realize that star-gate travel is faster- instant travel.
What if... the time it would take to travel 20(random number) jumps would be equivalent to the time it would take to Long Warp that same destination. However if you wanted to Long-Warp anything less, you're travel time will be greatly extended compared to the travel time of Star Gates. This will urge players who want to navigate hastily through the systems use star gates. |

Gorn Arming
Merch Industrial Goonswarm Federation
21
|
Posted - 2012.08.10 20:49:00 -
[29] - Quote
Faelzeth wrote:Gorn Arming wrote:Faelzeth wrote:Gorn Arming wrote:This is an awful idea. It's a terrible kludge that solves no current problem. There are plenty of ways to get through or around a gatecamp.
I guess it's easier to push a button and go make a pot of tea than have to think your way out of a blockade, though. You are correct in that it isn't actually solving a 'problem', there isn't a problem I'm addressing. This is a focusing on improving and adding content relative to the game that can add to the player experience. Can you explain in concrete gameplay terms what this adds to the game? I see nothing here beyond "another way to get around a camped gate", and there are a dozen or so ways to do that already (which is already more than we need). Let's say you are apart of a gate camp. You and your fleet members are enjoying their time hanging around and getting any unsuspecting pilots who can easily fall into a trap. This is the nature of gate camps, there is no chance for that lone pilot. This should also be preserved, because gates and jump bridges would still be a primary method of travel between the systems of Eve. The two methods of travel currently (Technically Three): Star Gates - Instant System to System node transfers available to all players for free, but subject to gate camps and must be connecting systems. Jumping - Instant System to System node transfers available to trained pilots, reliable on Cyno Generators and an additional pilot. This allows pilots the luxury of skipping systems and a reduced number of jumps. Only available for use in 0.0 - 0.4 Space. Jump Bridges - Corp owned, requires resources and maintenance. Also allows pilots the luxury of skipping systems and a reduced number of jumps. Only available for use in systems less than 0.1 Space. The concern is how this will affect gate camps. One could think that everyone would rather long warp instead of using a gate, effectively destroying the usefulness of a gate camp. I have spent a lot of time thinking how this can co-exist because I personally enjoy partaking in gate camps. I was thinking this new method of travel would appeal to as a method of faster travel in high-sec. And a balance would be in place that there would be a risk in using this long-warp in low-sec / null-sec... That risk is pilots can easily detect your movements via some sort of scanning (passive or active) as to deter long-warps around blockades, thus preserving the need to get around gate-camps the traditional way. If you want to long-warp around a blockade, you're essentially hanging up your "HEY HERE I AM" sign. This can prove useful too for players in null-sec in traveling around, but being the nature of a high-profile travel will make a pilot think twice if they should. It's a mechanic that adds to the risky game play of Eve that I think could be beneficial. I see a lot of :words: about why this won't harm gatecamps and very little about what you think it actually ADDS to the game to begin with. You've only peripherally touched on this with "...mechanic that adds to the risky game play of Eve that I think could be beneficial" which amounts to "I like it".
Seriously, even if I accepted that this won't just add another way to bypass someone else's control of space, why implement it? Why are you asking that the devs spend time on this instead of on rebalancing ships or adding new modules? Whether you realize it or not, that's what you're asking, and you haven't provided a good reason even when I asked you directly.
Nope. |

Faelzeth
Aliastra Gallente Federation
11
|
Posted - 2012.08.10 20:54:00 -
[30] - Quote
It adds new content. Directly. |

Gorn Arming
Merch Industrial Goonswarm Federation
21
|
Posted - 2012.08.10 20:58:00 -
[31] - Quote
Faelzeth wrote:It adds new content. Directly. If you're dumb enough to think that anything added to the game is valuable simply because it's "new content" I think we've reached an impasse.
Your idea is terrible and you should feel ashamed for posting it. |

Faelzeth
Aliastra Gallente Federation
12
|
Posted - 2012.08.10 21:04:00 -
[32] - Quote
Gorn Arming wrote:Faelzeth wrote:It adds new content. Directly. If you're dumb enough to think that anything added to the game is valuable simply because it's "new content" I think we've reached an impasse. Your idea is terrible and you should feel ashamed for posting it.
I've asked for the input of others on how to make this coexist, it's an idea discussion thread, not a bash and insult. You're input has nothing to do with it so...
Get out. |

Sphit Ker
Dreddit Test Alliance Please Ignore
110
|
Posted - 2012.08.10 21:22:00 -
[33] - Quote
+1
Death to all gates. |

Nikk Narrel
Infinite Improbability Inc Mordus Angels
490
|
Posted - 2012.08.10 21:50:00 -
[34] - Quote
Faelzeth wrote:Nikk Narrel wrote:What is the range of this?
Does it only duplicate travel where gates connect? (Obviously bypassing the gate)
Does it have a jump range? (This system is closer than many gate connected ones, so you could reach it) A good series question. All dependent on variables such as capacitor, ship size, hull warp speed... It's range could technically be anything, but should it? Should it have a shorter range? If it were too long, players in High Sec would only need one warp, essentially removing the need to traverse through the many other systems. But at the same time we realize that star-gate travel is faster- instant travel. What if... the time it would take to travel 20(random number) jumps would be equivalent to the time it would take to Long Warp that same destination. However if you wanted to Long-Warp anything less, you're travel time will be greatly extended compared to the travel time of Star Gates. This will urge players who want to navigate hastily through the systems use star gates. In order to deal with something I could see happening, I am curious how you would handle this, then.
Joe Bob has a freighter. It obviously has LOTS of room for fuel, as well as everything else.
What is to stop him from filling enough fuel to reach any system in the game, and hauling effectively anything mobile that can be hauled? Would this be cost effective to eliminate a jump freighter? Would he have a progressive time sink to balance this? (Next door system is 15 minutes, but max distance is a week in real time) With system downtime daily, does this limit the range, or can it be like a skill where the ship progresses to it's destination while you are otherwise offline?
It could possibly be an event like a POS coming out of reinforcement. The freighter should arrive on tuesday of next week, bring the fleet to escort it. Cloaking being on a ten minute manual cycle timer? (Author: Bree Okanata) Fine. As long as there is a ten minute timer for being docked in a station. Also, you can't stop moving in the game. Just add in a way so every ten minutes you are randomly warped to the nearest other player. Keeps people from going AFK. |

mine mi
Hispania Armored Forces Vera Cruz Alliance
5
|
Posted - 2012.08.10 22:02:00 -
[35] - Quote
personally, I prefer the wormhole idea why?
First- has a background story, the sansha Second i think is more easy to implement, we have already wormhole
|

Deena Amaj
Native Freshfood Minmatar Republic
23
|
Posted - 2012.08.11 03:38:00 -
[36] - Quote
I will be writing up a similar star drive/jump idea. It is not all too different than what you wrote up, but I will add a link to this thread nonetheless.
I for one always wished there would be multiple FTL methods, preferably those we've seen and dreamed of in various Scifi stories/shows.
Rather unrelated, but I do not like how the warp mechanics are in this game. The warping itself is cool, but it is too easy to get away due to the just align and hit the OH-SHIII* warp button. Imo, hitting warp button should feature those x seconds actually needed for the 0m/s -> warp. Many "pvp fleet fights" are more like like "fleet pussies vs pussies" due to aligning and getting away just that easily. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Loius Woo
PATRIOT KNIGHTS
133
|
Posted - 2012.08.11 04:12:00 -
[37] - Quote
My personal opinion is that this is a good idea given a couple of caveats.
First off, allow long range warps to occur at the normal warp speed. So yes, allow the ships to take hours to do the jump and allow the warp to occur even while the player is offline.
Second, require long range warps to begin and end within max scan range of a star. This way you must be within the scan range of a star to begin a long range warp and you will always end a long range warp within scan range of a star.
Third, give all active pilots in a system a warning within one hour of a landing that a player is about to land within a scan range of the star.
So, conducting a long range warp in Empire is safe, but takes longer than doing the stargate jumps. Into our out of null sec, it is slower than normal stargate jumping, but limits your exposure to only your beginning and ending systems and if those systems are inactive, you should be safe.
Large fleets could travel slower than fleets jumped by titans, and with warning, but could do so without a titan.
I think that is a good way to do it. |

LadyDream
Boobs Light Industries
3
|
Posted - 2012.08.11 12:47:00 -
[38] - Quote
What about capacitor?
How much cap would you need to travel 316200AU (5ly). Example for Tengu: warpCapacitorNeed 8.13e-07 (The power cost to warp per one kg per AU) mass 14210000 kg
cap needed = warpCapacitorNeed * mass * disstance * ~0,621 (lvl5 warp drive skill) = ~ 130906,730 GL
lets say Tengu has 2842 GJ, this means he need to make 46+ "warp jumps" (5ly) using full cap, which is not possible.
Or, i'm wrong? |

Loius Woo
PATRIOT KNIGHTS
135
|
Posted - 2012.08.11 15:46:00 -
[39] - Quote
LadyDream wrote:What about capacitor?
How much cap would you need to travel 316200AU (5ly). Example for Tengu: warpCapacitorNeed 8.13e-07 (The power cost to warp per one kg per AU) mass 14210000 kg
cap needed = warpCapacitorNeed * mass * disstance * ~0,621 (lvl5 warp drive skill) = ~ 130906,730 GL
lets say Tengu has 2842 GJ, this means he need to make 46+ "warp jumps" (5ly) using full cap, which is not possible.
Or, i'm wrong?
Id say that the best way to handle that is to have your ship basically shut down and charge up the capacitor for the one long jump.
It could be a lore reason why you do the jumps from star to star, you have to super charge your capacitor by tapping into the magnetosphere of a star. |

LadyDream
Boobs Light Industries
3
|
Posted - 2012.08.11 17:07:00 -
[40] - Quote
Loius Woo wrote: Id say that the best way to handle that is to have your ship basically shut down and charge up the capacitor for the one long jump.
It could be a lore reason why you do the jumps from star to star, you have to super charge your capacitor by tapping into the magnetosphere of a star.
I like that idea, warmup time (time based on cap needed) in star magnetosphere to overload cap to needed level and then one long warp, interrupting overloading cap process by move/activating modules/whatever requires starting that process again. |

Loius Woo
PATRIOT KNIGHTS
135
|
Posted - 2012.08.11 17:17:00 -
[41] - Quote
LadyDream wrote:Loius Woo wrote: Id say that the best way to handle that is to have your ship basically shut down and charge up the capacitor for the one long jump.
It could be a lore reason why you do the jumps from star to star, you have to super charge your capacitor by tapping into the magnetosphere of a star.
I like that idea, warmup time (time based on cap needed) in star magnetosphere to overload cap to needed level and then one long warp, interrupting overloading cap process by move/activating modules/whatever requires starting that process again.
Exactly, balancing the charge time would be key as well so that charging for a jump to the nearest star might take like 10-15 seconds, and charging for a long warp to another region would take like 10-15 minutes.
The overall goal as I see it is to give people an option to forgo timeliness of travel for safety. So a journey that would take you 20 minutes of jumping through gates that might be camped would take you 4 hours of long warping instead.
I like it. |

Deena Amaj
Native Freshfood Minmatar Republic
24
|
Posted - 2012.08.11 17:36:00 -
[42] - Quote
Quote:It could be a lore reason why you do the jumps from star to star, you have to super charge your capacitor by tapping into the magnetosphere of a star.
Lol, my version of the idea was going to feature star to star - hence "star drive". Was to be more of a mini-portal jumping for smaller ships to catch up, using stars as a general "cynos" area. Mine is less complex but seems that complexity is what appears to be more interesting, so I guess I'll drop it and focus on something else heh.
Don't know if I should drop the writing. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
136
|
Posted - 2012.08.11 17:46:00 -
[43] - Quote
The big deal is the lore....
Ships cant use warp drivers to jump to the next system becouse they would end up without cap between the stars... this means that there would be nothing to drown energy from and the ship would have no capacitor to continue the jurney... The best way to travel to a nearby system without gate is to use a huge ship with a huge fuel bay that will warp to the other system taking a long time to reach it, and then it finds a safe spot and lights a cyno and the gate construction team starts to work.
And since only Concord owns these big colonizers ships there is nothing capsulers can do to expand the map. |

Loius Woo
PATRIOT KNIGHTS
135
|
Posted - 2012.08.11 17:54:00 -
[44] - Quote
As I think more about this, I realize that it needs some more balancing.
As we have it written here, no one will ever use jump freighters again... they would just use freighters to go directly from JITA to null sec and back.
So, I would make the following additions to the idea:
First make it require a rig. Call it a Capacitance Overcharge rig in small medium and large sizes and a drawback of 10% reduction in capacitor recharge rate. Prohibit capital ships from using them...thats my gut, I don't think that long warping should be available to capital ships.
This does two things, first it prevents freighters from doing long jumps, so if you want to carry 900,000m3 of stuff, you gotta use the gates, secondly it means you have to sacrifice something in order to use it, whether that is sacrificing a little tank or a little damage or a little cargo capacity, its a cost.
Second balance I would add would be a counter to it. A "Deepspace Probe" that is deployed at a sun and while deployed allows the controlling ship to scan for incoming long jumps. It should detect a signature when it is within one hour of landing but it would only say "something is coming" not "20 somethings are coming". When the incoming signature is within 15 minutes of landing, the probe can discern the total signature size of the incoming long warp, so a gang of 10 battleships at this point would show up as "Deepspace Contact, 4500m signature" When the gang is within 5 minutes of landing, the probe can say "Deepspace contact, 4500m, 10 entities" within one minute, it can break up each ship as an individual signature radius. It would never give ship types. This way, an alliance can defend its space by using probing ships to cover the stars.
Third balance, nothing will tell you exactly what time you will land at the other star, you would have to estimate that yourself. You can log off and your ship will continue to warp, but if your ship lands while you are offline, it will remain in space at the star for 15 minutes before performing the warp off and disappear thing. This way if you are lazy, you are risking a lot and suicide gangs in high sec can camp stars for incoming haulers full of blueprints.
Fourth balance, when you land at your destination, your capacitor should be empty.
WIth these four additions, I think it is a great idea.
It would allow people who don't own null sec space to conduct ninja mining operations. Imagine if you and your 30 closest friends pilled into hulks and orcas and set out to mine all the ore in a single system in 0.0 that you didn't own.
It would also allow corps and alliances that don't have titan bridges to long warp into enemy space if they so desire.
|

Loius Woo
PATRIOT KNIGHTS
135
|
Posted - 2012.08.11 17:57:00 -
[45] - Quote
Alx Warlord wrote:The big deal is the lore....
Ships cant use warp drivers to jump to the next system becouse they would end up without cap between the stars... this means that there would be nothing to drown energy from and the ship would have no capacitor to continue the jurney... The best way to travel to a nearby system without gate is to use a huge ship with a huge fuel bay that will warp to the other system taking a long time to reach it, and then it finds a safe spot and lights a cyno and the gate construction team starts to work.
And since only Concord owns these big colonizers ships there is nothing capsulers can do to expand the map.
We are not talking about expanding the map...at least I don't think we are....that would be a bad idea.
However, given the navigational information available to all pod pilots in Eve to calculate a warp to a star that already has gates, in conjunction with a capacitance overcharge rig tapping the magnetosphere of a star to store thousands of times as much energy as your capacitor is usually capable of, allows your ship to do long warps.
|

Antal Marius
No Bullshit Jokers Wild.
21
|
Posted - 2012.08.11 19:47:00 -
[46] - Quote
Loius Woo wrote:Alx Warlord wrote:The big deal is the lore....
Ships cant use warp drivers to jump to the next system becouse they would end up without cap between the stars... this means that there would be nothing to drown energy from and the ship would have no capacitor to continue the jurney... The best way to travel to a nearby system without gate is to use a huge ship with a huge fuel bay that will warp to the other system taking a long time to reach it, and then it finds a safe spot and lights a cyno and the gate construction team starts to work.
And since only Concord owns these big colonizers ships there is nothing capsulers can do to expand the map. We are not talking about expanding the map...at least I don't think we are....that would be a bad idea. However, given the navigational information available to all pod pilots in Eve to calculate a warp to a star that already has gates, in conjunction with a capacitance overcharge rig tapping the magnetosphere of a star to store thousands of times as much energy as your capacitor is usually capable of, allows your ship to do long warps.
That would work, but have it be a module that can be limited to non-capital ships? Orca could be an exception? |

Sigras
Conglomo IMPERIAL LEGI0N
143
|
Posted - 2012.08.11 20:36:00 -
[47] - Quote
I dislike this idea for a few reasons:
1. it provides a completely safe way for traders to get high value goods from one place to another, going gate to gate is tough, takes a long time and is dangerous 2. this greatly reduces, or even eliminates the ability for alliances to control space with gate camps and intel, if any group at any time could appear anywhere in their space. 3. It fixes a problem that doesnt exist. Why do we need this change? or why devote developer time to something like this instead of something truely broken in the game? |

James Amril-Kesh
4S Corporation RAZOR Alliance
480
|
Posted - 2012.08.11 23:22:00 -
[48] - Quote
I came into this thread expecting a terrible idea, but I think this actually does show promise. EVE's 4th of July Fireworks |

Loius Woo
PATRIOT KNIGHTS
135
|
Posted - 2012.08.12 02:20:00 -
[49] - Quote
Sigras wrote:I dislike this idea for a few reasons:
1. it provides a completely safe way for traders to get high value goods from one place to another, going gate to gate is tough, takes a long time and is dangerous 2. this greatly reduces, or even eliminates the ability for alliances to control space with gate camps and intel, if any group at any time could appear anywhere in their space. 3. It fixes a problem that doesnt exist. Why do we need this change? or why devote developer time to something like this instead of something truely broken in the game?
Did you read my post like two posts up? It answers number one and number two.
Loius Woo wrote:As I think more about this, I realize that it needs some more balancing.
As we have it written here, no one will ever use jump freighters again... they would just use freighters to go directly from JITA to null sec and back.
So, I would make the following additions to the idea:
First make it require a rig. Call it a Capacitance Overcharge rig in small medium and large sizes and a drawback of 10% reduction in capacitor recharge rate. Prohibit capital ships from using them...thats my gut, I don't think that long warping should be available to capital ships.
This does two things, first it prevents freighters from doing long jumps, so if you want to carry 900,000m3 of stuff, you gotta use the gates, secondly it means you have to sacrifice something in order to use it, whether that is sacrificing a little tank or a little damage or a little cargo capacity, its a cost.
Second balance I would add would be a counter to it. A "Deepspace Probe" that is deployed at a sun and while deployed allows the controlling ship to scan for incoming long jumps. It should detect a signature when it is within one hour of landing but it would only say "something is coming" not "20 somethings are coming". When the incoming signature is within 15 minutes of landing, the probe can discern the total signature size of the incoming long warp, so a gang of 10 battleships at this point would show up as "Deepspace Contact, 4500m signature" When the gang is within 5 minutes of landing, the probe can say "Deepspace contact, 4500m, 10 entities" within one minute, it can break up each ship as an individual signature radius. It would never give ship types. This way, an alliance can defend its space by using probing ships to cover the stars.
Third balance, nothing will tell you exactly what time you will land at the other star, you would have to estimate that yourself. You can log off and your ship will continue to warp, but if your ship lands while you are offline, it will remain in space at the star for 15 minutes before performing the warp off and disappear thing. This way if you are lazy, you are risking a lot and suicide gangs in high sec can camp stars for incoming haulers full of blueprints.
Fourth balance, when you land at your destination, your capacitor should be empty.
WIth these four additions, I think it is a great idea.
It would allow people who don't own null sec space to conduct ninja mining operations. Imagine if you and your 30 closest friends pilled into hulks and orcas and set out to mine all the ore in a single system in 0.0 that you didn't own.
It would also allow corps and alliances that don't have titan bridges to long warp into enemy space if they so desire.
To number 3, I hate that argument. If you only ever add things to the game that the game NEEDS, then nothing new gets added. We didn't NEED tier 3 battlecruisers, we don't NEED new destroyers, we didnt NEED wormholes. All of those ideas were probably argued against using your same words "What problem does wormholes fix? Why put in wormholes when we have problems with null sec already, lets focus on that instead" And how much do wormholes add to the game? Thats why I hate that argument. |

James Amril-Kesh
4S Corporation RAZOR Alliance
482
|
Posted - 2012.08.12 05:55:00 -
[50] - Quote
Actually, the more I read about it the more I like it.
It doesn't intrinsically add anything to the game by itself, but remember the game is all about user-generated content. That means with this new capability, players will develop new strategies and counterstrategies that alter players conduct of war in ways more profound than the addition of any new ship class or module.
I think this would be a healthy change for the game. EVE's 4th of July Fireworks |

Sigras
Conglomo IMPERIAL LEGI0N
147
|
Posted - 2012.08.12 08:49:00 -
[51] - Quote
I disagree, specifically with your illustration, wormholes answer the problem we have of overcrowding, they can dynamically add more wormholes and more space as needed to deal with the people
That being said, I can only think of three or four things that were added to the game since Ive been playing that were, what I call fixes looking for a problem: 1. Drone Metals - They were kinda cool but screwed with mining and were eventually taken out 2. Electronic Attack Ships - small combat recon ships that basically have no purpose and thus are very seldom used. 3. Incursions - Interesting from an RP standpoint, but they dump a ton of isk into the game, and i guess they do have a purpose, CCP wanted them to be a PvE introduction to PvP warfare. 4. Factional Warfare - currently the headache of Eve, and again this does have a purpose, to get people into low sec
That being said, if you changed it so the probes had a certain light year range and anything passing across the probes range was shown, I would be more accepting of it, but your fix would mean that you have to have a prober in every system in your space
Right now the thing that large sov holding entities have going for them is that they can catch people at few choke points into their space and blow them up there instead of having to patrol all of their space all of the time. This change removes this idea. Im not necessarily saying thats a bad thing, just letting you know those are the ramifications of this change. |

Goremageddon Box
Guerrilla Flotilla
585
|
Posted - 2012.08.12 14:04:00 -
[52] - Quote
Zuriaake Yn Gizarm wrote:i dont know if these long warps are possible to develop so easy, but i think it would be as 1000 times cooler as gates.
after long years of playing, the gates taking the feeling of an endless space away a bit :(
this but the time is rediculous. give us like maybe 2 minutes in warp to travel between systems. the gates are meh sometimes but i would like to just travel faster also basically between systems. The Like button is over there --> and up a lil bit. <3 |

tiberiusric
Comply Or Die The Methodical Alliance
17
|
Posted - 2012.08.12 14:18:00 -
[53] - Quote
Interesting idea. Im just not sure people would want to wait so long to be honest. If i wanted to travel 10 jumps thats going to be 150 mins which is like 2 and half hours. maybe longer.
That would be depressing. especially of you wanted to get somewhere fairly quick, your game time would be gone just in warp time.
Its far easier just to get a covert and travel the gates and quicker. People will more than likely take that route, jumping from system to system now can be boring as hell.
What I would like to see is the ability to warp straight to any system. Just like any sci - fi movie or lore. You never see in say star trek them stopping at a jump gate every 2 mins do you lol.
So i would like to go onto the map click a destination and say warp there.... yes taking into account the ships warp speed, which yes if that's like 20 jumps away then yes it would take however long it would take your ship to warp that distance normally. I think the warp in point should also be from where you are coming and not one static point in that system.
|

Loius Woo
PATRIOT KNIGHTS
136
|
Posted - 2012.08.12 15:51:00 -
[54] - Quote
Sigras wrote:
That being said, if you changed it so the probes had a certain light year range and anything passing across the probes range was shown, I would be more accepting of it, but your fix would mean that you have to have a prober in every system in your space
Right now the thing that large sov holding entities have going for them is that they can catch people at few choke points into their space and blow them up there instead of having to patrol all of their space all of the time. This change removes this idea. Im not necessarily saying thats a bad thing, just letting you know those are the ramifications of this change.
That was the point.
And if they are not paying close enough attention, its pretty easy to light a cyno in a deserted system and titan bridge a fleet into it, or probe for wormholes to jump in behind peoples defenses.
tiberiusric wrote:Interesting idea. Im just not sure people would want to wait so long to be honest. If i wanted to travel 10 jumps thats going to be 150 mins which is like 2 and half hours. maybe longer.
That would be depressing. especially of you wanted to get somewhere fairly quick, your game time would be gone just in warp time.
Its far easier just to get a covert and travel the gates and quicker. People will more than likely take that route, jumping from system to system now can be boring as hell.
Yes it takes longer, that is the price you pay for being relatively safe. It would likely not be used often between high sec systems except when someone wants to move from one place to another, then they can just set up the warp and log off.
The place where I see it being used more is for two things: Ninja mining in nullsec. If you and your mining buddies want to mine to good stuff but don't own space, how difficult is it to warp your gang of hulks and orcas through low and null sec space? The risk vs Reward of that proposition at TOTALLY out of whack. It makes it so that any industrialist who wants to participate fully is RELIANT on PvPers to provide security. Now, I am not saying that that is bad on its own, I just think there should be an option for industrialists to get some of the good stuff with a risk factor that is greater than if they live in the space with PvPers in their alliance and lower than if they tried to do 20 jumps through hostile null sec. So in this way, a mining fleet could set up the warp from their high sec base to a system that one or two of them have scouted and found to be deserted but rich with ore/ice. They all warp, and hang out talking about BS on comms while they wait (miners are nothing if not patient). When they land, they spread out to start clearing out the belts. Their fleet might be just a couple of Mackinaws with their huge ore bay, of they might be 30 hulks, 6-7 orcas and a cynoed in Rorq or two. When they are done, or if adjacent systems get some activity, they can go back to the star and do the warp back. If the people who own the space are paying attention to the map, they would see a spike in "average pilots in space in the last 30 minutes" without adjacent systems having the same spike, which should tell them that someone either cynoed in or long warped. Although before reading this thread, I just always wanted CCP to give the Rorq the ability to bridge industrial ships the way the BO can bridge coverts and recons and the Titan can bridge anyone. But thats just me.
The other use I see is for null sec fleets who want to get the jump on someone by not using a cyno and are willing to sacrifice the speed they would normally have using gates. THey could initiate the long warp, and then sit backhand wait, when they enter system, while the other guys are scrambling to figure out which gate the spike came through, the attackers have some time to get ready and pick a target.
I suppose one other use would be someone who is moving in or out of null sec space. When they put in the POS changes and we are able to put up small one man POSes anywhere in space, it would be cool to drop a POS in the back of someones space that they hardly ever use and be a squatter. |

Easthir Ravin
Easy Co. Fatal Ascension
61
|
Posted - 2012.08.12 16:48:00 -
[55] - Quote
Faelzeth wrote:Easthir Ravin wrote:Greetings
The idea as you put it intrigues me. As you say balance is the key. Maybe a system wide broadcast that an incoming trans-system warp is inbound ( or a module or SOV upgrade whatever) , giving probers a chance at finding the possible ingress point, via disturbed gravity well or insert flashy sifi words here. I like the disturbed gravity well idea. It would definitely increase the need for probers and maintain the need for gate camps, rather system camps. Would that gravity well be exact or be a random spot in the system?
The way I see it is, depending on the size of the Star (existing gravity well) would determine the range at which you would land in system. The larger the well the farther away you would land from it. On the side of the solar ecliptic that you are traveling from. Ship Mass would also play a little in this distance as well. A smaller ship could land closer to the star than a larger one. Also the warning would be able to discern the mass of ship by the intensity of the gravity disturbance. The star itself would be your navigational beacon. IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!" |

Deena Amaj
Native Freshfood Minmatar Republic
24
|
Posted - 2012.08.12 19:46:00 -
[56] - Quote
Well, CCP was insisting to loosen up the rather static POS/Sov mechanic. I could've sworn they mentioned something about mobile outposts/pos at the recent Alliance Tournament.
So all in all, it is not far fetched.
I like the "edge of star system" part via gravity well. Kind of brings the feel from Sins of A Solar Empire as well as some Homeworld stuff.
Maybe we should really consider "big NPC titans" like PoS or Outpost-stations are as the actual Long Jump vessels that brings the fleet to the enemy. That could also apply a temporary wormhole or anything to "call in reinforcements" - with a long cooldown timer so that it isn't easy to just zerg the defenders.
Defender must destroy the actual FTL Outpost-HQ, somewhere like how Incursions is done. I don't know, just a long shot idea to toss in.
Quote:Ninja mining in nullsec. If you and your mining buddies want to mine to good stuff but don't own space, how difficult is it to warp your gang of hulks and orcas through low and null sec space?
Had an idea alike that one some year or so ago. It was more about blindjumping with a mini-carrier as well as taking frigates etc along. But I like that part of your idea in terms of ninjamining.
Right now, it is simply too difficult to even think about crossing boarders. In terms of ninja mining, it would give the defending 0.0 nations to shoot down stuff. I don't see a problem with that one. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Faelzeth
Aliastra Gallente Federation
13
|
Posted - 2012.08.12 22:33:00 -
[57] - Quote
Deena Amaj wrote:I like the "edge of star system" part via gravity well. Kind of brings the feel from Sins of A Solar Empire as well as some Homeworld stuff. Quote:Ninja mining in nullsec. If you and your mining buddies want to mine to good stuff but don't own space, how difficult is it to warp your gang of hulks and orcas through low and null sec space? Had an idea alike that one some year or so ago. It was more about blindjumping with a mini-carrier as well as taking frigates etc along. But I like that part of your idea in terms of ninjamining. Right now, it is simply too difficult to even think about crossing boarders. In terms of ninja mining, it would give the defending 0.0 nations to shoot down stuff. I don't see a problem with that one.
Exactly, this would increase a need for player collaboration and organized ops to venture into these rich null-sec systems. Miners can make better isk.
For PvP, this creates more targets in Null-sec, thus making it dangerous. Keeping true to the idea of risk-reward.
Loius Woo wrote:That was the point. And if they are not paying close enough attention, its pretty easy to light a cyno in a deserted system and titan bridge a fleet into it, or probe for wormholes to jump in behind peoples defenses. tiberiusric wrote:Interesting idea. Im just not sure people would want to wait so long to be honest. If i wanted to travel 10 jumps thats going to be 150 mins which is like 2 and half hours. maybe longer.
That would be depressing. especially of you wanted to get somewhere fairly quick, your game time would be gone just in warp time.
Its far easier just to get a covert and travel the gates and quicker. People will more than likely take that route, jumping from system to system now can be boring as hell. Yes it takes longer, that is the price you pay for being relatively safe. It would likely not be used often between high sec systems except when someone wants to move from one place to another, then they can just set up the warp and log off. The place where I see it being used more is for two things: Ninja mining in nullsec. If you and your mining buddies want to mine to good stuff but don't own space, how difficult is it to warp your gang of hulks and orcas through low and null sec space? The risk vs Reward of that proposition at TOTALLY out of whack. It makes it so that any industrialist who wants to participate fully is RELIANT on PvPers to provide security. Now, I am not saying that that is bad on its own, I just think there should be an option for industrialists to get some of the good stuff with a risk factor that is greater than if they live in the space with PvPers in their alliance and lower than if they tried to do 20 jumps through hostile null sec. So in this way, a mining fleet could set up the warp from their high sec base to a system that one or two of them have scouted and found to be deserted but rich with ore/ice. They all warp, and hang out talking about BS on comms while they wait (miners are nothing if not patient). When they land, they spread out to start clearing out the belts. Their fleet might be just a couple of Mackinaws with their huge ore bay, of they might be 30 hulks, 6-7 orcas and a cynoed in Rorq or two. When they are done, or if adjacent systems get some activity, they can go back to the star and do the warp back. If the people who own the space are paying attention to the map, they would see a spike in "average pilots in space in the last 30 minutes" without adjacent systems having the same spike, which should tell them that someone either cynoed in or long warped.
Very excellent points. Again, this gives high-sec and low-sec players the ability to risk their investments in order to make really good isk, the kind that null-sec miners make.
Some null-sec players see the systems they are residing in as more safe than any other system, considering they're part of that alliance that owns the system. Miners in specific are safer than low-sec miners because to mine in null-sec now, you will have an established alliance in the area. Alliances will have surveillance channels operated by fellow alliance members to alert players of a hostile that enters the region, (hopefully). With this vital intel, players can appropriately react and dock up at a station or hang at POS if they're not willing to engage in conflict. As a high-sec miner, you have Concord to watch over your. For this luxury, high-sec miners don't have the capacity to meet the output of null-sec miners. By living out in Null-sec, you are "risking" more, thus reward is more. This risk-reward should be readily available to players if they want a chance to make more than they ever could from empire-space.
The player-progression set forward by CCP shows that players can make more the further you are out of Empire, whether it's industrial or PvE. By giving long-warp, this opens new avenues that were previously reserved for Sov. holders.
Loius, also a great idea on suggesting the long warp only available to sub-capitals. I believe this would keep freighters and jump freighters in their original role.
This mechanic focuses on an industrial side of it. The PvP applications of it can be even more dynamic. These are all very good ideas on how to apply it effectively without destroying other aspects of the game. |

Sophia Elandros
School of Applied Knowledge Caldari State
1
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Posted - 2012.08.12 22:49:00 -
[58] - Quote
We haven't even begun to talk about how the module might have an extreme fitting requirement that would gimp certain ships that try to fit it. You can't expect your cov-ops ships, fitted with a torpedos and/or bombs, to be able to slap this module on all willy-nilly and be combat ready.
Furthermore, I would imagine that a new ship or perhaps a current ship could receive a bonus that would negate the fitting penalty of this module. Your ship would have to be dedicated to using the module in lieu of using traditional means of travel. On top of that, you're still in danger of being snuffed out on the other end if the defending group gets their warning early enough.
Point is, it's not a free ticket out of gate camps and it's not supposed to be a jumpgate/cyno killer. At least, that's what I've come to understand of it so far. |

W33b3l
Hello Kitty Rejects Dark Taboo
5
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Posted - 2012.08.12 23:29:00 -
[59] - Quote
What you basically want is to be able to cyno or bridge to a different system on your own so you can avoid people. What would keep a supercap pilot from equipping one of these long distance warp mods and bringing a Nyx into highsec?
I for one would be afraid of messing with the travel system soo much since I wouldn't want to break the game. However I have always thought that the gates themselves make the game feel less real.
I've always wanted to warp between systems instead of using gates if for no other reason to make the universe seem more real and vast. You would just have to make it so everyone came into each system in the same place. As for where you can warp out at. that would take some careful consideration.
To make the game feel more real and still keep the system we have now I would just be happy with some form of travel animation between gates. It would make you feel like your actually going somewhere and it would lengthen the travel process making the world seem larger. Gates are not Battlestar gallactica FTL drives like locking a jump drive onto a cyno is. Your actually being shot across ce.
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Deena Amaj
Native Freshfood Minmatar Republic
24
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Posted - 2012.08.13 01:46:00 -
[60] - Quote
My suggestion to this idea is probably not that important, but I think it would be good to have some sort of "distant minimal jump range" meaning that you cannot just walk-your-way-to-next-door-Mordor. Without the cult phrase, I mean that you can't just to the next constellation just like that.
It has to be a REAL long warp with the mentioned timeframe of x hours so that the defenders who are sitting on the other side can actually have a chance to prepare themselves somehow. In other words, it should not be that I can just perform a next door jump with my fleet. So it has to be a called Long Warp for a reason. It should consume time as well as a load of fuel resources.
I did not read the recent posts, so let me do that now ;). Gonna work on that other FTL idea now. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Loius Woo
PATRIOT KNIGHTS
151
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Posted - 2012.08.13 02:58:00 -
[61] - Quote
W33b3l wrote:What you basically want is to be able to cyno or bridge to a different system on your own so you can avoid people. What would keep a supercap pilot from equipping one of these long distance warp mods and bringing a Nyx into highsec?
I for one would be afraid of messing with the travel system soo much since I wouldn't want to break the game. However I have always thought that the gates themselves make the game feel less real.
I've always wanted to warp between systems instead of using gates if for no other reason to make the universe seem more real and vast. You would just have to make it so everyone came into each system in the same place. As for where you can warp out at. that would take some careful consideration.
To make the game feel more real and still keep the system we have now I would just be happy with some form of travel animation between gates. It would make you feel like your actually going somewhere and it would lengthen the travel process making the world seem larger. Gates are not Battlestar gallactica FTL drives like locking a jump drive onto a cyno is. Your actually being shot across ce.
I read the first sentence then stopped because you are stupid.
IF you had read the thread, you would see that I posted a suggestion that it should be a rig module that would NOT be allowed to be fitted on capital ships.
So you are an idiot and need to train reading comprehension to level 1 at least. |

Deena Amaj
Native Freshfood Minmatar Republic
29
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Posted - 2012.08.14 22:20:00 -
[62] - Quote
Sorry for Hijacking.
I thought of another idea regarding this long warp thing since if got some love burning for industrial ships etc.
It should be dangerous for Industrial ships and their T2 variants.
Occassionally, it should happen that they "misjump" and end up in a 0.0 OR Lowsec system, with some structure dmg and immobile/incapacitated to warp or Long-Warp anywhere for some 10 minutes or so.
This shall happen in some way that they emerge somewhere in the unexpected destination and go "HOLY CRAP!". Watchful lowsec pvpers or 0.0 dwellers could probe this ship down - if lucky. The "stunned" industrial/t2 should either call for help or see that he/she GTFO. Loging off shall not help as this Long Warp shall activate Aggression. Log offski could help to keep subtle in an empty star system though.
This is just to spice up the action and give that "NEED ASSISTANCE" moment.
Sorry if it is farfetched. confirthisposmed
Yes. I'm a writer. And I'm a writer. |

Onquaber
Corporacion General de Tagarnas
0
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Posted - 2012.08.16 01:49:00 -
[63] - Quote
+1 for a system to system warp for normal ships. It could bring new gameplay, and give the impression of space being greater. |
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