
Nightdread
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Posted - 2011.01.18 11:29:00 -
[1]
Goodbye Jump Bridges, Goodbye Need for Speed.
Without JBs and with more restrictive jump ranges on capitals, all you're going to do is FOSTER more blob fights. You reinstate chokepoints as well as strategic systems chosen for their jump capabilities should CCP decide to go with the constellation jump restrictions. That means systems that are fought over 23.5/7 for dominance as the premier jump points into regions for the owners and as beach-heads for the invaders. That also means that every system within 10 jumps becomes a death trap. Oh...while we're at it, we'd better get rid of cyno jammers, too. After all, they provide an unfair advantage to those holding space. Oh, and warp to zero on stargates and stations as well...we're trying to foster "small gang combat" and gatecamps waiting to smoke everything on approach from 15 km out count towards that, right?
Maybe most of you crying and whining about jump bridges and mega-alliances are too new and wet-behind-the-ears to remember the Red Moon Rising days and what came before, but I don't miss it...the constant camps on nearly every gate worth mentioning in low-sec, the mountains of lag because Warp to Zero bookmarks for gates and stations weren't a luxury, they were a necessity. Anything outside the Bear Caves was an Ouroboros of Death in which you spent so much time fighting to keep what you had that you never had time to profit from it. Those days are gone, and good riddance.
Yes, jump bridges are logistics trails...that's their intent. But now the News Flash...they lead to the frontlines. Materials are moved to where they're needed, and 90% of the time, that's where the fighting is. As for being used to move mountains of stuff out of high-sec, try the other way around. Most alliances that aren't complete failures now do more in-house production that Jita runs. Sure, you may go to Jita for that shiny new toy or to hock that faction BPC or Officer Mod, but the war production is done about 3 bridges up the line from the front...as close to where the combat pilots live as possible. The reason? Jump Bridges are not cheap to maintain. Bridges aren't just something you put up and then everyone gets to magically move around space. Every jump consumes fuel, and alliances with jumpbridge networks have entire corporations dedicated to keeping them fueled and in proper order so the fleets can move. Most alliances require at least their capital pilots to provide their own fuel, and some require everyone to juice up the bridge for their jump. In essence, they aren't the miracle you think they are.
So...go ahead. Remove jump bridges. Make sure you remove Warp to Zero and Cyno Jammers while you're at it. If we're going back to the Dark Ages, I want my server lag, node crashes, and target rich environments back.
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