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Anthar Thebess
REPUBLIKA ORLA C0VEN
24
|
Posted - 2012.12.14 15:18:00 -
[1] - Quote
Probably nothing new, but this could solve the issue of instant supercap flooding, without making them completely useless.
THe main idea is to change the "instant jump" to fly to destination. Speed will be connected to the mass of the ship - the fastest possible will be for shield capitals - 2LY/min Next thing the cyno. It will be only used as a vector not a destination point. After reaching destination capital ships will be randomly dropped 16AU from the cyno location.
As for the Titan jumb portal - the same thing will be applied but at constant 2LY/min ( rounded up) , additional ships will be dropped up to 64 au from the cyno location - randomly.
What more i would think about creating additional, high slot module that would be a must, on non covert-op ships wanting to use the any jump portal |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
229
|
Posted - 2012.12.14 15:25:00 -
[2] - Quote
True... there should be some sort of delay, or maybe a big Cooldown on the use... like 20 minutes between every activation/use... Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
804
|
Posted - 2012.12.14 15:30:00 -
[3] - Quote
Hmmm, not bad, but it devalues the beacon a cyno creates. With the cap ship floating out in the darkness who knows where, they can simply vanish much more easily.
I would suggest this instead: Spool up charging: The cap ship spools up the jump drive over 30 seconds, burning down it's cap charge over time instead of all at once. At the end of this time, if a cyno has been locked onto, the ship jumps to it.
If not, the charge is lost, dumped into subspace to protect the engines from burning out. 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. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
24
|
Posted - 2012.12.14 17:20:00 -
[4] - Quote
Well this thing that i propose will add only delay and a bit of positive attitude towards a shield capitals. Now they are worst in pvp ... but if they will be faster while traveling - you will got to have a fleet of those. This way if you use 1 cyno : - You can drop in enemy system sub capital fleet and the "light capital" fleet at the same time ( all capitals must have the same mass) - armor capitals will arrive depending on their mass - so you also have to "unify this" or have a capitals drop to the field every minute. - mother ships and titans - they will arrive at the end.
or use multiple cynos - one for each group.: - jump with titans - jump with mother ships - jump with armor capitals - jump with light capital, and sub capital fleet.
( only few FC will choose the second option ) As at the end you have to gather all things up...
This way titan jump portal will be still very useful - fly 30 systems , and loose half of the fleet on the way , or make 1 jump. Mother ships and armor capitals will be excellent on defense, and large battles Shield capitals will be good as a first line assault - while armor units arrive. |

Sigras
Conglomo IMPERIAL LEGI0N
252
|
Posted - 2012.12.14 17:33:00 -
[5] - Quote
I like the idea of a jump time based on distance but I dislike the random location element . . .
Jumping to a cyno is dangerous because the enemy knows where youre going to be, randomly putting them X distance away is actually a huge buff.
Im thinking it takes 10-180 seconds (Depending on ship mass and distance) to lock onto the cyno and then the WH is created and you instantly appear next to the cyno.
This would also make an interesting mechanic for the T2 recons that get the useless cyno bonus, you could swap it out for a 50% reduction to lock on time for capital jump drives to cynos popped by that ship or something like that. |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
806
|
Posted - 2012.12.14 17:46:00 -
[6] - Quote
Sigras wrote:I like the idea of a jump time based on distance but I dislike the random location element . . .
Jumping to a cyno is dangerous because the enemy knows where youre going to be, randomly putting them X distance away is actually a huge buff.
Im thinking it takes 10-180 seconds (Depending on ship mass and distance) to lock onto the cyno and then the WH is created and you instantly appear next to the cyno.
This would also make an interesting mechanic for the T2 recons that get the useless cyno bonus, you could swap it out for a 50% reduction to lock on time for capital jump drives to cynos popped by that ship or something like that. That is a decent idea.
I like the concept of needing to spool up a cyno, and that bonus for T2 ships seems to fit well. 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. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
24
|
Posted - 2012.12.18 08:00:00 -
[7] - Quote
Sigras wrote:I like the idea of a jump time based on distance but I dislike the random location element . . .
Jumping to a cyno is dangerous because the enemy knows where youre going to be, randomly putting them X distance away is actually a huge buff.
Im thinking it takes 10-180 seconds (Depending on ship mass and distance) to lock onto the cyno and then the WH is created and you instantly appear next to the cyno.
This would also make an interesting mechanic for the T2 recons that get the useless cyno bonus, you could swap it out for a 50% reduction to lock on time for capital jump drives to cynos popped by that ship or something like that.
But jumping randomly don't allow direct force location. You have to regroup. Additionaly it is quite easy to proble a carrier, and if you have few good probers with points ready it is quite simple to catch lone carrier , and kill it before help arrives.
Still giving a 20s needed to lock to cyno, before starting the jump , could also be interesting. You can loose a cynoship if this will be t1 frigate. |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
808
|
Posted - 2012.12.18 15:52:00 -
[8] - Quote
Anthar Thebess wrote:Sigras wrote:I like the idea of a jump time based on distance but I dislike the random location element . . .
Jumping to a cyno is dangerous because the enemy knows where youre going to be, randomly putting them X distance away is actually a huge buff.
Im thinking it takes 10-180 seconds (Depending on ship mass and distance) to lock onto the cyno and then the WH is created and you instantly appear next to the cyno.
This would also make an interesting mechanic for the T2 recons that get the useless cyno bonus, you could swap it out for a 50% reduction to lock on time for capital jump drives to cynos popped by that ship or something like that. But jumping randomly don't allow direct force location. You have to regroup. Additionaly it is quite easy to proble a carrier, and if you have few good probers with points ready it is quite simple to catch lone carrier , and kill it before help arrives. Still giving a 20s needed to lock to cyno, before starting the jump , could also be interesting. You can loose a cynoship if this will be t1 frigate. Regrouping is a nice idea, but I think if the cyno needs to exist 20 to 30 seconds before a ship can jump to it, that is more useful. This would kill hot dropping, however. I suspect that cyno boat will either be blown up before the timer expires, or the target will warp out. 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. |

epsilonion
Lightbringer's Sanctuary RAZOR Alliance
10
|
Posted - 2012.12.18 16:17:00 -
[9] - Quote
why fix something that is not broken in the first place.?? btw you should work for ccp... they do that with every patch Status Shuffle Click Here |

Yusef Yeasef Yosef
Imperial Academy Amarr Empire
36
|
Posted - 2012.12.18 16:26:00 -
[10] - Quote
Easy fix, just remove jump drives from the game and allow Cap Ships to use only jump gates going to a Low Sec System plus Null Sec and Super Caps in Null Sec only.
This would fix so many issues relating to power projection and would incrase null sec population overnight, since all these cap fleets can no longer defend such large areas on null sec.
|

Callic Veratar
Power of the Phoenix
289
|
Posted - 2012.12.18 16:44:00 -
[11] - Quote
Another possibility is adding mass restrictions to cynos/bridges like wormholes. Jumping in a few carriers and dreads is no problem, but a dozen cynos would be needed for a blob of titans. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
25
|
Posted - 2012.12.19 14:18:00 -
[12] - Quote
epsilonion wrote:why fix something that is not broken in the first place.?? btw you should work for ccp... they do that with every patch
It is broken - CCP not expected that so many super capitals will be in the game.
Super capitals will be as useful as now ( in case of structure killers, and big engagements) but it will be more "time consuming" to "make it happen".
Check most of the posts - people are afraid to use their capital ships, because they can be bloobed by others in the matter of minutes. Now , for me, what will be the most important thing : - this one, fix will make eve space "big" again, as moving from one edge of the universe to another one will not take few minutes but few hours.
|

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
838
|
Posted - 2012.12.19 18:19:00 -
[13] - Quote
Anthar Thebess wrote:epsilonion wrote:why fix something that is not broken in the first place.?? btw you should work for ccp... they do that with every patch It is broken - CCP not expected that so many super capitals will be in the game. Super capitals will be as useful as now ( in case of structure killers, and big engagements) but it will be more "time consuming" to "make it happen". Check most of the posts - people are afraid to use their capital ships, because they can be bloobed by others in the matter of minutes. Now , for me, what will be the most important thing : - this one, fix will make eve space "big" again, as moving from one edge of the universe to another one will not take few minutes but few hours.
But making it really ******* annoying to use my carrier will not make anything better for me whatsoever. It'd just mean I've got a couple of bil in utterly useless ships I wouldn't even be able to sell. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
25
|
Posted - 2012.12.20 08:14:00 -
[14] - Quote
Useless? If you like PVE - there will be useful as now if you like PVP - there will be as crucial for "repairs" , and structure bashing as now If you like bloob - you can still drop 100 slowcats on your enemies If you need taxi - you pack your ships, mount a cloak - and you will be much safer than before.
If you have so many carriers - why not simply relocate them , and pod your self to their location?
Im not saying nerf, remove - simply give them "fly time" and maybe delay on locking to the cyno.
The only thing will change - you have to plan ahead, not just click "jump".
Why EVE becoming so stagnate ? People are afraid that with current mechanic, minute later they can have a sub/capital fleet on their face from another region. With this number of (super) capitals , and titan jumpbridge eve become quite small - and simply i don't like this.
|

Thor Kerrigan
Guardians of Asceticism
332
|
Posted - 2012.12.20 08:28:00 -
[15] - Quote
I liked the part about 2 LY/min thing. Still possible to hotdrop but requires fleet to be closer.
I would not touch the covert cyno, keeping the regular cyno mechanics seems right to me.
I don't like the 16/64 AU ranges as it does make it a bit too random. 50 km (as long as it is on grid) seems to me would still "fix" the issue without breaking a fleet apart. Cyno V + another cyno skill V could help reduce this to 5-10 km. Gives value to skilled pilots lightning cynos as opposed to what we have now. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
27
|
Posted - 2012.12.20 11:52:00 -
[16] - Quote
Thor Kerrigan wrote:I liked the part about 2 LY/min thing. Still possible to hotdrop but requires fleet to be closer.
I would not touch the covert cyno, keeping the regular cyno mechanics seems right to me.
I don't like the 16/64 AU ranges as it does make it a bit too random. 50 km (as long as it is on grid) seems to me would still "fix" the issue without breaking a fleet apart. Cyno V + another cyno skill V could help reduce this to 5-10 km. Gives value to skilled pilots lightning cynos as opposed to what we have now.
I think "breaking a fleet apart" is good. If you have all ships landing on the grid then they can jump from different points, have a different mass etc. As long as there is a fleet on grid nothing bad can happen. But if you give this "wide" spread you will have to make sure that your ships will jump from one point, and have similar mass.
Covert cyno could be differenced, and as for the cyno skills - their main purpose is to reduce "fuel" needs - and that will be the same.
With the addiction 20s delay to "lock" the cyno we will have specialized ships for killing a cyno. Tengu with proper mods and rigs will be grate for this ;)
|

Overs
Wildly Inappropriate Goonswarm Federation
15
|
Posted - 2012.12.20 17:36:00 -
[17] - Quote
Jumping through space ain't like dusting crops, boy! Without precise calculations you could fly right through a star, or bounce too close to a supernova and that'd end your trip real quick, wouldn't it. |

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
233
|
Posted - 2012.12.20 20:27:00 -
[18] - Quote
Overs wrote:Jumping through space ain't like dusting crops, boy! Without precise calculations you could fly right through a star, or bounce too close to a supernova and that'd end your trip real quick, wouldn't it.
That is exactly why the actual system is so unreal! instantly > Cyno> jump fleet > alltogather at the same spot...
I think CCP dont have to trow all this at once... but they can slowly put this up to a balance point. Start with micro dalays and then patch after patch increases it.... Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

Nikk Narrel
Infinite Improbability Inc Relativity Alliance
824
|
Posted - 2012.12.20 20:33:00 -
[19] - Quote
Alx Warlord wrote:Overs wrote:Jumping through space ain't like dusting crops, boy! Without precise calculations you could fly right through a star, or bounce too close to a supernova and that'd end your trip real quick, wouldn't it. That is exactly why the actual system is so unreal! instantly > Cyno> jump fleet > alltogather at the same spot... I think CCP dont have to trow all this at once... but they can slowly put this up to a balance point. Start with micro dalays and then patch after patch increases it.... Indeed!
And let's not forget, that jump drive has an entrance, and an exit.
A beacon should be created wherever a jump drive lands the vessel, reflecting that the portal it used exited at that location. If that's next to the cyno boat, the cyno boat is at risk.
If it is less exact, then it shows up wherever the jumping ship will appear, and maybe the cyno boat is not even on the same grid.
This beacon is a risk function of the jumping ship, not the disposable kestrel. 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. |

Belanar Colt
The Scope Gallente Federation
0
|
Posted - 2012.12.20 23:16:00 -
[20] - Quote
I fail to understand why the fleet can't just warp together. As a fix I mean. |

Mag's
the united Negative Ten.
10885
|
Posted - 2012.12.20 23:27:00 -
[21] - Quote
While I do like Nikk's idea post 3, I have another.
Basically all cynos have a built in 1 minute jump activation delay. Certain ships get a bonus per level to reduce this delay. This would mean the following.
All none specialized ships, would have to fire the cyno and have the capital ships wait for 1 minute till they could jump. All specialized ships would have a bonus to reduce this. This bonus could either be 20% per level, meaning no delay at level 5, or 10 seconds per level, leaving 10 seconds delay at level 5.
This would create a more situational and tactical use for cynos. But at the same time, not remove the use of throw away alts in noob ships. Let's face it, not all capital jumps are into battle. But I do believe that if you want to hot drop, then you need to use dedicated ships for that purpose.
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
32
|
Posted - 2012.12.21 08:10:00 -
[22] - Quote
Lets face it now - you can have fleet in multiple regions, and still can drop all possible units in one time. You can have "ONE" (super)capital and in one day fight it in all corners of the eve... few times. With the TD you can bring reinforcements from other edge of the universe. Using jumpbridges you can skip the whole "eve"...
What is the point of the "BIG" universe, when we have so many ways of making it so small. Currently the biggest space is 0.5+ as you have to fly all the way to the destination.
Eve will be grate game, when not all reaches of space will be reachable in the blink of the jumpdrive (and all the variations)
Still all those ships cannot be simply deleted - so give them this "fly time"
Moving shield carrier to the battle 2LY/min and moving armor mothership 0.5LY/min will change most tactics in the game ... and what is most important - increase the importance of those ships.
Capital armor ships - Defense, and big , planed invasions. Shield ships - fast "strike" groups. etc.
|

Commander Ted
Sudden Buggery Swift Angels Alliance
148
|
Posted - 2012.12.21 08:51:00 -
[23] - Quote
My idea: https://forums.eveonline.com/default.aspx?g=posts&t=184770&find=unread
Remove cynos, kinda.
Leave covert cynos and jump freighters as is. In sovereignty space combat capitals would be unable to use their jump drives.
Titans would retain jump bridges, however I would buff them, a titan would become a mobile jump bridge that can be jumped to and from, only sub capitals may use the titan, however this would be balanced by actually having to move the titan to the spot in question.
Low security and NPC null would be exactly the same as they are now. Combat capitals can jump into sovereignty space from low and back, BUT this would only be possible at an anchored cyno beacon that requires you control an outpost and have certain upgrades to the system making an alliance only capable of having a couple of specific jump points.
Supers and Titans would be balanced by the fact that you actually have to travel to the location of combat, large alliances would probably have to strategically spread out their capital fleets (forcing you to hold only the space you need or can occupy), and attacking alliances would have to leave their space semi vulnerable to attack if they invade someone else's space, making war something you can only do within your local area opening up more space for weaker alliances to move in without fearing being crushed instantly, populating empty null systems with non blue pilots to shoot. Titans would have a very good reason to setup in enemy space and stay their being vulnerable since they would be the beachhead for an invasion, the true flagship that the entire fleet depends on. No matter how powerful supers are if they can't instantly teleport away the chances of them dying are far greater. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
32
|
Posted - 2012.12.21 10:10:00 -
[24] - Quote
Maybe in the future - my proposal is less "offensive" , i want to add only a fly time connected to the mass of the ship ;) |

Commander Ted
Sudden Buggery Swift Angels Alliance
148
|
Posted - 2012.12.21 20:15:00 -
[25] - Quote
Anthar Thebess wrote:Maybe in the future - my proposal is less "offensive" , i want to add only a fly time connected to the mass of the ship ;) not sure your proposal would change anything except annoy people. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Danika Princip
Freelance Economics Astrological resources Tactical Narcotics Team
841
|
Posted - 2012.12.22 06:07:00 -
[26] - Quote
Anthar Thebess wrote:Maybe in the future - my proposal is less "offensive" , i want to add only a fly time connected to the mass of the ship ;)
Nerf armour erryday? |

Commander Ted
Sudden Buggery Swift Angels Alliance
154
|
Posted - 2012.12.22 09:04:00 -
[27] - Quote
Danika Princip wrote:Anthar Thebess wrote:Maybe in the future - my proposal is less "offensive" , i want to add only a fly time connected to the mass of the ship ;) Nerf armour erryday?
armor capitals are already vastly superior to shield in fleets due to slave implants. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

tankus2
The Peace Keepers
75
|
Posted - 2012.12.22 19:32:00 -
[28] - Quote
so with the concept, armor capitals have a large upperhand even though they are now left as a defensive force, while shield capitals are more offensive. Where the science gets done |

Thor Kerrigan
Guardians of Asceticism
333
|
Posted - 2012.12.23 00:45:00 -
[29] - Quote
Anthar Thebess wrote:Thor Kerrigan wrote:I liked the part about 2 LY/min thing. Still possible to hotdrop but requires fleet to be closer.
I would not touch the covert cyno, keeping the regular cyno mechanics seems right to me.
I don't like the 16/64 AU ranges as it does make it a bit too random. 50 km (as long as it is on grid) seems to me would still "fix" the issue without breaking a fleet apart. Cyno V + another cyno skill V could help reduce this to 5-10 km. Gives value to skilled pilots lightning cynos as opposed to what we have now. I think "breaking a fleet apart" is good. If you have all ships landing on the grid then they can jump from different points, have a different mass etc. As long as there is a fleet on grid nothing bad can happen. But if you give this "wide" spread you will have to make sure that your ships will jump from one point, and have similar mass. Covert cyno could be differenced, and as for the cyno skills - their main purpose is to reduce "fuel" needs - and that will be the same. With the addiction 20s delay to "lock" the cyno we will have specialized ships for killing a cyno. Tengu with proper mods and rigs will be grate for this ;)
I would like to support your idea more, but why exactly is "breaking a fleet apart" good? Why can't the underlying reason be solved by something a bit less far-fetched/arbitrary?
Here is my take on it: capitals should have a way to travel without cynos, as long as they essentially jump to the only object their drives can lock outside a star system; the sun (this ain't originally my idea, but I liked it). This creates a field known to everyone inside a system where capitals can arrive, just like a cyno. There is no POS or station for the capital to hide either, so this advanced way of travelling comes at a higher risk. Just thrown in a 30 secs "re-calibration" where cloaks/warp drives can't be activated and we have a balanced system. Maybe add-in a meteor-like line coming from the star the capital is coming from; make it subtle so it can be easily missed unless paying attention. If a cyno is used, then at skills 1 the arrival area would be quite huge (50-100km), especially if not using a recon. Recons and other cyno-specific ships, coupled with high skills should re-create the cyno efficiency we have today, which would make it quite safe for the capitals at the expense of the cyno'er. Again, balanced, since you have to choose between playing it safe for your capital or your cyno. If cyno is destroyed while "jumping", following your idea of 2LY/min, then the capital lands at the sun, without the "re-calibration" timer.
I think a system similar to what I described above will make lightning cynos less boring for both parties and involve a bit more micro without necessarily nerfing any role to the ground.
Travelling in empty systems or with a large fleet backing you up? Inexpensive cyno. Travelling alone and/or without backup? Shorter/safer cyno, at the cost of a more expensive cyno loss if killed. |

Anthar Thebess
REPUBLIKA ORLA C0VEN
37
|
Posted - 2012.12.28 11:58:00 -
[30] - Quote
The main issue is with the numbers of super capitals, and the speed you can move them from one place to another. Now one alliance have much, much more super capitals than CCP expected to be ever in the game.
As simple as it can be - you can fight a bloob of suppers only with a bloob of supers - obvious, but not when time needed to call support from the other side of the eve universe ( not even talking about ships present in a neighbor region ) is shorter than time needed to kill one or two supers on one of the sides.
Eve just reached a situation when one faction block - yes HBC , and their allies - have more supers than all other alliances.
I will be fine with that , but not until when those ships can fight in one part of eve, and a hour later they can be in the on the other side of the eve universe.
With current sov and pos mechanic you will be always on time.
So limit the speed, if you have a (super) capital- let the time moving it to the other side of the eve universe will be so long that you will have only those options : - have another one there ( why not) - waste 8 hours to move your carrier/dread to the other side of eve - waste at least a day to move your super capital in a new location.
Current cyno - bloob mechanics are broken - you win if you have more "blue" allies that you can call ... and the distance how fare they are have no matter 2 - 3 titans, or jump bridges ... and they can be on site within few minutes.
Let the eve be big again.
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