| Author |
Thread Statistics | Show CCP posts - 1 post(s) |

sonofollo
|
Posted - 2005.11.15 01:01:00 -
[1]
thats what elite mining barges (t2 barges will be for - higher speed - hgiher armour plating and shielding - higher cargo capacity.)
I can see a move back towards 0.0 apoc and megathon mining platforms - mining barges should be able to be stored inside industrials and deployed in space ? - the jump clone could allow a corp mate to haul out an industrial then u pod jump to his mobile clone platform on his industrial jump in youre mining barge and undock (ok silly idea but could be done with dreads etc) and the warp in to 0m so far ive noticed usually puts u within 3-5km of the gate so with escorts not much of a jump in terms of getting to the gate anyway. And if its nerfed that u have a longer range set youre instas to say 4-7km and that way when u jump ot the gate u have a better chance of being closer
Im assuming this warp to 0m CCP will have an even point somehwere between 0 and 15km namley 7.5km (with a jump range to gate of 2.5km) im sure setting instas between the 5-9km range will result in ebing able to land much closer to the gate more often
Common insta makers and others adapt instead of a 15km bookmark othe side of the gate reduce it to the 5-9km mark. Hence u overcome the new alterations
|

sonofollo
|
Posted - 2005.11.15 01:03:00 -
[2]
insta bookmarks will remain even with the 0km option in place simply make youre instas in the 5km - 9km range warp in at 0m on the insta and u should be able to get close to the gate as i would say the average warp in point on 0km on a random basis will be somewhere in the order of 5-10km out (any closer and u can probably make it to the gate) any further out and it favours pirates to much and open to CCP nerf.
|

sonofollo
|
Posted - 2005.11.15 01:04:00 -
[3]
no 100km remains on SISI the new ones are 0m and 10km
|

sonofollo
|
Posted - 2005.11.15 01:12:00 -
[4]
i think my post was misinterpreted
when setting an insta say gate to gate right u come in and then from the point of the first gate go 15km the other side of the gate (the random warp in point will be coming into the BM) so 18km the other side wont happen unless youre coming from the other side.
Warp in from point A - 15km from gate - Point B is gate - point C is hte other far side of the gate
U fly towards point c and at 15km drop a can set a bookmark lined up with point a showing the other side of point b
all u need to do now is fly 5-9km towards point c drop a can set an insta
Now from point a warp towards point C BM (which is 5-9km the other side of point b being the gate)
random warp in point might put u a couple of km the other side of the gate but not 18km most likley u will if the insta is good bounce into the gate and be on top of it or be 4-6 km this side of point b on the point a side of the gate.
Those that know how instas really work will figure this out
|

sonofollo
|
Posted - 2005.11.15 01:16:00 -
[5]
this seems to be a favourable balance to be honest. U will sitll be able to warp in closer to the gate most of the time.
Fit some stealth moduels when in travel mode will reduce radius - i can see more ABs and MWDs being fitted to combat setups.
But CCP is just testing this idea and the reduction in lag has to be a more favourable side effect but ..... setting an insta 5-9km from the gate will probably negate the warp in (u can still warp 0m from insta bookmarks on SISI) so if that is left as is the average warp in opint would stand to be at 7.5km from gate. So if youre insta is set the other side of the gate around that range combined with the 2.5km circle to jump around the gate the above 5-9km insta warp in (warp in at 0m though) will still land u closer to the gate
Instas will need to be totally remapped though once RMR is in but i think bookmark sets can still be usuable but a little bit more random but will be of some use for long range travel.
As for the resulting lag should be less but instas arent being totally nerfed - my posts are showing how u can adapt straight away to these changes and not be totally exposed to priates
|

sonofollo
|
Posted - 2005.11.15 01:23:00 -
[6]
well it might result in players making less travel or using alts to shift goods.
NPC players might be forced to join a player corp even if for simple escort protection
Player couriers are ones taht will get a boost out of this if players have slightly more travel time and want to move assets they can create the player mission set approriptate colleteral to cover the cost of the items and get someone else to move it (i normally pay 20,000 ISK per jump or 30,000 ISK in low sec) most of the professional moving corps that take these player created courier missions use scouts or work as a team anyway.
ANd resetting youre instas to account for a 0km random warp in point by setting at 5-9km on the far side of the gate from where youre coming from and then warping into 0m should speed up times and im guessing autopilot will work on this cutting down autopilot travel times as well if u dont use instas at the moment.
|

sonofollo
|
Posted - 2005.11.15 01:37:00 -
[7]
on the whole things are safe mining barges arent meant to be travelling alone in 0.0 anyway they should have an escort - heck they can be stored at POSes and used in system anyway.
it does raises some deep space and gate issues but overall its a reasonable change. in 0.0 space u will end up using the new t2 mining barges anyway that are coming in RMR or is that Kali not sure yet they are faster - can fit an AB that works - cargo space and armour and shield are much higher
|

sonofollo
|
Posted - 2005.11.15 04:02:00 -
[8]
it seems reasonably well balanced i dont think CCP will need to make many changes tbh. Pppl will adapt
|

sonofollo
|
Posted - 2005.11.15 06:33:00 -
[9]
more ppl flying elite frigs cant be a bad thing can it
|

sonofollo
|
Posted - 2005.11.15 07:07:00 -
[10]
these changes are just an anti lag measure like drones so its going to happen however CCP can pull it off now dont complain adapt
|

sonofollo
|
Posted - 2005.11.15 11:17:00 -
[11]
yeah these changes are going through but only with possibly some minor balancing so need to give heavy testing on SISI first
|

sonofollo
|
Posted - 2005.11.15 13:12:00 -
[12]
well there is anohter suggest ie timer to warp out (heavier ships have quicker warp out but that throws frigates off) or basing the warp in accuracy and range upon the slowness and exposure and sig radius of the ship ie frigates have hgiher potential to come in further out on the 0m warp in to aroudn 15km - cruisers would come in closer (BS could come in at 7.5km on average as they are quicker than industrials and frieghters which on average would come in closest to the gate but sometiems sitll have small distances to run to jump
Mind u the existing system on warp in and then approach gate is based on sig radius and extension the lock on time of the defenders gate campers (same goes for station and asteroid belts) but we are just putting forward ideas and discussing balancing potential seeinga s though CCP intend to push through the insta nerf anti lag measure in RMR
|
| |
|