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Commander Ted
Caldari Provisions Caldari State
856
|
Posted - 2013.09.21 18:52:00 -
[1] - Quote
Right now for small scale pvp the primary way of catching people for non consensual pvp is to camp a gate, unless they are not paying attention or stupid.
Gate camping sucks as most people will agree.
Here is what I propose as a new system of capturing other players and evading them:
- You should be able to catch up to a ship mid warp if your warp speed is faster than it and warp scramble it
- Ships should be able to stop mid warp and turn/pre plan their warp.
- Warping should require a constant use of capacitor that ticks per second, rather than one lump use of energy that works even if your capacitor is dry.
- When you warp it leaves a object on other players overviews that allows them to trace where you warped momentarily, requiring them to move quickly to follow and enter your warp tunnel.
- A new type of probe that covers a 32AU area and lets you detect warp tunnels, this means that even if you didn't see someone warp you can still intercept them from somewhere else in the system.
- Warp core stabilizers should have the added bonus of boosting your warp speed.
- All ships should have their warp speeds adjusted slightly, attack ships have faster warps speeds than combat ships, certain races have all around better warp cores, etc. Certain industrial ships should have high warp speeds, perhaps blockade runners could
- All warp speeds should be decreased by 30% across the board.
Some extra effects from this include supercaps no longer being capable of warping and being mostly safe, interceptors being extra valued over pirate ships, and warp speed rigs being much more useful. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Omnathious Deninard
Novis Initiis
1538
|
Posted - 2013.09.21 19:37:00 -
[2] - Quote
It is a neat concept. It might have some current coding issues but it seems they are trying to clean up the code.
Some new things that would have to be added to the game:
- The ability to target while in warp.
- The ability to dynamically adjust your warp speed.
- A means of actively determining your targets distance. (D-Scan would be insufficient in this case)
- Something I was thinking of earlier and will now defiantly create a new thread for it. A Navigational System Decryption module, allows you to see what the targets destination is if it has one.
Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Commander Ted
Caldari Provisions Caldari State
858
|
Posted - 2013.09.22 00:38:00 -
[3] - Quote
Omnathious Deninard wrote:It is a neat concept. It might have some current coding issues but it seems they are trying to clean up the code. Some new things that would have to be added to the game:
- The ability to target while in warp.
- The ability to dynamically adjust your warp speed.
- A means of actively determining your targets distance. (D-Scan would be insufficient in this case)
- Something I was thinking of earlier and will now defiantly create a new thread for it. A Navigational System Decryption module, allows you to see what the targets destination is if it has one.
I would assume that maneuvering at warp speeds would be possible, and warping is fixed for gameplay reasons. So I don't think it would require a complete rewrite of everything.
However I would think that your warp speed would automatically adjust to keep up with someone when you catch up to them similar to a fleet warp, then you can scramble them which automatically brings you both out of warp.
Guns shouldn't work in warp, when you get scrambled both ships slowly decelerate like you do when leaving warp now. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Arthur Aihaken
The.VOID
197
|
Posted - 2013.09.22 01:59:00 -
[4] - Quote
Commander Ted wrote:Gate camping sucks as most people will agree.
Warp core stabilizers should have the added bonus of boosting your warp speed.
This is what I like and agree with. :) I am currently away, traveling through time and will be returning last week. |

Benny Ohu
Chaotic Tranquility Casoff
1538
|
Posted - 2013.09.22 02:01:00 -
[5] - Quote
I think this sounds cool
In addition, I don't like the huge targeting penalty stabs have right now, I think the loss of a lowslot is already a big penalty and the targeting penalty means they're never used except on non-combat ships. I think the penalty can be lowered. |

Commander Ted
Caldari Provisions Caldari State
859
|
Posted - 2013.09.22 03:11:00 -
[6] - Quote
Arthur Aihaken wrote:Commander Ted wrote:Gate camping sucks as most people will agree.
Warp core stabilizers should have the added bonus of boosting your warp speed.
This is what I like and agree with. :)
Right now Gate camping is a necessary evil because ships need to die during travel.
However right now gate camping blows nut sacks and usually leaves the victim with no escape options. this would also spice up other types of pvp. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Commander Ted
Caldari Provisions Caldari State
859
|
Posted - 2013.09.22 03:20:00 -
[7] - Quote
Benny Ohu wrote:I think this sounds cool
In addition, I don't like the huge targeting penalty stabs have right now, I think the loss of a lowslot is already a big penalty and the targeting penalty means they're never used except on non-combat ships. I think the penalty can be lowered.
Uh lol no. The entire point of stabs is for the defenseless to get away easier, the defender doesn't need to lock quickly, so it doesn't matter for them. The targeting is the reason they are not used on non combat ships because letting ships be viable while being at no risk to themselves is moronic, and one slot is definetly not that big a drawback at all.
It would be easy to give up a nano or BCS for a warp core stab if it means you can escape, it doesn't matter that the slot is gone now because you can pick your fights. Being unable to lock back quickly means that a ship that knows it will easily fall victim to you can get away, preventing a WCS fit ship from being an invulnerable bullshit machine. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Altered Ego
Deep Core Mining Inc. Caldari State
22
|
Posted - 2013.09.22 03:20:00 -
[8] - Quote
Commander Ted:
This is a very intriguing idea.
These are powerful changes .. but I'm also worried hat they would be very unbalancing and would probably break a lot of existing gameplay, like bubbles and scanning. How would you remedy this? |

Benny Ohu
Chaotic Tranquility Casoff
1539
|
Posted - 2013.09.22 03:30:00 -
[9] - Quote
Commander Ted wrote:Benny Ohu wrote:I think this sounds cool
In addition, I don't like the huge targeting penalty stabs have right now, I think the loss of a lowslot is already a big penalty and the targeting penalty means they're never used except on non-combat ships. I think the penalty can be lowered. Uh lol no. The entire point of stabs is for the defenseless to get away easier, the defender doesn't need to lock quickly, so it doesn't matter for them. The targeting is the reason they are not used on non combat ships because letting ships be viable while being at no risk to themselves is moronic, and one slot is definetly not that big a drawback at all. It would be easy to give up a nano or BCS for a warp core stab if it means you can escape, it doesn't matter that the slot is gone now because you can pick your fights. Being unable to lock back quickly means that a ship that knows it will easily fall victim to you can get away, preventing a WCS fit ship from being an invulnerable bullshit machine. The idea was not to make WCS a no-drawback fit on a combat ship, but something you -might- fit instead of -never- fit. An actual option on a combat ship instead of a non-option, still with some kind of significant penalty. It was meant to go along with your 'make the WCS make warp speed faster' bit. A WCS doesn't make you invulnerable, though :P
Anyway. I don't want to derail your thread. (sorry) So I'd prefer to leave this disagreement. |

Commander Ted
Caldari Provisions Caldari State
859
|
Posted - 2013.09.22 03:31:00 -
[10] - Quote
Altered Ego wrote:Commander Ted:
This is a very intriguing idea.
These are powerful changes .. but I'm also worried hat they would be very unbalancing and would probably break a lot of existing gameplay, like bubbles and scanning. How would you remedy this?
Scanning down people in space would remain the same, since a ship still needs to pick something to warp to just as now and wait to speed up, to scan down ships in warp would require a special probe that can instantly pick up a ship in warp and then let you plot an intercept course.
I am unsure how bubbles would work, perhaps they would work the same as now, with a ability to prevent you from dropping out of warp when you get close, which sounds clumsy IMO.
Another idea I have brainstormed is for drag bubbles to prevent on grid warping, so if you select to warp to anything on grid from somewhere else on the same grid would be prevented and you would just go into the bubble.
https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Commander Ted
Caldari Provisions Caldari State
859
|
Posted - 2013.09.22 03:32:00 -
[11] - Quote
Benny Ohu wrote: The idea was not to make WCS a no-drawback fit on a combat ship, but something you -might- fit instead of -never- fit. An actual option on a combat ship instead of a non-option, still with some kind of significant penalty. It was meant to go along with your 'make the WCS make warp speed faster' bit. A WCS doesn't make you invulnerable, though :P
Anyway. I don't want to derail your thread. (sorry) So I'd prefer to leave this disagreement.
Being without risk should NEVER, be an option on a combat ship.
Also no apology needed, I just don't want to see tornadoes that are even harder to kill than they are now alphaing frigates. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Arthur Aihaken
The.VOID
197
|
Posted - 2013.09.22 03:40:00 -
[12] - Quote
Commander Ted wrote:Right now Gate camping is a necessary evil because ships need to die during travel.
However right now gate camping blows nut sacks and usually leaves the victim with no escape options. this would also spice up other types of pvp.
Gate camps are only a necessary evil for lazy players (not unlike AFK mining). I am currently away, traveling through time and will be returning last week. |

Commander Ted
Caldari Provisions Caldari State
859
|
Posted - 2013.09.22 03:43:00 -
[13] - Quote
Arthur Aihaken wrote: Gate camps are only a necessary evil for lazy players (not unlike AFK mining).
Then how do people who don't want to die, die?
Also gate camping requires you to very much be there. Or is your vision of Eve one in which non consensual pvp doesn't exist? https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Arthur Aihaken
The.VOID
197
|
Posted - 2013.09.22 03:51:00 -
[14] - Quote
Commander Ted wrote:Also gate camping requires you to very much be there. Or is your vision of Eve one in which non consensual pvp doesn't exist?
I have more respect for gankers than gate campers; the former at least requires some degree of skill and effort. I am currently away, traveling through time and will be returning last week. |

Commander Ted
Caldari Provisions Caldari State
859
|
Posted - 2013.09.22 03:57:00 -
[15] - Quote
Arthur Aihaken wrote:Commander Ted wrote:Also gate camping requires you to very much be there. Or is your vision of Eve one in which non consensual pvp doesn't exist? I have more respect for gankers than gate campers; the former at least requires some degree of skill and effort.
Gate Campers: Sit on a gate and wait for something to come through with scouts in low sec.
Gankers: Sit on a gate and wait for something to come through in Hi-sec.
If you don't mean suicide gankers, then someone who just warps in a covops or cyno ship all day looking for someone who is to stupid/afk to look at local.
Really you just don't have a clue what your talking about, all forms on non consensual pvp involve being really bored all day looking for an easy kill at little risk to yourself. https://forums.eveonline.com/default.aspx?g=posts&t=174097 Separate all 4 empires in eve with lowsec. |

Benny Ohu
Chaotic Tranquility Casoff
1539
|
Posted - 2013.09.22 04:12:00 -
[16] - Quote
Commander Ted wrote:Being without risk should NEVER, be an option on a combat ship.
Also no apology needed, I just don't want to see tornadoes that are even harder to kill than they are now alphaing frigates. i can't not argue back because i'm a horrible nerd so i made a different thread
https://forums.eveonline.com/default.aspx?g=posts&m=3643013#post3643013 |

Altered Ego
Deep Core Mining Inc. Caldari State
22
|
Posted - 2013.09.22 04:51:00 -
[17] - Quote
Commander Ted wrote:
Ships should be able to stop mid warp and turn/pre plan their warp.
Could you please elaborate on this a little more? |

Arthur Aihaken
The.VOID
197
|
Posted - 2013.09.22 04:56:00 -
[18] - Quote
Too bad there isn't a "not like" feature. I am currently away, traveling through time and will be returning last week. |

Ager Agemo
Kiith Paktu Curatores Veritatis Alliance
377
|
Posted - 2013.09.22 05:03:00 -
[19] - Quote
wait... I though this is what light interdictors did? |

Devon Weeks
Deadspace Defense Initiative
45
|
Posted - 2013.09.22 05:46:00 -
[20] - Quote
Quote:wait... I though this is what light interdictors did?
They do, but those only operate in null sec. I think the desire is to see some form of non-bubble interdiction manuever that is able to see use outside of null sec or wormholes.
Now, here's what I'd like to see.
New tech 2 battleship following the interdiction line of ships that is capable of deploying in a warp tunnel between celestials and pulling ships out of warp in deadspace. Ships would drop out of warp ranging from 100km to 0km from the battleship depending on their warp speed and mass. So, a tech 1 frigate moving at 6 AU/s would maybe drop around 90km from a battleship, but a tech 2 interceptor moving at 14 AU/s would come closer, 65km, maybe. Just something like that. The number crunchers could figure out that formula.
Being pulled out of warp would not mean that a ship is tackled. It must stil be tackled once it drops out of warp. That should encourage long tackle and interceptors to travel with these ships. |

Mara Pahrdi
The Order of Anoyia
394
|
Posted - 2013.09.22 06:37:00 -
[21] - Quote
I like most of it.
Commander Ted wrote:
- Warp core stabilizers should have the added bonus of boosting your warp speed.
No. They are already extremely powerful. But a separate module for low slots boosting warp speed would be fine. Additionally there could be a rig for warp strength with a slightly reduced targeting delay.
Commander Ted wrote:
- All ships should have their warp speeds adjusted slightly, attack ships have faster warps speeds than combat ships, certain races have all around better warp cores, etc. Certain industrial ships should have high warp speeds, perhaps blockade runners could.
We need to be able to manage our warp speeds, so all members of a fleet can land at about the same time.
Commander Ted wrote:
- All warp speeds should be decreased by 30% across the board.
Omg, yes. Probably even some more. Also acceleration to maximum warp / slowdown to sub warp should both depend on ship size to make the differences in warp speed more meaningful. Remove insurance. |

Teckos Pech
The Executives Executive Outcomes
985
|
Posted - 2013.09.22 06:53:00 -
[22] - Quote
So...you are in warp, and come along side your target. You warp scramble them and they drop out of warp and you...continue on? Stop as well? If so, how do you stay in range? If you have the faster ship it seems that the other person will have a very hard time getting out of a system. Of course, maybe they'll make dozens or hundreds of mini-warps so that the other person has no chance of "catching up" to them in warp.
Seems overly complicated.
BTW, I thought dictors really did do this way back. If you put a bubble halfway between gates it would pull you out of warp halfway between gates....and it was removed. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Teckos Pech
The Executives Executive Outcomes
987
|
Posted - 2013.09.22 06:57:00 -
[23] - Quote
Mara Pahrdi wrote: Omg, yes. Probably even some more. Also acceleration to maximum warp / slowdown to sub warp should both depend on ship size to make the differences in warp speed more meaningful.
Doesn't alignment depend (at least in part) on ship mass, which depends on size? So this is already there.
Yes it does:
TimeToWarp = -ln(0.25) +ù Mass_kg +ù Agility / 1000000
https://wiki.eveonline.com/en/wiki/Aligning
Really, learn to use the search button, and not just for the forums.
Bigger ships have more mass and less agility--i.e. they take longer to go into warp or align. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Lord Battlestar
CALIMA COLLABORATIVE Atrox Urbanis Respublique Abundatia
79
|
Posted - 2013.09.22 07:00:00 -
[24] - Quote
Teckos Pech wrote:So...you are in warp, and come along side your target. You warp scramble them and they drop out of warp and you...continue on? Stop as well? If so, how do you stay in range? If you have the faster ship it seems that the other person will have a very hard time getting out of a system. Of course, maybe they'll make dozens or hundreds of mini-warps so that the other person has no chance of "catching up" to them in warp.
Seems overly complicated.
BTW, I thought dictors really did do this way back. If you put a bubble halfway between gates it would pull you out of warp halfway between gates....and it was removed.
Plus assuming you have manual control over warp speed you would need lightning reflexes especially in a fast ship, otherwise you could end up 100k+ km from your target.
I remember bubbles stopping people in mid warp too back in 2008, but my memory is not good lol. I once podded myself by blowing a huge fart. |

Teckos Pech
The Executives Executive Outcomes
987
|
Posted - 2013.09.22 07:07:00 -
[25] - Quote
Same for acceleration.
https://wiki.eveonline.com/en/wiki/Acceleration
Acceleration is a function of both mass and the ships inertia modifier. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Omnathious Deninard
Novis Initiis
1540
|
Posted - 2013.09.22 07:10:00 -
[26] - Quote
Teckos Pech wrote:Mara Pahrdi wrote: Omg, yes. Probably even some more. Also acceleration to maximum warp / slowdown to sub warp should both depend on ship size to make the differences in warp speed more meaningful.
Doesn't alignment depend (at least in part) on ship mass, which depends on size? So this is already there. Yes it does: TimeToWarp = -ln(0.25) +ù Mass_kg +ù Agility / 1000000 https://wiki.eveonline.com/en/wiki/AligningReally, learn to use the search button, and not just for the forums. Bigger ships have more mass and less agility--i.e. they take longer to go into warp or align. I beleve what Mara Pahrdi is meaning, a ship with a warp speed of 7.5au/s should enter warp faster than a ship with a warp speed of 3.0au/s Novis Initiis is Recruting-á --á Ideas for Drone Improvement |

Teckos Pech
The Executives Executive Outcomes
989
|
Posted - 2013.09.22 07:18:00 -
[27] - Quote
That too is already in the game. Get in a freighter, and go to warp. Note how long it takes to drop out of warp. Now do it with an inty or frigate. Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |

Mara Pahrdi
The Order of Anoyia
394
|
Posted - 2013.09.22 07:20:00 -
[28] - Quote
Teckos Pech wrote:Really, learn to use the search button, and not just for the forums.
Train reading skills. Where did I write anything about aligning or entering warp?
Remove insurance. |

Mara Pahrdi
The Order of Anoyia
394
|
Posted - 2013.09.22 07:26:00 -
[29] - Quote
Teckos Pech wrote:That too is already in the game. Get in a freighter, and go to warp. Note how long it takes to drop out of warp. Now do it with an inty or frigate. This. The difference in getting to maximum warp after entering warp and dropping out slowing down again from maximum warp is almost meaningless between the ship sizes. Remove insurance. |

Teckos Pech
The Executives Executive Outcomes
989
|
Posted - 2013.09.22 07:27:00 -
[30] - Quote
Mara Pahrdi wrote:Teckos Pech wrote:That too is already in the game. Get in a freighter, and go to warp. Note how long it takes to drop out of warp. Now do it with an inty or frigate. This. The difference in getting to maximum warp after entering warp and slowing down again before dropping out of maximum warp is almost meaningless between the ship sizes.
You ever fly a freighter?
Upgrading Local to Eliminate All AFK Influence So Local Chat vanished, now what? |
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