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Thread Statistics | Show CCP posts - 18 post(s) |
Mioelnir
Cataclysm Enterprises Easily Offended
106
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Posted - 2013.10.02 17:41:00 -
[1] - Quote
I'd like to vote for agility and warp speed improvements on the Fenrir for the freighter rebalancing, so my Minmatar rocket shopping cart can properly outrun those Charons. |
Mioelnir
Cataclysm Enterprises Easily Offended
108
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Posted - 2013.10.02 18:40:00 -
[2] - Quote
Since the closing of the evegate, agility and speed at the cost of sound structural integrity has been an engineering trademark of the tribes of matar. This can be seen at the following transcript of a conversion between two Boundless Creations starship engineers.
Quote:"What goes here?" "Propulsion module." "Another one?" "Yes." "Why?" "Why not?" "True." Since Quantum Rise, other nations plundered our heritage and technological marvel of strapping oversized rockets onto anything and everything, closing the speed gap. All the while refusing to share advances in locking range and sensor strength.
Upon seeing these new advances in warp flight physics, many Matari engineers exclaimed "Oh, that's how we did it all along. Guess now we know why it worked in the first place." realizing their ships were 2.5% better than anyone elses in the same class. |
Mioelnir
Cataclysm Enterprises Easily Offended
108
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Posted - 2013.10.02 20:25:00 -
[3] - Quote
So, I've just flown my usual freighter route in a frig, writing down all the warp distances along the way, rounded to the next full au. From station to station it is 26 warps, average warp length 39.76au, minimum 15au, maximum 164au, standard deviation 38.44.
Rough ballpark for freighter warp time based on the old table: 33 minutes 26 seconds Rough ballpark for freighter warp time based on the new table: 39 minutes 43 seconds For an overall increase in travel time of 18.8%.
Long warps are so rare in empire space where freighters are flown and not bridged, that the majority of freighter pilots will never experience a faster warp at all. So, a 18.8% buff to afk gameplay I suppose. |
Mioelnir
Cataclysm Enterprises Easily Offended
111
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Posted - 2013.10.03 11:52:00 -
[4] - Quote
Lifelongnoob wrote:Natasha Love wrote:Lifelongnoob wrote:hi Fozzie
while you are tweaking warp speeds can u please increase the warp speed of freighters/jump freighters.
0.75au/s is just too slow.. even a warp speed of 1.5au/s would make life a bit easier for freighter pilots. then we freighter pilots can offer next day delivery services :P
if supers can warp at higher speeds then there should be no reason why freighters / jump freighters cant according to the new table Freighters are going to warp 1.33 AU/s and Jump Freighters 1.5AU/s - so there is a 75-100% increase in warp speed ;) sweet :) Which helps very little. The break even for a warp to take the same time before and after the changes is around 80au. Everything below that will have a longer time in warp.
I've posted some numbers for my usual freighter route a few pages earlier, and I'll see around 18% more time in warp - but that is because the route has two >100au warps in it. If I take those two out, the majority of what I'm left with is basically the Rens-Jita route. And without those two accelerated warps, it is an additional 8 minutes or roughly a 28% increase in time spent in warp.
The >80au warps have been accelerated to not make them prohibitive, when the <80au warps will actually be what makes them prohibitive, as those are 97% of the usecase. A friend who had a data dump ready found 22 empire systems with a diameter of more than 100au yesterday. Having seen neither his math nor his queries, that number can be true or false and should be taken with a few grains of salt. But the number feels like it is in the correct ballpark.
Sadly, there are no alternatives to freighters for bulk hauling, freighter Pilots can not switch to a new meta. So the numbers won't reflect a bad change since usage won't change and the change will be considered a success for freighters as well. When in reality it's a case of Quote:the opposite of "good" is "meant well". I've seen a lot of complaints about freighters over the years on these forums; I can't remember them being to fast being one of them.
Also to the people talking about the grav sites, this does not change how fast your Hulk enters warp. You will just be in warp longer. |
Mioelnir
Cataclysm Enterprises Easily Offended
116
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Posted - 2013.10.06 11:10:00 -
[5] - Quote
Sizeof Void wrote:There are others who will take up the slack and make a profit doing so. Most freighter pilots don't fly them to get an adrenaline rush. Let's be honest here for one second. Most freighter pilots fly them AFK on an alt account because you already want to stab yourself in the face if you have to fly them. "Does not matter if we make it worse, nobody flies them at-the-keyboard anyway" is neither a valid argument nor good design.
The fact also is, all other ship classes have the option for a trade-off. Install a warp-speed rig if your warp speed is more important to you than what would otherwise go into that slot. But freighters can not. The have no slots, the have no rigs. And in the current fitting system, they can't be given them either since the game lacks a "can not be fitted to" attribute. And without that one could cargo-rig a freighter to more than 1 million m3 making it possible to import packaged carriers and dreadnoughts into highsec. |
Mioelnir
Cataclysm Enterprises Easily Offended
116
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Posted - 2013.10.06 17:06:00 -
[6] - Quote
Gypsio III wrote:keira sama wrote:It seems, that even though ccp is supposedly balancing this game. all i see is that pvp is rewarded a whole lot more than indy or mining, which already can't do anything to get better profits in low sec/null because it's way too easy to gate camp any that try and now they are making it so it's even more impossible to escape that threat. Not at all. Making miners more vulnerable is a boost to nullsec mining, because fewer miners means fewer minerals and an increase in mineral value. Competent miners will therefore see greater ISK/hr. Which in turn will reduce the mineral supply, which will raise mineral prices, which will raise ship prices; leaving the spending power you earned for 1h of mining fairly equal. And once the price is high enough, people that do not usually mine will do so, and the earnings and all the connected prices will ripple down again.
This change is, overall, good and needed. It will cause dramatic shifts in the current meta. But it won't be the victimless, beneficial-to-all change you claim it to be. |
Mioelnir
Cataclysm Enterprises Easily Offended
118
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Posted - 2013.10.08 00:42:00 -
[7] - Quote
David Laurentson wrote:The way I read it, warps will be a bit slower on short hops, Here you need to replace "a bit" with "substantially".
Quote:but noticeably faster on those (currently really annoying) 100-200AU warps. Here you need to replace "noticeably" with "slightly". |
Mioelnir
Cataclysm Enterprises Easily Offended
149
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Posted - 2013.10.18 05:55:00 -
[8] - Quote
Vrenth wrote:Freighter part of your complaint is invalid. Freighters travel time is now faster in most cases if you look at their charts. Did you switch the charts?
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