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Marlona Sky
D00M. Northern Coalition.
4848
|
Posted - 2014.02.12 08:45:00 -
[1] - Quote
I recently outlined an idea on changing the way we do teleportation in the game. In a way, power projection. The details can be found in my blog, Reversal of Fortune.
Cancers of EVE Online: Teleportation
While it is a long read, I feel it is important to take in the scope of everything that is involved. Please try not to be hung up on one aspect of it and really think about the big picture and how your operations, your enemies and the game in general would change with this change.
Apologies if the blog format wreaks of noob mistakes, it is my first attempt at blogging and any feedback on improving the experience is always welcome via the site and or evemail.  . |

Lephia DeGrande
The Scope Gallente Federation
233
|
Posted - 2014.02.12 08:49:00 -
[2] - Quote
That Word gives me cancer! |

Marlona Sky
D00M. Northern Coalition.
4848
|
Posted - 2014.02.12 08:59:00 -
[3] - Quote
Lephia DeGrande wrote:That Word gives me cancer! Teleportation? Feels less flattering that using some of the other techno babble phrases ehh? 
But, in the end that word describes what actually happens perfectly. . |

Seliah
0mega.
9
|
Posted - 2014.02.12 09:02:00 -
[4] - Quote
Definitely an interesting read. In your test results, I would also have factored in the ISK cost. I'm sure you can define an ISK value for a 1 LY travel for 1 pilot, and then define the efficiency of each means of travel. A titan bridge is extremely efficient way to bridge a lot of people over a lot of LY, but it comes at a very high initial ISK cost. Not that ISK really matters for big coalitions though I guess.
Your PPP idea is an interesting one too. I'm not expert on force projection and all its implication in the 0.0 conflicts though, so I can't say if it'd solve the problem or not. I just like the idea of making distance matter a lot more. |

Trii Seo
Sabotage Incorporated Executive Outcomes
518
|
Posted - 2014.02.12 09:14:00 -
[5] - Quote
It does explain the issues with power projection well, hopefully some people that started "nerf bridging/jumping" actually read it. While it's artificial, the PPP sounds like a decent concept for a solution.
What I would change about it though would be the handling of jump bridges and cooldowns.
Bridges (structure, POS anchored - not covert/titan) are strategic assets that require sov, maintenance (refueling), can be incapped and are strategic assets. Snapping bridges is an objective and it leads to fights, making their use limited wouldn't really be a great idea. If the attackers have knowledge as to where bridge POSes are, locking down a gate between two or simply camping the bridge itself after defanging the POS are viable and useful 'guerilla' tactics.
Cooldowns... a flat "Reach a cap, cap triggers cooldown" sounds like a good idea but it seems to simply set the clock back. What I would suggest is no cap at all - your PPP isn't a pool, it's a counter that's related to your jump/warp drive. Each jump causes a "desync" of it, costing you some cooldown (depending on how far the jump was), and a recalibration period (long one).
Initially, the cooldown starts low, increasing if you make the jump within the recalibration period. If you're planning to make half the galaxy to get into a fight, your pace will slow down with further jumps. If it's an emergency a few carrier jumps away, you can make it but don't expect to be coming back anytime soon as your accumulated recalibration will slow you down to a crawl when you're coming back. Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |

Lephia DeGrande
The Scope Gallente Federation
234
|
Posted - 2014.02.12 09:22:00 -
[6] - Quote
The Problem is, every Suggestion is better then the current System, but aslong CCP is to coward to revamp SOV, Blobs and POS mechanics all these Threads are pointless.
I read your Blog, its a nice read and you do have some good ideas but until 2015/16 i dont see any chance that CCP will do something, its kinda silly... |

Seliah
0mega.
9
|
Posted - 2014.02.12 09:29:00 -
[7] - Quote
Lephia DeGrande wrote:I read your Blog, its a nice read and you do have some good ideas but until 2015/16 i dont see any chance that CCP will do something, its kinda silly...
These are huge changes to both the code behind the game and the game itself, so it's not going to happen overnight. It could have happened sooner, sure, if problems were tackled earlier, but it can't hurt to talk about things and get ideas going so the discussion is already mature for the day CCP becomes able to make said changes. |

Trii Seo
Sabotage Incorporated Executive Outcomes
519
|
Posted - 2014.02.12 09:32:00 -
[8] - Quote
The problem is, this is the issue leading up to blobs.
When you have a Coalition with thousands of carriers at their disposal, type a nice jabber ping "Everyone get to XX-YYY we're deploying" and bam, in 24h (or less, it may not be in 7 minutes but you can make it in an hour) you have a fleet-ready pile of bloodthirsty bastards on the other side of the 'verse. The swiftness at which a blob can move is staggering.
This issue is also a deciding factor when it comes to balancing sov itself. It's one thing to balance something that will see fights of 300 pilots, another - 4000. Given sov fights over smaller, remote regions of space where local entities are fending off local invaders can have as "few" as 100 pilots in Local (2 fleets of 40) and major coalition fights see as much as 4000 they really need to think the balance through and ensure it scales well. Is it Hotdrop O'Clock yet?
Covert pilots unite! Safer working conditions, less accidental limb loss due to unfortunate Cyno accidents! https://forums.eveonline.com/default.aspx?g=posts&t=258986 |

SMT008
SnaiLs aNd FroGs
727
|
Posted - 2014.02.12 10:35:00 -
[9] - Quote
I support this. Very much.  |

Sentamon
Imperial Academy Amarr Empire
1435
|
Posted - 2014.02.12 12:25:00 -
[10] - Quote
Great article, recommend everyone read it in full. ~ Professional Forum Alt -á~ |
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Kyang Tia
Matari Exodus
28
|
Posted - 2014.02.12 13:19:00 -
[11] - Quote
While I'm not totally convinced that your ideas are the most effective way to deal with the problem, I whole-heartedly agree that power projection is a huge issue in today's Eve. It should be adressed and fixed as soon as possible. |

Endovior
Osmosis Inc Li3 Federation
178
|
Posted - 2014.02.12 13:36:00 -
[12] - Quote
Trii Seo wrote:Bridges (structure, POS anchored - not covert/titan) are strategic assets that require sov, maintenance (refueling), can be incapped and are strategic assets. Snapping bridges is an objective and it leads to fights, making their use limited wouldn't really be a great idea. If the attackers have knowledge as to where bridge POSes are, locking down a gate between two or simply camping the bridge itself after defanging the POS are viable and useful 'guerilla' tactics.
This. JBs are vastly less immediate than cyno-based bridges, and in most ways work a lot more like gates... people can camp them, and shoot the people using them, and so on.
As a quick reality check, GARPA tells me that taking the CFC JB network, along the most efficient possible route, would make 373Z-7 to SVB-RE a 68 jump journey. Assuming for the moment that there's no significant average difference between a gate-to-gate warp and a gate-to-JB warp, that should only shave the travel time down by about 1/3. Which is certainly convenient, but it's not broken on the same order as jump drives are. |

Lloyd Roses
Blue-Fire
500
|
Posted - 2014.02.12 14:01:00 -
[13] - Quote
Sounds like a direct nerf to most lowsec-alliances aswell. "I honestly thought I was in lowsec"
Moving pictures: The Enyo |

Kenrailae
Mind Games. Suddenly Spaceships.
196
|
Posted - 2014.02.12 14:13:00 -
[14] - Quote
I think you've hit the nail on the head as far as mass movement and power projection goes. But I can't really see the justification for limiting the light years you can travel by so called 'teleportation.'
I could be a bit fuzzy on my numbers but 24 LY is more or less what a carrier can do in two jumps, yeah? A bit less?
Well from a smaller alliance perspective, your proposed system being capped at 24 LY is just as inhibiting as much larger alliances being able to move from one side of the map to another. Suddenly isn't very big, and we live fairly close to some really big names. Everything we do we have to keep that in mind. But if we wanted to go to, oh, IDK, Syndicate, for a few weeks vacation, it'd take literally a week to move enough ships over there to be effective, as we'd only be able to do one trip one way a day.
I certainly share your opinion that the ability to go everywhere all the time is a bit silly, but also don't think a LY cap like that is justifiable. As much as Eve is Real, it's still a game, and I(Nor a great many others I can imagine) don't want to spend a week moving ships so I can play the game, be there a week, then spend a week moving ships back. Moving Ops are already a pain the back side as they are.
In this case, the answer may be better served in a jump restriction timer. Wormholes already prevent multiple-cross jumping back and forth by locking out after a couple jumps, Jump drives having to recharge or re-align or cool down wouldn't be so far a stretch. Yes, you're right it would only delay the status quo, but it would also better reward the prepared, which is in line with Eve's mentality, as opposed to having 1 node on Ti-di functioning at 10% or less speed and the rest of Eve business as usual all going full speed ahead to the ti-di system's fight.
I also feel you're forgetting an important part of B-R5:
That fight was able to go on because parties involved made a pointed effort to NOT pile 3k+ Pilots into system. Multiple fights broke out in nearby systems, pinning re-enforcements and preventing the fight from escalating wildly. That level of strategic play is the answer to the mass piling of pilots into system. Choosing to NOT have everyone in system and deny your opponent the ability to bring in new ships rather than just blob the server into oblivion.
In summation, you've written an article that tries to address a problem in Eve. But your approach doesn't keep in mind that yes, this is a game. Even at double your LY rating per day, significant move ops(which can already take hours anyway) would not be possible. Suddenly at least has the luxury of almost all our pilots having carriers. But what of smaller alliances? Or for lack of a better term, poorer alliances? The ones where only a few have carriers and maybe a JF or two between them, who are trying to move? That would take them weeks? How is that good for Eve?
The Law is a point of View |

Harvey James
The Sengoku Legacy
647
|
Posted - 2014.02.12 14:44:00 -
[15] - Quote
It was an excellent read .. we need to bring fights back too gates amongst the many other 0.0 issues that need too be addressed. it certainly shouldn't be possible too get from one end of the map too the other with capitals faster than any smaller ship.. ratios need to make sense.
i would remove all JB/cynos from all capitals and leave them too Black ops and Jump Freighters as there main specialist role but with stricter control over range and how many they ships they can allow through. Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
521
|
Posted - 2014.02.12 16:07:00 -
[16] - Quote
Read the entire article. I agree that force projection in Eve is too easy. There is quite literally no way to interdict travel without the traveler being either completely oblivious to the tactics and methods, or by meta-gaming to lock people's assets into station.
I still think an arbitrary limit of distance traveled over a given period of time is too complicated a solution. A simpler solution would be to simply add a cool-down timer to jump drives and bridges based on mass transported.
Yes, they already have to rechrge capacitor. But as Marlona indicated, with cap fits, refitting services, and even a Mobile Depot, that wait is pretty irrelevant. It simply makes no difference and is not an effective balancing method.
This would not adversely effect blops because they already plan for and operate under low-mass conditions due to fuel amount restrictions. Bridging blops also tend to spend most of their time sitting safely cloaked or docked.
Titan bridges typically move much larger amounts of mass per bridging cycle.
Capitals having much higher mass than blops would end up having a much longer cooldown. Since each jump-capable ship has a different mass, they would all have some variety in cooldowns, possibly making certain ones more desirable than others.
Perhaps give Minmatar caps a lower jump drive cooldown than normal so as to make them more attractive, since they are generally the least desirable cap ships at present. Free Ripley Weaver! |

Batelle
Komm susser Tod
1691
|
Posted - 2014.02.12 16:24:00 -
[17] - Quote
Jump Bridges - I'm much more okay with these since they were limited to one per system. Capital Jumps - For a long time, the spool-up idea had a lot of traction. I'm also okay with a timer of no greater than 10 minutes, but would prefer it only apply to supers. Making the cooldown potentially longer bu based on LYs jumped is probably better in addressing force projection. Titan Bridges - Nerf them to the ground. Especially their ability to make sov structures trivial with freighter bridging. But if you're among the 1% without a titan to do this, good luck lol. A long cooldown on taking a titan bridge would be okay here, although its certainly not a creative solution (for exmaple, 1 hour cd linked to pilot) Pod Express - Clone costs are non-trivial for older players. I'd say keep it. Jump Cloning - Don't touch it. Jump Freighters - They're very powerful, but they have a big job to do. They're also very expensive and occasionally die. "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

Marlona Sky
D00M. Northern Coalition.
4857
|
Posted - 2014.02.12 16:27:00 -
[18] - Quote
The PPP is not meant to be a final solution. It is meant to allow some breathing room for other aspects of null and effectively, the rest of the game, to have changes made. Changes that on the first iteration, will most likely not be the final solution to them either.
It will function as a shimmy. Make a change here, then move over to another spot and make another adjustment. You keep going and end up back at force projection yet again. The difference is now you can make more changes that previously were not possible due to the other aspects of the game holding it back. Just like when you put a tire on your car. You don't just tighten down the first lug nut the entire way and then move on to the next. You go back and forth until you finally reach a point where the tire is on securely. . |

Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
167
|
Posted - 2014.02.12 16:32:00 -
[19] - Quote
It was an excellent read Marlona, and definitely proves a point. I'm not sure I'm entirely sold on your method of countering force projection, and at some point I'll probably read over it again. But it's definitely a strong argument that has a lot of merit, and I support a reduction in the ability to project power. You'll also be happy to know that it created some waves around here, and we got a few posts regarding your article after it came out (some were not the highest quality, but people definitely passed it around). Also, Ripard wrote a thing on his blog mentioning it, so you can know that at least one member of the CSM has seen your post. |

Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1478
|
Posted - 2014.02.12 16:46:00 -
[20] - Quote
I agree that "teleportation" needs a change mainly the one for sub-caps that are bridged by titans. |
|

stoicfaux
4077
|
Posted - 2014.02.12 17:08:00 -
[21] - Quote
Good read and good points.
However, as a solution, the PPP system is just awful. It's too arbitrary in terms of lore (i.e. not very sci-fi unless you use lore similar to Renegade Legion's "a person can only spend 40 days in FTL before exploding into tachyon particle goo.")
In terms of the game: It would make coordinating movements difficult. Do you really want FC's and players having to micro-manage their PPP at a given time? There's a reason fleet doctrines exist; now you want to extend doctrine to include a minimum PPP maintained by capital alts at all times.
It makes null sov even more expensive in that "everyone" would maintain multiple alts with full PPPs. The increased revenue would be good for CCP, but it would price the small guy out even more.
Mobility is a force multiplier. PPP would limit mobility, including, potentially, the ability for defenders to maintain an effective defense. From a "Grr Goons" perspective (i.e. politics, propaganda, tinfoil) this looks like an attempt to make it easier for quantity to overwhelm quantity (i.e. masses of PPP cap alts used to defeat highly organized, smaller, fleets trained in mobility.) The PPP cap alt fleets strike multiple targets that are far apart, thus forcing the smaller, PPP limited defensive fleet to prioritize which targets they can defend. The PPP limited fleet, even if it's ready and willing to fight, is "guaranteed" to lose some systems for a lack of PPP.
PPP would potentially limit the duration of wars and/or lead to more draws. If both sides engage in a mobile conflict, when both sides become low on PPP (i.e. managing who has enough PPP to get a task done becomes impractical,) then the war will stop.
On the positive side, PPP limits would require more logistics, planning and risk. You would need to move your fleets closer to the front and then wait for PPP to recharge before committing, which risks loss of surprise. Or you commit quickly when you're low in PPP and hope you have enough force to win the day. Low PPP could also limit retreats thus leading to more decisive encounters. You would want your replacement ships close to the front as well, which would increase the value of intelligence gathering, island hopping, and/or attacks on staging areas.
tl;dr - Yes, limiting power projection would change the strategic battlefield, but the PPP system isn't quite the right way to do it, IMHO.
WASABI: Warp Acceleration System Ancillary Boost Injected(Gäó)
|

Xe'Cara'eos
A Big Enough Lever
67
|
Posted - 2014.02.12 17:23:00 -
[22] - Quote
I would agree with your assessment of the problem, not convinced on your solution, and REALLY don't like having it as an ability, maybe just phrase it as 'jump fatigue' or alternatively alternatives - massively nerf the range of anything that's able to self-project, with the execptions of BOp's and JF's (those two are designed with travelling great distances quickly), have a timer cooldown on titan bridges after they've jumped through X mass, have titans unable to bridge anything into a system until the cyno's already been up for x minutes (might need to make cyno's longer duration)
though..... each method of jumping (not warping, and including normal gates) has a multiplier, and the distance you jump is multiplied by that multiplier, so if you chose slow methods of travelling - you can travel more or less all day, Static jump connections (normal gates, static jump bridges) have a low multiplier Ships that can't really fight but can jump (BOp's, JF's) have a slightly higher multiplier using a BOp's bridge has a higher multiplier still, maybe on par with caps jumping Caps jumping - higher still titan bridges have higher still super caps jumping has the highest multipliers to be determined by CCP but that's the rough idea |

Seliah
0mega.
12
|
Posted - 2014.02.12 17:35:00 -
[23] - Quote
Good points there, stoicfaux. Seems to me that the fact that PPP is based on individuals only makes it unusable at large scale.
I've been thinking about an alternative to the PPP solution proposed by the OP. I haven't had time to put that much thought into it, but I'll try to explain the basics here, so you guys with the good ideas can improve on it or tear it to pieces :)
Ships on a leash
The basic idea is to try to limit the power projection of capital ships by basically attaching them to a leash, like watchdogs. For each capital ship (or each pilot, don't know ?), you'd have to define an anchor system, and it would be fairly easy (basically, a cyno) for this ship/pilot to be deployed in a certain area around its anchor. It would however require a lot more time / work to change the anchor of the capital ship / pilot.
It would then be easy to heavily defend a small area of space, but the bigger the territory you want to control, the more you have to spread your forces. When attacked, you'd have to reanchor capital ships / pilots closer to the warzone before you can get fully involved there. From an attackers point of view, that would mean having to setup anchoring points for the offensive fleets close to the warzone before attacking.
This would only apply to capital / supercapital ships, not jump bridges (which are less of an issue imo).
This idea is extremely rough and it's the first time i'm putting it into words. I have no idea if that leash system should apply to ships or pilots, and what would the anchoring mechanic be exactly. It's just a concept, I'd be happy to hear what you guys think about it. Feel free to trash it :)
|

SMT008
SnaiLs aNd FroGs
728
|
Posted - 2014.02.12 17:49:00 -
[24] - Quote
stoicfaux wrote: In terms of the game: It would make coordinating movements difficult. Do you really want FC's and players having to micro-manage their PPP at a given time? There's a reason fleet doctrines exist; now you want to extend doctrine to include a minimum PPP maintained by capital alts at all times.
It makes null sov even more expensive in that "everyone" would maintain multiple alts with full PPPs. The increased revenue would be good for CCP, but it would price the small guy out even more.
Mobility is a force multiplier. PPP would limit mobility, including, potentially, the ability for defenders to maintain an effective defense. From a "Grr Goons" perspective (i.e. politics, propaganda, tinfoil) this looks like an attempt to make it easier for quantity to overwhelm quantity (i.e. masses of PPP cap alts used to defeat highly organized, smaller, fleets trained in mobility.) The PPP cap alt fleets strike multiple targets that are far apart, thus forcing the smaller, PPP limited defensive fleet to prioritize which targets they can defend. The PPP limited fleet, even if it's ready and willing to fight, is "guaranteed" to lose some systems for a lack of PPP.
PPP would potentially limit the duration of wars and/or lead to more draws. If both sides engage in a mobile conflict, when both sides become low on PPP (i.e. managing who has enough PPP to get a task done becomes impractical,) then the war will stop.
PPP is only depleted when you use one of the teleportation mechanics.
Going to your destination by gates will ALWAYS be available. You can do that all day long and you'll keep your PPP at 100%.
That gives a "home advantage". You can't just attack Period Basis from Y-2 at the edge of Fountain. Or actually, you can, but you will spend your PPP way faster than the locals in Period Basis.
The main goal behind this is to make sure that in order to defend something, you want to be close to that territory if not living there.
There are currently huge amounts of undefended 0.0 space that won't ever be attacked (Branch, Pure Blind, Foutain etc), just because the defenders can be there en masse before any meaningful damage can be done. This leads to stagnation. This needs to stop. |

Kenrailae
Mind Games. Suddenly Spaceships.
212
|
Posted - 2014.02.12 17:51:00 -
[25] - Quote
An Easier solution may just be to have cyno's destabilize after 'x' ships jump/bridge to them or 'x' mass moves to them. The Law is a point of View |

Lev Arturis
The Scope Gallente Federation
21
|
Posted - 2014.02.12 18:06:00 -
[26] - Quote
Kenrailae wrote:An Easier solution may just be to have cyno's destabilize after 'x' ships jump/bridge to them or 'x' mass moves to them.
If you only take care of cynos or bridging you will change nothing. The big power blocks will simply stash subcaps and capital fleets in their territory and will order their pilots to clone jump or pod kill themself.
The only solution must involve all types of teleportation effects or will fail from the beginning.
In addition it needs of course changes to 0.0 industry so corporations and alliances can actualy live out of their territory. I would also add some more access points from hi/low sec to 0.0 to prevent perma camping a few hotspots. |

Master Sergeant MacRobert
Space-Brewery-Association 24eme Legion Etrangere
42
|
Posted - 2014.02.12 18:09:00 -
[27] - Quote
My early thoughts on where to look for a solution to the ease of power projection includes:
1. Titan Bridge has a maximum mass value. The Mass value for a Titan Bridge where the Titan does not jump would be small but the mass value to the Titan Bridge would be 10x larger for when it jumps through it's own bridge.
2. All Cap Ships get a jump fuel bay and separate fuel bay for extra's.
3. Restrict the fuel bays so that a Cap Ship can only hold enough for 1, 2 or maybe 3 jumps. (Exception: The Jump Freighter and Rorqual could have larger fuel bays and could hold large amounts of fuel for Cap Ships they fly with as they are support logistics and essentially represent a re-fuelling ship for a fleet).
4. Shorten Cyno Generation cycle times dramatically. Perhaps change the cynosaural module to fit it's fuel within the module and give it a suitable reload time. One per ship module.
5. Rework Supercarriers back to their original Mothership concept.
They have been reworked a number of times and need another. I think you should be able to call in support capsullers to your med bay (limit the size) and for those pilots to be able to launch stored fitted ships (limited for balance). Perhaps another class of super drone (fighter, fighter bomber, corvette) could be developed that has a function that is defensive (point defence)?
will edit further... I have to leave right now. |

Kenrailae
Mind Games. Suddenly Spaceships.
212
|
Posted - 2014.02.12 18:10:00 -
[28] - Quote
Lev Arturis wrote:Kenrailae wrote:An Easier solution may just be to have cyno's destabilize after 'x' ships jump/bridge to them or 'x' mass moves to them. If you only take care of cynos or bridging you will change nothing. The big power blocks will simply stash subcaps and capital fleets in their territory and will order their pilots to clone jump or pod kill themself. The only solution must involve all types of teleportation effects or will fail from the beginning. In addition it needs of course changes to 0.0 industry so corporations and alliances can actualy live out of their territory. I would also add some more access points from hi/low sec to 0.0 to prevent perma camping a few hotspots.
I feel altering how much can jump to a cyno is a more sensible option then setting a limit on how much you can move in a day? Reason being, again, logistics. People plan moving ops, and a proposal as outlined by Marlona really screws the smaller groups.
The action of setting up various 'stashes' alone is an improvement over the status quo of 'everything in one station, light the beacons!'
There are enough access points. They just require a few extra jumps so are avoided for inconvenience. The Law is a point of View |

WilliamMays
Stuffs Inc.
75
|
Posted - 2014.02.12 18:14:00 -
[29] - Quote
I started this thread yesterday responding to your article. Might as well throw it in here too.
Make an extra fuel bay (or juggle the numbers of the current bays) on capitals, this bay holds a new fuel that is made from isotopes by the ship or a new module (not a siege type module); the new fuel can not be removed from this new bay and there is no source for the fuel but your own ship. The fuel can not be made while in station or cloaked. This fuel replaces isotopes as jump fuel and the stront/topes used for various capital actions; the size of the fuel bay would create limits on jump range over time and force choices to be made along the way. If the bay holds just below the fuel required for 2 jumps, this would slow movement across the map, while still allowing for capitals to jump in and go right into combat, or jump and cycle the fuel generator to jump again. The time for a single jump is unchanged, two jumps is slightly increased over the current docking methods and cap recharge fits; further jumps take significantly longer.
Examples: Dreadnaughts would be able to jump in and siege just as they do now, so long as it is a single jump. More than one jump will require extra fuel to be made, at the midpoint or on the field, before going into siege.
Carriers would be able to jump and go into triage or start using drones (yes, I am saying carrier drones and fighters should use fuel, ratting carrier tears incoming; as strong as carriers are at multiple roles they need a drawback and this is not a big one) Multiple jumps would require fuel generation at some point.
Supercarriers, same as regular carriers, would be able to jump and drop fighters and FBs immediately. Multiple jumps would require fuel generation at some point.
Titans are much more complicated, and I don't own one. I'm not one for spouting gibberish details on things where I dont have direct experience. I'll just say I think similar ideas should be applied to the various roles of titans.
the intel tool we deserve, the intel tool we need |

Mascha Tzash
24th Imperial Crusade Amarr Empire
143
|
Posted - 2014.02.12 18:30:00 -
[30] - Quote
A really nice piece of text. Please write more.
Limiting force/power projection is a good thing and making the verse larger is also a good thing.
I've seen methodes in other games to limit some strong weapons or other tools to interact with entities in the game be it other players or objects. The one that appeals most to me ist the overheat mechanic in Planetside2. In this game stationary guns exist, that can put out a load of damage in comparison to tanks, planes, etc. When you fire these guns it heats up a certain amount and cools down if not used. If you overuse them they overheat and and cannot fire till they are completely cooled down.
This might help aswell in eve to allow smaller groups to keep their mobility and hinder large groups to teleport large quantities of ships in a relative short amount of time. To bring up an example it could be possible to limit a teleportation device in a way that a jump of one carrier brings the "heat" to 10%. After one minute the cooldown process starts at a rate of 1% per minute. After 6 Minutes the "heat" would be at 5% and 11 minutes after the jump back at 0%. If you jumped 10 carriers within one minute the teleportation device would reach 100% "heat" and would be unusable for a full 100 minutes. This might apply to a jump bridge. This would also work for a dread if you brought this "heating" to a jump drive. Tie it to a cyno and it could become worthy to have a cyno up for the whole 10 minutes (smaller heat portions and higher cooldown rates required). If then the indivual jump range would be limited to a point where you would have to "burn" your jump drive to exceed the speed of a BS that travels the gate jump way a BS might become more usefull. The "choices and consequences" thing comes in.
Staying with the carrier and comparing it to a BS (perhaps we use the Megathron as it was mentioned in Marlonas great blog article) the carrier clearly can bring more firepower than the Mega. Let me just throw a figure to make this a bit more readable and say the carrier increases firepower linear in comparison of the Megathron and the Mega should be the more mobile concerning traveling to a destination. To make the Mega faster after some time the carrier would need to have a sustainable jumping speed of making this possibly longest voyage in around 240-270 Minutes (4-4,5 hours) if you dont "burn" your jump drive. This includes the rough increase of 30 minutes from Ceptor to HAC and the next step of 60 minutes from HAC to BS wich would result in either 90 minutes increase (compared to the BS) if you increase the travel time linear or 120 minutes if you use Fibonacci.
Funnily this would give you as the defender of an area an option to quickly respond to threats. As the attacker you would have to plan your moves as your jump drives are more under "heat stress" and if you are too hasty you lock yourself down to a point where you would have to wait a very long time to be able to travel again.
One could also say that caps on jump-cooldown cannot dock so it would put caps at risk while traveling.
The name "jump heat" is surely somewhat arbitrary but I'm far from beeing creative enough to bring up a better one.
Fly safe. :) |
|

Lev Arturis
The Scope Gallente Federation
21
|
Posted - 2014.02.12 18:42:00 -
[31] - Quote
Kenrailae wrote:
I feel altering how much can jump to a cyno is a more sensible option then setting a limit on how much you can move in a day? Reason being, again, logistics. People plan moving ops, and a proposal as outlined by Marlona really screws the smaller groups.
The action of setting up various 'stashes' alone is an improvement over the status quo of 'everything in one station, light the beacons!'
There are enough access points. They just require a few extra jumps so are avoided for inconvenience.
Smaller groups like Suddenly Spaceships are less affected than multi region wide spanning mega coalitions but there is no solution that doesn't come with some pain for everyone playing this game.
It will take more careful planning for your holyday vacations in Syndicate (example) but it also opens up ways to get great fights and conflicts with much more regionalised powers without the influence of a power block living in that area.
|

Kenrailae
Mind Games. Suddenly Spaceships.
213
|
Posted - 2014.02.12 18:47:00 -
[32] - Quote
Lev Arturis wrote:Kenrailae wrote:
I feel altering how much can jump to a cyno is a more sensible option then setting a limit on how much you can move in a day? Reason being, again, logistics. People plan moving ops, and a proposal as outlined by Marlona really screws the smaller groups.
The action of setting up various 'stashes' alone is an improvement over the status quo of 'everything in one station, light the beacons!'
There are enough access points. They just require a few extra jumps so are avoided for inconvenience.
Smaller groups like Suddenly Spaceships are less affected than multi region wide spanning mega coalitions but there is no solution that doesn't come with some pain for everyone playing this game. It will take more careful planning for your holyday vacations in Syndicate (example) but it also opens up ways to get great fights and conflicts with much more regionalised powers without the influence of a power block living in that area.
We also have almost 100% membership with carriers so we're less affected still. But the issue is wider than that. This IS a game, and should be remembered to be such :) The Law is a point of View |

KiithSoban
Big Johnson's PLEASE NOT VIOLENCE OUR BOATS
32
|
Posted - 2014.02.12 18:54:00 -
[33] - Quote
Read it all. In general, +1.
However i don't think Blops needs to be limited. I want to see logi appear on killmails! (by just repping)-á See CSM "reasonable things" |

Wedgetail
Helix Pulse Brothers of Tangra
90
|
Posted - 2014.02.12 19:19:00 -
[34] - Quote
well considered, and yes the assessment is accurate, but like several others PPP isn't it.
there are several points of neglect in your assessment that i think have caused you to concieve an inadequate soloution. (most of this is summarised by 'pay attention to the art of war when assessing this in a battlefield context')
first:
you neglect force ratios and deployment context between attacking forces and defending ones
- an attacking force is much easier to deflect, route and destroy than a defending one
due to many factors the primary one being force disposition and availability of both human and material assets - attacking is 3x more costly and resource intensive than defending - thus force recovery and sustainability becomes an inherently high priority for any attacking force.
attacking forces must endure defenders long enough to break them - faster ships can't do this it's not feasible, and heavier ships need to be first moved (hence the importance of jump freighters and carriers) attacking is and always will be an uphill battle if you can't fight something more powerful than you you can't attack. (relativity is very important - you know and have demonstrated this but in a context too limited for your intention)
on the flip side: if an attacking force is too concentrated the defending force must avoid them and strike else where to draw off pressure - if they can't do this they must withdraw in their entirety or are indiscriminately destroyed.
the cynosural concept is there primarily to balance attackers, to lower the barrier of entry when making the 'do we commit' choice. the jump bridge system and cyno both are there to benefit defenders for the same reason with a different intention "can we get out of the way to recover later?"
Second:
this brings me to the cost, both forces have an amount of resources invested, this is usually AT LEAST double whatever you see on the field at any point - because if what is on the field is destroyed what is not on the field is used to recover or execute the next phase of action.
defenders have higher stockpiles than attackers as covered both teams have the same access to supply chain logistics, but the local force can produce more without them.
these resources cost very very large amounts of time to establish - often disproportionate to the usage they get as when they are deployed they need to cater for human elements that cannot be quickly catered for otherwise - hence the advent of doctrines, 'prepare for these ships and style so we can cater the resources you need and not spend every cent the alliance has ever earnt'.
when inevitably one side loses, takes a hit too heavy to endure they must withdraw what assets they can, as i said earlier typically this is much easier to inflict upon an attacking force than a defending one but it happens for both depending on the warfare environ as a whole. - these events cannot be readily predicted ahead of time and so rapid response is a MUST.
without the ability to withdraw assets quickly from a broken line the fighting will stop not for days or weeks, but months as losses are recovered - in this purpose the bridge and cyno system is facilitating to reduce cool down to force buildup.
>>
I am fast approaching the word limit so additional sections will have to wait, I'd also like to afford you the chance to consider those first two points before text walling, and'd like to add something of my own on the end.
|

Wedgetail
Helix Pulse Brothers of Tangra
90
|
Posted - 2014.02.12 19:23:00 -
[35] - Quote
It'd seem your system is designed with a bias against roaming warfare as opposed to strategic - with the fact that a gang can drop in on your home turf irrelevant of the strategic picture and in this i do agree to a point.
however rapid and more importantly mass relocation is a very important strategic tool - the issue you have i think is not as a strategic asset but a tactical one, and your suggestion of a PPP counter opposed to a cool down is effectively the same thing in a different order. 'you have to wait after you use it anyway it's just more annoying' - people with more bridges will have a disproportionate advantage over the guys who don't cuz it's now a resource pool as it stands now a smaller force can be just as mobile with less and i think that's your problem with the system - 'random hot droppers' not 'strategic invasions' - though please correct me on this if i am mistaken.
the main point of these posts is simply that while your attention to the functional has been excellent you have not considered the human elements or the responsibilities of those involved, have not considered the needs of the people and why such speed is important to them.
ultimately we all want to have fun, catering to a few thousand people wanting to fight is <******> difficult on the short term, not to speak of longer terms of months and years.
it takes time and a great deal of considered effort - the PPP system you suggest having seemingly neglected the planners will make events harder to organise, more difficult to manage than they already are - and this is something i do not want to see - those leaders invest so much already into making this happen so the masses can have fun.
your consideration, as i have said - very functionally correct but the projected effects will be negative not positive i fear because of the missing elements in your initial assessment - refactor, and you'll easily get a system that has the effect you want w/o breaking still more people. |

SMT008
SnaiLs aNd FroGs
731
|
Posted - 2014.02.12 20:30:00 -
[36] - Quote
Wedgetail wrote: due to many factors the primary one being force disposition and availability of both human and material assets - attacking is 3x more costly and resource intensive than defending - thus force recovery and sustainability becomes an inherently high priority for any attacking force.
attacking forces must endure defenders long enough to break them - faster ships can't do this it's not feasible, and heavier ships need to be first moved (hence the importance of jump freighters and carriers) attacking is and always will be an uphill battle if you can't fight something more powerful than you you can't attack. (relativity is very important - you know and have demonstrated this but in a context too limited for your intention)
Force projection negates the "Heavier ships need to be first moved" thing. It's as easy to bring supercapitals as it is to bring interceptors. For coalitions and very large/large and very organized alliances.
Wedgetail wrote:on the flip side: if an attacking force is too concentrated the defending force must avoid them and strike else where to draw off pressure - if they can't do this they must withdraw in their entirety or are indiscriminately destroyed.
There is no reason to "strike elsewhere". The attacking force can relocate very easely and can defend on multiple fronts. Asking the defenders to "strike elsewhere" just means the defenders won't be 100% focusing on defending and that means death.
Wedgetail wrote:the cynosural concept is there primarily to balance attackers, to lower the barrier of entry when making the 'do we commit' choice. the jump bridge system and cyno both are there to benefit defenders for the same reason with a different intention "can we get out of the way to recover later?"
The jumpbridge system is there to benefit the defenders, that is true. Cynos aren't really used for retreat. What I mean is that well, when you're stuck in bubbles with subcaps, you don't/can't use cynos at all. You won't ask a Titan to come in a bubbled hell to bail your subcaps out. When you're stuck in bubbles with caps, well, it's just an easier way out. Easier and faster than trying to align and then warp-out while praying no dictors/HID is paying attention to you.
Cynos benefit the attacker a lot more, that's what allows him to move from his homeland to the staging close to the defenders' space. And that's what allows him to make fleets literally appear next to the defenders' objective. It's the defenders' region, they don't need Titan bridges to move around. Sure they can use them but they're not really forced to.
Wedgetail wrote:defenders have higher stockpiles than attackers as covered both teams have the same access to supply chain logistics, but the local force can produce more without them.
Defenders don't always have higher stockpiles. Stockpiles are basically "Things stored at X location". Because of force projection, it doesn't matter where the stock pile is. What matters is how large the stock pile is. It all boils down to "which stockpile is the largest" here.
Both teams have the same access to supply chain logistics, and the local force can't/don't produce anything because importing from Jita is 200x easier/better/whatever. Except for hulls maybe. MAYBE.
|

Wedgetail
Helix Pulse Brothers of Tangra
90
|
Posted - 2014.02.12 21:13:00 -
[37] - Quote
'need to be moved applies regardless of method - yes it makes it less pronounced but you still need more freighter trips to move 700 battleships than 700 interceptors - the idea is that 'moving them without a cyno chain goes from 2 hours to 2 days'
the reasoning is on the change in effort requirements the OP is focusing on - the difference between systems (mechanics not space) is too large.
it does not negate, it alters - the same thing in a different way.
'if the defenders attack somewhere else the attackers split or forfeit the original objective - there are many reasons, you lose the system they attacked to break a staging system of theirs, or fortify/evacuate one further back - the movement is to alleviate pressure rather then stand and be crushed by a force you cannot match directly.
yes that's the point: cynos aren't usually but can be, and are meant to reduce the power balance scale bewteen offense and defense. - if i need them/can use them i have them - the bulk of my statement is not 'when i'm fighting' but 'before i'm fighting' - 'i am about to be attacked do i stay or not?' - when you're bubbled you cannot leave the field by any immediate means so i don't understand your reasoning by factoring this in here.
no they don't and yes they do - defenders usually have local resources in individual assets - my comment was in regards to these not strictly 'alliance funded assets' but 'all assets this team has' a field force has what it deploys with, a defending local force has what it's built up over a longer time span.
as for production - yes buying is easier - hence logistics chains - however how many groups can you mention that construct larger assets in home regions? a lot of the infrastructure used to construct larger fleet assets in particular is in the defender's region - and often supported by external freight as regional resource distribution demands. |

SMT008
SnaiLs aNd FroGs
732
|
Posted - 2014.02.13 00:37:00 -
[38] - Quote
Wedgetail wrote:'need to be moved applies regardless of method - yes it makes it less pronounced but you still need more freighter trips to move 700 battleships than 700 interceptors - the idea is that 'moving them without a cyno chain goes from 2 hours to 2 days'
Sure, it's easier to move 700 battleships than 700, that's for sure, but it really isn't an impossible task for a massive coalition.
Each carrier can bring 2 battleships. A full carrier fleet (Both coalitions have been able to field that kind of stuff pretty easely) can transport 500 battleships complete with their fittings in one go with monstruous LY ranges. Sure, it will cost fuel and will need a couple cynos. But it is totally possible to do without too much trouble.
Wedgetail wrote:'if the defenders attack somewhere else the attackers split or forfeit the original objective - there are many reasons, you lose the system they attacked to break a staging system of theirs, or fortify/evacuate one further back - the movement is to alleviate pressure rather then stand and be crushed by a force you cannot match directly.
The issue is that currently, there is no "breaking a staging system" because that takes days to actually do meaningful damages to SOV. They can drop on you and stop you from doing anything in less than 10 minutes. Your SBUs will be long dead before you can online them, no damage has been done, but the systems you were defending still need to be defended and will still fall.
There is no "fortifying" a system, except maybe putting up a cynojammer.
There is really no effective way to "alleviate pressure" other than rage-camping the attackers' staging. And if you can do that, well, why aren't you winning the war already ?
Wedgetail wrote:yes that's the point: cynos aren't usually but can be, and are meant to reduce the power balance scale bewteen offense and defense. - if i need them/can use them i have them - the bulk of my statement is not 'when i'm fighting' but 'before i'm fighting' - 'i am about to be attacked do i stay or not?' - when you're bubbled you cannot leave the field by any immediate means so i don't understand your reasoning by factoring this in here.
Well, a defender don't really need cynos before the fights, except maybe for bringing in more war assets from Jita ? Defenders are already fighting at home, they have everything at their disposal. Their only use of cynos will probably be triage carriers for POS-reps or just regular cap hot-drop. Subcaps won't need a single cyno for the defender.
If you're about to be attacked, you can indeed undock all caps/JFs and haul all the stuff you can out of the station. That is true.
If I seem off, well, that's because I don't fully understand what you're trying to say, either I'm really bad at reading comprehension, either there are missing words or missing punctuation =(
Wedgetail wrote:no they don't and yes they do - defenders usually have local resources in individual assets - my comment was in regards to these not strictly 'alliance funded assets' but 'all assets this team has' a field force has what it deploys with, a defending local force has what it's built up over a longer time span.
True. Individual assets don't really matter all that much in sov wars tho, the only things that matter are doctrine ships and capital ships. Minerals need to be transformed to either doctrine ships, ammo, doctrine modules or caps and that takes too much time in a war. Everything else is irrelevent.
|

Phaade
The Lonetrek Militia Rapidus Incitus Pactum
145
|
Posted - 2014.02.13 00:55:00 -
[39] - Quote
This change would be amazing.
However, CCP is not bold enough to do something this good for the game. |

Wedgetail
Helix Pulse Brothers of Tangra
90
|
Posted - 2014.02.13 03:26:00 -
[40] - Quote
SMT008 wrote: The issue is that currently, there is no "breaking a staging system" because that takes days to actually do meaningful damages to SOV. They can drop on you and stop you from doing anything in less than 10 minutes. Your SBUs will be long dead before you can online them, no damage has been done, but the systems you were defending still need to be defended and will still fall.
there almost is - i say almost because i haven't seen this implemented well enough to say whether or not it's feasible - however there are new remote cyno jammer structures that can limit where and how a fleet can come in, so if you're able to position behind them not long after an attack gets launched then there is potential - again it's just as easy to use by both sides so will wait and see. (what i'm really interested in is to see if it 'disables' already lit cynos)
as a side for built up resources and assets yes usually doctrines are the only ones that matter - though if it comes to it a kitchen sink can be made really nasty if flown well ( i say this cuz i know it is a lot of extra work to use - individual's carriers and freighters in particular prove the most useful - larger coalitions say 'fit your own carriers like this and we'll replace em if they die' rather than pre fund all of their own - it's easier to manage) additionally it's often faster to have pilots fly their own gangs and hulls than alliance ships for smaller harassment ops - which takes pressure off of alliance resources so they can be used for heavier fighting.
i do have to agree with the limited options in bolstering other systems in the fortification sense - I did/do see cases where time zones play factors that remove your ability to defend the front line systems however - your reading comprehension's not off that's the basics of what i meant regarding use of defensive cynos it's faster to move mass resources via a titan bridge/several jump capable ships to a ship cyno than through a pos bridge/cyno generator (part of the reason behind the OP - 'too easy to move' i think is the general pretext)
if anything i'd like to see ship borne cynos removed (or atleast made unviable for bridges), perhaps make use of the deploy-able structure mechanic (so a cyno beacon has to be established, set up at the destination and then it can be used to bridge to)
just a timer of a few minutes to setup would be plenty (30 seconds is a large enough window for reaction times) and it'd encourage support fleets to take the field first to establish the beachheads ahead of larger forces as opposed to just a few inties/cov ops |
|

Jori McKie
Friends Of Harassment
117
|
Posted - 2014.02.13 23:22:00 -
[41] - Quote
What about this: Give caps a jump speed. Right now caps are using something like FLT in Battlestar Galactica but why not let them travel Star Wars style.
A Carrier can jump 14.625ly (All V) right now, give it a jump speed of 0.02ly/s at start and let it slow down after every ly. E.g: Travel time for 14.625ly would be 12.18mins with constant 0.02ly/s
Add a cooldown function which slows down the jump speed after every ly and regenerate over time, so if you want to travel 60ly at once your jump speed is 0.00002ly/s something at the end. Same for jump bridges and Titan bridges. Jump Freighter usage can be adjusted with a high jump speed, low cooldown and high regeneration. Apply the cooldown and regeneration to the pod so you can't just change the Carrier at a midpoint and have full jump speed after.
The advantages would be big, easy adjustable system, you can give Caps and SuperCaps different jump speeds and different cooldowns. Titan bridges won't be instant anymore as the Subcaps (again the pods in the Subcaps get the jump speed cooldown and regeneration) would travel with the jump speed of the Titan.
So short range jumps would still be rather fast but not instant and really long range travel would be a pain in the ass. Dealing with disconnects are easy too, lets say you jump 14.625ly and you are disconnecting at 5ly you will drop into the closest system en route at a random spot. You can even discuss a timer so the jumping ship won't disappear instantly. |

Marlona Sky
D00M. Northern Coalition.
4865
|
Posted - 2014.02.13 23:47:00 -
[42] - Quote
Jori McKie wrote:What about this: Give caps a jump speed. Right now caps are using something like FLT in Battlestar Galactica but why not let them travel Star Wars style.
A Carrier can jump 14.625ly (All V) right now, give it a jump speed of 0.02ly/s at start and let it slow down after every ly. E.g: Travel time for 14.625ly would be 12.18mins with constant 0.02ly/s
Add a cooldown function which slows down the jump speed after every ly and regenerate over time, so if you want to travel 60ly at once your jump speed is 0.00002ly/s something at the end. Same for jump bridges and Titan bridges. Jump Freighter usage can be adjusted with a high jump speed, low cooldown and high regeneration. Apply the cooldown and regeneration to the pod so you can't just change the Carrier at a midpoint and have full jump speed after.
The advantages would be big, easy adjustable system, you can give Caps and SuperCaps different jump speeds and different cooldowns. Titan bridges won't be instant anymore as the Subcaps (again the pods in the Subcaps get the jump speed cooldown and regeneration) would travel with the jump speed of the Titan.
So short range jumps would still be rather fast but not instant and really long range travel would be a pain in the ass. Dealing with disconnects are easy too, lets say you jump 14.625ly and you are disconnecting at 5ly you will drop into the closest system en route at a random spot. You can even discuss a timer so the jumping ship won't disappear instantly. I don't think it is enough to address the larger issue with power projection. . |

Jori McKie
Friends Of Harassment
117
|
Posted - 2014.02.14 00:01:00 -
[43] - Quote
The jump speed, cooldown and regeneration functions don't have to be linear, you can make them quadratic or exponential. Power projection over short range is possible but long range will take hours and very long range days depending on how you model the functions.
The nice thing is you can adjust and fine tune any jumpable ship class and Titan bridges as you like.
|

Ilyana Nehla
Sanctum Prime Spears of Destiny
0
|
Posted - 2014.02.14 08:36:00 -
[44] - Quote
Hello Community,
in the german forums of EVE (Eveger.de) there is a discussion about how to change the projection of power too. mainly in a way small alliances will suffer far less than big alliances.
Status quo
- Big alliances can be anywhere in EVE (almost) instantly.
- Small alliances get outnumbered easily althogh they might have a good lineup.
- Due to TiDi battles can be reeinforced hours after the initial contact. In conjunction with 1. it makes it worse.
I just want to second this Idea and provide some input in that matter from my point of view.
Additional to Marlona's idea, which I think does provide a good base and is justifyable storywise, I had some things I'd like to bring up.
- Spoolup-timer for Cynos.
- The timer kicks in as soon a bridge or jumpdrive has locked into a cyno and increases with range. An idea would be 2min/ljh for Jumpbridges and 3min/lj for Titanbridges. For that time the Cyno must be alive otherwise the fuel for the spool is lost ( lets say Spooltime 2minutes. after 1minute contact to cyno is lost, 50% of the fuel is lost)
- Masslimit like WH's on Bridges. Might be interesting in cionjunction with the spoolup. Pretty self-explaining.
- Supercaps get a even longer spoolup (5min/LJ) and cooldown (x hours/LJ).
Why all that you might ask? Cynos totally kill the risk vs reward scheme usually used in Eve. They provide little risk (misclicks not counted :P ) with great reward (reeinforcing a losing battle almost instantly, beeing able to move whole fleets from front A to B withing seconds) A overexpansion like the roman empire suffered from does not really exist. Weak fronts can be reeinforced fast and without risk. Medium sized attacks are futile due to it. "Weak flanks" are not really there and if they can be reeinforced instantly.
I would like to see bridges in a strategical, but not tactical element in the first place anyways.
So what would change with my proposal?
- Fleets have to splitted up a bit. The more space you hold the more they have to.
- Fleets might be even devided into a western, eastern, northern (names just to show) fleets.
- Reeinforcment from "everywhere" is not possible due to the PPP limitation.
- FC's have to think about using the instant travel but sacrificing mobility afterwards or use gates to keep up the mobility but take the risk gates provide and the slowness of ships.
- Intel on fleetmovement is now more vital.
- Weakflanks provide an excellent opportunity to small/medium alliances or coalitions to hit the enemy hard.
- More pewpew.
- New tactics viable.
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
96
|
Posted - 2014.02.14 09:03:00 -
[45] - Quote
So yeah, I fully agree with the idea that teleportation has to change.
That being said, there are a few problems with changing these systems.
First and foremost, I'm sure the reason CCP is scared to change this is because the Cyno jump/bridge mechanic is a pivotal role in battle escalation. Without having caps able to jump to a cyno BR5 and 6VDT wouldn't be possible. And as we all know, these type of battles are what EVE Online's reputation is built around.
Another thing you have to remember when dealing with this issue is that it does affect affect Sub-Capital dynamics as well as Capital. Most specifically Black Ops etc.
That being said, i think there are ways to enhance or rework the mechanics without having to do too much system overhauling.
Now, there is an article i remember reading a while back about the lore and how jump drives work. It had to do with using gravity wave resonance where the gravity from 2 stars overlaps and somehow allowing jumpgates to fold space between each other. Using this "Lore" and the recent trend of deployables galore we can create a new system that has multiple cynos with separate limitations.
For instance, we can replace the Cyno gen module with a deployable: Small Mobile Cyno Generator(uses star's gravity resonance) - 40m3 (or so) Must be deployed within 0.5au of a star (just an example for the idea). Large Mobile Cyno Generator(creates own grav res field) - 1000m3 no positioning limits. Covert Mobile Cyno Gen: ???m3 no positioning limits, doesn't broadcast in system. These modules would have a deploy timer to prevent instant power projection and to create a bit of dynamic mini strategic objectives to kill them before onlining/loading up enough ships to carry them to get one online or placing them in a strategic position either on or off grid.
This wouldn't completely cull the total power projection however it would add a bit of resistance. Navigation with a personal capital will be a bit more strenuous, however if you dwell in sov space you would be less likely to be hot dropped on a regular cyno gen.
Not sure if there would really need to be any kind of penalty to the deploying ship with these restraints. The deployable itself would be the asset on field and with an anchor and unanchor time there is engagement opportunity.
The old "Local perfect intel" debate would also play a role in this discussion. But to me this seems like a good start. |

Ilyana Nehla
Sanctum Prime Spears of Destiny
0
|
Posted - 2014.02.14 09:25:00 -
[46] - Quote
Erutpar Ambient wrote:
First and foremost, I'm sure the reason CCP is scared to change this is because the Cyno jump/bridge mechanic is a pivotal role in battle escalation. Without having caps able to jump to a cyno BR5 and 6VDT wouldn't be possible. And as we all know, these type of battles are what EVE Online's reputation is built around.
You are partly right and party wrong about this. An alliance setup well in terms if defensive and offensive can still fight that hard. With the PPP the ships are then bound at this location or close to that due to the jump. They still can use gates to slowboat to somewhere else. Regarding BR5, the battle lasted for 21h. Enough for any subcap and cap to actually slowboat there from almost everswhere. In 21h you also gain 10,5 PPP, letting you still jump a bit (or keeping it for extraction).
If an alliance or caolition doesnt have a fleet at their borders then they will pay the price. They will just need enough power to hold up the enemy untill reeinforcements arrive - either way gatetravel or jumping. Now you have to decide is it important because you wont hold any longer? Jump. Can the fleet hold up long enough? Slowboat. Adds a new layer of tactical and strategical decisionmaking to the game.
|

Wedgetail
Helix Pulse Brothers of Tangra
90
|
Posted - 2014.02.14 09:58:00 -
[47] - Quote
Ilyana Nehla wrote:Erutpar Ambient wrote:
First and foremost, I'm sure the reason CCP is scared to change this is because the Cyno jump/bridge mechanic is a pivotal role in battle escalation. Without having caps able to jump to a cyno BR5 and 6VDT wouldn't be possible. And as we all know, these type of battles are what EVE Online's reputation is built around.
You are partly right and party wrong about this. An alliance setup well in terms if defensive and offensive can still fight that hard. With the PPP the ships are then bound at this location or close to that due to the jump. They still can use gates to slowboat to somewhere else. Regarding BR5, the battle lasted for 21h. Enough for any subcap and cap to actually slowboat there from almost everswhere. In 21h you also gain 10,5 PPP, letting you still jump a bit (or keeping it for extraction). If an alliance or caolition doesnt have a fleet at their borders then they will pay the price. They will just need enough power to hold up the enemy untill reeinforcements arrive - either way gatetravel or jumping. Now you have to decide is it important because you wont hold any longer? Jump. Can the fleet hold up long enough? Slowboat. Adds a new layer of tactical and strategical decisionmaking to the game.
Issues here are on human resources - having a fleet there doesn't mean there are people to use it, and this has been my primary concern with the proposed changes, they neglect the individuals involved and focus only on the larger scale.
with how clones and bridging works now there's enough freedom of movement that individuals can still play their own game within their alliance, jump clone to high sec for a day, run some missions, do some day trading w/e
the guys managing alliance resources can pool one central defense as opposed to half a dozen miniature ones - yes this does mean strategic movement matters less, but it also means the resources are easier to manage and get to for everyone, which means they are more likely to see use.
cynos as they are right now - jump clones as they are right now as i said earlier are supposed to be easy - supposed to make attacks easy cuz that's what ccp wants, what players want - people attacking each other.
the PPP system is too far on the extreme solution end - worse as i've also said - it turns jumps and bridges into a resource pool: resource pools are BAD it means 'more means better' the larger alliances will be able to attack harder and more often than the smaller ones just cuz they have the PPP in additional ships to afford to - THIS SCENARIO MUST BE AVOIDED. as you say the game's already top heavy.
as a few have pointed out: what you need is to make it harder to initiate a bridge in the first place, you don't need to limit them once active you need to make them harder to trigger in the first place without making them inaccessible.
the structure idea is brilliant for this, the anchor timer serves to force players to use conventional fleets to defend a landing zone long enough to establish the beacon for the larger hulls to get onto - you achieve the same results you want from PPP with not even 1/100th the effort - and balancing exact times or criteria becomes as simple as altering a single value - notably an anchor timer. - more they may have to break into the system they're attacking in the first place.
by doing this strategic moves are still reasonably easy and stress free - tactical ones much less so which was your aim no? try anchoring one of these things with an active hostile fleet running it down - if you can you deserve the allied hot drop that'll follow. |

Tragot Gomndor
Krautz WH Exploration and Production Cerberus Unleashed
25
|
Posted - 2014.02.14 10:09:00 -
[48] - Quote
Just delete all caps or delete jump drives and let them take gates :D 0.0 = GOONS = SAAAMMMMEEE!!!!1111222 |

Erutpar Ambient
The Flying Tigers Black Core Alliance
96
|
Posted - 2014.02.14 10:18:00 -
[49] - Quote
Ilyana Nehla wrote:Erutpar Ambient wrote:
First and foremost, I'm sure the reason CCP is scared to change this is because the Cyno jump/bridge mechanic is a pivotal role in battle escalation. Without having caps able to jump to a cyno BR5 and 6VDT wouldn't be possible. And as we all know, these type of battles are what EVE Online's reputation is built around.
You are partly right and party wrong about this. An alliance setup well in terms if defensive and offensive can still fight that hard. With the PPP the ships are then bound at this location or close to that due to the jump. They still can use gates to slowboat to somewhere else. Regarding BR5, the battle lasted for 21h. Enough for any subcap and cap to actually slowboat there from almost everswhere. In 21h you also gain 10,5 PPP, letting you still jump a bit (or keeping it for extraction). If an alliance or caolition doesnt have a fleet at their borders then they will pay the price. They will just need enough power to hold up the enemy untill reeinforcements arrive - either way gatetravel or jumping. Now you have to decide is it important because you wont hold any longer? Jump. Can the fleet hold up long enough? Slowboat. Adds a new layer of tactical and strategical decisionmaking to the game.
Well i guess with the PPP, you definitely wouldn't have Asakai.
My idea is more of a baby steps type of idea. It wouldn't completely affect the movement of power across the galaxy, but it would have a direct application in system and in those battles. Dropping into the middle of a battle will no longer be a trivial thing. The cyno will no longer be instant and it will no longer be tied to your ship's EHP.
Also it would limit the ships you can use to cyno. All fast frigates and combat sub caps would be restricted to cynoing at the sun. To cyno where you want you'll need a hauler/carrier/super/titan. And then if it is dropped on the battle field it can be popped before becoming active because you no longer have to pop a super to shut it down. The tactics will be where to drop it to be most beneficial/viable to the battle and survive.
And one last thing. We know that the Mobile deployable structure thing isn't too hard to implement based on all of the recent additions we've seen. This idea i came up with would just remove Cyno modules from ships and put it in a deployable. There are no changes in regards to how jumping/bridging to a cyno works. All that changes is there are cyno gens you can plant without a POS.
It doesn't stifle Power Projection in distance, it just stifles Power Projection in application. You can still drop on top of another fleet, but it won't be easy.... ________________
On that note, i guess the initial thought behind this thread might not be fulfilled by my idea. So i guess a question is in order.
Is the whole point of the PPP idea to created a diminishing ability to acquire and defend more area? Is this in preemptive of the blue donut? |

Ilyana Nehla
Sanctum Prime Spears of Destiny
1
|
Posted - 2014.02.14 10:25:00 -
[50] - Quote
Quote:you need to make them harder to trigger
The problem is, when you make stuff "harder" on resources you actually make it worse for small groups not for big entitiies. Goons etc. wont have any issue with bigger "costs" because they can afford it.
Quote:the PPP in additional ships to afford to No, the PPP's are not linked to ships, but to characters. As I said you have the choice of jumping with your ship/clone or slowboating. When your PPP pool is depleted you have to pod yourself or slowboat.
Quote:Issues here are on human resources - having a fleet there doesn't mean there are people to use it,
Thats where tactics and strategics come into play. Manage your fleet smart and actually do not claim more teritorry than you can actually defend with your fleet(s). At the moment a lot of sov is held but deserted. Held just for prestige. If you cant defend it with the changes other groups will take the chance and kick your butt to get a pice of the cake themself.
Quote:by doing this strategic moves are still reasonably easy and stress free - tactical ones much less so which was your aim no? try anchoring one of these things with an active hostile fleet running it down - if you can you deserve the allied hot drop that'll follow.
Then you simply drop the cyno 2 jumps out. Congratz. You've won nothing. People can still jump instantly where they want to -1,2 jumps and slowboat 1 gate. |
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
97
|
Posted - 2014.02.14 10:31:00 -
[51] - Quote
Oh, i wanted to add one more thing.
In regards to Pod Express (changing med clone location and self destructing pod).
Instead of tying that into the PPP, why not just put a delay on changing your med clone location. Realistically how can you have a clone ready and made instantly in the new station? How fast does one really need to have their med clone relocated?
The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse. |

Ilyana Nehla
Sanctum Prime Spears of Destiny
1
|
Posted - 2014.02.14 10:32:00 -
[52] - Quote
Erutpar Ambient wrote:Oh, i wanted to add one more thing. The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse.
Thats an exceptional idea. +1
|

Basil Pupkin
Why So Platypus
49
|
Posted - 2014.02.14 11:00:00 -
[53] - Quote
I endorse this product and/or service. |

Wedgetail
Helix Pulse Brothers of Tangra
90
|
Posted - 2014.02.14 12:01:00 -
[54] - Quote
Ilyana Nehla wrote:
The problem is, when you make stuff "harder" on resources you actually make it worse for small groups not for big entitiies. Goons etc. wont have any issue with bigger "costs" because they can afford it.
not harder on resources, on time the PPP is making a resource constraint by forcing micromanagement of fuel gauges, structures are simply carried in the hold and deployed - the cyno has a charge up and is not an instant trigger.
Quote: No, the PPP's are not linked to ships, but to characters. As I said you have the choice of jumping with your ship/clone or slowboating. When your PPP pool is depleted you have to pod yourself or slowboat.
and characters fly ships - thus the richer/larger alliances that have more toons in more ships have more fuel to spend between them - thus can use the bridging mechanic more often.
Quote:
Thats where tactics and strategics come into play. Manage your fleet smart and actually do not claim more teritorry than you can actually defend with your fleet(s). At the moment a lot of sov is held but deserted. Held just for prestige. If you cant defend it with the changes other groups will take the chance and kick your butt to get a piece of the cake themself.
brilliant rule for single player RTS not good for MMO - peeps need time and space to play thier own game - if you hold them constantly on stand by your pilots burn out, quit the alliance or at worst the game - when considering mechanics for games that rely on large scale cooperative elements these things take equal measure with functionality constraints - something the PPP concept is not factoring.
current null sec mechanics mean often 1 person is capable of consuming all the PVE one system can provide and 15-20 mining ships the industry - the quantity of space and the amount of people it can support are vastly disproportionate.
Quote:
Then you simply drop the cyno 2 jumps out. Congratz. You've won nothing. People can still jump instantly where they want to -1, -2 jumps and slowboat 1 or 2 gates.
EXACTLY - the fleet gets close enough but not onto the targets, still caught on gates by defenders - carriers SC's titans cannot field through gates need to be landed in the system directly via cyno...which takes time to establish, defenders get early warning, attackers have to fight to get heavy assets into play - managers still get stress free strategic troop movement - exactly the aim.
Quote: Big battles are cool and stuff but we reached a limit in hardware and serverload. Unless you enjoy 21hr of slow pewpew. I for my part dont. The current system actually supports and promotes the building of powerblocks because mass and number counts. You can be as smart as possible. The current solution to any thread ist "blobb". blobb from everywhere if neccissary. The only possibility to "counter" it is - "blob m0ar"
except if you can't attack cuz the exertion isn't worth the effort you won't and your power block will just sit still and stagnate - see Northern coalition - read the above statements - see what the CFC and PL both did during BR - they kept local to 3k pilots co op to prevent server death, they split forces to the surrounds and fought there too - we are learning to operate within our constraints - the whole point of an alliance is to be a powerblock - that's the purpose of them.
blob warfare happens on all levels - if the other side has nastier stuff than you you have to get nastier stuff - it's a product of education and risk assessment - you don't fight when you're outmatched so you get more power to compensate and thus the snowball rolls - funnily enough people try to win while avoiding loss, something about self preservation.
again, you're focusing on extremes when you do not need to - there is no need or call for it, a simpler much more effective solution has presented itself - pause for a while, and give it some proper consideration - use cases help immensely. |

Ilyana Nehla
Sanctum Prime Spears of Destiny
3
|
Posted - 2014.02.14 13:15:00 -
[55] - Quote
I see your point but I cant support it.
not harder on resources, on time the PPP is making a resource constraint by forcing micromanagement of fuel gauges, structures are simply carried in the hold and deployed - the cyno has a charge up and is not an instant trigger.
Yet, its very easy to move fleets of unimaginable size. Even if it had a 1h spoolup. With a big spooltime you would actually make small/med fights far worse. People will then just try to delay the game (be it toonswarm (lol) or dronespam just so TiDi kicks in and 1h passes in another system)
Concerning Risk vs. Reward you still have the instajump all over the galaxy for free (apart from fuelcosts which are purely cosmetics for big alliances) spool up 6 Bridges or titans in 15min difference you get 6 waves of ships in an hour. Doesnt really change anything right?
and characters fly ships - thus the richer/larger alliances that have more toons in more ships have more fuel to spend between them - thus can use the bridging mechanic more often.
there lies truth in that. Nevertheless not everyone can be anywhere. And as soon as he jumped one he needs to slowboat or can just jump once or twice more (depending on the distance).
peeps need time and space to play thier own game - if you hold them constantly on stand by your pilots burn out, quit the alliance or at worst the game Nothing wrong with playing on his own. Let people play their game yes. But in the end with sov-space comes duty. CTA's are nothing new. When you have sov scaled to the size of your alliance there should be enough pilots close by to protect it. And afterall you can use Jumpbridges. No one is saying you should not. It just takes more time and counts towards your PPP.
current null sec mechanics mean often 1 person is capable of consuming all the PVE one system can provide and 15-20 mining ships the industry - the quantity of space and the amount of people it can support are vastly disproportionate.
Expand then. Find a proportion between industrial and military?. If you cant support your industrial possibilities you are clearly lacking in space. if you are lacking in space and you cant claim more you are lacking in military power.
EXACTLY - the fleet gets close enough but not onto the targets, still caught on gates by defenders - carriers SC's titans cannot field through gates need to be landed in the system directly via cyno...which takes time to establish, defenders get early warning, attackers have to fight to get heavy assets into play - managers still get stress free strategic troop movement - exactly the aim.
Yet power projection is strong and out of proportion. It doesnt matter really how long it takes to jump (until you reach a certain point, 48h of a single "jump" does matter yes, I give you that) but the quantity. If I can jump 30x a day all around the universe I am everywhere and nowhere.
blob warfare happens on all levels And it will happen after these changes. Its just a lot more strategic.
if the other side has nastier stuff than you you have to get nastier stuff Nothing wrong with that either. No one actually argues that. You can have the nastier stuff, but you need to have it in the right position. Thats important. Thats what what all the changes are aiming at.
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
99
|
Posted - 2014.02.14 18:03:00 -
[56] - Quote
Assuming the reasoning behind this thread is to prevent and or dissolve the impending Blue Donut by reducing the ability to project power. I have couple more of points i would like to add to this.
First of all. I want to make the point that the reason power projection is so strong is not because of the ability to move assests. But it is instead because of the extreme Ease of moving assets. That is to say, there are no stipulations in jumping to a cyno. All it requires is that the cyno is in your fleet.
Another way we could put diminishing returns on power projection is to require your cyno to be a part of your alliance or, even more extreme, corp.
Instead of one person being able to control all logistics you would have to dole out that responsibility to more people and things would get quite a bit harder and less coherent. This would reduce the synergistic nature of Blocks. It would also reduce the safety of move ops because you'd have to advertise who you were in a system you were jumping to before you jump. Currently neutral alts are used extensively for safety in anonymity.
Of course, again, the local debate will come up with forcing people to advertise themselves before jumping. Also you can get past this if you just pile everyone into one alliance, then you'd still have the blue donut.
Another way to reduce sov holding ability would be to, of course, remove automation. Currently it takes minimal effort to hold space. As long as you keep your wallet funded the bills will pay themselves. If people have to actively maintain sov in each system there will be a limit to how much one person can do. It will require more people to maintain it and they'll require an amount of trust to keep that sov maintained. This would prevent alliances from taking up more space than they can actively maintain.
And yes i know it that this is one of those "EvE Online my 2nd job" type of mechanics, but that's part of it. There should be limits to how much of the sandbox you can claim based on the effort you're willing and able to invest constantly.
Both of these things you can directly compare to the Drone Assist Nerf. What one person used to be able to do must now be doled out to multiple people to attain similar but never as much effectiveness as there was before.
The reason Drone Assist is OP is because it compresses the effort of 1000 people into the effort of 1 person. The same goes with Capital Jumping Logistics and with Sov upkeep. What keeps up with the systems for 1000 people or provides the effort for 1000 people to move is compressed into 1 person. And by the transitive property it means they are also OP. |

Tara Tyrael
Heavy Armoury Industries
156
|
Posted - 2014.02.14 19:30:00 -
[57] - Quote
Marlona Sky wrote:I recently outlined an idea on changing the way we do teleportation in the game. In a way, power projection. The details can be found in my blog, Reversal of Fortune. Cancers of EVE Online: TeleportationWhile it is a long read, I feel it is important to take in the scope of everything that is involved. Please try not to be hung up on one aspect of it and really think about the big picture and how your operations, your enemies and the game in general would change with this change. Apologies if the blog format wreaks of noob mistakes, it is my first attempt at blogging and any feedback on improving the experience is always welcome via the site and or evemail. 
I've read this and I was like, yea, another one of stupid whines. But after reading your blog, you are right, this current power projection system is not great solution. I don't like your idea of fixing it though, seems a bit far fetched, but from all ideas I've ever read yours isn't bad.
Lore wise I can see something more of a increased cyno usage has created some sort of "insert_fancy_word" interference with all capsule technology and their ability to communicate and flow information and tie new jumps and all that into synchronization strength of each capsuleer.
Pretty much same as you proposed, but I would leave current times for jump clones OR using your synchronization strength which takes 24 hours to charge 100% Everything else when you jump would use that sync, even using gates for example take: 0.01% regular gate 0.5% jump clones per light year 0.5% covert ops bridge -> advanced technology and currently one of best tactics small groups can use on large 1% using your own ship jump drive 5% titan bridge per light year (please take in mind I have done no calculations, this is only figurative speech)
Also, I would keep the option to force jump (all but clone jump) even if your sync isn't enough (you get fancy menu asking if you are sure) and you can accept it, but you have only like 20% chance to get to the cyno, there is 80% chance you will end up at random sun in range of your drives/bridge (cynos work by creating gravitational fields from what I understand, so if your sync strength is low your sensory can't make difference between real cyno and other large objects like suns).
This would add whole new gameplay experience into the game, from people having to slowboat, not being able to defend one half of null space in 10 minutes deployment time and occasional ships jumping out of no where at sun who knows where and having no sync to safely get but have the choose to remain there to gather some sync or to chose to try again for better option
************************************************ |

Marlona Sky
D00M. Northern Coalition.
4872
|
Posted - 2014.02.14 21:14:00 -
[58] - Quote
Erutpar Ambient wrote:Oh, i wanted to add one more thing.
In regards to Pod Express (changing med clone location and self destructing pod).
Instead of tying that into the PPP, why not just put a delay on changing your med clone location. Realistically how can you have a clone ready and made instantly in the new station? How fast does one really need to have their med clone relocated?
The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse. You are deployed to the far side of the game. A friendly titan is tackled back home or it is invaded. Everyone changes their medical clone back home and suicide pods there. All without burning any PPP making the deployment so far away less strategic.
With the death clone tied in, they can still pod back, but everyone hopping into capitals and or immediately bridge on the enemy. It bring some balance into the equation. That make sense? . |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
56
|
Posted - 2014.02.14 22:06:00 -
[59] - Quote
Jump Clones have a third contraint: time. It takes time before you can jump clone again. Unless you are talking about Medical, in which case the constraint is cost to upgrade, cost of implants lost/replaced, and in some cases loss of LP. |

Marlona Sky
D00M. Northern Coalition.
4873
|
Posted - 2014.02.14 22:34:00 -
[60] - Quote
Petrified wrote:Jump Clones have a third contraint: time. It takes time before you can jump clone again. Unless you are talking about Medical, in which case the constraint is cost to upgrade, cost of implants lost/replaced, and in some cases loss of SP.
Edit to add: something else in your article you did not mention: time to set up the bridge. Certainly a Carrier can take 7 minutes, but outside of established jump bridges - which the crow, sacrilege, and battleship could avail themselves, that carrier still has to have a cyno set up at the other end.
My point is not that Carriers cannot move from point A to Point B in 7 minutes, but that getting the Cyno chain set up will take more than the 7 minutes itself (plus protecting the Cyno - waiting for local to clear etc...). Setting up a cyno chain prior to a strategic objective is common practice. All one needs to do is log them in and get in fleet when the time comes. Done.
It's not like the cyno network is vulnerable from the time it is setup till the time you need it. You just log them off keeping the network 100% safe until you need it. . |
|

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
56
|
Posted - 2014.02.14 22:38:00 -
[61] - Quote
Erutpar Ambient wrote:Oh, i wanted to add one more thing.
In regards to Pod Express (changing med clone location and self destructing pod).
Instead of tying that into the PPP, why not just put a delay on changing your med clone location. Realistically how can you have a clone ready and made instantly in the new station? How fast does one really need to have their med clone relocated?
The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse.
This is the better way of handling Med Clones. Most of the time, you do not need to worry about changing med clone stations. The main issue is if you get into the bad situation of being repeatedly podded.
Since Ship Jumping Mechanics are different from clone/podding, there is no power projection with a pod in and of itself - you only have power projection with something that has power - a ship. I would be happy with adding a time delay in medical clone transfer - have it mirror clone jumping to keep things simpler.
|

Torijace
Aliastra Gallente Federation
8
|
Posted - 2014.02.14 23:40:00 -
[62] - Quote
I hate to punch holes into your argument but i think your time comparison however interesting is comparing apples to oranges. The big difference between an crow and a Thanatos is about 1.2billion isk for that a Thanatos deserves I think a bit of an edge on force projection. Titan bridging however is a completely different situation and is still very unbalanced.
Titans:
-Almost never expose themselves while bridging (Titans are safe and rarely deployed on the field) -Move mass amount of ships long distance for minimal isk. -Make null sec logistics a joke (Titan bridging freighters)
The solution with 90% of the force projection problems in eve revolve around the titan and you could resolve this by requiring ships to dock and be moved with the titan (and carriers for that matter) instead of jumping through jump portals. You could also tie cost of jumping to the total mass of the ship jumping and all its cargo (including other ships). This would effect force projection by:
-Exposing titans every time they deploy ships to an engagement -Increase the cost of moving mass ships long distances -Limit the m3 of ships moved on a particular run (150 frigs might be able to dock with titan but only 20 battleships) -Forcing logistics by titan to be more expensive (though not prohibitively so) |

Marlona Sky
D00M. Northern Coalition.
4874
|
Posted - 2014.02.14 23:46:00 -
[63] - Quote
Torijace wrote:I hate to punch holes into your argument but i think your time comparison however interesting is comparing apples to oranges. The big difference between an crow and a Thanatos is about 1.2billion isk for that a Thanatos deserves I think a bit of an edge on force projection. Titan bridging however is a completely different situation and is still very unbalanced.
Titans:
-Almost never expose themselves while bridging (Titans are safe and rarely deployed on the field) -Move mass amount of ships long distance for minimal isk. -Make null sec logistics a joke (Titan bridging freighters)
The solution with 90% of the force projection problems in eve revolve around the titan and you could resolve this by requiring ships to dock and be moved with the titan (and carriers for that matter) instead of jumping through jump portals. You could also tie cost of jumping to the total mass of the ship jumping and all its cargo (including other ships). This would effect force projection by:
-Exposing titans every time they deploy ships to an engagement -Increase the cost of moving mass ships long distances -Limit the m3 of ships moved on a particular run (150 frigs might be able to dock with titan but only 20 battleships) -Forcing logistics by titan to be more expensive (though not prohibitively so) Why should the giant siege weapon arrive before the scout? While cost is something to consider, it should not be one of the primary balancing factors. . |

Torijace
Aliastra Gallente Federation
8
|
Posted - 2014.02.15 00:40:00 -
[64] - Quote
Marlona Sky wrote: Why should the giant siege weapon arrive before the scout? While cost is something to consider, it should not be one of the primary balancing factors.
Why should an airplane arrive before a motorcycle? I don't think cost is the only thing to factor i think it has a lot to do with role..
You do make a good point though maybe without realizing it. Whats the roll of a titan to move mass groups of ships or to shoot things. If its the former then it should be designed more like a freighter with minimal armor and weapons and maximum space.. if however its a combat ship then it should have the armor and weapons to support that role. Rarely in life can you have it all ways.
|

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
56
|
Posted - 2014.02.15 00:48:00 -
[65] - Quote
Marlona Sky wrote: It's not like the cyno network is vulnerable from the time it is setup till the time you need it. You just log them off keeping the network 100% safe until you need it.
Indeed. That is what spies are paid to find out. Never-the-less, it has to be set up. |

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
56
|
Posted - 2014.02.15 00:56:00 -
[66] - Quote
Marlona Sky wrote: Why should the giant siege weapon arrive before the scout? While cost is something to consider, it should not be one of the primary balancing factors.
How can the Titan Bridge without a scout in place? Or is there more magic to titan bridging than I last remember?
Scout/cyno arrives in system first.... always. But requiring the bridge device to travel as well since, unlike a jump bridge on a POS or a star gate, it is not anchored, would certainly effect how bridging is used in the game by exposing the Titan to attack.
This would be good. |

Wedgetail
Helix Pulse Brothers of Tangra
90
|
Posted - 2014.02.15 02:13:00 -
[67] - Quote
(text limit had to cut the quote points but i tried to address all of them in order) other comments regarding cyno chains are also touched upon here
- the point of the spool up on a structure is to allow defenders to destroy the cyno - if the cyno's busted you can't jump to it - and therefore can't move - you can stop the opposition moving just by knowing there's about to be a cyno there. (timeframe of ~ 30 minutes total anchor and online with global beacon structure is plenty of warning for anyone to act and if you can't too bad.)
- Travel speed doesn't matter if you can't get to where you're needing to go ^ see destroyed cyno chains, PPP means if i spend PPP to get to rally chances are i'll no longer be able to deploy to the field with the fleet and therefore can't go. - see micromanaging fuel gauges and expending finite resource pools - this becomes especially pronounced the longer combat progresses and the coherence of the situation deteriorates.
- CTA's are pointless if no one can get to them on short notice, that's why they're CTA's - 'drop what you're doing and get here for the fleet we need to move in 5 minutes - yes fleet response times really do have to be this fast. the current systems cost to use, clone jumps cost time, blood jumps cost money - (in my case 30 mil just in the clone cost) which is plenty given the action you're undertaking - no one wants to prohibit people from participating, but nor can such powerful actions be totally free - the current system is sufficient here.
- Concerning use of territory in response to when to expand or not is a bit too lengthy an answer for this discussion - suffice to say there are many uses for space you don't use yourself, and predicting corporate level use of space on an individual level is impossible.
- Again, Movement itself is not the issue - Movement to specific points unhindered and with no prior warning is the issue, structures solve this, again - you cannot bridge or jump w/o a cyno to land on - so make the cyno an 'easier' target.
- This is where strategy comes in, not the tactics you confuse them with, you have to establish and defend cyno chains ahead of time and constantly - they also will expire of age and need replacing. - strategy is before and after the development of a combat situation, and may encompass several battles - tactics is start to end of a combat situation and consists of just one battle, the difference between the CPU and the processing threads it uses.
- (tactical aspect) Breaking into hostile systems and maintaining a force long enough to set up a cyno. (given gate distance restrictions etc on structures) becomes a difficult issue, requires forward planning and even then stands a very strong likely hood of failure due to hostile action - this is what we want.
- short answer, movement becomes less fluid because of logistics maintenance not fuel tanks - it is interrupted by the actions of other players not by a generic cool down number - much more preferable scenarios to ' oh damn i don't have 3 units of generic quantity 37 we have to wait an hour before we can do anything' - do not restrict the action from happening but allow it to be prevented - more people will be involved and interests will clash more frequently. (propper implementation of the logic behind ccp's foolish ESS concept)
- server side: structures will also avoid the need to constantly manage and maintain the PPP numbers of some 300 000 toons (or w/e the current number is) PPP in its current form is going to add load to the servers not decrease load, by using a passive method like the structures method suggested you avoid the need to waste energy maintaining so many additional numbers and still achieve a similar result - leaving more room for the servers to do what they're there to do - facilitate us shooting each other in the face.
|

Petrified
Old and Petrified Syndication TOG - The Older Gamers Alliance
56
|
Posted - 2014.02.15 05:02:00 -
[68] - Quote
Wedgetail wrote:(text limit had to cut the quote points but i tried to address all of them in order) other comments regarding cyno chains are also touched upon here The List
Oh yes. I like that idea Ilyana. |

Marlona Sky
D00M. Northern Coalition.
4875
|
Posted - 2014.02.15 05:37:00 -
[69] - Quote
The problem with a spool up timer on cyno's is the moment they are lit, all one needs to do is look for the ship next to it (same distance) at zero speed. Then you just have your fleet volley it off the field. This can happen in just a few seconds. So the spool up timer would need to only have a delay of a couple seconds, which makes means adding the couple second delay is kind of pointless against medium to large sized fleets. Even if the cyno is not killed and you add a 5-10 minute delay on what comes in, it will not have any real effect on power projection in the grand scheme of things. . |

Wedgetail
Helix Pulse Brothers of Tangra
91
|
Posted - 2014.02.15 05:53:00 -
[70] - Quote
Marlona Sky wrote:The problem with a spool up timer on cyno's is the moment they are lit, all one needs to do is look for the ship next to it (same distance) at zero speed. Then you just have your fleet volley it off the field. This can happen in just a few seconds. So the spool up timer would need to only have a delay of a couple seconds, which makes means adding the couple second delay is kind of pointless against medium to large sized fleets. Even if the cyno is not killed and you add a 5-10 minute delay on what comes in, it will not have any real effect on power projection in the grand scheme of things.
the idea is the cyno is no longer ship bound but a structure - the cyno generator ship module will cease to exist - so it's not the ship that needs to pop, but the deployable - which must be defended as it anchors/onlines before it activates and a fleet can jump to it :)
yes the issue is with the timer vs how much HP /how easy to RR this thing's going to be - the idea isn't to stop people from moving, it's to stop them from being able to 'you can try to move as much as you like but it does you no good cuz there's no cyno to land on - you can't move until there is, so for as long as they keep shooting them down your fleet's going nowhere'
so i can have the largest fleet in the world waiting to jump in - but for as long as the defenders keep stopping the cynos from coming online they can't move, which means sending fleets through gates to stop the defenders (much like you do to break a cyno jammed system) - which will mean active defense and patrolling border systems is rewarded: you find enemy cyno strings and fleet lines which you can then try to cut, once the chains are broken the enemy movement is severely restricted along that line - making things easier for the other side until the chain's repaired. |
|

Sigras
Conglomo
674
|
Posted - 2014.02.15 06:24:00 -
[71] - Quote
Marlona Sky wrote:Erutpar Ambient wrote:Oh, i wanted to add one more thing.
In regards to Pod Express (changing med clone location and self destructing pod).
Instead of tying that into the PPP, why not just put a delay on changing your med clone location. Realistically how can you have a clone ready and made instantly in the new station? How fast does one really need to have their med clone relocated?
The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse. You are deployed to the far side of the game. A friendly titan is tackled back home or it is invaded. Everyone changes their medical clone back home and suicide pods there. All without burning any PPP making the deployment so far away less strategic. With the death clone tied in, they can still pod back, but everyone hopping into capitals and or immediately bridge on the enemy. It bring some balance into the equation. That make sense? I dont think you understood his post. He is proposing a delay on changing your med clone location, so in your scenario:
You are deployed to the far side of the game. A friendly titan is tackled back home or it is invaded. Everyone changes their medical clone back home. Since they were unprepared they need to wait 3 hours for the technicians in their home station to ready a clone (maybe longer if several clones are set to the same station all at once). After the preparation delay they suicide pod home to salvage the wreckage of the titan they were too late to save |

Marlona Sky
D00M. Northern Coalition.
4875
|
Posted - 2014.02.15 16:30:00 -
[72] - Quote
Sigras wrote:Marlona Sky wrote:Erutpar Ambient wrote:Oh, i wanted to add one more thing.
In regards to Pod Express (changing med clone location and self destructing pod).
Instead of tying that into the PPP, why not just put a delay on changing your med clone location. Realistically how can you have a clone ready and made instantly in the new station? How fast does one really need to have their med clone relocated?
The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse. You are deployed to the far side of the game. A friendly titan is tackled back home or it is invaded. Everyone changes their medical clone back home and suicide pods there. All without burning any PPP making the deployment so far away less strategic. With the death clone tied in, they can still pod back, but everyone hopping into capitals and or immediately bridge on the enemy. It bring some balance into the equation. That make sense? I dont think you understood his post. He is proposing a delay on changing your med clone location, so in your scenario: You are deployed to the far side of the game. A friendly titan is tackled back home or it is invaded. Everyone changes their medical clone back home. Since they were unprepared they need to wait 3 hours for the technicians in their home station to ready a clone (maybe longer if several clones are set to the same station all at once). After the preparation delay they suicide pod home to salvage the wreckage of the titan they were too late to save Ahhh. Well that is different.
I kind of want to include it along with the PPP.  . |

Jureth22
Vanguard Frontiers Black Legion.
157
|
Posted - 2014.02.15 17:20:00 -
[73] - Quote
didint knew eve has teleportation,is it asgard tech? |

Svodola Darkfury
Heaven's End League of Infamy
384
|
Posted - 2014.02.15 17:36:00 -
[74] - Quote
Marlona Sky wrote:I recently outlined an idea on changing the way we do teleportation in the game. In a way, power projection. The details can be found in my blog, Reversal of Fortune. Cancers of EVE Online: TeleportationWhile it is a long read, I feel it is important to take in the scope of everything that is involved. Please try not to be hung up on one aspect of it and really think about the big picture and how your operations, your enemies and the game in general would change with this change. Apologies if the blog format wreaks of noob mistakes, it is my first attempt at blogging and any feedback on improving the experience is always welcome via the site and or evemail. 
A very interesting read Marlona and I think it is a possible solution; I do not like the idea of static POS mods taxing the PPP though. Given the inherent cost of setting up the network and the time delay on owning the system, seems like an unnecessary cost. Intrigued by the other ideas though.
Svo. CEO of Heaven's End; Bad League of Legends Player. |

Marlona Sky
D00M. Northern Coalition.
4876
|
Posted - 2014.02.15 18:16:00 -
[75] - Quote
Svodola Darkfury wrote:Marlona Sky wrote:I recently outlined an idea on changing the way we do teleportation in the game. In a way, power projection. The details can be found in my blog, Reversal of Fortune. Cancers of EVE Online: TeleportationWhile it is a long read, I feel it is important to take in the scope of everything that is involved. Please try not to be hung up on one aspect of it and really think about the big picture and how your operations, your enemies and the game in general would change with this change. Apologies if the blog format wreaks of noob mistakes, it is my first attempt at blogging and any feedback on improving the experience is always welcome via the site and or evemail.  A very interesting read Marlona and I think it is a possible solution; I do not like the idea of static POS mods taxing the PPP though. Given the inherent cost of setting up the network and the time delay on owning the system, seems like an unnecessary cost. Intrigued by the other ideas though. Svo. The great thing about the design is the taxing amount can be adjusted. For example:
Instead of costing 5 light years in PPP to go 5 light years. CCP can adjust it so it only cost say 3 light years of PPP to go 5 light years.
The other thing I will be changing is the name of the resource. PPP and using light years as the resource is confusing. I am leaning on someone else's idea of changing it to Spatial Calibration. That way each teleportation mechanic can be adjusted to pull a different amount of SC points per light year distance traveled. Say a jump drive costs 1000 SC to go 1 light year, but taking a POS jump bridge uses 800 SC to go 1 light year. Same distance, but different strain on your Spacial Calibration points. . |

FT Diomedes
The Graduates RAZOR Alliance
347
|
Posted - 2014.02.16 16:03:00 -
[76] - Quote
I read your blog and agree with you that fast transportation is a problem, but couldn't you achieve a similar effect by making all the regional gaps a bit further apart - such that capital ships had a harder time jumping across regional boundaries? Or could not jump drive or Titan bridge across regional 0.0 boundaries at all? In other words, all regions would become more distinct. A huge coalition could still try to control multiple regions, but could not put all their eggs in one basket.
Another idea - along with the above - would be to let capitals use 0.0 gates if they fit special modules to lower mass (could be new mods or just nanofibers). They would still be very mobile within a region, but slow and vulnerable if moving between regions. http://eveion.blogspot.com/ |

FT Diomedes
The Graduates RAZOR Alliance
347
|
Posted - 2014.02.16 16:21:00 -
[77] - Quote
Erutpar Ambient wrote:Oh, i wanted to add one more thing.
In regards to Pod Express (changing med clone location and self destructing pod).
Instead of tying that into the PPP, why not just put a delay on changing your med clone location. Realistically how can you have a clone ready and made instantly in the new station? How fast does one really need to have their med clone relocated?
The amount of time is mostly arbitrary. 2 hours, 24 hours... It just needs to be significant enough to prevent abuse.
This is a good change. http://eveion.blogspot.com/ |

Kynric
Sky Fighters
43
|
Posted - 2014.02.16 19:21:00 -
[78] - Quote
Alternatively the sandbox could deal with the problem with just a few simple changes:
1. Make jump bridges take nearly all of the pos resources, effectively defanging the towers they are associated with. Also reduce their shield/armor hp to make incapacitating them practical for a small gang.
2. Declare that pos shields interfere with jumpdrives and simply not permit bridging or jumping out from within a pos shield.
These simple changes would make the teleportation network more fragile and vulnerable to small gangs. |

Ilyana Nehla
Sanctum Prime Spears of Destiny
7
|
Posted - 2014.02.17 06:27:00 -
[79] - Quote
Wedgetail wrote:
...text...
I see your point. Still I'd suggest a spoolup timer is much more versatile. Since you can manage it easier for every shiptype. I dont see why a JF should wait 30mins for the cyno to jump. Since we are talking about powerprojection militaryships are what we want to balance.
Additional: Structures are not as versatile. A Cynoship you can tank if needed. Lets say you are up against a fleet of a Laserfitted AHAC fleet you might want to push up the em and thermal resists. With structures you just get flat resists. Well that might help to deny a escalation you say but people want escalations dont they? Plus, the ship dropping the cyno is off the battle so -1 for the attacking fleet. Unless you give it like 2000m3 so a Industrial/blockade-runner something along these lines is needed to drop the structure. I'm with you on that.
Maybe even a "callout" to the local withing the region the cyno is charging like : "Mass detectors pick up a increasing force of gravity in this region[maybe insert region here]."
But even your changes to change a bit in the small scale it actually doesnt fix the problem of whole alliancefleets being everywhere within minutes.
As I said I see your point, but I am very sure it doesn't adresses the culprit, the root of all evil, concerning power projection. With your changes you might have the chance to retreat if a blobb is imminent but you certainly doesn't have the ability to successfully attack big entities and hurt them. Most of us here want smaller groups to be able to stich and hurt big entities if they don't plan properly. |

Wedgetail
Helix Pulse Brothers of Tangra
91
|
Posted - 2014.02.17 11:17:00 -
[80] - Quote
Ilyana Nehla wrote:Wedgetail wrote:
...text...
I see your point. Still I'd suggest a spoolup timerm, which is much more versatile. Since you can manage it easier for every shiptype. I dont see why a JF should wait 30mins for the cyno to jump. Since we are talking about powerprojection militaryships are what we want to balance. Additional: Structures are not as versatile. A Cynoship you can tank if needed. Lets say you are up against a fleet of a Laserfitted AHACs. You might want to push up the em and thermal resists. With structures you just get flat resists. Well that might help to deny a escalation you say but people want escalations dont they? Plus, the ship dropping the cyno is off the battle so -1 for the dropping fleet. Unless you give it like 2000m3, so a Industrial(something along these lines) is needed to drop the structure. Maybe even a "callout" to the local withing the region the cyno is charging like : "Mass detectors pick up a increasing force of gravity in this region[maybe insert region here]." But even your changes to change a bit in the small scale it actually doesnt fix the problem of whole alliancefleets being everywhere within minutes. As I said I see your point, but I am very sure it doesn't adresses the culprit, the root of all evil, concerning power projection. With your changes you might have the chance to retreat if a blobb is imminent but you certainly doesn't have the ability to successfully attack big entities and hurt them. Most of us here want smaller groups to be able to stich and hurt big entities if they don't plan properly.
the thing is they can, both sides can move equally, structures have a life span of 30 days if not shot down - the cyno chain takes time to establish - hence the anchor times but from then on fires as cyno generators on towers do now - whenever you jump to them, so the idea is setting up a chain in peaceful space is easy - setting one up for imminent combat is not - cynos are not bound to toons so fitting a cyno ship and logging off in a system until you need it will not keep it safe (safer but not safe) is now no longer viable - you have to maintain the cyno chains much more actively - they are always there and so can be destroyed by anyone at any point in the day.
as i said the idea isn't to stop people from moving long distances it's to make it take effort (energy over time), and to provide a means for their opposition to prevent them from using that means of attack (to deny or disable) - the distance has never mattered ever, the frequency has and the inability to act to prevent it are what this issue is.
PPP won't help little guys in the least - for as long as both sides fight under the same constraints it'll always boil down to who has more resources to use - that's how it is now - guys who can jump and guys who can't distance is irrelevant as all entities have the same tech, be they blops titans carriers freighters w/e all share the same range based on skill for the same cost.
PPP is only going to make that worse when comparing little guys and big ones, if you wanna make the field more viable you have to introduce points of failure, places in the system that can be attacked and broken before the power of x gets to bear, having cynos as a vulnerable and more importantly persistent point will do this - PPP will not, as it cannot be 'attacked' sure it can be drained but when you're fighting a team that has three fleets to your one they'll just drain yours faster and you'll be faced against an opponent you can't out maneuver - cuz they have PPP in the pool and you spent yours draining the first guy's - again finite resource pools when playing numbers games BAD, leads to 'more pilots mean more resource bigger guys win' |
|

Ilyana Nehla
Sanctum Prime Spears of Destiny
8
|
Posted - 2014.02.17 12:09:00 -
[81] - Quote
Wedgetail wrote: ...text...
You seem to miss the bigger picture my friend and mistake the title powerprojection only with assault and defense as a action. There is much more behind that. Its also about the possibility of moving the whole fleet from one side of the universe to where it is needed within minutes.
Let us take a working example from the current nullsec. CFC holds about 2/3 of the Nullsec sovs.
Lets pretend they are engaged at the northern theatre against N3 with 85% of their fleet positioned in or close to the borderregion to N3. Another group, attacks their southern sov. So for the rest of the CFC territory are 15% of force left for defence.
So, with your structures they anchor them in their space and can jump through their space relatively fast. It is slower (approx 20mins slower due to anchortime) than currently - yes- but it is still very very very safe and quick compared to gate travel. You've gained nothing, their power projection is just initially a tad slower. Are you with me on that?
In conclusion: Set up your jumpchain, wait 20minutes and you can jump like before without having to take a single gate. Your overall traveltime is (Currenttime + Anchortime(20minutes)).
With PPP's they can jump once but have to cross the remaining route either through highsec or (with SCaps) have to go around through their own territory - BY GATE. Which is much more vulnerable to camps and attrition than jumping - are you with me?
In conclusion: The bigger the territory you hold the more PPP you need to cross it by jumping. Since PPPs are finite you need more pilots dedicated to theaters since you simply can not be everywhere. A small alliance holding a few systems might just need 8PPP for a jump from one border to another so they can jump 4 times until their pool is depleted. A big alliance can maybe jump 1/4th of their territory and has to use gate travel then. The more "surface" (read :more borders) you have the more pilots you need. At first its growing linear and rises exponentially at a point where a (single max jump+gatetraveltime) isnt an option to defend your space. Its like the girth of a sphere at that point. |

Erutpar Ambient
The Flying Tigers Black Core Alliance
103
|
Posted - 2014.02.17 20:55:00 -
[82] - Quote
Ok, I have another idea. This one might make some sense. The one i had before about where cyno's could go would mostly just affect the ability to camp and junk, and would only affect pinpoint power projection, not total power projection.
First of all I think the solution to all of this stuff is in workload/effort redistribution.
Of course the pod mechanic I think is a good change to make immediately. What reason do you need to have your med clone moved immediately other than to teleport across the map. Pod Jumping has a timer per use, so should med clone in an effectively similar way.
So one of the ideas is about cyno's having a Spool up time. Well, I was thinking about the opposite. What if Ships had a spool up time to jump and bridge? And in this way they should have a longer spool up to jump/bridge longer distances. Maybe even a small exponential increase in time as the distance increases.
This would have some implications of course. First of all, capitals could no longer "jump out" immediately when in danger. This would put them on a sort of even playing field compared to sub caps that have to align and warp but not so detrimental that they would actually have to align and warp themselves.
Second, being able to put ships on the field effectively would require them to be nearby. Infact the closer they are the more effectively you can deploy them. This would curb real time power projection at range.
Another thing this would do is increase workload to cross the galaxy. To make the full jumps, you'll have to have a cyno sitting out in space for a while (the time is something that can be determined later, and maybe have a skill component). And the farther you make your jumps the longer the cyno has to sit in space and the longer your capitals are sitting in space too. They become a lot more susceptible during large move ops (another detourrant to trans-galactic move ops).
Then, along the same line's as Marlona's Original idea.
Another thing that could decrease Power Projection would also be a sort of time modifier for recent jumps. I would like to call it "Jump Drive Recalibration" So every time you make a jump (or start one), your ship will have an increased spool-up for the next jump. This would decrease over time of course. If we relate it to Marlona's Idea then the time period would be 24 hours for the Jump Drive to "Recalibrate". This could significantly reduce the amount of power someone can project across the galaxy in a 24 hour period.
If we did have a system like this we could just repackage the skill "Jump Drive Calibration" as the time modifier and have all capitals able to jump/bridge at their full range.
Or we can even do a system where the first jump is instant and the subsequent jumps are affected by the Recalibration mechanic.
In any case, I do find that this system is as restrictive as the PPP but without having a hard cap on the actions you can make. (Soft edges on the Sandbox) |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
538
|
Posted - 2014.02.17 22:46:00 -
[83] - Quote
I like the idea of Cynosural Fields as deployable objects with a spool-up (on-lining) timer. All the mechanics are already there. CCP would only need to swap a few digits in the database.
The bigger problem would be how to deal with the fuel (liquid ozone) usage. Should it simply sit there running indefinitely until it's decay timer has expired with no fuel usage? Should it be recoverable? Should it have a fuel bay?
Perhaps there could be different meta versions that can be jumped to from various ranges distances. They should have higher levels of Cynosural Field Theory required and larger volumes. Perhaps increased fuel usage.
They most definitely should not have reinforcement timers. I also think such a deployable should be allowed to anchor on-grid with other structures.
Currently the Cynosural Inhibitor is nearly useless because it has a significant onlining timer, whereas cynos do not. Free Ripley Weaver! |

WoAz
Dark Mason Society
5
|
Posted - 2014.02.17 22:51:00 -
[84] - Quote
Two easy solutions that could fix power projection:
1. A time delay linear proportional to LY jumped (e.g. 1LY = 10s) to jump again.
2. Caps jump in at zero capacitor.
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
103
|
Posted - 2014.02.18 00:04:00 -
[85] - Quote
Soldarius wrote:I like the idea of Cynosural Fields as deployable objects with a spool-up (on-lining) timer. All the mechanics are already there. CCP would only need to swap a few digits in the database.
The bigger problem would be how to deal with the fuel (liquid ozone) usage. Should it simply sit there running indefinitely until it's decay timer has expired with no fuel usage? Should it be recoverable? Should it have a fuel bay?
Perhaps there could be different meta versions that can be jumped to from various ranges distances. They should have higher levels of Cynosural Field Theory required and larger volumes. Perhaps increased fuel usage.
They most definitely should not have reinforcement timers. I also think such a deployable should be allowed to anchor on-grid with other structures.
Currently the Cynosural Inhibitor is nearly useless because it has a significant onlining timer, whereas cynos do not.
You could use LO to build them, and once deployed they can't be scooped. Or you could put LO into them and it would run the module for a period of time based on the amount of LO and after it runs out you can scoop it. This module idea would be the easiest way to transition to a different cyno mechanic AND it would prevent ships from shielding the cyno i.e. a cyno on a carrier/super/titan.
Another thing about the delay to jump. It would be in order with the Micro Jump Drive module to have a delay.
|

Erutpar Ambient
The Flying Tigers Black Core Alliance
103
|
Posted - 2014.02.18 00:14:00 -
[86] - Quote
WoAz wrote:Two easy solutions that could fix power projection:
1. A time delay linear proportional to LY jumped (e.g. 1LY = 10s) to jump again.
2. Caps jump in at zero capacitor.
these 2 mechanics would push people to jump as far as possible in each jump. You could jump 10LY once and be out of capicitor once or you can jump 1ly 10 times, take 90 seconds extra total and have to recap 9 times (would would probably take significantly more time than the 90 secs for each jump.)
Tell me again how this is supposed to reduce power projection? |

Wedgetail
Helix Pulse Brothers of Tangra
91
|
Posted - 2014.02.18 03:01:00 -
[87] - Quote
Ilyana Nehla wrote:Wedgetail wrote: ...text...
You seem to miss the bigger picture my friend and mistake the title powerprojection only with assault and defense as a action. There is much more behind that. Its also about the possibility of moving the whole fleet from one side of the universe to where it is needed within minutes. Let us take a working example from the current nullsec. CFC holds about 2/3 of the Nullsec sovs. Lets pretend they are engaged at the northern theatre against N3 with 85% of their fleet positioned in or close to the borderregion to N3. Another group, attacks their southern sov. So for the rest of the CFC territory are 15% of force left for defence. So, with your structures they anchor them in their space and can jump through their space relatively fast. It is slower (approx 20mins slower due to anchortime) than currently - yes- but it is still very very very safe and quick compared to gate travel. You've gained nothing, their power projection is just initially a tad slower. Are you with me on that? In conclusion: Set up your jumpchain, wait 20minutes and you can jump like before without having to take a single gate. Your overall traveltime is (Currenttime + Anchortime(20minutes)). With PPP's they can jump once but have to cross the remaining route either through highsec or (with SCaps) have to go around through their own territory - BY GATE. Which is much more vulnerable to camps and attrition than jumping - are you with me? In conclusion: The bigger the territory you hold the more PPP you need to cross it by jumping. Since PPPs are finite you need more pilots dedicated to theaters since you simply can not be everywhere. A small alliance holding a few systems might just need 8PPP for a jump from one border to another so they can jump 4 times until their pool is depleted. A big alliance can maybe jump 1/4th of their territory and has to use gate travel then. The more "surface" (read :more borders) you have the more pilots you need. At first its growing linear and rises exponentially at a point where a (single max jump+gatetraveltime) isnt an option to defend your space. Its like the girth of a sphere at that point.
No, i understand full well that it's about being able to move - that's the point - that ability needs to be maintained so everyone can get to the fights - the strategy level comes in trying to break open a specific place so that you can actually move there. - the point is to have those lines take enough time to setup that a random roam can cut them to ribbons 'yeah i could move from one end to the other...but some random jerk just took a sledge hammer to the roadway we weren't actively defending so we gotta wait another hour to set the damn thing up'
( though if the CFC need to use deployables to move through thier own sov then their cyno towers aren't up to scratch ;) )
thing is they have a force on both fronts anyway, all alliances do either their own or one of their allies, by increasing the time delay to get from one side to another, by allowing those chains to be more easily cut you increase the chance that the standing force will be obliterated first - PPP tries to do that but it does it by simply removing everyone's ability to move anywhere - again 2 hours is ok, 2 days is not - most fighting ends within half an hour - most fleet fights inside 2. and occasionally you get a system that has enough in it worth a fight that lasts for days.
there are already deployable cyno jammers to stop fleets landing on top of you - this works on the same principle - you know those fleets are coming, you know you can act with a much smaller force to delay them, you can also block them arriving at their target.
the strategic play then becomes 'how do i draw the holding forces out of position in this region - how do i lock them in place so i can get the rest of my fleet in/out - there becomes a need to wage several battles at once in order to get heavier assets into where they need to be.
i want them to come rushing at me with a giant fleet it means i can destroy them - at the same time for that to work i need to be able to direct the terms under which they field - and if they run at me here other people will get an openign to wipe out space on that side. (equally my opponent can fight to stop me, and force their fleet through on terms that aren't ideal) - right now none of that play exists - it's insta win cyno or it's not.
for all i've seen and cases that've been made here PPP is gonna choke the game more than it helps. force projection itself isn't the problem - being able to move is a natural component of being in space - that doesn't mean you get to always go where you like without someone else getting uppity about it - so all we need is a means to stop those fleets effecting a move to begin with, and if that's too much effort for your side then ofc they're gonna move, cuz you let them do it, the more space there is the wider the window opens. |

Vesan Terakol
Sad Face Enterprises
38
|
Posted - 2014.02.18 13:03:00 -
[88] - Quote
Hey, just had an idea of how to implement this idea in a lore-friendly manner, tho it only directly works for capitals (BlOps), i guess.. What if the refueling of a jump drive took a certain amount of time per unit of fuel - not like you have to transport it in your inventory one by one, but once inside the fuel bay, it takes a limited time for each unit to become usable? It will also limit bridging, as a single titan ca bridge a limited amount of ships before having to refuel. |

Wedgetail
Helix Pulse Brothers of Tangra
91
|
Posted - 2014.02.19 04:24:00 -
[89] - Quote
forgot to do this yesterday but regarding the comment on 'how these structures work'
I was working on the idea that they would be a finite number of activations, (so one guy jumping makes the beacon active for 10 minutes or w/e timer much like current modules) and that would be the 'justification' to the structure, 'most of it is a large battery for the cyno generator and FTL com array it uses' - it would also serve the purpose of making the chains much less permanent than POS mounted structures as they cannot be refueled - opening up several ways using these could go wrong over longer distance/time frames.
so while the maximum decay rate would be 30 days, like a wormhole depending on the amount of travel it'd round out to be much less.
for this to work well though the system would be on a standings basis, so 'allow use by alliance standing, corp standing, personal standing' (personal is to allow for some interesting awoxing ;) ) and part of the spool up time would be used to configure these.
(current understanding is the cyno module creates a gravity well and uses fluid router networks via stargates and fleet secure coms to transmit data used by the jumping ship to accurately form and target the micro singularities they use to bridge/jump - so a standings based system wouldn't quite fit with this without a bit of fudging)
another alternative would be to recycle the pos shield password mechanic, so if you had the cyno passwords you could 'hijack' the cynos - eating away at some one else's jump capacity... w/o them noticing.... >=) |

Ilyana Nehla
Sanctum Prime Spears of Destiny
8
|
Posted - 2014.02.19 07:56:00 -
[90] - Quote
Quote:- most fighting ends within half an hour - most fleet fights inside 2
I still wonder why you are talking about fighting at all time. Its not about being able to deploy or not able to deploy in battles in teh first place. Its about how fast it is possible to move fleets. Whether its to deploy them in battle or just the warning of a imminent attack and the following rerouting of fleets. Its about the general ability to move a carrier in 7 Minutes for a distance of 198Jumps while even a Crow needs roughly 1h. Whereas the carrier provides more utility, more tank and more dps and faces a lot less threat due to not have to use gates.
Where in gawds name don't you understand this?
Quote:thing is they have a force on both fronts anyway, all alliances do either their own or one of their allies, by increasing the time delay to get from one side to another, by allowing those chains to be more easily cut you increase the chance that the standing force will be obliterated first
They might have forces but nowhere near the amount they have at their main frontline. Germany did not have the troopstrength at their western front on D-Day than they did on the eastern did they?
Now it takes 7 Minutes to jump with a carrier for 198 Jumps - from one side of the Universe to the other. Thats like 2 Hours after D-Day some Tiger-Panzers dropped onto omaha beach and shot the muricans into stoneage just to vanish 2 hours later to jumop back to the eastern front.
Thats our gripe! |
|

Wedgetail
Helix Pulse Brothers of Tangra
91
|
Posted - 2014.02.19 14:45:00 -
[91] - Quote
Ilyana Nehla wrote: Thats our gripe!
I know this, and it doesn't matter - eve's environment supports moving that kind of distance in that time, WW2 era did not, fleets can move distances - all fleets can move the same way given the same investment - it's a consistent environmental factor - i do not care how far they can move or how often because it doesn't matter - honestly? it's more advantageous to me that they can move at short notice, that they can cross half the cluster if they have to - it means so can I - and like any other environmental factor i can use this to bait trap and lure just as much as they can.
why is it all about combat? because that's the primary purpose of eve - all content in eve to a greater or lesser extent is to fuel PVP, mining, industry, markets, pve all of it a means to fuel war of some form - jump drives are no exception and the primary issue is not from the fact they are a convenient means of travel, but from dropping three hundred people ontop of a seemingly unsuspecting target with no means of prevention (cyno jammer structure anyone?) i use combat because it is the broadest most relevant case for the environment this system is proposed for, and for as long as eve is what it is i will continue to do so.
even your cases are built around the control of territory and the rapid relocation of armed forces from one extreme to another, lets face it no one cares that we can move half way across the cluster or not for a 1.3 Bn isk investment in hull and about 6 months in training, no, what we care about is the fact they can move a few thousand at once for about 80 BN and 8 months investment with little to no means of active prevention.
freedom of movement will lead to greater clashes of interest - the easier it is to start something the more likely a fight comes of it - as i said I want it to be easy for fleets to move, i do not want movement restricted by back end systems like PPP that no player action can do anything about, if movement is going to be restricted i want it to be because another player has come along and actively prevented me from using the resources i have - because they have blocked my path and thus provided me good reason/motivation to remove them.
i do not want travel to be risk free, thus i changed the means that such movement is facilitated to a form that forces an exposure to risk of attack - to a form that requires an effort from players to safeguard it rather than just log off and wait for an empty local - it must be constantly defended or lost -all elements, mine or my opponent can still move, and under the same restrictions that all players face now.
I won't have to worry about micromanaging the fuel gauges of every pilot in my fleet, gauges that no one can do anything with beyond sitting still and waiting for three days(holder) while the server wastes cycles passively regenerating it for us, i won't have to worry that they have more jump capable toons than me, and i won't have to worry about not being able to fight cuz jim fred and joe in their logi cruisers can't actually jump a gate any more cuz they spent their points just getting to the rally when i asked em to, after having spent all yesterday freighting in the hulls we're trying to fly for operations in this region.
again, and finally - i know full well what you're trying to say - but still your cases, your systems are ignoring the state of eve as a whole, ignoring the most important element of the game and that's the needs, wants and expectations of the people using it - all of them.
had the way of the PPP, a form that will only benefit those with greater pilot numbers, the exact opposite of what the system was proposed to do, you overlook the fact that the fewer pilots i have the fewer people i can call upon for a task - that means my freighter pilots, carrier pilots etc etc all suffer just so you can artificially restrict travel all because you're annoyed everyone can move the same way given proper investment of effort - you are trying to artificially crush the playing field simply to suit your own preference.
|

Ilyana Nehla
Sanctum Prime Spears of Destiny
9
|
Posted - 2014.02.20 07:32:00 -
[92] - Quote
As already stated, I for my part can't support your opinion here. However I want to comment on two statements of yours for last
Quote:you overlook the fact that the fewer pilots i have the fewer people i can call upon for a task Right, if you hold space overproportional to the amount of pilots you might get trouble, true. Which is a good thing. As far as I dare to predict it will lead to more skirmishes in borderregions and multi-front wars if you overexpand.
Quote:eve's environment supports moving that kind of distance in that time It does support it, yes but only from on the introduction of Scaps and Bridges - and not from the beginning of EVE 10yrs ago. Its no shame to talk about a flawed feature and how to fix it. That the feature shows its flaws just now, when the number of Scaps and Titans is high (too high?) is a given fact. CCP might not have thought about the consequences or didnt think that so many Scaps/Titans can coexist at the introduction of Bridges. Who could anyways? Titans were introduced in 2005 with RMR. Its never a shame to admit one's fault and I can clearly understand CCP with having made this fault.
Quote:you are trying to artificially crush the playing field simply to suit your own preference. Objection! That's an assumption you can't support - with any evidence in the first place. I simply state my personal point of view and my persional opinion on how I feel strategic and tactical movement should be. If you dont get along with my opinion feel free to ignore it. I however don't like the fact you are trying to discredit me of "trying to break the game". Move along and farewell, I have no further interest in a discussion with you. |

Destination SkillQueue
Are We There Yet
6301
|
Posted - 2014.02.20 20:50:00 -
[93] - Quote
One time bump to fix forum. |

Kal'el Nirukhi
Spartan Industries
14
|
Posted - 2014.02.21 00:29:00 -
[94] - Quote
I think a very simple solution could be : you can't jump to a cyno until it is half cycle.
- This makes killing it before it can be used actually a viable option - this promotes using protection if you need the cyno to stay alive and thus a possible brawl - it reduces mobility significantly
|

Wedgetail
Helix Pulse Brothers of Tangra
91
|
Posted - 2014.02.21 09:19:00 -
[95] - Quote
Ilyana Nehla wrote:As already stated, I for my part can't support your opinion here. However I want to comment on two statements of yours for last Quote:you overlook the fact that the fewer pilots i have the fewer people i can call upon for a task Right, if you hold space overproportional to the amount of pilots you might get trouble, true. Which is a good thing. As far as I dare to predict it will lead to more skirmishes in borderregions and multi-front wars if you overexpand. Quote:eve's environment supports moving that kind of distance in that time It does support it, yes but only from on the introduction of Scaps and Bridges - and not from the beginning of EVE 10yrs ago. Its no shame to talk about a flawed feature and how to fix it. That the feature shows its flaws just now, when the number of Scaps and Titans is high (too high?) is a given fact. CCP might not have thought about the consequences or didnt think that so many Scaps/Titans can coexist at the introduction of Bridges. Who could anyways? Titans were introduced in 2005 with RMR. Its never a shame to admit one's fault and I can clearly understand CCP with having made this fault. Quote:you are trying to artificially crush the playing field simply to suit your own preference. Objection! That's an assumption you can't support - with any evidence in the first place. I simply state my personal point of view and my persional opinion on how I feel strategic and tactical movement should be. If you dont get along with my opinion feel free to ignore it. I however don't like the fact you are trying to discredit me of "trying to break the game". Move along and farewell, I have no further interest in a discussion with you.
- it won't, those occur anyway, the only impact PPP will have on these is logistics pilots (those that move stuff not those that rep stuff) can't fly those hauler toons into combat cuz they exert their effort setting the field up so everyone else can.
- yes, funnily enough, we invented a tool to make movement easier cuz the field we fought on covered a very large distance and such movement was considered useful - strange development that, develop technology to solve problems and relieve constraints.
it's not flawed it's fine - in terms of distance because that's what it's for - to travel long distance - there are draw backs to most ships that can do this, and those that can bridge have very limited range compared to those that can't - it's a fair mechanic like just about every other mechanic in eve, you fight to achieve that strength or you do without.
- I say this because that is the only impression any of your statements so far have given me, at no point have you looked back on your original arguments, or clarified ways in which the position you defend actually solves the claimed problem in an acceptable manner, merely continued to repeat the same cases with very little justification (that i could perceive)
the comment is not meant to discredit, it was however meant to spur you into retaliatory action, to give you cause to justify/answer for yourself and your actions (as i have seen very little satisfactory explanations in regards to your supportive reasoning, why you say what you do, what impact is has, why it'll do what you think it will - merely than simply making the statement) - it seems it was either a poor tool for the task or you simply don't place enough value in your stance to defend it any longer.
personally I want to find out why you think this system is as good as you claim it is - I can't see any just cause or improvement coming from this as all it achieves in use cases is the artificial choking of mobility, for mobility's sake - not because people could find it useful, but because the OP figured people could move too fast after spending the effort to obtain the tools that could. |

Hairpins Blueprint
Paragraph 22 Aureus Alae
30
|
Posted - 2014.02.22 11:58:00 -
[96] - Quote
i love the idea, but i think covop are ok tho. Leave them alone, i think same goeas for jump brige and totan portal, aaand the JF and rurqual.
but carriers, Dreds and super yeash ... wold be nice to see that insta galaxy travel nerfed |

Hairpins Blueprint
Paragraph 22 Aureus Alae
30
|
Posted - 2014.02.22 12:02:00 -
[97] - Quote
Kal'el Nirukhi wrote:I think a very simple solution could be : you can't jump to a cyno until it is half cycle.
- This makes killing it before it can be used actually a viable option - this promotes using protection if you need the cyno to stay alive and thus a possible brawl - it reduces mobility significantly
edit:
Lets make 2 types of cyno:
Travel cyno: the one we know but you can't jump to it until it is half cycle.
Combat cyno: Instant jump possible as soon as cyno is up. you only can jump to it from within 1-2 ly cyno ship speed is reduced but not zero. AB/MWD doesn't work
this is very bad idea.... have you been ever traveling with caps? man insted of nerfing amount of global range, you are making hell out of travel itself.
|

Marlona Sky
D00M. Northern Coalition.
4897
|
Posted - 2014.02.23 02:05:00 -
[98] - Quote
Hairpins Blueprint wrote:i love the idea, but i think covop are ok tho. Leave them alone, i think same goeas for jump brige and totan portal, aaand the JF and rurqual.
but carriers, Dreds and super yeash ... wold be nice to see that insta galaxy travel nerfed The great thing about all of this is it is easy to make adjustments. It can even be dependent on ship type too. Maybe going 5 light years in a carrier burns more PPP than 5 light years in a jump freighter. . |

Easthir Ravin
Easy Co. Fatal Ascension
84
|
Posted - 2014.02.23 08:12:00 -
[99] - Quote
I respectfully disagree with the complete premiss. EVE is about freedom not limitations. The one thing that keeps me coming back to EVE every day for the last 6 years, is that I am free to join forces with like minded individuals and using the game mechanics and banding together I can effect change in the game. The fact that there is a possibility of having a blue donut is that thousands came together and made that happen. How is that bad?
Your Colored map was nice but all that shows is that at that particular time, we were engaged in a galaxy wide war. That is not always the case. Your idea is pitiful and one that boxes and stifles free thought and expression. It has no place in EVE. IN THE IMORTAL WORDS OF SOCRATES: -á" I drank WHAT?!" |

Dave Stark
4370
|
Posted - 2014.02.23 08:17:00 -
[100] - Quote
your PPP idea was terrible when I saw it on reddit, and it's still terrible now.
if teleportation is such a cancer, then remove it from the game and make all ships use gates. however that won't happen so i doubt teleportation is quite the cancer you claim it to be. *shrug* |
|

Lucas Quaan
Sniggerdly Pandemic Legion
67
|
Posted - 2014.02.23 10:33:00 -
[101] - Quote
Ilyana Nehla wrote:Quote:you are trying to artificially crush the playing field simply to suit your own preference. Objection! That's an assumption you can't support - with any evidence in the first place. I simply state my personal point of view and my persional opinion on how I feel strategic and tactical movement should be. But it's fine for you to say that the rest of EVE is doing it wrong and make assumptions about our motives, right? |

Ilyana Nehla
Sanctum Prime Spears of Destiny
10
|
Posted - 2014.02.24 06:59:00 -
[102] - Quote
Lucas Quaan wrote:Ilyana Nehla wrote:Quote:you are trying to artificially crush the playing field simply to suit your own preference. Objection! That's an assumption you can't support - with any evidence in the first place. I simply state my personal point of view and my persional opinion on how I feel strategic and tactical movement should be. But it's fine for you to say that the rest of EVE is doing it wrong and make assumptions about our motives, right?
Where exactly did I say that? If you cant support it you shouldnt open up your mouth. Simple as that. |

Megarom
Illustrious Continuum
7
|
Posted - 2014.02.27 20:40:00 -
[103] - Quote
While reading up on this issue I'm gravitating towards the idea that the fact that the problem with teleportation isn't so much the fact that it is so powerful, but the fact that it lacks counterplay. If the capital fleet wants to move 5 midpoints away there is no feasible way to stop them. The only option you kind of have is trying to bubble them at their midpoints and that required you to know who is maybe hotdropping you, where are they coming from and which midpoints they plan on using and won't hold you for long.
So instead of blanket limitation to any movement there should be a way hinder your enemy's movement by doing something actively. I think someone proposed that if you jump with aggression you would get timer that stops you from making additional jumps. This would keep unopposed movement working as it does now, but would allow someone wanting to hinder capital movement to aggress the capitals to slow them down. The target could then either jump anyway and get stuck in their next system for a while or annihilate the opposition trying to slow them down, wait the aggression timer and jump. |

Marlona Sky
D00M. Northern Coalition.
4906
|
Posted - 2014.02.27 20:45:00 -
[104] - Quote
Megarom wrote:While reading up on this issue I'm gravitating towards the idea that the fact that the problem with teleportation isn't so much the fact that it is so powerful, but the fact that it lacks counterplay. If the capital fleet wants to move 5 midpoints away there is no feasible way to stop them. The only option you kind of have is trying to bubble them at their midpoints and that required you to know who is maybe hotdropping you, where are they coming from and which midpoints they plan on using and won't hold you for long.
So instead of blanket limitation to any movement there should be a way hinder your enemy's movement by doing something actively. I think someone proposed that if you jump with aggression you would get timer that stops you from making additional jumps. This would keep unopposed movement working as it does now, but would allow someone wanting to hinder capital movement to aggress the capitals to slow them down. The target could then either jump anyway and get stuck in their next system for a while or annihilate the opposition trying to slow them down, wait the aggression timer and jump. You can't aggress capitals in a pos shield and a jump route has many alternative routes to avoid enemies who would aggress them. So they can easily avoid this kind of counter play and not be slowed down. . |

Megarom
Illustrious Continuum
7
|
Posted - 2014.02.28 15:28:00 -
[105] - Quote
Marlona Sky wrote: You can't aggress capitals in a pos shield and a jump route has many alternative routes to avoid enemies who would aggress them. So they can easily avoid this kind of counter play and not be slowed down.
Fixing that would we way less intrusive than blanket nerf on all movement, with the added benefit of making it harder to log out safely in a POS.
In all honesty I didn't expect the first thing that popped into my mind to be flawless and it was meant as an example of counterplayful option to solving the original problem. The flaw doesn't really subtract from the idea that lack of counterplay is in the core of power projection problem.
I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec.
|

Marlona Sky
D00M. Northern Coalition.
4910
|
Posted - 2014.02.28 16:59:00 -
[106] - Quote
Megarom wrote:I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec. I have mentioned many times that the way logistics, trade and industry would still need a health dose of an overhaul. Everything is connected of course.
With real distance put between places, there is now room for justification and reason to do these things. Right now there is no reason to buff industry at the edge of null when players will still use places in low and high sec to do it. After all, it is only a few minutes away. Just imagine how over the top you would have to buff industry in that same edge of null to be 'better' than high sec if the difference is still just a couple minutes? It would be insane. . |

Megarom
Illustrious Continuum
7
|
Posted - 2014.02.28 18:05:00 -
[107] - Quote
Marlona Sky wrote:Megarom wrote:I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec. I have mentioned many times that the way logistics, trade and industry would still need a health dose of an overhaul. Everything is connected of course. With real distance put between places, there is now room for justification and reason to do these things. Right now there is no reason to buff industry at the edge of null when players will still use places in low and high sec to do it. After all, it is only a few minutes away. Just imagine how over the top you would have to buff industry in that same edge of null to be 'better' than high sec if the difference is still just a couple minutes? It would be insane.
It's that real distance also constricting the veins that bring life from empire? I see a real possibility that we would end up with nobody of consequence living more than a jump away from empire?
Also it would be the same minutes away if you have the resources to use one jump freighter pilot per jump. If instead the supply line was disruptable maybe production capability in staging system would be valuable way to resist losing the ability to run operations due to loss of supply.
On a side note. There is one thing that teleports faster than anything else in game, ISK. When the renters rat in the far reaches of null and tick for ISK it can be instantly wired to Jita to buy anything you want. What if that is the thing breaking the economy. Last Fanfest I asked the economists why there are no player backed currencies and they gave the superiority of ISK as a currency as the main reason. ISK is has all the features you want from a currency and hardly any downsides. There is no point in even considering any alternatives. |

Sigras
Conglomo
688
|
Posted - 2014.03.01 08:13:00 -
[108] - Quote
Dave Stark wrote:your PPP idea was terrible when I saw it on reddit, and it's still terrible now.
if teleportation is such a cancer, then remove it from the game and make all ships use gates. however that won't happen so i doubt teleportation is quite the cancer you claim it to be. *shrug* While I agree that the PPP is a terrible idea, so is the current teleportation mechanic.
It allows groups of people to control much larger swaths of space than they normally would and allows them to force project themselves across the galaxy with no thought to homeland defense because they can just be home instantly.
What's even more idiotic is that it requires the same amount of logistics to move one ship as it does 249. This means that Goonswarm can easily move their fleet around anywhere because it only takes .001% of their alliance to be dedicated movement alts, but my corp is required to use 4% of our membership as dedicated movement alts to move one of our cap ships.
Yes, teleportation is a plague on this game, but I dont think outright removing it is the answer. Clearly there has to be an alternative |

Soltys
Brutor Tribe Minmatar Republic
0
|
Posted - 2014.03.04 01:09:00 -
[109] - Quote
Quote:Yes, teleportation is a plague on this game, but I dont think outright removing it is the answer. Clearly there has to be an alternative
As I mentioned in another thread, perhaps mass/distance limitation would be simple and efficient answer:
- mass/distance limitation (similar to wormholes, but with added distance constraint) - extended cooldown per mass limit
Essentially only certain amount of mass is allowed per ly distance (and it's set to sensible number). Once the limit is depleted, the bridge/jumpdrive has to go into extended cooldown before it can be used again.
This would limit overusage of teleportation over nonsensical distances - but - wouldn't cripple relatively small (as they should be) fleet movements or normal daily usage (pos bridges).
Also - the distance should be counted using shortest possible stargate path to the destination system.
Also keep in mind, that without nerfing/altering/changing reinforce timers this wouldn't change that much - thismust be addressed as well (introduce outpost insurances ? adjust construction costs ? adjust offenses/defenses ?). And the jump clone issue still remains. |

DSpite Culhach
298
|
Posted - 2014.03.04 01:44:00 -
[110] - Quote
This in not a game where we are all bound by a single character and a single account. The richer the corp or alliance, the larger the access to multiple accounts, multiple training toons with the new PLEX system, and even the ability to purchase high SP toons from the market.
Since some will have access to multiple pilots capable of flying capitals, they will bypass the "pool" by switching toons, and parking strategic toons in far off locations, making richer players able to control more space. This is no different from having player "jails" for a crime; if a player had 6 characters they can keep just playing and wait out timers on other accounts.
The moment you start placing limits on what any given character can do in a given amount of time - and right now jump cloning limits is the only one, because otherwise you would have market toons jumping every 10 minutes to a new trade station - the more power you give to multiple accounts - which happens with market players as they can still park a different market toon in the main stations, as market toons are not a massive SP investment - giving multiple account players an edge anyway.
Back in the "old days", real ship fleets and planes and everything else had real logistic issues being far away from home, as they had to refuel, restock food, etc etc, now with nuclear reactors, onboard hydroponics, in air refuling etc etc, armies can deploy anywhere. Maybe we need some system that makes sending carriers 100 jumps from home a lot more dangerous that 5 jumps from home, but even then you would have to nerf a large stack of existing mechanics even to do that.
I just think we have too many players in a limited space, and that is a major issue. EVE is cramped. Let CCP punch a hole to a universe 10x the size with 10x the dangers and power projection will take care of itself. I apparently have no idea what I'm doing. |
|

Marlona Sky
D00M. Northern Coalition.
4913
|
Posted - 2014.03.04 07:01:00 -
[111] - Quote
DSpite Culhach wrote:This in not a game where we are all bound by a single character and a single account. The richer the corp or alliance, the larger the access to multiple accounts, multiple training toons with the new PLEX system, and even the ability to purchase high SP toons from the market.
Since some will have access to multiple pilots capable of flying capitals, they will bypass the "pool" by switching toons, and parking strategic toons in far off locations, making richer players able to control more space. This is no different from having player "jails" for a crime; if a player had 6 characters they can keep just playing and wait out timers on other accounts. So instead of 6 characters showing up in capitals to attack a small force who is defending a small pocket of space - they show up with just one. I think they will be much happier against those new odds don't you think?  . |

Erutpar Ambient
The Flying Tigers Black Core Alliance
107
|
Posted - 2014.03.04 07:12:00 -
[112] - Quote
Marlona Sky wrote:Megarom wrote:I also fear that the change you proposed is simply not feasible due to it's drastic effect on logistics and trade everywhere outside high-sec. I have mentioned many times that the way logistics, trade and industry would still need a health dose of an overhaul. Everything is connected of course. With real distance put between places, there is now room for justification and reason to do these things. Right now there is no reason to buff industry at the edge of null when players will still use places in low and high sec to do it. After all, it is only a few minutes away. Just imagine how over the top you would have to buff industry in that same edge of null to be 'better' than high sec if the difference is still just a couple minutes? It would be insane. So you didn't like my idea with the spool up time on jump drives that increases with distance to be jumped and increases subsequent jumps based on how far you've traveled already? So if you jump to the system next door it takes 1 sec to spool up jump drive, but if you jump 10 ly it takes 10-20 sec. And after you make that jump, your next jump spool up timer will be increased by 2-3 times. Also, jump clones are fine the way they work right now and med clone location updates would take a few hours to take effect.
This would do a few things. It would limit distance without having an arbitrary brickwall cap on movement. It would expose capitals much more while engaging. Jumping caps into a fight would be a much greater dedication since extration would be harder. Taking control of systems in close proximity to a battle location may become strategically significant.
The amount of the constraints could/would be adjustable to find a sweet spot.
Is this not what you're PPP is trying to accomplish? Are there any strong points this fails to live up to? |

Marlona Sky
D00M. Northern Coalition.
4914
|
Posted - 2014.03.04 16:03:00 -
[113] - Quote
Erutpar Ambient wrote:So you didn't like my idea with the spool up time on jump drives that increases with distance to be jumped and increases subsequent jumps based on how far you've traveled already? So if you jump to the system next door it takes 1 sec to spool up jump drive, but if you jump 10 ly it takes 10-20 sec. And after you make that jump, your next jump spool up timer will be increased by 2-3 times. Also, jump clones are fine the way they work right now and med clone location updates would take a few hours to take effect.
This would do a few things. It would limit distance without having an arbitrary brickwall cap on movement. It would expose capitals much more while engaging. Jumping caps into a fight would be a much greater dedication since extration would be harder. Taking control of systems in close proximity to a battle location may become strategically significant.
The amount of the constraints could/would be adjustable to find a sweet spot.
Is this not what you're PPP is trying to accomplish? Are there any strong points this fails to live up to? First of all, I really dislike how you and others keep labeling this idea I have as arbitrary or other descriptions that insult the amount of time and research I put into it. I did not just wake up one day, slap it together in five minutes and throw it against the wall to see if it would stick. I have been working on this for months and in a way, longer due to interviews and experiences for years.
Now, to your cyno spool up time. I don't like it because it does not address the problem enough. The only thing it does is slow down crossing the map by a few minutes and it still allows an entire force to use 100% of any teleportation mechanic at their leisure like jump drives and bridges. Also you keep forgetting that gates still exist, so you thinking there is some brickwall on movement is completely false. Just because you can't take 100% of your force and bridge/jump on top of someone does not mean it is impossible to get there.
What people need to understand is many of the symptoms they are experiencing now are because of the rapid teleportation mechanics. The only way to keep teleportation as a mechanic that can be used is to remove the unlimited factor about it. And it has to be a very hard limiting factor. Not something temporary that someone can just wait a few seconds or a few minutes to overcome. It has to be enough that they opt to take a gate and make a decision on travel time to get somewhere. Your spool up time means nothing when it comes to important timers. You still will have xyz coalition showing up with any ship they please and with anyone that happens to be logged in and with Jabber ping on.
There needs to be breathing room made to make improvements in the game. Improvements that can not be done right now because you have to take into consideration everyone and their brother showing up to anything with anything. The time it takes to invade and fully conquer a system needs to be shorter than the time it takes someone to cross the map to affect it. Well, we can't exactly lower it too much because then you start getting into time zone wars. You go to bed owning a system, wake up to find out someone invaded and conquered everything you have while you were asleep.
Whatever you or anyone else comes up with, you have to keep that in mind. Can someone from the other side of the map show up in full force, affect the outcome of a timer/invasion and zip back home before their territory was in any danger? If yes, then it will not help things. Sure it will mean you can't just do some road trip every weekend to anywhere in the game you like using next to nothing in effort to move everything for those two days. But, what is your road trip but an attack with a predetermined time to retreat? How is the teleportation mechanics supposed to know the difference in your intent? "Well these guys are going full blown invasion so we need to slow them down, but these guys over here. They are just doing a little road trip so no need to change their method of traveling across the game map in a few minutes." It just doesn't work like that. . |

Sigras
Conglomo
694
|
Posted - 2014.03.05 05:16:00 -
[114] - Quote
Marlona, what you have to realize is that no matter how much time you spent thinking about the system or developing it, that doesnt make it less arbitrary. Now that isnt necessarily a bad thing; any time you put an artificial limitation on something for balancing reasons that limitation is arbitrary.
That being said, I have several problems with the PPP system none of which have to do with the fact that it's arbitrary
1. There is no way to play around the PPP system With the system as you described it, a pilot has no options to mitigate its effects. There's no implants I can buy, no fit I can put on, no way I can pilot. All my options have been removed from me, and im stuck with this mechanic and no way I can play in order to allay its effects.
2. The PPP system is too binary The PPP system is too much of an all or nothing thing. It either doesnt affect you at all or it makes you completely immobile. There arent many things in Eve like this, and I dont think there are any that have zero counter play options.
3. The PPP system doesnt scale well The real problem is large fleets like that of Goonswarm who are able to stick their nose half way across the galaxy with no fear for their homeland because they can be back in an instant. While the PPP system does address this, it is equally damaging to small groups who should be able to be more mobile. All this is going to do is make everyone more defensive, and simultaneously make defense easier which IMHO is a bad thing. Eve needs large groups fighting and losing ships to move the economy forward.
4. The PPP system is too much of a nerf In your article, you posted this picture to show how ridiculously mobile cap ships are. You are correct, that graph shows very well how ridiculous the travel times are, however using your proposal, I have made this chart showing how the PPP system would effect cap ship travel. IMHO now you have gone too far in the other direction.
5. The PPP system doesnt address the real problem As you eluded to in your article, the problem is force projection. Then you identified teleportation mechanics as the key cause of the problem stating that:
Marlona Sky wrote:even the mildly organized groups can get anywhere with almost anything very, very quickly. Most certainly long before any system or POS suffers any real harm. It takes days to invade and conquer a system. Crossing the map with capital ships GÇô minutes. I submit to you that the problem is that defense is too easy and attacking is too hard. I suspect the reason that you chose to work the numbers in the way that you did is because it takes a minimum of 51 hours to lose a system with an I-Hub, and a minimum of 99 hours to lose a system with a station. (not counting sabotage etc)
Now imagine if you could lose a system in 2 minutes somehow. Well even the current teleportion scheme wouldnt be enough to keep your assets safe, you would never project your force very far because the moment you did you'd lose all your systems. Now of course this is ridiculous and nobody is suggesting making systems that easy to take because nobody like to wake up and find that their space empire has been destroyed while they were sleeping.
Marlona Sky wrote:Whatever you or anyone else comes up with, you have to keep that in mind. Can someone from the other side of the map show up in full force, affect the outcome of a timer/invasion and zip back home before their territory was in any danger? You seem to be forgetting that there are two sides to that equation, you keep focusing on making travel harder, what if instead of making it take 130 hours to cross the map, what if you could lose a system in a mere 24 hours? then would the spool up timer on cyno jumps make sense? Say if it takes 10 hours to move across the map? It doesnt have to be super slow, just much slower than it takes to travel across the galaxy in a subcap. |

Marlona Sky
D00M. Northern Coalition.
4915
|
Posted - 2014.03.05 07:24:00 -
[115] - Quote
Sigras wrote:Marlona, what you have to realize is that no matter how much time you spent thinking about the system or developing it, that doesnt make it less arbitrary.
Uh, yeah, actually it does. That word gets thrown around a lot on these forums and most people are using it wrong.
Quote:ar-+bi-+trar-+y -ê+ñrbi-îtrer-ô/Submit adjective 1. based on random choice or personal whim, rather than any reason or system.
As you can see. It was not random choices or a personal whim. . |

Sigras
Conglomo
694
|
Posted - 2014.03.05 09:24:00 -
[116] - Quote
so youre saying you think it's ok to increase cap ship travel time by 110,000% because thats what youre suggesting. |

Mitsa Nutita
Critical Danger Against ALL Anomalies
1
|
Posted - 2014.03.05 10:56:00 -
[117] - Quote
I'lll admit I only read the first 2 pages, way to late (or early) for me to read all of it in one go.
The addition of PPP does not seem to be the best way to approach the problem.
Honestly looking at it from the side of limiting number of ships that can jump to each cyno might be better, and would require more logistics, couple this with a spool up time, the cyno's themselves would require a fleet to defend, and suddenly it becomes a battle to keep cyno's alive.
Maybe even add a little bit of tanking ability to cyno field generators (Similar to Siege and Bastion) amping up resistances a bit, but on the other hand disabling guns.
So if the spool up time for jumping and/or bridging would be set at around 30 to maybe even 60-120 seconds, the actual Power Projection becomes different than it is now. It will still allow alliances to hold some vast space, but will also allow the opposing fleets to setup interdiction fleets to deal with hostile cyno's along a cyno chain.
The limit on ships that jumps through one cyno could be based on a new stat that could be named "Jump Weight" The Jump Weight could be set as 1 titan as base, so one cyno cycle can bring through one titan. Also, cyno generators w hen active will have a charge value showing how much it can still jump through.
Just throwing some random numbers here.
Jump Weight for each class of ships: Shuttles / Frigates: 5 (20 Frigates in one cyno cycle) Destroyers: 7 (14 Destroyers in one cyno cycle) Cruisers: 10 (10 Cruisers in one cyno cycle) Battlecruisers: 12 (8 Battleships in one cyno cycle) Strategic Cruisers: 15 (6 Strategic Cruisers in one cyno cycle) Battleships: 20 (5 Battleships in one cyno cycle) Dreadnought: 33 (3 Dreadnoughts in one cyno cycle) Carrier / Jump Freighter: 33 (3 Carriers in one cyno cycle) Super Carrier: 50 (2 Super Carriers in one cyno cycle) Titan: 100 (1 Titan in one cyno cycle)
(Remember, these numbers were basically pulled out of a hat, so no specifics here, and specific ships might have a lower or higher Jump Weight, to account for the fact that they are specialized in being bridged.)
This means that power projecting sub cap fleets becomes easier, but super cap and cap fleets becomes significantly more difficult to move through straight to a battle.
I'd also make this change along with a cyno change that allows the module to be deactivated mid cyno, but with a minute or two cooldown. This will allow cyno ships to attempt to get to safety after a succesful cyno, and allow them to call in further reinforcements later.
This also automatically limits the number of ships one Titan Bridge Cycle can jump through at a time, limiting the hot dropping of massive sub cap fleets, meaning even MORE logistics as well as more Titans needed to bridge more through.
It also makes Cyno'ing a bit more exciting, as having to stay alive for the spool time, as well as then get to safety, so you can call in more reinforcements.
It also becomes a team effort as Hero-Cyno will now be near useless.
This will still not affect the usual jump freighter logistics, or logistics of carrier transport, only for fleet deployment.
The effects it will have is that bridging for fights is still very much viable, but you can't cyno on the grid of an ongoing battle, without the risk of dying before you even cyno.
It requires more logistical setup, and better organization, favoring alliances and corporations that bothers getting proper teamwork setup, vs random blobs of random people.
It also means a Titan can't automatically follow through a cyno when everyones been cyno'ed through.
Be free to critisize this idea, and if the OP thinks this would be another good suggestion, I'd urge OP to add this (Better formatted than how I wrote it, since I wrote it midday.... with no sleep) to the original post.
Be free to bash this idea if it is horrible, and be free to like it if you ... you know... like it. |

Marlona Sky
D00M. Northern Coalition.
4916
|
Posted - 2014.03.05 16:27:00 -
[118] - Quote
Sigras wrote:so youre saying you think it's ok to increase cap ship travel time by 110,000% because thats what youre suggesting.
What I am suggesting is capital movement becomes strategic instead of the fastest way to travel.
Sigras wrote:Also, you never did address the issue that the PPP affects large and small groups equally its still really moronic that it takes the same amount of logistics preparation to move 249 ships as it does to move 1, and the PPP does nothing to change that.
Small groups influence small amounts of space. So they are not having to zip across the map ever day to maintain control of vast amounts of space a larger group would. Almost all large forces base from one system. So the smaller group would not be affected nearly as much as the larger group. The PPP does in fact change that. . |

Sigras
Conglomo
694
|
Posted - 2014.03.07 10:56:00 -
[119] - Quote
Marlona Sky wrote:Sigras wrote:so youre saying you think it's ok to increase cap ship travel time by 110,000% because thats what youre suggesting. What I am suggesting is capital movement becomes strategic instead of the fastest way to travel. An admirable suggestion, however I would suggest that there are a few stopping points between 7 minutes and 7747 minutes that could be visited.
Marlona Sky wrote:Sigras wrote:Also, you never did address the issue that the PPP affects large and small groups equally its still really moronic that it takes the same amount of logistics preparation to move 249 ships as it does to move 1, and the PPP does nothing to change that. Small groups influence small amounts of space. So they are not having to zip across the map ever day to maintain control of vast amounts of space a larger group would. Almost all large forces base from one system. So the smaller group would not be affected nearly as much as the larger group. The PPP does in fact change that. You're focusing on defense entirely too much. In an offensive setting, a small group may need far more mobility than this to run an effective hit and run campaign. Small groups should be able to be more mobile in offense and defense alike.
I propose cutting the jump range of supercarriers to 3.5 LY, and making cynos have a mass limit and mass regeneration per second. So a cyno would have 2.1 billion kg of mass to start off with and would regenerate 20 million kg per second
The lore surrounding this would be that a large mass object landing at a cyno destabilizes it and makes it more difficult for other ships to lock onto the cyno. Force recons are better at compensating for this effect and thus are able to pass more mass through in a shorter time.
Then after every jump I would require a ship to have a wait time until it can jump again (allowing for the ship's jump drive to cool down). Something like: DistanceJumped / MaxJumpRange * 15 = MinutesUntilNextJump
This would simultaneously fix several problems in new eden
1. provide the force recons with a useful bonus to cynos (+200% mass regeneration) 2. scale cap ship logistics with the size of the fleet (moving more ships either requires more time or more cyno alts) 3. Limit the ease of force projection 4. make cyno travel of large groups far more disrupt-able and obvious.
Now of course this would only make travel more annoying but not really do much else unless you were able to take sov in a much shorter time frame. Im thinking something like giving the attackers the ability to sync the reinforce timers of certain systems, so the attackers buy special syncing SBUs, and they force the I-Hubs in those systems to have the same reinforce timers. You would still have to RF them both, but they would all come out of RF at the same time.
This would mean that you could actually force your opponent to split his resources or risk losing one of the systems to a "drive by" Again with the new cap ships not able to bounce around as much, this would really force defending alliances to think about where they deployed their forces. |

Mitsa Nutita
Critical Danger Against ALL Anomalies
1
|
Posted - 2014.03.07 12:15:00 -
[120] - Quote
Sigras wrote:Marlona Sky wrote:Sigras wrote:so youre saying you think it's ok to increase cap ship travel time by 110,000% because thats what youre suggesting. What I am suggesting is capital movement becomes strategic instead of the fastest way to travel. An admirable suggestion, however I would suggest that there are a few stopping points between 7 minutes and 7747 minutes that could be visited. Marlona Sky wrote:Sigras wrote:Also, you never did address the issue that the PPP affects large and small groups equally its still really moronic that it takes the same amount of logistics preparation to move 249 ships as it does to move 1, and the PPP does nothing to change that. Small groups influence small amounts of space. So they are not having to zip across the map ever day to maintain control of vast amounts of space a larger group would. Almost all large forces base from one system. So the smaller group would not be affected nearly as much as the larger group. The PPP does in fact change that. You're focusing on defense entirely too much. In an offensive setting, a small group may need far more mobility than this to run an effective hit and run campaign. Small groups should be able to be more mobile in offense and defense alike. I propose cutting the jump range of supercarriers to 3.5 LY, and making cynos have a mass limit and mass regeneration per second. So a cyno would have 2.1 billion kg of mass to start off with and would regenerate 20 million kg per second The lore surrounding this would be that a large mass object landing at a cyno destabilizes it and makes it more difficult for other ships to lock onto the cyno. Force recons are better at compensating for this effect and thus are able to pass more mass through in a shorter time. Then after every jump I would require a ship to have a wait time until it can jump again (allowing for the ship's jump drive to cool down). Something like: DistanceJumped / MaxJumpRange * 15 = MinutesUntilNextJump This would simultaneously fix several problems in new eden 1. provide the force recons with a useful bonus to cynos (+200% mass regeneration) 2. scale cap ship logistics with the size of the fleet (moving more ships either requires more time or more cyno alts) 3. Limit the ease of force projection 4. make cyno travel of large groups far more disrupt-able and obvious. Now of course this would only make travel more annoying but not really do much else unless you were able to take sov in a much shorter time frame. Im thinking something like giving the attackers the ability to sync the reinforce timers of certain systems, so the attackers buy special syncing SBUs, and they force the I-Hubs in those systems to have the same reinforce timers. You would still have to RF them both, but they would all come out of RF at the same time. This would mean that you could actually force your opponent to split his resources or risk losing one of the systems to a "drive by" Again with the new cap ships not able to bounce around as much, this would really force defending alliances to think about where they deployed their forces.
https://forums.eveonline.com/default.aspx?g=posts&m=4309868#post4309868 What about looking at my above post. |
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