| Pages: 1 2 [3] 4 5 6 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Trollin
State Protectorate Caldari State
109
|
Posted - 2014.07.09 16:25:00 -
[61] - Quote
the only way I am +1 on this
IF EVERY JUMP CAPABLE SHIP CAN DO IT
SUPER+TITAN+CARRIER+DREAD+JF+BLOPS+RORQ We are our own worst enemy. |

Uriel Paradisi Anteovnuecci
Umbrarum Paradisi
866
|
Posted - 2014.07.09 16:28:00 -
[62] - Quote
Why hello, 'Trollin' 
There's actually a thread for that already!
It's an interesting idea, but it'd be a huge mistake to implement something like that on all the jump ships- on the black ops, it presents a unique new attribute and opens up he door for this idea. It gives he ships a unique role and could be just what they need  "A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams....is built in heaven."
-Jovian Proverb-á |

rsantos
TEC-NOLOGY Sorry We're In Your Space Eh
8
|
Posted - 2014.07.09 16:29:00 -
[63] - Quote
IceAero wrote:rsantos wrote:
I've already stated my reasons... jumping to a system without a cyno allows you to move an entire fleet without any fleet member taking a single gate... that is too powerful and risk free...
How much risk is associated with a nullified covert T3 traveling a half dozen system to light a covert cyno?
Some != None |

Trollin
State Protectorate Caldari State
109
|
Posted - 2014.07.09 16:33:00 -
[64] - Quote
there can be other threads, i was replying to yours.
to give blops only the capability is to ignore the rest, so much for being against forced alts, yada yada
you just want to grape harder, admit it We are our own worst enemy. |

Uriel Paradisi Anteovnuecci
Umbrarum Paradisi
866
|
Posted - 2014.07.09 16:34:00 -
[65] - Quote
There's a lot of risk present in any situation where you're blindly jumping into another system.
Normally, a cyno alt doubles as a scout of sorts- without prior intel, you're putting a lot at risk. "A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams....is built in heaven."
-Jovian Proverb-á |

Altirius Saldiaro
Royal Amarr Institute Amarr Empire
1
|
Posted - 2014.07.09 16:37:00 -
[66] - Quote
There should be 3 types of jumps on all jump drives.
JD to Cyno = Precise JD to chosen system in range = Near sun JD Emergency Jump = Random jump to random system within jump range.
|

IceAero
Burning Napalm Northern Coalition.
32
|
Posted - 2014.07.09 16:39:00 -
[67] - Quote
rsantos wrote:IceAero wrote:rsantos wrote:
I've already stated my reasons... jumping to a system without a cyno allows you to move an entire fleet without any fleet member taking a single gate... that is too powerful and risk free...
How much risk is associated with a nullified covert T3 traveling a half dozen system to light a covert cyno? Some != None
Look, please, be constructive. Or try, for EVE's sake.
I completely understand your logical statement.
Can you please address my question in the context of the proposal at hand?
I'll proffer my own logic:
Jumping a fleet of covert ships and Black Ops to a point in space at a covert cyno != jumping a fleet of black ops ships to an unscouted system at random points (with a delayed warp-off and inability to light cynos).
To do the first, you have a little risk (how much, you've yet to tell me), and to do the other, you have no risk. |

rsantos
TEC-NOLOGY Sorry We're In Your Space Eh
8
|
Posted - 2014.07.09 17:01:00 -
[68] - Quote
Black-Ops had there Jump/bridge range increased a few iterations ago... rightly so... range was crap.
With this change a black-ops will be able to move outside the jump range with ease... 30 secounds or 1 minute delay... that what it takes for them to cap up...
Now... You and your friends are having a BLOPS fleet night... you chill in station waiting for scouts and tackle to catch something... Today you are limited by the jump/bridge range or for cynos in mid-points .... with this change your not limited anymore...
It also gives them the ability to GTFO whenever... "You get in a tight spot! Just jump next door". A random spot 1-5 AU from the sun... "Perfect! Couldn't be safer!"
I did BLOPS fleet almost every-day for the past 8-9 months, toke a break last month.... these changes would "make my day"! I just think it makes it too easy. |

Nikk Narrel
Moonlit Bonsai
4308
|
Posted - 2014.07.09 17:21:00 -
[69] - Quote
rsantos wrote:Black-Ops had there Jump/bridge range increased a few iterations ago... rightly so... range was crap.
With this change a black-ops will be able to move outside the jump range with ease... 30 secounds or 1 minute delay... that what it takes for them to cap up...
Now... You and your friends are having a BLOPS fleet night... you chill in station waiting for scouts and tackle to catch something... Today you are limited by the jump/bridge range or for cynos in mid-points .... with this change your not limited anymore...
It also gives them the ability to GTFO whenever... "You get in a tight spot! Just jump next door". A random spot 1-5 AU from the sun... "Perfect! Couldn't be safer!"
I did BLOPS fleet almost every-day for the past 8-9 months, toke a break last month.... these changes would "make my day"! I just think it makes it too easy. In order to bring the BLOPs to a system, yes, you would lock onto the star and pop to a random point nearby.
In order to bring in ANY other ships, the BLOPs would then need to light a cyno or covert cyno, depending on what was doing the bridging.
So, you either have a fleet consisting of billion ISK hull & fitting combinations, or you are using one to light a cyno. Either way, I see high risk, and BLOPs in the field itself, not just opening bridge portals at a safe and secure staging area.
As to using the jump to get out of trouble, this assumes no point has been applied, unless I missed something. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

IceAero
Burning Napalm Northern Coalition.
33
|
Posted - 2014.07.09 18:12:00 -
[70] - Quote
Nikk Narrel wrote: In order to bring the BLOPs to a system, yes, you would lock onto the star and pop to a random point nearby.
In order to bring in ANY other ships, the BLOPs would then need to light a cyno or covert cyno, depending on what was doing the bridging.
So, you either have a fleet consisting of billion ISK hull & fitting combinations, or you are using one to light a cyno. Either way, I see high risk, and BLOPs in the field itself, not just opening bridge portals at a safe and secure staging area.
As to using the jump to get out of trouble, this assumes no point has been applied, unless I missed something.
Right, so you definitely can't jump if you're pointed or in a bubble. That's nothing new.
Also, in my vision of this concept, the black ops cannot fit both a cyno generator and this new prototype jump drive. I think this is necessary to avoid using a single black ops jump into a system and then light a covert cyno.
|

Lord Fudo
Center for Advanced Studies Gallente Federation
93
|
Posted - 2014.07.09 18:13:00 -
[71] - Quote
Frostys Virpio wrote:Rek Seven wrote:So what's your point? Are you for it or against it?
It wouldn't change anything other than making blackops a better ship.
Sadly it isn't going to happen anyway as it would probably involve too much work for CCP. I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around.
How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote. |

IceAero
Burning Napalm Northern Coalition.
33
|
Posted - 2014.07.09 18:22:00 -
[72] - Quote
Lord Fudo wrote:Frostys Virpio wrote:Rek Seven wrote:So what's your point? Are you for it or against it?
It wouldn't change anything other than making blackops a better ship.
Sadly it isn't going to happen anyway as it would probably involve too much work for CCP. I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around. How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote.
Heh, yeah. He also missed the idea that this "cyno-less" jumping ability would not allow a cyno to be fitted to the ship that's jumping. |

rsantos
TEC-NOLOGY Sorry We're In Your Space Eh
8
|
Posted - 2014.07.09 18:22:00 -
[73] - Quote
Lord Fudo wrote:Frostys Virpio wrote:Rek Seven wrote:So what's your point? Are you for it or against it?
It wouldn't change anything other than making blackops a better ship.
Sadly it isn't going to happen anyway as it would probably involve too much work for CCP. I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around. How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote.
you use 2 black-ops... one jumps and ligths cyno the other bridges. |

rsantos
TEC-NOLOGY Sorry We're In Your Space Eh
8
|
Posted - 2014.07.09 18:26:00 -
[74] - Quote
IceAero wrote:Lord Fudo wrote:Frostys Virpio wrote:Rek Seven wrote:So what's your point? Are you for it or against it?
It wouldn't change anything other than making blackops a better ship.
Sadly it isn't going to happen anyway as it would probably involve too much work for CCP. I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around. How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote. Heh, yeah. He also missed the idea that this "cyno-less" jumping ability would not allow a cyno to be fitted to the ship that's jumping.
Why the "cyno-less"! I don't get it why its OP to jump and ligth cyno for a bridge for bombers and recons and its not OP to just use blak-ops and don't use a cyno at all.
|

IceAero
Burning Napalm Northern Coalition.
33
|
Posted - 2014.07.09 18:32:00 -
[75] - Quote
rsantos wrote:IceAero wrote:Lord Fudo wrote:Frostys Virpio wrote:Rek Seven wrote:So what's your point? Are you for it or against it?
It wouldn't change anything other than making blackops a better ship.
Sadly it isn't going to happen anyway as it would probably involve too much work for CCP. I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around. How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote. Heh, yeah. He also missed the idea that this "cyno-less" jumping ability would not allow a cyno to be fitted to the ship that's jumping. Why the "cyno-less"! I don't get it why its OP to jump and ligth cyno for a bridge for bombers and recons and its not OP to just use blak-ops and don't use a cyno at all.
It's about differentiation and avoiding changing more game mechanics.
You're concerned about this being overpowered, and, in turn, a fair limitation is to maintain the existing game mechanics for covert-bridging covert ops ships. If you want to bridge in a fleet to a system, you've gotta fly a ship there and light a covert cyno. There's no need to change this.
This proposal is related to a specific ADDITIONAL role for Black Ops hulls that does not change existing mechanics. It allows Black Ops, and them alone, to jump without a cyno. To avoid this being a back-door to avoiding the existing cyno requirement, it is necessary to prevent a cyno from being used afterwards.
Covert Ops != Black Ops.
After this change, one solution is to just prevent black ops from fitting covert cynos all together. |

Lord Fudo
Center for Advanced Studies Gallente Federation
93
|
Posted - 2014.07.09 18:40:00 -
[76] - Quote
IceAero wrote:Lord Fudo wrote:Frostys Virpio wrote:Rek Seven wrote:So what's your point? Are you for it or against it?
It wouldn't change anything other than making blackops a better ship.
Sadly it isn't going to happen anyway as it would probably involve too much work for CCP. I'm against because it's a change that bring nothing new. You made bridging still require a cyno but that's only an illusion of not being able to bridge wherever you want because you were to need a BLOP on the other system anyway to bridge the gang back home so he can bling jump, light his own cyno and you the bridge the fleet without having to slow boat a cyno to that system. It's basicly a **** ton of code to save people the hassle of having a cyno alt slowboating around. How is the black ops that jumped able to bridge the fleet to him with the cyno he lit? Maybe I am misreading what you wrote. Heh, yeah. He also missed the idea that this "cyno-less" jumping ability would not allow a cyno to be fitted to the ship that's jumping.
I think that it should require 2 black ops to be able to leap frog around. Especially if the only cyno they can fit are covert ops to prevent caps from taking advantage of it. I view black ops and covert ops as I do in RL. They are the elite. they have tools, gear and abilities that no one else has or can do.
They could possibly balance it with not only making it difficult to fit cloak, JPG, and covert cyno plus rest of fitting, but also modify fleet mechanics to recognize ship types and only allow max of 2 BLOPs in a fleet.
Flip side, keeping it all simple and basic has a better chance of CCP messing with it. so I am all in favor of Black Ops not being able to fit any type of cyno. Even though it would be a lot of fun to leap frog around a stealth fleet with two Black Ops. To me that would be the most fun. |

Nikk Narrel
Moonlit Bonsai
4309
|
Posted - 2014.07.09 18:42:00 -
[77] - Quote
IceAero wrote:Right, so you definitely can't jump if you're pointed or in a bubble. That's nothing new.
Also, in my vision of this concept, the black ops cannot fit both a cyno generator and this new prototype jump drive. I think this is necessary to avoid using a single black ops jump into a system and then light a covert cyno.
I would not be too quick to pull that from the table, and I would like to point out why.
This jump tactic only fits two situations, in my opinion, with any real probable chance.
1. Time is short, and the cyno boat would not be able to reach before players critical to success needed to leave.
2. The systems are so well locked down, that use of the regular cyno boat has been discouraged. This makes the target area a prized opportunity for demonstrating that null sec can be dangerous anywhere.
I would point out that a battleship hull, uncloaked as needed for even a covert cyno, would not be a great challenge to scan down. It would also be very likely to me, that seeing this ship land would inspire many proficient scanning pilots to become alert and hunting for the ship to do just that, decloak for a cyno, so it could be nailed in the act. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

IceAero
Burning Napalm Northern Coalition.
33
|
Posted - 2014.07.09 18:43:00 -
[78] - Quote
Lord Fudo wrote:
I think that it should require 2 black ops to be able to leap frog around. Especially if the only cyno they can fit are covert ops to prevent caps from taking advantage of it. I view black ops and covert ops as I do in RL. They are the elite. they have tools, gear and abilities that no one else has or can do.
They could possibly balance it with not only making it difficult to fit cloak, JPG, and covert cyno plus rest of fitting, but also modify fleet mechanics to recognize ship types and only allow max of 2 BLOPs in a fleet.
I'm proposing that they cannot fit Any cyno, covert or regular.
As I said, with this chance, I think black ops should be removed from the class of ship about to light covert cynos.
Nikk Narrel wrote:IceAero wrote:Right, so you definitely can't jump if you're pointed or in a bubble. That's nothing new.
Also, in my vision of this concept, the black ops cannot fit both a cyno generator and this new prototype jump drive. I think this is necessary to avoid using a single black ops jump into a system and then light a covert cyno.
I would not be too quick to pull that from the table, and I would like to point out why. This jump tactic only fits two situations, in my opinion, with any real probable chance. 1. Time is short, and the cyno boat would not be able to reach before players critical to success needed to leave. 2. The systems are so well locked down, that use of the regular cyno boat has been discouraged. This makes the target area a prized opportunity for demonstrating that null sec can be dangerous anywhere. I would point out that a battleship hull, uncloaked as needed for even a covert cyno, would not be a great challenge to scan down. It would also be very likely to me, that seeing this ship land would inspire many proficient scanning pilots to become alert and hunting for the ship to do just that, decloak for a cyno, so it could be nailed in the act.
The other situation is when a fleet wants to travel longer distances without moving the cyno ahead of them.
But I do think black ops can't be allowed to jump without a cyno, just to light a cyno. |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
88
|
Posted - 2014.07.09 18:49:00 -
[79] - Quote
My solution
Prototype jump navigation computer rig. Electronics rig. 300 calibration(maybe 200)
Allows the blops to jump without cyno support. Penalty, cyno and covert cyno cant be fit to ship. (None of this mobile depot refitting bs)
Tech 1, 1min spool time, 1half cynoable jump range Tech 2, 40 seconds 2/3rds cynoable range.
Ship must be uncloaked while spooling up the drive. Ship speed while spooling the drive locked at 0m/s defensive gear and weapons can be used. Can be canceled with 1 point of warp disruption. Capacitor need for jump is removed upon starting the jump.
There now its a hardwire choice you rig right into the ship thats costly to change.
Maybe play with the numbers though. 1 minute is an eternity in hostile territory. Maybe 45/30 or 30/20 so the person probing you would need to be quick |

Nikk Narrel
Moonlit Bonsai
4310
|
Posted - 2014.07.09 19:04:00 -
[80] - Quote
IceAero wrote:Nikk Narrel wrote:IceAero wrote:Right, so you definitely can't jump if you're pointed or in a bubble. That's nothing new.
Also, in my vision of this concept, the black ops cannot fit both a cyno generator and this new prototype jump drive. I think this is necessary to avoid using a single black ops jump into a system and then light a covert cyno.
I would not be too quick to pull that from the table, and I would like to point out why. This jump tactic only fits two situations, in my opinion, with any real probable chance. 1. Time is short, and the cyno boat would not be able to reach before players critical to success needed to leave. 2. The systems are so well locked down, that use of the regular cyno boat has been discouraged. This makes the target area a prized opportunity for demonstrating that null sec can be dangerous anywhere. I would point out that a battleship hull, uncloaked as needed for even a covert cyno, would not be a great challenge to scan down. It would also be very likely to me, that seeing this ship land would inspire many proficient scanning pilots to become alert and hunting for the ship to do just that, decloak for a cyno, so it could be nailed in the act. The other situation is when a fleet wants to travel longer distances without moving the cyno ahead of them. But I do think black ops can't be allowed to jump without a cyno, just to light a cyno. I can agree that a normal cyno should be impossible to fit with this drive, but the BLOPs begins to feel like a novelty ship if it cannot at least retain the covert cyno.
The BLOPs, in my opinion, is present to help insert the covert forces into enemy territory. It feels inadequate to me in the role of a scout, or even attack craft, outside of extraordinary circumstances.
In my thinking, the BLOPs exists only to plant the covops boats, and get them out as needed. Any other use just feels like a novelty to me. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
88
|
Posted - 2014.07.09 19:11:00 -
[81] - Quote
Quote:
In my thinking, the BLOPs exists only to plant the covops boats, and get them out as needed. Any other use just feels like a novelty to me.
Get 6 of them. Jump them all at once into the different mining/plexing systems of someone you dont like. Sit around and watch as the bears go into panicmode. Might be a novelty but certainly great. Also could be used to get past gate camps to attack things. (Or just jump into a heavily camped system to relay the fleet makeup of the camp).
I could probably think of a dozen new things that could be done in the scouting and harassing line of duty, with the new blops. And im sure others can think of more
|

Nikk Narrel
Moonlit Bonsai
4310
|
Posted - 2014.07.09 19:26:00 -
[82] - Quote
Linkxsc162534 wrote:Quote:
In my thinking, the BLOPs exists only to plant the covops boats, and get them out as needed. Any other use just feels like a novelty to me.
Get 6 of them. Jump them all at once into the different mining/plexing systems of someone you dont like. Sit around and watch as the bears go into panicmode. Might be a novelty but certainly great. Also could be used to get past gate camps to attack things. (Or just jump into a heavily camped system to relay the fleet makeup of the camp). I could probably think of a dozen new things that could be done in the scouting and harassing line of duty, with the new blops. And im sure others can think of more Yes, but you can drive players just as crazy with a shuttle, so long as they don't realize you are harmless.
In other threads, we have had first person testimony explaining how they went into a system, and noone bothered to actually verify if they were even cloaked, let alone considered dangerous. Noob ships, not even loaded with a cyno, have managed to lock down systems before.
Using a full fledged BLOPs for this seems a bit overkill, to me. But I gotta give you this much, it has style. The limousine of AFK cloaking, as it were.
Scouting is another issue, as you really can't warp onto grid without exposing yourself. Knowing you can't warp cloaked keeps you in the dark by necessity. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

rsantos
TEC-NOLOGY Sorry We're In Your Space Eh
8
|
Posted - 2014.07.09 20:32:00 -
[83] - Quote
The only way see this idea have any use is to not have the cyno restriction and spool time.... special rig... hum maybe. Other wise I don't see much use for it outside blops-only fleets. Even then... |

Nikk Narrel
Moonlit Bonsai
4311
|
Posted - 2014.07.09 20:44:00 -
[84] - Quote
rsantos wrote:The only way see this idea have any use is to not have the cyno restriction and spool time.... special rig... hum maybe. Other wise I don't see much use for it outside blops-only fleets. Even then... If it keeps the covert cyno, I can see it as the centerpiece for an underground railroad network.
It would still be risky, since the covert cyno as well as the bridging functions would expose the operation to hostile scanning, and players would suspect only high value things to travel this way.
I could see this happening. Upgrading Local to Eliminate All AFK Influence What if Local Chat changed, Hunting the Cloaked... |

Linkxsc162534
Traps 'R' Us Advanced Amateurs
88
|
Posted - 2014.07.09 21:10:00 -
[85] - Quote
Nikk Narrel wrote: Yes, but you can drive players just as crazy with a shuttle, so long as they don't realize you are harmless.
In other threads, we have had first person testimony explaining how they went into a system, and noone bothered to actually verify if they were even cloaked, let alone considered dangerous. Noob ships, not even loaded with a cyno, have managed to lock down systems before.
Using a full fledged BLOPs for this seems a bit overkill, to me. But I gotta give you this much, it has style. The limousine of AFK cloaking, as it were.
Scouting is another issue, as you really can't warp onto grid without exposing yourself. Knowing you can't warp cloaked keeps you in the dark by necessity.
Ah well you dont need to warp to grid if your handy with your dscanner. also theres getting into systems you wouldnt have been able to.
Also you could for example pull aggro. Warp to the gate at 100km. There are plenty of pilots willing to fly off their camps to get a juicy blops kill. Then rush your fleet into the now partially scattered camp.
And no ship is overkill for scouting. It just depends on what you want to do.
Most use a bomber or cepter for scouting on gates. But very often ive seen hacs, canes, typhoons and numerous mjd equipped bses act as scouts. Use a blops for it isnt exactly overkill, just different from what you normally expect. (Seen blops used as long term scouts with the ability to kill in whs before) |

Carlos Agathon
Grumpy Bastards No Response
9
|
Posted - 2014.07.10 01:12:00 -
[86] - Quote
tl;dr "But what about wormholes?"
Ok first of let me say that I really like the idea of BLOPS BS's being able to jump around without the need for a cyno alt.
tl;dr I really enjoy blopsing Let me also point out that I live in a C5 wormhole and really enjoy having a couple of guys sit in our home system while we move a (couple of) scout(s) through nullsec looking for ratters to pounce. When we find somebody, we will jump out into NullSec and immediately jump. This gives us the advantage of not really being called out in any intel networks because there is just 'that one guy in a cloaky nullified T3 / Force recon'. tl;dr I really enjoy blopsing
Now let me point out some things forth thinking about. The way you describe it (please correct me if I'm wrong) is that you say that my jumpdrive could lock on to any star in jumprange. I would assume this is also true in wormhole space (yes, wormhole space actually has regions and constellations). I would also assume that we define constellations/regions (among other things) as systems that are somewhat close to each other. What this means for w-space is either of the following: 1) You argue that all wormhole systems are really really really far away (out of jumprange) from each other. 2) Wormhole space would have to actually get mapped out, creating distances between systems in one constellation/region. 3) You take the easy way out: 'Because of unexplainable/unreasonable/unrealistic mechanic X, physics do not apply in wormhole space, so your ship can not lock on to a star, like it can anywhere else. Yes - I know, one explanation could be, that your ships does not actually lock on to stars, it jumps to wherever the ships map tells the ship a star is (Completely unrealistic, considering all galaxies move around at vast speeds all the time).
Personally, I don't think jumping between wormhole systems would be an issue as a Black Ops BS can't use covops cloak and is also not really build for scanning (you have a 1bil unbonused scanning battleship). For this, you could plant a CovOps scout in the systems in jumprange before and hotdrop carebears whenever they jew (no local muaha) the thought of this makes me salivate like crazy. I don't think the carebears would like it as much as I do though.
Just thought I should bring this up. I know wormhole population is only 5% of all eve players, but at a little over 2500 systems, we are 'bigger' than HighSec (1090) and LowSec (817) - assuming these numbers are not outdated. Anyway, I thought I would bring the impact on wormholes up right now so we can brainstorm this stuff now. If you guys are generally open to the idea of jumping in between wormholes, we can also talk about the effects of wormhole anomalies (black hole, red giant...) on jumping.
Hope I made you think and the wall of text isn't too long. |

Uriel Paradisi Anteovnuecci
Umbrarum Paradisi
867
|
Posted - 2014.07.10 01:19:00 -
[87] - Quote
I actually never considered all of that- I think it's an interesting idea, but I feel like the idea would/could get a lot of backlash. If anything, it would take a whole discussion of it's own, talking about the benefits or potential exploits- there's a lot that could work but a lot that could go wrong too.
That said, mapping wormholes with black ops would still be pretty fun  "A City made of Wood is built in the forest; A City made of Stone is built in the mountains; But a City made of Dreams....is built in heaven."
-Jovian Proverb-á |

PotatoOverdose
Handsome Millionaire Playboys Mordus Angels
1897
|
Posted - 2014.07.10 01:24:00 -
[88] - Quote
I like it. +1 |

Carlos Agathon
Grumpy Bastards No Response
9
|
Posted - 2014.07.10 01:29:00 -
[89] - Quote
Uriel Paradisi Anteovnuecci wrote:I actually never considered all of that- I think it's an interesting idea, but I feel like the idea would/could get a lot of backlash. If anything, it would take a whole discussion of it's own, talking about the benefits or potential exploits- there's a lot that could work but a lot that could go wrong too. That said, mapping wormholes with black ops would still be pretty fun 
I would not be surprised if CCP took the easy way out saying 'This won't work in wh's because of XXXYYYZZZ' it would also not really solve the issue of the wormhole population declining. This is for another thread, but while they're at it, they might as well implement this into wh's. PvPers will love it. |

Quinn Corvez
Probe Patrol Ixtab.
240
|
Posted - 2014.07.10 07:50:00 -
[90] - Quote
It would break wormhole space by letting the biggest groups dominate entire wormhole regions. A mass reduction may encourage blackops use in wormholes but wormholes need something special before it's too late. 
The best chance this non-cyno jump idea has is to keep it simple:
1. blackops can jump to a cyno or to a sun within range 2. when jumping to the sun you land on grid within X range of the sun exposing you to the risk of a sun camp 3. a sun jump requires a large amount of capacitor 4. the ship can't cloak for 10 seconds after a sun camp
One blackops change that some people in my corp would like to see, is a massive increase to the cloaked velocity bonus. |
| |
|
| Pages: 1 2 [3] 4 5 6 :: one page |
| First page | Previous page | Next page | Last page |