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Querns
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Posted - 2014.07.07 16:25:00 -
[1] - Quote
A common mistake that is made in these threads is to attempt to use cost to limit throughput or power projection. As we can see with the proliferation of titans, cost is NOT a balancing factor; money is just too easy to make in this game for that to ever be the case.
In particular, the popular idea wherein ships or pilots can only execute a limited number of jumps in a time period is actually an indirect attempt to limit power projection through cost. Personally, I own six jump freighter pilots and a jump freighter for each; if a jump cooldown timer was added to jump freighters, I would set up a Pony Express style jump chain and continue business as usual. Meanwhile, people with only one jump freighter are completely screwed. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.07 21:10:00 -
[2] - Quote
Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.07 21:11:00 -
[3] - Quote
I will repeat it until my fingers are bloodied, useless stumps:
COST DOES NOT ACT AS A LIMITING FACTOR IN EVE: ONLINE, A SPACESHIP GAME. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.07 23:49:00 -
[4] - Quote
Lucas Quaan wrote:Querns wrote:Andraea Sarstae wrote:You can achieve much of what you want with some smaller changes:
- Jump drive cool downs on combat capitals
This is not a meaningful restriction, as I can just own multiple hulls and/or pilots (depending on implementation) and use them Pony Express style to achieve the same gameplay as today. These types of restrictions just gate gameplay out for pilots with less money or time (typically, but not always newer players) with no real meaningful restriction for the time or money richer players. So lets cater to the rich and organised who can just burn 30j with interceptors to their 500 BS cache in the warzone instead. This thread has AIDS and most of the suggestions in it are hilariously disconnected from the one thing that matters in terms of having power to project in the first place: warm bodies. If I can simply stockpile ships in strategic locations then you can nerf jumpdrives or logistics or exotic dancers however much you like, the little guy will still get stomped by those with more people. If your end goal is a more diverse null sec, then you need to address reasons to diversify, not arbitrary limitations on distance that only hurt the small and poor anyway. You're completely misunderstanding the point of my post.
The point was to say that adding cooldowns to jump-capable ships actually makes the rich able to outcompete the poor based on the merit of the rich being able to afford the multiple characters / hulls needed to set up the Space Pony Express model I keep alluding to in this thread. Power projection has be tackled with a different method than this. I only keep harping on it because this particular idea is a very convenient one to adopt or derive independently and keeps getting mentioned when it has obvious drawbacks that completely undermine the spirit of the proposal. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.07 23:57:00 -
[5] - Quote
Mashka Cybertrona wrote:or we could have travel time in jumps tied to the same speed as in warps so jumping a carrier to max range would be like 5mins of warp tunnel, drastically slowing down movement of capitals and also delaying their deployment thus giving sub-capitals a window to achieve an objective prior to capital support arriving. This is a decent idea, but time dilation largely kills it. When time in the Big Fight System is running at 1/10th speed and jump tunnels are operating at normal speed, an extra 20 minutes isn't going to make a significant difference in the outcome of the fight. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.08 16:23:00 -
[6] - Quote
Kyle Brutor wrote:Without going into too much detail into the problem of power projection itself, I'd like to introduce you to my simple concept to control it. This is simply a concept that I would be interested in hearing feedback on. I don't know whether it would be good or bad for the game but it wouldn't be as drastic as a change as some of the other ideas mentioned here.
Idea: all jump drive capable ships have a calibration amount that recharges kind of like capacitor does. The points of calibration are based upon how many light years the ship can jump. The exact numbers for capacity and recharge rate could be debated but an example would be that a ship could jump 50 light years and their calibration recharges at 10 light years per hour. (I don't know if those are even close to reasonable numbers, I just picked random ones.) Maybe even have skills that can increase the capacity and recharge rate as well. It would basically put a hard limit on to how far ships could jump within a certain time frame but also leave choices available. For instance, you may decide to jump into a fight but not have the calibration to jump out to even the nearest star system for at least 15 minutes. Moving across the galaxy would have to actually be a thing that takes a little bit of time and planning. This is not a meaningful restriction; I can use multiple hulls and pilots to achieve the same travel that I do today, while people who cannot afford multiple hulls and pilots are screwed. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.08 16:27:00 -
[7] - Quote
Cyaron wars wrote:Please, keep yourself away from claiming your alliance achieved everything on it's own :) We all know that you are nothing, always were nothing and always will remain big nothing without your precious pile of warm bodies. GSF was a parasitic alliance, still is a parasitic alliance and will always remain as such. Linking Sov map and claiming your alliance did it all right on it's own makes you look like a poor deluded guy :) [citation needed] This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.08 21:01:00 -
[8] - Quote
I guess I don't get the whole "jump bridges must be neutered" thing floating around. Ever since jump bridges were limited to one per system, these travel corridors are very easy to interdict -- simply focus your efforts on the gates between two links. It's certainly more interdictable than a titan bridge, which can not only reach farther, but can utilize beacons to more covertly move pilots between systems (in that a cyno is not required, which is broadcast to everyone in the game.) Compare this to jump bridges, which, by and large, do not change their links, and are typically published publicly, or at least widely enough to make their existence common knowledge. Hell; you can even divine the destination of a jump bridge by getting within 2500 meters of it and right clicking, even if you are hostile to the jump bridge haver in question!
Certainly, jump bridges are an advantage, but their use today is a symptom of the sprawl required to maintain a nullsec empire today, not the cause. Case in point: we prefer to use wormholes for moving our troops over large distances, despite the fact that we have an expansive jump bridge network. The jump bridge network is too easy to disrupt to be a reliable troop transport mechanism, so we use an alternative. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.08 21:15:00 -
[9] - Quote
Kynric wrote:As for jump bridges limit their connections to within the constellation and increase their power/cpu requirement such that they take up nearly all available pos resources. This would allow small gangs to camp them in much the same way as they do gates. You're greatly overestimating the offensive power of a POS. A 10 man gang of ishtars and 2-3 scimitars can incapacitate all the guns on a bridge tower easily and leave the bridge online, allowing anyone to camp anyone coming out of the bridge at will. This happens pretty much on a daily basis along our travel corridors. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.08 21:54:00 -
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Kynric wrote:Querns wrote:Kynric wrote:As for jump bridges limit their connections to within the constellation and increase their power/cpu requirement such that they take up nearly all available pos resources. This would allow small gangs to camp them in much the same way as they do gates. You're greatly overestimating the offensive power of a POS. A 10 man gang of ishtars and 2-3 scimitars can incapacitate all the guns on a bridge tower easily and leave the bridge online, allowing anyone to camp anyone coming out of the bridge at will. This happens pretty much on a daily basis along our travel corridors. That's a bit bigger than the gangs I roam with and incaping mods sounds like unpleasant and time consuming structure grinding. A jump bridge is at some level a player made stargate. As it stands now with defenses it is something a lot stronger and harder to camp than a normal gate. The entire point of this thread was to suggest ways to reduce projection, which is perhaps not a goal everyone agrees with. However, if that is the goal than increasing the vulnerability to camping would be a way, especially if it was neutered to the point that a duo or trio could make a nuisance of themselves. Seems odd that the player made stargate (jump bridge) would be much less vulnerable to harassment than the usual gates.
You can also bypass the guns on a pos completely by setting up a drag 400km+ off the jump bridge, if you don't want to shoot guns. You can camp with one character doing this. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.08 22:45:00 -
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All this obsession with putting timers on things. Speaking from a biased, empire haver perspective, I say put timers on jumps and bridges -- it hurts us way less than it does anyone else. If you want to perpetuate the status quo, adding timers to everything is the way to go. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 15:53:00 -
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Wentworth III wrote:Wentworth III wrote:Why not just limit the amount of times a capital can make cross-regional jumps to like 2 or 1 per every 2 days ? That way they can be used in combat still, but couldn't, say, move from delve to tribute in 15 minutes. I think this probably got overlooked but I seriously can't see any downside to this. It's yet another variation of "artificially limit jumps" that can be completely ignored by simply owning multiple hulls or pilots. Any and all ideas in this vein are terrible and should be discarded out of hand. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 15:58:00 -
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I don't mean to sound like a broken record here, but the "JUST MAKE IT SO THEY CAN'T JUMP AS MUCH" idea just keeps coming up. Frankly, I blame the rest of you for either failing to engage in critical thinking or for failing to read the thread. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 16:33:00 -
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Marlona Sky wrote:Querns wrote:Wentworth III wrote:Wentworth III wrote:Why not just limit the amount of times a capital can make cross-regional jumps to like 2 or 1 per every 2 days ? That way they can be used in combat still, but couldn't, say, move from delve to tribute in 15 minutes. I think this probably got overlooked but I seriously can't see any downside to this. It's yet another variation of "artificially limit jumps" that can be completely ignored by simply owning multiple hulls or pilots. Any and all ideas in this vein are terrible and should be discarded out of hand. I'm pretty sure every line member can't afford a few hundred carriers and a few hundred dreads to accomplish what they can do today with just one of each. Such a change Wentworth III suggest would have a real impact. So please, stop the fear mongering. It would indeed have a real impact on the people who can't afford multiple hulls. "One hundred" is hyperbole; as little as 3-6 hulls would afford you a significant advantage. All these sorts of changes do is gate out the "little guy" even harder than the status quo.
Don't be mistaken; as a moderately rich player, and as part of the most successful coalition in the game, I am absolutely for such a change. Bring it on. It's clearly terrible for the health of the game as a whole, however. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 16:36:00 -
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Kagura Nikon wrote:Querns wrote:I don't mean to sound like a broken record here, but the "JUST MAKE IT SO THEY CAN'T JUMP AS MUCH" idea just keeps coming up. Frankly, I blame the rest of you for either failing to engage in critical thinking or for failing to read the thread. And all the other alternatives simply break completely the game. I blame people sttuborn pushign the no jumps anymore in failing to engage critical analysis of the game outside your little bubble of reality. What part of "owning multiple hulls and pilots allows you to ignore jump cooldown restrictions" is indicative of any sort of gossamer vignette? It's just facts. If, after jumping, my hull has a 15 minute cooldown before it can jump again, I just jump into another hull and continue. Carriers are inexpensive enough to make this feasible. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 17:22:00 -
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Kagura Nikon wrote: I do not contest that. What I contest is the Illusion that you can achieve completely what you desire without completely breaking the game (for example isolating large zones of low sec from the rest of universe)
I want the same effect as you.. but I am more focused on the side effects taht woudl not be bearable. And if you try to push only somethign that has an inherent side effect taht CCP will never tolerate, then you are scrapign your own idea.
That is why I cannot see a "remove cyno jump" level of change beign ever implemented.
You're taking too many steps in a direction we're not going here. Truthfully, I don't have any good answers to the power projection or sov problems being discussed in this thread. (Incidentally, no one else here has painted a consistently good one either!) However, being the man that I am, I am exceedingly good at deconstructing terrible ideas, and I post as such. Post-jump timers are simply infeasible. There may yet be ways to curb power projection that aren't immediately exploitable, and I eagerly await their inclusion, so that I can take them apart.
I exist only to destroy. Somehow, I make this a positive thing. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 17:34:00 -
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Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists.
Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 17:49:00 -
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Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money.
This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 18:04:00 -
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Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:Querns wrote:Kagura Nikon wrote:But I still think major problem is the no drawback on having thousands of blues. If you cannto have thousands of blues then it does not matter how much projection you have.
The problem is that blues cannot be "restricted." Sure, you can put in game mechanics to limit the size of entities, or put in mechanics that restrict the in-game standings in some effective, non-specified way, but the fact of the matter is that blue relationships are increasingly forged out of game -- at barbecues, at Fanfest, in Vegas, in Jabber, on Mumble. Out of game software and organization can compensate for any attempted restriction of in-game blue lists. Attempting to curtail organization and friendship is a non-starter. How do you propose to keep two disparate groups from working together? No need to curtain friendship.. just to curtail automatic system that make cooperation easy. Make your allaince manteinace increase by the number of blues you have (simple and very rude example) and you can keep friend of someone. But you will not have them blue and therefore emergency operations with them are almost impossible. If blue standings increased the alliance maintenance cost, we'd just keep our allies neutral most of the time, then blue them as needed for ops. Alternatively, we'd just eat the cost, since we have a lot of money. This is Yet Another version of using costs to control empires. You can't do this. Cost is not a limiting factor in Eve: Online. it is, because it grows directly in relation to the income capability. Cost is a limiting factors. Th problem is that fixed costs are never going to be a limiting factor. And what you described is exactly what i was thinking. Blue donuts would not be effective at a scalation fight but would be still powerful in planned battles? The result? Now we have a reason to make " hit and run "(for lack of a better term) strikes. Couple that with a delay of a few hours to change standings... You may propose whatever change you might dream, as long you ALLOW a blue list to have 10 K people, it will have 10 K people. That is human nature. If it is impossible to limit blue list then we are doomed and this thread is meaningless because if there is something impossible is to curtail human nature and to think that any approach that relies on psycological pressure will work (because that is the same fail as all the other attempts to use such factors, because it ignores the fact that people will usually not think the same way as the one that created the mechanism). You may make travel as hard as you want, that will NOT solve the blue donut. It will make the stronger part of the blue group to kick the weaker part and pray on them. But the stronger parts that could fight each other in an interestign way will NOT depart. Why? because cowardice is deeply and strongly at the center of human mind. You're not understanding my point -- mechanically limiting the blue list does not actually do anything. Out of game software can easily compensate.
There's a similar example with CVA -- their NRDS policy led them to accumulate more people set to red standings than the game would mechanically allow them to have. (The list got too big.) CVA compensated by making a website that one could paste a name into and determine if the pilot in question was hostile or not. Sure, this is clunky as hell and the delay probably causes a few deaths here and there, but it adequately compensates for the mechanical limitation in game. Your proposal would only exist as a small speedbump until sufficient countermeasures were put into place.
You can't regulate friendship (or hatred, apparently!) with mechanical limitations. It just doesn't work. If you dilute the value of the standings mechanic, we'll just make a workaround. Meanwhile, people with fewer resources of either software or intellect will suffer disproportionately to those of us richer in these regards. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.09 18:50:00 -
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Hell -- I have repeatedly stated that I, personally, on a level solely consisting of my self-interest, would enjoy and welcome per-ship cooldowns on jump drives. This is because I have the means to circumvent the restriction, and those with whom I compete do not. It would be a unilateral benefit to me.
Yet, I am cautioning against it. Repeatedly. Bloody stumps. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.10 15:56:00 -
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It is adorable, seeing all the attempts to artificially limit the size of an organization. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.10 16:07:00 -
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Kagura Nikon wrote:Querns wrote:It is adorable, seeing all the attempts to artificially limit the size of an organization. I can say its adorable seeing the attempts to justify a situation that benefits only some in disregard for the problem we are trying to solve. As I said, I understand that fear is part of human nature and people want to band together to compensate for their sense of lack of security. But this game must be fun, and super large blocks are NOT fun. If they cannot be constrained, or gently pushed towards splitting, then there is nothign to do here. And in here I mean in whole eve online 0.0 future. Be happy to sit in your tomb of boredom. But other people are more capable of putting the welfare of the game they like ahead of their own fear of having to face difficulties in game I dunno -- I have quite a bit of fun being in a large organization. I have opportunities that are unmatched in smaller-scale play. For instance, I probably would not have been a part of this if I had not been part of the organizations to which I belong.
Also, have you considered that it isn't CCP's job to split up large organizations? It may very well be that it is the obligation of the players who play the game to do that job. Certainly, organized subversion from within is going to be a lot more effective than any hamfisted external attempt to limit player organization size. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.10 16:28:00 -
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Karash Amerius wrote:How about getting rid of WTZ as well as blocking any sort of tacticals 30km from a gate?
I mean...if we really do want to make Eve smaller.
(Sorry, could not resist) /bittervet Smell that? It's the bookmarks table catching fire. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.10 18:17:00 -
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Marlona Sky wrote:Nice troll. For those unaware. The above was a massive exploit. CCP seized all the assets from it and those involved were punished. You, too, are adorable. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |

Querns
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Posted - 2014.07.10 22:46:00 -
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Kagura Nikon wrote:The goon tag under his name basically put a lot of salt on any opinion he states defendign the status quo. Deconstructing a single idea due to its poor design is not the same thing as "defendign the status quo." I am not rejecting any changes to the status quo out of hand; merely attempting to cinch off an obviously faulty line of thinking before it gains traction and infects others. This post was crafted by a member of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay. |
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