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Thread Statistics | Show CCP posts - 7 post(s) |

SFM Hobb3s
Wrecking Shots Black Legion.
87
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Posted - 2014.07.02 19:25:00 -
[1] - Quote
Everyone loves 'content' IE explosions. I agree with pretty much everything you are saying. Logically, if you break down the entities, create more possible 'fronts' in null, then you are definitely going to have more content, even if smaller scale (who says that isn't great?)
I'd love to see a system where claiming sov on a system incurs a HUGE financial cost to a coalition, and this is only offset, on a continual (possibly daily) basis by performing the required amount of ratting/mining in that system. The alliance then sees a positive gain once enough of this is done on a continual basis.
And make it so jump bridges can only be set up on systems where all the systems in between have reached that required useage level. Perhaps it could be scaled much the same way I see the occasional system status scale on incursions. For one, you'd have much higher concentrations of activity (make those system chock-full of ratters/miners) which accomplishes considerable content you spoke of (ie a target rich environment for roaming, plus opportunity and need for defensive fleets).
This might force all the coalitions to condense a fair bit, because maintaining space is now actually a challenge, but it could open space for new entities. Getting rid of jump drives though...I dunno. If I was going to do this, I might first do something else, like make it so that cynos can only be opened by much bigger and expensive ships. |

SFM Hobb3s
Wrecking Shots Black Legion.
87
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Posted - 2014.07.03 15:22:00 -
[2] - Quote
Hm, you know, with the new Region and/or Regions opening up in hopefully near future expansions, we might actually start to see some answers to a lot of these concerns. Its possible CCP might even give us the cake and let us eat it too. Current regions/sov mechanics may be left as-is, and who knows what possibilities will be open with the new region.
Perhaps they will be set up in a way that doesn't support projection, or allows for independant self-contained sustenance. We shall see. Hopefully sooner rather than later. |

SFM Hobb3s
Wrecking Shots Black Legion.
90
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Posted - 2014.07.07 18:52:00 -
[3] - Quote
Hopefully the new space focuses on 'the little guys' and not huge coalitions. Who knows how CCP will set up the new space, but I'd bet that they are looking at all the ideas being discussed here. I see it as the testing grounds for fixing the rest of Eve's sov/projection problems.
The potential is there for sure, for meaningful space that can be held and secured by small groups. Player built/controlled stargates would likely be the first big step in stopping a huge coalition entering the system dead in its tracks. Hopefully the builders of the gates will have some measure of control, ie, force mass limits that recharge after certain amount of time (allows for small roaming both ways), to downright turning it off for a period of time.
I hope in these new systems they disallow cynos and jump drives altogether, but still make it possible for a super to exit or enter the system via the player-build stargate (make it so one super uses up the entire mass limit for that period of time). Or disallow supers in the new system altogether, I'm cool with that too.
As for the gates being destructable...make it so that the gate has to go through reinforcement timers on the Other side first, before the outside of the gate is vulnerable. Destruction of the gate could leave the surviving occupants forced with teaming up to do what they can to build a new exit gate...for which the other end could open up in a worse or better place than before... Suddenly, Eve becomes KRULL!!!!
Also I'd like to see logging off outside a station in these new systems be a death sentence...your ships still does emergency warp...but stays in system until you log back in.That should discourage long-term cloaky campers.
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SFM Hobb3s
Wrecking Shots Black Legion.
91
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Posted - 2014.07.09 13:59:00 -
[4] - Quote
Mashka Cybertrona wrote:I asked the question to some people on coms tonight, I want to ask you all the same question;
If we all want the same thing, small/medium sized fleet roaming and good fights, why not make an agreement with the good fight in mind. Declare a deployment zone/Hunting ground (like catch right now) and put some loose mechanics in play to make it interesting.
NIP across the region, no towers to be placed from any external entities. Let HERO keep their space.
No fleets larger than 50, multiple independent fleets are ok. Hell you could even run NPSI (not purple shoot instantly).
Agreement to not use Meta-gaming such as the use of spies, keep it fun and spontaneous.
Anyone that decides to try and screw up the fun and break the rules will have the entire CFC and N3 to deal with.
Each entity would declare a staging system on the fringe of the deployment zone, players for all factions would be welcome to come and pvp in a setting created by the players for the players.
Set our fictional differences aside, trust each other to turn EvE back into a playable game by working together to produce an environment/deployment that we can all enjoy without having to grind endless amounts of sov space and/or fight in heavy TIDI.
What an experience that would be.
A pipedream there for sure. There's no way a group with an opportunity to put down a tower (either for moon goo revenue or for tactical/strategic advantage) will pass up on that opportunity.
And you can guarantee that pretty much everyone will continue to use at least twelve spies regardless of any agreement. And CFC/N3 etc certainly would never limit to 50 in a fleet. Maybe that might be their first wave but you can guarantee, every time, they will bring everyone they can. Who wouldn't do this? Everyone wants to win, doesn't matter how. |

SFM Hobb3s
Wrecking Shots Black Legion.
91
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Posted - 2014.07.09 16:52:00 -
[5] - Quote
I'd like to see it take several minutes to 'spool' a jump drive up (and yes, you can pre-spool it before its needed provide you have the cap to do so).
Make the spooltime be impacted by any Tidi within maximum jump range (jcal5). |

SFM Hobb3s
Wrecking Shots Black Legion.
92
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Posted - 2014.07.11 14:38:00 -
[6] - Quote
If it took, say, five minutes to spool up your jump drive when you activate it, before you could jump, imagine the impact on the game as is.
Supercapital fights are still as possible as they are now, but if those reinforcement fleets are several mids away...your looking at much extra time before capital reinforcements can arrive (five minutes spool-up per mid). Enough so, that most combatants might actually start preferring to send subcaps in instead. Most players prefer subcap blobs to super blobs, at least with those you have a chance of a meaningful fight, usually without so much tidi.
...and capitals can still get involved in a brawl, but reinforcements may arrive late in the battle.
It would be easy for CCP to give jump freighters a bonus to spool-up time so that they are not as impacted as combat capital ships in this regard. This is a power projection nerf to combat capital ships, not to logistics.
Make no mistake, you will still have supercap blobs to fight, but no longer will they be traversing most of eve within minutes. Now, having intel on enemy supercap fleet movement is actually meaningful.
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SFM Hobb3s
Wrecking Shots Black Legion.
93
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Posted - 2014.07.16 17:37:00 -
[7] - Quote
Seeing a lot of huge change suggestions in this thread. Many of them seem to focus on the idea of making holding sov more work...but I really don't think that's the way to go. Making it more work, or more costly, won't change anything. Ever seen one of the coalitions take on an SBU in solely bombers? I've seen it. It's more work, and the masses will willingly do it, resulting in a net zero change.
What's needed is a forced technical limitation. |

SFM Hobb3s
Wrecking Shots Black Legion.
93
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Posted - 2014.07.17 13:53:00 -
[8] - Quote
Anthar Thebess wrote:Well this was working, at least partially. Until both coalitions didn't get their numbers so high that there is no way to brake them on the timer. Because : - they will put enough people in the contested system just before timer , that putting your , will crash the node OR you will get TIDI 1% and this fight will be for next 20hours , until DT - they will put enough capitals and supers , that will block you from any thing, as DPS needed to BRAKE their spider tank is so big that again node will die , or TIDI will make this fight till the DT without ability to achieve any thing
Agreed. It's too easy for ships to flood a system under tidi. To easy for reinforcements all the way across Eve to get there before any significant tidi-time passes in the contested system.
With current game mechanics you'll never be able to stop gate-to-gate travel, but CCP could certainly do something effectively about caps and titan bridging into tidi-systems.
And I would bet most of the needed code to do so is already in place. You could have Tidi generate a meter much like you get for the border systems around an incursion...the higher the tidi, the higher the meter, the longer it takes to bridge or jump into the system. Or, if CCP introduces a spool up timer for all titan bridges and jump drives, it could be linked to those instead. This wouldn't stop any ships that were already on stand-by with their bridge or jump engine pre-spooled, but it would certainly significantly slow down the arrival of any reinforcements, allowing a potentially meaningful battle to occurr in the contested system. |

SFM Hobb3s
Wrecking Shots Black Legion.
93
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Posted - 2014.07.24 13:54:00 -
[9] - Quote
LImiting jumps or bridges to one per day will change absolutely nothing. Just like trying to put a mass limit on cynos, all you'll do is have more titans or cynos standing by to accomplish the same situation.
you can slow down capital movement and titan bridging to an extent, but the ONLY way it will get done is to put a spool-up timer on jump drives and titan bridges. If it takes several minutes to spool before each jump, this means it will take quite a long time to jump across eve. Imagine it taking an hour to jump a cap fleet 4 or five mids. |

SFM Hobb3s
Wrecking Shots Black Legion.
93
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Posted - 2014.07.24 18:19:00 -
[10] - Quote
Cobalt Edge no doubt. |
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SFM Hobb3s
Wrecking Shots Black Legion.
96
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Posted - 2014.08.07 18:30:00 -
[11] - Quote
Yep, pretty much all of null is locked up between two entities. As a member of a revenant non-sov-holding nullsec alliance, I would even doubt it if we could take or hold any space ourselves. Good luck for any new alliances to try. We couldn't even keep Q-CAB from co2! Err, actually goons took that one for co2. |

SFM Hobb3s
Wrecking Shots Black Legion.
96
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Posted - 2014.08.07 20:45:00 -
[12] - Quote
Traffice control timers and TIDI. I'd like to see these timers be enforced and amplified by any TIDI in system, and implemented for any titan-bridging or jumping into a system with TIDI.
This would certainly slow down any hamster-stroke-inducing dogpiling into a system, and likely result in more stuff exploding. Expoding stuff is good. |

SFM Hobb3s
Wrecking Shots Black Legion.
96
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Posted - 2014.08.07 20:46:00 -
[13] - Quote
Tyrone Cashmoney wrote:SFM Hobb3s wrote:revenant Is there something we should know?
Oops I meant to say relevant....my bad  |

SFM Hobb3s
Wrecking Shots Black Legion.
106
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Posted - 2014.08.13 17:11:00 -
[14] - Quote
Yikes. Any 'cap' on gate movement, jumping, etc, will and always will be exploited by whichever side has the alts to do so. Consider that one side will always use fleets to force a gate to its 'cap' just for strategic purposes.
I don't think there will ever be a way to limit how many people go where. The only thing I can think of is that there can be a limit on how fast they get there. IE, nerfing fuel costs, jump range is not the way to go.
I'm still thinking there should be a huge spool up timer BEFORE any cap or supercap can jump anywhere (pilot can activate a module to begin spooling as soon as they undock/log on, so the first jump can be made any time after it has spooled), and that the spool-up time should increase accordingly depending on the amount of TIDI in jump range. |

SFM Hobb3s
Wrecking Shots Black Legion.
107
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Posted - 2014.08.14 13:58:00 -
[15] - Quote
Snot Shot wrote:SFM Hobb3s wrote:I'm still thinking there should be a huge spool up timer BEFORE any cap or supercap can jump anywhere (pilot can activate a module to begin spooling as soon as they undock/log on, so the first jump can be made any time after it has spooled), and that the spool-up time should increase accordingly depending on the amount of TIDI in jump range. I'm leaning towards letting Caps move around as they do now because lets face it, we stare at our screens enough in EVE why make it so we are doing it for longer...  Instead of slowing down Cap movement, which seems to focus around the cap group being able to get across the map quickly, why not focus on their destination having a door that can be closed before they get there? CCP can probably just make a portable cyno jammer that is system wide, takes 5 minutes to anchor (or whatever 10 min etc), burns out in 1 hour time or so, and has a crap load of HP so peeps are more apt to leave it alone to burn out rather than try and take it down so the SC fleet coming from 5 regions away can get in when they are 1 jump out. EVE is boring enough, I'm not sure why people want to slow it down even more...  .
In a system like the one I suggested there would be nothing stopping a titan chain from pre-spooling their bridges so that a subcap fleet can still be moved fairly quickly.
On the other hand, if you were in a cap fleet, and you had to pre-spool your drive before jumping, that puts you (and potentially whatever fleet you are with) in a position of content creation, as you are now in a position where you could possibly be intercepted.
And if you are preparing to jump into a system with huge tidi and your pre-spool is taking even more time, a hostile reinforcement fleet might just decide to intercept you instead of jumping into the original target system.
There's lots of possibilities for content. But by slowing supercap movement down its very likely you'll slow the progression of tidi in a huge fleet battle. That means more stuff can happen in the contested system in a much shorter timespan. I'm all for that.
As for portable cyno jammers that function system-wide. Again both sides will be huge d***s and exploit this constantly. |

SFM Hobb3s
Wrecking Shots Black Legion.
107
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Posted - 2014.08.14 15:14:00 -
[16] - Quote
Pidgeon Saissore wrote:To break up monolithic sov, like seems to be the general consensus on what the game needs, there must be limits on how large fleets can travel.
Any way to do this will have significant side effects. They can also be mitigated.
Before I make my suggestions my intent is to make large fleets travel separately, not to effect anything about the final destination. Moving a fleet will force them to consider how an enemy might disrupt their jumping as well as current considerations. Everything I say will have an appropriate number that is not decided by me. The numbers that are appropriate should be the subject of debate not the concept itself. My intent is for only the largest fleets to be effected at all though there will always be manipulation of mechanics that will spread the effects elsewhere.
Limited charge on gates/bridges: Know that regular travel will be effected by the recharge time and large fleet travel will be effected by the capacity. These are entirely separate numbers and can be balanced accordingly.
Limited system jump drive stability: Putting a solid cap on the number of jumps to a cyno just means more cynos are put in the same place. The effect needs to be system wide. That will then however make the fleet that jumps in first unassailable. I suggest putting the jump in and out limit on the same counter/recharge. This means that while the fleet might be unassailable it also can't move again until the system is fully stabilized. It also means the fleet can't come back to save the stragglers. An attacker can also force the otherwise unbeatable fleet to have stragglers. It can also be held there by single enemies jumping in and out.
A fleet in its final destination could use the same mechanics to keep someone from responding to them while they destroy sov structures. At the same time that fleet will be unable to respond to considerably smaller attackers hitting their own sov. Over all this should contribute to destruction of sov on significant scale.
The exact effects of this are not easily predictable but most of them allow a smaller well timed and placed fleet to do significant damage to a larger one. If they don't time it well the smaller fleet will simply be annihilated, like they would be anyway under current mechanics.
Don't think for a moment that Side G in any conflict won't forcibly make those jumping or gate caps reach their limit to prevent anyone else from moving or responding. Trying to enforce any limit on system population will result in far worse conditions than we have today. You have to assume the players will exploit it to their benefit. Which once again takes us back to the only way you can effectively make a change is to limit how fast caps/supers move. Not where. Not how many.
Edit: I actually like all of snotshots suggestions regarding sov changes...but I still think something must be done about how caps can move so fast across eve. |

SFM Hobb3s
Wrecking Shots Black Legion.
108
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Posted - 2014.08.14 21:47:00 -
[17] - Quote
Rofl. Put a superlaser on all sovereignty modules. Superlasor charges when 12 caps are on grid (12 or whatever number could still potentially be dealt with by any sized subcap fleet, even if they were spider tanked). For every minute an extra cap or super is on grid, superlazor blaps a random cap/super. One shot instant kill.
Crazy you say? Hehe.
This would put a rather hilarious aspect on trying to use caps to destroy or rep things like sbu's....some alliance could be using 12 supers to rep an sbu, and you suicide a carrier in there...play a little russian roulette...see who loses the draw ;) |

SFM Hobb3s
Wrecking Shots Black Legion.
110
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Posted - 2014.08.18 16:00:00 -
[18] - Quote
We all know John Lennon would be writing a song about Imagining an EVE without Remote Reps. |

SFM Hobb3s
Wrecking Shots Black Legion.
113
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Posted - 2014.08.20 14:03:00 -
[19] - Quote
An Eve without logi would be great. You'd still need a way to..uh, discourage huge fleets alphaing smaller fleets.
Hm. Maybe a passive ability built into each ship...whereas if any ship takes a HUGE amount of incoming dps (the kind of dps of say an entire fleet focusing its fire), its resists automatically increase dramatically (ie 99%), making the ship very hard to kill for a short time.
A mechanic like this would 'encourage' that huge fleets spread their fire to not reach this threshold. The absence of logi might also bring a desire to have local repping capability. What you might get, is Eve battles that actually do look like the trailers. |

SFM Hobb3s
Wrecking Shots Black Legion.
124
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Posted - 2014.09.04 17:13:00 -
[20] - Quote
Well Said Baltec, and extremely well written. |
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SFM Hobb3s
Wrecking Shots Black Legion.
130
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Posted - 2014.09.12 13:50:00 -
[21] - Quote
baltec1 wrote:Kagura Nikon wrote:
If you implement the no need for supers BEFORE the dockable titans and the result is VERY soudn then yes. But risking to allow dockable titans before you know if the plan to reduce their need succeed is TOO dangerous ( you know almost nothign work as planned in eve)
Naturally, letting supers and titans dock would be near last if not the very last thing on the list of null fixes.
If they couple the ability to dock supers/titans with slashing (and do I mean slashing) clone costs, This would actually be a great idea. Not only are skilled pilots no longer stuck in coffins, but now, enemy intel cannot rely on contact lists to see whose supers are online (not without visual confirmation). |

SFM Hobb3s
Wrecking Shots Black Legion.
155
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Posted - 2014.10.02 13:37:00 -
[22] - Quote
The smaller alliances should start to do some planning, possibly collaberating with eachother to take some nice bites out of that juicy blue donut. Hint: Multiple fronts. |

SFM Hobb3s
Wrecking Shots Black Legion.
156
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Posted - 2014.10.02 17:28:00 -
[23] - Quote
Anthar Thebess wrote:SFM Hobb3s wrote:The smaller alliances should start to do some planning, possibly collaberating with eachother to take some nice bites out of that juicy blue donut. Hint: Multiple fronts. WHat part of NA/BOT space will BL take?  You will finally get revenge on NC and PL for wiping out your super fleet.
I've been holding it in for some time so I'm personally hoping we choose to take our first huge dump on CO2.  |

SFM Hobb3s
Wrecking Shots Black Legion.
157
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Posted - 2014.10.02 19:31:00 -
[24] - Quote
baltec1 wrote:I already have a dread fit that can roam with cruiser gangs 
Very cool. Also adding pods to overview. |

SFM Hobb3s
Wrecking Shots Black Legion.
275
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Posted - 2015.01.09 17:10:55 -
[25] - Quote
When they are publishing dev blogs on further ship balancing, and not even the ships that NEED the balancing (hint tengus and ishtars online, or bombers and battleships), it certainly does seem like they have their development energy committed in the wrong places. It could just seem that way though. Who knows how many brains are working on the Sov issue. Hopefully some light will get shed on that in the next couple of weeks. |
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