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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
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Posted - 2014.07.09 09:06:00 -
[1] - Quote
I'm not a capital pilot so I'm probably gonna get burned here but.....
From the times I've used a bridge or I've been bridged in I've noticed that there doesn't seem to be any time involved in the travel other than the time it takes to drop the cyno, broadcast it, open the portal, r-click and jump. Then the final travel time is basically how long it takes you to load the system. So....
What if jumping had a "speed"? I mean, it seems to me that it's mostly about the time it takes to move a fleet a long way so.....
If there was a speed at which you travel during a jump would this help to reduce power projection? We could say that we're traversing "Jump Space" and we can travel at so many fractions of a lightyear per second. This could even be linked to your ships current warp drive speed. Because the jump drive opens a wormhole which essentially reduces the distance to travel significantly so we're warping accross "Jump Space". Then, there would be a significant delay in travel time after the cyno is dropped. It would also mean that fast ships would arrive first or have to time their jump after the larger ships (Easily done but easily ****** up). Giving defenders a significant oppotunity to destroy the cyno ship and cause a "mis-jump".
With the travel time the mis-jump caused by cyno destruction before landing could drop you into an entirely different system causing massive problems with the fleet ending up in several systems.
This is just my random idea.
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Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
|
Posted - 2014.07.15 08:45:00 -
[2] - Quote
Kim Briggs wrote:Everything in EVE that wants to get from A to B needs time, except things that are using jumpdrives.
Instead of crippling the range (what would **** up logistic in 0.0), give ships "Jump-Speed" with "X ly/s" so if you want to jump higher distances you are longer in your jumptunnel. The same would work for jump-Bridges.
With e.g. 0.2 ly/s you wouldn't drop instantly on an enemy and have to keep the cyno alive or risk to get scattered around the solar system.
I suggested this quite a few pages ago. Think it got completely ignored.
Glad to see someone else sees the logic in giving "jumping" a speed.
Instant teleportation is probably the problem as people aren't afraid to drop a fleet on people as they know the cyno will probably survive as it only needs to tank for approx 5 seconds.
So we're together on this one but I think the jump speed should be related to the ships warp speed. The jump portal opens up a portal into "Jumpspace" and ships warp accross it and exit "Jumpspace" at the cyno. Think Babylon 5 kinda style. Maybe we could even have fights in "jumpspace". It's more content as you could interdict an incoming fleet and all that jazz |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
463
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Posted - 2014.07.15 11:53:00 -
[3] - Quote
As I, and another has stated earlier, how about we remove instant teleportation.
I would suggest doing this by:
Step one: Cyno is dropped. Step two: Portal is created (bridge). This portal is essentially two wormholes. One at the Cyno and one at the location of the portal creator. Inbetween these two portals is a new type of space called "Jump Space"(J-Space). It is just like W-Space but it looks like the old "Recon Mission Nebula". Inside J-Space there are no celestials. Just two portals on the overview which are however many AU's apart as the lightyears distance between the two systems being jumped to x5. A 14ly jump (maximum jump range I believe for a carrier) would have a 73 AU J-Space system to cross. This distance would take a capital ship 60 seconds to cross without any warp speed modifiers. Now, Because the portal is two way and can be entered on the Cyno end you can send a ship into the portal to interdict the incoming fleet. You also have time to kill the cyno ship unless it's got support with it which prevents a single cyno pilot from bringing 1500 of his friends to the fight instantly. He'll need to enter system with support to "Hot Drop" to keep the cyno alive or Cyno in at a safe spot.
J-Space is weird space and would have negative effects on your ship like reduced resistances and capacitor recharge rates etc etc. These would be designed to make fighting in J-Space undesirable but not impossible. It would also have weird mobility effects like very large increases in agility but decreased max velocity (cuts align times but stops bonkers mobility stuff happening in J-Space)
Potentially, a fleet that is interdicted in J-Space and the exit portal lost could find themselves stranded in J-Space. Unless the entrance portal was kept open to retreat to.
It is now difficult to project power instantly without actually working at it. JF's would require a little more than just a Velator cyno to get where they are going as someone could easily interdict the JF in J-Space or kill the cyno whilst the JF transits J-Space.
Additional: Single jumping ships (Caps/Blops) would not create an entrance portal. Just an exit portal at the cyno and would jump directly into J-Space. |

Spugg Galdon
APOCALYPSE LEGION The Obsidian Front
464
|
Posted - 2014.07.18 08:34:00 -
[4] - Quote
This was probably the best suggestion I've ever seen for Null Sec Space in general: Link
Covers a hell of a lot of issues. Unfortunately it seemed to slip completely under the radar of CCP. Probably due to timing.
Couple this with removing instant teleportation with a "J-Space" mechanic for jumping and I think we might actually have working Sov!! |
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