
Michus Danether
Deep Core Mining Inc. Caldari State
26
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Posted - 2014.10.02 09:44:00 -
[1] - Quote
I love this thread, it is full of so many emotions :D!
A few thoughts, somewhat in order:
1. A purely linear jump fatigue cooldown of 1 per minute seems to be making a lot of people uneasy. Even if in practice people won't be trying to give themselves a massive timer it's still very, very likely to happen among the thousands of EVE players, and then there are the people who will do it on purpose. Either way cap pilots might end up with month long jump fatigue timers.
Why not just change the formula from reducing 1 fatigue/minute to reducing (0.1% of [[totalFatigue] + 1 fatigue]/minute) instead? Just tweak the percentage from 1% to 0.1% as needed to get the jump delay you want for your golden timer of 40 LYs made by jump instead of by gate.
2. This is going to make general logistics a pain in the friggin ass, thanks! :( I will HTFU of course but forgetting the awesome fact that massive capital blobfests will be evaporating with these changes (good thing) it does really nerf the little guy's ability to lug around assets. A Rorq or carrier full of small corp assets will take a very long time to transport stuff. So an already somewhat complex operation is going to get more tedious and complex. I am not saying it's necessarily that bad... but in order to compensate (and since we are making wild changes and slippery changes here!) I might suggest a few other tweaks:
2a. Make more wormholes that can fit 1-3 capitals worth of mass through them, but have these wormholes dedicated to linking up between null-null, null-lowsec and lowsec-lowsec. This will give the little corps a solid advantage in that they can locate these awesome wormholes and move to new areas, get 1 freighter worth of assets through from lowsec(empire) to wherever they live in nullsec... and so on. Large alliances can't use these wormholes for their massive cap ganks since the wormholes collapse after 3~ caps worth of mass. Yay! Solving design goals left and right here!
2b. Increase the ship hanger size for carriers (and maybe super carriers) and perhaps reconfigure a few other design elements here to encourage situations where a single carrier or supercarrier can jump in, and somehow (either by jumpclones to the C/SC, or riding the jump-field-wake or whatever) pod pilots can drag their ships out of the carrier and start fighting. If some part of that process prevents the dozens of subcap pilots from accruing jump fatigue, or has some other similar benefit it might encourage people to do what your design goals want them to do and start spreading out their cap ships to have response-ready fleets in the event of an incursion.
3. Intel is going to get super messy... and this whole jump fatigue system is going to make the aggressor of a territory-claiming war accrue a LOT!!!! of jump fatigue. Can you imagine the nightmare it will be for a large sprawling alliance to try to position their cap fleet within 1 or 2 jump range of an invading fleet? They have to know for certain where that enemy fleet will be attacking. The whole concept of war and territory taking is probably going to grind to a halt until the future SOV changes hinted at in the dev blog.
Going back to 2b... it would be really neat CCP if you could get it working so pod pilots can 'ride along' inside jump-clone capable capital ships, and if they could do so then maybe they don't accrue jump fatigue? That would allow a subcap fleet to move around fairly quickly and repeatedly but in the process risk the actual physical presence of a capital ship to do it... no more titans hiding inside bubbles back in starbase, now the supercarrier would have to land on grid to disgorge its pilot friends 
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Don't get me wrong, I'm actually largely in favour of these changes. It will definitely and dramatically change the game in a way that I haven't seen since titans first showed up. Change is good just for change sake sometimes, but this has a specific goal and a plan for changing the very nature of warfare in EVE. I actually adore this change, as anything that breaks the massive blobs down into smaller chunks is good for the game and the server hamsters who can run a little slower.
I wonder, if making rapid-reinforcements and the threat of titan-bridge hotdrops less likely... will people be more inclined to turn around and engage a pursuing force? I have been in lots of fleets where it is said "If we fight they will just drop on us."... removing that option might make those fleets turn around and slam into each other, which is what everybody wants anyway.
Either way... interesting times coming up in November! |