Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 275 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 41 post(s) |
ZenSun
eXceed Inc. No Holes Barred
0
|
Posted - 2014.10.07 07:37:00 -
[7471] - Quote
making the mass changes look.. minuscule |
Marlona Sky
D00M. Northern Coalition.
5447
|
Posted - 2014.10.07 07:39:00 -
[7472] - Quote
twit brent wrote:The power projection aspect does not bother me at all. I will just be smarter about where I leave my capital pilots and where I stash capitals. This change will help the CFC hold all the space it currently owns.
What I do not like is the pigeonholing of characters. CCP seems to have it in their mind that you are either a combat pilot or an industry pilot and that you should not be able to do both. The real victims of this patch will be the people that don't have multiple accounts like me and will now have to chose what role they want to play in the game and stick with it.
Way to sandbox CCP. I don't follow at all. Can you elaborate a bit on how this changes things for you? The Paradox |
Josef Djugashvilis
2571
|
Posted - 2014.10.07 07:43:00 -
[7473] - Quote
Summary:
Hot dropping cruisers on the other side of the universe - nerfed
Eve Online, as a game - buffed This is not a signature. |
Rowells
Unknown Soldiers Fidelas Constans
1467
|
Posted - 2014.10.07 07:45:00 -
[7474] - Quote
Josef Djugashvilis wrote:Summary:
Hot dropping cruisers on the other side of the universe - nerfed
Eve Online, as a game - buffed my dread - waxed and ready to roam |
Christopher Mabata
Dominion Tenebrarum Reverberation Project
265
|
Posted - 2014.10.07 07:51:00 -
[7475] - Quote
I never even considered this until 10 seconds ago, Caps can now enter null and low sec incursion zones ( not complexes ) which means by extension any groups running the incursions who get caught by a roaming group or a planned attack may now face a capital supported fleet logoffski'd in the station or holding just a jump or two out that gets them before they take a gate into the site. Normally those groups win the fights because they bring so much logi but this could change that for the better or worse and allow players to transport multiple ships into system via carriers. making assembling much less difficult.
This might even bring more groups to do low sec incursions or null sec because they can now deploy triage when its needed ( if its needed ) outside of the sites. very very interesting times ahead for sure
If you don't keep up to date on the upcoming changes, you may as well be living under a rokh.I would even Venture to say that was a good pun on my partStay beautiful o7 |
Octoven
Phoenix Productions Headshot Gaming
387
|
Posted - 2014.10.07 07:59:00 -
[7476] - Quote
Muadd Dibb wrote:I was talking to a few friends last night and there all going to re-sub due to the new changes coming. They mentioned they are very excited about the whole drama that will unfold and the new changes that will be implemented. +1 CCP this is going to be hilarious. Best nerf ever
Hmm there seems to be an issue here. You are happy that your friends (who are currently unsubed) is coming back with these changes. So what I'm gathering here is that because your friends aren't subed atm, they are part time players who only throw 45-60 bucks a year at the game and only stay a few weeks for a major change, get bored, and unsub within a month. Annndd you think it's a good thing to encourage players who play the game like this instead of hanging onto vet players who abhor these changes and are both supportive and full time players?
Congrats sir! You just pointed out HOW these changes could destroy this game. We don't need players who only want to stay a few weeks after some cool feature or drama and then **** off the rest of the year, we need players who commit to playing and stick around for years. You just confirmed how the devs are slowly driving this game into the ground. |
Anthar Thebess
763
|
Posted - 2014.10.07 08:02:00 -
[7477] - Quote
What we still need in this patch is to nerf remote aid capabilities of carriers without triage , while boosting it in triage. So no new slowcat / boot fleet stays at it is. 100 repping itself carriers give us almost 60000 repair amount .
For example : 2 capital remote repairs on each carrier , each have 5 second cycle ( something that is not to big issue as carrier will have multi million ehp) repairing 1,500 hp per cycle.
So assuming 99 carriers repairing 1 currently attacked we have: 99 * 2 & 1500 /5=59400 armor points per second.
Now just assuming ( wrong assumption as resistances are usually higher ) that you are shooting in a hole in resistances that have just 50% resistance then in order just to brake this tank you need :
59400*2 =118.800 dps/s
This is still nonsense.
Support Needed : Jump Fuel Consumption Support Needed : Faction Crystal Changes |
Tootenh'amon
12
|
Posted - 2014.10.07 08:05:00 -
[7478] - Quote
Seems worthy of a resub . "Don't **** it up", CCP, don't know how many comebacks I have left. |
PotatoOverdose
Royal Black Watch Highlanders
2228
|
Posted - 2014.10.07 08:54:00 -
[7479] - Quote
Rowells wrote:Josef Djugashvilis wrote:Summary:
Hot dropping cruisers on the other side of the universe - nerfed
Eve Online, as a game - buffed my dread - waxed and ready to roam yeah, no.
Marauders are awesome right now. Marauders are also cheaper, and far more nimble than dreads. If people don't roam in fleets of marauders, they certainly won't roam in fleets of dreads.
Also, out of siege dreads do *maybe* a bit more damage than a faction battleship, and even then not by much. You'll see carrier roams - because they can actually apply their dps with the smaller drones and sentries, and without being stationary for 5 minutes at a time, but dreads? Nah. |
Moloney
The Scope Gallente Federation
174
|
Posted - 2014.10.07 08:57:00 -
[7480] - Quote
I might actually have interest in living in null sec if these changes go through. :-) |
|
Mike Azariah
DemSal Corporation DemSal Unlimited
1656
|
Posted - 2014.10.07 09:01:00 -
[7481] - Quote
Rowells wrote:Davionia Vanshel wrote:Mike Azariah wrote:
If the chuckwagon travels faster or further than the troops it serves little purpose
m
as a kid I loved watching chuckwagon races
This is rather na+»ve - because it ignores where logistics and troops move from: Logistics movements originate in factories / farms / distribution centres out of theatre. While troops originally mobilise out of theatre once mobilised, 'the troops' are typically in theatre and typically attack or manoeuvre from their last objective to their new objective. Meanwhile the logistics train must service the continual process of resupply from home to the front via the network of supply infrastructure. This means that the 'chuck wagon' must be capable of moving faster and further than troops because of the relative distances travelled. not if you are using the same method of travel. You dont see oilers zipping to and from aircraft carriers in the pacific (assuming non-nuclear). The constant flow of supplies is kept up with planning ahead and stockpiles in certain locations. Same thing happened on the ground during WW2. If you didnt have access to existing infrastructure (of which there is now no real comparison in game) you had to haul supplies in the same trucks that moved troops, through the same terrain. The only time a supply line will move faster is if it is in friendly controlled territory. and since the front lines of conflict dont tend to keep up blitz speeds, the supply lines dont have to go any faster than the forces. When germany invaded russia part of the reason that the winter was so harsh to them was that they outran their supply lines and many just surrendered due to starvation and freezing. Second to the enemies efforts, logistics has always been the thing slowing down military movement.
Nah, I'll confess to ignoring the fact that Logistics is a very flexible term in Eve
1) Logis, the repair ships that do go into battle 2) Logistics, the ships that move goods and building materials too and fro outside the theatre of war (hopefully) 3) Logistic supply of a battle which is usually replacements and ammo
My question is do we start special casing everything until we are down to each ship having a different fatigue, range, shock, and modules/drugs/skills that will affect it even more?
As has been brought up, I do not envy a jumping FC trying to find out if everybody can go at the same time or did somebody go on a roam earlier and will now either be cut from the fleet or slow everybody else down. Worse if all of the ships and pilots are on different schedules and cases.
YES I think there will need to be something in the fleet window that shows at least some of this.
Yes, I am leaning towards JF's (and just JF's) getting a bit of a range boost
Yes I am still trying to keep up with this thread and considering what is said. I do yield to temptation at times and make a joke (like chuckwagons) but I am treating this seriously for the most part because this is, arguably, one of the greatest sea changes Eve has ever had. I know some have thought this further than others but I doubt that anybody has foreseen all the possible ramifications.
I am glad that the 'I quit' and the 'haz yer stuff' has died down and now there are people who have had time to think, have done so and are making better arguments. In that regard this is the opposite of most threadnaughts as the circle runners are quieting and the adults are staying up and discussing, rationally.
m
though I will admit I was hoping ONE or two people quitting would have given me something, after all I did ask first in this thread.
Mike Azariah-á CSM8 and now CSM9 |
Mike Azariah
DemSal Corporation DemSal Unlimited
1656
|
Posted - 2014.10.07 09:04:00 -
[7482] - Quote
Marlona Sky wrote:twit brent wrote:The power projection aspect does not bother me at all. I will just be smarter about where I leave my capital pilots and where I stash capitals. This change will help the CFC hold all the space it currently owns.
What I do not like is the pigeonholing of characters. CCP seems to have it in their mind that you are either a combat pilot or an industry pilot and that you should not be able to do both. The real victims of this patch will be the people that don't have multiple accounts like me and will now have to chose what role they want to play in the game and stick with it.
Way to sandbox CCP. I don't follow at all. Can you elaborate a bit on how this changes things for you?
My guess would be someone who does their own logistics for some small scale operation and then wants to fly a cap to relax, after.
They will have already damaged their shock/fatigue doing the industrial work and that will impinge on their PvP fun. Being a small time operator will be more difficult.
m Mike Azariah-á CSM8 and now CSM9 |
Sgt Ocker
Caldari Provisions Caldari State
252
|
Posted - 2014.10.07 09:18:00 -
[7483] - Quote
Christopher Mabata wrote:If you've grown so complacent you wont take a cyno alt through a gate then you dont deserve to stay in null after these changes. Out in null you make ISK hand over fist every day in relative safety if you watch intel channels and local chat. Now suddenly because you dont want to do the work to make the same amount of ISK you threaten to leave it all behind, hate to tell you thats exactly what i was talking about with trimming the fat on the treadmill.
The lazy ones who wont even move cyno frigates through gates or find ways to make their logistics easier without more alts and within applied game mechanics are the ones that CCP wants out of null sec. And if people are threatening to leave or quit its working as intended.
Welcome to the New Null Sec, Enjoy your stay ( or lack their of ) That's really funny.. You don't have cyno alts do you.. If you did you would not need to be told how stupid the idea of moving cyno alts multiple times for a chain is. 1 Jump for a JF from cyno to cyno at 4LY can be 12 jumps apart via gates.
My logistics route is currently 3 cynos - moving cyno 1 to position 2 is 16 jumps, from position 2 to 3 is 12 jumps. 4LY nerf sees that same route now needing 10 jumps - with between 8 and 14 jumps between cynos. With my current cyno alts that is just over 100 jumps with 3 toons per trip. Even if each cyno used a jump clone it is still 60 odd jumps. I don't have 14 hours a day to spend moving cynos around to get a jump freighter to travel what is now a less than 10 min trip. On average I lose 4 or 5 cyno ships a week, without taking them through gates. Having to move multiple cynos multiple times to complete one trip will surely see that number rise further increasing the time needed to complete 1 leg of a trip.
And of course, those who do logistics to help out their corp or alliance really don't want to participate in any other part of the game. So should dedicate all their online time to moving a jump freighter from point A to point B.
I don't make a profit with my JF, my corp pays for the fuel and I supply the cynos and JF to help keep us able to do PVP. If all my online time is going to be taken up with doing logistics, I'll simply sell the JF. Having limited time per day to "play eve", I won't spend it all doing mundane boring logistics.
Your d-elusions of hand over fist isk machine must be fed by nulblok propaganda trying to recruit you. Reality is many of us don't spend day after day running anoms because we play eve to pvp and run just enough anoms to buy the ships we use. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |
Sgt Ocker
Caldari Provisions Caldari State
253
|
Posted - 2014.10.07 09:35:00 -
[7484] - Quote
Mike Azariah wrote: A lot that is above if you want to read it.
In both Logistics and Logistic, your basically talking about the same ship and pilot. No need to special case them individually just find the right balance so Logistic, Logistics pilots are able to do more than simply keep other receiving what they need. I have a JF toon who is also my Blops pilot (my corps fav passtime) and also flies a chimera for triage/ logi. If it is going to take days instead of hours to do my logistic/s work and max out fatigue doing it, I am no longer able to participate in the "fun" part of the game.
For jump freighters, either increase jump range with reduced fatigue or remove fatigue and leave 4LY jump range. My opinions are mine. -á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-á-áIf you don't like them or disagree with me that's OK. Just don't bother Hating - I don't care.. |
Tootenh'amon
14
|
Posted - 2014.10.07 09:41:00 -
[7485] - Quote
Sgt Ocker wrote:Christopher Mabata wrote:If you've grown so complacent you wont take a cyno alt through a gate then you dont deserve to stay in null after these changes. Out in null you make ISK hand over fist every day in relative safety if you watch intel channels and local chat. Now suddenly because you dont want to do the work to make the same amount of ISK you threaten to leave it all behind, hate to tell you thats exactly what i was talking about with trimming the fat on the treadmill.
The lazy ones who wont even move cyno frigates through gates or find ways to make their logistics easier without more alts and within applied game mechanics are the ones that CCP wants out of null sec. And if people are threatening to leave or quit its working as intended.
Welcome to the New Null Sec, Enjoy your stay ( or lack their of ) That's really funny.. You don't have cyno alts do you.. If you did you would not need to be told how stupid the idea of moving cyno alts multiple times for a chain is. 1 Jump for a JF from cyno to cyno at 4LY can be 12 jumps apart via gates. My logistics route is currently 3 cynos - moving cyno 1 to position 2 is 16 jumps, from position 2 to 3 is 12 jumps. 4LY nerf sees that same route now needing 10 jumps - with between 8 and 14 jumps between cynos. With my current cyno alts that is just over 100 jumps with 3 toons per trip. Even if each cyno used a jump clone it is still 60 odd jumps. I don't have 14 hours a day to spend moving cynos around to get a jump freighter to travel what is now a less than 10 min trip. On average I lose 4 or 5 cyno ships a week, without taking them through gates. Having to move multiple cynos multiple times to complete one trip will surely see that number rise further increasing the time needed to complete 1 leg of a trip. And of course, those who do logistics to help out their corp or alliance really don't want to participate in any other part of the game. So should dedicate all their online time to moving a jump freighter from point A to point B. I don't make a profit with my JF, my corp pays for the fuel and I supply the cynos and JF to help keep us able to do PVP. If all my online time is going to be taken up with doing logistics, I'll simply sell the JF. Having limited time per day to "play eve", I won't spend it all doing mundane boring logistics. Your d-elusions of hand over fist isk machine must be fed by nulblok propaganda trying to recruit you. Reality is many of us don't spend day after day running anoms because we play eve to pvp and run just enough anoms to buy the ships we use.
Would it be so hard to ask someone else to light a cyno with his ship every now and again? Is there something in EULA prohibiting logistic chains from being managed by more than one person? I might be wrong here, but doesn't "multi" in multiplayer stand for multiple players? |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1767
|
Posted - 2014.10.07 09:48:00 -
[7486] - Quote
PotatoOverdose wrote:Rowells wrote:Josef Djugashvilis wrote:Summary:
Hot dropping cruisers on the other side of the universe - nerfed
Eve Online, as a game - buffed my dread - waxed and ready to roam yeah, no. Marauders are awesome right now. Marauders are also cheaper, and far more nimble than dreads. If people don't roam in fleets of marauders, they certainly won't roam in fleets of dreads. Also, out of siege dreads do *maybe* a bit more damage than a faction battleship, and even then not by much. You'll see carrier roams - because they can actually apply their dps with the smaller drones and sentries, and without being stationary for 5 minutes at a time, but dreads? Nah.
Carrier fleets have a huge advantage on the magical get out of jail card that jump drive scan be in certain situations. Specially in low sec where they can jump trough a gate cyno out and no bubble to stop them. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1767
|
Posted - 2014.10.07 09:49:00 -
[7487] - Quote
Sgt Ocker wrote:Christopher Mabata wrote:If you've grown so complacent you wont take a cyno alt through a gate then you dont deserve to stay in null after these changes. Out in null you make ISK hand over fist every day in relative safety if you watch intel channels and local chat. Now suddenly because you dont want to do the work to make the same amount of ISK you threaten to leave it all behind, hate to tell you thats exactly what i was talking about with trimming the fat on the treadmill.
The lazy ones who wont even move cyno frigates through gates or find ways to make their logistics easier without more alts and within applied game mechanics are the ones that CCP wants out of null sec. And if people are threatening to leave or quit its working as intended.
Welcome to the New Null Sec, Enjoy your stay ( or lack their of ) That's really funny.. You don't have cyno alts do you.. If you did you would not need to be told how stupid the idea of moving cyno alts multiple times for a chain is. 1 Jump for a JF from cyno to cyno at 4LY can be 12 jumps apart via gates. My logistics route is currently 3 cynos - moving cyno 1 to position 2 is 16 jumps, from position 2 to 3 is 12 jumps. 4LY nerf sees that same route now needing 10 jumps - with between 8 and 14 jumps between cynos. With my current cyno alts that is just over 100 jumps with 3 toons per trip. Even if each cyno used a jump clone it is still 60 odd jumps. I don't have 14 hours a day to spend moving cynos around to get a jump freighter to travel what is now a less than 10 min trip. On average I lose 4 or 5 cyno ships a week, without taking them through gates. Having to move multiple cynos multiple times to complete one trip will surely see that number rise further increasing the time needed to complete 1 leg of a trip. And of course, those who do logistics to help out their corp or alliance really don't want to participate in any other part of the game. So should dedicate all their online time to moving a jump freighter from point A to point B. I don't make a profit with my JF, my corp pays for the fuel and I supply the cynos and JF to help keep us able to do PVP. If all my online time is going to be taken up with doing logistics, I'll simply sell the JF. Having limited time per day to "play eve", I won't spend it all doing mundane boring logistics. Your d-elusions of hand over fist isk machine must be fed by nulblok propaganda trying to recruit you. Reality is many of us don't spend day after day running anoms because we play eve to pvp and run just enough anoms to buy the ships we use.
CCP already said they will boost 0.0 production so there is less need of logistics of that type. YEs for a month or 2 there will be extra work. But is not as this is the end of the game and ccp dont have already a plan for it.
"If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Kagura Nikon
Mentally Assured Destruction The Pursuit of Happiness
1767
|
Posted - 2014.10.07 09:54:00 -
[7488] - Quote
Paynus Maiassus wrote: I am perfectly happy about the idea of logistics taking days, not hours. I am not happy about having to open more accounts for more cyno alts. I won't do this, BTW, I will just stop doing logistics first. And I will not go through the effort of jumping my cyno alts through 20 gates every time I make a trip. And I am not happy about taking a JF through gates. I won't do this either. I will just stop doing logistics first. I'll gladly accept whatever jump fatigue I get and will wait as long as I must. But I won't make the annoying routine of logistical supply twice as annoying. I will stop. I will base in low sec where I don't have to light 10 cynos to get stuff to and from market. And I am not talking about Omist or anything. I am talking about what should be the simple task of getting stuff to immensea.
CCP is talking about soft controls influencing player behavior. If their soft controls are making twice as many jumps and jumping through gates, I won't do it.
Especially when this has nothing to do with combat force projection and has nothing to do with big blocs teleporting around the map. It's merely about an annoying part of the game becoming twice as annoying.
Their idea is NOT that you take more cyno alts. Their Idea is that you make a few jumps with yout freighters TROUGH GATES.
Most of the "new routes" can have the number of cyno jumps reduced drastically with 3-4 gate jumps at the correct systems.
THAT is what ccp want.
NO theydo not accept anymore that logistic is made in a a super safe cyno network. "If brute force does not solve your problem..... -áthen you are -ásurely not using enough!" |
Bad Messenger
Nasranite Watch
817
|
Posted - 2014.10.07 09:59:00 -
[7489] - Quote
Kagura Nikon wrote:
Their idea is NOT that you take more cyno alts. Their Idea is that you make a few jumps with yout freighters TROUGH GATES.
Most of the "new routes" can have the number of cyno jumps reduced drastically with 3-4 gate jumps at the correct systems.
THAT is what ccp want.
NO theydo not accept anymore that logistic is made in a a super safe cyno network.
Actually they want that you train more jump freighter alts, so you can swap your jump freigter to another alt middle of the way.
edit: same goes with other caps, now you need more holder alts who jump your ships around for later use |
Danny John-Peter
Snuff Box
548
|
Posted - 2014.10.07 10:11:00 -
[7490] - Quote
Anthar Thebess wrote:What we still need in this patch is to nerf remote aid capabilities of carriers without triage , while boosting it in triage. So no new slowcat / boot fleet stays at it is. 100 repping itself carriers give us almost 60000 repair amount .
For example : 2 capital remote repairs on each carrier , each have 5 second cycle ( something that is not to big issue as carrier will have multi million ehp) repairing 1,500 hp per cycle.
So assuming 99 carriers repairing 1 currently attacked we have: 99 * 2 & 1500 /5=59400 armor points per second.
Now just assuming ( wrong assumption as resistances are usually higher ) that you are shooting in a hole in resistances that have just 50% resistance then in order just to brake this tank you need :
59400*2 =118.800 dps/s
This is still nonsense.
Volley.
Its what you need. |
|
Ncc 1709
Fusion Enterprises Ltd Brothers of Tangra
62
|
Posted - 2014.10.07 10:19:00 -
[7491] - Quote
Danny John-Peter wrote:Anthar Thebess wrote:What we still need in this patch is to nerf remote aid capabilities of carriers without triage , while boosting it in triage. So no new slowcat / boot fleet stays at it is. 100 repping itself carriers give us almost 60000 repair amount .
For example : 2 capital remote repairs on each carrier , each have 5 second cycle ( something that is not to big issue as carrier will have multi million ehp) repairing 1,500 hp per cycle.
So assuming 99 carriers repairing 1 currently attacked we have: 99 * 2 & 1500 /5=59400 armor points per second.
Now just assuming ( wrong assumption as resistances are usually higher ) that you are shooting in a hole in resistances that have just 50% resistance then in order just to brake this tank you need :
59400*2 =118.800 dps/s
This is still nonsense.
Volley. Its what you need. a nyx in its present state can do 19,000 dps so 100 carriers vs 10 nyx will still lose |
xttz
GoonWaffe Goonswarm Federation
379
|
Posted - 2014.10.07 10:21:00 -
[7492] - Quote
Mike Azariah wrote:I am glad that the 'I quit' and the 'haz yer stuff' has died down and now there are people who have had time to think, have done so and are making better arguments. In that regard this is the opposite of most threadnaughts as the circle runners are quieting and the adults are staying up and discussing, rationally.
With that in mind I'd like to take a stab at reposting this. I feel it's a more elegant way to handle things and will resolve a lot of issues mentioned in this thread. It also feels more 'sandboxy' - allowing players to make decisions at their own detriment rather than having those decisions made for them.
xttz wrote:Probably a bit late to spitball, but what the hell.
1) Set all ship jump ranges to exactly 10 light years. Carriers, Titans, Blops, everything. Starbase JBs remain at 5LY. 2) Jump fatigue is measured from 1-100%. Whenever you jump, your fatigue is increased by whatever percentage of 10LY you jump. So a 4LY jump adds 40% fatigue, 8.5LY adds 85%, etc. Simple. 3) Fatigue decays on a curve akin to shields and cap regen, just in reverse. This means that it's much quicker to go from 30% to 20% than from 100% to 90%. 4) Until the fatigue decays completely, this percentage is a limit on subsequent jumps. Someone with a 90% fatigue cannot jump more than 1LY, while someone on 35% fatigue can jump up to 6.5LY 5) Special-cases like blops, freighters and JFs build fatigue at a reduced rate (50% is probably fair). 6) Training Jump Drive Calibration speeds up fatigue decay.
This is far simpler to understand for players, easier to do math on the fly, and means less sitting around waiting on cooldown timers doing nothing in what's meant to be a video game. Inter-region travel is just as slow, but local travel is viable. There's an incentive for players to make shorter jumps or take gates, as recovering from a long jump would take much longer than several shorter ones. The higher range introduces a trade-off for jump-capable combat ships; the further away they hide the easier it is to make a surprise attack, but the harder it becomes to get away again. In the future, power projection can be tuned by simply adjusting the base rate of fatigue decay.
Examples:
An Archon pilot jumps from Sahkt to Karan, a distance of 6.32LY. After the jump, his fatigue is set at 63.2%. His next jump must be 3.68LY or less, although this will gradually increase as fatigue decays.
A jump freighter pilot jumps from CCP-US to DO6H-Q, a distance of 3.24LY. After the jump, his fatigue is set at a reduced rate of 16.2% (half of 32.4%). His next jump must be 8.38LY or less, although this will gradually increase as fatigue decays.
A Rifter pilot takes a starbase jump bridge between CCP-US and DO6H-Q, a distance of 3.24LY. After the jump, his fatigue is set at 32.4%. His next jump must be 6.76LY or less, meaning he can use at least one more Jump Bridge immediately. This means a return trip is easily possible, but using more than 1-2 bridges means a lengthy delay.
New bit: The curved decay is based on shield/cap regen. It works the same way (with a peak at 30%) only moving in reverse from 100% down to 0%. The idea behind it is to reward shorter jumps - i.e. local travel. A jump of 2 to 4LY puts you in the peak decay rate, making it far quicker to recover from. Jumps 8 to 10LY put you at the slowest rate of decay. The dip at the lower end of the curve (0-10%) also has a slow rate, meaning lots and lots of short jumps will build up a larger drawback over time.
I don't have a calculator to do this exactly, but from memory with a basic decay rate of 1 day for 100% to 0% it would look roughly like this: 100% to 90% = 12 hours 90% to 0% = 12 hours 50% to 25% = 2.8 hours
I think this gels well with the sandbox aspect of eve - the system encourages short movements, and you have the option to make long jumps but there's a much higher drawback for doing so.
|
Carniflex
StarHunt Mordus Angels
292
|
Posted - 2014.10.07 10:21:00 -
[7493] - Quote
Tribal Trogdor wrote:About caps jumping gates:
1) Carrier gate camps - If they sit 0 on gate, they have more than enough subcap killing potential along with enough RR potential to wait out 60 seconds of aggro if needed. This wouldn't be so bad in null as there are bubbles to keep them on the other side, but in low, how is this to be countered? Breaking a fair amount in under 60 seconds would take a fair amount of dreads, which have to siege and get stuck for 5 minutes, while the carriers are only stuck for 60. If the carriers jump out via the gate, they can align out, blap anything that might be sat on the other side to stop them (as most are stuck next door and the real DPS cant follow) and dock up. Even in null though, the dreads are still stuck out of the fight, unless of course they burn to the gate, jump in, and hope the archons hadn't reapproached in the time O.o
2) Cyno Jammers - Drop cyno next door, warp to gate, jump in. Kinda kills the point of it, yea?
In low sec gate camping with carrier or even supers will be either totally or quite safe. If you get agressed you wait out the timer and jump the gate. After jump your gate cloak will last 3 sec but you can jump after 15 secs. So light exit cyno, pick the beacon in right click menu, press "a" for align and immediately press jump, if you do it right you will jump the same second you de-cloak.
Granted one danger would be titans, but hey, you can do the same camp with a titan. And titan is very large, you can smartbomb damn lot with a titan. Just need couple different emergency exit cynos in place.
Here, sanity... niiiice sanity, come to daddy... okay, that's a good sanity... *THWONK!* GOT the bastard. |
Julian Aldurald
Just 4 Fun E.B.O.L.A.
16
|
Posted - 2014.10.07 10:34:00 -
[7494] - Quote
What about making region gates even larger alongside with that change so that camping them gets even harder than it is now... because if you realy want it is still possible without too much effort I think. They'll gona camp all the region gates after that change I think...
Ah and yes what about capital jump drives maybe :D |
Panther X
High Flyers The Kadeshi
11
|
Posted - 2014.10.07 10:35:00 -
[7495] - Quote
Obsidian Hawk wrote:CCP Greyscale.
We have reached maximum rage fatigue. You need to release a revised dev blog now with proposed revisions. Thats the only way to get more input
Oh no, Rage is unlimited here.
|
afkalt
Republic Military School Minmatar Republic
364
|
Posted - 2014.10.07 10:41:00 -
[7496] - Quote
Carniflex wrote:In low sec gate camping with carrier or even supers will be either totally or quite safe. If you get agressed you wait out the timer and jump the gate. After jump your gate cloak will last 3 sec but you can jump after 15 secs. So light exit cyno, pick the beacon in right click menu, press "a" for align and immediately press jump, if you do it right you will jump the same second you de-cloak.
Granted one danger would be titans, but hey, you can do the same camp with a titan. And titan is very large, you can smartbomb damn lot with a titan. Just need couple different emergency exit cynos in place.
Depends if they add a few gate guns that are only really able to hit caps. |
Galphii
Caldari Provisions Caldari State
268
|
Posted - 2014.10.07 10:44:00 -
[7497] - Quote
Since capitals going through gates is going to be a thing, revisiting the aggression timer may be in order. Having the timer based on ship mass instead of a static 1 minute timer would be better. Want to agress with a titan on a gate? Prepare to wait a few minutes for that timer to drop. It would help with docking game BS too. X |
Tal Redfield
Rowan's Crown Wormhole Kaleidoscope Alliance
16
|
Posted - 2014.10.07 11:13:00 -
[7498] - Quote
One of the long term appeals of EVE, certainly for me, was acquiring a Titan, a difficult endeavour indeed. It in itself, what it represents and what it is able to do was worth hours of grinding and months of skill training and one of the only reasons I keep coming back for more instead of something shallow like WOW.
I'm up to about 30bil omw to a titan, yet after reading this I can honestly say you just took the wind out of my sails so to speak. Who wants to own a titan that can't be realistically used to bridge a fleet to drop on people in the immediate vicinity etc.. I don't care about power projection, i don't power project, I'm not part of a large entity that power projects yet I'm gonna pay the price for that.
I'm now sitting here trying to reevaluate my long term aspirations for EVE and honestly I'm struggling to come up with any... all the grinding just seems pointless now...
I certainly hope things pan out differently than what you are planning at the moment... |
Chigiku
State War Academy Caldari State
0
|
Posted - 2014.10.07 11:15:00 -
[7499] - Quote
I really hope this change will come live in november. (the jump fatigue and the reduced ly jump range, for caps / jf) I personally find it a wonderful idea I think CCP expected Crius to make so that null sec people would rather produce in null sec than shopping everything in jita, hope it will be attained in Phoebe Don't understand why people wouldn't want to try and travel through gate with their carrier / dread (with the help of a few subcap), those are pretty expandable in my opinion |
Julian Aldurald
Just 4 Fun E.B.O.L.A.
16
|
Posted - 2014.10.07 11:30:00 -
[7500] - Quote
Another anti blob mechanic that came to my mind is limiting jumps that use cynos per solar system.
Basicly there should be a 'natural phenomenon' that is caused by ppl jumping on a cyno in system to spread out energy (basicly build up a counter that is incremented by the mass of the jumped after each jump in the current solar system). The energy/ counter should 'cool down'/ disband linear over time again. After a certain degree this energy should cause the system to get 'heated up' and starting to get strong enought to jam all cynos system wide immediately and due to that prefenting all further jumps into the system from occuring.
In addition if capitals and stuff are allowed to use jump gates (and because of the subcaps even if not): The energy will spread out using the stargates in a certain degree and affect neighbor system to heat up by a small part of the amount as in the own system as well. This may happens recursivly, at least to a certain degree.
This concept might not be perfect or as such filed but I wanted to share the general idea with you. |
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 9 10 20 30 40 50 60 70 80 90 100 200 .. 275 :: one page |
First page | Previous page | Next page | Last page |