CCP Greyscale wrote:
Black Ops fatigue is a value we're happy to tune, within a reasonable range. Make a case for a number and we'll listen :)
Oooh, ooh, pick me!
Combat black ops drops (e.g. Falcon tackles Rattlesnake in a Sanctum, lights covert cyno, two Panthers and a Sin jump in and kill Rattlesnake) are great fun. They add value to Eve because ratting with neuts or reds in local should be risky. They're not perfect; the target might be pre-aligned to a safe, loaded with warp core stabilizers, handy with an AB and MJD, or bait for a counter-drop. Blops drops depend upon stealth, patience, and mobility. The primary weapon is surprise - and jumping to the hunter cyno is essential for the surprise to work.
Here's how things work currently:
The hunter roams through a region, dodging gate camps and looking wistfully at shiny ships in POSes. At last! He spots a target in an anomaly. Things happen quickly - decloak, tackle, cyno, blops bses jump in, target dies, cyno down, scoop the loot, leave the scene. The black ops battleships wait for jump cap and then return to the staging system via jump. The hunter moves on in search of the next target.
Here's how things would work with a 5ly jump with these revised changes:
Hunter cyno goes up, Blops ships jump in, kill the target, and wait for 1+2.5 minutes before the jump cool-down expires. If they jump 5ly to the exit cyno after 3.5 minutes with 3.15 fatigue they get 3.15 x 3.5 = 11.025 fatigue and are done for the day. If they choose to wait in the system for at least 25 minutes, their fatigue drops below 1 and the next jump isn't quite so painful.
Assuming they're adaptive folks - they have abandoned the practice of always returning to the staging system and instead wait to jump directly to the next target. Either way -
there is no point in continuing to hunt for 20+ minutes until the combat blops pilots' fatigue is reduced. This is not fun. Although I suppose the hunter could go around and do "catch and release" fishing for a bit. How about taking gates? Combat blops ships are certainly better than most ships at navigating bubble camps (better speed while cloaked, can fit MJDs), but they're also pricey and fragile. Plus, they warp at 2.2au/s, so warping from in-gate to target is not feasible.
I think a -50% fatigue factor is better than the original proposal but still extremely constraining. The added range (8 vs. 7.5ish) is nice, but this iteration would still mean 1-2 potential kills per session. Currently the limiting factors are all based on player behavior: Can you catch someone? Did they use their intel network and successfully avoid you?
Counter-point to what I just said:
If the blops jump drive (or covert bridge) receives a gentler nerf than this current iteration (as I think it should), it could potentially serve as a work-around for the consequences of other changes to movement in Phoebe. This is already the case for Jump Freighters-as-taxis (and industrials?), but Blops ships are considerably cheaper and more accessible (and covert bridges would be even more accessible).
In conclusion, I would be really sad if Phoebe removed the viability of blops drops from EVE. I am in favor of the vision behind Phoebe, but I really don't want blops ships to be collateral damage and I hope that you don't, too.