
Hellusius
Siesta Inc.
3
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Posted - 2014.10.09 20:41:00 -
[1] - Quote
Ola, I do think with this update it is a lesser of a strain on the smaller corps / players like myself living in null. I do to extend agree with some people that perhaps it is too easy to do logistics in null. but 5LY with timers is more of a strain than adding risks for null logistic. I agree it is probably somewhat hard to make a real good scenario for it, but like mentioned, take the time and propose the CSM and crowd with fuel to provide you guys with feedback, itteration generally serves the greater good.
Personally the biggest issue with this change for me has little in common with that I see in allot posts about logistics, empty null, the blops and posts regarding sov. For me it is play and time. Timers, Cooldowns, Waiting ... dont we already have enough of that? those are things you'd want to reduce (which you have been doing in certain corners, like session timers) specially if you want engaging and immersive gameplay. Balancing is good (even nerfing), but wouldn't you want to balance current play extending by generating choice instead of constraining by adding rules per see. EVE has so many rules and I feel this further complicates calculations. Perhaps some spreadsheet lovers will hate me but with this change you'd have to do more calculations, and so do 3rd party developers (which you reffernce as an future example) cause the game doesn't provide any decent insight (little snarky but perhaps says something about the feature as it stand without the added rules even). you'd restrain certain players from certain play which other players can. That can lead to the game feeling more dull (more afkness waiting out timers). For me i'd want to make my play sessions meaningfull or even something I can write home about.
Now concluding, as a somewhat old eve player I yet have marginal knowledge of the real big nullsec play and rules so I will refrain from posting concrete ideas(don't hate me ^^), but I have seen 1 post (and I have read many) that did have an idea that I would like to quote, and its actually from a goonie!. Perhaps you could itterate on it with my suggestions on his/her idea. I think its a step towards simplifyng the change while handing the players with more versatile choices to travel and tackling some of the way current meta for traveling and some of the associated combat.
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. |