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Vishnej
Demonic Retribution Veritas Immortalis
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Posted - 2006.11.10 03:09:00 -
[1]
Right now, when the warp command is issued, the following happens: Your ship begins flying directly towards the warp target. At 75ish % topspeed radial velocity towards the target, your ship plays the warp animation, and is for all combat purposes off the map.
What I propose is to add an additional stage. When the warp command is issued: Your ship begins flying directly towards the warp target. At 75ish % topspeed radial velocity towards the target, your ship enters prewarp. In prewarp: Your ship's maximum speed is increased by 100% + 100m/s for balance reasons. Your ship's signature radius is increased by 100%. Your ship remains on the map for combat reasons for the duration of prewarp Capacitor for the warp is charged at the beginning of prewarp.
Prewarp lasts for exactly 2km. That is, when you have come 2km closer to the warp target, you enter normal warp. This extends the warpout time by a fraction of a second for interceptors to a good 10 seconds for freighters.
This: Makes sniper warfare a bit more counterable with something other than more snipers Forces people to commit to combat more often Can greatly extend the engagement envelope of normal combat, which Warp To Zero greatly decreased in lowsec Empire (though bubbles / dictors can simply be used in 0.0) Cancels out the major effects of the slight lag in the locking system during gate-to-gate combat, preserving the value of locktime Makes prealigning a lot less overpowered Creates a reason to use speed modules rather than agility modules Is not cheatable with resource-intensive bookmarks Nerfs the standard borderline-exploit where freighters are webbed so they don't even have to accelerate up to warpspeed. It also slows down freighters a bit, which will be sped up too fast by WTZ for empire work
This change would be for anyone who's spent 2 hours trying to catch a well-bookmarked, well-trained, frequently moving, always-prealigning Eagle who wanted to tease your home system, and have thrown double digits of interceptors, interdictors, battleships, a covert, everything at them, without being able to catch them. Expertise should not make such a ship completely invulnerable - and adding 3 or 4 seconds of targettability between his warp command and his warp would give at least a small possibility of catching him by a dozen pilots of his equal in experience.
It would benefit the pirates, the antipirates, and the 0.0 defenders immensely - the ones who know what they're doing and have the forces, rather than those who have time to taunt people. It's just too easy to run away with WTZ (even ignoring WCS) - it has been for a long time before WTZ. And speed has meant practically nothing compared to agility.
What do you guys think?
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Dark Shikari
Caldari Imperium Technologies Firmus Ixion
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Posted - 2006.11.10 03:19:00 -
[2]
Any change that nerfs aligning would have vast consequences in all sorts of combat, not just in terms of travel. The idea itself might actually be pretty good, but all the various instances where aligning is used would have to be analyzed before an informed decision could be made.
Nerfing aligning, for one, would vastly change fleet battles.
-[23] Member-
Awesome new space games site, from the editor of E-ON! |

Trem Sinval
Sinval Enterprises
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Posted - 2006.11.10 04:41:00 -
[3]
Prewarp would destroy any hope of getting away, and here's why.
For a freighter, assume you don't totally suck with skills. Nominal top speed is ~100 m/s, warp at 75 m/s, takes nearly 30 seconds to warp as it is.
Under prewarp, that same freighter takes 30 seconds to prewarp, and then takes another 6.67 seconds to get to warp, meanwhile the cap has already been charged, and the ship is nearly 2,000m in sig radius.
If you can't get a target lock on a 2,000m target in 6.67 seconds (let alone 30), you're just not trying hard enough. Wait for him to get to prewarp, (you'll know because he jumps ahead), and scramble.
Similar situation for haulers/BSes.
Haulers take 15 seconds to get up to warp. Nominal speed is ~150 m/s (not really, but we're speculating). Haulers spend 5 seconds in prewarp. They're nearly BS sized during those 5 seconds; just wait for him to hit prewarp, let the cap be charged, and then scramble him. Oh, gee, look at that, you have no cap to run your tank, oops, *POP*.
BSes take 20 seconds, nominal is 140 m/s, they spend 5.25 seconds in prewarp, wait for warp, scramble, no cap, *POP*. BSes become nearly dreadnought-sized.
----
I see immense benefits for the pirates and campers (and the snipers) who sit in their stabbed BS'; they'll never have to think about losing another ship ever again, because he knows that if they try to warp away, not only will his fraction-of-a-second targetting get them, he knows their sig radius will EXPLODE, and it will really be fractions-of-a-fraction-of-a-second.
Quote: Expertise should not make such a ship completely invulnerable
So skill and experience should no longer be factors of playing EVE? 
- Trem
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Vishnej
Demonic Retribution Veritas Immortalis
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Posted - 2006.11.10 04:58:00 -
[4]
Based on the formula:
(10000/x)/(asinh(y))
x = scan res of your ship y = sig radius of target asinh(y) = ln ( y + sqrt ( y ^ 2 + 1 ) )
Doubling the sig radius of the target decreases the locktime by something like 9-15%, depending on sig radius. A freighter only gets about 9% decrease in locktime over something twice the size of a freighter.
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Vishnej
Demonic Retribution Veritas Immortalis
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Posted - 2006.11.10 05:04:00 -
[5]
And a freighter isn't meant to run away from things, simply put.
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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2006.11.10 05:24:00 -
[6]
I like this idea, but apply it to Transwarp (my idea for a new interstellar travel method replacing the silly gate system). Many ships take awhile already to warp.
~Thor Xian, Material Defender
What is your opinion? |

Ephemeron
Pelennor Swarm
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Posted - 2006.11.10 05:36:00 -
[7]
Edited by: Ephemeron on 10/11/2006 05:45:06 I like the reasons behind this idea, but idea itself is unnecessarily complex
The simplest implementation would be to have a timer for "fastest way to get in warp". It could be different for each ship class. Such as: 3 seconds for battleships, 2 for cruisers, 1 for frigs. That means, if you click warp and you reach all the necessary conditions for warp before that timer expires, then you still can't warp until that timer expires.
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Vishnej
Demonic Retribution Veritas Immortalis
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Posted - 2006.11.10 06:39:00 -
[8]
Originally by: Ephemeron Edited by: Ephemeron on 10/11/2006 05:45:06 I like the reasons behind this idea, but idea itself is unnecessarily complex
The simplest implementation would be to have a timer for "fastest way to get in warp". It could be different for each ship class. Such as: 3 seconds for battleships, 2 for cruisers, 1 for frigs. That means, if you click warp and you reach all the necessary conditions for warp before that timer expires, then you still can't warp until that timer expires.
With Warp To Zero implemented, that leaves no reason for speed mods for anything but tacklers.
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Ishquar Teh'Sainte
Euphoria Released Euphoria Unleashed
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Posted - 2006.11.10 06:55:00 -
[9]
Edited by: Ishquar Teh''Sainte on 10/11/2006 06:54:56
Originally by: Trem Sinval
Haulers take 15 seconds to get up to warp. Nominal speed is ~150 m/s (not really, but we're speculating). Haulers spend 5 seconds in prewarp. They're nearly BS sized during those 5 seconds; just wait for him to hit prewarp, let the cap be charged, and then scramble him. Oh, gee, look at that, you have no cap to run your tank, oops, *POP*.
BSes take 20 seconds, nominal is 140 m/s, they spend 5.25 seconds in prewarp, wait for warp, scramble, no cap, *POP*. BSes become nearly dreadnought-sized.
only before kali
uhmm .. if you were on the testserver you'd have seen such a nice module called inertia stabs ... they make takling at least really difficult (under laggy conditions allmost impossible) ...
tried it with a claw + 20k scram vs. a bestower with 4 inertia stabs ... the first try i got lucky as there was some (unnoticebale) lag [we were only thinking "wtf? why?"] ... second time he was able to lock me just in time before i warped off - with a bestower that had to change alignement for 30¦ or so ...
we didn't test a scenario where your ship is directly aligned to a warp-out-object ... but i estimate the worst
   ___________________
-Skellibjalla- Life is a garden of perceptions. Pick your fruit.
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DiuxDium
Black Omega Security The OSS
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Posted - 2006.11.10 07:23:00 -
[10]
What is so hard about using interdictors. They're in the game for a reason.
This change does nothing, other than giving noobs the balls to venture into 0.0 and lowsec. Which in the end is just more targets. So enough crying about this issue. I welcome it with open arms and interdictors.
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Thor Xian
Vertigo One E.A.R.T.H. Federation
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Posted - 2006.11.10 07:26:00 -
[11]
Originally by: DiuxDium What is so hard about using interdictors. They're in the game for a reason.
This change does nothing, other than giving noobs the balls to venture into 0.0 and lowsec. Which in the end is just more targets. So enough crying about this issue. I welcome it with open arms and interdictors.
Let me know when they work in 100% of Eve.
~Thor Xian, Material Defender
What is your opinion? |

Vishnej
Demonic Retribution Veritas Immortalis
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Posted - 2006.11.10 07:52:00 -
[12]
Originally by: DiuxDium What is so hard about using interdictors. They're in the game for a reason.
This change does nothing, other than giving noobs the balls to venture into 0.0 and lowsec. Which in the end is just more targets. So enough crying about this issue. I welcome it with open arms and interdictors.
It's not whining, it's presenting a change that addresses some longstanding issues, and mitigates the potential negative effects of a new change that a lot of people are whining about. The issues were there with instas (and especially tactical BMs), WTZ only makes them more obvious for the average player.
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James Duar
Merch Industrial
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Posted - 2006.11.10 08:07:00 -
[13]
Why not allow ships in warp to be intercepted. Make it a gang/fleet skill. If a ship in your gang/fleet observes a ship warping out (is on grid when it happens) then everyone else in the gang gets a moving BM for intercepting that ship while in warp and disrupting it (probably need a new module here).
The warp speed of ships would suddenly make a big difference, as would the positioning of ships tactically throughout a system. Set it up so you have to intercept while still traveling the same direction as the target (need time to disrupt the tunnel, can't just blow through it) from the other gate.
Just a thought. --- Recently returned from vacation on a sunny planet in 0.0. Guess which one! |

Vishnej
Demonic Retribution Veritas Immortalis
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Posted - 2006.12.17 22:14:00 -
[14]
So what does everyone think of the concept now that WTZ is in place, and BMs are out?
PS: Not necromancy, just a defib.
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Gonada
Gallente Cross Roads
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Posted - 2006.12.17 22:18:00 -
[15]
why dont you lamers out there with no skill actually learn how to play EVE before flooding the forums with your "fixits", wich are thinly vieled attempts to make everything easy.
-I don't necessarily agree with everything I say.- -nerf Missles-
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BoBoZoBo
Foundation R0ADKILL
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Posted - 2006.12.17 22:18:00 -
[16]
I am sorry but no.
Current problems with aligning have allready been mentioned
Most importantly.. why in the hell does WTZ need a counter? =========================
Minister of Propaganda - Operator 9 |

BurnHard
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Posted - 2006.12.17 22:31:00 -
[17]
I don't understand the problem you are trying to solve here. In fact, you are creating many. We already have a system where big ships go into warp more slowly, simply because they take longer to align and accelerate. And you also want to balloon their signature radius? I can think of a great special effect for it too: a big bullseye target with a giant red center.
Right now the balance is okay - so once again, what problem are you trying to solve? I think we should be told.
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Allantia
FW Inc Kith of Venal
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Posted - 2006.12.17 23:01:00 -
[18]
Edited by: Allantia on 17/12/2006 23:03:01 Way as well forget it now, it'll never happen.
It's a huge nerf to basically anything larger than a cruiser, and most importantly a huge nerf to fleet combat.
You'll get a bit more non-consentual PvP around gates, but it will make everyone all the more paranoid about getting into real combat only when they have a massive advantage.
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ToxicFire
Warlords Corp The Core Collective
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Posted - 2006.12.17 23:01:00 -
[19]
Edited by: ToxicFire on 17/12/2006 23:09:08 Edited by: ToxicFire on 17/12/2006 23:06:45 I read a good portion of the OP thread then decided im not even gonna dignify readin the rest of the thread. Its purely pro pirate and all I can say is.
You got your feckin warp core stab nerf now F*** off, if you can't kill people now it is purely about the level of skill you have and the game will not be tailored to your weakness
Oh and smart move publicly listing an exploit
Join the save Stargate SG1 Campaign Today! http://savestargatesg1.com/
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Malthros Zenobia
Caldari Independent Navy Reserve
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Posted - 2006.12.17 23:14:00 -
[20]
Originally by: Vishnej stuff
Just so you know, if you make the person go a set distance, then you will never need a warp scrambler to kill a slow ship. You will web it, and it'll have to travel 2km going about 20 m/s, or 1-2m/s if you double web it.
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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Amarria Lightwielder
N.A.G.A Corporation
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Posted - 2006.12.17 23:37:00 -
[21]
not signed, the way it is now is just fine --
-- Sound in EVE |

Roddic
Gallente Aliastra
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Posted - 2006.12.18 00:35:00 -
[22]
you wouldn't be a pirate would you?
no new stages need to be added to warping, it would ruin the game for alot of people.
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Roemy Schneider
BINFORD
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Posted - 2006.12.18 01:59:00 -
[23]
now i understand how desperate the situation has become these days to just sit there and let the victims come to your F1-to-F8-camp... come! on! an eagle has (at least) 150m sig - how hard can it be for inties to get a hold of him... asking yourself, if this is indeed skill and preparation everyone talks about never crossed your mind?
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Elvarien
Caldari The Night's Watch THE INTERSTELLAR FOUNDRY
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Posted - 2006.12.18 02:42:00 -
[24]
no >---- A Haiku with <3 Logged into Jita. System is empty, I cry. Tis a dream come true. Some day.
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MissileRus
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Posted - 2006.12.18 02:59:00 -
[25]
fixing the warp problems: set a permanent amount of time before entering warp after hitting the warp button, no more pre aligned insta warp offs, no sniper cookie, no pirate cookie, no cookie for anyone and a nerf to the isnta warp off by cowards imo.
i would like to see the propulsion stats being used for something... but a set amount of time before entering warp is the best solution imo, and simplest. and sometimes the simple pwns the complicated...
--------------------------- 4. i like pizza |

EPSILON DELTA
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Posted - 2006.12.18 03:01:00 -
[26]
Who other than noobs goes into 0.0 without a set of BMs before Rev?
The only thing WTZ changed are snipers hoping to catch noob haulers in low sercuity, which btw isn't something I consider pvp as much as griefing. ("look at me i killed that ibis with my t2 tachys, I pwn!!!11")
If 99% of people in 0.0 already effectively had WTZ pre-rev, why are people complaining now that they officially turned it into part of game mechanic?
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MissileRus
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Posted - 2006.12.18 03:20:00 -
[27]
well the warp problems imo aint warp to 0, its being pre-aligned, volley, warp-off.. the tactic used by gangs etc.. battles with multible ships should be more the sniping and being pre-aligned, there should be no benefit from sniping pre-aligned then from being in the chaos and sucking or dpsing or whatever. i want better fights and fights not so boring as the primary/secondary and aligned cowardness everyones using...
fleet fights where all ship types are used with multible roles with multible targets at all kinds of ranges in a big blobb of testosterone... not the slow gliding appart requiring more and more range= sniping FTW fights that sucks extreme..
with a pre-set time of warp, there would be no benefit of having long range fighting blobbs that slowly get further and further away from eatchother, just warp in and wtfpwn, if your scrambled it should be showed on the overview, support can then unscramble you or soemthing so you could warp to safety(to carrier for repairs etc).
theres alot more imo the warp to 0, warp to 0 has nothing to do with this, but large scale fighting quality has everything to do with it. theres one system and thats primary/secondary and floating blobbs that sepperate, it should be room for different systems, but pre-aligning is to mutch i-win for anyone to combat in any other way.
jsut my views, i want more exciting fleet/large gang action..
--------------------------- 4. i like pizza |

zibelthurdos
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Posted - 2006.12.18 03:21:00 -
[28]
Originally by: Roddic you wouldn't be a pirate would you?
if he is he's not a very good one, i'm about as carebear as they come,and i'm not having any trouble stopping and popping war targets as they come through a gate.
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Doppler Shift
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Posted - 2006.12.18 03:33:00 -
[29]
Edited by: Doppler Shift on 18/12/2006 03:37:14 The idea is simply bad for more reasons than I can count. Out of the top of my head:
First, addressing the example issue: What? An expert pilot that had done his homework, his training and his tactical bookmarcs with the perfect ship for the job and you couldn't catch him? Your example is of course demonstrating the exact reason that under no circumstance should your idea be implemented. You should NEVER have been able to catch that guy. He is an expert in evading you. The only guy that should be able to catch him would be a covop or inty with their faster warp speed that ANTICIPATED his move, warped with him and landed first at his target ready to scramble him. If your idea let you catch him without a bubble or a role-ship means it is unbalancing...
On the other hand, no hauler would ever be able to escape anything ever again unless stabbed (warped/inertia) to death. And then it wouldn't escape anyway... Gatecamps would be steel barricades instead of gauntlets.
No more escaping for battle, anyhow. In order to escape, you should be god and your enemies morons.
In fact, the only thing it would serve would be your personal style of gameplay. Face it - it is just an idea to make gatecamps inescapable.
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Vishnej
Demonic Retribution Veritas Immortalis
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Posted - 2006.12.18 05:56:00 -
[30]
Edited by: Vishnej on 18/12/2006 06:02:47 No, I'm not a bloody pirate.
I was building on Lorth's post, encounters I've had defending space in competent gangs versus competent individuals, and CCP's original intention to have nonconsensual contact areas.
When I wrote the OP people were claiming that WTZ was going to ruin the game in multiple threads - this is not a whine about that issue, it is a proposal to increase the ability to catch people, who before Rev were using instas + tacticals, and after Rev will still use tacticals.
Enhanced probing abilities helped, a lot - a pilot can't go AFK in the right safe anymore, they have to warp from point to point in order to be invulnerable. The WCS nerf helped a bit. The large bubbles will help, when they become standard issue. The HP boost helped. And the long-range ammo nerf helped a little.
That Eagle was a standout because its pilot wasn't an idiot, it was packing 2 WCS, and it was shooting from a few dozen 100-250km tacticals w/ t2 ammo, for just long enough to pop a ceptor and warpout. With the nerfs above, I guess it's more difficult these days to do solo driveby snipings- I'd just rather see a strong siege be difficult to break without overwhelming firepower, specialized ships, or a large dedicated posse be able to catch a hostile they're chasing.
I'm currently able to evade a 150 man 3-gate 1 bubble camp in a badly setup blackbird, completely unprepared - it just takes a little bit more time. I should not be able to do that. Missilerus is partially right - half of my objection is to snipers. But the other half is simply that you should be able to defend a system against(you should be able to kill) a single non-covert expert-level enemy with an overwhelming force of expert-level defenders, without metagaming. The nerfs on sniping have moved this from being unbalanced to being a serious annoyance.
I guess I should just abandon this proposal and rail against the simpler examples of metagaming (it ain't an exploit until you can bait the devs into calling it one and fixing it).
Making bubbles combat-flag would be a start.
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Riho
Red Wrath Exquisite Malevolance
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Posted - 2006.12.18 06:41:00 -
[31]
Originally by: Vishnej Right now, when the warp command is issued, the following happens: Your ship begins flying directly towards the warp target. At 75ish % topspeed radial velocity towards the target, your ship plays the warp animation, and is for all combat purposes off the map.
What I propose is to add an additional stage. When the warp command is issued: Your ship begins flying directly towards the warp target. At 75ish % topspeed radial velocity towards the target, your ship enters prewarp. In prewarp: Your ship's maximum speed is increased by 100% + 100m/s for balance reasons. Your ship's signature radius is increased by 100%. Your ship remains on the map for combat reasons for the duration of prewarp Capacitor for the warp is charged at the beginning of prewarp.
Prewarp lasts for exactly 2km. That is, when you have come 2km closer to the warp target, you enter normal warp. This extends the warpout time by a fraction of a second for interceptors to a good 10 seconds for freighters.
This: Makes sniper warfare a bit more counterable with something other than more snipers Forces people to commit to combat more often Can greatly extend the engagement envelope of normal combat, which Warp To Zero greatly decreased in lowsec Empire (though bubbles / dictors can simply be used in 0.0) Cancels out the major effects of the slight lag in the locking system during gate-to-gate combat, preserving the value of locktime Makes prealigning a lot less overpowered Creates a reason to use speed modules rather than agility modules Is not cheatable with resource-intensive bookmarks Nerfs the standard borderline-exploit where freighters are webbed so they don't even have to accelerate up to warpspeed. It also slows down freighters a bit, which will be sped up too fast by WTZ for empire work
This change would be for anyone who's spent 2 hours trying to catch a well-bookmarked, well-trained, frequently moving, always-prealigning Eagle who wanted to tease your home system, and have thrown double digits of interceptors, interdictors, battleships, a covert, everything at them, without being able to catch them. Expertise should not make such a ship completely invulnerable - and adding 3 or 4 seconds of targettability between his warp command and his warp would give at least a small possibility of catching him by a dozen pilots of his equal in experience.
It would benefit the pirates, the antipirates, and the 0.0 defenders immensely - the ones who know what they're doing and have the forces, rather than those who have time to taunt people. It's just too easy to run away with WTZ (even ignoring WCS) - it has been for a long time before WTZ. And speed has meant practically nothing compared to agility.
What do you guys think?
why not just make the ship explode while its warping ? learn to use the tools u have.... i dont have eny issues killing ppl at the gates... in 0.0 and low sec
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NiGHTS
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Posted - 2006.12.18 06:42:00 -
[32]
Originally by: Vishnej stuff warps too fast now so i cant snipe as easily[
fixed. MUAHAHAHHAHHA! sigs are dead and CCP killed them
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high star
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Posted - 2006.12.18 07:04:00 -
[33]
having read most of the post on this thread it would seem that the op wants an ' i win' button on their ship.
if you can not lock and take a ship before it warp away from the gate then there only three possiblities for
1 the target ship is a frig. or another small ship 2 your targeting skills are rubbish 3 you have stabs fitted to your ship oh sorry there's a 4th
asleep at the time the ship started to warp off
the corrective action to 3 out of 4 is to
1 train your skills right up 2 remove the the stabs 3 stay awake and pay attension.
there is no need at all for this idea, it's just a poor excuse for why you can not do what you could before the patch.
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Shakuul
Caldari The Imperial Commonwealth The Sundering
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Posted - 2006.12.18 07:13:00 -
[34]
An existing counterpoint to warp to zero: mobile warp disruptors.
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Nanobotter Mk2
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Posted - 2006.12.18 07:47:00 -
[35]
"Let me know when they work in 100% of Eve."
Nothing should work 100% infact that is part of the problem with alot of eve combat mechanics too many 100% dependable IWIN buttons, that have turned the pvp combat into very simple common, IWIN ships running in gangs avoiding other IWIN setups and instead all hutning 100% ILOSE set ups.
Seriously what kinda losers needs something to work 100% of the time? I mean there should be some "Game" to the game no?
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Terraform
Gallente
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Posted - 2006.12.18 08:06:00 -
[36]
Try adapting instead of altering, it will make your life better and make you have healthy children (as if anyone wants that).
Warping is fine, warp to 0 is fine, it's the exact same as having full instas, except now everyone is equal. If you can't catch it, let it go damnit!
I still wonder why people sometimes chase after fast ships in the hopes of catching it. If it's a fairly good pilot and he/she doesn't want to be caught, it's not going to happen... sounds fair enough to me. I hereby remove my sig, sigs are evil, sigs are the devil and i suck at drawing... |

Qece
Gallente Dead End Zeroes
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Posted - 2006.12.18 09:09:00 -
[37]
Originally by: VishnejForces people to commit to combat more often[/quote
For this reason I doubt that CCP will commit to an idea like this. Remember that while you're playing your PvP games etc there are the people that make your ships, mine to make your ships and rat to sell you your named modules and faction loots.
So basically no, it's not an idea that I think CCP will take on-board. Maybe if the ship that was trying to warp was already being targetted then it might be a fairer idea as combat has already been initiated but then people would counter that with the fact that Warp Core Destabilizers are in the game for such reasons.
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Xordus
Beasts of Burden
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Posted - 2006.12.18 09:21:00 -
[38]
Well I actually like this idea. Single aligned snipers are very hard to deal with if they know what they're doing. You almost can't catch them. It's undeniably difficult. Sniping shouldn't be so easy imo. Warp in, align, shoot till you're faced with the slightest danger and warp out. There's very little risk if you're good.
Anything to offer more opportunity for combat should be considered.
Xordus
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Ryysa
Total Failure
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Posted - 2006.12.18 09:30:00 -
[39]
Originally by: Vishnej stuff
Summary: What you want: Nerf Atlus and Komolov What you should have written: Nerf pre-aligning
:)
All about target jamming |

Faith Black
Minmatar Rolls Roids
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Posted - 2006.12.18 09:59:00 -
[40]
Edited by: Faith Black on 18/12/2006 10:01:47
Originally by: Ryysa
Originally by: Vishnej stuff
What you should have written: Nerf pre-aligning
Yes, looks like it, although I think some people have either not read or understood the full post. lol. Because, if someone is pre-aligned or a whole fleet is pre-aligned and uses covert ops to work from different spots, then they can warp out in any second, if something comes close. The main danger then is the grid loading lag or lag in general.
I don't say that the change is needed, but it was rather funny that some write: 'Nub, learn to play the game !', if they seem to have no clue about the power and uses of pre-aligning. It's one of 'the' standard tactics in 0.0 and also used by snipers in low sec ofc. ------ Who wants to be Caldari, if he could be 1337 instead ? Minnie 4tw ! ^^ |

Noriath
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Posted - 2006.12.18 10:17:00 -
[41]
Edited by: Noriath on 18/12/2006 10:20:07 Edited by: Noriath on 18/12/2006 10:19:30 Warping off should take longer, but the main issue with warp-warfare is the fact that you can immediatly warp out after warping somewhere.
I would rather see ships have a seperate warp capacitor that needs to recharge after every warp, taking aproximately 2-3 minuites then see a delay in the acctual time it takes to warp a ship.
Let's say that there is some kind of residual distortion in the ships hull after warping, which prevents it from warping right after it has come out of warp which incidentally is removed by jumping through a gate.
Or make warping repeatedly have exponential cap costs, so that with each successive warp jump where you didn't wait at least a minuite the cap consumption to warp doubles, and the cooldown as well, so that if you wildly warp back and forth you'll run out of cap, the consumption doubles beyond your max and the cooldown is several minuites... Now that would make combat more fun, because you'd have to plan your warping a bit more carefully and deal with what the outcome is, and not just warp around wildly untill you like where you are.
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MOOstradamus
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Posted - 2006.12.18 10:53:00 -
[42]
Edited by: MOOstradamus on 18/12/2006 10:53:04
Originally by: Noriath
I would rather see ships have a seperate warp capacitor that needs to recharge after every warp, taking aproximately 2-3 minuites then see a delay in the acctual time it takes to warp a ship.
So you want to remove hunting in Asteroid Belts, whether it be NPC's (loot/salvage) or Miners (easy pickings), from the game
MOOCIFER Emerald/Alpha Oldtimer & Warwick Castle Gamekeeper |

BurnHard
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Posted - 2006.12.18 11:01:00 -
[43]
Originally by: Noriath
Warping off should take longer, but the main issue with warp-warfare is the fact that you can immediatly warp out after warping somewhere.
Why should it take longer? Think of all of the dozens of scenarios that this doesn't make sense and then compare that to the one or two scenarios where it does make sense. Balance? No.
What about being able to warp to C immediately after arriving at B from A. Why is this a problem? Once again, think of the dozens of scenarios this is useful and then compare to the one or two where it isn't. Balance? Hmmmm.
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Auron Shadowbane
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Posted - 2006.12.18 11:08:00 -
[44]
well I'd suggest to implement BS sized warp jammers.
close range: 50km 2points close range t2: 75km 2points long range: 200km 1 point long range t2: 250km 1point (250km is max targeting range, right?)
needing more capacitor as well.
you fixed sniping as it is now about a range ( equaling time if enemy is faster than you ) advantage while you can do damage but your enemy cannot. Snipers arent invincible anymore cause you can pin them down and stop em from warping, as you can stop a close range ship from warping.
this modules might help gatesnipers too, as they now could possibly warp jam a ship too but I think the danger isnt very high because all the snipers important modules are in med slots: sensor boosters, tracking computers, (long range warp jammers).
why would this bonus to long range setups make low range setups more usefull? cause it will remove the savety from pre aligning. instead of a paper thin ship you warp of the moment you get danger you now fly a paper thin ship that can't warp off if it gets damage. Snipers are in comparison to close range setups paper thin as you need many slots to get your range (lock and optimal) up which you can use for tanking in a close range setup.
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Dekiri
Exanimo Inc
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Posted - 2006.12.18 11:10:00 -
[45]
Edited by: Dekiri on 18/12/2006 11:24:18 Edited by: Dekiri on 18/12/2006 11:17:35
I don't see the problem here. The warp to zero mechanic first worried me, but it is so easy to counter and actually makes gatecamping more fun =)
If you use a fast locking ship you can pretty much catch anything just like before(hint: you just need to be on the other side of the gate!). And that is without deploying a bubble. The only thing that changed is that you can't catch the people who did not have instas anymore(wich was a minority usually anyways. The + is that due to the new way to setup a nice gatecamp, you can actually loot good stuff now, because it wont help you to have instas to feel safe, since you will be caught on the other side.
In the end it is all about adapting to the current situation and while it worried me before i have to say that warp to zero doesn't cause any real trouble and the game gains a lot from it. If you are unable to adapt to this you should probably start mining the veldspar or something.
PS: I am writing this as a former lowsec pirate for many month and when i was still pirating it did not cause any problems to my playing style AT ALL. You can even still gatecamp in lowsec with not much trouble.....
to the op especially: That eagle pilot was either a lot smarter then you guys or you guys where just not smart enough to catch him. If you have a couple of people and a system where that guy is at then you can make him stay in that system unable to run with a couple of people AND you can hunt him down in a cov ops with a tackling setup, unless he is just moving from SS to SS, wich would make it impossible to get him with the old system as well. You can definitly stop him from leaving a system with a few well placed bubbles or even smarter with a mini camp at the exits to the system outside of said system. Oh and another tip for you as well. You can bump people out of allign. You can just setup a proper warp in with a cov ops and have something big bump him out of his allignment so you have enough time to lock and scram him with the fast locking cov ops you use as warpin. Not to mention that people usually allign to the same thing over and over, and you could just make him land within a bubble after a couple of tries especially with your ability to see where he alligns to.
--------------------------------- Exanimo Inc. - Mercs for hire Join channel "CONTRACT EXAN" in game if you wish to hire Exanimo Inc. Or contact cptblood or kakanur |

Noriath
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Posted - 2006.12.18 11:31:00 -
[46]
Originally by: MOOstradamus Edited by: MOOstradamus on 18/12/2006 10:53:04
Originally by: Noriath
I would rather see ships have a seperate warp capacitor that needs to recharge after every warp, taking aproximately 2-3 minuites then see a delay in the acctual time it takes to warp a ship.
So you want to remove hunting in Asteroid Belts, whether it be NPC's (loot/salvage) or Miners (easy pickings), from the game
I don't see the issue with it to be honest. It would just require you to acctually use tools like the scanner before you warp somewhere if you don't want to get there and see nothing. But no, we can't have that, make people think for five seconds before taking a mile long battleship to faster then light speeds. I mean god forbid there is a degree of strategy, planing and foresight involved in the game.
Besides, 2-3 minuites is nothing, it takes you that long to kill rats or collect salvage or run a few mining cycles. You wouldn't even really notice that chance unless you rely on warping from place to place to peek your head in and move on if there is nothing there instead of using the scanner. The main thing it would do is make multiple bookmarks for safespotting or sniping less of a foolproof way to avoid tackling forever.
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BurnHard
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Posted - 2006.12.18 11:39:00 -
[47]
Originally by: Noriath
I don't see the issue with it to be honest. It would just require you to acctually use tools like the scanner before you warp somewhere if you don't want to get there and see nothing. But no, we can't have that, make people think for five seconds before taking a mile long battleship to faster then light speeds. I mean god forbid there is a degree of strategy, planing and foresight involved in the game.
Besides, 2-3 minuites is nothing, it takes you that long to kill rats or collect salvage or run a few mining cycles. You wouldn't even really notice that chance unless you rely on warping from place to place to peek your head in and move on if there is nothing there instead of using the scanner. The main thing it would do is make multiple bookmarks for safespotting or sniping less of a foolproof way to avoid tackling forever.
To be honest, although I didn't say it before, this is quite frankly one of the dumbest ideas I've ever heard on the forums. One of the reasons WTZ was soo ****ing awesome, was that it speeded travel, which is dull, tedious and an unbelievable waste of a life. What you are doing is effectively proposing a counter-play to re-introduce some of the boredom because presumably you don't think there is enough.
Not only that, but the idea effectively makes it pretty much impossible for a slow hauler to escape from a player who is camping, regardless of whether or not he has a tackler. Right now, I can escape if I'm not tackled, because I can tank long enough to get to my turn-around mark or the other gate. With this proposal, I would have zero chance of making it without being ganked, rather than the 90% chance I have at the moment, if I bring an alt-scout into play and wait 2 hours for my chance to cut and run.
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Crumplecorn
Gallente Aerial Boundaries Inc. Interstellar Starbase Syndicate
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Posted - 2006.12.18 11:46:00 -
[48]
I'd just like to throw a hearty 'No' into this thread.
Thanks, Mr. Crumples
(P.S. + points for effort though) ----------
IBTL \o/ EVE is upside down! WTZ+Slower Warp=Win |

Dekiri
Exanimo Inc
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Posted - 2006.12.18 12:09:00 -
[49]
Originally by: Noriath Edited by: Noriath on 18/12/2006 11:36:38
Originally by: MOOstradamus Edited by: MOOstradamus on 18/12/2006 10:53:04
Originally by: Noriath
I would rather see ships have a seperate warp capacitor that needs to recharge after every warp, taking aproximately 2-3 minuites then see a delay in the acctual time it takes to warp a ship.
So you want to remove hunting in Asteroid Belts, whether it be NPC's (loot/salvage) or Miners (easy pickings), from the game
I don't see the issue with it to be honest. It would just require you to acctually use tools like the scanner before you warp somewhere if you don't want to get there and see nothing. But no, we can't have that, make people think for five seconds before taking a mile long battleship to faster then light speeds. I mean god forbid there is a degree of strategy, planing and foresight involved in the game.
Besides, 2-3 minuites is nothing, it takes you that long to kill rats or collect salvage or run a few mining cycles. You wouldn't even really notice that chance unless you rely on warping from place to place to peek your head in and move on if there is nothing there instead of using the scanner. The main thing it would do is make multiple bookmarks for safespotting or sniping less of a foolproof way to avoid tackling forever.
Originally by: Dekiri Edited by: Dekiri on 18/12/2006 11:24:18 If you use a fast locking ship you can pretty much catch anything just like before(hint: you just need to be on the other side of the gate!). And that is without deploying a bubble. The only thing that changed is that you can't catch the people who did not have instas anymore(wich was a minority usually anyways. The + is that due to the new way to setup a nice gatecamp, you can actually loot good stuff now, because it wont help you to have instas to feel safe, since you will be caught on the other side.
I acctually think the whole "Get killed on the other side of a gate you could not see" mechanic is kind of lame. That's exactly what makes people log off while still cloaked if the gate is camped, because it's just stupid to die from a trap you could not possibly have avoided... If the gate isn't bubbled it's not so bad, but if it had a big bub on it you're just screwed and the only thing that can save you in that situation is either having someone in the system warn you or logging off. 
Well that mechanic has been in forever... I agree that it is a bit problematic, but how would you solve it? I think that scouting is very important and with a ceptor as scout for example you usually get through a bubbled gate anyways even with a dictor sitting on it.
--------------------------------- Exanimo Inc. - Mercs for hire Join channel "CONTRACT EXAN" in game if you wish to hire Exanimo Inc. Or contact cptblood or kakanur |

Mesacc
Gallente
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Posted - 2006.12.18 12:32:00 -
[50]
I still say slowing down warp speed is the best way to go, instead of everyone trying to catch people before they go to warp. Slow down warp speed to where that 15 second trip to the other side of the solar system takes about a minute or so. Then you could persue someone at warp speed. New moduals could be added for tracking and following people in warp, moduals for improving warp speed, If you catch up to them even shoot at them and nock them out of warp. Sounds way more interesting and fun to me that way.
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MOOstradamus
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Posted - 2006.12.18 12:37:00 -
[51]
Noriath: so with your brilliant 'Warp Capacitor' plan would it automatically reset after every Stargate jump or would a ship have to sit there recharging before it traverses each system 
And are you really advocating that people should have to scan for regular NPC encounters too 
MOOCIFER Emerald/Alpha Oldtimer & Warwick Castle Gamekeeper |

Nev Clavain
Wise Guys Rogue Method Alliance
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Posted - 2006.12.18 13:17:00 -
[52]
Originally by: Vishnej
This: Makes sniper warfare a bit more counterable with something other than more snipers
Dude, what you propose is a sniper's dream. There would be no need for a tackler, you just need 2 or 3 snipers, and pop literally everything under the size of a battlecruiser or heavily tanked cruiser before it can warp way.
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BurnHard
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Posted - 2006.12.18 13:22:00 -
[53]
Originally by: Nev Clavain
Originally by: Vishnej
This: Makes sniper warfare a bit more counterable with something other than more snipers
Dude, what you propose is a sniper's dream. There would be no need for a tackler, you just need 2 or 3 snipers, and pop literally everything under the size of a battlecruiser or heavily tanked cruiser before it can warp way.
Precisely and CCP's idea was to NERF sniping, not make it easier again.
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insanebe
Caldari soni Corp Imperium Sonorumance
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Posted - 2006.12.18 13:26:00 -
[54]
theres nothing wrong with warp to zero, adapt ..change ..and play knowledge is power.... guard it well |

Noriath
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Posted - 2006.12.18 20:31:00 -
[55]
Originally by: BurnHard To be honest, although I didn't say it before, this is quite frankly one of the dumbest ideas I've ever heard on the forums. One of the reasons WTZ was soo ****ing awesome, was that it speeded travel, which is dull, tedious and an unbelievable waste of a life. What you are doing is effectively proposing a counter-play to re-introduce some of the boredom because presumably you don't think there is enough.
Not only that, but the idea effectively makes it pretty much impossible for a slow hauler to escape from a player who is camping, regardless of whether or not he has a tackler. Right now, I can escape if I'm not tackled, because I can tank long enough to get to my turn-around mark or the other gate. With this proposal, I would have zero chance of making it without being ganked, rather than the 90% chance I have at the moment, if I bring an alt-scout into play and wait 2 hours for my chance to cut and run.
You obviously didn't bother to read what I wrote about this, like the whole part about how jumping through gates cancels the effect so you can instantly warp off and travel doesn't take long. This isn't meant to screw people on gates by making travel take forever and escaping camps impossible, this is mainly meant to stop excessive warping in combat, since right now range is god in eve, purely because you can warp off so fast and swich positions so rapidly that you cannot be tackled unless you aren't paying enough attention.
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