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Siete
Deep Core Mining Inc. Caldari State
4
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Posted - 2015.07.27 23:37:37 -
[31] - Quote
I'm really liking this idea!
My 2-isk to this would be towards some details of the jump mechanics:
* Based on a module you activate to calculate the jump * You enter the total mass of all the ships jumping through ( and maybe expected number of ships? explained later... ) * Once active it creates a space tunnel/worm hole/what ever for everyone to jump through * Tunnel is active for Xseconds (30?) during which ships are queued, all mass is ejected to jumptarget at end of cycle (module warm up phase? buffer rendering phase? mass conversion phase? call it what ever you like ) * You can only enter the "tunnel" if you have fuel and cap ( to feed to mass conversion process? ) * All penalties from the OP still apply
This allows for logic like:
* A small frigate gang (any small PvP gang really) will get more accurate scanning results from lower skilled scanning * A large carrier gang will need a skilled scanning pilot, but still possible to travel based on previous mentioned idea of finding all local cyno jammers etc etc.... * If a considerable amount of additional mass above what was stated in the activation of the module enters the "tunnel" then a much larger jumptarget deviation occurs for all ships * If a considerably larger number of ships jump through ( regardless of mass ) you get the same jumptarget deviation penalty as for jumping with too much mass
Rough idea from a drunk guy! All numbers need tweaking but I hope I have relayed the core-principles behind my idea |
Altirius Saldiaro
Royal Amarr Institute Amarr Empire
336
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Posted - 2015.07.28 00:04:20 -
[32] - Quote
https://forums.eveonline.com/default.aspx?g=posts&m=5076882#post5076882 #1 - 2014-10-02 15:18:48 UTC | Jump Drive option 1. Jump to Cyno = Precision 2. Jump To System = No Cyno Needed, Land at Sun. 3. Emergency Jump = Land at Random System within your Ship's max range. |
Maldiro Selkurk
CHEMO IMMUNO RESISTANT VIRUS X
322
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Posted - 2015.07.28 02:09:23 -
[33] - Quote
im pretty sure all those choke points in eve didnt happen by accident so i doubt your idea will go anywhere.
Also, arrrrgh the sun, my artificial eyes are killing me.
Yawn,-á I'm right as usual. The predictability kinda gets boring really.
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Anthar Thebess
1241
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Posted - 2015.07.28 07:11:33 -
[34] - Quote
CCP like cyno accounts.
Capital Remote AID Rebalance
Way to solve important nullsec issue. CSM members do your work.
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Lugh Crow-Slave
1198
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Posted - 2015.07.29 11:46:26 -
[35] - Quote
With a cyno someone still had to make all the needed jumps removing this would lower travel time immensely we finally started to make eve a little bigger let's not shrink it back down
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Lugh Crow-Slave
1198
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Posted - 2015.07.29 11:49:46 -
[36] - Quote
Chance Ravinne wrote:SheepChaser Woolhands wrote:on the otherhand.... it would be also interesting have to allign to the star on the horizition and then jump.... even more interesting if youre on the Outer edge of k-Space, where there are no more stars on the rim... but you do find stars there thats not on map... and still be able to jump...
Or in W-Space, jump to nearest star, beginning to map out w-Space.... Oooooh.
No w-space is already mapped out if you use the constellation and region maps. All this would do is allow large groups to control multiple systems in range of each other pushing out small guys.
You can't jump to a cyno in j-space even if it is in range via the map and this is a good thing
Fuel block colors? Missiles for Caldari T3? Corp Stasis
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Nyalnara
AdAstra. Beach Club
87
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Posted - 2015.07.29 16:25:37 -
[37] - Quote
Altirius Saldiaro wrote:https://forums.eveonline.com/default.aspx?g=posts&m=5076882#post5076882 #1 - 2014-10-02 15:18:48 UTC | Jump Drive option 1. Jump to Cyno = Precision 2. Jump To System = No Cyno Needed, Land at Sun. 3. Emergency Jump = Land at Random System within your Ship's max range.
No emergency jump. You can randomly choose a system within your range and press jump. That let the attacker a small time frame to catch you. Or nice spool-up timer on emergency jump.
In case of ponies, keep calm and start running.
French half-noob. Founder of [DEUPP]Dark Evil Undead Ponies Productions.
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Uriel Paradisi Anteovnuecci
Jovian Labs Jovian Enterprises
18865
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Posted - 2015.07.29 17:37:38 -
[38] - Quote
I made a similar suggestion last year, though mine only included black ops: https://forums.eveonline.com/default.aspx?g=posts&t=356013
Looking back, it never needed as many limitations as I thought, and putting such an option on all jump-capable ships is certainly within the realm of possibility.
Normal jump-to-cyno? Precise, safest option, with longer jump range than a sun jump. Jumping-to-sun? Less precise (jump in at a random location around the sun ~5AU), non-scouted, shorter jump range.
"A City made of Dreams...is built in heaven" - GÖâ-
GPƒ U-Ç+¬ß¦ç-ƒ's Sߦ¢ß¦Å-Ç-Å
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Max Deveron
Deveron Shipyards and Technology
215
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Posted - 2015.07.29 20:47:49 -
[39] - Quote
I like where this idea is going, it wold be immensely more fun to play.
1 question though.......
What happens if you misjump....and your stuck 100's of AU or even several light years between stars? do you self destruct and hope you can still clone back to the starting point? Or would that Capital have to take the next couple of yrs slowboating or wait for help to arrive since your out of fuel now?
Just asking because that would be hilarious as all to hell to me if that could occur as well. |
SheepChaser Woolhands
JoveNation Band of Boogers
12
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Posted - 2015.07.29 22:15:20 -
[40] - Quote
Max Deveron wrote:I like where this idea is going, it wold be immensely more fun to play.
1 question though.......
What happens if you misjump....and your stuck 100's of AU or even several light years between stars? do you self destruct and hope you can still clone back to the starting point? Or would that Capital have to take the next couple of yrs slowboating or wait for help to arrive since your out of fuel now?
Just asking because that would be hilarious as all to hell to me if that could occur as well.
I would assume you just allign to the selected sun and wait on cap to recharge to jump again... and i would assume it would be safe to have extra fuel in cargobay incase of "misjumps"
but on the other side, when ure in "nowhere"... u could drop some probes and might get Lucky finding some really rare signals
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SheepChaser Woolhands
JoveNation Band of Boogers
13
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Posted - 2015.07.30 17:17:47 -
[41] - Quote
Max Deveron wrote:I like where this idea is going, it wold be immensely more fun to play.
1 question though.......
What happens if you misjump....and your stuck 100's of AU or even several light years between stars? do you self destruct and hope you can still clone back to the starting point? Or would that Capital have to take the next couple of yrs slowboating or wait for help to arrive since your out of fuel now?
Just asking because that would be hilarious as all to hell to me if that could occur as well.
On the other hand, there could be a "emergency stop" that allows you to stop the jump in midflight, tossing Your ship of the path at a random location betwene point A and point B... With a penalty to cap and possible Shield/armor..... incase the arrivalpoint aint safe or the chef on the ship suddenly tries to toss ya of the ship
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Goatman NotMyFault
Lubrication Industries Fortis Et Certus
212
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Posted - 2015.07.30 21:53:08 -
[42] - Quote
I would suggest to have options on how Close to the selected sun you want to arrive, right by, 1 au, 5 au, 10 au.. ect ect up to 100 au or something... depending on the size of the system to avoid People making deep bm in systems. |
Nyalnara
AdAstra. Beach Club
88
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Posted - 2015.07.30 23:24:15 -
[43] - Quote
Max Deveron wrote:I like where this idea is going, it wold be immensely more fun to play.
1 question though.......
What happens if you misjump....and your stuck 100's of AU or even several light years between stars? do you self destruct and hope you can still clone back to the starting point? Or would that Capital have to take the next couple of yrs slowboating or wait for help to arrive since your out of fuel now?
Just asking because that would be hilarious as all to hell to me if that could occur as well.
That should not be possible, because:
- That would allow for the creation of un-probable deep safes.
- It's not possible to travel from system to adjacent system by non-gate travel, because there is nothing between systems, and the fact that systems have a fixed max radius. Physical limitation due to game architecture, yadda-yadda. (If you want the exact wording, search for the old dev-blog about removal of ultra-deep safes.
In case of ponies, keep calm and start running.
French half-noob. Founder of [DEUPP]Dark Evil Undead Ponies Productions.
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SheepChaser Woolhands
JoveNation Band of Boogers
13
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Posted - 2015.07.30 23:50:59 -
[44] - Quote
Nyalnara wrote:Max Deveron wrote:I like where this idea is going, it wold be immensely more fun to play.
1 question though.......
What happens if you misjump....and your stuck 100's of AU or even several light years between stars? do you self destruct and hope you can still clone back to the starting point? Or would that Capital have to take the next couple of yrs slowboating or wait for help to arrive since your out of fuel now?
Just asking because that would be hilarious as all to hell to me if that could occur as well. That should not be possible, because:
- That would allow for the creation of un-probable deep safes.
- It's not possible to travel from system to adjacent system by non-gate travel, because there is nothing between systems, and the fact that systems have a fixed max radius. Physical limitation due to game architecture, yadda-yadda. (If you want the exact wording, search for the old dev-blog about removal of ultra-deep safes.
1. To make a deep Space bm, would be useless since you wont be able to go there from a system, only by a jump going bad... (or if pulling the emergency stop)
2. There are allready nongate travel in the game, wormholes. So the mechanics are allready in Place for "sun to sun" jump. With making bookmarks inbetwene system not possible and set restrictions on how far away from the sun you want to land, based upon the size of the system, laets say within 1 au of the outermost orbiting planet, you avoid the deep bm. (yes im well aware of the old post about ultradeep bm ;) |
Rayzilla Zaraki
Yin Jian Enterprises
299
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Posted - 2015.07.31 00:23:05 -
[45] - Quote
Lu Ziffer wrote:This is a 2020 idea but I like it because I had it too. If there are ever new systems added to EVE this is the way it should be done... *some mostly good stuff*
This idea makes sense. But I can see effective implementation being tricky. Do you make these cyno-less jumps possible with modules or specialized ships? My thought would be some sort of T3 exploration frigate with a skill tree approaching that of a BLOPs. Alternately, a SoCT or more SOE ships would fit this role.
The ship checks out unmapped stars, jumps to them and explores the systems for viability. The capsuleer can then sell this info to the highest bidder. He jumps to the new system and cynos in the guys who bought the info. They can then set up shop with Outposts and gates.
Initially, players would likely end up with their own private solar systems or even constellations, but eventually other explorers will find them and sell the info to other players, corporations and alliances.
I'm not up on the lore, but how did the people who set up the gates travel between systems go set up the gates?
Gate campers are just Carebears with anger issues.
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SheepChaser Woolhands
JoveNation Band of Boogers
13
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Posted - 2015.07.31 11:20:49 -
[46] - Quote
Rayzilla Zaraki wrote:Lu Ziffer wrote:This is a 2020 idea but I like it because I had it too. If there are ever new systems added to EVE this is the way it should be done... *some mostly good stuff* This idea makes sense. But I can see effective implementation being tricky. Do you make these cyno-less jumps possible with modules or specialized ships? My thought would be some sort of T3 exploration frigate with a skill tree approaching that of a BLOPs. Alternately, a SoCT or more SOE ships would fit this role. The ship checks out unmapped stars, jumps to them and explores the systems for viability. The capsuleer can then sell this info to the highest bidder. He jumps to the new system and cynos in the guys who bought the info. They can then set up shop with Outposts and gates. Initially, players would likely end up with their own private solar systems or even constellations, but eventually other explorers will find them and sell the info to other players, corporations and alliances. I'm not up on the lore, but how did the people who set up the gates travel between systems go set up the gates?
My idea of it, is that is a "engine"... well different engines, diff. sizes, to diff ships... so all ships can use it... so it does need some Critical New slot added to EVE... a engineslot. But thats my idea... or it could be only specialships... but it need to be lowskill ships so even newbies can have fun With it... not only the +50mill players.
The Lore i have no Clue on, but there was indications from ccp that players was gonna be able in the future to build gates themselves....
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