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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Larrikin
C C P C C P Alliance
150
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Posted - 2015.08.12 19:23:35 -
[1] - Quote
Hi Space Friends,
Thanks for those that attended the Q&A session today, we appreciate those who took the time. We'd like to use this thread as a method of discussing potential changes to Jump Fatigue.
Some of the interesting suggestions that we'd heard and would like to see player opinions on -
- Altering jump ranges
- Altering jump fatigue curves
- Moving jump fatigue from character based to ship based
- Alternative FTL systems (Hyperdrive anyone?)
- Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue)
- Balance of Jump projection v's Gate projection v's Wormhole projection
- Jump Fatigue effecting combat effectiveness instead of limiting movement
- Move-Mode for Capitals for move ops (e.g. Transforming into move mode (24 hour process) reduces combat capacity to near 0)
- Active methods of reducing jump fatigue (Modules, Skills, Drugs)
- What does local-content mean to you?
We'd also love to hear your ideas, post away space friends.
Metrics Pron
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CCP Larrikin
C C P C C P Alliance
153
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Posted - 2015.08.13 12:43:59 -
[2] - Quote
Lu Ziffer wrote:Quote:Sovereignty effects on Jump Fatigue (e.g. jumping out of/back into capitals reducing jump fatigue) This is something for the Observatory Array . Thats a cool idea. Some sort of 'Navigation Array' perhaps tied in with some of the other ideas in this thread and only deployable in your capital? |
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CCP Larrikin
C C P C C P Alliance
153
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Posted - 2015.08.13 12:58:02 -
[3] - Quote
Michael Pawlicki wrote:I very much like the idea of jump fatigue drugs. I would prefer to give them a slightly higher side effect chance, but that could be a very interesting industry, especially if the sites that have the materials for production are in 0.0 or 0.1 lowsec systems.
One of the concerns with jump fatigue drugs is the fragmentation of fleets. Half the fleet is effected by serious side effects while the other half is fine.
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CCP Larrikin
C C P C C P Alliance
155
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Posted - 2015.08.13 16:28:15 -
[4] - Quote
Tolstoyevski Tsuyasa wrote: But like I mentioned before, I'm not certain if something like this system suggested could be implemented by CCP; as nice as it would be to have Blops Generation separate from Capitals, have 5 timers per pilot might be difficult to manage on the client.
Your thoughts, CCP?
I think its an interesting concept. One of my concerns about it is the additional complexity, 5 timers instead of one for players to keep track of? |
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CCP Larrikin
C C P C C P Alliance
155
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Posted - 2015.08.13 16:36:19 -
[5] - Quote
h4kun4 wrote:Some suggestions: Examples for difficulty might be that you cant move as far and you can't carry that much fuel. 5 Light Years range is a joke, combine that with a fuel bay that has enough fuel for lets say 10-15 light years and you can think how difficult it would be to move a 500 man cap fleet around the galaxy. You would need to have fuel caches everywhere or have Jump Freighters travel with you. So, risk vs. reward, also preparation vs. reward.
Wouldn't this just mandate JF's for move ops without having any real effect on power projection? Arguably, having to cynos in place = preparation, and chains of cynos across the galaxy allowing rapid power projection was one of the reasons jump fatigue was introduced in the first place?
Something like this could be potential used in combination with other effects (which your suggestion goes into more depth with). |
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