| Author |
Thread Statistics | Show CCP posts - 6 post(s) |

Yroc Jannseen
Enlightened Industries Goonswarm Federation
134
|
Posted - 2015.08.12 21:24:56 -
[1] - Quote
I think the big thing that isn't being looked at, is factoring Jump Fatigue into the balance of individual ship classes.
Certain ships have no problem travelling by gates, obviously interceptors. But bigger subcaps are obviously less agile when it comes to taking gates and warping system by system. Why not give them an advantage in a fatigue reduction?
Of course subcap fleets are rarely all one class of ship, so that would obviously have to be looked at, but certainly something like Attack BC's have been used as single type fleets. I would think a bonus to jump fatigue could also fit into their hit and run role, except in this case mobility would be dependant on something else for bridging.
The key of course is figuring out that 2-3 jump curve that allows you to be tactical without getting into allow long distance travel to go crazy again.
The other thing that has been interesting with the evolution of capitals taking gates is how capitals are becoming integrated into subcap fleets. Triage is a big thing that stands out here. The problem of course that limits balance when talking about triage is the Ship Maintenance Bay. It's a tad clumsy, but would you consider giving triage modules a penalty to the SMB and drone bandwidth and a fatigue reduction while also increasing the module size so it could not be refit from the fleet hangar? The idea being that triage carriers become truly logistics only and in that role could gain the ability to jump more frequently. Part of this would work in concert with the idea about larger subcaps being more jump mobile. Also I think a lot of people would argue that the triage module itself is fairly balanced. |

Yroc Jannseen
Enlightened Industries Goonswarm Federation
134
|
Posted - 2015.08.13 14:16:27 -
[2] - Quote
Bocephus Morgen wrote: I just listened to round table and would agree that it didn't go as well as planned. However, I think most of the fault lies in the structure. It seemed like the players were asking questions when it should have been the other way around. It would have been better if you guys asked the questions so that we could answer them with feedback.
I hate to be the I told you so guy but...
https://forums.eveonline.com/default.aspx?g=posts&m=5948332#post5948332 |

Yroc Jannseen
Enlightened Industries Goonswarm Federation
138
|
Posted - 2015.08.14 12:06:06 -
[3] - Quote
Really I think the jump curve is the big thing to look at.
As it is now the situation in most ops has been go a few gates, jump destination, do whatever you are there to do, if it's been 40-50 minutes jump back and take a few gates again to get home. You basically know going in you'll likely have two jumps and hold that third one in reserve in case **** hits the fan. In an absolute extreme situation you can make a fourth jump but know that you'll be gating it home or done for the night. I think it would be helpful to have more jumps in that early range. Even bringing that first jump timer down to 30 vs 50 minutes would be huge in relieving some of the pain of combat caps.
One little thing regarding the UI. I think it would be extremely helpful if the tooltip on the blue timer showed what your next blue timer will be, not just the red timer. Red timer at the low levels doesn't really mean a whole lot. Also it would cause some confusion at this point because most players have made the mental adjustment, but would you consider cutting out the ten minutes of the blue timer that means nothing? Experienced players all know you are only waiting until you are below ten minutes to jump, but this is confusing to people who are new to capitals.
Please don't touch JF's
Please look at getting rid go the Rorq's drone bonus and giving us 10ly range. |

Yroc Jannseen
Enlightened Industries Goonswarm Federation
140
|
Posted - 2015.09.04 19:00:41 -
[4] - Quote
Some interesting ideas have been presented in this thread some going along similar lines to the sov clearing fatigue idea.
https://forums.eveonline.com/default.aspx?g=posts&t=444067&find=unread
The jump endurance idea is very interesting.
Serotta wrote: Jump Endurance Opposite of jump fatigue, accumulates when pilots have no jump fatigue. A pilot will get max endurance after 24 hours of no jump fatigue. A pilot will get a jump fatigue reduction on their next jump that is proportionate to their jump endurance. So a pilot with max endurance will effectively get one jump of no fatigue. Additionally there could be a skill to speed up you jump endurance accumulation like exists with jump clones.
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