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Thread Statistics | Show CCP posts - 3 post(s) |
FT Diomedes
The Graduates
2733
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Posted - 2016.10.11 15:53:52 -
[1] - Quote
I'm okay with this so long as the amount of jump fatigue you get continues to increase with range. Please do not lower fatigue at all.
Yes, it is terrible gameplay waiting out a fatigue timer, but it's also terrible gameplay having to watch for hostile Supercaps 15 LY away before you undock a Dreadnought. At least the fatigue slows down the arrival from far away a decent bit.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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FT Diomedes
The Graduates
2733
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Posted - 2016.10.11 15:56:38 -
[2] - Quote
CCP Larrikin wrote:Based on the discussions we had internally and then with the CSM at the recent summit, we're looking at increasing the base jump range of combat capitals for the Ascension expansion. Goals- Reintroduce a natural path for capital combat to escalate.
- Differentiate the power projection of Capitals and Super-Capitals.
- Allow alternative logistics and force projection paths into space that is currently very difficult to access.
- Open up chokepoints and allow jump paths to be a little less predictable.
Changes- All Capitals (Carriers, Force Auxillaries, Dreadnoughts) have their base jump range increased to 3.5 (+1) light years (7 (+2) light years max skills)
- All Super-Capitals (Supercarriers, Titans) have their base jump & bridge range increased to 3 (+0.5) light years (6 (+1) light years max skills)
We hope this change will alleviate some of the problems capital pilots are currently facing. This is only an incremental change, as we said at Fanfest we believe that the capital force projection system needs further work.
You could also just modify the map, as I have advocated for quite some time.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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FT Diomedes
The Graduates
2742
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Posted - 2016.10.13 10:14:18 -
[3] - Quote
To me, the real problem with jump fatigue is on long moving operations. It takes painfully long and there are long periods of waiting in between. Sometimes there are horrible chokepoints, but there is a more elegant solution for that. Leave the range at 5 LY. Adjust the map if you want to give people more real options.
As I look at these new ranges, I see that the Drones Region is still effectively isolated, while other areas are now slightly more accessible. Why? You need to open up that farmers' paradise. It needs some shorter access points and NPC space.
For Capitals, I'd suggest raising the red bar to 20 minutes per jump and removing the blue bar completely. Once you jump into a system, you are only getting out quickly via gate. If you are trying to third party a fight 15 LY away, it's going to take you an hour to get there without taking gates. You can still make it to B-R, but it becomes more painful to go superblob some random dudes having a small capital fight on the other side of the map. If you are a small group on a large moving operation, you can cover 15 LY/ hour, instead of 5 LY/hour.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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FT Diomedes
The Graduates
2767
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Posted - 2016.11.19 18:33:49 -
[4] - Quote
CCP, thank you again for a great change. It's been a serious quality of life improvement.
PS - please do not increase jump ranges any further or lower fatigue any more. I think you have the balance point just about perfect.
CCP should add more NPC 0.0 space to open it up and liven things up: the Stepping Stones project.
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