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Grey Area
Caldari
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Posted - 2007.04.10 18:08:00 -
[1]
This idea came to me out of another thread where someone was asking for autopilot to be allowed to warp to zero...my initial thought was to reject the idea...then I wondered if there was some way to implement it, without making it a macro fest for traders...My fevered rancid brain came up with the following.
Reduce warp speed of "big" ships Increase warp speed of small ships Give Interceptors (or maybe Interdictors) a "Warp Hijack" command
Explanation of "Warp Hijack"... Player in interceptor/interdictor right clicks player in local and chooses "warp hijack". Window appears with options of 1,2,5, and 10 seconds. When target player next warps, the Interceptor/Interdictor waits the number of seconds specified, and then takes advantage of it's increased warp speed to intercept the target in warp, and use a Warp Hijacker module (with suitable skill requirements etc) to kick it out of warp - at which point he hollers in his gang chat for his fellow pirates to warp to him or the target.
It's just at the daft idea stage right now, and even I can see some fairly large problems with it - but I thought it would be a good idea to allow for combat at somewhere other than a gate or 'roid belt.
It's not really possible int EVE (which doesn't have defined spacelanes like Freelancer, for example) to set up a trap "on" someone's route...so the only other option was to get a much faster ship to actively "mug" them mid warp.
It's not entirely risk free for the "mugger" either...by only giving the ability to weak inty's or 'dictors, they then have to survive, holding the target in place, until their buddies can "warp to" them...
I'd really appreciate it if people can try and post ideas to try and MAKE it work, rather than post a lot of negative reaction as to why it would not or should not work...but this is EVE, so I'll just slip into my asbestos underpants again... ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.10 19:17:00 -
[2]
Utterly overpowered in low-sec. It would make travel suicide. ---------------------------------------- Thou Shalt "Pew Pew" |
Trovax
Amarr
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Posted - 2007.04.10 19:58:00 -
[3]
Set up a chain of warp bubbles all in a row on a trajectory between 2 gates just outta sight of the gate. Keep moving away from the gate until it disappears into the void, then carry on for about 50 - 100km. Start droppin your bubbles. All in a neat row. move to a safe distance. Wait and see what happens "I know that you believe that you understood what you think I said, but I am not sure you realize that what you heard is not what I meant" |
Del Narveux
Obsidian Angels Enterprises
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Posted - 2007.04.10 20:02:00 -
[4]
Yeah, what trovax said. I wouldnt be against boosting the usefulness of bubbles in various ways either, but a 'tackle anyone in local' option would just be ezmode. _________________ [SAK] Alumnus--And Proud Of It! -- aka Cpt Bogus Is that my torped sig cloaking your base?
Originally by: Wrangler Well, at least we have forum PvP..
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Grey Area
Caldari
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Posted - 2007.04.10 21:46:00 -
[5]
Originally by: Goumindong Utterly overpowered in low-sec. It would make travel suicide.
Only if you're assuming there is no defence to it. That's where the "constructive" part of the criticism would come in. ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.10 22:26:00 -
[6]
Originally by: Grey Area
Originally by: Goumindong Utterly overpowered in low-sec. It would make travel suicide.
Only if you're assuming there is no defence to it. That's where the "constructive" part of the criticism would come in.
how would you defend against it? I mean, it just screams "olol, now you really cant avoid my gate camp" ---------------------------------------- Thou Shalt "Pew Pew" |
Fraszoid
Caldari BloodStorm Elite Brutally Clever Empire
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Posted - 2007.04.11 02:04:00 -
[7]
I would make sense that the autopilot lacks the precision of the pilot when making a high speed warp to a destination, so the autopilot has to throttle back the warp to make the same jump with such high precision. As we all know, an improperly calibrated warp drive create a massive signature due to the inefficiencies of the field generator. Once again a pilot would usually fix this without thinking, so it would have a smaller warp signature, but the autopilot doesn't worry about such trivial details and leaves it be. Now if you have a module to detect and lock the abnormal signatures, you can warp to it and the slower warp speed would be condusive to a ship being able to at least temporarily disable the warp drive to knock it out of warp, for say 30 seconds. Then both the autopiloting ship and pursuer drop out of warp and the pursuer then goes about the traditional method of scraming the ship and doing with it as they please. From an in-game technical stand point I think it makes sense, and is reasonable. Its obvious that computers are not as good as the pilots brain so they should perform less effectively.
Thoughts on my variant of the idea?
Everyone is born right handed, only the great over come it.
Check out my players guide at: http://www.eve-miners.info/guide/minersguide.html |
Drakus
Minmatar all professions
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Posted - 2007.04.11 05:19:00 -
[8]
I've always wanted something KINDA like this.
What i want is a warp bubble that stops people MID WARP.
would only work on war targets, and can be used in empire. Would be dropped by an Interdictor.
In order for this to work it must be along the pathway that your target warps. Must be up BEFORE they start warping as well. So won't stop someone thats already warping. And it will drag them to 0m of the probe.
Wouldn't be allowed in a grid with any structure in it.
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Captain Schmungles
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Posted - 2007.04.12 03:54:00 -
[9]
Or, as an alternative, you could change the way interdiction bubbles work. Perhaps interdiction bubbles could be changed so that if a ship encounters such a bubble at any point during a warp that ship is pulled out of warp. This could easily be avoided by charting slightly more complex warp routes in low sec (such as warping to a planet before warping to a stargate). However, it would make the interdictor far more useful, and it would add an intriguing tactical element to pvp, as one would now have to consider how best to move one's fleet from system to system.
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.04.12 06:08:00 -
[10]
There are some similar ideas in this thread, as part of an over all idea to get rid of jump gates.
http://oldforums.eveonline.com/?a=topic&threadID=477651 -AS |
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Grey Area
Caldari
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Posted - 2007.04.12 08:05:00 -
[11]
Originally by: Goumindong
Originally by: Grey Area
Originally by: Goumindong Utterly overpowered in low-sec. It would make travel suicide.
Only if you're assuming there is no defence to it. That's where the "constructive" part of the criticism would come in.
how would you defend against it? I mean, it just screams "olol, now you really cant avoid my gate camp"
OK...ideas to defend against it.
1. Only the Interceptor/Interdictor can do this...not EXACTLY the strongest ship in the game...kill it, and move off before the strike team can warp to you.
2. Fix gang warp and travel with an escort. When I say "fix" I mean a variety of things;
Give the gang leader the option to "Warp at max speed" or "Warp at speed of slowest ship" Keep ships in formation during warp if warping at speed of slowest ship (If one ship is dropped out of warp, the whole formation would be - the warpjacker creates an area of effect that is not targetted)
3. Call in your friends as soon as you are dropped out of warp.
4. I'm NOT suggesting that the warpjacker be a 100% effective module. It should have a 25% chance of success, no more (yes, I'm advocating RANDOMNESS. So sue me.)
There's more I could add...and I'm sure if you put your mind to it Goumindong, so could you. ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
Trovax
Amarr
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Posted - 2007.04.12 12:55:00 -
[12]
Originally by: Goumindong
how would you defend against it? I mean, it just screams "olol, now you really cant avoid my gate camp"
Helllloooo!!!!..... Warp core stabs?????!! "I know that you believe that you understood what you think I said, but I am not sure you realize that what you heard is not what I meant" |
Trovax
Amarr
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Posted - 2007.04.12 12:58:00 -
[13]
Edited by: Trovax on 12/04/2007 12:58:20
Originally by: Adunh Slavy There are some similar ideas in this thread, as part of an over all idea to get rid of jump gates.
http://oldforums.eveonline.com/?a=topic&threadID=477651
Havent read the thread, but if you got rid of gates, the game would become sharded.
"I know that you believe that you understood what you think I said, but I am not sure you realize that what you heard is not what I meant" |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.12 14:58:00 -
[14]
Originally by: Grey Area
Originally by: Goumindong
Originally by: Grey Area
Originally by: Goumindong Utterly overpowered in low-sec. It would make travel suicide.
Only if you're assuming there is no defence to it. That's where the "constructive" part of the criticism would come in.
how would you defend against it? I mean, it just screams "olol, now you really cant avoid my gate camp"
OK...ideas to defend against it.
1. Only the Interceptor/Interdictor can do this...not EXACTLY the strongest ship in the game...kill it, and move off before the strike team can warp to you.
2. Fix gang warp and travel with an escort. When I say "fix" I mean a variety of things;
Give the gang leader the option to "Warp at max speed" or "Warp at speed of slowest ship" Keep ships in formation during warp if warping at speed of slowest ship (If one ship is dropped out of warp, the whole formation would be - the warpjacker creates an area of effect that is not targetted)
3. Call in your friends as soon as you are dropped out of warp.
4. I'm NOT suggesting that the warpjacker be a 100% effective module. It should have a 25% chance of success, no more (yes, I'm advocating RANDOMNESS. So sue me.)
There's more I could add...and I'm sure if you put your mind to it Goumindong, so could you.
1. Inteceptors are indeed some of the heartiest ships in the game
2. Doesnt change the underlying system any gang large enough to protect itself is large enough to fight on the gate. Similarly it requires bringing friends for mundane chores where a ship fast enough to break a camp ought to be good enough
3. See two.
4. So instead its a crap shoot as to whether or not you get killed? I dont like that one bit.
Re: WCS
This would work in low-sec to a point, anything not a dedicated travel setup would be screwed, and a savy pilot who picks his targets wouldnt ever have a problem intercepting and killing ships. For instance a malediction has 3 mids, 1 AB, 2 7.5km scrams. Since he only goes after ships that arent likly to be carrying rockets, precision light missiles, or large quantities of small guns he can intercept and scramble any ship with 3 or less WCS.
Other options include warp-jacking a friendly and camping a gang at the drop out point. Since most ships warp at the same speed, so long as you warp-jack ships that travel the same speed as your target velocity, you have a nice little waiting party for anyone you want to bring out of warp. ---------------------------------------- Thou Shalt "Pew Pew" |
Hugh Ruka
Caldari
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Posted - 2007.04.12 15:04:00 -
[15]
Hi Grey, long time no see :-)
I'd expand on your idea. While the hijack idea is nice, I too think it would be a bit overpowered.
However a follow-in-warp module would be good for interceptors. It could use the one aspect we do not use today - propulsion type/strength. Imagine a module (highslot) that would record the warp vector of a ship. You target an enemy, activate the follow-in-warp module and wait. After the target warps away, you'll get a beacon in overview of the output coordinates. Now this would work only if you match target propulsion type to the module used.
The defense is simple. The more warp jammers on you the less accurate the prediction of the module. The more warp core stabs you have, the more accurate the prediction.
Originally by: JP Beauregard The experience with Exodus playtesting has scarred me for life. Those were bug-reports, not feature requests, you numbskulls....
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Grey Area
Caldari
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Posted - 2007.04.12 15:59:00 -
[16]
Originally by: Goumindong 1. Inteceptors are indeed some of the heartiest ships in the game
only by virtue of their speed - which they won't have when they drop out of warp - if you really want a simple defence, make it that they drop out of warp within 1000m of the warpjacked ship...so the target can fit a smartbomb.
Originally by: Goumindong 2. Doesnt change the underlying system any gang large enough to protect itself is large enough to fight on the gate. Similarly it requires bringing friends for mundane chores where a ship fast enough to break a camp ought to be good enough
We get told to "bring friends" when running missions in low sec; it's the most common retort when we complain of getting ganked...though normally that friend gets no real reward, they just guard the deadspace entry gate. I don't see why you want to make low sec space safe for pirates.
Originally by: Goumindong 3. See two.
See above.
Originally by: Goumindong 4. So instead its a crap shoot as to whether or not you get killed? I dont like that one bit.
The universe is a crap shoot. Random factors affect the outcome of everyday life. Your skills shoul MINIMISE that effect, but never completely eliminate it.
Originally by: Goumindong Other options include warp-jacking a friendly and camping a gang at the drop out point. Since most ships warp at the same speed, so long as you warp-jack ships that travel the same speed as your target velocity, you have a nice little waiting party for anyone you want to bring out of warp.
From the way I've described it, do you REALLY think you are going to be able to control that drop out point to that level of accuracy? A ship in warp moving at (for example) 1.0 AU per second is effectively doing 1,500,000,000 KILOMETRES per second...and you think you can drop it out in the 500km grid that you choose? Dream on... ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
Yamichi Wiggin
Caldari Rising Knights SMASH Alliance
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Posted - 2007.04.12 18:38:00 -
[17]
I still think dictors should simply do what their description says they do. "Interdictors are destroyer-sized vessels built to fill a single important tactical niche: the breaching of enemy warp tunnels." Right now they don't breach warp tunnels- they just put flypaper at the end of one. I think that if you're in your dictor and you warp from Gate A to Gate B you should be able to bookmark a spot in the middle (like you do to make a safe spot) and drop a bubble there. Anybody warping on the same route gets pulled out of warp.
It's a simple change. Would make dictors more useful, add more chance to the travel in 0.0 and add something to the use of scouts. Now you can't jump into a system and say "Hey guys- nobody on the gate, you're clear."
Just my take. ------ Pain is weakness leaving the body.
There is no love in fear |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.12 20:14:00 -
[18]
Edited by: Goumindong on 12/04/2007 20:12:09
Originally by: Grey Area
Originally by: Goumindong Other options include warp-jacking a friendly and camping a gang at the drop out point. Since most ships warp at the same speed, so long as you warp-jack ships that travel the same speed as your target velocity, you have a nice little waiting party for anyone you want to bring out of warp.
From the way I've described it, do you REALLY think you are going to be able to control that drop out point to that level of accuracy? A ship in warp moving at (for example) 1.0 AU per second is effectively doing 1,500,000,000 KILOMETRES per second...and you think you can drop it out in the 500km grid that you choose? Dream on...
Step 1: Target friendly
Step 2: Warp-hijack friendly at x seconds
Step 3: Friendly warps to intercept gate Were you successfull? If no, go to step 1
Step 4: load big gang at drop out point
Step 5: find targets.
Quote: We get told to "bring friends" when running missions in low sec; it's the most common retort when we complain of getting ganked...though normally that friend gets no real reward, they just guard the deadspace entry gate. I don't see why you want to make low sec space safe for pirates.
No, you get told to "bring friends" when you go out pvping without them. There is a reason that blobbing doesnt exist for travel except when moving frieghters. ---------------------------------------- Thou Shalt "Pew Pew" |
Grey Area
Caldari
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Posted - 2007.04.12 20:35:00 -
[19]
Edited by: Grey Area on 12/04/2007 20:32:04
Originally by: Goumindong Step 1: Target friendly
Step 2: Warp-hijack friendly at x seconds
Step 3: Friendly warps to intercept gate Were you successfull? If no, go to step 1
Step 4: load big gang at drop out point
Step 5: find targets.
I think you're misunderstanding the method. The "x seconds" doesn't refer to just dropping him out of warp...your interceptor (let's say we boost the speed to 20AU/s just for purposes of example) WAITS the x seconds before setting off to intercept the target ship...and I'd suggest more variation in warp speeds for ships under this system. Thus the point at which your Interceptor encounters the target is going to vary quite a bit.
So, you're not going to encounter the target ship at a given point...and allowing for hesitation in clicking, plus differences in aligning for warp and the vast speed that warping is compared to sub-warp speeds, there would be NO way to bring a ship out of warp with anything like the exactitude you would need to set up an ambush.
If you don't believe me...get in any ship you like...warp, and at some point, make a mid-warp bookmark. Now go back to the start and try and make a SECOND mid-warp bookmark at exactly the same spot as the first...come back and tell me how far apart they are ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.12 23:58:00 -
[20]
Originally by: Grey Area Edited by: Grey Area on 12/04/2007 20:32:04
Originally by: Goumindong Step 1: Target friendly
Step 2: Warp-hijack friendly at x seconds
Step 3: Friendly warps to intercept gate Were you successfull? If no, go to step 1
Step 4: load big gang at drop out point
Step 5: find targets.
I think you're misunderstanding the method. The "x seconds" doesn't refer to just dropping him out of warp...your interceptor (let's say we boost the speed to 20AU/s just for purposes of example) WAITS the x seconds before setting off to intercept the target ship...and I'd suggest more variation in warp speeds for ships under this system. Thus the point at which your Interceptor encounters the target is going to vary quite a bit.
So, you're not going to encounter the target ship at a given point...and allowing for hesitation in clicking, plus differences in aligning for warp and the vast speed that warping is compared to sub-warp speeds, there would be NO way to bring a ship out of warp with anything like the exactitude you would need to set up an ambush.
If you don't believe me...get in any ship you like...warp, and at some point, make a mid-warp bookmark. Now go back to the start and try and make a SECOND mid-warp bookmark at exactly the same spot as the first...come back and tell me how far apart they are
I have actualy done that multipule times attempting to bookmark drop on top of people with inline safes.
The method works for any ship that has the warp speed of the ship that you make your safe from.
If you make your safe with a cruiser it will work for all ships with a 2.9 au/second warp speed.
There are possibilities that warp acceleration is static, in which case the 1 second option would work on all ships. ---------------------------------------- Thou Shalt "Pew Pew" |
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Grey Area
Caldari
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Posted - 2007.04.13 14:26:00 -
[21]
Originally by: Goumindong I have actualy done that multipule times attempting to bookmark drop on top of people with inline safes.
The method works for any ship that has the warp speed of the ship that you make your safe from.
If you make your safe with a cruiser it will work for all ships with a 2.9 au/second warp speed.
There are possibilities that warp acceleration is static, in which case the 1 second option would work on all ships.
Call me skeptical, but let's just examine that shall we?
Grid size for visibility - 1000km (I think it's actually smaller,but I'm being generous) Warp Speed of ship in KM per second - 150,000,000 x 2.9 = 435,000,000 km/s Time taken to travel 1000km = 1000/435,000,000 = 0.000002 seconds
To drop a bookmark in warp exactly on another bookmark would require you to reproduce your timings with TWO MILLIONTHS of a second...even without lag that is SOME feat of timing.
I said I was skeptical at first...now that I've calculated the figures, I've changed my mind. I just don't believe you can do it. ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
Gaogan
Gallente Solar Storm
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Posted - 2007.04.13 19:47:00 -
[22]
I like the idea of pulling people out of warp, just not this idea. I think bubbles should work at mid points instead of only at the end of the warp. I have also been kicking around an idea for a while that cov ops and cepters should be able to detect recently formed warp bubbles and follow them. That is to say, if someone has warped off in the last 30-60 seconds, a cov ops or cepter should be able to click on the point they entered warp and follow through the same warp tunnel.
Might be neat to allow cepters to actually overtake and INTERCEPT the person they are chasing in mid warp.
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Grey Area
Caldari
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Posted - 2007.04.13 22:29:00 -
[23]
Originally by: Gaogan I like the idea of pulling people out of warp, just not this idea...<snip>...Might be neat to allow cepters to actually overtake and INTERCEPT the person they are chasing in mid warp.
Eh? Isn't that EXACTLY what I asked for?
Placing a warp bubble on a route is too much like trawler fishing...you catch EVERYONE...I see a lot of griefing...just interrupting trade routes for no reason. If you made warp bubbling an "agressive action" to counter that, you'd NEVER be able to do it in Empire, because of all the innocent bystanders you'd catch.
By allowing an Inty to go into warp, intercept a target and drop them OUT of warp, you only get the target you were after...if he's a war target, and he's ganged with other non-war targets to make his escort - they are still fair game under the gang rules. That would make it viable in all systems. ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.14 04:56:00 -
[24]
Edited by: Goumindong on 14/04/2007 04:53:39
Originally by: Grey Area
Originally by: Goumindong I have actualy done that multipule times attempting to bookmark drop on top of people with inline safes.
The method works for any ship that has the warp speed of the ship that you make your safe from.
If you make your safe with a cruiser it will work for all ships with a 2.9 au/second warp speed.
There are possibilities that warp acceleration is static, in which case the 1 second option would work on all ships.
Call me skeptical, but let's just examine that shall we?
Grid size for visibility - 1000km (I think it's actually smaller,but I'm being generous) Warp Speed of ship in KM per second - 150,000,000 x 2.9 = 435,000,000 km/s Time taken to travel 1000km = 1000/435,000,000 = 0.000002 seconds
To drop a bookmark in warp exactly on another bookmark would require you to reproduce your timings with TWO MILLIONTHS of a second...even without lag that is SOME feat of timing.
I said I was skeptical at first...now that I've calculated the figures, I've changed my mind. I just don't believe you can do it.
The game does not record your position in millionths of a second. The chance is more likly around 1/25 to 1/100 given identical starting points if you are able to reproduce your timings within 1 second. Given that the game likly doesnt recalculate your position even that much when warping it might be even lower.
ed: also you ignore the fact that a timer based on a target ship speed and intercept speed launching from similar spots will result in the same exist location each time. ---------------------------------------- Thou Shalt "Pew Pew" |
Grey Area
Caldari
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Posted - 2007.04.14 09:12:00 -
[25]
Edited by: Grey Area on 14/04/2007 09:10:41
Originally by: Goumindong If the system updated your position as much as you posit, it would take a fleet battles worth of resources to jump a single ship 10 au.
It makes no odds Goumin, you're busted but you just won't admit it.
I have passed ships in warp before...either on other trajectories or on the same one. That proves that at least SOME updating occurs, as the info of the other ship's position is being passed via the server down to my client.
Even if the system ONLY updates each grid you fly through, then it's updating your position every 1000km...so instead of a 2 millionths of a second accuracy, you're still requiring a 2 THOUSANDTHS of a second accuracy...and quite simply, IT CAN'T BE DONE.
Even if we take your example of a 1/25th of a second accuracy...if you miss that window by 1/25th of a second - your bookmark will be SIX MILLION KM away from your target.
Want to prove me wrong? Then meet me in game and show me how it's done...I'll take a cruiser and make a mid-warp bookmark after X seconds warping...you match it from your warp and give me a copy. If you can do it TWICE in a row (even YOU could get lucky ) I'll support every post you make on the forums for a month...no matter how lamebrained, half-arsed and basically unreasonable it may be. ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
Master OlavPancrazio
Einherjar Rising
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Posted - 2007.04.14 11:19:00 -
[26]
I like the idea but I want to see it this way:
You select a warp hijack target (turn on the module), he warps, you follow him at your natural warp speed.
You both will come out at the same pt, but of course time depends on warp speed.
This means that an enemy sniper would have to worry about getting tagged by an interceptor if he's trying to warp to a ss.
The module should have a low range of activation 30-10k.
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Adunh Slavy
Ammatar Trade Syndicate
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Posted - 2007.04.14 18:25:00 -
[27]
Edited by: Adunh Slavy on 14/04/2007 18:22:44
Originally by: Trovax
Havent read the thread, but if you got rid of gates, the game would become sharded.
It would not. Early builds of Eve had no gates. And the Eve "Shard" is a shared database, not a single shared process. That would not have to change at all. Gates, code wise are noting but a locale, so long as X,Y,Z of a player location is within a set of defined boundries stored on the database, you jump when the client sends the request. When you jump, anoher process gets a command that player so and so is coming into the process and needs to be handled. The process to which your client is now assigned, queries the shared database and poof, you exist in a new process.
The elements required by the client and database to transport a client session from one process to another are very high in the architecture and are little more than window dressing designed to force players into the same grid. -AS |
Goumindong
Amarr Merch Industrial We Are Nice Guys
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Posted - 2007.04.14 21:38:00 -
[28]
Originally by: Grey Area Edited by: Grey Area on 14/04/2007 09:10:41
Originally by: Goumindong If the system updated your position as much as you posit, it would take a fleet battles worth of resources to jump a single ship 10 au.
It makes no odds Goumin, you're busted but you just won't admit it.
I have passed ships in warp before...either on other trajectories or on the same one. That proves that at least SOME updating occurs, as the info of the other ship's position is being passed via the server down to my client.
Even if the system ONLY updates each grid you fly through, then it's updating your position every 1000km...so instead of a 2 millionths of a second accuracy, you're still requiring a 2 THOUSANDTHS of a second accuracy...and quite simply, IT CAN'T BE DONE.
Even if we take your example of a 1/25th of a second accuracy...if you miss that window by 1/25th of a second - your bookmark will be SIX MILLION KM away from your target.
Want to prove me wrong? Then meet me in game and show me how it's done...I'll take a cruiser and make a mid-warp bookmark after X seconds warping...you match it from your warp and give me a copy. If you can do it TWICE in a row (even YOU could get lucky ) I'll support every post you make on the forums for a month...no matter how lamebrained, half-arsed and basically unreasonable it may be.
Twice in a row at 1/25th chance of occurance is 1/625 occurances.
I said it happens, not "it happens whenver you want it to".
P.S. Also remeber that the chance portion is removed because its the game doing the calculating.
Step 1: Get friendly 2.9 Au second warper to warp to intercept destination
Step 2: Warp hijack at 10 seconds
Step 3: Warp in fleet[BM if you want]
Step 4: Warp Hijack any ship that warps at 2.9 au second from a dead stop. The timer will will put you out in the same space every time. ---------------------------------------- Thou Shalt "Pew Pew" |
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Caldari
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Posted - 2007.04.15 08:54:00 -
[29]
Originally by: Goumindong Step 4: Warp Hijack any ship that warps at 2.9 au second from a dead stop. The timer will will put you out in the same space every time.
NO, it WON'T. The hijacking ship and target ship would have to start from EXACTLY the same point every time for that to even be POSSIBLE, and even then they have to align to warp, etc, etc. This adds MORE than enough variation for it to NOT result in the same warp dropout every time. ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
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Caldari
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Posted - 2007.04.15 08:57:00 -
[30]
Originally by: Goumindong I have actualy done that multipule times attempting to bookmark drop on top of people with inline safes.
Followed by; Originally by: Goumindong Twice in a row at 1/25th chance of occurance is 1/625 occurances.
I said it happens, not "it happens whenver you want it to".
A one in 625 chance, but you've done it "MULTIPLE TIMES".
/me rubs chin...
Can't believe you're suggesting someone would set up a fleet camp on the 1 in 625 chance of getting target (not even worth it for the 1 in 25 chance, in my opinion) ---
I don't mind you disagreeing with me. Just don't say I don't have the SKILLS to comment. |
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