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Silvana Kor'ah
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Posted - 2008.07.03 16:16:00 -
[1]
As EVE itself is a very comprehensive game, warp mechanics seems to be an exception. Thats odd, as it is one of the basic traveling technique in the game. Warp speed itself has little effect, as most of the time you travel by warp speed you are accelerating or deccelerating and only hitting max. warp speed for seconds. Same goes for warpscrambling mechanics. It's just the higher attribute wins. Thats just a little bit too easy, isn't it?
Therefore i would like to kick off a discussion if this can't be enhanced somehow, giving the game more variety in travel and combat. This could maybe go like this:
Warpscrambling would have to be chance based. If succesfull, one is scrammed for 30/45/60 secs till the next roll. Don't whine right now, it is not intended to change the current balance a lot. Fe. if both have a warpstrengh of 1, chances of successfully escaping should be under 10 or even 5%. Reversed, if the scrammer has only 1 and the target 2, chances of scrambling would be less than 10% and so forth. We could implement a warp strengh multiplier on all ships. Higher for haulers (as they are unarmed and don't have much stuff except their hull and engines) and lower for warships. Or simply the more slots a vessel has, the lower their warpstrengh. This would benefit small/weak vessels mostly.
Furthermore, scramblers could use scripts to either enhance their strengh or range. There's so many options. Scramblers could even use optimal/falloff. Or even a low slot module that multiplies. We would see designated fleet-tacklers with 3 or more scramblers attached.
Regarding the warspeed ... how about reducing warpspeed in general and get modules/rigs that actually decrease acc/dec time, leaving the ship longer at max warp? Wouldn't it be nice to chase someone even at warpspeed if he escaped earlier? I could imagine having a skill or extra module for that. Target must be locked and onboard scanner active, and you could see where the guy warped to.
PS: It would be very much appreciated to have CCPs thought on that, rather than 3 pages of flames and whines 
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Silvana Kor'ah
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Posted - 2008.07.03 16:16:00 -
[2]
As EVE itself is a very comprehensive game, warp mechanics seems to be an exception. Thats odd, as it is one of the basic traveling technique in the game. Warp speed itself has little effect, as most of the time you travel by warp speed you are accelerating or deccelerating and only hitting max. warp speed for seconds. Same goes for warpscrambling mechanics. It's just the higher attribute wins. Thats just a little bit too easy, isn't it?
Therefore i would like to kick off a discussion if this can't be enhanced somehow, giving the game more variety in travel and combat. This could maybe go like this:
Warpscrambling would have to be chance based. If succesfull, one is scrammed for 30/45/60 secs till the next roll. Don't whine right now, it is not intended to change the current balance a lot. Fe. if both have a warpstrengh of 1, chances of successfully escaping should be under 10 or even 5%. Reversed, if the scrammer has only 1 and the target 2, chances of scrambling would be less than 10% and so forth. We could implement a warp strengh multiplier on all ships. Higher for haulers (as they are unarmed and don't have much stuff except their hull and engines) and lower for warships. Or simply the more slots a vessel has, the lower their warpstrengh. This would benefit small/weak vessels mostly.
Furthermore, scramblers could use scripts to either enhance their strengh or range. There's so many options. Scramblers could even use optimal/falloff. Or even a low slot module that multiplies. We would see designated fleet-tacklers with 3 or more scramblers attached.
Regarding the warspeed ... how about reducing warpspeed in general and get modules/rigs that actually decrease acc/dec time, leaving the ship longer at max warp? Wouldn't it be nice to chase someone even at warpspeed if he escaped earlier? I could imagine having a skill or extra module for that. Target must be locked and onboard scanner active, and you could see where the guy warped to.
PS: It would be very much appreciated to have CCPs thought on that, rather than 3 pages of flames and whines 
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Tharukan Desm'ar
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Posted - 2008.07.03 16:21:00 -
[3]
Personally I still see no reason why current warping mechanics need changed. But on another note shouldn't this go in the ideas forum?
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Tharukan Desm'ar
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Posted - 2008.07.03 16:21:00 -
[4]
Personally I still see no reason why current warping mechanics need changed. But on another note shouldn't this go in the ideas forum?
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RaTTuS
BIG Libertas Fidelitas
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Posted - 2008.07.03 16:28:00 -
[5]
Interceptors | co-ops currently warp a lot faster than other ships
-- BIG Lottery, BIG Deal, InEve, USERPROFILE
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.03 16:28:00 -
[6]
Edited by: Straight Chillen on 03/07/2008 16:34:42 This belongs in the features and idea's forums.
I think it would be intersesting if they implemented scripts for warp distrupters and webbers. It would go a long way to making people commit and inspire GF's. I think it could also increase team work, as a 1 point disrupter getting a range bonus would be essentially a half a point, so you would also need some one else with ya to help tackle.
It wouldnt nerf the mini and gal recons that get bonuses to web and warp disrupters respectivly, as their bonuses would give them an awesome boost. Imagine an Arazu putting 2 half points on a target a 120km away, a Huggin putting half effect webs out to 60, It truely would be a beautiful thing.
Not sure how i feel about the whole warp drive strength idea. Would be a lot to implement
EDIT: almost forgot the op's orignial point. If they increased the speed at which a ship accelerates and deccelerates, then your ships warp speed would become a bigger advantages, cuz TBH, its kinda asinine that you really have little chance of catching a BS in an inty, unless the system is huge.
If they tweaked accel/decel then your inty would arrive at the gate well before the BS. This would be an awesome improvement for interdictors. As they could get to the gate before the target and drop a bubble.
Who knows mabye youll start seeing people use the hyperspatial velocity rigs on their ships.
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RaTTuS
BIG Libertas Fidelitas
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Posted - 2008.07.03 16:28:00 -
[7]
Interceptors | co-ops currently warp a lot faster than other ships
-- BIG Lottery, BIG Deal, InEve, USERPROFILE
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Straight Chillen
Gallente Solar Wind Ministry Of Amarrian Secret Service
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Posted - 2008.07.03 16:28:00 -
[8]
Edited by: Straight Chillen on 03/07/2008 16:34:42 This belongs in the features and idea's forums.
I think it would be intersesting if they implemented scripts for warp distrupters and webbers. It would go a long way to making people commit and inspire GF's. I think it could also increase team work, as a 1 point disrupter getting a range bonus would be essentially a half a point, so you would also need some one else with ya to help tackle.
It wouldnt nerf the mini and gal recons that get bonuses to web and warp disrupters respectivly, as their bonuses would give them an awesome boost. Imagine an Arazu putting 2 half points on a target a 120km away, a Huggin putting half effect webs out to 60, It truely would be a beautiful thing.
Not sure how i feel about the whole warp drive strength idea. Would be a lot to implement
EDIT: almost forgot the op's orignial point. If they increased the speed at which a ship accelerates and deccelerates, then your ships warp speed would become a bigger advantages, cuz TBH, its kinda asinine that you really have little chance of catching a BS in an inty, unless the system is huge.
If they tweaked accel/decel then your inty would arrive at the gate well before the BS. This would be an awesome improvement for interdictors. As they could get to the gate before the target and drop a bubble.
Who knows mabye youll start seeing people use the hyperspatial velocity rigs on their ships.
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Rawr Cristina
Caldari Omerta Syndicate
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Posted - 2008.07.03 16:38:00 -
[9]
I always figured size should determine accel/decell speed, but they're all the same atm  ...
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Rawr Cristina
Caldari Omerta Syndicate
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Posted - 2008.07.03 16:38:00 -
[10]
I always figured size should determine accel/decell speed, but they're all the same atm  ...
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Silvana Kor'ah
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Posted - 2008.07.03 16:39:00 -
[11]
Originally by: RaTTuS Interceptors | co-ops currently warp a lot faster than other ships
#
They do? Incredible! And what does that have to do with the topic? 
For the warpspeed, well. I fitted my Mammoth with 3 Hyperspetial Velocity rigs, making some 7.6 AU warp speed. Over 14 jumps, i got some 8 secs to a non-rigged Mammoth. Thats cause you just stay at max. warp for less than a second in systems smaller than 40 AU. Actually all you get from faster warpspeed is, that you can get ahead of your target and try to catch him again. If, of course, you know where he warped to. Might work fine in 0.0 with nothing in system except 2 or 3 gates, but in empire or low it's a different story.
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Silvana Kor'ah
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Posted - 2008.07.03 16:39:00 -
[12]
Originally by: RaTTuS Interceptors | co-ops currently warp a lot faster than other ships
#
They do? Incredible! And what does that have to do with the topic? 
For the warpspeed, well. I fitted my Mammoth with 3 Hyperspetial Velocity rigs, making some 7.6 AU warp speed. Over 14 jumps, i got some 8 secs to a non-rigged Mammoth. Thats cause you just stay at max. warp for less than a second in systems smaller than 40 AU. Actually all you get from faster warpspeed is, that you can get ahead of your target and try to catch him again. If, of course, you know where he warped to. Might work fine in 0.0 with nothing in system except 2 or 3 gates, but in empire or low it's a different story.
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Faife
Minmatar Kinda'Shujaa
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Posted - 2008.07.03 16:42:00 -
[13]
Post constructively. ~Saint
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Faife
Minmatar Kinda'Shujaa
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Posted - 2008.07.03 16:42:00 -
[14]
Post constructively. ~Saint
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Belatu Cadro
Minmatar Kinda'Shujaa
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Posted - 2008.07.03 16:45:00 -
[15]
Originally by: Silvana Kor'ah
Originally by: RaTTuS Interceptors | co-ops currently warp a lot faster than other ships
#
They do? Incredible! And what does that have to do with the topic? 
Originally by: Silvana Kor'ah ...? Wouldn't it be nice to chase someone even at warpspeed if he escaped earlier? ... 
you do read your own messages before posting them don't you.
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Belatu Cadro
Minmatar Kinda'Shujaa
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Posted - 2008.07.03 16:45:00 -
[16]
Originally by: Silvana Kor'ah
Originally by: RaTTuS Interceptors | co-ops currently warp a lot faster than other ships
#
They do? Incredible! And what does that have to do with the topic? 
Originally by: Silvana Kor'ah ...? Wouldn't it be nice to chase someone even at warpspeed if he escaped earlier? ... 
you do read your own messages before posting them don't you.
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Silvana Kor'ah
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Posted - 2008.07.03 16:50:00 -
[17]
Edited by: Silvana Kor''ah on 03/07/2008 16:50:35
Originally by: Belatu Cadro
Originally by: Silvana Kor'ah
Originally by: RaTTuS Interceptors | co-ops currently warp a lot faster than other ships
#
They do? Incredible! And what does that have to do with the topic? 
Originally by: Silvana Kor'ah ...? Wouldn't it be nice to chase someone even at warpspeed if he escaped earlier? ... 
you do read your own messages before posting them don't you.
Actually, i do. But obviously i fail sometimes. What i meant was, to chase and throw people out of warp. I thought that would be clear. :(
Actually you can just warp ahead in a ceptor, shuttle or whatever, but that wouldn't be much of change, would it? If the guy docks or jumps into high sec, you won't catch him anyway right now.
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Silvana Kor'ah
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Posted - 2008.07.03 16:50:00 -
[18]
Edited by: Silvana Kor''ah on 03/07/2008 16:50:35
Originally by: Belatu Cadro
Originally by: Silvana Kor'ah
Originally by: RaTTuS Interceptors | co-ops currently warp a lot faster than other ships
#
They do? Incredible! And what does that have to do with the topic? 
Originally by: Silvana Kor'ah ...? Wouldn't it be nice to chase someone even at warpspeed if he escaped earlier? ... 
you do read your own messages before posting them don't you.
Actually, i do. But obviously i fail sometimes. What i meant was, to chase and throw people out of warp. I thought that would be clear. :(
Actually you can just warp ahead in a ceptor, shuttle or whatever, but that wouldn't be much of change, would it? If the guy docks or jumps into high sec, you won't catch him anyway right now.
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Banana Torres
Federal Defence Union
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Posted - 2008.07.03 17:23:00 -
[19]
Originally by: Silvana Kor'ah PS: It would be very much appreciated to have CCPs thought on that, rather than 3 pages of flames and whines 
Then buy a ticket and go to the fanfest, cause you aint gonna get anything but flames on this board. So I'll add mine.
Ha ha, ur a loser. Go and join the Caldary militia. Or playzor WoWzor.
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Banana Torres
Federal Defence Union
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Posted - 2008.07.03 17:23:00 -
[20]
Originally by: Silvana Kor'ah PS: It would be very much appreciated to have CCPs thought on that, rather than 3 pages of flames and whines 
Then buy a ticket and go to the fanfest, cause you aint gonna get anything but flames on this board. So I'll add mine.
Ha ha, ur a loser. Go and join the Caldary militia. Or playzor WoWzor.
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Khan Face
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Posted - 2008.07.03 18:02:00 -
[21]
Yup, it'd be a good idea to dramatically reduce the time spent accelerating and decelerating for warp to allow warp speed to actually matter.
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Khan Face
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Posted - 2008.07.03 18:02:00 -
[22]
Yup, it'd be a good idea to dramatically reduce the time spent accelerating and decelerating for warp to allow warp speed to actually matter.
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AltyNr1
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Posted - 2008.07.03 18:15:00 -
[23]
tl;dr: my hauler getting warp scrammed is no fair
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AltyNr1
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Posted - 2008.07.03 18:15:00 -
[24]
tl;dr: my hauler getting warp scrammed is no fair
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Peggy Flanders
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Posted - 2008.07.03 19:30:00 -
[25]
I like the idea of chance based warp srambling. Would give some more thrill.
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Peggy Flanders
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Posted - 2008.07.03 19:30:00 -
[26]
I like the idea of chance based warp srambling. Would give some more thrill.
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Earl Comstock
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Posted - 2008.07.03 20:48:00 -
[27]
Yes. Warp scram should work the same way as ECM, with a certain warp field 'strength' value, which equates to some percentage of success.
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Earl Comstock
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Posted - 2008.07.03 20:48:00 -
[28]
Yes. Warp scram should work the same way as ECM, with a certain warp field 'strength' value, which equates to some percentage of success.
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Hitman396
Caldari Dirty Deeds Corp. Axiom Empire
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Posted - 2008.07.03 21:00:00 -
[29]
Originally by: Peggy Flanders I like the idea of chance based warp srambling. Would give some more frustration.
Fix'd.
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Hitman396
Caldari Dirty Deeds Corp. Axiom Empire
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Posted - 2008.07.03 21:00:00 -
[30]
Originally by: Peggy Flanders I like the idea of chance based warp srambling. Would give some more frustration.
Fix'd.
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