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YuuKnow
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Posted - 2004.06.10 22:48:00 -
[1]
Edited by: YuuKnow on 10/06/2004 23:27:14
The current warp-to distances, while functional, leave much to be desired.
Many ships use long range weapons in conjunction with long-range ammunition that combine for 80+ optimal ranges. Also, many ships are utilized for scouting purposes only, with no desire for engagment. Electronic warfare ships routinely need to position themselves at a somewhat exaggerated distance from the battle in order to be most effective.
Because of these reasons, it would be an improvement to gameplay if the warp-to distances be modified. The following distances should be an improvement to gameplay:
15km 30km 60km 90km 150km
The 15 and 30 km would be ideal for small ships such as frigates and interceptors. Cruisers would most likely utilize the 30km and 60km in order to use med turrets and heavy missles. Long range battleships will most likely utilize the 60km, 90km, and in order to be at optimal ranges of the 1400mm and 425railguns and well as use cruise missles. EW platforms and scouts will most likely utilize the 150km range in order to stay out of harms way but maintain the ability to jam or scout. The 150 km range will give the additional ability to "warp-to" close ranges if desired.
Hope you give these some consideration.
EDIT: Grammar
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Sinist
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Posted - 2004.06.11 04:55:00 -
[2]
I would agree with these 100%.
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Moncada
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Posted - 2004.06.11 05:56:00 -
[3]
This would help fleet engagements become something else than a 25Km slugfest. Monþada Cardinal Maledictus Sanguine
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Dallenn
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Posted - 2004.06.11 12:32:00 -
[4]
Effects of this change:
1. Long-range ships and EW ships would become more powerful. 2. Scouting becomes much easier, as catching scouts will be incredibly hard. Also less preparation is involved, as you do not need to make bookmarks beforehand. 3. Fighting forces are less dependent on fast ships to jump in first, therefore teamwork is slightly reduced.
In conclusion: A warp distance of 90km could make sense for the long range ships, but they might need to be rebalanced as a result. I think any distance over 100km is not a good idea, as it makes scouting less interesting.
We seek the Chosen ones / Roleplaying in Eve / Idea Lab favourites
I am Paratwa / Of the Ash Ock A Guardian of time / The firestorm / That purifies |

YuuKnow
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Posted - 2004.06.11 14:16:00 -
[5]
Edited by: YuuKnow on 11/06/2004 14:50:11
Originally by: Dallenn
1. Long-range ships and EW ships would become more powerful.
1. I disagree, EW ships are already powerful and already stand-off at long ranges. Not much change there. When reinforcements are called in they would use the 150km in order to warp in close to the EW ships that are standing off.
Quote:
2. Scouting becomes much easier, as catching scouts will be incredibly hard. Also less preparation is involved, as you do not need to make bookmarks beforehand.
2.scouting easier.......yep. Catching scouts increadibly hard.......nope. Fleet would need their own mwd frigates to get to the scouts, makes teamwork and specialization better.
Quote:
3. Fighting forces are less dependent on fast ships to jump in first, therefore teamwork is slightly reduced.
3. Shield tanks routinely jump in first. Teamwork would be increased because fast ships would be required in order to close the distance between long range scout/EW ships that have warped-in to 150km.
Quote:
In conclusion: A warp distance of 90km could make sense for the long range ships, but they might need to be rebalanced as a result. I think any distance over 100km is not a good idea, as it makes scouting less interesting.
Conclusion: A warp in distance of 90 km would make things more balanced. A warp-to of 150km would make scouting more interesting because fleets would have to bring uber fast interceptors to mwd drive to the scouts and take them out. Team work would increase. Scouting would be more enjoyable because once a scout jumps in there would be uber fast interceptors flying toward it and a fun "fast-ship" chase would result.
EDIT: Grammar
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Moah
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Posted - 2004.06.11 14:49:00 -
[6]
Where the challenge when you can warp in at 150?  It needs teamwork to get your ew ships at 150km. And you dont get kills from fighting at 90km, you get kills from fights at 10km. I think 15/20/30/40/60 is ok, but pls add that to the "gang warp" and to the "warp to gang mate" function...
Fancy. |

Zhuge Liang
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Posted - 2004.06.11 17:45:00 -
[7]
It would be good if different ships had different warp to distances, or even specific ships that could warp to much further than normal ships. 
ZhuuÀ gheyÀleeÀyan (Kongming) |

YuuKnow
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Posted - 2004.06.11 21:37:00 -
[8]
Edited by: YuuKnow on 11/06/2004 23:14:22
Originally by: Moah Where the challenge when you can warp in at 150?  It needs teamwork to get your ew ships at 150km.
Teamwork always has and always will be a part of Eve.
It really doesn't make sense not to have long range warp-in options. Players have had need of these for a long time, so we have construed unneccessarily convoluted methods to compensate for the lack of a long-range-warp-in option. These should have been introduced earlier.
It also doesn't make sense not to have a 90km option. Specific turrets and ammo's in this game were created to function at long ranges (1400mm, 425s). Why would a ship whose turrest have been specifically designed for long range combat not have the option of warping in at long range? Doesn't make sense.
Quote:
And you dont get kills from fighting at 90km, you get kills from fights at 10km.
A squad of 2-3 tempest sitting at 90km and providing sniping fire would be a nice complement to a main battleforce and as stated before its what their turrets were designed to do.....
I agree with Moncado. Too often fleet battles are just slug fest. More variables would be an improvement.
Quote:
I think 15/20/30/40/60 is ok, but pls add that to the "gang warp" and to the "warp to gang mate" function...
I've been playing this game since May31st 2003 and in my experience the 20/30/40 km ranges are utilized by almost no one but solo cruisers and other ships will rarely utilize these distances. Furthermore, the 20/30/40 distances could easily be combined to one 30km distance and the extra two slots replaced by distances suited for battleships and scouts.
Like Moncada has stated, the fleet battles too often boil down to boorish slug fest.
More variables besides the boorish slugfest = more tatical complexity = improved gameplay.
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Dallenn
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Posted - 2004.06.12 09:16:00 -
[9]
I agree that 20km and 40km warp in options are rarely used. 30km I used sometimes, but mostly it is 15km or 60km depending on the estimated threat and whether the ship is close range or long range/EW.
Scouts are typically fast frigates - such as MWD interceptors - so catching them is difficult, and seems not many people try it in big fleet operations. If somebody warps in at 200+ km - already possible with bookmarks - they can easily count the enemy fleet and turn tail before anybody reaches them. Make scouts able to warp far out trivially, and I fear you would discourage people who want to chase scouts.
We seek the Chosen ones / Roleplaying in Eve / Idea Lab favourites
I am Paratwa / Of the Ash Ock A Guardian of time / The firestorm / That purifies |

YuuKnow
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Posted - 2004.06.12 19:26:00 -
[10]
Edited by: YuuKnow on 12/06/2004 19:28:30
Originally by: Dallenn I agree that 20km and 40km warp in options are rarely used. 30km I used sometimes, but mostly it is 15km or 60km depending on the estimated threat and whether the ship is close range or long range/EW.
Scouts are typically fast frigates - such as MWD interceptors - so catching them is difficult, and seems not many people try it in big fleet operations. If somebody warps in at 200+ km - already possible with bookmarks - they can easily count the enemy fleet and turn tail before anybody reaches them. Make scouts able to warp far out trivially, and I fear you would discourage people who want to chase scouts.
Noted. However also note the following:
Local is used to count the enemy fleet The directional scanner is used to id ships Frigates are only able to "Look-at" ships once they have flown within 100km Interceptors do 13,000+ m/s A long-range ship with 425railguns does damage at 140+ km A long-range ship with 1400mm does damage at 160+ km
Scouts are far from difficult to deal with.
A 90km and 150km "warp-to" option will increase the tatical options, combat variations, tatical complexity, and combat variability of Eve combat.
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Torvus Jay
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Posted - 2004.06.13 11:01:00 -
[11]
Quote: 2.scouting easier.......yep. Catching scouts increadibly hard.......nope. Fleet would need their own mwd frigates to get to the scouts, makes teamwork and specialization better.
You catch my scout ship from 150km away in your mwd frigate just once and i will buy you a tier 2 bship.
Warp in distances are fine; close range fighters have to move in long range have to move out thus there is balance.
One job of a scout is to make bms for their fleet to warp in at long range so this change would also make scouts less usefull as this job becomes unnessesary. They only need to be there for seconds to take a screenshot for the entire fleet to see the layout of your enemy.
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Aim careful, and look the devil in the eye. |

piercer
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Posted - 2004.06.13 11:19:00 -
[12]
100% agree, i made a point about orbit distances as well you can have a look with this link: The link
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(\_/) (O.o) (> <) This is Bunny. Bunny had an accident. Bunny lost his head. |

Gandhi 2000
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Posted - 2004.06.19 15:10:00 -
[13]
These distances would mix well only if they came with the new "warp-to" frigates and proposed EW changes.
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