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blankseplocked A simple proposal to add more tactical depth to fleet fights
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Posted - 2010.12.22 12:24:00 - [1]

Edited by: Meditril on 22/12/2010 12:40:21
Hi guys,

we all know that EVE provides nice strategic options prior the concrete fight (e.g. what ships, what modules, etc.), however we also know that EVE is poor with regards to tactical options during the fight. It all usually ends up with blobbing and primary calling (and remote repping). There a two reasons for this: a) space doesn't matter, most fights happen at close range less than 30km. Furthermore, once primed you die almost instantly. Which makes 1 vs many fights really boring. No chasing fun etc.


PART A: Increase spawning distance at gates from 15km to 5x15km = 75km. Warping at 0km to anything else than Gates and Stations will let you end in sphere at 75km from the object. Gang warp keeps people only together if they are properly aligned and warp together. All other late-comers are spread around the target location at 75km.

PART B: Increase range of all propulsion affecting modules by factor 5. This will for example result in following ranges:
  • Warp Disruptor II: 120km

  • Warp Scrambler II: 45km

  • Webber: 50km

  • Mobile Large Warp Disruptor: 132.5km

PART C: To not totally disable Interceptors it might be a good idea to rework Warp Scrambler functionality a bit: Instead of immediately shutting down a MWD it would me more useful if it simply would reduce MWD cycle time by 50% which would lead twice the cap consumption which would also shutdown MWD quickly but not immediately. Also other solutions are thinkable here.

For example: Gate camping would get more dynamic. You know should think how and where to place ships. E.g. long range ones near gate, while short range tacklers in a sphere around the gate. Furthermore, since many ships need to approach to come into range, you will need to chase your pray. This will makes things more interesting and making fights taking longer time. Also large fleet fights would be improved. It is much harder to get the whole blob in range, and the enemy might have good reasons to be spread. So it is reasonable to pick several targets instead to focus all fire at one target.

What are your thoughts?

shady trader
Posted - 2010.12.22 16:02:00 - [2]

All this will do is make ganks easier. Do you have any idea how long a freighter will take to cover 75km at each gate?

For 0.0 fights, you can deploy bubbles to stop people warping straight to the gate.

Kastsumi Kobayariel
Posted - 2010.12.22 17:05:00 - [3]

If that means my Arazu can point from 500km+ i'm all for it.

Glyken Touchon
Independent Alchemists
Posted - 2010.12.22 17:48:00 - [4]

Part B:
say goodbye to all short range weapons on anything but frigs.

how does it improve the chase if both sides have got webbers etc like this?

Shadow Boys Corp
Posted - 2010.12.22 21:33:00 - [5]

Better idea: Use the tactical overview to show possible jump points you could choose to jump to before using a gate. Perhaps you could sacrifice a bit of your cap to jump further distances from the gate?

Overall, such a thing could lessen gates as a major point of contention, they still will be though.

Grarr Dexx
The G0dfathers
Posted - 2010.12.22 21:42:00 - [6]

What the **** are you smoking?

Josef Huffenpuff
Posted - 2010.12.22 21:45:00 - [7]


Lets re-write your proposal very slightly to make it clearer what you are suggesting.......

"Lets multiply all the distances and range of tackles in Eve by a factor of 5. But not weapons ranges or ship speed."

Since distance is really kind of an arbitrary number except in relation to the speed of your ship and the range of your weapons and effects, then this is the same as ....

"Lets keep all the distances in eve the same but reduce weapon ranges and speeds by a factor of 5"

Nope, doesn't sound like a good idea to me


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