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blankseplocked Warp speed tweaks
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Bamooha Bamma Opper
Posted - 2011.01.31 11:57:00 - [1]

Edited by: Bamooha Bamma Opper on 31/01/2011 11:59:10
I guess few people enjoy long travel time, when you often spend couple of minutes in warp, having nothing to do and being unable to reduce it. Less travel time also means more action, which is never bad. Also, now even fleet interceptors have trouble catching up with a BS/BC fleet running away, as long acceleration and deceleration in warp level the difference in max warp speed. The proposed changes will add to the equation the warp speed as factor to be considered more seriously, as now it is mostly negligible, and will boost interceptors in their primary role. So, the idea:

1. Reduce warp acceleration/deceleration time basing on mass of the ship, leaving BS somewhere on current level, and boosting warp acceleration for all classes under BS, resulting in overall faster travel between gates for smaller ships.

2. Add navigation skill "Warp acceleration control", improving warp speed of all ships 5% per level.

3. Add a lowslot module for increasing warp speed.

4. Consider tweaks in base warp speed of all ships under BS size.

Glyken Touchon
Independent Alchemists
Posted - 2011.01.31 12:08:00 - [2]

Regarding the acceleration rates, CCP Greyscale has this to say:
Originally by: CCP Greyscale
Yup, this is something that irks us greatly, but the code handling this is buried fairly deeply in Destiny (the physics simulation) and we haven't had time to dig in and figure out how to tune acceleration rates (or better yet, make them a stat rather than a constant). There's also the issue that there's some fairly complex code in there, and the people best qualified to fiddle with it are currently busy with the whole "lag" thing.

The thread is worth reading- there's a lot of feedback from him about how CCP feel about travel, and it does occasionaly digress into such things as D-scan, local, etc.

Bamooha Bamma Opper
Posted - 2011.01.31 12:34:00 - [3]

Nothing seems to be as easy as you imagine, it seems.

Thanks for link, just note that was said 4 months ago... and they had their hands full with incursion stuff i imagine. I'd trade the whole incursion thing for small but really needed and optimizations like this, though.

Keith F
United ALT Forces
Posted - 2011.02.01 12:31:00 - [4]

how about new options for fleet warp.

squad/fleet/wing command can right click squad and select all warp at speed of slowest ship, thus all ships arrive at destination at SAME time,

and /or all ships stay out of warp UNTIL last ship aligns and warps

and settings of squad can be set so tackle squad warps at max speed @0km,tank warps slightly slower @50 and DPS arrives Last @70 or opt range

Posted - 2011.02.01 14:06:00 - [5]

it would be awesome, especially for ships warping with 14 AU/s... in smal systems THEY DO NOT REACH THEYR TOP SPEED.

the accelerate and the deacelerate....

i've seen my dramiel once at full 9 AU/s


Posted - 2011.02.06 00:52:00 - [6]

I was looking the other day on the market for some sort of warp speed increase items, which is only rigs on the market. And those rigs are so very useless. I would even go to say best 5% - 15% increase to speed per level for a rig, module or skill wise.

Magnus Orin
Wildly Inappropriate
Goonswarm Federation
Posted - 2011.02.06 01:04:00 - [7]

Edited by: Magnus Orin on 06/02/2011 01:06:34
With fleet interceptors in the game, it does seem that this was the intended way that things were suppose to work.

Instead, everyone ended up accelerating at the same rate.

While I dont support modules for modifying warp speed, i support dynamic warp acceleration rates for ships based on their mass.

As of right now a 14au/s warp speed is useless on all but the longest warps in Eve.


I think it should be entirely plausible for a battle ship to enter a 50-60 AU warp from one gate to another, and have a smart Stiletto pilot watch were he warps, and engage warp afterwards, but land on the gate first due to a higher warp acceleration rate.


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