open All Channels
seplocked Features and Ideas Discussion
blankseplocked Revamp of System Jump / Warp mechanics
 
This thread is older than 90 days and has been locked due to inactivity.


 
Author Topic

Seiji Hannah
Federal Defence Union
Posted - 2008.03.27 15:27:00 - [1]
 

Edited by: Seiji Hannah on 03/04/2008 22:58:46


Currently jumping between systems is creating ALOT of unnessecery lag - this is obvious to anyone who would plot a route through highsec, by the amount of "traffic advisory" warnings - and doesnt make much sense in the way its being implemented, there are no taxes for jumping between systems in empire (there should be) - jumping takes no time other than how fast the server can change sessions (again, there should be) - there is no limit for how many ships can jump at a time (why isnt there ?) and once you jump into a system you are cloaked (?) and put 20km+ from the gate.

All this is creating massive lag, static tactics such as gatecamps and an overall a non dynamic gameplay that favors the bigger blob or the least lagging one.

A total revamp is therefore required :

* Taxes - 1 to 10k ISK per jump within empire.

* Jump time - 15-20 seconds displaying some sort of graphics similar to warping, perhaps more lightning and speed.

* Jump Que - each gate should have 20 slots or more for a simultanious jump (an icon floating above the gate could represent how many slots are filled and how many are left like so: [*][*][ ][ ] for instance) - jumping should be done by docking onto a gate first, filling one of the 20 slots and then automatically jump within 10 seconds of the last ship that docked with the same gate. This is for synching jumping with a larger gang so they arrive at aproximatly the same spot.

* Jump arrival - ships jumping into a system should be put somewhere random on the edge of it, if the gate-que was used the ships should be some 10-20km apart. A beacon could be used precursing your arrival spot (like the current cyno-field beacon) so that ships patrolling the system would be able to intercept incoming hostiles / neutrals. Instead of being cloaked upon arriving (not nessecery in this case) your cap should be fully drained as the interferance stressed the capacitor regen systems while flying through the hyperspace anomaly.

* Warping mechanics - there should be a loading time for warping after a system jump and after each warp, other than alligning as it is now - 20-25 seconds or more for bigger ships to load the warpdrive or cool it down if you will, warp scramblers / disruptors would reset this charging time back to zero. The capacitor cost for warping should be increased and determined by the waight and range of intended warp.

Possible Results : better and bigger EVE :)

- will add more later on

Mavolio
Viziam
Posted - 2008.03.27 15:39:00 - [2]
 

so if you had a fleet of 100 ships and wanted to move to the next system and only 10 ppl can jump at a time and jumping takes 15 seconds it would take 2 1/2 mins. That is assuming the shortest jump time you suggested and if docking is instant.

10K doesn't sound like much to some people but when you have just started the game that means you cant actualy go any where and are t****d in the same system for ages till you have made a fair amount of isk. Also as it costs money to move around traders will start to either A) become very fragmented with people not moving from 1 region to another or B) All traders and thus all players just basing them self within about 10 jumps of jita to keep costs down, should be nice for the lag.

Freighters are the largest ships that use gates and already take ages to align to warp so the 25 seconds will have pased long before they can actualy jump, or if its align then charge for warp that should add some nice fun for freighter piolets.

sg3s
Caldari
Deep Core Mining Inc.
Posted - 2008.03.27 15:41:00 - [3]
 

I'm sorry but uuh... have you ever been in lowsec/nullsec or even pvp'ed?...

Most of the time you want to be fast in any situation... Sitting on a gate with hostiles for 10 seconds or even less in most cases means you DIE.
And don't trow in the argument of 'well you could add invulnrability while waiting for the session change' that just takes out some realism... yeah it is space and all but it would feel increadibly stupid to see your enemy there sitting in space being invulnrable for some reason...

Then there is the issue of gangs... True that most skirmish gangs will only go up to about 10 people, but they can easily become 20-50... having said that there are alliances out there that have no problem assembling a gang of hundreds... getting all those people trough a gate would just take too f'ing long.

Seiji Hannah
Federal Defence Union
Posted - 2008.03.27 15:52:00 - [4]
 

Edited by: Seiji Hannah on 27/03/2008 15:52:35
Originally by: Mavolio
so if you had a fleet of 100 ships and wanted to move to the next system and only 10 ppl can jump at a time and jumping takes 15 seconds it would take 2 1/2 mins. That is assuming the shortest jump time you suggested and if docking is instant.



A fleet of 100 ships would be moving much slower ofcourse, but this is not nessecerily a bad thing, it would take more planning as in what 10-20 ships to send first, it would also make use of wing commander gang mechanics, as each wing has to work on its own until regrouped with the rest of the fleet.
This would result in a more challanging and much more entertaining gameplay.

Seiji Hannah
Federal Defence Union
Posted - 2008.03.27 16:00:00 - [5]
 

Edited by: Seiji Hannah on 27/03/2008 20:19:27
Originally by: sg3s
I'm sorry but uuh... have you ever been in lowsec/nullsec or even pvp'ed?...

Most of the time you want to be fast in any situation... Sitting on a gate with hostiles for 10 seconds or even less in most cases means you DIE.
And don't trow in the argument of 'well you could add invulnrability while waiting for the session change' that just takes out some realism... yeah it is space and all but it would feel increadibly stupid to see your enemy there sitting in space being invulnrable for some reason...

Then there is the issue of gangs... True that most skirmish gangs will only go up to about 10 people, but they can easily become 20-50... having said that there are alliances out there that have no problem assembling a gang of hundreds... getting all those people trough a gate would just take too f'ing long.


Once you dock to a gate, you are no longer active in the system where you are jumping from, you are still local for the duration of gate being charged but you are not on the system grid.
Jumping a large fleet doesnt need to be instantanious, it can be spread over 2-3 systems travelling at aproximatly the same speed as it is now, since there will be much less lag from session change / load.

Astria Tiphareth
Caldari
24th Imperial Crusade
Posted - 2008.04.01 11:01:00 - [6]
 

Edited by: Astria Tiphareth on 01/04/2008 11:02:29
Sorry, I must have missed something, how precisely does the entire population of EVE moving from system to system (in other words, playing the game) create lag? More to the point, I don't see how, even if it does create lag, your proposed solution actually reduces it.

Are you focusing on huge groups of ships moving at the same time? If so, this has to be possible for fleet mechanics to even begin to work. If a defending fleet is already in a system, with say, 100 BS, and the best your FC can manage is 10 ships every 30 seconds, attacking is not going to be straightforward and defense becomes either very easy or a nightmare, depending on how wide the spread of attackers is.

Why taxes? What purpose does this serve? We all have to go from A to B as needed, taxing it just seems invasive and aimed toward reducing actual gameplay.

I do like the notion of appearing randomly at the edge of the system, but there have been long existing threads about eliminating gate travel in entirety to compensate for the current use of gatecamps as chokepoints. Certainly the last time I read them, it suggested the notion has quite a few issues with it.

Seiji Hannah
Federal Defence Union
Posted - 2008.04.01 12:00:00 - [7]
 

Originally by: Astria Tiphareth
Edited by: Astria Tiphareth on 01/04/2008 11:02:29
Sorry, I must have missed something, how precisely does the entire population of EVE moving from system to system (in other words, playing the game) create lag? More to the point, I don't see how, even if it does create lag, your proposed solution actually reduces it.

Are you focusing on huge groups of ships moving at the same time? If so, this has to be possible for fleet mechanics to even begin to work. If a defending fleet is already in a system, with say, 100 BS, and the best your FC can manage is 10 ships every 30 seconds, attacking is not going to be straightforward and defense becomes either very easy or a nightmare, depending on how wide the spread of attackers is.

Why taxes? What purpose does this serve? We all have to go from A to B as needed, taxing it just seems invasive and aimed toward reducing actual gameplay.

I do like the notion of appearing randomly at the edge of the system, but there have been long existing threads about eliminating gate travel in entirety to compensate for the current use of gatecamps as chokepoints. Certainly the last time I read them, it suggested the notion has quite a few issues with it.


Lag generates from jumping a fleet of 50+ ships simultaniously, once these ships arrive at a 50+ ships gatecamp they lag while loading the grid.
This suggestion would reduce the amount of ships passing through a gate.
Attack and defence is currently restricted to straightforward tactics such as gatecamps, dockcamps, sniping BSs vs sniping BSs etc. - with this change there will be more priority on moving squads patrolling a system to intercept incoming fleets - this will also emphasise the use of smaller fleets with specialized abilities vs current "as many BS as possible" aproach.
Gatecamps will still be a viable tactic to keep an enemy from escaping, providing WTZ is changed to 5km or more.
Taxes for jumping arent really nessecery - however the groundwork programming for this to be implemented is already in game, so is docking time taxes - this would make a better impression on a pure RP aspect.
There is alot of inconsistancies involved with arriving at the outgoing gate after a system jump - would make much more sense if you were put on the edge of a system.

Ma Zhiqiang
Minmatar
Huang Yinglong
Posted - 2008.04.01 12:29:00 - [8]
 

I'm all for overlooking the way you travel between system. But this seems to make it more complicated. A better solution with keeping gates, would be that gates function more like catapults...

- Gate could be pointing in the direction of the target system
- An animation sequence while "in jump", like everything but your ship goes into black as you enter a jump tunnel, until you land on the other side.
- Loading times for warp engines... Interesting idea...
- Coms from gate personell and Concord ships, while they scan through ships etc.
- Maybe a bit off topic, but the bill boards are way too small :D

Ellaine TashMurkon
CBC Interstellar
Tactical Narcotics Team
Posted - 2008.04.01 12:40:00 - [9]
 

You are cloaked because being killed and podded while your client is changing sesssions is not fun.

Taxes in empire => newbies stuck in systems
Jump time => more time spent not playing
Jump queue => This one I generally support, in form of gates with limited capacitor. This form of limited jump capacity gives advantage to lighter gangs and allows some new tactics with energy vampires, neuts and transfers.
Ships droping in random locations => that is a popular idea. How do you defend your system against a large hostile blob? How can you protect a mining op against hostile roaming gangs?
Warp timer is a good idea IMHO

Viglen
Gallente
Taurus Inc
Posted - 2008.04.01 13:50:00 - [10]
 

One Idea could be to make sure your fleet does not apear on the other side untill it has loaded the grid, that way you could be sure that you haven't already lost your ship before you load up the system.

But, I guess it whould mean alot of time spent waiting before the action begins, on the other hand it whould mean that all ships can fight in the fight at the same time giving the attacker a bit more chance.

Seiji Hannah
Federal Defence Union
Posted - 2008.04.01 16:31:00 - [11]
 

Originally by: Ma Zhiqiang
I'm all for overlooking the way you travel between system. But this seems to make it more complicated. A better solution with keeping gates, would be that gates function more like catapults...

- Gate could be pointing in the direction of the target system
- An animation sequence while "in jump", like everything but your ship goes into black as you enter a jump tunnel, until you land on the other side.
- Loading times for warp engines... Interesting idea...
- Coms from gate personell and Concord ships, while they scan through ships etc.
- Maybe a bit off topic, but the bill boards are way too small :D



Gates functioning as catapults pointing in the direction of the star you are suppoused to travel to is exacly how they should be - if looking at this from a pure sci-fi perspective, the amount of energy required for catapulting something or in this case things is alot - so a limited amount of ships that are able to pass through a gate at any one time makes sense, charging time also makes sense, and its easy enough to calculate that it also reduces lag - which makes this or a similarly drastic change a nessecity.
Loading times for warp engines could be implemented in such a way that they completly remove any kind of need or use of WCS - this would require warpdrive operation skills that reduce charging time ofcourse - you would be able to escape a single tackler if you catch the momentum.

Xaen
Caldari
Aperture Harmonics
K162
Posted - 2008.04.01 16:57:00 - [12]
 

Such an obvious attempt to justify the changes you want to make - after you decided you wanted to make them - I haven't seen in a while.

What, did your gatecamp let something slip by?

Seiji Hannah
Federal Defence Union
Posted - 2008.04.01 17:08:00 - [13]
 

Originally by: Ellaine TashMurkon
You are cloaked because being killed and podded while your client is changing sesssions is not fun.

Taxes in empire => newbies stuck in systems
Jump time => more time spent not playing
Jump queue => This one I generally support, in form of gates with limited capacitor. This form of limited jump capacity gives advantage to lighter gangs and allows some new tactics with energy vampires, neuts and transfers.
Ships droping in random locations => that is a popular idea. How do you defend your system against a large hostile blob? How can you protect a mining op against hostile roaming gangs?
Warp timer is a good idea IMHO


Being cloaked when entering a system looks like it was a temporary fix to rectify the current game mechanics that put you exacly where you are expected - with the innevitable result of people being killed and podded at gatecamps, this temporary fix has been in game far too long - there needs to be a total revamp of the jump mechanics and gatecamping exploits - cloaking doesnt make you immune to smartbombing battleships and it doesnt really provide much of a chance to survive a regular camp, unless you expect it and this in turn limits your fitting / flying options.

For hostiles to form a blob, they will need to regroup after jumping in a few wings of 20 or so pilots, this gives the defender time and oportunity to intercept and form their own blob or fight the attacker on several fronts at the same time.

Defending a mining op should be done at the asteroid field as it was most likely originaly intended - since with this change it would be impossible to prevent the enemy from getting into the system. Roaming gangs natural enemy are patrolling gangs - if jumping is timed and a beacon appears in system before the arrival of a gang - there should be enough time to effectivly defend a system - just bubble the beacon and wait for support while your tacklers keep them busy.
On the other hand - the attackers could send their fastest ships on the first que and the big guns on the next - flanking the patrolling / defending gang.
At the very least - this change will provide alot of different and innovative tactics - this has been lacking in the large battleships vs battleships engagements that are pretty much established as a standard by now.

Seiji Hannah
Federal Defence Union
Posted - 2008.04.01 18:32:00 - [14]
 

Edited by: Seiji Hannah on 01/04/2008 18:42:02
Originally by: Xaen
Such an obvious attempt to justify the changes you want to make - after you decided you wanted to make them - I haven't seen in a while.

What, did your gatecamp let something slip by?


This is a suggestion based on the fact that there are very few availible fleet tactics beyond camping a dock or the incoming gate - (as such it has nothing to do with any corp, alliance or player) - most engagements where there is territorial sovernity at stake always come down to frontal assault vs frontal defence.
Almost anyone playing EVE as a pvpr would rather roam in a small gang or fly solo hunting down stray targets as opposed to being in a large 100 vs 100 straight up fleet engagement - moving the arrival placement and limiting the amount of incoming ships would make better use of individual wings - forcing them to improvise on the fly and adapt to the situation at hand - rather than simply deciding to command a large or larger blob of battleships dependant on the reputed strengh of the opposition.

Xaen
Caldari
Aperture Harmonics
K162
Posted - 2008.04.01 20:33:00 - [15]
 

Originally by: Seiji Hannah
Originally by: Xaen
Such an obvious attempt to justify the changes you want to make - after you decided you wanted to make them - I haven't seen in a while.

What, did your gatecamp let something slip by?


This is a suggestion based on the fact that there are very few availible fleet tactics beyond camping a dock or the incoming gate - (as such it has nothing to do with any corp, alliance or player) - most engagements where there is territorial sovernity at stake always come down to frontal assault vs frontal defence.
Almost anyone playing EVE as a pvpr would rather roam in a small gang or fly solo hunting down stray targets as opposed to being in a large 100 vs 100 straight up fleet engagement - moving the arrival placement and limiting the amount of incoming ships would make better use of individual wings - forcing them to improvise on the fly and adapt to the situation at hand - rather than simply deciding to command a large or larger blob of battleships dependant on the reputed strengh of the opposition.

Nice reply to my weak ass trolling.

You're right.

Gate could probably use a revisiting, but if you spread things out too much there won't be any fighting at all.

That's the problem with a space game, it's so damn big that in reality, nothing interesting happens in 99.9999999999999999999999999% of it.

Enter gates, belts, planets, moons and stations.

Somewhere between [enter lowsec and you die on gate] and [fly around and never see anyone] is a happy medium. Not quite sure how to find it though.

Valeri Greon
Caldari
School of Applied Knowledge
Posted - 2008.04.02 00:10:00 - [16]
 

As a Babylon 5 fan I see certain similarities between the EVE jump system and it's B5 equivalent - of course, B5 had hyperspace, but nothing (well, usually) interesting happened there. For the small ships the action was always after they came out of the gate.

The big ships of course could open their own jump portals - just like in this game. Similarly they had to have some information on the target of the jump - it's a bad idea to open a jump point inside a planet. Most ships able to open jump points had excellent navigation and sensor systems, though - no need to send a scout to set up a transponder.

However, in general I'm against anything that would make me wait more in this game -- the warp is bad enough. Traveling takes forever and generally the action especially on trade runs is over very fastly for a starting player. You get some experience at losing your ship - and getting podded, more often than not.

All in all, EVE isn't exactly newbie-friendly as it is. Don't make it even more difficult for us.

Xaen
Caldari
Aperture Harmonics
K162
Posted - 2008.04.02 00:52:00 - [17]
 

Originally by: Valeri Greon
As a Babylon 5 fan I see certain similarities between the EVE jump system and it's B5 equivalent - of course, B5 had hyperspace, but nothing (well, usually) interesting happened there. For the small ships the action was always after they came out of the gate.

The big ships of course could open their own jump portals - just like in this game. Similarly they had to have some information on the target of the jump - it's a bad idea to open a jump point inside a planet. Most ships able to open jump points had excellent navigation and sensor systems, though - no need to send a scout to set up a transponder.

However, in general I'm against anything that would make me wait more in this game -- the warp is bad enough. Traveling takes forever and generally the action especially on trade runs is over very fastly for a starting player. You get some experience at losing your ship - and getting podded, more often than not.

All in all, EVE isn't exactly newbie-friendly as it is. Don't make it even more difficult for us.

It's funny you mention that...

I could probably be tempted into a carrier/capital ship (I'm like 40 days away as it is) if they could jump without needing a dedicated cynoalt.

but a ship so dumb that it can't travel by itself? fail

Seiji Hannah
Federal Defence Union
Posted - 2008.04.02 13:14:00 - [18]
 

Edited by: Seiji Hannah on 02/04/2008 13:15:11
Originally by: Valeri Greon
As a Babylon 5 fan I see certain similarities between the EVE jump system and it's B5 equivalent - of course, B5 had hyperspace, but nothing (well, usually) interesting happened there. For the small ships the action was always after they came out of the gate.

The big ships of course could open their own jump portals - just like in this game. Similarly they had to have some information on the target of the jump - it's a bad idea to open a jump point inside a planet. Most ships able to open jump points had excellent navigation and sensor systems, though - no need to send a scout to set up a transponder.

However, in general I'm against anything that would make me wait more in this game -- the warp is bad enough. Traveling takes forever and generally the action especially on trade runs is over very fastly for a starting player. You get some experience at losing your ship - and getting podded, more often than not.

All in all, EVE isn't exactly newbie-friendly as it is. Don't make it even more difficult for us.



There is nothing complex about docking into a gate for a system-jump, you get aura voice saying "jump sequence.... initiated" and are presented with a 15 seconds counter.
New players would have no problems adapting to the new mechanics - actually they would have a much easier game experience than current one, since what happends to new players is - they try missions, mining, whatever for a month or less, then they go to lowsec and get killed and podded at the nearest gatecamp - probably writing a short and very emotional eve-mail to the agressors saying something in the line of "but.. i didnt do nothin to nobody" - or they get chased around asteroid belts by a couple red-blinky-flashy-scary-lights following their inevitable loss of ship and podding. This change would make more sense to a new player than current game mechanics where they would have to make several attempts to explore lowsec to finally succeed not getting killed on the entry point.

Babylon 5 as many other sci-fi related material are all agreeing on one thing - jumping to another star-system cannot be calculated to such an extent that your arrival will put you in the close proximity to any celestial body or manmade structure.

Valeri Greon
Caldari
School of Applied Knowledge
Posted - 2008.04.03 09:15:00 - [19]
 

Except with gates, obviously -- and there are several episodes where they actually jump from or to the planet's atmosphere.

And I am a newbie, my first two weeks end this Saturday (I'm subscribed). After that I have a month of paid gaming time. I'd much rather spend that time actually playing than waiting at the gates and in space while I warp. Even if my "playing" consists mostly of in-game chat.

I do currently a lot of trade running. With the profits I'm making I wouldn't even consider it if gates would be such bottlenecks for my travel as you suggest. Too much time spent in warp and in gates to be worth it. I'd *shudder* rather do mining, which is even more boring than my current trade running.

I have gotten gatecamped, podded and died by autopilot (aka stupidity). I've made great profit and lost a lot (5mil in cargo + my frigate and got podded). And I'm still technically on my trial time.

So no, there's nothing easier for the newbie in your suggestion - it would just make things even more boring. Please don't do that.

Seiji Hannah
Federal Defence Union
Posted - 2008.04.03 17:35:00 - [20]
 

Originally by: Valeri Greon
Except with gates, obviously -- and there are several episodes where they actually jump from or to the planet's atmosphere.

And I am a newbie, my first two weeks end this Saturday (I'm subscribed). After that I have a month of paid gaming time. I'd much rather spend that time actually playing than waiting at the gates and in space while I warp. Even if my "playing" consists mostly of in-game chat.

I do currently a lot of trade running. With the profits I'm making I wouldn't even consider it if gates would be such bottlenecks for my travel as you suggest. Too much time spent in warp and in gates to be worth it. I'd *shudder* rather do mining, which is even more boring than my current trade running.

I have gotten gatecamped, podded and died by autopilot (aka stupidity). I've made great profit and lost a lot (5mil in cargo + my frigate and got podded). And I'm still technically on my trial time.

So no, there's nothing easier for the newbie in your suggestion - it would just make things even more boring. Please don't do that.



Once again, there is no complexity involved with arriving at a random point on the edge of a system, autopilot mechanics would not change in any kind of way - the increased jumping time would compensate the lack of lag - since during that time your session change would be fully loaded and you would land into an empty spot apart from a couple customs NPC frigs. Furthermore, your trading would gain a totaly new level of risk vs reward, since you could easily go through lowsec pockets without having to worry about a large gang of sniper battleships waiting for your loot and killmail.

What currently could be defined as definetly "boring" is the fact that you always jump to a system in close proximity to the outgoing jumpgate, which suggests the oportunity to run away at the first sight of danger - this puts nearly all PvP related gameplay to either docks or gates - this means there is no way for an industrial ship to survive an active non friendly system in lowsec or nullsec - which in turn means you spend more time plotting a route for your trade-runs through highsec systems than you would have if you could navigate through lowsec as well.
Additionaly - no more gatecamping also means - there is minimal chance to be suicide-ganked while you carelessly autopilot with valueable loot through highsec space, thinking you are safe.

Ma Zhiqiang
Minmatar
Huang Yinglong
Posted - 2008.04.05 17:21:00 - [21]
 

Bumping an interesting thread....

Valeri Greon
Caldari
School of Applied Knowledge
Posted - 2008.04.08 12:22:00 - [22]
 

Originally by: Seiji Hannah
Once again, there is no complexity involved with arriving at a random point on the edge of a system, autopilot mechanics would not change in any kind of way - the increased jumping time would compensate the lack of lag - since during that time your session change would be fully loaded and you would land into an empty spot apart from a couple customs NPC frigs. Furthermore, your trading would gain a totaly new level of risk vs reward, since you could easily go through lowsec pockets without having to worry about a large gang of sniper battleships waiting for your loot and killmail.

What currently could be defined as definetly "boring" is the fact that you always jump to a system in close proximity to the outgoing jumpgate, which suggests the oportunity to run away at the first sight of danger - this puts nearly all PvP related gameplay to either docks or gates - this means there is no way for an industrial ship to survive an active non friendly system in lowsec or nullsec - which in turn means you spend more time plotting a route for your trade-runs through highsec systems than you would have if you could navigate through lowsec as well.
Additionaly - no more gatecamping also means - there is minimal chance to be suicide-ganked while you carelessly autopilot with valueable loot through highsec space, thinking you are safe.


How very interesting. I however, do not recall saying that I use autopilot - it'd be stupid considering current way it works.

There is also the fact that this change you are proposing would make PvP really easy to avoid - which, granted, it would be in real life. Space is vast.

Still, the change you suggest is definitely worth considering - if you drop the waiting times. The wait is what makes traveling in EvE boring - especially as the waiting times are long enough for you to start doing something else, but short enough for you to have to stop doing whatever you started. Innumerable are the times I've had to leave sentence unfinished and unsent in corp chat because I had to hit Jump. We need something interesting to do while waiting for warp to finish, not more waiting at jump gates.

Considering your suggestion that gates should basically be very powerful Acceleration gates which are aligned to the system they are transporting to, shouldn't vessels still end up in approximately same place? Which would eliminate the "gate" from camping...

Drakus
Minmatar
Mercurialis Inc.
RAZOR Alliance
Posted - 2008.04.08 13:12:00 - [23]
 

Edited by: Drakus on 08/04/2008 13:30:22
1) Taxes - bad idea. 1) its such a small number that it really doesn't do anything and 2) If we put in a number that would make a difference to inflation then it would effectivly kill small scale trade and force people to stick close to there home creating much more lag and tons of empty systems.

2) Jump time - Yes, lets make it take even LONGER to travel in EVE. That'll be a great way to keep new players in the game when they first start... Sorry for the sarcasm but really... travel in eve is as boring as it gets, especially in a freighter. 20s per jump means that if someones hauling something 20 jumps thats an extra 10min or so they have to sit there doing nothing.

3) Jump que - Already implemented by CCP to reduce lag. Your idea would kill large scale pvp, and would make pos seiges even more boring agian. All the defender would have to do is put 20 people on each gate and they will be able to kill off the attackers one by one as they jump in. 10s is a loooong time when you have 20bs shooting you AND you have no cap AND you can't warp.

4) Jump arrival - the ONLY cool idea i've seen here. Would make it so that gate camping became a little more difficult and entertaining. "Oh! jump in becon! quick warp to it!" ships warp "Ok... now... what came in? is it still here? or did it cloak?" Would also make pos sieges a little more enjoyable as well making it so that tey couldn't just sit everyone on the gate and kill whoever jumps before the load the grid. BUT the cap idea kills this thought too. Having a bs have NO cap at all when it jumps in is a deal breaker. Again would kill large scale pvp. no remote repping for the jump ins, no tank at all for the warp ins...

5) warp mechanics - I like the idea in principal, but in practice it won't work. Making a ship not able to warp for 20-25s after jump in means that a) (agian) freighter pilots or any kind of hauler has to wait even longer to get into warp... if we implement all your ideas it would mean that (for example) a ship coming from JIta that has to move 20jumps FIRST has to wait 20s to jump OUT of jita, then has to wait 20s before it can warp... but wait... it has no cap... so it will take 2 or 3 warps to get across the system... so we have now added what? 2-3min PER JUMP... thats an extra HOUR that the pilot has nothing to do but sit around.


as to the last comment on a bigger and better eve... well, it WILL get bigger, because you would have alot of people quit, AND alot of people that would do a trail, and never sign up.



Oh, and a last thing on the warp mecahnics thing, the cap cost based on size is already in game. Its just that bigger ships have bigger cap so it doesn't seem like it. But check the actual numbers (no percentage) and you'll see. as well, smaller ships have a faster warp then larger ones..

Eleana Tomelac
Gallente
Eclats de verre
Posted - 2008.04.08 13:16:00 - [24]
 

Jump queue is the dream of any gate camper, one ennemy every 15s, at best two uncloak together to engate the campers, and they die!

This would just promote nanogangs that can run away from the campers and warp out fast to the only kind of gang that can survive a gatecamp...

Do we want this?


 

This thread is older than 90 days and has been locked due to inactivity.


 


The new forums are live

Please adjust your bookmarks to https://forums.eveonline.com

These forums are archived and read-only