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General Discussion => General Non-RP EVE Discussion => Topic started by: Silas Vitalia on 01 Oct 2014, 12:03

Title: JUMP DRIVE FATIGUE
Post by: Silas Vitalia on 01 Oct 2014, 12:03
Very interesting.

http://community.eveonline.com/news/dev-blogs/long-distance-travel-changes-inbound/?_ga=1.197865135.1881087159.1412186172

Of course they giveth with one hand and take away with the other. 

Adding jump fatigue and slowing down capital ship travel, +10 doubleplussgood.

Letting capital ships use stargates?  Sigh.   :psyccp:
Title: Re: JUMP DRIVE FATIGUE
Post by: kalaratiri on 01 Oct 2014, 12:37
Quote from: CCP Greyscale
We will be releasing a collection of other smaller changes in Phoebe that will be of interest to many of the same people who are affected by these travel changes. These include a rebalance of starbase weapons, a rebalance of stealth bombers and heavy interdictors, enabling of lowsec doomsdays, and changes to interdictor bubble mechanics. More information to come.

Pls no.
Title: Re: JUMP DRIVE FATIGUE
Post by: PracticalTechnicality on 01 Oct 2014, 12:48
BWAHAHAHAHAHAHA HOHOHOH HAHAHAHA *SNORT*

*clicks unsub*

So, about them games that would not have been competition for CCP if they didn't make choices like this?

Even with the JF buff, my casual null industry operation becomes untenable due to 'screensaver' game play.  So, see y'all in Elite I guess :). 

Link for maximum kek factor:

https://docs.google.com/spreadsheets/d/1rDMQpeKE-HzGKmFRTR69HJCk4McHyHz020Qs4Rgg414/edit#gid=0 (https://docs.google.com/spreadsheets/d/1rDMQpeKE-HzGKmFRTR69HJCk4McHyHz020Qs4Rgg414/edit#gid=0)
Title: Re: JUMP DRIVE FATIGUE
Post by: Louella Dougans on 01 Oct 2014, 12:56
I thought jump freighters get some kind of bonus, so they're not affected as much ? Or is it that bad, even with the jump freighters not getting as much jumpfatigue as other ships ?
Title: Re: JUMP DRIVE FATIGUE
Post by: Merdaneth on 01 Oct 2014, 12:58
Finally!

It was high time they removed the ability to airdrop Tiger Tanks anywhere across the Russian front in a manner of minutes.

Yes, it will change your gameplay, that is the whole idea.

Title: Re: JUMP DRIVE FATIGUE
Post by: PracticalTechnicality on 01 Oct 2014, 13:01
I thought jump freighters get some kind of bonus, so they're not affected as much ? Or is it that bad, even with the jump freighters not getting as much jumpfatigue as other ships ?

Pivotal word being 'affected as much'.  Due to work my play needs to give me more per minute to be worth it.  This could be great for EVE (as in it become a low population cult game that is manageable more so than it is now), but it is terrible for my requirements. 

As a result, I wish CCP the best, but I have 13 days till I dedicate myself to Alien Isolation and Elite.  Prepare for tech 2 becoming stupidly expensive and a massive spike in rare mineral worth.  Consider this my parting gift!
Title: Re: JUMP DRIVE FATIGUE
Post by: Merdaneth on 01 Oct 2014, 13:03
Letting capital ships use stargates?  Sigh.   :psyccp:

I was always a proponent of the solution to let them use stargates and remove their jumping ability entirely.

A war is more interesting when capital ships are tactical local assets. Not the space-age equivalent to aircraft carriers. The heaviest hitters being among the slowest creates interesting tactical gameplay. The idea of geography affecting travel is also basic interesting tactical gameplay. Such things create interesting choices, multiple solutions to the same problem, instead of one optimal solution.

Just take a step back and try to realize why World War II games are popular and World War I games aren't. You'll figure it out.
Title: Re: JUMP DRIVE FATIGUE
Post by: Merdaneth on 01 Oct 2014, 13:08
Pivotal word being 'affected as much'.  Due to work my play needs to give me more per minute to be worth it.  This could be great for EVE (as in it become a low population cult game that is manageable more so than it is now), but it is terrible for my requirements. 

I applaud you for having found a niche in EVE in which you can achieve what you want without a lot of idle time. Just try to PvP for a change, if you think waiting a couple of minutes between the next challenge is a major roadblock to gameplay.

And of course, the introduction of Jump Freighters did nothing to add subscribers, people flew in regular freighters long before that. It does make scaling operations upward more difficult, and in turn result in smaller concentrations of players and operations. That is intentional I think. It also is benificient to the game. Smaller groups means each individual is more significant to the rest of the group, and feels more significant. And the game is primarly about empowerement.
Title: Re: JUMP DRIVE FATIGUE
Post by: Louella Dougans on 01 Oct 2014, 13:09
I thought jump freighters get some kind of bonus, so they're not affected as much ? Or is it that bad, even with the jump freighters not getting as much jumpfatigue as other ships ?

Pivotal word being 'affected as much'.  Due to work my play needs to give me more per minute to be worth it.  This could be great for EVE (as in it become a low population cult game that is manageable more so than it is now), but it is terrible for my requirements. 

As a result, I wish CCP the best, but I have 13 days till I dedicate myself to Alien Isolation and Elite.  Prepare for tech 2 becoming stupidly expensive and a massive spike in rare mineral worth.  Consider this my parting gift!

just how much of the T2 industry is controlled by you? :O

also, have fun with stuff :)
Title: Re: JUMP DRIVE FATIGUE
Post by: Silas Vitalia on 01 Oct 2014, 13:57
I've been saying it for years but rapid force projection has always been the #1 problem with EVE.  It turns interesting and tactical gameplay decisions into instant teleport your fleet stupidity.


Now the obvious counter is going to be 'jump alts'

Null blocs will immediately require all cap pilots to have jump trained capital travel alts spooled up with 0 fatigue to chain the ships across the same space.

Jump fatigue should be tied to the character AND the ship.

Title: Re: JUMP DRIVE FATIGUE
Post by: Jace on 01 Oct 2014, 14:08
Just take a step back and try to realize why World War II games are popular and World War I games aren't. You'll figure it out.

+1
Title: Re: JUMP DRIVE FATIGUE
Post by: PracticalTechnicality on 01 Oct 2014, 14:11
I thought jump freighters get some kind of bonus, so they're not affected as much ? Or is it that bad, even with the jump freighters not getting as much jumpfatigue as other ships ?

Pivotal word being 'affected as much'.  Due to work my play needs to give me more per minute to be worth it.  This could be great for EVE (as in it become a low population cult game that is manageable more so than it is now), but it is terrible for my requirements. 

As a result, I wish CCP the best, but I have 13 days till I dedicate myself to Alien Isolation and Elite.  Prepare for tech 2 becoming stupidly expensive and a massive spike in rare mineral worth.  Consider this my parting gift!

just how much of the T2 industry is controlled by you? :O

also, have fun with stuff :)

Next to none, but consider it a free, if obvious, market tip - I'll be dropping into carbides big time due to the logistics involved in transporting them making it uneconomical to move them without a big hike in value.  Locking up all that value for if I ever bother to return, otherwise it'll make a nice stasis casket for Ael :P.
Title: Re: JUMP DRIVE FATIGUE
Post by: Silas Vitalia on 01 Oct 2014, 14:19
Just take a step back and try to realize why World War II games are popular and World War I games aren't. You'll figure it out.

+1

I've always been a strong proponent of the EVE sov game reflecting a more 'strategic' and slow approach than the current incarnation.

Geography should matter. Distance should matter.  Committing forces in one location should take time, effort, and mean those forces are NOT available to do things elsewhere.   

Title: Re: JUMP DRIVE FATIGUE
Post by: Havohej on 01 Oct 2014, 16:02
So when I finally put Havo in a Nidhoggur, I won't get instantly hotdropped?  Nice.
Title: Re: JUMP DRIVE FATIGUE
Post by: Esna Pitoojee on 01 Oct 2014, 16:32
These are a mixed bag.

First off, re: Jump Freighters: They get a bonus which decreases the jump delay time, which helps. However, their range has been vastly scaled back along with all other capital ships, meaning you will be making a lot more jumps. IMO, they should have a somewhat increased range or some other way to compensate (Jump Drive range rigs?).

In general I approve of the limitations to rapid jumps as a means to limit force projection. I feel that they also miss another critical point of the current capital dominance, though: The ability to rapidly jump large numbers of ships to a specific location with pinpoint accuracy. There was a suggestion a while back which I still favor that involved having ships come in at an increasingly wide spread as more jumps to a single cyno were performed, making it difficult to coordinate ranges if you are delivering tens if not hundreds of capitals to a single battlefield.


Some of the others make me wonder if CCP has a single solid vision for 0.0. For example, many of these changes are poised to make certain regions of nullsec virtually impossible to hold paths open to from highsec without buddying up to alliances holding empire border regions; yet, at the same time, they have wiped out deathcloning (a tactical choice that I felt had appropriate costs to its benefits) which was a major way new players were directed to reach deep-null stations to join up with their alliances. This seems to run counter to the stated need to break up big coalitions.

On its own I don't have a huge issue with certain "deep-null" regions being cut off, but then they need to make sure the other design changes are in line with that vision.

Other stuff, in sequence:

- Low Sec DDs: Under the proposed system, there would be little to stop the prevalance of "drive-by doomsdaying" - jumping in, firing off a quick doomsday, warping out as soon as the 30s timer is up, and getting clear. It basically forces anyone who is living in low and wants to use a capital to own a heavy interdictor and be friends with someone who can kill a titan. Not sold on this one.

- Caps using gates: Decided meh on my part. I don't think anyone will actually use them to move long distances (seriously, has anyone here flown even a battleship 30 jumps since the warp speed nerfs?) but it's a nice benefit to being able to move them a couple systems without spending isotopes or getting a timer.

- Black Ops nerf: Entirely unnecessary and runs counter to the idea of black ops as a deep-striking but fragile and expensive ship. Needs to be reverted. 

- Stealth Bomber changes: Hopefully this will somehow nerf the ISBoxer Bomber fleet. While coordinated bombing runs are awesome, 40 bombers being run by a single player is not.

- Interdictor changes: Except for fixing hobo jamming, I'm not sure what needs to be done here.

- Starbase Weapons rebalance: Awwwwwww yissssss. I've been saying for years that Starbase Gunnery was a good - even fun - role, and mourning its passing. Hopefully CCP will be giving those deathstars some teeth again.

I've some other thoughts on some of the greater mentalities that these changes may run into, but they'll have to wait until later.
Title: Re: JUMP DRIVE FATIGUE
Post by: Kyoko Sakoda on 01 Oct 2014, 18:38
Capitals. (https://www.youtube.com/watch?v=XgaWmIdxU_4&t=1m25s) Jumping. (http://media.giphy.com/media/110j1mHM8o58VW/giphy.gif) Through. (http://cdn6.geekinsider.com/wp-content/uploads/2013/10/kara-stabs-doctor.gif) Star. (http://i.imgur.com/1fAS3BZ.png) Gates. (http://i.imgur.com/1ZGYhoU.jpg)
Title: Re: JUMP DRIVE FATIGUE
Post by: Vizage on 01 Oct 2014, 18:47
I like it
Title: Re: JUMP DRIVE FATIGUE
Post by: DeadRow on 01 Oct 2014, 19:17
I've got mixed feelings about this change mostly due to the way my current corp operates.

First, the numbers are whack in this iteration and need to be tweaked. Jumps are too short and timers too long.

Force projection is a huge factor in Eve and at the moment it is too large by a wide margin. But it doesn't need to be maimed this badly. As a ballpark, double the range and half the timer.

Capitals using gates is pointless, so I don't really care if they allow it or not.

I'm also fine with letting people DD in lowsec, you can tank DDs pretty easily in a carrier and I doubt drive bys will become too common.

On a plus side, Placid just got mighty safe for us.
Title: Re: JUMP DRIVE FATIGUE
Post by: Merdaneth on 02 Oct 2014, 01:40
Force projection is a huge factor in Eve and at the moment it is too large by a wide margin. But it doesn't need to be maimed this badly. As a ballpark, double the range and half the timer.

For EVE to be a big divided universe, it should take days for a fleet to cross from one edge of nullsec to the other, perhaps even weeks with interference, not minutes and certainly not hours.

Maybe an interceptor could do it in a day, but a capital ship.... moving these kind of assets should be a monumental undertaking in itself. A caravan in space. And once they get there, they should indeed have a big impact on a fight.

Divide and conquer is a time-honored and interesting strategic option, it should be one in EVE. Achieving local superiority has been the tactical tool of choice for millenia, why can't it be in EVE.

If a game like Total War had an option to teleport your most elite forces anywhere on the map from your capital in one turn, then terrain and distance would not matter, and it would be folly to split your forces. I would much prefer nullsec Empires with encroaching barbarians at their borders. Barbarians with less organization and less equipment, but nonetheless able to achieve minor goals when the Empire's elite army is elsewhere dealing with other trouble.
Title: Re: JUMP DRIVE FATIGUE
Post by: Kaldor Mintat on 02 Oct 2014, 03:04
The e-o thread up to 146 pages now.....running out of buckets...need a tanker or 5.....
Title: Re: JUMP DRIVE FATIGUE
Post by: DeadRow on 02 Oct 2014, 06:49
For EVE to be a big divided universe, it should take days for a fleet to cross from one edge of nullsec to the other, perhaps even weeks with interference, not minutes and certainly not hours.

Maybe an interceptor could do it in a day, but a capital ship.... moving these kind of assets should be a monumental undertaking in itself. A caravan in space. And once they get there, they should indeed have a big impact on a fight.

Divide and conquer is a time-honored and interesting strategic option, it should be one in EVE. Achieving local superiority has been the tactical tool of choice for millenia, why can't it be in EVE.

To travel from edge to edge? Sure. Though 'days to weeks' is cute in theory, but this is a game and if you go to an extreme with these things you are just going to lose players. On TQ right now, it is too short a time to travel. With these changes it'll take way to long.

And I'm not talking about going from one side of the cluster to another here. I live in covryn, I can just barely graze a couple systems in syndicate at the moment with these changes, and when I do I'll be waiting 6 minutes before I can get home.

What is more painful is when we use capitals for support rather than our main fleet. We are a small corporation/alliance so we rely on triage carriers rather than an overload of guardians because it means more pilots can be in battleships and we can take bigger fights. Carriers now lose 2/3 of their range, so roaming will become very limited as it stands. And no, you aren't going to bring your carrier through stargates with you. BS roaming is bad enough without having to wait 5 minutes for a carrier to cross a system with you.

We already have plans should these changes come in as is, but 80% of the ships in my hanger have no become dust collectors. I like the changes in concept, it takes away a lot of the power that PL in particular, but CFC/N3 etc too, have in the way they can and do deploy. It might make it easier for people to claim space and can shake up nullsecs stagnation. But I think that they're cutting it down too much. If they decide to up the range and lower the timer, perhaps you need to keep the fatigue for longer to compensate.

It's all early days yet though, we'll see.
Title: Re: JUMP DRIVE FATIGUE
Post by: Tiberious Thessalonia on 02 Oct 2014, 06:53
Pivotal word being 'affected as much'.  Due to work my play needs to give me more per minute to be worth it.  This could be great for EVE (as in it become a low population cult game that is manageable more so than it is now), but it is terrible for my requirements. 

I applaud you for having found a niche in EVE in which you can achieve what you want without a lot of idle time. Just try to PvP for a change, if you think waiting a couple of minutes between the next challenge is a major roadblock to gameplay.

And of course, the introduction of Jump Freighters did nothing to add subscribers, people flew in regular freighters long before that. It does make scaling operations upward more difficult, and in turn result in smaller concentrations of players and operations. That is intentional I think. It also is benificient to the game. Smaller groups means each individual is more significant to the rest of the group, and feels more significant. And the game is primarly about empowerement.

Just for the record, and since he seems to have deleted his account here for some reason, PracticalTechnicality has done plenty of PvP in EVE as he used to fly with TS-F and before that with Narwahls, he just now finds EVE PvP to be frightfully boring.
Title: Re: JUMP DRIVE FATIGUE
Post by: Lyn Farel on 02 Oct 2014, 07:14
Eve bases everything on time. While it's good in theory, in practice it only leads to conflicts between fun/players and tactical/strategical requirements.

We can see it clearly here as well as it is already the case for POS reinforcement, travel times (jumping thousands of gates before having fun), etc.
Title: Re: JUMP DRIVE FATIGUE
Post by: Silas Vitalia on 02 Oct 2014, 09:32
Poor game design decisions years ago eventually come back to roost, this band-aid might work a bit.

I think it should take a few days to get from one end of New Eden to the other in a capital ship. 

It should take longer to get from one end of the galaxy to the other than whatever time it takes to attack/ reinforce/capture sov in a system.

This means *gasp* you have to plan ahead, deploy forces strategically.
Title: Re: JUMP DRIVE FATIGUE
Post by: Mizhara on 02 Oct 2014, 09:43
Poor game design decisions years ago eventually come back to roost, this band-aid might work a bit.

I think it should take a few days to get from one end of New Eden to the other in a capital ship. 

It should take longer to get from one end of the galaxy to the other than whatever time it takes to attack/ reinforce/capture sov in a system.

This means *gasp* you have to plan ahead, deploy forces strategically.

Which would be fucking fantastic in every respect. Add some Total War world map play in addition to our current RTS-with-belligerent-and-drunk-units gameplay. If I was running something like CFC or whatever I would be squealing in sheer joy right about now, getting to play some proper strategy in this game.
Title: Re: JUMP DRIVE FATIGUE
Post by: Merdaneth on 02 Oct 2014, 11:38
To travel from edge to edge? Sure. Though 'days to weeks' is cute in theory, but this is a game and if you go to an extreme with these things you are just going to lose players. On TQ right now, it is too short a time to travel. With these changes it'll take way to long.

I don't think so. There shouldn't be any need to travel from one end of the galaxy to another, unless its a strategic need.  Why would you lose players? Because they feel they need to travel the map in within an hour?

And I'm not talking about going from one side of the cluster to another here. I live in covryn, I can just barely graze a couple systems in syndicate at the moment with these changes, and when I do I'll be waiting 6 minutes before I can get home.

That is the beauty. You have become used to capitals moving fast. How many minutes do you think a battleship needs to get home? Probably a lot more than 6 minutes. The whole concept that the biggest ships move the fastest and also bypass normal routes is a poor concept to begin with, gameplay-wise.

What is more painful is when we use capitals for support rather than our main fleet. We are a small corporation/alliance so we rely on triage carriers rather than an overload of guardians because it means more pilots can be in battleships and we can take bigger fights. Carriers now lose 2/3 of their range, so roaming will become very limited as it stands. And no, you aren't going to bring your carrier through stargates with you. BS roaming is bad enough without having to wait 5 minutes for a carrier to cross a system with you.

I personally think its insane that capital ships are support ships rather than core fleet ships. A capital should be the core, and other ships should support it, no the other way around. If you want support quick, one should call for interceptors, not for capitals. If you want to have the logistics power of an overload over Guardians contained within a single pilot, then yes, you should pay the price of needing 5 minutes to cross a system. It is hard for me to imagine that people think it normal the other way around.

We already have plans should these changes come in as is, but 80% of the ships in my hanger have no become dust collectors. I like the changes in concept, it takes away a lot of the power that PL in particular, but CFC/N3 etc too, have in the way they can and do deploy. It might make it easier for people to claim space and can shake up nullsecs stagnation. But I think that they're cutting it down too much. If they decide to up the range and lower the timer, perhaps you need to keep the fatigue for longer to compensate.

I don't think so. The more one limits force projection, the more venues for local superiority.
Title: Re: JUMP DRIVE FATIGUE
Post by: Alain Colcer on 02 Oct 2014, 12:13
FHC discussions have so far been fairly positive, and have proposed possible "emergent" outcomes....which is interesting to say the least.....was expecting tears to the sky, with bittervets farming them....

In particular, the fact that most agree it makes WH space THE most valuable is quite interesting......Freighter and T2 Transports runs through null->WH->low-sec connect large distances are quite valuable to find.

People living in WH suddenly have "transiting" populations ready to be farmed for pvp.......such a thing, i have never expected to be an option, and kinda agree is interesting.
Title: Re: JUMP DRIVE FATIGUE
Post by: Mizhara on 02 Oct 2014, 12:18
This is actually something that impressed me with this. It seems to have a couple of actual goals, but also a much wider "let's just see what comes from this" kind of feel to it. In a sandbox like this, switching up mechanics like this will almost always have some sort of emergent effect, creating new gameplay and content as the sandbox adapts to the new rules. Usually unforeseen ones.

I've been pretty vocal about shaking Eve the fuck up but I was mostly talking about the setting itself rather than gameplay mechanics. This is still a rather welcome thing to see, even though I'd prefer to simply see the factions get fucked up, alliances broken etc.
Title: Re: JUMP DRIVE FATIGUE
Post by: Esna Pitoojee on 02 Oct 2014, 12:29
CCP's response (https://forums.eveonline.com/default.aspx?g=posts&m=5077472#post5077472) to concerns about players moving in to null is up.

Quote
#3666Posted: 2014.10.02 17:15
24
Planned new feature to address new player movement:

For players less than thirty days old, once per player corporation joined, and
For all players, once a year

You may push a button in your corp interface (while a member of a player corp and docked) that:
- Moves your medical clone to a station designated by your corporation, and
- Automatically moves you to your medical clone

Exact method of corporations designating target station still being ironed out, but it will involve at the very least being able to designate a default station for all corp members, and will likely be allowed for *any* station with a corp office, regardless of system sec status.


This seems to us like it solves the "I want to recruit people to nullsec" concern, and also gives non-nullsec recruiters an easier way to get genuinely new players to the right location easily.

I think it could use to be more often than once a year - 4-6 months, maybe.

Others have suggested other ideas - for instance, the timer scaling with how many jumps away you are installing a clone.
Title: Re: JUMP DRIVE FATIGUE
Post by: Lyn Farel on 02 Oct 2014, 13:34
I think it should not exist. You live in a remote corner of nullsec, you pay the price for it.

Yeah, use wormholes and do some escort :P

Ah yeah, I got it. Now that we have jump freighters and win buttons like that we don't need to commit to esocrt duties of long convoys full of valuables through dangerous space.

:instantgratification:

:sarcasm:
Title: Re: JUMP DRIVE FATIGUE
Post by: Esna Pitoojee on 02 Oct 2014, 16:04
It's not about the materials - those are an entirely separate area. It's not even about Jump Clones - those can still be ferried around on a titan or rorqual.

This is about actually getting players out to a new area for the first time. The inability to recruit would be a virtual death knell for any alliance, no matter how well organized their logistics and escort is.

EDIT: To answer more completely, here's the issue with "you live in a remote corner of nullsec, you pay the price for it."

Objectively, some of those deep-nullsec regions are the worst to live in.

Not just because they're hard to get to - though that's certainly a part of it - but because they're devoid of valuable resources present in other regions. Oasa, Perrigen Falls, Scalding Pass - they've traditionally been the homes of "little guys" and renters because they are less valuable to begin with. Now you're asking the people those already-poorer positions to have difficulty getting new people to their space? Not helpful.
Title: Re: JUMP DRIVE FATIGUE
Post by: Lyn Farel on 02 Oct 2014, 16:36
EDIT: To answer more completely, here's the issue with "you live in a remote corner of nullsec, you pay the price for it."

Objectively, some of those deep-nullsec regions are the worst to live in.

Not just because they're hard to get to - though that's certainly a part of it - but because they're devoid of valuable resources present in other regions. Oasa, Perrigen Falls, Scalding Pass - they've traditionally been the homes of "little guys" and renters because they are less valuable to begin with. Now you're asking the people those already-poorer positions to have difficulty getting new people to their space? Not helpful.

Ah, but that's another problem ain't it ? Are we trying to solve the resource inattractiveness of those remote regions by allowing them to recruit properly ? Aren't we a bit misleading on the real issue ?

Recruitment is just a red-herring.
Title: Re: JUMP DRIVE FATIGUE
Post by: Esna Pitoojee on 02 Oct 2014, 18:15
In my opinion, the resource inattractiveness of those regions is not a "problem", per se. For a while after the Dominion expansion there was a period where almost all regions were largely identical in value; this created another bigger problem, though: Why invade another region when your own is just as good?

Especially with the drive to prevent conquering large swaths of territory, some regions need to be more valuable than others.
Title: Re: JUMP DRIVE FATIGUE
Post by: Graelyn on 02 Oct 2014, 18:26
Finally, some balls.

Would have been pretty important if they'd done this 4-6 years ago.

Bit late now though.
Title: Re: JUMP DRIVE FATIGUE
Post by: Silas Vitalia on 02 Oct 2014, 21:54
Finally, some balls.

Would have been pretty important if they'd done this 4-6 years ago.

Bit late now though.

Rearranging deck chairs on the titanic always has a certain appeal, though  :bear:
Title: Re: JUMP DRIVE FATIGUE
Post by: Merdaneth on 03 Oct 2014, 02:19
This is about actually getting players out to a new area for the first time. The inability to recruit would be a virtual death knell for any alliance, no matter how well organized their logistics and escort is.

Your first dangerous journey into remote nullsec, only the wily, brave and lucky survive the first time. Isn't that a great initiation rite? Doesn't that create good gaming memories? I personally think that it's great gameplay. You should be scared for your first journey into deep nullsec, it will make for a memorable appearance. And yes, it will make deep nullsec regions less populated, I think that's an advantage too. True frontiers, not this geography-doesn't-matter stuff.
Title: Re: JUMP DRIVE FATIGUE
Post by: Mizhara on 03 Oct 2014, 04:24
What Merde said. My first venture into nullsec was amazing. The nerves were taut, the maps were studied with care and the Rifter was... well, it sort of exploded in a Sabre's bubble, but it was one hell of an experience. Didn't even know about death cloning back then and if I had it'd have cheapened the experience so much. It was an achievement to navigate hostile nullsec to get to Deklein and it didn't take more than a little common sense and listening to the advice of those who'd made those runs before. Even found a camp near the end of the leg and had my new mates come scatter it. It made content.

Recruitment here is a bit of a red herring and so is the population numbers in the further regions. It really shouldn't be a game of "Yup, fast travel to us" or "Stuff every region with population". Getting a pack of (or even a solo) recruit to the area should be a bit of a job, an adventure even. A frontier region should be more sparsely populated than the central areas. It leads to variety and fun, even if it's harder.
Title: Re: JUMP DRIVE FATIGUE
Post by: Samira Kernher on 03 Oct 2014, 04:51
Instead of death cloning to get newbies out to new regions, design an actual interactable gameplay element to accomplish the same thing. For example, instead of the 'once a year you can death clone' idea they've bounced around, how about an alliance can, once per year if it hasn't been destroyed, establish a single limited-strength stargate between one system in their null space and a low sec system. To prevent it from being used for much more than recruiting, give it a mass/ship limit like wormholes/accel gates--IE only pods, shuttles, and maybe frigates can use it. And of course, both ends should be destructable.
Title: Re: JUMP DRIVE FATIGUE
Post by: Odelya on 03 Oct 2014, 06:30
Whatever makes CFC sad, makes me happy.
Title: Re: JUMP DRIVE FATIGUE
Post by: Anyanka Funk on 03 Oct 2014, 07:14
They had it right the first time. Get rid of death cloning. Allow characters to install jump clones in stations that their alliance owns remotely or not. You can still get to null via Anoikis, people just want to be lazy recruiters and not scan them a way in.. I should add Anyanka lived in a C4>C4 for a year in a wormhole alliance.
Title: Re: JUMP DRIVE FATIGUE
Post by: Mizhara on 03 Oct 2014, 07:51
Whatever makes CFC sad, makes me happy.

Well, out of all the nullbears, CFC is getting the best deal here actually. They can still hold their space through sheer density of numbers and pack a decent wallop outside of it. It's the (relatively) smaller entities that will be less able to project their power across huge parts of null/low both because they just don't have the wast swathes of geography already covered and because they don't have the numbers to spread their efforts across a large number of fronts.

If CFC are crying, they're kind of stupid, because they're better off than anyone else in null right now.
Title: Re: JUMP DRIVE FATIGUE
Post by: Victoria Stecker on 03 Oct 2014, 12:04

- Low Sec DDs: Under the proposed system, there would be little to stop the prevalance of "drive-by doomsdaying" - jumping in, firing off a quick doomsday, warping out as soon as the 30s timer is up, and getting clear. It basically forces anyone who is living in low and wants to use a capital to own a heavy interdictor and be friends with someone who can kill a titan. Not sold on this one.


I don't think this will be as big a deal. A couple reasons:

DD are still limited to hitting caps only. So they can be used against dreads and carriers, but that's it.

The titan gets a timer when it jumps in. If it jumps out before waiting out that timer (which could take anywhere from 10 to 50 minutes) it ends up with an even bigger timer. If they aren't planning to use it for anything else, people will be ok with this. But it also presents some interesting tradeoffs - deciding whether a quick gank is worth limiting the use of that particular asset later in the day.

Over on FHC (which I can't see at work anymore :fistshake:) people were copying over CCP Greyscale's posts from the EVO thread. It's pretty epic, Greyscale is awesome.

I'm not sure this will get me to consider resubbing, but it's an awesome change either way.
Title: Re: JUMP DRIVE FATIGUE
Post by: Esna Pitoojee on 03 Oct 2014, 15:44
I don't think this will be as big a deal. A couple reasons:

DD are still limited to hitting caps only. So they can be used against dreads and carriers, but that's it.

The titan gets a timer when it jumps in. If it jumps out before waiting out that timer (which could take anywhere from 10 to 50 minutes) it ends up with an even bigger timer. If they aren't planning to use it for anything else, people will be ok with this. But it also presents some interesting tradeoffs - deciding whether a quick gank is worth limiting the use of that particular asset later in the day.

I guess it depends on how you "expendable" you view the use of a titan.

On the one hand, you have a point.

On the other hand, titans warping off to safes and cloaking to cap-up has been a thing since forever anyhow, and with sudden far-reaching strikes becoming a far less likely thing in the near future you could more reliably say "I doubt I'll be needing my titan to defend the homeland in the next 24 hours."
Title: Re: JUMP DRIVE FATIGUE
Post by: BloodBird on 04 Oct 2014, 07:18
Finally!

It was high time they removed the ability to airdrop Tiger Tanks anywhere across the Russian front in a manner of minutes.

Yes, it will change your gameplay, that is the whole idea.

THIS.

One of the things that have pissed me off the most with this game is the absurd idea that you can go anywhere in low-sec and a possibly infinite number of capitals and supers can be dropped on you by any random alt from some nub-school a any time.

You wanna use your carrier as a logistics boat to haul your stuff around? Now you can do that with a bit less risk of bored supers pilots gang-banging you with practically no risk involved because they have hundreds of damn titans ready to save them.

I shed no tears of compassion for anyone unsubbing over this, I am however shedding tears of joy as I laugh at anyone raging at this.

On the flip side, dooms-days in low? Yep, they can't drown you in capitals to easily, but they got new ways to possibly grief available now.

Well, I'll adapt. Everyone has to :D
Title: Re: JUMP DRIVE FATIGUE
Post by: BloodBird on 04 Oct 2014, 07:32
What Merde said. My first venture into nullsec was amazing. The nerves were taut, the maps were studied with care and the Rifter was... well, it sort of exploded in a Sabre's bubble, but it was one hell of an experience. Didn't even know about death cloning back then and if I had it'd have cheapened the experience so much. It was an achievement to navigate hostile nullsec to get to Deklein and it didn't take more than a little common sense and listening to the advice of those who'd made those runs before. Even found a camp near the end of the leg and had my new mates come scatter it. It made content.

Recruitment here is a bit of a red herring and so is the population numbers in the further regions. It really shouldn't be a game of "Yup, fast travel to us" or "Stuff every region with population". Getting a pack of (or even a solo) recruit to the area should be a bit of a job, an adventure even. A frontier region should be more sparsely populated than the central areas. It leads to variety and fun, even if it's harder.

Me and my corp's first runs into null included smuggling a SINGLE HAULER worth of our corporate assets (yeah we were rather pitiable) past a tackle-camp to get deep into stain where we joined STAIN- Alliance while the members braved the camp itself. This ofc was before bubbles so we worked out a few frigate fits built to insta-align and warp away before we got tackled and killed. Took us 2-3 tries each on average.

Getting to Stain was an adventure at the time.

Today, I'm moving 60 times those assets, PERSONAL assets, out of null. Using a carrier and several jumps through jump bridges and such.

This change will help make EVE "bigger" again, where logistics matter again. Maybe we will even get back the times when large convoys of ships with escorts to get assets from A to B is a thing once more.

I surely can't hurt.
Title: Re: JUMP DRIVE FATIGUE
Post by: Dessau on 07 Oct 2014, 10:49
Never been a null guy, but the prospect of New Eden's 'astrographical' features making lowsec a bit more dicey thanks to these changes is a plus in my book.
Title: Re: JUMP DRIVE FATIGUE
Post by: Havohej on 07 Oct 2014, 13:35
This change will help make EVE "bigger" again, where logistics matter again. Maybe we will even get back the times when large convoys of ships with escorts to get assets from A to B is a thing once more.

I surely can't hurt.
Hopefully this will make piracy a thing again.  As in the playstyle of small groups preying on the bloated powerful groups' supply lines and turning a profit.  It seems like "piracy" now is large groups who're either bloated nullsec alliances bored with lack of "good fights" or large groups who've had their run at being bloated nullsec alliances and have now been kicked out of the sandbox, blobbing anything in sight in lowsec.  Hard to imagine how that's fun for anyone.

I remember BYDI camping gates in Molden Heath with 6-10 pilots in HACs and BS, and EM bringing 6-10 pilots in HACs and BS to police the territory.  I was a young pilot then, couldn't do much about BYDI myself, but I had fun in a couple of EM gangs fighting those guys in Bosena.  I can't remember the last time I jumped into Amamake and the gate wasn't either clear or camped by 30+.
Title: Re: JUMP DRIVE FATIGUE
Post by: Silas Vitalia on 07 Oct 2014, 16:15

Hopefully this will make piracy a thing again. 

I don't think so, as the 'method' of A to B hasn't changed, just the distances.

Cynoing hopping directly between stations and friendly POS still remains largely invulnerable to interference when done carefully.  :(