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Zanquis
The Northerners Northern Coalition.
6
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Posted - 2015.04.02 15:58:29 -
[1] - Quote
Suggested Changes to Jump Drive Travel
Jump drive travel has added difficulty to the game design because it has proven to allow for incredible amounts of force projection through its current design. Thus, the jump drive cooldown was added to mitigate these difficulties until a better solution can be found. However this temporary needs to be changed because it provides poor game play.
THE IDEA
Vision Jump drives should allow ultimate freedom of movement, but with risks involved. That movement should be mostly short range in nature. However long range travel should be possible on a limited basis.
- Jumps could lock onto two types of destinations. SYSTEM JUMPS can be targeted through the new map system, or JUMP BEACON can be chosen from friendly cyno's.
- SYSTEM JUMPS can be SHORT RANGE or LONG RANGE. Long range system jumps are higher risk, and more costly.
SYSTEM JUMPS - SHORT RANGE (< 5AU)
These jumps are only short range having the range of most current jump drives. They lock onto the SUN in the targeted system, and allow you to blindly jump. However when you arrive in the destination you will be placed in a random location in space off grid from the sun. These jumps emit a small flash of energy that is detectable in the destination system, allowing attentive people to warp to the general area of your landing. However nothing will impede your ability to move after landing allowing you to initiate warp.
System jumps are NOT ideal for fleet jumping because you land in random off grid locations around the sun, but in a predictable distance range. It can be used by fleets, but if so the fleet arrives scattered around the sun, with each individual ship being at risk of being caught. It would be suicide to use this to jump into a system with a hostile fleet waiting. BEACON JUMPS are designed to eliminate this uncertainty.
Attributes
- Land within 2 AU of sun off grid at a random location not shared by anybody else if possible.
- Uses 30% capacitor
- Creates small energy flash in system that can be detected and warped to via system scan (no probes). However the person will land within a random 50km radius around your previous jump landing location.
- Jumping ship receives no protection from jump once they appear on grid.
- Does NOT produce jump fatigue, but does produce a 5m jump cooldown that prevents further jumping.
SYSTEM JUMP - LONG RANGE (>5AU)
These jumps are risky, and designed only for long distance travel. It is un-natural to do these in rapid succession, so there are major penalties on the pilot that provides limitations. Fatigued pilots can make errors that cause the jump to land in the wrong system in the most extreme of circumstances, and at the very least it will increase the time required before jumping again. If you fail your jump due to fatigure, you will be at a major disadvantage with a high likeness that somebody will catch you.
SYSTEM JUMP - LONG RANGE attributes
- Fatigued pilots preforming long range jumps are subject to a random chance of arriving in a valid system close to their destination. The chance is based on the fatigue accumulated. A pilot who has a small amount of fatigue left should be able to do this fairly reliably (90% chance of success). However the more fatigue, the higher chance of a failed jump, and the further you can find yourself from destination.
- Land within 2 AU of sun off grid at a random location not shared by anybody else if possible.
- Uses 70% capacitor
- Creates large energy flash in system that can be detected and warped to via system scan (no probes). Any attentive pilot in system will see this flash visually or through a notification. They will also be able to see and warp directly to it via the system scan menu. Warping to a large energy flash will reliably bring the pilot to the exact location of landing.
- Jumping ship receives no protection from jump once they appear on grid.
- Produces jump fatigue using the existing formula (remember distance traveled is a component, so fatigure values would be larger)
- Produces a minimum 10m jump cooldown that prevents further jumping. Fatigue can increase this further.
JUMP BEACONS
A pilot can instead target a jump beacon (cyno) as they do today for a jump destination. Jump beacons can only be used for short range travel (5 AU) due to range limitations on their energy signature. However their strength is the jump accuracy they provide. Jump beacons are designed for fleet jumping, and allow all ships to jump to a specific location. This works exactly as it does now. The main overall reason to make these jumps is that an entire fleet can arrive on grid together, and ready to engage hostiles.
Attributes
- Lands on beacon or around it, ON GRID. (exactly as now)
- Uses 30% capacitor
- Jumping ship receives same on grid protection as now.
- Does NOT produce jump fatigue, but does produce a 5m jump cooldown that prevents further jumping.
I feel that the above changes would allow for new game play opportunities, and allow for more options in ship design choices regarding jump drives. It would firmly place jump drives as a mostly short range activity, but allow for long range jumping in a way that would eliminate any concerns over force projection. Whats real fun is that it makes jumping without a becon an option, but with risks. Mistakes attached to those risks provide game play opportunity as that titan takes a chance at a long range jump to be in position for an op tomorrow, and ends up jumping alone into another system and gets tackled. |
Danika Princip
GoonWaffe Goonswarm Federation
3304
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Posted - 2015.04.02 16:27:20 -
[2] - Quote
Yes, this would indeed completely reverse the jump drive changes. I'm not a great fan of them, but really, if you want them removed completley, don't ask for your caps to be even better.
Why would anyone ever bother with the long range jumps when you can just use the short range beacon jumps to cross the galaxy instead? Ya0 to HED in an hour twenty, for instance, with no downside.
Then again, if anyone DID want to use one (And since a travel fit cap will get off grid very quickly, so your flash thing isn't much of a downside), what's the maximum range? or is this a one jump to cross the galaxy thing? |
Zanquis
The Northerners Northern Coalition.
6
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Posted - 2015.04.02 17:50:53 -
[3] - Quote
Danika Princip wrote:Why would anyone ever bother with the long range jumps when you can just use the short range beacon jumps to cross the galaxy instead? Ya0 to HED in an hour twenty, for instance, with no downside.
A valid point. To mitigate this I would add a debuff when you make a short range jump that last 30m. If another jump occurs in this time, you would recieve fatigue, generated as per the existing formula. Additionally short range jump accuracy would be affected by your existing jump fatigure (in the exact same way for long range jumps). If your jumping to a beacon it could cause the same variance as system jumps (meaning you will appear off grid in your dest system).
This should prevent abuse of short ranged jumps for long range travel. Since it is obvious that was not intended in my design suggestion, any additional measures required to deter such actions would be justified if necessary.
Danika Princip wrote: Then again, if anyone DID want to use one (And since a travel fit cap will get off grid very quickly, so your flash thing isn't much of a downside), what's the maximum range? or is this a one jump to cross the galaxy thing?
The maximum range would be set by CCP. My first suggestion would be at double the short jump range (10 ly). However this would be subject to tweaking depending on how players interacted with the overall changes. Players should have the option of traveling long distances, but not without risk. Furthermore, long range travel should not be used for rapid re-deployments and must be constrained to limit force projection. Since jump fatigue would remain in place for long range jumps, combined with new disadvantages I am sure people would use it on a limited basis where required.
The separation between long and short jumps alone is useful since it allows CCP to have more flexibility in balancing ships with jump capabilities since they can force a tradeoff with range. |
Zanquis
The Northerners Northern Coalition.
6
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Posted - 2015.04.02 18:04:06 -
[4] - Quote
OP Edited to include revisions based on feedback.
Added the following
- Fatigued pilots preforming ANY jumps are subject to a random chance of arriving in a valid system close to their destination. The chance is based on the fatigue accumulated. A pilot who has a small amount of fatigue left should be able to do this fairly reliably (90% chance of success). However the more fatigue, the higher chance of a failed jump, and the further you can find yourself from destination.
- To prevent abuse of short jumping for long range, any jump action causes a debuff that lasts 30m. Jumping again with this debuff will refresh it, cause a double jump cooldown, and jump fatigue.
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SilentAsTheGrave
Brave Newbies Inc. Brave Collective
174
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Posted - 2015.04.02 18:20:37 -
[5] - Quote
Lol
Buddy Program: If you sign up with my buddy invite link and subscribe with a valid payment method - I will give you 95% of the going rate for PLEX!
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Elenahina
agony unleashed Agony Empire
390
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Posted - 2015.04.02 19:21:04 -
[6] - Quote
SilentAsTheGrave wrote:No.
Pretty much this. And especially not with decreased penalties.
Agony Unleashed is Recruiting - Small Gang PvP in Null Sec
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Zanquis
The Northerners Northern Coalition.
7
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Posted - 2015.04.02 22:42:20 -
[7] - Quote
Elenahina wrote:SilentAsTheGrave wrote:No. Pretty much this. And especially not with decreased penalties.
Why? I would like to understand your concern. |
SilentAsTheGrave
Brave Newbies Inc. Brave Collective
176
|
Posted - 2015.04.02 23:13:14 -
[8] - Quote
Zanquis wrote:Elenahina wrote:SilentAsTheGrave wrote:No. Pretty much this. And especially not with decreased penalties. Why? I would like to understand your concern. Your idea is a dolled up reversal of the power projection nerf that was needed. If anything capital power projection needs a bit more nerfing.
Buddy Program: If you sign up with my buddy invite link and subscribe with a valid payment method - I will give you 95% of the going rate for PLEX!
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