Tarra Nobilii
Sinntha Family
12
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Posted - 2016.02.11 23:43:02 -
[1] - Quote
Jump Ranges: I think current jump ranges are effective and acceptable but the map needs to be looked at. Moving from East/West is nearly impossible and the bottlenecks that exist are a bit extreme. Some regions, such as leaving Khanid, is a bit too hard. I understand the argument for having 'strategic systems' that exist within bottlenecks but I think the current form is a bit cancerous. -modules that allow greater range would be interesting, especially if they were very large to prevent easy refitting. It would boost commerce and capital trading; capitals in their current form are easier to self destruct than move. Supers are deathtraps if isolated in specific regions. The addition of new low sec systems (either new systems or the lowing of sec status of others) would be fun...
Jump Fatigue: Annoying but probably functional. Worth a discussion but I have no constructive feedback. It makes jump bridges seem kinda broken. Titan portals are very limited now too (combined with aforementioned jump ranges). -Ship based fatigue kinda makes sense too. Overall, I would be of the opinion of having slightly longer ranges with fatigue in place.
Alternative FLT drives: I have always hated the cyno system. It requires you to have a trusted partner or another alt just to move a capital. I want to be able to open my Capital Navigation screen and jump to the system (perhaps based on proximity to the star). I am totally ok with being vulnerable during this jump. A cyno can still exist but serve as a specific beacon for precise jumping. Perhaps a cyno could extend jump ranges and 'regular jumping' is still limited to 5ly. This would create some variance to jump plans and force some gamesmanship to hunters. Longer jumps to cut someone off would tag them with more fatigue...further adding a game element. -I want to be able to warp in a direction. At present, I have to align to a celestial and make a bookmark. I should be able to point in a direction and turn on my warp. The inability to do this makes the star systems in eve seem more 'track based' like the "slot racing" toys from the 1980s. For space to be real, we need to be able to move around more freely [including more content to interact with within a starsystem: new structures are a move in this direction, sort of]
Sov Effects on Fatigue: I think we need to see numbers on these nerfed ('rebalanced') capitals. Would also need to know how new structures will be able to kill them (assuming capitals with fewer ehp). Capital sov bonues would be a huge boon to defenders and may prevent conflict. Once again, we do not have enough information.
Fatigue affecting combat: No constructive feedback but I can see how this is good.
Move-mode for Capitals: I dont like anything with a timer. Many times pvp just 'happens' in eve...you need to be able to log on and fight at a moment's notice. Stuck in a 'mode' would be a major buzzkill. Action is far to sporadic in eve, as it is.
Active methods of reducing jump fatigue: Mentioned how large modules would be effective. Skills would be prohibitive to younger players/alliances. Drugs would work and could create new markets for players to make isk/production.
LOCAL CONTENT: THE most important thing in Eve. Scanning wormholes to find action, creating an alt to live in another region, and all related type challenges make Eve not fun. Regions should be unique...they should have strategic assets that do not give straight up isk but provide ways of interacting with environments to make isk. This is what players were asking for with occupancy based sov. Furthermore, other than the background (the literal background/wallpaper of space)...space is space. Moon harvesters are still ATM machines. We need things that force us to invest into structures, skills, and time into developing resources. This can be colonies, active moon material harvesting, more advanced exploration (Odyssey was a lame and ineffective expansion), structures that can be expanded upon over time, etc etc etc. Something that gives us a reason to build up our space. The more we build the more people want to come in and crush our dreams and take our stuff. Unique areas of space should not make you space rich for just living there but provide some variance in play style to actually do something different/fun. I think wormhole effects are very close to this concept. Something that allows/promotes you to master your bonuses/areas of space and is different than another system (in terms of bonuses). To use one other sci-fi example, Homeworld with the "gardens of kadesh"...is fun and interesting without being massively OP; effects on scanning (to allow the Kadesh to hold the area and surprise people) and having some resources. Nothing like this exists in eve. https://www.youtube.com/watch?v=zPV7z9jBRbs Other than in wormholes...no quasars, no black holes, no other unique and fun things about space exist. Eve needs some more stuff like this...not exclusive to wormholes. Having specific resources in different regions is a step back and allows an entity to dominate and monopolize a resource. Rather than have unique resources...perhaps unique ways to exploit them via interaction with the environment. Anything that allows us to interact with the space we call home develops an emotional attachment and makes it "home." This makes it appealing to raid, appealing to take, and appealing to stomp on for aggressors...adding what eve is all about. At present, it is better to withdrawal...let the aggressor take it....then take it back when they leave/get bored. This is not fun. People should invest into their space and make it theirs....only to have others try to take it from them. |