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Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
217
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Posted - 2015.09.11 22:16:20 -
[1] - Quote
Reppyk wrote:Querns wrote:Reppyk wrote:We're now almost back to the "good era" of no-fatigue and sov-that-can-defend-itself. Well done CCP, one step forward, 2 steps back. Regeneration only occurs if no one bothers to show up for the timer. Have you considered committing to your attempts at sov conquest? Have you considered patrolling your own space ?
Have you considered Actually finishing something you started or is your group just not competent enough to hold it? |
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
217
|
Posted - 2015.09.11 22:19:06 -
[2] - Quote
159Pinky wrote:So, now that all gates will be bubbled to **** to prevent entosis. When will you start add a limited timer for bubbles to be in space? SO ppl at least have to put an effort in to keeping their entrances bubbled
When they put a limit on cloaks so you have to at least put in an effort to be at the keyboard for your alts. |
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
219
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Posted - 2015.09.11 22:34:59 -
[3] - Quote
afkalt wrote:Querns wrote:afkalt wrote:Scatim Helicon wrote:159Pinky wrote:So, now that all gates will be bubbled to **** to prevent entosis. When will you start add a limited timer for bubbles to be in space? SO ppl at least have to put an effort in to keeping their entrances bubbled The "timer" on a bubbled stargate already exists, and is directly linked to the DPS output of the ship you're trying to get through it. That's garbage and you know it. Again, do they not have wormholes, cynos, and nullified strategic cruisers where you live? Last I checked, WH can't be spawned on demand, cynos can be nullified and a clear and stated objective was to not limit the field to certain hulls. This is why I was against the direct removal of intys but in favour of an increase in align time and a lower speed cap - these would allow active alliances to prosper but prevent passive defence. Allowing an +effectively+ passive defence of sov is too much of a swing in the other direction. Do I need to live in my space? Hell no, I need only bubble the chokes to death, a wormholer can be ignored because that hole wont be there by the time the RF rolls around and now the nodes regenerate. It is just too much in the wrong direction - close, but not there yet.
You realize if you come across a gate bubbled like that.. all you do is wave the magic ticket wand at a GM.. and those players who dropped all those Bubbles will feel very sorry. while you can Bubble a gate.. only X amount of bubbles may be used. Any amount of Cans/bubbles around gates that start to effect the loading of someones computers is considered bannable and an exploit. CCP has swung that magic hammer many times on players, suspending them and banning them for multiple offences.
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Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
219
|
Posted - 2015.09.11 22:49:09 -
[4] - Quote
Reppyk wrote:Captain StringfellowHawk wrote:Have you considered Actually finishing something you started or is your group just not competent enough to hold it? Have you considered that many people are interested in the fight and not in the sov/ihubs/whatever ? Have you considered that, since the nodes will regen, a lot less fights can be expected ? Have you considered that, since the anom buff, you can park 600 pilots in the same constellation and they all have something to grind, making our current universe way too big for the low population in 00 ? Have you considered that the game does not need a better, juicer carrot, but on the contrary a lower density of the riches, that would create conflicts after ~4 years of relative peace ?
The problem is SOV for the average member doesn't offer As much riches as many claim. Hell its why I personally rather rent. I pay less in the long run and short run then I would on Infrastructure and Defense of assets. If I seen a reason to take Sov that outweighed what I made on my FW or Incursion alts.. my corp would not be renting.. but brawling again. As it stands now tho. I can putz around in null and make more Isk per hour in hi-sec or low-sec warfare zones. It's why the majority of pilots across all alliances in all sov areas have Incursion alts. No way am I saying change Faction Warfare or Incursions, I like my isk. But as for Reasons to fight in other regions and take Sov elsewhere. I have no reason to risk my toys for Sov, when I can get the better benefits elsewhere.
The big empires have no reason to kick over each others sandcastles when nothing of Value is sitting in the neighbors yard. Sure you can look at Lowering the density of what is around each Sov area. But it has to be done in a way that would effect the Leadership chains of the large and small alliances - Sov holding or not. Moons at one point drove conflict then they spread the value everywhere. Many suggestions have gone into these forums on how to change wealth redistribution of Sov. Having moons run out, making moons change what you can mine in certain cycles, etc. None of it is anything that would drive anyone to kick a castle over that isn't already well stocked up. Null Sov needs something new built into it to make empires want to go and fight elsewhere. Having something change that is long stocked up would only effect them if those assets were getting destroyed. They still need a reason to Exhaust the stocks. Not sit on them and chuckle buying what they need out of market hubs.
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Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
220
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Posted - 2015.09.11 23:18:56 -
[5] - Quote
afkalt wrote:Querns wrote:Also, as an aside, if you dislike bubble walls, you are going to HATE the new structures CCP is adding. CCP is talking about adding a variety of structures that can be used to detect hostiles and augment travel in sovereign space. I believe that players should be able to invest in their systems and see some benefit from it. I have enough problems with planning on dealing with the hell of vulnerable structures which will not shoot wihtout an alt in there, in systems with no local and inconsistent routes home, even from a mere 2 jumps out. At least you guys can sit a few jumps out and the gates wont collapse behind you, can monitor local. We're going to have to park a toon on every structure just in case. Believe me, your problems are nothing next to mine
Don't worry Once more of the Citadel info comes out and the WHers complain about the POS's turning into Citadels and not firing back... you will have the rest of EVE yelling at you next that you should always have someone online and use your space more :P While they themselves never rolled WH's to make isk and Micromanaging WH mass so your fleet can return to your own hole :P |
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
220
|
Posted - 2015.09.11 23:42:09 -
[6] - Quote
afkalt wrote:Captain StringfellowHawk wrote:Don't worry Once more of the Citadel info comes out and the WHers complain about the POS's turning into Citadels and not firing back... you will have the rest of EVE yelling at you next that you should always have someone online and use your space more :P While they themselves never rolled WH's to make isk and Micromanaging WH mass so your fleet can return to your own hole :P Actually, my isk is on YouWereNeverMeantToLiveThereAnywayGäó
LOL I remember that when they first came out .. First day we had a Large Caldari dropped in a c3 :P |
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
221
|
Posted - 2015.09.11 23:47:25 -
[7] - Quote
Sarah Saoirse wrote:Now that jump fatigue is being capped, the 365 day cooldown on pod jumping seems a bit excessive. Could we have another look at that please, and possibly scale it back to 30 or even 90 days. 365 days is rather punishing, and a shorter timer would at least make it a viable option again for established players wanting to move out to 0.0.
I made it out to null without an issue.. used a Ares. Established players have no problems shifting around gates. We know how to move around them. Hell. Before the lands of No SP loss for Pods, you either ate the cost of 100m+ to update your clone from PodX.. Or you Ceptored the 50+ jumps to the next staging system. Bought what you needed there and got ready to rock and roll. It's the players who don't want to settle in a region and constantly roam around that have issues. Not those Established. Those Established just JC where needed or Ceptor. 10x Clones means alot of space you can drop your fun, especially with Restrictions lifted on standings for clones. |
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
222
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Posted - 2015.09.12 00:02:49 -
[8] - Quote
Sarah Saoirse wrote:Potential suggestion for a rework on jump fatigue.
- Increase the "baseline" jump drive reactivation timer to 30 minutes. - No jump fatigue if you wait out the 30 minutes. - Allow the base reactivation timer to be clicked off, ending the timer but incurring 6x the remaining time as fatigue - Fatigue still applies a penalty to the reactivation timer, which can't be dismissed.
Example: 1st jump: Pilot jumps to a cyno. 30 minute reactivation. They are in a hurry, so they right click and dismiss the timer, allowing them to jump again. They now have 3 hours jump fatigue. 2nd jump: They jump again, they get a new 30 minute timer, which they can dismiss, plus 18 minutes of penalty. They can dismiss the timer after the 18 minutes of penalty, and end up with another 3 hours added to their remaining 163 minutes. or about 5:45 minutes, 3rd jump: Assuming they click off the timer and jump, they now have 35 minutes of penalty, plus the base 30 minutes. They can click off the timer after 35 minutes to take another jump. 308 minutes left on the fatigue, plus a new 180 minutes. 8 hours and change of fatigue, They have 49 minutes penalty, and another 30 minutes base before they can jump again.
Pilots are still confined to the roughly 10-20 LY range of rapid force projection as now, but the penalties grow more slowly, and pilots are better aware of the consequences since they have to make a separate choice to incur fatigue. A long range capital deployment is still possible, but not quick enough to dogpile onto every single tackled carrier. The exponential scaling is no longer as bad, but the increase from a 5 minute "base" to a 30 minute base keeps the speed of deployment down.
I would abuse the hell out of that system. Hell I would love it now. The whole purpose of Fatigue was to punish those jumping across the regions and putting a Big hamper on it. With your system, I would easily Burn to the Max Fatigue and just keep doing it until I was where I had to go. When i was done.. I would burn that Fatigue again and get back.. After Burning the region everyone just landed in. Around the world In a day Exactly what this system was meant to kill. But if they bring that back.. I look forward to throwing Capitals around regions and Lolling as I hear people cry about power projection in local and forums.
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Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
222
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Posted - 2015.09.12 00:20:49 -
[9] - Quote
Querns wrote:The only other suggestion I've liked for Jump Fatigue was to make fatigue clear if you jump to your capital system. This benefit should only work if you install an ihub upgrade that requires a Strategic Index of 3 or more (to curb any potential use of changing your capital to a warzone.)
Since all this stuff is supposed to keep Empires in the Regions they live, why not have it Reduce the timer of the Sov holding Entities WITHIN their owned Sov. They can skip around the Region they own while Fatigue occurs but at a reduced rate. But once they leave that Region to Deploy the Wear and tear of being away from the Shipyards takes a heavier toll on the engines. This lets the Caps move around, Rorquals shift areas as needed again, and Buffs Logistics moving around in their home helping to Establish these Deepspace Markets that CCP wants Sov holding Entities to create.
For Example in your own space you might have a 70-90% reduction to Fatigue, While outside of it you wind up Cringing like we tend to now. Maybe even a new iHub upgrade that installs in levels or one upgrade that reduces Fatigue in systems for those with Positive standings. Make the ihub upgrade like Sov 3-5. This gives homefield advantage to the citizens of that area while also letting them head out and fight if they need. This also would give Advantage to the Defenders using JB networks or moving their own fleets around to respond to large assets in its area.
X mixed subcap and Super capital fleet invades area. Citizens are able to respond to the Subcaps while also having the ability to move around and cut off the Super capitals from fleeing due to homefield advantage not killing the response time of getting in front of the retreating Capitals. This would also give entities that are unable to throw around massive fleets to counter Capital Invasions a way to shift around them and amass a larger counter fleet while the enemies wait out the ability to Jump. Hopefully a stronger reason for everyone to get involved in saving their turf instead of just waiting on final timers or moving out assets hoping the invaders leave the sov in boredom. |
Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
222
|
Posted - 2015.09.12 00:22:01 -
[10] - Quote
Sarah Saoirse wrote:Captain StringfellowHawk wrote:Sarah Saoirse wrote:Potential suggestion for a rework on jump fatigue.
- Increase the "baseline" jump drive reactivation timer to 30 minutes. - No jump fatigue if you wait out the 30 minutes. - Allow the base reactivation timer to be clicked off, ending the timer but incurring 6x the remaining time as fatigue - Fatigue still applies a penalty to the reactivation timer, which can't be dismissed.
-snip-
I would abuse the hell out of that system. Hell I would love it now. The whole purpose of Fatigue was to punish those jumping across the regions and putting a Big hamper on it. With your system, I would easily Burn to the Max Fatigue and just keep doing it until I was where I had to go. When i was done.. I would burn that Fatigue again and get back.. After Burning the region everyone just landed in. Around the world In a day Exactly what this system was meant to kill. But if they bring that back.. I look forward to throwing Capitals around regions and Lolling as I hear people cry about power projection in local and forums. The fatigue would still apply it's penalty to reactivation timers on subsequent jumps. So you'd still be cooling off for possibly hours between jumps. Only the 30 minute "base" could be dismissed, not the penalty.
Anything that makes me move quicker.. Makes me move quicker. |
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Captain StringfellowHawk
Forsaken Reavers Goonswarm Federation
224
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Posted - 2015.09.12 01:00:23 -
[11] - Quote
Querns wrote:Captain StringfellowHawk wrote:Querns wrote:The only other suggestion I've liked for Jump Fatigue was to make fatigue clear if you jump to your capital system. This benefit should only work if you install an ihub upgrade that requires a Strategic Index of 3 or more (to curb any potential use of changing your capital to a warzone.) Since all this stuff is supposed to keep Empires in the Regions they live, why not have it Reduce the timer of the Sov holding Entities WITHIN their owned Sov. They can skip around the Region they own while Fatigue occurs but at a reduced rate. But once they leave that Region to Deploy the Wear and tear of being away from the Shipyards takes a heavier toll on the engines. This lets the Caps move around, Rorquals shift areas as needed again, and Buffs Logistics moving around in their home helping to Establish these Deepspace Markets that CCP wants Sov holding Entities to create. For Example in your own space you might have a 70-90% reduction to Fatigue, While outside of it you wind up Cringing like we tend to now. Maybe even a new iHub upgrade that installs in levels or one upgrade that reduces Fatigue in systems for those with Positive standings. Make the ihub upgrade like Sov 3-5. This gives homefield advantage to the citizens of that area while also letting them head out and fight if they need. This also would give Advantage to the Defenders using JB networks or moving their own fleets around to respond to large assets in its area. X mixed subcap and Super capital fleet invades area. Citizens are able to respond to the Subcaps while also having the ability to move around and cut off the Super capitals from fleeing due to homefield advantage not killing the response time of getting in front of the retreating Capitals. This would also give entities that are unable to throw around massive fleets to counter Capital Invasions a way to shift around them and amass a larger counter fleet while the enemies wait out the ability to Jump. Hopefully a stronger reason for everyone to get involved in saving their turf instead of just waiting on final timers or moving out assets hoping the invaders leave the sov in boredom. That'd just lead to an Eye of Terror situation where large entities hold chunks of sov along a 5LY corridor to expedite travel across the map. CCP has been pretty adamant about making that infeasible.
Ahh Okay |
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