View Full Version : Micro Jump Drives
Pattern
March 24 2012, 12:38:51 AM
How the fuck do these work?
:ohnoes:
Rudolf Miller
March 24 2012, 02:27:47 AM
How the fuck do these work?
:ohnoes:
http://2.bp.blogspot.com/-WJ5j9GHx2ok/TlcW1D7mDoI/AAAAAAAAAaM/UZeIs3Op8S0/s1600/would+you+like+to+know+more.jpg
Steph
March 24 2012, 03:23:33 AM
- Press button
- ???
- Receive jump
AmaNutin
March 24 2012, 04:04:25 AM
Activate module, wait for module to cycle, warp x distance (like jump gate effect [but only 100 km or so]).
Could be used for slowboating ships.
prometheus
March 24 2012, 05:22:32 AM
a can of worms, that IMO, need not be opened.
Shin_getter
March 24 2012, 09:25:42 AM
I hope that it can allow a carrier to bump a titan hundreds of KM away, out of RR range~ That'd show them~ :D
Mike deVoid
March 24 2012, 11:32:02 AM
Spool up time of 20 seconds, then warp forward 110 km in around 1 second. Of dubious use, but can of worms it isn't. Gtfo prom.
Rudolf Miller
March 24 2012, 12:32:26 PM
Is this really a thing they announced at FF?
Shiroi Okami
March 24 2012, 02:13:37 PM
If they announced this it will add so many interesting facets to pvp it ain't funny. If you could blink, so to speak, in a ship, with only a moderate cost, you could do all sorts of wacky shit. It would need a decently long spool up though which would be cancellable by warp disruption or else it'd be far too good of a GTFO tool
Ampoliros
March 24 2012, 09:14:01 PM
Is this really a thing they announced at FF?
Yes, during the brave new module presentation
prometheus
March 24 2012, 11:42:35 PM
Spool up time of 20 seconds, then warp forward 110 km in around 1 second. Of dubious use, but can of worms it isn't. Gtfo prom.
There is a good bit of information you are not privy to.
This is a module that falls under the "incredibly useless, or incredibly op" category.
There are ways it *could* work, but it would require a good chunk of effort that I don't think the others quite grasp.
I'll have to watch the presentation to see what has an has not been said about *new* modules.
Varcaus
March 24 2012, 11:59:39 PM
Spool up time of 20 seconds, then warp forward 110 km in around 1 second. Of dubious use, but can of worms it isn't. Gtfo prom.
There is a good bit of information you are not privy to.
This is a module that falls under the "incredibly useless, or incredibly op" category.
There are ways it *could* work, but it would require a good chunk of effort that I don't think the others quite grasp.
I'll have to watch the presentation to see what has an has not been said about *new* modules.Not on the csm anymore just say it.
prometheus
March 25 2012, 12:02:38 AM
Not on the csm anymore just say it.
can still be banned because :nda:
you can wait until i watch the recap or whatever, no hurry :P
Pattern
March 25 2012, 12:29:55 AM
Was it similar to the *leaked* chaos data dump?
(off the top of my head, BS sized module, 110km insta warp with cool downs and stuff?)
Also... Lockbreakers
Would you like to know more...
[Y]
prometheus
March 25 2012, 12:52:06 AM
what people see through chaos doesn't cover discussions and such :p
Shiroi Okami
March 25 2012, 01:05:25 AM
The only thing bout this mod that worries me is that they have a new kind of drag bubble specially for it. Which could indicate normal bubbles don't affect it
Ampoliros
March 25 2012, 05:18:23 AM
The only thing bout this mod that worries me is that they have a new kind of drag bubble specially for it. Which could indicate normal bubbles don't affect it
I think that's their plan atm. i seem to remember the CCP guy saying that bubbles and scrams won't affect your ability to use it, only the new anchorable ones.
Mfume
March 25 2012, 05:41:25 AM
I wonder if it's to counter certain, recent bomber tactics. 20 seconds is probably right on the edge of effectiveness, but if everyone is smart, might work.
Dee Jiensai
March 25 2012, 07:53:29 AM
could it be used as a get-out-of-gatecamp-free card? you only need to survive 20 seconds.
Connor Macleod
March 25 2012, 09:52:08 AM
only way i could consider it to not be OP straight from the start is if it was limited to a Cap Mod.
so the PG / CPU requirements will make or break this module.
Vortex
March 25 2012, 10:14:10 AM
We really need more details on them. Just going on the sisi DB dump stats, they are pretty useless (unless they let you put them on caps for BS level fitting in which case lolol free out for moms).
AmaNutin
March 25 2012, 11:06:15 AM
could it be used as a get-out-of-gatecamp-free card? you only need to survive 20 seconds.
If the chaos dump had similar stats, it had a -1 warp stability as one of the side effects. So if they point you it's likely that you won't be able to use it if it counts as warp for 110 km.
Raivi
March 25 2012, 06:11:27 PM
only way i could consider it to not be OP straight from the start is if it was limited to a Cap Mod.
so the PG / CPU requirements will make or break this module.
Being usable on caps would make it incredibly OP. CCP would not like the result of titans using this.
Rudolf Miller
March 25 2012, 07:53:20 PM
When I think of this in practice I seriously think that CCP hates sniping...
Connor Macleod
March 25 2012, 08:06:06 PM
or theyre trying to offer an OP counter to the new tier 3 sniper bc fleets we're seeing in the oracles, nagas and tornados
Qwert
March 25 2012, 10:02:18 PM
When I think of this in practice I seriously think that CCP hates sniping...
I'm wondering if this is to let them remove on grid warps entirely without completely neutering close-ranged fleets...
Xiang Jiao
March 25 2012, 11:32:50 PM
I don't share Prom's pessimism, but then again I don't have the backstage CSM pass.
I think these jump/blink drives would be much better implemented with no spooling (a short wait for ship alignment if not already aligned), moderate cap use and cool down/cycle time and shorter ranges - let's say at most 30km unbonused depending on the grade of module. This way, you can pick a module that fits the needs of your ship. Alternatively, make it a scripted module so you can change it on the fly. A future line of ships, perhaps destroyers, could get a role bonus for blink drive range or cap use. Also, I don't think they should work if your ship is scrammed or in a bubble.
Varcaus
March 26 2012, 04:08:16 AM
Blink Mega fleets. /drool
Sudden
March 26 2012, 04:11:35 AM
Blink solo Megas. /drool
FTFY
Shin_getter
March 26 2012, 05:11:06 AM
How is blink megas fleets going to work when its got no force multipliers around it? I'd think blinking tackle and getting fleet warp in would work better.
If your opponents isn't a tard, no one should be staying in the range band to be threatened by solo blink megas.
Mike deVoid
March 26 2012, 05:17:20 AM
Scrams and normal bubbles do shut it down. Not finalised their opinion for disrupters The new tactical warp bubble is a big bubble which would only affect the tactical warp modules (its current name).
Oh there is also a significant cool down timer on the module.
I asked what their intention was with the module, and if they were thinking of nerfing on grid probing or minimum warp distance to allow a boost to sniper fleets. But they didn't really see it as intended for sniper fleets, more for escaping thru gate camps? They weren't very clear about it tbh.
Xiang Jiao
March 26 2012, 05:41:38 AM
Scrams and normal bubbles do shut it down. Not finalised their opinion for disrupters The new tactical warp bubble is a big bubble which would only affect the tactical warp modules (its current name).
Oh there is also a significant cool down timer on the module.
I asked what their intention was with the module, and if they were thinking of nerfing on grid probing or minimum warp distance to allow a boost to sniper fleets. But they didn't really see it as intended for sniper fleets, more for escaping thru gate camps? They weren't very clear about it tbh.
In my limited view of the game, I imagined it would be more useful for solo to small roaming gangs (1-5) to divide and conquer but others may disagree, especially Prom. In another thread, he scoffed at the idea of nano Megathrons, and had doubts about the current theorized implementation of the module. However, it will likely be more useful for the small gang than the larger fleet because you have to consider that all pilots in the sniper fleet will have to fit it unless you also have a warp-to scout for the ones that don't have it trained yet, or split up the fleet on the grid in an imaginative way, which players such as TZeer have noted as infeasible for a sniper gang. Changing minimum warp distance is a game changer to be sure.
Mike deVoid
March 26 2012, 12:16:51 PM
At the round table I asked about upping the minimum warp, reply was no intention to look at this aspect currently. Someone else suggested a mininum probing deviation such that you wouldn't be guaranteed to land at 0 each time, I think he wrote that one down.
Pattern
March 26 2012, 01:22:36 PM
I hope certain ships, either racially (ie the new gallente bonus) or per ship classes, get bonuses to this module to make it less of a zero sum kinda thing.
Also, do you just jump instantly or move really really fast? How would webs effect it?
Mike deVoid
March 26 2012, 11:10:38 PM
It's a really fast warp, around 1 second. So presumably all normal going-to-warp rules apply.
Steph
March 26 2012, 11:10:52 PM
I'm betting these things will require Jump Drive Controllers to build. Wormhole residents, start hanging on to your JDCs.
Sponk
March 26 2012, 11:12:42 PM
I'm betting these things will require jump drive skills.
Xiang Jiao
March 27 2012, 12:28:31 AM
I hope certain ships, either racially (ie the new gallente bonus) or per ship classes, get bonuses to this module to make it less of a zero sum kinda thing.
I'm not opposed to a little racial flavor especially where it concerns Gallente ships/modules/bonuses. It would be more balanced if at least one ship of every race gets a role bonus for it. There's almost at least one drone boat for every race if you consider the the Guristas line part Caldari although they inherit the bonus from the Gallente ancestry. As far as I can recall, Winmatar is the only race that doesn't get a ship with a drone bonus. Gallente has far and away the most drone ships even if you don't consider the Utu and Guardian-Vexor, so I could see some new roles thrown at the languishing Gallente line. Replacing that next to useless capacitor penalty reduction (How does this work now?) for MWDs on the Throax hull would be a step the right direction.
I have no problem if these modules use the existing Jump Drive Navigation skills as requirements or modifiers.
Sudden
March 27 2012, 02:27:27 AM
If scrams shut it down then I recant my solo mega post. I was imagining dual-propping it with MWD+scram+booster. Blobbed your honor-mega? Blink and try to make a break for it.
Varcaus
March 27 2012, 02:59:31 AM
If scrams shut it down then I recant my solo mega post. I was imagining dual-propping it with MWD+scram+booster. Blobbed your honor-mega? Blink and try to make a break for it.
Will be doing this.
Sudden
March 27 2012, 06:13:12 AM
If scrams shut it down then I recant my solo mega post. I was imagining dual-propping it with MWD+scram+booster. Blobbed your honor-mega? Blink and try to make a break for it.
Will be doing this.
No point if scrams affect blinks
prometheus
March 27 2012, 06:37:48 AM
If regular bubbles/points have an effect on blinks, it's useless
If scrams effect them, it's not a big deal (imo).
If they have their own bubble variety, it's retarded.
The moment they can be stopped by LR points, they become useless.
They seem to want to have a long spool time, but that could be affected by A. ship mass/agility, or B. if the ship is invulnerable to being pointed after initiation.
If it's going to take 20 seconds to activate them, then they're no more effective than having BS normally warp to a probed location/interceptor @ the target.
Not to mention, if this IS limited to BS only, it takes less time for a fleet interceptor to burn & tackle these ships 100km away, than they can blink->align/warp off again.
Therefore, a fixed range propulsion module is also useless. Especially if the minimum warp range were to remain 150km for non-fleet things.
If this is CCPs attempt to revitalize sniping, it's awful.
If this is CCPs attempt to revitalize close-range BS, it's awful.
If these are introduced, they'll either be useless or OP.
And for some reason, I see these as being exploitable and bugged out when it comes to dealing with NPC enforcement.
I'd much rather see changes made to BS-size propulsion modules which result in a more immediate propulsion boost, rather than the slow build-up and tapering off.
ie; more torque down low and less power up top
Shin_getter
March 27 2012, 12:01:18 PM
I have just had some prelim thoughts on the matter:
1. It should be viewed as a "utility" module for making warp-ins on the fly as opposed to a fleet concept mod. The biggest advantage it provides is that it allows more pilots to be inside battleships as opposed to support which does not contribute to the main fight. Assuming you need say, 5 blink battleship to equal the warp in generating ability of a interceptor, it is still an advantage since you gain a battleship for the cost of 5 slots. (which is going to be what? tracking comps otherwise?) This is mostly important for structure fights, where man power limits is more important then engageability.
2. The jump drive will find its way onto covop/probing/interdict null T3s, which can use it to get good warp in (aka not sucked into bubbles) for the rest of the fleet. Assuming the drive can use the MWD-trick (activate and cloak immediately) it should be quite safe for the T3 to do this. There is not much else to fit on a fleet utility ship anyways.
3. The jump drive is most interesting when combined with other prop mods, or, stacked with itself if that is allowed.
A nanopest at 1.2km/s added to this gets 6.2km/s effective chase speed. Sure it isn't precise like a fleet interceptor, but nano gangs can't eat battleships like they chew up frigates and throwing a few in a fleet might be handy, and being on battleships, they can be fitted with expensive tackles without being too vulnerable to make up for the error during landing.
The most extreme application is if multiples of the mod can be activated at the same time, allowing insane mobility. A sniper with 4 mods of this would have effective 5s delay between warp which sadly is probably too crazy to be allowed. You could build many fleet concepts around this mod if this did apply however.
4. It does not appear to me that the mod require the normal alignment speed for warp, so I think you'd still blink if you are moving at 1% of top speed. This property means it is hard for the opponent to know which direction you are blinking since you could slignshot quickly. That said, I have no idea how you could exploit this property in combat.
Mike deVoid
March 27 2012, 01:25:39 PM
Bear in mind that the chaos build stats gave it the same cpu and pg usage as a 100mn mwd.
Pattern
March 27 2012, 01:45:20 PM
This is what I'd do with the module tbh.
New propulsion device that comes in small, medium and large.
Has 2-5 minute cool down
Uses script that allows it to change between two modes:
Unscripted: (GTFO mode)
Acts like a super fast MWD...
Provides you with something like a 2000% speed boost for 5 seconds
High cap use + cool down
No real bonus to mass, will still take time to accelerate
You travel in the direction your ship points
Scripted: (Chaos Marine terminator armour mode)
Requires object to be locked
100km range
20 second spool timer
You instantly blink to 1-5km from where the object was when you activated
Similar cool down timer to the above
Gallente active tanking or MWD ships now have the bonus replaced with a 15% reduction to blink drive module cool down and spool timer
Sure, it could be two separate modules, and I really hate the first version. (Dislike speed overlapping between size classes)
EDIT:
Lets just trash the unscripted mode:
Every point of disruptor or scram increases the spool timer.
EG, pointed by -1 scram, your 20 second spool timer becomes 20+20, 2 points of scram and it becomes 20+20+20 and so on.
Shin_getter
March 27 2012, 03:01:05 PM
You instantly blink to 1-5km from where the object was when you activated
Man, this would be totally "broken". You'd destroy kiting as a valid concept with this.
---
As I see it, in its default state it would probably just a bit less then damps in terms overall utility/use at worst. That is not amazing, but why does everything have to be top tier? (just like how passive targeters is not amazing, so we should give it more bonuses so people would fit it?) Getting it to be "good" might break other parts of the game and require tons of rebalancing around other stuff.
It is not as if battleships, over all as a class, is weak and rarely used like T1 cruisers. If you want to make the slowest subcap class so mobile so that them with short, short range weapon system (well, not that short, null buff) can catch targets, you'd likely be breaking the game as whole.
tulip
March 27 2012, 03:21:35 PM
could it be used as a get-out-of-gatecamp-free card? you only need to survive 20 seconds.
If the chaos dump had similar stats, it had a -1 warp stability as one of the side effects. So if they point you it's likely that you won't be able to use it if it counts as warp for 110 km.
The -1 warp stability probably just means that you can't activate a normal warp (without stabs) whilst the module is cycling. I wonder if the "Mobile Large Jump Disruptor" would also effect normal (capital/BO) jump drives too, i don't see any indication of how large its area of effect will be though.
Pattern
March 27 2012, 03:35:07 PM
You instantly blink to 1-5km from where the object was when you activated
Man, this would be totally "broken". You'd destroy kiting as a valid concept with this.
---
As I see it, in its default state it would probably just a bit less then damps in terms overall utility/use at worst. That is not amazing, but why does everything have to be top tier? (just like how passive targeters is not amazing, so we should give it more bonuses so people would fit it?) Getting it to be "good" might break other parts of the game and require tons of rebalancing around other stuff.
It is not as if battleships, over all as a class, is weak and rarely used like T1 cruisers. If you want to make the slowest subcap class so mobile so that them with short, short range weapon system (well, not that short, null buff) can catch targets, you'd likely be breaking the game as whole.
I think you've missed some of the detail.
20 second spool timer + you jump to where the ship was when first activated means that if you'll more than often land where the ship was if the pilot is smart and keeps moving.
Ewar also effectively disables the module - sensor damps and ecm, with caldari and snipers now having a reason to fight beyond 100km again (can't be blinked to)
Your raeg about making the slowest class fast is a little late to the party. If necessary, we could make it so ship mass factored into cool down or spool timer, cap usage or other factors in favour of smaller classes keeping the distance over time advantage.
Shin_getter
March 27 2012, 04:05:54 PM
Oh you mean start of the cycle, not when the module "goes into effect". Missed that during casual reading. Makes more sense now. At 20seconds, you'd be seeing the target off by 20~40km in most cases. It is still within range of long range tackles, and if web range bonused cruisers get the blink mod then kiters can still be quite hard countered.
I wouldn't count on lockbreaking as a defensive solution for snipers. ECM is ECM, while damps hurts the sniper as much as it hurts the blinker. Blinking is simply more robust then sniping in this case, since a single blinker with sebo, eccm, luck whatever getting into the sniper fleet can get everyone else to warp in or just buddy lock and blink. As for sniping over 100k, the threat of probes and warp in is still there so it may just drive snipers to extinction.
---
For the most part the thing I don't get is exactly how you envision combat to work with such mods. Give me a sample engagement or something.
Mike deVoid
March 27 2012, 07:37:41 PM
The new bubble is 48km and only to stop tactical warps entering/leaving. No decision on if can be used in lowsec, but would probably need to be if the mod could.
Xiang Jiao
March 27 2012, 07:48:33 PM
Bear in mind that the chaos build stats gave it the same cpu and pg usage as a 100mn mwd.
This must be why everyone is saying its CCP's solution for buffing battleships. I missed this little detail before.
I still think this concept of blinking around the grid would be better utilized by frigates, destroyers and cruisers, you know, the ships that usually apply the first tackle the fastest?
Steph
March 27 2012, 08:14:11 PM
Personally, I think Gallente blasterboats are the ships that would best benefit from being able to cover 100km in an instant.
prometheus
March 27 2012, 09:47:35 PM
Personally, I think Gallente blasterboats are the ships that would best benefit from being able to cover 100km in an instant.
you'd be wrong because it wouldnt change anything if you're tackled/in a bubble/out of cap or would just warp directly to a fleet target instead
Steph
March 27 2012, 10:57:20 PM
I'm thinking more in terms of "charging into the fray" than "getting out of danger".
Xiang Jiao
March 27 2012, 11:01:48 PM
I'm thinking more in terms of "charging into the fray" than "getting out of danger".
Yeah, that's more or less what I was thinking as well. Prom may be suggesting that no one would use them like that, so they would be more of a tool to avoid gatecamps, like the interdiction nullification thingy on T3s.
prometheus
March 27 2012, 11:20:51 PM
In large scale engagements, warping to something @ 100km still results in you getting pulled into whatever bubbles are around.
Frankly, having a fixed range at 100km makes the item useless because if you're coming into a large engagment (and have a scout), you can just plonk down @ 150km instead and use an MWD which isn't totally useless 99% of the time.
lets just burn back to the gate/align to the sun/burn off...
nevermind, i've only got this blink shit which drinks all my cap, has no flexibility, and only moves me a tiny bit further away than a conventional mwd, IF i'm not tackled.
want to get a cycle off so you can at least throw your mass in the direction of a gate? no dice, you've got a MJD.
if the item had a larger range, and/or could be adjusted to ranges below that range but no lower than say, 20km, then you might have something that works (but risks being op)
Sparq
March 28 2012, 02:53:17 PM
I'd like to see this on smaller hulls than just BS. At least down to cruiser. Not sure I like the 30 second spool, unless the/a skill significantly knocks down spool time per level.
Frankly I don't give a shit if it's useless in 99% of PvP scenarios or it somehow becomes OP for a time - it adds more precious variety and anyway, broken things can be fixed.
Lachesis VII
April 1 2012, 01:09:14 AM
Interesting that I mentioned the idea of a microjump drive about 6 months ago in one of the balancing threads threads.
http://failheap-challenge.com/showthread.php?4407-SISI-ships-balancing-discussions&p=284470&highlight=jump#post284470
Varcaus
April 1 2012, 03:35:40 AM
Interesting that I mentioned the idea of a microjump drive about 6 months ago in one of the balancing threads threads.
http://failheap-challenge.com/showthread.php?4407-SISI-ships-balancing-discussions&p=284470&highlight=jump#post284470
:psyccp::nostradamus:
prometheus
April 2 2012, 07:36:14 PM
Same concept, different execution.
The biggest issue is the fixed range of this thing.
100km is worthless, and being adjustable would risk being OP.
Vortex
April 2 2012, 10:48:35 PM
Same concept, different execution.
The biggest issue is the fixed range of this thing.
100km is worthless, and being adjustable would risk being OP.
Yep. I have no idea why everyone thinks this would be a "buff" to Gallente blaster boats. I cannot fathom a situation in which I need to jump 100km in a straight line to "get into the fray" of things in a blaster boat. You won't catch sniper HACs with this, cause, you know, you're a battleship. You won't catch sniping battleships even, and you'd get alphaed before you even spool up. In small gangs you are either fighting close range or getting kited by Nano, which, again, you won't catch with a 100km jump.
If you must scramble a battleship to prevent it from jumping then you just made battleships stupidly hard to tackle as well. Oh lolol, infinite point? How about I just teleport away for no reason whatsoever!
I have real trouble seeing a module like this ever making it onto TQ - it will always exist very far into the "useless" or "mandatory OP module" spectrum, never a balanced module. I wouldn't mind seeing a specific ship class get something like this (Blackops come to mind), but as a general purpose module? lolno. If carriers or dreads can fit it (which CCP would be retarded to allow) then they become an instant each choice for that first midslot on those ships.
Anzoxe
April 3 2012, 12:59:52 AM
If carriers or dreads can fit it (which CCP would be retarded to allow) then they become an instant each choice for that first midslot on those ships.
another nerf to shield caps :(
Xiang Jiao
April 3 2012, 01:28:32 AM
CCP should just roll a module out that's balanced for frigate classes* (frig/dessy) and see how it works. I don't know why they would lead off with a battleship design in the first place. They were smart enough to start with the frigate class for the new "tiericide" balancing. Introduce the module when the new frigs come out, reclassifying the useless mining vessels as the new experimental platform. Fuck mining frigates anyway. I'd like to see some hard numbers proving that players actually use them when just starting out. Other than the Navitas as cyno ship, and one lone Burst, I've never seen them flown in Eve.
*To balance it for frigs, they would have to base the jump propulsion system on mass so if someone tries to use it on a battleship it will fling them no more than 1000m. Or they could simply not allow it to be fitted on anything else, but that breaks down the sandbox quality of the game. If someone wants to jump their Abaddon in 1km hops, they should be able to do so.
Mfume
April 3 2012, 03:00:58 AM
I mined in a Burst.
Varcaus
April 3 2012, 03:34:00 AM
I mined in a Burst.I flew exactly one burst. To a station to pickup my rifter.
Lachesis VII
April 3 2012, 06:36:38 AM
I mined in a Burst.
I mined in a Navitas, and I've hauled cargo in a Bantam.
Pattern
April 3 2012, 08:14:06 AM
The more I think about it, the more I come to believe that this module is to encourage low-sec CNR mission running.
(except the spool timer makes it usless).
Xiang Jiao
April 3 2012, 08:27:39 AM
I mined in a Burst.
I mined in a Navitas, and I've hauled cargo in a Bantam.
How did I know you assholes would post just to be contradictory? It's not as if the ships have never seen the undock of a station before, but that they are utterly pointless. Instead of using a Navitas, you could do a lot better in a Catalyst with 9 more hours of training time, so the very next day. Sure, it's more expensive, and you could maybe argue that the green Eve pilot will have trouble raising the cash for a destroyer right away. If this is a problem then perhaps the new player experience is failing more than we have guessed. I'd much rather see some buffs to the tutorial mission rewards than ships that are almost totally useless beyond using day one in a belt munching rocks and never again. Keep in mind that there are no T2 variants of these ships, so the models of the hulls are a real waste, too. They all look nice except the Burst is a little boring to me.
Wow, I'm way off topic - reel me in!
Mike deVoid
April 3 2012, 11:54:42 AM
(Aside from arguments debating its utility in the first place) is a long spoolup time necessary to balance the module, if it is also going to have a cooldown? Wouldn't 5seconds spoolup be better?
Vortex
April 3 2012, 12:37:17 PM
(Aside from arguments debating its utility in the first place) is a long spoolup time necessary to balance the module, if it is also going to have a cooldown? Wouldn't 5seconds spoolup be better?
I don't have a clue how long a spool up would be balanced. The shorter the spoolup, the better the module becomes as a reactionary escape mechanism. You jump into a pirate camp, but they don't have the special bubble! You press jump, and are now X km away and aligning to warp. -> short/no spool is Broken. At the same time, a 20 or 30s spool up time would be pretty dumb, as you couldn't plan any combat scenario that far in advance. The far better solution would be to have the spool up timer, and the activation, be separate commands. If there was a 20s spoolup, and you could keep the ship spooled up for up to 2 minutes so long as the ship stayed above X cap %, then yea, it might have use. Just click once to spool, and click again to jump. You can't spool it up out of the blue to escape a gatecamp, but you could spool it tactically to use when needed.
Frankly I wish warp drives worked this way. Instead of just instantly going to warp, I'd rather the ship had to suck energy out of the capacitor at a steady rate, and initiate warp only once all the energy required for the total distance traveled was acquired. Warping with zero cap is often an advantage since you are guaranteed your own pre-made safespot, which is just silly - there shouldn't be an advantage to not having cap!. Plus, it would finally decouple ship agility from ship warp timers, which would allow better balancing for both nano and lock times / ship escape. That's neither here nor there tho so vOv.
Pattern
April 3 2012, 12:57:27 PM
If I were to redesign eve from scratch, warp drives would indeed spool.
I think the next question with MJD is can you spool whilst cloaked...
Also, might as well watch this if you have an hour to kill:
http://www.youtube.com/watch?v=6VcnkUaUCPA
Vortex
April 3 2012, 01:10:42 PM
If I were to redesign eve from scratch, warp drives would indeed spool.
I think the next question with MJD is can you spool whilst cloaked...
Huh, that's an interesting question. I'd assume the MJD activation would halt cloaks from activating, but if they don't you could indeed just F1/F2 and spend your entire spool-up cycle inside the cloak. Actually, if the jump itself is part of one continuous module cycle, then its reconcilable it would jump your ship straight from the cloak as well. That's all easily tweaked on CCP's end tho, so I can only guess that the spool-up, and jump, would not work while cloaked.
Mike deVoid
April 3 2012, 04:18:16 PM
If I were to redesign eve from scratch, warp drives would indeed spool.
I think the next question with MJD is can you spool whilst cloaked...
Huh, that's an interesting question. I'd assume the MJD activation would halt cloaks from activating, but if they don't you could indeed just F1/F2 and spend your entire spool-up cycle inside the cloak. Actually, if the jump itself is part of one continuous module cycle, then its reconcilable it would jump your ship straight from the cloak as well. That's all easily tweaked on CCP's end tho, so I can only guess that the spool-up, and jump, would not work while cloaked.
You could use the MWD-cloak trick to make it work as long as you jumped at the end of the spool-up period.
Lachesis VII
April 5 2012, 08:29:43 PM
I mined in a Burst.
I mined in a Navitas, and I've hauled cargo in a Bantam.
How did I know you assholes would post just to be contradictory?
Wasn't saying it to be contradictory, was saying it to prove that I was stupid when I started playing EVE. :-P
Then again, I'm still pretty stupid: http://eve.battleclinic.com/killboard/killmail.php?id=11365119
Xiang Jiao
April 5 2012, 09:31:17 PM
Then again, I'm still pretty stupid: http://eve.battleclinic.com/killboard/killmail.php?id=11365119
That's awesome - a combat Navitas. Now imagine if that ship could zip around the grid and tackle shit. It would need an all around buff, too.
Al Simmons
April 7 2012, 11:55:10 PM
Yeah, a propulsion device that requires you sit still first is pretty useless tbh.
Does anyone remember the Chrono Legionnaires from Red Alert 2? They could teleport anywhere and zap stuff, but they had a cooldown based on how far you jumped. They were cool as hell, but basically useless since you usually wanted to you know, attack after jumping somewhere. Though you could mitigate that by doing smaller jumps, but at that point you may have just used normal dudes.
Sparq
April 8 2012, 03:46:30 AM
If I were to redesign eve from scratch, warp drives would indeed spool.I would stab you in the neck.
Varcaus
April 8 2012, 03:48:45 AM
If I were to redesign eve from scratch, warp drives would indeed spool.I would stab you in the neck.
I would gladly help.
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