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[ASCENSION] Jump Range Changes

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C C P Alliance
#1 - 2016-10-11 11:55:10 UTC  |  Edited by: CCP Larrikin
Based on the discussions we had internally and then with the CSM at the recent summit, we're looking at increasing the base jump range of combat capitals for the Ascension expansion.


Goals
  • Reintroduce a natural path for capital combat to escalate.
  • Differentiate the power projection of Capitals and Super-Capitals.
  • Allow alternative logistics and force projection paths into space that is currently very difficult to access.
  • Open up chokepoints and allow jump paths to be a little less predictable.


Changes
  • All Capitals (Carriers, Force Auxillaries, Dreadnoughts) have their base jump range increased to 3.5 (+1) light years (7 (+2) light years max skills)
  • All Super-Capitals (Supercarriers, Titans) have their base jump & bridge range increased to 3 (+0.5) light years (6 (+1) light years max skills)


We hope this change will alleviate some of the problems capital pilots are currently facing. This is only an incremental change, as we said at Fanfest we believe that the capital force projection system needs further work.

Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin

C C P Alliance
#2 - 2016-10-11 11:55:18 UTC  |  Edited by: CCP Larrikin
Questions & Answers

Q: Will the jump range of Black Ops Battleships/Jump Freighters change?
A: No.

Q: Whats the bridge range of Titans?
A: Same as the jump range, 6LY.

Q: What about the range of POS Jump Bridges?
A: Its unchanging. Historically its always been 5LY and has never been tied to Titan bridge range.

Q: How is Jump Fatigue changing?
A: Its not. If you jump 7LY in a Carrier, you will get 80m Jump Fatigue, and 8m Jump Reactivation Timer.

Game Designer | Team Phenomenon | https://twitter.com/CCP_Larrikin

Vote Steve Ronuken for CSM
#3 - 2016-10-11 11:57:11 UTC
\o/

Woo! CSM XI!

Fuzzwork Enterprises

Twitter: @fuzzysteve on Twitter

Cynosural Field Theory.
#4 - 2016-10-11 11:57:31 UTC  |  Edited by: lanyaie
Is this Christmas? CCP I love you.

Albeit, I'm going to be honest, I personally dislike the discrepancy between the jump ranges of supers and regular capitals, mainly because now I'll have to also figure out if supers have the jump range to reach a desto. But I shouldn't complain, an increase is an increase.

Spaceprincess

People who put passwords on char bazaar Eveboards are the worst.

Shadow Cartel
#5 - 2016-10-11 11:58:38 UTC
FINALLY ♥ Big smile
Ghost Legion.
#6 - 2016-10-11 11:58:59 UTC
Big smile
Caldari State
#7 - 2016-10-11 11:59:02 UTC
\o/
Triumvirate.
#8 - 2016-10-11 12:00:15 UTC
Any changes to jump fatigue? This will obviously hit caps harder due to further range. Effectively still limiting them to the original range.

Moving long distances just becomes a tiny little bit easier due to having to do less jumps. However you still have to wait longer periods of time right?
Hard Knocks Citizens
#9 - 2016-10-11 12:02:12 UTC
Can you explain how max LY Fatigue will work.

Like if you jump 7LY how much blue fatigue and red fatigue you will get and if these numbers change from 5 LY.

Operations Director of Hard K(n)ocks Inc.

Pandemic Horde
#10 - 2016-10-11 12:05:41 UTC
Aside from queries about jump fatigue scaling with the changes, will any changes be made to any other jump or bridging capabilities (such as BLOPS)?
Snuffed Out
#11 - 2016-10-11 12:06:29 UTC
will blops be getting a boost in range to compensate?

Domination Nephilim - Angel Cartel

Calm down miner. As you pointed out, people think they can get away with stuff they would not in rl... Like for example illegal mining... - Ima Wreckyou*

Badfellas Inc.
#12 - 2016-10-11 12:07:03 UTC
Please drop the diffrence between supers and normal caps. make them all either 6 or 7
Goonswarm Federation
#13 - 2016-10-11 12:08:05 UTC
NoobMan wrote:
Can you explain how max LY Fatigue will work.

Like if you jump 7LY how much blue fatigue and red fatigue you will get and if these numbers change from 5 LY.


Assuming the formula stays the same, 1h20m blue and 8m red
Test Alliance Please Ignore
#14 - 2016-10-11 12:08:42 UTC
Circle-of-Test too stronk. NCPL had to batphone CCP to change jump ranges again.
Pandemic Legion
#15 - 2016-10-11 12:08:49 UTC
As a member of a small alliance, i think there's changes are bad for the game. PL/NC need to have their jump range nerves not buffed.

How am i supposed to rat in safety in my Nyx
Coalition of the Unfortunate
#16 - 2016-10-11 12:09:02 UTC
It's a nice iteration.

I still think there should be some kind of bonus based on distance from initial position when fatigued was incurred to allow easier jumping around your local area, maybe even negate a jump from an alliance capital system.
Goonswarm Federation
#17 - 2016-10-11 12:09:16 UTC  |  Edited by: Drew Li
Fatigue = Distance^n / scaling factor

and mostly ditch the limits. Allow that 20ly jump, but effectively ground the fleet afterwards. Also makes local logistics easier as less fatigue would be accrued. As for supers/titans, they can go the same distance, maybe just accrue fatigue faster doing it.
Mymilkshakebringsallthe Boystothyard
#18 - 2016-10-11 12:09:31 UTC
when you gonna fix citadels ?


cant dock.. cant tether type of thing.
Pandemic Legion
#19 - 2016-10-11 12:09:35 UTC
Kenneth Feld wrote:
As a member of a small alliance, i think there's changes are bad for the game. PL/NC need to have their jump range nerves not buffed.

How am i supposed to rat in safety in my Nyx



****, logged in wrong pilot to forums
Goonswarm Federation
#20 - 2016-10-11 12:10:21 UTC
Have you considered making jump bridges 6LY, to match titan range?

This post was crafted by the wormhole expert of the Goonswarm Economic Warfare Cabal, the foremost authority on Eve: Online economics and gameplay.

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