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[Rubicon] Warp Speed and Acceleration

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C C P Alliance
#1 - 2013-10-02 15:59:32 UTC  |  Edited by: CCP Rise
:Edit: Significant updates made on November 5th :Edit:

Before we start, here's the correct music to accompany this thread.

Hello everyone! We're ready now to start posting feedback threads about some Rubicon balance changes, in preparation for the first public version of Rubicon hitting SISI next week!

This thread is going to cover our changes to warp speeds and warp acceleration, which have been rightfully getting a lot of buzz since we unveiled them in the Rubicon announcement live stream.

Previously, in EVE Online:
For anyone that's not aware, at the moment each ship has an attribute called warpSpeedMultiplier that affects its max speed in warp. It is affected by a set of rigs and some Strategic Cruiser subsystems.
In practice this attribute is almost entirely useless because the amount of time you spend accelerating to and decelerating from your max warp speed is currently fixed. At most normal warp distances, ships spend very little (often no) time at max warp speed.
This sucks in a lot of ways. It makes those aforementioned rigs and subsystems useless, it prevents meaningful differentiation between sizes of ships, and it puts hard minimums on how fast we can make any ship warp.

We've wanted to redo this system for a long time, and a failed attempt was actually made back in the leadup to Retribution. For Rubicon, CCP Masterplan has finally freed us from the shackles of a crappy warp acceleration backend, and together we're going to be revamping the balance around warp speeds.

Details!
After the Winter expansion, the same attribute that sets max warp speed will also modify the acceleration and deceleration of the ship at warp, so that a ship that warps fast will actually warp fast.

The current design has the fulcrum set on T1 Cruisers. If you're flying a T1 Cruiser with no modifications to your warp speed you will not notice any difference warping after the patch. Every ship that warps faster than a cruiser will see their acceleration speed up (and therefore see significant reductions in overall time warping) and every ship larger than a cruiser will see their acceleration slow down (and therefore spend more time in warp). The small ships are being sped up by a larger degree than the big ships are being slowed down, so the average warp speed of an EVE ship is going to be getting faster.

It's important to note that this change does not affect align time. This only changes the amount of time a ship spends from when they enter warp (when they become unlockable) until they exit.

We're also creating more distinct levels of warp speed between ship groups (at the moment destroyers, cruiser, BCs and BS all warp the same speed). Most T2 ships will be slightly faster than their T1 versions (more if their role demands it) to reflect their more advanced construction.

The result of these changes will be that gangs of small ships will be able to travel across large areas of space much more quickly to find fights, people will have better decisions available to them when picking the ship to bring to a fight, and clever wings of interceptors or interdictors will be able to loop around ahead of hostile battleship fleets to cut them off.

One other note, ships fleet warping together will continue to warp at the slowest speed of any ship that is involved in the fleet warp. This includes acceleration and deceleration so if you fleet warp you'll continue to land at the same time.

We're strongly considering adding more ways to affect your warp speed at some point in the future, but nothing has been decided on that yet.

Numbers!
Here's a chart of how long it takes for different ships to make warps of different lengths now.

And here's the same chart showing the current design for Rubicon.

One clarification, Tech 3 cruisers will continue to be on parity with T1 cruisers by default, which means they start at 3au/s and with the Gravitation Capacitor subsystem can get as fast as 4.875.

You'll notice that we've actually compressed the far sides, so freighters will have a much higher max warp speed and some interceptors are actually losing some max warp speed. In practice though every interceptor will be going much much faster for every normal length warp and we wanted to keep the travel time for freighters in a reasonable range so we're quite confident that both those changes are the right call.

Small ships will be making warps much much faster than before, and larger ships will move with speeds more befitting their massive bulk and power.

The best way to get your heads around these changes is to try them out, so thankfully these changes will be on Singularity with the first public version scheduled for next week. We're always interested in your feedback, but we'll be especially interested in hearing what people think once they've had a chance to try the new warp system for themselves on Sisi.

We're really excited to be able to make these changes and we think they are going to be a very significant positive step for EVE. Let us know what you think in this thread, and look to Sisi next week for your first chance to try them out for yourselves!

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

#2 - 2013-10-02 16:00:13 UTC  |  Edited by: Mina Sebiestar
1st




Later



nice now all we need is in warp battles!!!!

You choke behind a smile a fake behind the fear

Because >>I is too hard

C C P Alliance
#3 - 2013-10-02 16:03:13 UTC
ENGAGE!

"This one time, on patch day..."

@ccp_masterplan  |  Team Five-0: Rewriting the law

#4 - 2013-10-02 16:06:21 UTC
SO MUCH LOVE ....

also love the content for my show tonight :D

Live on Eve Radio Sundays 15:00 GMT with me & friends talking about Eve and stuff. Twitter, Facebook TotalEve

Caldari State
#5 - 2013-10-02 16:07:08 UTC
4 seconds for an Inty to warp 150km, this is awesome
#6 - 2013-10-02 16:07:48 UTC
Pray 2 Sanic
skill urself
#7 - 2013-10-02 16:07:48 UTC
very nice, probably my favorite change ever to eve

no more landing on grid in a sanctum and decelerating for 10 seconds and watching the poor drake warp off from the window of your cold, lonely stiletto



any chance of some lock range for ceptors too fozzlord? pretty please
Spaceship Bebop
#8 - 2013-10-02 16:09:15 UTC  |  Edited by: BAJRAN BALI
Being an interceptor pilot, these changes are a huge game changer for me and my prey. Hopefully I'll be catching more ships instead of loosing them. It is SOOO frustrating when you loose a BS when I should have been able to warp 2 times before he even got out of his warp. Thank you so much for these changes! My skills will now be much more useful!

I can't wait to hop on to SISI next week! This gonna be awesome!

YouTube: kds119 Twitter: @realkds119 Blog: derptw.blogspot.com

#9 - 2013-10-02 16:09:56 UTC
Why are Freighters becoming faster?
Pandemic Legion
#10 - 2013-10-02 16:10:45 UTC
How painful is it going to be to fit a cyno to an inty? Because I found a new favorite cyno ship.

claw - Bubble immunity, 2 wcs, 4k mwd speed, 2.8 align, 30m sig, enough for one light with current cargohold at cyno 4.
C C P Alliance
#11 - 2013-10-02 16:11:04 UTC
Tubrug1 wrote:
Why are Freighters becoming faster?


They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive.

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

Shadow Cartel
#12 - 2013-10-02 16:11:55 UTC
All hail my favorite things about Rubicon so far. Big smile

aka Jester, who apparently was once Deemed Worthy To Wield The Banhammer to good effect.

#13 - 2013-10-02 16:12:19 UTC  |  Edited by: Swiftstrike1

Moment forever ruined by Youtube adverts :'(

Also, please do this! :)

Casual Incursion runner & Faction Warfare grunt, ex-Wormholer, ex-Nullbear.

C C P Alliance
#14 - 2013-10-02 16:12:28 UTC
Kismeteer wrote:
How painful is it going to be to fit a cyno to an inty? Because I found a new favorite cyno ship.

claw - Bubble immunity, 2 wcs, 4k mwd speed, 2.8 align, 30m sig, enough for one light with current cargohold at cyno 4.


Twisted

Game Designer | Team Five-0

Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie

#15 - 2013-10-02 16:12:31 UTC  |  Edited by: Naomi Anthar
+1

nvm i cannot read
#16 - 2013-10-02 16:12:44 UTC
CCP Fozzie wrote:
Tubrug1 wrote:
Why are Freighters becoming faster?


They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive.


So they are.
skill urself
#17 - 2013-10-02 16:13:08 UTC
Ripard Teg wrote:
All hail my favorite things about Rubicon so far. Big smile


unironically the best change eve has ever seen, and if you had a hand in it i'm glad i voted for you (i didn't vote for you)
Monkeys with Guns.
#18 - 2013-10-02 16:18:26 UTC
These changes are incredible. Obviously this is CCP Masterplan's doing.

Radio Host, Blogger, Lowsec Resident, PvP Afficionado.

funkybacon.com - Blog

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Goonswarm Federation
#19 - 2013-10-02 16:20:30 UTC
CCP Fozzie wrote:
Tubrug1 wrote:
Why are Freighters becoming faster?


They're getting faster for long warps, slower for short warps. We didn't want to have speeds too low with the new system, as it would have been easy for the slowest ships to become prohibitive.

As somebody whose alt spends a lot of time in freighters, thanks for this.

A comprehensive proposal for balancing T2 Production: here

#20 - 2013-10-02 16:21:31 UTC
These changes are very welcome. They seem well thought out and very reasonable.
Thanks!

http://soundcloud.com/davidkmagnus/fight-us-maybe

http://soundcloud.com/davidkmagnus/winterupdate

http://soundcloud.com/davidkmagnus/supercaps

http://soundcloud.com/davidkmagnus/pandemiclegion

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