I just did. Incidentally that shortcut to Jita is dangerous and I’ve actually lost a few ships on that specific route, but that’s not relevant to my question.
In the OP I asked about 3 things, the security penalty, accidentally avoiding a system, and waypoints. The last two were answered, the first one is not.
I get the security penalty means a higher number the less it tries to deviate from a safe route and on the left the slider devolves into shortest route. However, I don’t know what those numbers actually mean. What does 30 mean? It means more deviations than 100 but not quite the shortest. That’s a relative number, I want a cardinal answer. Which is why I made the post in the first place.
@Small_Kitty_Paws Did give a helpful answer of eliminating one obvious implementation, whatever the number is it’s defiantly not the number of jumps. If this was a new feature being introduced, an obvious way to let people customize how much deviation they want to allow is “how many jumps a detour must save to make it worth it” but this clearly isn’t how it works.
You suggest I tried various settings. I actually did just that.
On the 7 common destinations I frequent in high sec, experimenting didn’t give me any clue as to what the number actually did. If on some destinations it changed the route and on others it didn’t, I could get a picture of what the number actually means.
So to recap, I’ve tried:
Asking in corp (no one knows)
In game experimenting (I can’t figure out what the number means when routes keep devolving to shortest route)
Asking here (where some people seem to prefer insulting my friends instead of actually giving an answer… if they were going to do that then at least they should have said "oh your corp is useless, they should have told you “the number is input into formula X to give a route” with formula X being an accurate answer) didn’t give an answer. In fact, someone actually asked the same question in a reply to a dev post which makes me wonder if this is supposed to be a secret like the insurance payouts are (secret to prevent insurance scams?).
Well both bringing up the tangentially related topic of smartbomb gatecamps in the first place and then another person answering on said topic are both better than what some others did since some seemed content just to insult my friends.
On one hand, I don’t want to make yet another post not quite related to the original topic because this is the new people Q&A. If do what at least 3 other people did on this thread and talk about something unrelated, there is the risk some guy is going to just read this post and maybe what I’m replying to, ignore my original post, and make another off topic responce. On the other hand, your reply makes me curious and I’d like you to answer since you read the OP and seem to be making an honest effort to give correct information both to my OP, other people’s OP, and various little tangents here.
I know the mechanics of sub 2 s align, you don’t need to explain that.
You said a fast align ship (doesn’t have to be a Sunesis, but with a base align of 2.93, it’s a good candidate) wouldn’t survive said smartbombs mentioned by Pierre.
Then you said it will work when you jump to a system and the smartbomb camp is already on grid.
So how can smart bombs work when they are on grid and not when they’re not on grid?
When coming into a system, if the camp is on the entry gate, fast align helps avoid the tackle since a tackle needs a lock. If the camp is at the destination gate, I don’t think align matters, you don’t align to the gate just warp a tick after you get within 2 km. If your warp lands 2050 meters away from the gate, you need to spend time just moving to the gate, but a tackle shouldn’t prevent a gate jump.
A large non-officer smartbomb does 313 damage damage, so as long as you have 7900 EHP (give or take), shouldn’t it be easy to just tank a single volley of smartbombs and just go into the gate?
Or were you making the point that the gate cloak keeps you safe when you enter the system, so you can enter system, align in less than 2 s, then jump but when arriving at a gate you get no protection and can be hit before you load grid? And on top of that agility and align time would be bupkis not only while waiting for grid, but also when trying to move 100 meters since the game decided the gate bookmark made 1990 meters from the gate last week was actually 2100 meters from the gate? Were those the points you were trying to make?