I expect not every detail of this forthcoming change has been released yet. There will probably be more to come and decisions made based on the feedback here and elsewhere.
Not necessarily. Such a timer might only apply to changing alliances, not joining an alliance for the first time. It could be a simple flag on the character, one that gets added upon changing alliances and gets cleared at downtime. Even if you match the Ansi ACL, you still can’t jump if you have that flag. Done this way, it wouldn’t impact legitimately new players at all.
No one is changing alliance to use a gate temporarily and tbh if they are, good luck to them 'cus that would be a pain.
I believe the reason for limiting to alliance use only is because it would theoretically make the alliances stage and defend their own systems more instead of relying on a coalition fleet that will now not be viable for all ansiblex jumps. This would technically limit the scale of defence fleet reactions from 200+ from over 3 regions away getting to area within 6 or 7 jumps… to a more reasonable size and reaction speed. For timers ansi doesnt mean much, sure it helps but theres a timer you can preplan for.
In essence huge fleets are currently used to counter small gangs at the frontier of a coalitions control with relative ease and exceedingly fast times; in force. This limits a lot of gameplay and deters many from even roaming or living on the fringes of their space but limiting this capability will mean they will have to react themselves to any threats with what they have rather than a distant large fleet able to come within ten minutes. And yes, 3 regions away is often 30+ jumps; currently reduced to 6 or 7. Even without the capacitor changes this needs changing.
So the people it effects say no. the people who are in HS, or WH space. who dont really have a stake in the discussion say “sure go for it” After reading more about it, i realize the majority of the thread has a misconception about whats actually happening. it seems to me there will simply be a delay on large fleets moving through space due to capacitor limitations. this could actually work in favor of a strategically minded FC. as in hit who you’re fighting from two sides.. Im not sure where the “alliance use only” idea came from. if you have the link to that, shoot it. but so far i haven’t found anything regarding that subject. A capacitor on an ansi though… really depends how much it actually effects fleets ability to move through space.
At best, it gives smaller fleets a fighting chance, as the larger portion of the opposing side has to take the long way. or FC’s could just split the fleet, have half take every other ansi, have the other half go opposite. still a pointless update… #multiplestaging and jumpclones ftw
Oddly the video is by a null sec FC so your first sentence is wrong; not worth even bothering to read what you wrote after that as we all know when you say those affected you mean you and no one else.
Everyone who loves the game and sees it suffering from stagnation and opressive insta-travel mechanics has a stake in the discussion.
Everyone who would like to use Nullsec for content but is currently kept out because it would mean to either join or bow before the blob and gameplay principles they hate have a stake in the discussion.
We will be changing Ansiblex Access Control Lists (ACLs) to be alliance-only. This will give alliances control over which of their members can traverse through Ansiblex Gates but constrain usage to the organizational unit of an alliance."
Capacitor doesnt need people to actively fuel it which would be high on the list of pita mechanics and ikely something csm and others have been against?
Well, but funnily enough, PITA mechanics are one of the most effective tools to prevent groups from growing without limit.
If you force the leadership to delegate jobs because the amount of PITA work is just too high for a single person or a small clique of selected inviduals who control basically all structures in a many-thousand man alliance, that means it opens up flanks for internal trouble. Betrayal, Chaos, the split or crumble of big empires and resulting wars. All they need to do is to make the permissions always double edged, that means anyone who has permission tho add fuel automatically has the permission to remove fuel.
The original devs understood that princible, thats why POSes are vulnerable that way. The starbase- or fuel-technician role allows fueling, but also removing (and by that changing timers or shutting down the POS). That was intentional. When CCP introduced the Upwell Structures they made the horrible mistake of allowing them to be fueled and defended by basically everyone on an access list but didn’t allow the removal of fuel at the same time. Which leads to the disgusting scenario that a few handful of persons can maintain total and unchallengable control over hundreds of stations that are homes for thousands of players - without having any effort themselves, they reap all the money coming from those stations, be it rent or fees.
And CCP not even realizing that horrible mistake speaks volumes.
Ozone and 30 fuel blocks an hour if what im reading is correct, the ozone for jumping which will be taken away when the new changes hit; i think it will still need fuel blocks like other upwell structures.