EVE’s economy probably balances around the time wasted traveling. Even so I think it would be a huge quality of life improvement, to adjust the warp acceleration/decceleration. It is such a ridiculous thing to waste so many seconds when warping between 0.1 AU distanced belts with a 5 AU ship.
I’ve looked over the formulas at EVE wiki. Make no sense to me, but the table at the end is interesting.
150km with a 8 AU ship is 6 seconds of “actual warp time”.
If FC feels that this makes travrl haul easier, you can offset things at gate. More dynamic, faster movement in system would be a boon to the enjoynment of flying around.
I feel like travel speed is well balanced at the moment.
Faster travel doesn’t necessarily make the game more fun, it also makes the universe feel smaller. It may make hauling trips shorter but also makes hauling jobs pay less now that people can do more of them in the same time. It not only helps you fly faster to your destination, it also gives you less time to react to hostiles approaching to kill your ship.
I don’t think making EVE feel smaller is a good thing. It just changes a whole lot of things and not just for the better.
Sounds like you may want to look into Angel Cartel ships. On the whole they’re fairly strong and flexible hulls, very similar in overall feel to Minmatar ships (and relying on the same trained skills), with significant bonuses to warp travel (as well as very high base speeds). Simply put an Angel ship warps as fast as a ship one size smaller than it, they’re noticeably speedy.
You call it a Quality of Life change to improve warp speed. I mentioned it has a whole lot of effects and not just improvements. Did you miss that I wrote that, and only read what you wanted instead?
I support this idea but only because it reduces potential reaction time for would-be gank victims.
Less time to see the catalysts on d-scan, less time to react as they’re landing (IMO it should be 1 tick between the catalyst becoming visible on grid and it fully landing weapons free).
Joke aside that would make things snappier feeling.
I hope nobody is scared of a single catalyst on grid. Now a fleet a multiboxers is a separate thing, but multi boxing throws any discussion of balancing out the window anyway, and it’s a separate often debated topic.
For me at least that would mean a couple hundred fewer “interference from warp yadda yadda” message a day every time I do ratting.
If the interest is to keep the same precise reaction window the on gris landing deceleration animation can be replaced by a predictive warp-in visual that eliminates the inherent lag feel of warp in. Think maybe a visual distortion where a ship is about to warp in. In trekkie universe warp is a bubble field so that visual idea could be used.
Overall this proposal would at most shave of 4 AU worth of solar system size, given the wiki formula where it states at larger jump ranges that 4 AU is the upper bound of acceleration and deceleration distance. Which makes it uniformely easy to compensate in time with the stargate jump animation to keep hauling across solar systems consistently take the same amount.
This change proposal would shave of a couple of seconds per warp within a system that would add up over time, slightly improving the feel of belt ratting and hunting in the system.
I know at least it would do so for me, hence the proposal.
The only thing I could agree with is a higher difference between small and large ships.
Atm, even a long warp results in only a few seconds difference between a Fleet of Assaultfrigs and a Fleet of HACs or Commandships. I personally would like to widen that difference. Moving around in ships below cruiser class should be significantly faster than in cruisers/BCs, moving around in Battleships or above should be significantly slower than in cruisers/BCs.
as Syzy mentioned, the size of the ship determines and i think mass does too, the accel/decel of a ship.. if you’re in a raven or golem, it should take you longer to accel than say an algos or kestrel.