[March] Jump Fatigue Changes

The point being the 5h blue timer becomes irrelevant. You would understand this if you understood fatigue. The OP even clearly states this…

The blue timer was only relevant because it powered the Red Timer, which would exceed 1h when not managed.

You can jump multiple short jumps even faster than this too…

I still think that there’s vastly more gameplay design space if you make jump-drive use have a warm-up time, rather than a cooldown time.

I actually have a ton of ideas for interesting and interactive gameplay that revolves around jump mechanics that doesn’t really work with instant-jump, timed cooldown gameplay but works great with warm-up jump, instant cooldown gameplay.

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I am 100% new to flying capital ships and I’m looking at a pretty huge move. I think these charges are good because i don’t have 12+ hours a day to play the game. I can do my move in one night and not have to worry about sitting at my computer for three days straight after work to move one capital. I do agree however that this may open up some abuse from the large cap groups but it’ll also put them in a position to lose those same capitals that they want to drop on anybody. Not to mention their ability to move fast means they may be more picky about what they drop on. they aren’t gonna drop 5 carriers on on a 10 man destroyer fleet ( cough cough sort dragon GOTG cough cough). I do agree that it might a bit to much in the reduction direction but at least we are heading in a direction and not leaving Capital in a stagnant meta because it takes forever to get any where. But I am also brand new to caps so i could be talking out my neck

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Can’t help but worry that this will make big blobs unassailable. A reduction was certainly in order but something to the tune of putting the cap at around 1 day would be more reasonable. The changes as they’re laid out right now make fatigue next to irrelevant for the most part.

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The point being this is a good thing.

I don’t care what my bluetimer is after this change. But if I DO rage jump a bunch, I don’t have to deal with the 30 min red timer tomorrow.

A 30 minute delay on rage travel is more than sufficient to limit power projection. But when you’re just bumming around home pocket, your blue timer will never hit that 5 hour limit (unless you’re really into jumping around) which in turn means that your red timer will never reach that 30 minute window, giving you the option of dropping your cap on some poor bastard that roamed into pocket.

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Oh boy. Welcome back to Capitals only online!

This change is bad. It disregards the reason for jump fatigue by gating it behind a extremely short timer. We’re going to go back to the Era of fights being ended because hotdrops on everything.

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you clearly haven’t been to delve recently

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The reason for fatigue was to stop blobs from engaging targets everywhere. You could literally jump as soon as you capped up again.

Yes you’ll see more capital projection than there was now. That’s good. You can drop your own capitals. If you haven’t got them, pick a fight that’s more in line with what you can handle.

Seriously. All the people bitching about cap blobs need to perhaps consider that “hey, I’m a person and I just picked a fight with a grizzly bear. It just ■■■■■■ me up. That’s totally unfair!” isn’t the fault of the cap blob, it’s the fault of the moron that just incited it.

What we will see a lot more of is capitals going on offensives. they can travel out to attack, then travel back to not leave their space undefended. Which means more cap on cap action… which is FUN. If you can’t handle that heat, get out of the kitchen.

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Isn’t a 95% reduction in fatigue timer a bit much? 1 day cap for the blue timer and say 45 minutes for the red would be more reasonable. Being able to use more caps is nice and all, but I’m afraid a radical reduction which is being suggested would make it impossible to wage guerilla warfare. :confused:

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A 2ly Jump will give 30 min Blue and 3 min Red. If you double jump 2ly you now have 90m Blue 3 Min Red.
A 7ly jump will give 80 min Blue and 8 min Red. If you double jump 7ly, you now have 5h Blue 8 Min Red.

If you triple jump 7ly you get 5h Blue, 30m Red.

The current double 7ly would give 11h Blue 8m Red.
The current triple 7ly would give 4d Blue, 64m red.

This means the time to travel 21ly is the same. 0m -> 8m -> 8m.
While a 28ly travel would be 46m vs 80m

The time for sustainable travel over 28ly would be 46m vs 146m

AKA there is never a reason to wait blue.

After reading through the majority of the above it seems people are both happy with this change and concerned that it may be to large of an immediate change (as was initially implementing fatigue in the first place)

I would agree with both items, though this is a good change to make more capitals be used and dropped it also is a bad change in the sense that 5hrs is far to short.

I think 50% reduction to both timers (2 days blue) would be a substantia change overall being that it would prevent the “super capital umbrella” from expanding too far outside their current areas and also prevent people from hitting both a offensive timer and defensive timer in different regions without wait.

Eve has always been a game of tradeoffs and by allowing people to jump around all day, move 3 regions or more and go to sleep and wake up to do it again they do not have to choose what timer or what region is more important for them to defend.

In addition panic timers are 7mins, in 7mins under the proposed change you can go 2 cyno and fight / save a rorqual for 30mins and be able to go right back with little recourse

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I never said there was? I very clearly said 30 min red timer. I truly don’t see why you’re arguing with me, I even clearly said I no longer care about my blue timer after this change.

The only time a blue timer matters is when you’re trying to rage jump. It’s meant to stop rage jumping from rapidly taking you across the universe by reaching the eventual 30 min red timer. But the next day yor blue timer is gone, and you’re free to start jumping unencumbered again.

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It is a good change over all but this seems to be a little bit too wide of a swing in 1 go.

Metas have evolved around the current fatigue timers and with this change basically changes all of that in 1 go. A smaller change would encourage travel but with around a 1 hour max timer makes it harder to triple or quad jump.

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This will kill capital fights. No one will commit in case he might be 3rdparty hotdropped by PL

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I like the change but I’d also like to see even a small buff to jump range so JDC V is more of a luxury than a necessity.

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Throwing my voice behind the concern these changes are a bit too far. With timers that low I doubt the efficacy of the jump fatigue system at any of its intended purposes. It may be better to remove it in favor of a simpler “X minutes cooldown” mechanic at that point.

Defensive cap drops (such as to save tackled ratters or miners) are already common place and not meaningfully impeded by current jump fatigue. Tactical power projection is currently curtailed beyond 3 jumps due to red timers. Strategic power projection is now a meaningful choice due to red/blue timers but perhaps TOO deterring to cap fleet movement.

Under the proposed changes I see a return to the hot drop o’clock meta of old as low and near-null capital groups will once again be able to project father and multiple times in a single gameplay session. There will no longer be any negative consequences to strategic level cap movement which will enable some offensive action (as people feel they can deploy assets with little risk) but curtail others (as those entities are no longer vulnerable to attack if they move all their caps to a different theater of combat).

Fatigue will continue to be an annoying, confusing-for-newbies mechanic but that annoyance will be minor and it is complexity without purpose. Give fatigue teeth or take it out entirely!

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I am saying the blue timer does not even matter rage jumping now… Waiting down the blue to make the red not 30m takes longer than 30m.

2+ hours travel time to get to a big fight is not really an issue.
Also you can just order your guys ahead of time to move ships in position some hours before a potential fight.
That is that big alliance will be doing.

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Why do I get the feeling that these changes have the stink of PL on them?

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And I am saying that 30 minutes is still enough to meet the needs that fatigue was initially introduced for.

Let me say it again in bold for you so that perhaps it sticks:
I do not believe, nor did I ever say that the blue timer would matter after this change.

Read it, read it again, and a third time if you need to.

The blue timer stops rage jumping by raising red timer. Yes it very clearly has a lower impact than before - that was clearly their intent.

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