Nullsec isn’t what it was anymore, you people need to get over it and accept the change that is slowly coming for you.
Literally everything you said is wrong.
There is NO jump fatigue, thats what many people are mad about since you can now teleport your super fleet wherever since these also now allow ships with jump drives to use them unlike the old POS module.
Secondly, since when have jump bridges been allowed in Lowsec?? Sov Null only (Although I would love to see this available in NPC null…probably will never happen).
Edit: Holy ****, how are you an ISD?
Online time is only 45 minutes, sooo pretty short.
Killing them will also be pretty easy, for the first 2 timers, at the damage cap of 5,000 DPS, you will melt each timer in ~6 minutes. ~12 minutes for the hull timer.
In terms of distance, the new jump gates are 5ly and a typical max skill cap jump will be ~7ly to give you an idea.
But again, its the problem with jump fatigue, less about the connections you can make with it.
Anyone got any idea on the cost of one of these?
I didn’t read the ‘jump gates’ documentation, but if it’s true what you typed in, then it will break the game. Just wait for the next unsub wave. As I understood, the access list allows a gate access to members from other alliances also!!! Taking it into consideration and that half of 0.0/low-sec are blue to each others, it will allow to ‘instantly’ jump to any point in EVE. Means half of the way with gates and another few jumps, into hostile areas, with traditional jump mechanic.
For subcap vessels it’s not such a big issue. It will allow for small fleets to find PVP brawls and to return home after them faster. For capital vessels it must be restricted in one of two possible ways:
- Capital ships can’t use user jump gates;
- Capital ships will suffer traditional jump fatigue after using them.
Finally, I’d say it’s another tool to protect ‘nullbears’ (aka renters), while ‘big boys’ can’t log in. A small Jackdaw fleet can be easily redeployed from Fade to Fountain or Delve, while the Rorqual ‘panic module’ is working.
Well the jump bridges allowed access to people from another alliances, the difference is in the fact that the new structures allows different alliances to link their jump gates to each other. Currently to do that you had to have the IHUB in the same alliance for the jump bridge which is what most alliances did. So there is little real change here.
No real change…, you end up near a structure, before you ended up near an armed POS, the POS had automatic shoot capability the structures do not.
Jump Fatigue is in a good place at the moment, I think it is correctly balanced. When it was first said that there would be no jump fatigue, I was happy and continue to be happy because the number of times I had to miss out on sub caps roams because we had fleets later involving caps was truly annoying. So that will increase content a bit.
The Capital ships using them is a change and that they have no jump fatigue is also a change, it increases power projection, and diminishes the jump fatigue in terms of power projection, however do you realise how debilitating that jump fatigue really is and how limited the range is even now?
And then you have to look at what the defender can do against this type of use, they know where they will jump too, so they can water board them which is bubble them continuously to slow them up. It is very effective indeed. It also makes it easier to hunt and kill capitals that use them. So all in all I think it is fine and will want to see how it develops. I noted the anchoring and the timers on them and I think CCP did a very good job on working it out. Arrendis did a very good post on this in the CSM thread which I will link for you to read.
i checked on sisi it will cost around a bill
The funny thing is that it isn’t going to result in people leaving, but organisations pushing themselves and their members to become monolithic structures similar to what we’ve seen develop on Serenity over the years while simultaneously introducing further incentives towards the use of injectors for arms races and parity concepts. As much as can be said about the bit of jump fatigue, CCP have done their homework, particularly when you keep in mind that they are changing the foundations of the game very slowly. When you consider the type of limited almost napoleontic warfare nullsec blocks have aimed towards for years the new structures fit perfectly with that.
Supers are the new battleships, up the ante, limit the clash, rinse and repeat.
Why is an ISD spreading misinformation?
Thanks for answers
I mean this. We saw how the citadel mechanic was used to make staging points into hostile space. If somebody drops a Fortizar under your Keepstar in another time zone, just wait a two-time bigger Blob next day in your time zone there. I just noticed the potency to build a dedicated jump gate network all around the map, like a spider web, and anybody hostile (from hi-sec), who will fly around there will be immediately identified and ‘Blobbed’ by anybody nearby, who is in the same time zone. I saw enough, how the cyno-drops are used in 0.0, low-sec and especially in FW PVP. It can have a highly negative effect for EVE generally, until the entire Blue Don’t concept will exist.
It contains many unknowns for me: like fuel consumption, jump fatigue, jump destination options (will it be possible to choose an available linked destination from current place) or it will be old-style bridge, jump distance, it’s power (how many vessels can jump at a time by their class (aka WH mechanic). I saw just a nice 3D animation of a new jump gate.
Its a bad decision which favors more powerful NS groups.
You may be right also. We already see somebody’s readiness from NC/PL to join to the Imperium, and vice versa, if there will be bad conditions for their Supers up there. I’ll say players with Capitals will join to a monolith, wile players oriented for free-style PVP like Bombers Bar, Wingspan, Solo PVPers will be motivated to unsub. They just hate to fly Capital ships, and moreover, nothing bigger than a Cruiser.
Player Jump Gates boil down to being able to move caps faster over longer distances.
Nobody has been able to explain how that is a good thing for EVE.
Human nature being what it is, I used to find people coming in with kiting ships complaining about being hot dropped annoying, but then I realised that they were massaging their own ego’s. I play from the point of view that if you want to come in and kick someone’s sand castle over then you better be ready to fight hard to do it and moaning about aggressive strong defence was always a bit weak. I am not having a dig at you, just from the attitude I saw in nullsec
Using Jump Gates (jump bridges) is one way to utilise home advantage, it makes it more difficult and more of a challenge. Some people can’t handle that challenge and run away, others enjoy it.
At one point in Tactical Supremacy no one was roaming into the pocket because people kept dropping all incoming with a mass of supers and carriers, but at the end of the day, it enabled people to Rorqual mine and rat. It is controlling their own space by giving a powerful message.
My understanding and I could be wrong here is that they are direct replacements for Jump Bridges except that you can link to other peoples jump gates, that you do not get fatigue and that Caps can now use them and of course the mechanics as structures as defined.
I think everything else is the same, they obviously have to add fuel costs and I expect that will hurt for Titans, at least I hope so…
Home already has advantage.
This just makes it easier for Cap heavy entities to defend multiple fronts, faster and over longer distances, against smaller entities, and also to aggress them faster and over longer distances, without leaving other fronts vulnerable for as long.
All 3 of which are ideal for powerful, widespread Alliances/Coalitions, to deploy their massive fleets around faster and over longer distances.
Fuel costs are negligible compared to no fatigue.
One guy here cited that these gates will only cost about 1 bil a piece.
They have timers? So they dont work like you would kill MTUs?
Easily doable and defendable.
Except for the massive fleet that is already in system defending it.
CCP’s essentially providing monolithic blocks the means to create flashpoints of force projection as limited as required to fit within the backroom agreements of napoleontic warfare. A lot of people seem to stumble over the removal of jump fatigue and supercap proliferation, which isn’t the focus of the upcoming changes. In a nutshell, it’s a gradual push towards a specific model of organisation. If there’s anything to consider, it’s that and the consequences of this for organisations not within blocks.
The monetisation angles should be obvious, but by now people have been frogs for quite a while and I doubt anyone can disregard the low tresholds for players and block organisations to not just accept, but embrace that. Remember the impact of Packs following the rorqual changes, the influence of injectors, the adoption of alpha’s to move away from characters as identity to disposable specialised tools, and so forth. Remember, eve Hilmar was clear on it, while CCP still counts humans, but barely, the prime metric is accounts. Warm bodies isn’t the focal point, multiple accounts + shortcut based monetision is.
Add to this the emphasis on making EVE more casual, more in line with concepts and mechanisms from other mmo’s, Ryan’s old ST:O analogy as baseline for the model, and now what we’ve seen in Vegas.
EVE’s changing, as it always has. To me it seems that most of the frustration resides with the move away from EVE as an emergent dynamic, towards just another monetised game format à la ST:O. The change doesn’t mean EVE will be bad, just different.
But yeah, it will require player organisation to adapt, and to adopt fixed models. Less room to be different. More stimuli to fall in line with block structures, napoleontic warfare and Serenity type backroom deals.
Mobility is everything in war.
(Intel is second, because if you cant move your forces in time, you cant capitalize on intel)
The faster you can redeploy, the more unpredictable you are to the defender, the faster you can pull out, and the more opportunity you have to exploit a situational weakness in the enemy, faster.
Test of this is simple:
With absolute, instant mobility you can aggress anyone, anywhere, at anytime.
Mobility of force (misconstrued as projection) defines initiative and opportunities, utterly.
Exactly, which in human behavioural impulses translates into lesser diversity of conflict types and more impetus towards limitation of scale. Historically even a broad emphasis on conflict rules, even proxy planning.
In other words, the further the potential for lane projection is increased, the more impetus towards consolidation and conflict management.