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Kirith Kodachi: Twitter Straw Poll on Jump Changes

October 8, 2014

There was a straw poll created and exposed on twitter yesterday and I kept a close eye on the results. The question and results as of this morning were: 

What’s your opinion of the upcoming power projection changes in Phoebe?

Out of 819 votes, 66% were in favour and 21% were against the proposed changes. I realize this is hardly a scientific result but I think it can be indicative of much there is a split in the playerbase over these changes but how the majority supports it.

I’ve read and listened to a lot of discussion and most of the opposition to the changes comes from the jump fatigue mechanic which can quickly render a jump capable character inert for days, and to a lesser extent the jump range changes which really hit the carriers hard, taking their max jump range from around 14.6 light years to 5.

The problem is that currently capital ships present a tactical and strategic problem.

By tactical I mean the ability of a capital (i.e. carrier, dreadnought, supercarrier, and titan) to impact an engagement anywhere in its jump range (or bridge range for the titan jump bridges) in a large degree with defensive and offensive capabilities a magnitude above sub-cap vessels.

By strategic I refer to the ability of a capital to go anywhere in the cluster in a negligible time frame using suicide-pod-jumping cyno alts(1), massive range, and virtually instantaneous travel.

So CCP is faced with a double edged sword: tactically capitals are powerful due to their range and power (i.e. tank and gank); strategically they are powerful due to their ability to use jumping many times over a short period of time. Both combined create an umbrella of coverage where the only way to attack that area is to be too small to hotdrop or have your own capital threat in reserves. Thus we get the current situation in null sec: groups can easily defend home turf and travel halfway across the cluster for a fight or extended deployment.

Can one be nerfed and the other left alone? Well, let’s look at two use cases, the first where the jump fatigue is thrown out or mitigated to not be a factor while we keep the range nerf, and the second where we leave ranges alone and keep the jump fatigue timers. In both cases we keep the nerf to suicide pod jumping for cyno alts.

Range Nerf Only

By limiting all jump ranges to 5 light years, you have limited a large part of the tactical flexibility of capital ships of jumping on anything that moves within range in a surprise attack, but they are still able to cover large distances in a super short period of time but simply requiring more cyno alts and a bit more pre-planning of those alts’ positions. In other words, they would still have lots of strategic significance over a large area for large periods of time.

Jump Fatigue Nerf Only

If you only introduce the jump fatigue mechanic, you limit the ultimate distance capital ships can travel in any reasonable period of time but still allow them tremendous influence on any battle within their jump range. Locally the capitals would still dominate the meta and not allow any cracks around the seams for smaller organizations to exist.

Therefore the conclusion I think CCP came to is that in order to disrupt null sec enough for it to matter, both nerfs had to happen to affect both local tactical flexibility and cluster wide strategic influence.

(1) – The mechanic where you set your medical clone to a distant station with med bay, self destruct yourself in your pod, and awake in the new station without requiring a jump clone or gate travel.

– Kirith Kodachi

We are proud to bring you the stories, opinions and musings of a long time pilot who has dabbled in everything New Eden has to offer, he writes and podcasts about his opinions and adventures at Ninveah.com