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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Maximus Aerelius
PROPHET OF ENIGMA
1013
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Posted - 2013.11.25 14:17:00 -
[211] - Quote
So...last night...I dropped my MD refitted, finished the mission and completed. Looked in my cargo hold for my MD and to my I'd forgotten to pick it back up! LMAO for about 3 minutes (it's OK to laugh too). Gathered my senses, thought to myself "You idiot!", jumped to get my Cheetah and scanned two systems to find that little bugger.
What would be nice for this situations would be to show these Mobile Structures such as Mobile Depots and Mobile Tractor Units on the F10 Star Map under the Filer of My Assets in Space. Secure Anchored Cargo Containers used to (I say used to as it's been a while) show up with this filter.
#1: This wouldn't stop the idiotic from leaving them behind without a bookmark #2: This would still require you to scan them out if you didn't have a bookmark #3: This would only help to narrow your search down to a system and some systems can be >220AU's wide so still some effort required. #4: This would help you to see where you have Mobile Structures deployed on a map rather than setting destination to each bookmark of an MD\MTU then viewing the map.
I for one would appreciate this falling in with Secure Anchored Cargo Containers just for the next time I decide to leave home and realise I've been dumb and want to go back or left my MTU in the wilderness of space.
/No MD's\MTU's were lost or abused during the making of this post Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Harkus
Primum non Nocere
0
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Posted - 2013.11.26 07:47:00 -
[212] - Quote
Changing the Mobile Tractor unit so that they start from the furthest wreck might solve an issue that I just encountered....
Since I was killing rats a lot faster than one MTU could tractor, I decided to deploy 2 units 5km from each other. They both worked great on the wrecks of the first group of rats I killed but when I killed the second group of rats, I noticed that they weren't tractoring the new wrecks but instead juggling the wrecks from the first group between each other. |
Maximus Aerelius
PROPHET OF ENIGMA
1013
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Posted - 2013.11.26 08:05:00 -
[213] - Quote
Harkus wrote:Changing the Mobile Tractor unit so that they start from the furthest wreck might solve an issue that I just encountered.... Since I was killing rats a lot faster than one MTU could tractor, I decided to deploy 2 units 5km from each other. They both worked great on the wrecks of the first group of rats I killed but when I killed the second group of rats, I noticed that they weren't tractoring the new wrecks but instead juggling the wrecks from the first group between each other.
I've posted the same suggestion in this thread: Mobile Tractor Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
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CCP Masterplan
C C P C C P Alliance
1532
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Posted - 2013.11.26 14:36:00 -
[214] - Quote
Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked it. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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Bubanni
ElitistOps Pandemic Legion
810
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Posted - 2013.11.26 16:00:00 -
[215] - Quote
Harkus wrote:Changing the Mobile Tractor unit so that they start from the furthest wreck might solve an issue that I just encountered.... Since I was killing rats a lot faster than one MTU could tractor, I decided to deploy 2 units 5km from each other. They both worked great on the wrecks of the first group of rats I killed but when I killed the second group of rats, I noticed that they weren't tractoring the new wrecks but instead juggling the wrecks from the first group between each other.
That is hilarious! new sport in eve... wreck juggling! Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934 |
Vincent Athena
V.I.C.E.
2299
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Posted - 2013.11.26 16:36:00 -
[216] - Quote
CCP Masterplan wrote:Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked at. You could also make it so a mobile tractor will not tractor any wreck that is close to a mobile tractor. http://vincentoneve.wordpress.com/ |
Maximus Aerelius
PROPHET OF ENIGMA
1014
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Posted - 2013.11.26 16:49:00 -
[217] - Quote
CCP Masterplan wrote:Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked at.
I, for one, appreciate that it is in fact being looked at at the very least and for the post. Just makes me feel I'm not typing for the hell of it and gives me a little warm fuzzy feeling. A +1 for you CCP Masterplan. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |
Daemetos StarGazer
Shadow of the Forsaken
0
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Posted - 2013.11.29 06:23:00 -
[218] - Quote
Maximus Aerelius wrote:CCP Masterplan wrote:Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked at. I, for one, appreciate that it is in fact being looked at at the very least and for the post. Just makes me feel I'm not typing for the hell of it and gives me a little warm fuzzy feeling. A +1 for you CCP Masterplan.
Amen! ran into the juggling issue tonight too...
quite frustrating when your Noctis has maxed skills/range of 96k and there are wrecks over that and the MTU grabs wrecks that you can easily grab already. |
Anize Oramara
S T R A T C O M Critical-Mass
79
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Posted - 2013.11.29 13:49:00 -
[219] - Quote
alternative to this would be to have a switch to switch from close to far targeting like drpnes have for passove and aggressive. |
Dirk Massive
D.O.O.M.
5
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Posted - 2013.12.11 11:52:00 -
[220] - Quote
For what it's worth I just love these new Mobile Tractor units!
I warp into a mission room, make sure I'm within 100km from the furthest rat. Drop the thing in space, and let the carnage begin. By the time I'm done, and went back to the base to get my salvaging ship, and returned the wrecks are in a nice tidy pile in space, and the unit is full of the rat droppings. Couldn't be easier...
well...... unless next you come out with a mobile salvaging unit. |
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Lucy Riraille
Aliastra Gallente Federation
13
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Posted - 2013.12.15 11:45:00 -
[221] - Quote
Well, I'm quite ambiguous when it comes to the new Mobile tractor Units. Yes, they are quite useful. A missionrunner now can quickly deploy such an item and forget about the looting. Which is a good thing for the missionrunner, but a bad thing for EVE!
I highly support Sophia Wolf and her thoughts on this subject : linkylink
First I was disappointed that someone could attack your MTU and get only a suspect flag, no CONCORD intervention and it generated a Killmail and loot.... No way... On the other hand, MTU's really facilitate getting more isk out of missionrunning wiht no extra time or effort. As I have no 0.0 experience wht MTU'S in huge PVE hubs, I see the danger of the Noctis becoming obsolete. Dual boxing with a PVE Ship and a Noctis was kinda fun, but u nedded 2 accounts to do it, or frineds from your corp.... Since there is no reason to join a player Corp in Hisec whatsoever, ppl tend to have loot chars at their ready. Still it wasn't an afk generated income.
Now, as I see it, it is well thought of CCP to have the MTU's made easily attackable and lootable. There shouldn't be a riskless ISK printing machine. Every ISK gained should need atleast a minimal amount of action by the player.
So, I like the idea of MTU's being the new ninja lotters' targets. I am planning to look into MTU warfare as a means of preventing loot value drops to become hurtful... |
Malseir Dabian
Environmental Protection Agency.
0
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Posted - 2013.12.28 23:00:00 -
[222] - Quote
CCP Falcon wrote:Hello Capsuleers! CCP Fozzie is here to share more Rubicon goodness with you, and talk to you about the mobile structures that are coming with EVE Online: Rubicon on November 19th. Check out his latest Dev Blog here, for more details regarding stuff you'll be able to put in space that does fantastic stuff for you, when Rubicon arrives next Tuesday!
On the mobile depot,
The name "Depot" Screams Industry, yet it is anything but with a measly 4k Hold.... I will never find a use for this item, though if it had a 100k m3 Ore bay, I'd buy 100 of them. As there are many systems too dangerous to put a pos in which have no stations. Making mining in them... laborious at best and pointless at worst.
I was really hoping this item would fix that issue, It seems unfortunately I was wrong.
That being said,
It's a good Idea, but I mean beyond using it as item storage (Not Industrial Storage) and for fitting in Nullsec/Highsec/Lowsec, it's a bit pointless to about 80% of the players of eve (as that's about the % of industry guys and girls),
You, the dev's are fully aware that when it comes to industry and ore storage 4000 m3 is well..... Pitiful and useless.
Are you planning on adding an industrial version of this with a massive Ore bay so the industrial guys can mine in systems without stations or POS's?
Thanks |
Kawaiian Breeze
State War Academy Caldari State
7
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Posted - 2014.01.08 20:40:00 -
[223] - Quote
Next deployable please: Mobile Drone Inhibitor. This deployable scrambles the bandwidth of any drones within a 350km radius rendering them unresponsive. Destroying the unit allows one to reconnect to lost drones.
OR something really fun would be to make the drones go Skynet and attack the nearest player |
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