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Thread Statistics | Show CCP posts - 2 post(s) |
Ryuku Angelus
Caldari Provisions Caldari State
0
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Posted - 2013.11.29 20:40:00 -
[1] - Quote
So from what I've read, everyone keeps bringing up the same few things about mobile depots: 1) Long reinforcement times. 2) Far to cheap 3) Far to many of these things 4) Only used for quick refitting or cluttering up space
Sooooo I though, why not make them a little bit more useful and maybe less annoying at the same time:
1) Give them some kind of customization options; ships have slots, PoS's have all kinds of extra structures, why not give the depots something? Perhaps slots like ships or custom modules such as: A) Remote repair units B) Small weapons platforms C) Refining facilities
2) Limit the number of these that people can have deployed. Turn it into a skill, 1-2 deployable at a time per level, simple.
3) Cut the reinforcement time down some. Practically no one can maintain a blockade of one of these things for 48 hours, cut it to 8 at the maximum.
4) A simple 10% rise in mineral costs to make them.
Thoughts? |
Zvaarian the Red
Evil Leprechaun Brigade
110
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Posted - 2013.11.29 20:48:00 -
[2] - Quote
Here's how I would change them:
1) Not deployable within 300km of a station or gate (50k for POS's and such as they are now).
2) Cargo capacity increased from 3000 m3 to 27000 m3
3) Being reinforced makes them irretrievable, though items may be freely removed.
With these changes they would become useful to miners (increased cargo capcity), would no longer be virtually unkillable (not retrievable when reinforced), and would no longer clutter high traffic areas like trade hub stations and gates (due minimum to deployment range).
Your ideas aren't bad per se, but they do fundamentally change their function. |
Gigan Amilupar
No Code of Conduct Fluffeh Bunneh Murder Squad
76
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Posted - 2013.11.29 20:53:00 -
[3] - Quote
Ryuku Angelus wrote:So from what I've read, everyone keeps bringing up the same few things about mobile depots: 1) Long reinforcement times. 2) Far to cheap 3) Far to many of these things 4) Only used for quick refitting or cluttering up space Sooooo I though, why not make them a little bit more useful and maybe less annoying at the same time: 1) Give them some kind of customization options; ships have slots, PoS's have all kinds of extra structures, why not give the depots something? Perhaps slots like ships or custom modules such as: A) Remote repair units B) Small weapons platforms C) Refining facilities 2) Limit the number of these that people can have deployed. Turn it into a skill, 1-2 deployable at a time per level, simple. 3) Cut the reinforcement time down some. Practically no one can maintain a blockade of one of these things for 48 hours, cut it to 8 at the maximum. 4) A simple 10% rise in mineral costs to make them. Thoughts?
1) I would be concerned about making them OP by adding those abilities, as well as infringing on roles that could be filled by other ships. So, no.
2) I don't really see why. Yes, they can potentially clutter up space, but if people want to waste money dropping stuff, let them?
3) I too think that 48h is too extreme, but so is 8h. People need the opportunity to check on their yurt. I would support the reinforcement timer being reduced to 30h.
4) Are they really too cheap? They do offer a good service, but considering that CCP just put them in game I would imagine their current production cost is what CCP values their services at. |
Abdiel Kavash
Paladin Order Fidelas Constans
2073
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Posted - 2013.11.29 22:43:00 -
[4] - Quote
1) No, they're not POSes. If you want a POS, get a POS.
2) If you do that, you must add an ability to destroy them remotely.
3) The issue here is that they can be simply scooped while reinforced at zero cost, so there is no incentive to even reinforce them. Make them unscoopable while reinforced (but you can still loot the contents, you just lose the yurt itself).
4) 1m extra wouldn't make any difference, and at this point would only further mess things up with the extra materials nonsense. |
AKA Mordiki
Perkone Caldari State
2
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Posted - 2013.11.29 23:05:00 -
[5] - Quote
Ryuku Angelus wrote:So from what I've read, everyone keeps bringing up the same few things about mobile depots: 1) Long reinforcement times. 2) Far to cheap 3) Far to many of these things 4) Only used for quick refitting or cluttering up space Thoughts?
1) I agree a short RF timer of like 4-8 hours would be much better 2) I agree, remove electronic parts from the market and require more items use them, not just this unit. 3) Refer to # 1 4) Refer to # 1 |
M1k3y Koontz
thorn project Surely You're Joking
416
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Posted - 2013.11.30 00:06:00 -
[6] - Quote
OP, you just described modular POSs. (Minus fuel.) How much herp could a herp derp derp if a herp derp could herp derp. |
Mascha Tzash
Royal Amarr Institute Amarr Empire
115
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Posted - 2013.11.30 00:14:00 -
[7] - Quote
This is basically the first "mini POS" with no legacy code.
I'd suggest we wait what else CCP builds upon this new code (still dreaming of new POSs). They startet small and I'm pretty sure that there is more to come. |
vikari
Association of Commonwealth Enterprises Nulli Secunda
73
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Posted - 2013.11.30 00:27:00 -
[8] - Quote
these things are way to close to POS and Stations...they should be able to be dropped within 300kms of a station/gate or POS. This removes their role in fleet fights. Already the big coalitions are using them in dread fleets and what not. If that was their purpose then dreads would have fitting services...
Additionally as the OP said, RF timers are crazy long.
Lastly limit how many a person can have dropped at a time. Limit people two 5 of these structures. |
Seranova Farreach
Lion Squadron
457
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Posted - 2013.11.30 04:45:00 -
[9] - Quote
TL;DR
now they could do with much shorter refit time for sure |
Omnathious Deninard
Novis Initiis
1866
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Posted - 2013.11.30 05:09:00 -
[10] - Quote
Ryuku Angelus wrote:So from what I've read, everyone keeps bringing up the same few things about mobile depots: 1) Long reinforcement times. 2) Far to cheap 3) Far to many of these things 4) Only used for quick refitting or cluttering up space Sooooo I though, why not make them a little bit more useful and maybe less annoying at the same time: 1) Give them some kind of customization options; ships have slots, PoS's have all kinds of extra structures, why not give the depots something? Perhaps slots like ships or custom modules such as: A) Remote repair units B) Small weapons platforms C) Refining facilities 2) Limit the number of these that people can have deployed. Turn it into a skill, 1-2 deployable at a time per level, simple. 3) Cut the reinforcement time down some. Practically no one can maintain a blockade of one of these things for 48 hours, cut it to 8 at the maximum. 4) A simple 10% rise in mineral costs to make them. Thoughts?
CCP Fozzie wrote:Mara Tessidar wrote: These things are functionally unkillable--and not even worth destroying in the first place.
You just solved your own problem by the end of the sentence. Good job. We will of course be watching how all these structures are used and adjusting accordingly, but remember there are already "structures" you can drop in high security space that are even more difficult to kill and similarly worthy of destruction (anchored containers). Also dropping items with the intent to cause lag is against the EULA no matter what the item so I would advise against it.
Novis Initiis is Recruting-á --á Ideas for Drone Improvement |
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