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Thread Statistics | Show CCP posts - 22 post(s) |

Lord Haur
Grim Determination Nulli Secunda
28
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Posted - 2012.10.19 14:12:00 -
[1] - Quote
Those divisons on the carrier hangers were kinda useful btw. |

Lord Haur
Grim Determination Nulli Secunda
31
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Posted - 2012.10.19 18:07:00 -
[2] - Quote
LethalGeek wrote:It's like the people here complaining about losing their capital divisions have never noticed the Search function in the universal Inventory or that they can make custom filters they can toggle at will.
Or they can be lazy whiners instead of learning how to do these things, whatever.
In a not so subtle way, imagine what would happen if you removed all corp hanger divisions. I imagine your corporation has divisions set aside for things such as corp ships, general corp items, Capital-related assets, Industry/POS fuel type stuffs, and of course not forgetting your CEO/Director's collective stash/other highly-controlled items. Now everything is in one hanger.
Now tell me search functions and filters do the same job as divisions. |

Lord Haur
Grim Determination Nulli Secunda
36
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Posted - 2012.10.26 17:54:00 -
[3] - Quote
Containers do not fully address the concerns, partly because of the static nature of container-based divisions (although the bonus of increased storage space may alleviate this somewhat), but mainly because (as I read it) if you open the Fleet Hangar to public use, there is nothing stopping anyone simply removing the containers. |

Lord Haur
Grim Determination Nulli Secunda
36
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Posted - 2012.11.01 18:03:00 -
[4] - Quote
(Slightly re-organised for better grouping)
CCP Greyscale wrote:Ok, so here's our current complete plan:
- Ship fitting array is always available to everyone in your corp and/or your fleet
- Ship fitting arrays on ships and starbases no longer restrict the number of characters that can use them simulataneously
- Fleet hangars and ship maintenance arrays on ships both now have "allow fleet member use" and "allow corp member use" in the inventory UI
All excellent changes. However, it would be nice to have a fleet hanger view-only option. Yes, containers as proposed would provide some workaround for this, but if we happen to not have any spare/non-full containers on hand...
Quote:
- Corp hangars *on ships* are now fleet hangars
- Volumes will all stay the same
- Divisions are gone, as is any other reliance on corp roles
- We're adding five new non-compressive containers (from 250k m3 down to 1k m3)
- For containers in a fleet hangar, only the pilot will ever be allowed to open or remove the container; other characters will only be able to drop into the container (with a warning)
About as good as it gets without a full re-introduction of divisions. Assuming that use of containers will not be restricted to non-compressive cans only, it represents a real-term increase in the fleet hanger capacity due to the use of GSCs for storage of spare fuel/stront, which often make up a large portion of the volume stored. Somewhat less useful for titans, obviously.
WRT the new containers, can we get some input on their sizes? I think cans of 5k, 10k, 20k, and 50k would be most useful. The 1k is slightly meh, most will use the compressive HSC (1950/1500) or LSC(780/650) instead. Also brings me to another topic, why do the three smallest cans have a compression ratio of 1.2:1, compared to the 1.3:1 of GSC/HSCs? Presuming it's to do with the fact that the smaller cans will fit in many ship's standard cargobays.
Quote:- Fleet hangars will now behave like normal cargo hold when it comes to ship scanners and loot drops (ie, will be scannable, and loot will drop from them)
We're hoping this will be the final set of adjustments, but obviously we're reading the feedback here :) -Greyscale Obviously a very controversial change. |

Lord Haur
Grim Determination Nulli Secunda
36
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Posted - 2012.11.01 19:12:00 -
[5] - Quote
WolfSchwarzMond wrote:Rengerel en Distel wrote:WolfSchwarzMond wrote:Also while this is a very good thing for Cap Pilots it's gonna suck for Orcas. With the recent changes to Barges we now have to carry a large number of mining crystals to support the fleets. Removing the divisions and adding cargo cans will make it more of a pain to deal with then it is now. Somehow a container in a fleet hangar is going to be harder than a division in a corp hangar? Yes. Orca's function as Haulers as well. So it will be open a can to get crystals then open the main Fleet hanger to dump ore in. When running multiple clients your adding 5-6 mouse moves and clicks per client You mean, open Fleet Hangar to get crystals (items cannot be removed from containers except by the pilot), then dump ore in the same fleet hangar/inside a container within said hangar. |

Lord Haur
Grim Determination Nulli Secunda
38
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Posted - 2012.11.04 16:32:00 -
[6] - Quote
Mioelnir wrote:And the containers of variable size? Or will the CHA size be effectively nerfed by "dead space" in oversized containers? Would that not be counteracted by use of compressive GSCs for fuel? I quite like the idea of carrying 30% extra fuel for the same (GSC-sized) space.
Also, +1 to the above post about making fitting items in space work properly. You MUST be able to refit from containers in FH for this change to be successful. |

Lord Haur
Grim Determination Nulli Secunda
38
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Posted - 2012.11.09 09:09:00 -
[7] - Quote
Renan Ruivo wrote:What about double-wrapped non-scannable containers, any word on those? Scannable fleet hangars is all well and good, but any future needs proper smuggling mechanics. People should be able to compromise space and mobility for safety, such as how it was with the Orca.
Still, any cargo should drop, even non-scannable cargo.
That has more to do with the rubbish implementation of smuggling currently. Cargo scanning is literally 100% accurate, with the exception of non-scannable bays and double-wrapped items, the latter being a strong indication it's valuable.
A better implementation would be to have cargo scanners have a certain %age chance of detecting items, improvable with meta level and a (new?) skill. Perhaps also the possibility of showing something is there, but not showing what.
This could be coupled with a new smuggling skill, that gives players the option to disguise cargo (say as the meta-0 variation of that module). Detection would be based upon the cargo scanner's strength vs the smuggler's skills.
Also would give that extra bonus on snakes a proper use! |
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