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gascanu
Bearing Srl.
48
|
Posted - 2013.11.01 09:26:00 -
[1] - Quote
Thx to CCP Fozzie i have several of Mobile depots on test server; i'll copy/paste some stats here, in case you want to know Blink also this looks like a beta test version, so take the numbers as they are, beta numbers;
Mobile depot:
Quote:The mobile depot provides capsuleers with their very own base in space. It won't offer protection - no one is ever truly safe in New Eden - but once deployed it can, at the very least, allow the capsuleer to store their most valuable belongings when under fire, and to refit their ship to better fight back against assailants.
volume 50m3 capacity 3000m3 shield/armor/structure 5000/5000/75000 - probly will change anchoring time is 45" can't be launched closer that 6km to another mobile depot can't be launched closer than 40 km from a tower/50 km from a station can't refit subsystems
once you shoot down the shield it will go in reinf, no timer yet, so this is still in work
- they give a killmaill but no mails when reinf
also, some Q&A:
CCP Fozzie wrote:Mikokoel wrote:
If you put a frigate in the 3,000m3 bay, can you board it? Can you board shuttles?
No, the storage works like an anchored secure container.
Quote:Can my fleet use it's refiting service or is it like tractor - personal only?
Can this be used in combat for in-combat refit?
Refitting on the mobile home is personal only, it doesn't care about fleets or corps or standings.
And yes it can be used in combat, although your opponent can reinforce it very easily which shuts off the refitting service.
i still have some depots left, if you see me in 6-C local trade me and i'll give you some of them; also pls your feedback here, thx |

Rekon X
Federal Navy Academy Gallente Federation
42
|
Posted - 2013.11.01 17:49:00 -
[2] - Quote
Can we anchor and blow up our own units? |

gascanu
Bearing Srl.
48
|
Posted - 2013.11.01 20:15:00 -
[3] - Quote
Rekon X wrote:Can we anchor and blow up our own units? well, yes, but why would anyone do that? |

Masao Kurata
Z List
36
|
Posted - 2013.11.02 08:17:00 -
[4] - Quote
The meta 3 'yurt' depots are really hard to probe down. They need a bit less than 80 base sensor strength combat probes with an ideal formation, which basically means they need a virtue set. I really think that needs to be toned down a little. |
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CCP Fozzie
C C P C C P Alliance
8037

|
Posted - 2013.11.02 11:24:00 -
[5] - Quote
The Meta 3 Depot BPCs are going to be rare drops only accessible from the new Ghost sites. So they will have cost that matches their value. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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marVLs
506
|
Posted - 2013.11.02 11:34:00 -
[6] - Quote
What with those long activation timers? Would higher meta deploy quicker? |
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CCP Fozzie
C C P C C P Alliance
8037

|
Posted - 2013.11.02 12:06:00 -
[7] - Quote
marVLs wrote:What with those long activation timers? Would higher meta deploy quicker?
The activation timers for Depots are currently 45 seconds. That's not very long. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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marVLs
506
|
Posted - 2013.11.02 12:39:00 -
[8] - Quote
CCP Fozzie wrote:marVLs wrote:What with those long activation timers? Would higher meta deploy quicker? The activation timers for Depots are currently 45 seconds. That's not very long.
Yeah for siphon and depot it could be but tractor structure? It pulls veeeery slow, one target at a time, and activates 45s... I think activation of it should be around 15-20s so it starts working at a time when first ship is going down. |

Witchking Angmar
Perkele.
58
|
Posted - 2013.11.02 13:02:00 -
[9] - Quote
I very much dislike being able to use the depot in combat. Essentially this will allow people to drop depots when about to die and place all their expensive mods/cargo in it for perfect safety. Now of course the EHP on them is not very high, but it is substantially higher than the frigate like EHP previously mentioned. |

Henry Montclaire
42nd Devils and Dragons Dalek Asylum
90
|
Posted - 2013.11.02 18:19:00 -
[10] - Quote
Witchking Angmar wrote:I very much dislike being able to use the depot in combat. Essentially this will allow people to drop depots when about to die and place all their expensive mods/cargo in it for perfect safety. Now of course the EHP on them is not very high, but it is substantially higher than the frigate like EHP previously mentioned.
You are wrong.
The refitting service does not work while the depot is in reinforced mode, and the depot takes 45 seconds to anchor. If in 45 seconds you can not spare the time to blap the depot, you weren't winning. And even after the depot deploys, you can only strip fittings one at a time. So in an ideal scenario where the pilot is facing an overwhelming gang that's too stupid to blap his depot, he might be able to stash a couple of key mods before he goes boom. The exploitation of enemy ignorance ought to be rewarded.
The -only- case where someone might realistically be able to use this is when facing overwhelming dps in PVE. And even then, if your active tank is broken you probably won't have time to save much, and everything you save is then not going to be keeping the rest of your ship alive. Stash the deadspace rep? Boom. Seems balanced to me. |
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TheButcherPete
The Big E SpaceMonkey's Alliance
320
|
Posted - 2013.11.02 19:33:00 -
[11] - Quote
marVLs wrote:CCP Fozzie wrote:marVLs wrote:What with those long activation timers? Would higher meta deploy quicker? The activation timers for Depots are currently 45 seconds. That's not very long. Yeah for siphon and depot it could be but tractor structure? It pulls veeeery slow, one target at a time, and activates 45s... I think activation of it should be around 15-20s so it starts working at a time when first ship is going down.
Mobile tractors are kind of small, who says you can't just pop 4 or 5 out and activate them at once? Bastioned Marauders would have lots of fun with this. THE KING OF EVE RADIO
ElQuirko is my son |

Noriko Mai
1020
|
Posted - 2013.11.02 20:46:00 -
[12] - Quote
Why does this thing has Sensor strengh?? |

Julianus Soter
Moira. Villore Accords
178
|
Posted - 2013.11.02 21:08:00 -
[13] - Quote
To make obsessive-comupulsives squirm with displeasure? lol |

David Laurentson
Laurentson INC StructureDamage
75
|
Posted - 2013.11.02 23:25:00 -
[14] - Quote
Noriko Mai wrote:Why does this thing has Sensor strengh??
It's needed for probing. The 'size' of a ship or structure's signal is [sig radius] / [sensor strength]. |

Zurrdok
Critical Mass ltd.
7
|
Posted - 2013.11.03 21:36:00 -
[15] - Quote
store most valuable belongings is what stations are for. capacity 3000m3 is a bad joke should be minimum 100000m3 |

Johann Rascali
Crunchy Crunchy Zero Hour Alliance
49
|
Posted - 2013.11.04 00:09:00 -
[16] - Quote
Zurrdok wrote:capacity 3000m3 is a bad joke should be minimum 100000m3
It's a personal structure that can be deployed from the tiniest of frigates, not a station hangar. |

Abdiel Kavash
Paladin Order Fidelas Constans
1627
|
Posted - 2013.11.04 01:10:00 -
[17] - Quote
Zurrdok wrote:Store most valuable belongings is what stations are for. capacity 3000m3 is a bad joke should be minimum 100000m3 It's several orders of magnitude more than you'd get from a theoretical anchorable can of its size, and it has a fitting service and a reinforcement timer.
Although I could see the demand for bigger spaceyurts (bigger both in volume and storage space). |

FlinchingNinja Kishunuba
Crunchy Crunchy Zero Hour Alliance
188
|
Posted - 2013.11.04 01:52:00 -
[18] - Quote
What happens to stored modules when it is scooped? |

Johann Rascali
Crunchy Crunchy Zero Hour Alliance
49
|
Posted - 2013.11.04 02:56:00 -
[19] - Quote
FlinchingNinja Kishunuba wrote:What happens to stored modules when it is scooped?
Currently they're dropped in a jetcan like when you pick up one of the mobile tractor units. Or salvage a wreck with loot. |

Michael Harari
Genos Occidere
715
|
Posted - 2013.11.04 14:51:00 -
[20] - Quote
The depot needs to have a much larger restriction on being anchored near a gate, more like 250km. Otherwise it becomes trivial to bypass the main factor balancing ecm; racial jammers. You can anchor one of these 120km out where your falcon sits, and always have the right racial jammer for every ship you are jamming.
No opinion on the others yet, besides their appearance which is quite nice. 45s for the tractor is probably a bit much, at least for highsec
Another idea, to reinforce the idea of "mobile home" instead of "combat refit - make module swaping have a 1 minute "reloading" of the module, that basically just disables it until finished.
Reinforcing it does not stop some of the more abusive uses of it, like refitting jammers before a target decloaks, or refitting to stabs as soon as local spikes/cyno goes up, since these are done immediately before combat
|
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Zurrdok
Critical Mass ltd.
8
|
Posted - 2013.11.04 20:25:00 -
[21] - Quote
Abdiel Kavash wrote:Zurrdok wrote:Store most valuable belongings is what stations are for. capacity 3000m3 is a bad joke should be minimum 100000m3 It's several orders of magnitude more than you'd get from a theoretical anchorable can of its size, and it has a fitting service and a reinforcement timer. Although I could see the demand for bigger spaceyurts (bigger both in volume and storage space).
100000m3 is only 1Güä10 of freighter space I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3 |

Lilliana Stelles
936
|
Posted - 2013.11.04 21:40:00 -
[22] - Quote
Here's my opinion. This thing is too small. Not space wise, but visually. It's barely bigger than my pod!
I want something that at least looks like it could work on your ship. If this thing can refit subsystems, I expected it to be at least 50% the size of a cruiser.
Size it up a little bit. It's assembled in space. It's not like it needs to take up more room in your hold. Just make it bigger on the outside. |

Cage Man
288
|
Posted - 2013.11.04 22:24:00 -
[23] - Quote
Ant idea what the rules around using them in the same fashion as a spiked bubble ? Maybe they should only allow 1 deployment per pilot in a grid. |

Maximus Aerelius
PROPHET OF ENIGMA
796
|
Posted - 2013.11.04 22:29:00 -
[24] - Quote
Zurrdok wrote:I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3
Mobile Tractors only have 100m3...
|

Zurrdok
Critical Mass ltd.
9
|
Posted - 2013.11.05 15:20:00 -
[25] - Quote
Maximus Aerelius wrote:Zurrdok wrote:I'd be very disappointed if even deployable tractor beams have 27000m3 and depot only 3000m3 Mobile Tractors only have 100m3...
Mobile Tractors volume is 100m3 cargo space 27000m3 |

Orakkus
Wraithguard. Dirt Nap Squad.
239
|
Posted - 2013.11.05 23:41:00 -
[26] - Quote
Zurrdok wrote:Cargo space 27000m3
Did you mean 27,000m3 or 2,700m3 because I have never gotten 27,000m3 from any site.. ever. |

Circumstantial Evidence
86
|
Posted - 2013.11.06 01:58:00 -
[27] - Quote
Reinforce doesn't lock depot storage... I can come back any time and retrieve stored items before RF exit. Build cost of meta 1 seems low. So... why bother coming back to defend it after RF exit?
In a POS reinforce, corp hangers are locked, providing extra incentive to defend.
Edit: this could be an oversight, its still possible to scoop depot during RF, so not all fixes are in yet. |

Maximus Aerelius
PROPHET OF ENIGMA
811
|
Posted - 2013.11.06 10:10:00 -
[28] - Quote
OK, so had an initial play with a Depot last night and I have to say that my Golem looked like it popped the Mobile Depot it's that small. Can't the size be increased?
I like the ideas of "the higher the meta the lower the signature for scanning it out" and also of a Covert Mobile Depot.
Overall, I really like the idea, I can see these getting a lot of love on release and will certainly shake things up in PvE and PvP across all of New Eden. And a cheeky bonus to add T3 subsystem refitting as well, CCP you sneaky monkeys you! |

KatanTharkay
V I R I I Ineluctable.
11
|
Posted - 2013.11.06 11:25:00 -
[29] - Quote
The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).
Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:
- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships) - Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs) - Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)
Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship. |

Evei Shard
Shard Industries
237
|
Posted - 2013.11.06 15:18:00 -
[30] - Quote
KatanTharkay wrote:The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).
Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:
- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships) - Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs) - Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)
Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship.
^^^ This is how the Depot's need to work for them to be useful anywhere outside of high-sec (and I question their usefulness in high-sec even at this point.) |
|

Masao Kurata
Z List
36
|
Posted - 2013.11.06 18:01:00 -
[31] - Quote
The meta 3 is nearly impossible to probe anyway. Try it. |

xKOMODOx
9
|
Posted - 2013.11.06 21:49:00 -
[32] - Quote
How about the Mobile Depot unit have some small force field visual effect like POSs? (May be 3k) Giving you this nice cozy feeling of being home because capsuleer's home is his castle ... |

Kay1e
D0W 3O
0
|
Posted - 2013.11.06 22:41:00 -
[33] - Quote
Maybe these will make virtue implants useful again? |

Octoven
Phoenix Productions Headshot Gaming
219
|
Posted - 2013.11.07 12:13:00 -
[34] - Quote
Ive noticed that you can pick up a depot when it is in reinforced and spit it back out to remove the reinforce timer. In theory depots can never be destroyed. Would a dev care to comment if this is a designed function and why, or if it is most likely an over sight? |

Batelle
Komm susser Tod
288
|
Posted - 2013.11.07 18:04:00 -
[35] - Quote
IMO making them all unprobable, or at least unprobable starting with meta1 isn't that OP. It would still be very simple to camp them for the user and find them by probing the user themselves. You can keep the higher meta ones valuable by improving storage or reinforce timers or other somethings.
Octoven wrote:Ive noticed that you can pick up a depot when it is in reinforced and spit it back out to remove the reinforce timer. In theory depots can never be destroyed. Would a dev care to comment if this is a designed function and why, or if it is most likely an over sight?
If you're there to pick it up while its reinforced, then you can be killed. |

Udonor
Native Freshfood Minmatar Republic
43
|
Posted - 2013.11.08 02:37:00 -
[36] - Quote
KatanTharkay wrote:The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).
Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:
- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships) - Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs) - Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)
Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship.
The current mobile depot is intended for solo piracy level ops. And thus can be deployed by any small ship. No bubble for refuge etc.
yes there is a market for guerilla warfare unit for long term and multiple ships. But like squad to company sized units of historic Earth...deployment of full guerilla base is probably a cargo vehicle operation. That is all the stuff takes up more than 100m3. I would suggest 1000m3 to 3000m3. So maybe special fit Black Ops can drop one. But cargo ship can drop the extra ships and modules too.
Not probe-able? well that implies active covert cloak. Hmmm...void bombs. and while in use it would be decloaked by normal rules by your own ship. And there would be a recloaking time - possibly not 30 seconds. Also it might be humourous to see people warp to BM and then spend 5-15 minutes trying to decloak their own base to use it. So I can see this option being OK. But I am betting this is not the unassailable base of convenience most people are wanting. |

Udonor
Native Freshfood Minmatar Republic
43
|
Posted - 2013.11.08 02:47:00 -
[37] - Quote
But with all that sensor strength - can we have a management console for mobile depot where you can use that sensor array to watch your surroundings for hard to see probe ships etc? Or maybe just a remote link from base to ship dsiplays when within certain system distance?
Yeah remote sensor link to your ship within 5000km -- so we can instant lock and shoot all the drones set on our mobile base.
Bit of a troll idea. But not totally. |

cyndrogen
The Greatest Corp in the Universe
300
|
Posted - 2013.11.08 05:52:00 -
[38] - Quote
Can the depot cloak? Would be nice to load it up with fuel and have it cloak while you are away.
Run out ot fuel and it decloaks.
Fuel lasts for 12 hours max, or something like that? |

Octoven
Phoenix Productions Headshot Gaming
229
|
Posted - 2013.11.08 06:02:00 -
[39] - Quote
Batelle wrote:IMO making them all unprobable, or at least unprobable starting with meta1 isn't that OP. It would still be very simple to camp them for the user and find them by probing the user themselves. You can keep the higher meta ones valuable by improving storage or reinforce timers or other somethings. Octoven wrote:Ive noticed that you can pick up a depot when it is in reinforced and spit it back out to remove the reinforce timer. In theory depots can never be destroyed. Would a dev care to comment if this is a designed function and why, or if it is most likely an over sight? If you're there to pick it up while its reinforced, then you can be killed.
I suppose so...but it still rather makes them invulnerable for 30 days though because no one is going to camp your depot for 48 hours non stop id imagine...maybe a few crazies. At which point you have a window of opportunity to grab and go. Would be nice if they forced the timer to pause when scooped and resume when re-deposited. As it stands the reinforcement timer does not impede upon your ability to use the structure nor pick it up the only purpose is to allow them to be destroyed. If the timer resets every time you pick it up...it stands to reason that it would seem to defeat that purpose. |

cyndrogen
The Greatest Corp in the Universe
300
|
Posted - 2013.11.08 09:38:00 -
[40] - Quote
BUG
If you use the little UNFIT icon in the fitting window, your module will forever be lost in space. HOWEVER if you drag and drop your module into the depot it appears where it should.
'------ update:
Oh I see it goes into your cargo hold.... not the depot. Should go to depot if you are within range
I think you also have to be within 2600m to use the fitting service. |
|

Nyancat Audeles
Center for Advanced Studies Gallente Federation
620
|
Posted - 2013.11.08 15:29:00 -
[41] - Quote
Do we have cloaky depots? That would be AWESOME! |

Batelle
Komm susser Tod
300
|
Posted - 2013.11.08 18:30:00 -
[42] - Quote
With these Depots... it would really be great to have our super-deep safespots back. I used to have a 600 AU one in Deklien. |

Scuzzy Logic
Midnight Elites United Federation of Commerce
55
|
Posted - 2013.11.08 18:40:00 -
[43] - Quote
Evei Shard wrote:KatanTharkay wrote:The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).
Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:
- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships) - Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs) - Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)
Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship. ^^^ This is how the Depot's need to work for them to be useful anywhere outside of high-sec (and I question their usefulness in high-sec even at this point.)
THANK YOU for making a comprehensive post about how CCP can't find uses for their new features and obviously don't play their own game, because god knows I can't be bothered to after the feedback from that live event. |

Dasola
Rookie Empire Citizens Rookie Empire
211
|
Posted - 2013.11.08 22:11:00 -
[44] - Quote
CCP Fozzie wrote:The Meta 3 Depot BPCs are going to be rare drops only accessible from the new Ghost sites. So they will have cost that matches their value.
FInally something worth looking for in those "NOT" so ghostly sites. |

Rekon X
Federal Navy Academy Gallente Federation
47
|
Posted - 2013.11.09 02:08:00 -
[45] - Quote
gascanu wrote:Rekon X wrote:Can we anchor and blow up our own units? well, yes, but why would anyone do that?
It's the test server, we have to test it out. |

Lamar Muvila
THE EXP3NDABLES
0
|
Posted - 2013.11.09 07:07:00 -
[46] - Quote
Henry Montclaire wrote:Witchking Angmar wrote:I very much dislike being able to use the depot in combat. Essentially this will allow people to drop depots when about to die and place all their expensive mods/cargo in it for perfect safety. Now of course the EHP on them is not very high, but it is substantially higher than the frigate like EHP previously mentioned. You are wrong. The refitting service does not work while the depot is in reinforced mode, and the depot takes 45 seconds to anchor. If in 45 seconds you can not spare the time to blap the depot, you weren't winning. And even after the depot deploys, you can only strip fittings one at a time. So in an ideal scenario where the pilot is facing an overwhelming gang that's too stupid to blap his depot, he might be able to stash a couple of key mods before he goes boom. The exploitation of enemy ignorance ought to be rewarded. The -only- case where someone might realistically be able to use this is when facing overwhelming dps in PVE. And even then, if your active tank is broken you probably won't have time to save much, and everything you save is then not going to be keeping the rest of your ship alive. Stash the deadspace rep? Boom. Seems balanced to me.
What if some one repeatedly drops and scoops it to draw fire away from their ship? :) |

Rio Bravo
Gold State Sanctuary Pact
14
|
Posted - 2013.11.09 12:19:00 -
[47] - Quote
I really like these. The reinforcement is grand idea. Has the right amount of utility without unbalancing things. They are supposed to be a GSC with a few extra machines to help out where you are. Your ship is still supposed to be your number one priority where you are, not some mobile blue-box washroom.
Cloaked depots and invisible to scanner depots are wrong headed. Cloaking needs to be 'controlled' or 'managed' as it is. Currently there is no counter to it, or limitation on it's end, as a mechanic.
If the little garage had a POS field around it, it could be found by any prober easily, as shields increase sig radius incredibly. They should be scaled based on meta level as too their sensor strength that's good the way it's designed. As in real life, from time to time your going get your stuff stolen. Besides, you really want to fuel it? How long do you plan being there?
If you want something that you can drop in space that can't be scanned, use a freight container. They had no mass as of Odyssey, so couldn't be probed and the largest have a 250,000m3 capacity.
My opinion is... Invisible? No. We have enough gank in EvE already. Probable? Yes, scaled by meta level as they currently are. They should be 'discreet' not impossible to find. Reinforce? Yes, two thumbs up. As useful as a POS? No, they should be considered something your going to lose in a military campaign. Don't deploy anything your not prepared to lose. If your not in a wardec and in high sec, CONCORD is your security. Station is close by anyways.
Great work CCP! Finished product should be awesome, can't wait to use them. |

marVLs
506
|
Posted - 2013.11.09 13:47:00 -
[48] - Quote
I must admit those mobile depots are awesome, incredibly useful. Probably the best thing in Rubi |

Bovaan
Future Corps Sleeper Social Club
13
|
Posted - 2013.11.10 12:29:00 -
[49] - Quote
Potential bug found:
- While in reinforce, you cannot re-fit modules (I assume this is working as intended)
- While in reinforce, you CAN re-fit T3 subsystems
|

Red Teufel
Mafia Redux Phobia.
255
|
Posted - 2013.11.10 13:33:00 -
[50] - Quote
Wish the Yurt could store up to cruiser sized vessels. |
|

CMD Ishikawa
Center for Advanced Studies Gallente Federation
41
|
Posted - 2013.11.10 16:38:00 -
[51] - Quote
Batelle wrote:With these Depots... it would really be great to have our super-deep safespots back. I used to have a 600 AU one in Deklien.
How the **** can you have a 600 AU safespot? |

Mr. Orange
Band of Freelancers
311
|
Posted - 2013.11.10 17:50:00 -
[52] - Quote
CMD Ishikawa wrote:Batelle wrote:With these Depots... it would really be great to have our super-deep safespots back. I used to have a 600 AU one in Deklien. How the **** can you have a 600 AU safespot?
An old school trick we did years ago before CCP went and changed it... |

Saeka Tyr
Sanctuary of Shadows Axiomatic Dominion
25
|
Posted - 2013.11.10 20:09:00 -
[53] - Quote
warping to probes, or warping to fighters? :D |

Zircon Dasher
294
|
Posted - 2013.11.11 00:25:00 -
[54] - Quote
why bother warping to fighters when you could just fit a plate on magnate? |

Baron Altin
Imperial Academy Amarr Empire
2
|
Posted - 2013.11.11 13:17:00 -
[55] - Quote
Evei Shard wrote:KatanTharkay wrote:The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).
Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:
- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships) - Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs) - Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)
Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship. ^^^ This is how the Depot's need to work for them to be useful anywhere outside of high-sec (and I question their usefulness in high-sec even at this point.)
Agree with all of this. Honestly I might even increase storage.
For anyone who thinks this is too powerful, consider what a Orca alt can already do for you in lieu of a personal depot. The orca can cloak, has 400,000m3 of ship storage, can repair you, and has about 100,000m3 of storage.... and can provide command boosts.
Basically, in every way, an ORCA alt is currently superior to a depot and while that's maybe how it should be, I'd at least like (as a one account player) to have something like a similar option for operating in WH or lowsec. Rorqual can do all of this AND help industrialists with ore compression, and has 1,000,000m3 ship storage. I'd pay a LOT for a depot that could do all of this as even close to effectively as a Rorqual, and I still wouldn't get command boosts.
|

Hawk Firestorm
Deep Core Mining Inc. Caldari State
0
|
Posted - 2013.11.11 15:42:00 -
[56] - Quote
Baron Altin wrote:Evei Shard wrote:KatanTharkay wrote:The Mobile Depot is a nice idea. However, if you intend for them to be used in guerrilla warfare (deep in enemy territory), they need to be impossible to be probed and also provide space to store a few small ships (a few frigates, destroyers or cruisers). A single hot drop and your small gang guerrilla operation is ****** up and the sov owner is safe again (way too easy and reduce the chance of conflict).
Mobile Depots should act like a tent / camouflage net and in my opinion they should be like this:
- Meta 1 - impossible to be probed, 3000 m3 storage space, no ship storage (consider the ship storage space as the equivalent of a camouflage net that you can pull over your ships) - Meta 2 - impossible to be probed, 4500 m3 storage space, 250.000 m3 ship storage (space for 2 cruisers and a few frigs) - Meta 3 - - impossible to be probed, 6000 m3 storage space, 500.000 m3 ship storage (space for 1 BC, 2 cruisers, a few frigs)
Of course, they ship storage space can be adjusted, but the idea is to encourage the small gang guerrilla warfare and not put everything to a halt for a day or two if one member of your team loses his ship. ^^^ This is how the Depot's need to work for them to be useful anywhere outside of high-sec (and I question their usefulness in high-sec even at this point.) Agree with all of this. Honestly I might even increase storage. For anyone who thinks this is too powerful, consider what a Orca alt can already do for you in lieu of a personal depot. The orca can cloak, has 400,000m3 of ship storage, can repair you, and has about 100,000m3 of storage.... and can provide command boosts. Basically, in every way, an ORCA alt is currently superior to a depot and while that's maybe how it should be, I'd at least like (as a one account player) to have something like a similar option for operating in WH or lowsec. Rorqual can do all of this AND help industrialists with ore compression, and has 1,000,000m3 ship storage. I'd pay a LOT for a depot that could do all of this as even close to effectively as a Rorqual, and I still wouldn't get command boosts.
Indeed.
TBH the whole concept of mobile depots needs reworking IMHO.
I'm 100% for having a Mobile Homebase that can be anchored within certain rules, but it shouldn't be something your dropping in combat.
It should be a supplement/replacement for station hangers whereby the user finally has ONE universal hanger, no more 99 gazillion bits of stuff all over the universe, I can access it here in one spot.
Mobile so I can go forth and take it with me and setup in a remote place, perhaps even upgrade and modify it, without having any of the problems associated with owned stations with assests being locked all over the place.
It makes the Database massively smaller and speeds up the game and the benefits to the user are obvious, although of course there needs to be some thought out anchoring rules.
I'm tired of having a asset list the size of a phone book!
I just want my stuff in one location and go PLAY.
And that's how it should be. |

Mer88
Royal Amarr Institute Amarr Empire
45
|
Posted - 2013.11.11 17:43:00 -
[57] - Quote
is this device designed to eliminate any difficulty in pve ? this is gonna ruin all the mission runners , explorers, rattlers etc. thanks ccp once again. you already made bastion module to be op now you can basically change modules while in bastion mode to suit the situation. i hope you only allow this in pvp and not pve cuz right now its a joke |

stoicfaux
3339
|
Posted - 2013.11.11 19:20:00 -
[58] - Quote
Bug? Save Fittings do not work with Mobile Depots.
Is that a bug? If not, then my concern is that we'll see a large increase in macro'ing by people in order to reduce the tedious and RSI inducing drag and drop nature of current Mobile Depot fitting. The implication is that increased macro'ing could potentially be detrimental to EVE.
|

Zazz Razzamatazz
New Order Permit Compliance Division
37
|
Posted - 2013.11.11 19:56:00 -
[59] - Quote
Baron Altin wrote: Basically, in every way, an ORCA alt is currently superior to a depot
But you'll have trouble getting that Orca alt deep into low or null, and a Rorqual is a big expensive target.
I see the depot being really useful for people flying into low/null areas with a travel fit, and setting up a temporary base to pvp, rat or whatever. You can refit and store loot at your safe spot, and if you get popped later you could always retrieve what loot you left.
Perhaps a second type of depot would be useful for ship storage needs. A halfway point between the depot and POS in both size needs (a small gang would need a blockade runner to place it) and cost (less of a solo venture)? |

Hawk Firestorm
Deep Core Mining Inc. Caldari State
2
|
Posted - 2013.11.12 00:30:00 -
[60] - Quote
Zazz Razzamatazz wrote:Baron Altin wrote: Basically, in every way, an ORCA alt is currently superior to a depot
But you'll have trouble getting that Orca alt deep into low or null, and a Rorqual is a big expensive target. I see the depot being really useful for people flying into low/null areas with a travel fit, and setting up a temporary base to pvp, rat or whatever. You can refit and store loot at your safe spot, and if you get popped later you could always retrieve what loot you left. Perhaps a second type of depot would be useful for ship storage needs. A halfway point between the depot and POS in both size needs (a small gang would need a blockade runner to place it) and cost (less of a solo venture)?
I say space is space, and everyone should be able to enjoy it and all of it not be forced to PVP and be resrticted to empire to achieve that.
Old eve things were very different, there were fewer stations and no stations could be owned, you never had the problem of having your hanger locked because someone took over the station so none could take away your home, or wreck the community that lived there.
CCP went down the route of putting ever more expensive team projects in the game but never once stopped to imagine what would happen to a community of players if say their home station was taken from them after they spent so much time building a area etc.
Eve used to be fun and simple, it continued to add more and more and more till it became a bloated patch work of different expansions and the effects each on has had.
One of the biggest ones is having your ships and assets locked because you've lost your home, so yes I'm happy to see moves to a Personal homebase, though the concept hasn't been thought out enough or expanded upon.
|
|

Salpun
Global Telstar Federation Offices Masters of Flying Objects
657
|
Posted - 2013.11.12 02:22:00 -
[61] - Quote
stoicfaux wrote:Bug? Save Fittings do not work with Mobile Depots.
Is that a bug? If not, then my concern is that we'll see a large increase in macro'ing by people in order to reduce the tedious and RSI inducing drag and drop nature of current Mobile Depot fitting. The implication is that increased macro'ing could potentially be detrimental to EVE.
Did you put in a proper bug report with that issue? I would but i'm not where i can put in a in game bug report. |

stoicfaux
3340
|
Posted - 2013.11.12 03:21:00 -
[62] - Quote
Salpun wrote:stoicfaux wrote:Bug? Save Fittings do not work with Mobile Depots.
Is that a bug? If not, then my concern is that we'll see a large increase in macro'ing by people in order to reduce the tedious and RSI inducing drag and drop nature of current Mobile Depot fitting. The implication is that increased macro'ing could potentially be detrimental to EVE.
Did you put in a proper bug report with that issue? I would but i'm not where i can put in a in game bug report. I did.
|

Vyktor Abyss
The Abyss Corporation
367
|
Posted - 2013.11.12 04:45:00 -
[63] - Quote
Please consider adding:
- A single jumpclone bay - Room to store a single ship (cruiser and below, industrial or barge), assuming you can only anchor 1 of these per player per system/constellation. - A few cosmetic options for players to fiddle with and define themselves (lighting, racial flavour, Neon sign etc) - A Few slightly larger and different hangar types for charges, PI materials, Isotopes and/or gas
Cheers. |

Tzar Sinak
Mythic Heights
65
|
Posted - 2013.11.12 04:55:00 -
[64] - Quote
Not sure but I think this thing is meant to be a tent not a motor home. If you need bays and clones get a Roqual alt. |

Vyktor Abyss
The Abyss Corporation
368
|
Posted - 2013.11.12 13:40:00 -
[65] - Quote
Tzar Sinak wrote:Not sure but I think this thing is meant to be a tent not a motor home. If you need bays and clones get a Roqual alt.
You do realise the motor home is just a natural advancement upon on a tent?
I'm not arguing, because I (nor you) clearly know CCP's design intent with these things. The things I asked them to consider are what I envisage a 'game-changingly' good "home" structure to be - it is up to CCP game design to consider if that is game breaking or not.
But the functional difference between having a home 'tent' that enables you set up somewhere remote and requiring a minimum 2nd character/client in a Rorqual for that function (your motor home?) is a massive difference. Cheers. |

Baron Altin
Imperial Academy Amarr Empire
2
|
Posted - 2013.11.12 19:22:00 -
[66] - Quote
If CCP wants to do this right, mobile depot will be something like...
30,000m3 of storage (or more depending on meta) 400,000m3 of ship storage (or more depending on meta) very hard to probe (to nigh impossible depending on meta)
and make refit tool usable only while hostiles are not on grid
and then add something to be useful to industrialists too |

Rio Bravo
Gold State Sanctuary Pact
14
|
Posted - 2013.11.13 11:53:00 -
[67] - Quote
Think the progression is...
Mobile Depot ---> POS ---> Outpost.
You wouldn't want to give it a clone bay, if you can't even get one for a POS
As a previous poster mentioned, it's a tent. For a hunter or some prospector who's exploring the mountain side and hasn't found a place to build his sluice and cabin yet. GÇ£You see, in this world there's two kinds of people, my friend: Those with loaded guns and those who dig.-áI dig.GÇ¥ -á- Clint Eastwood, misquote. |

Kaerakh
Obscure Joke Implied Kiki's Delivery Service.
20
|
Posted - 2013.11.13 14:33:00 -
[68] - Quote
Baron Altin wrote:If CCP wants to do this right, mobile depot will be something like...
30,000m3 of storage (or more depending on meta) 400,000m3 of ship storage (or more depending on meta) very hard to probe (to nigh impossible depending on meta)
and make refit tool usable only while hostiles are not on grid
and then add something to be useful to industrialists too
Wait, you mean an Orca? |

Dreta Isayeki
State War Academy Caldari State
2
|
Posted - 2013.11.13 18:52:00 -
[69] - Quote
What's with all the moronic suggestions about storage space. Are you people serious? Are you planning on jumping a Freighter to the depot to load it with ships or something ridiculous like that? That's not what the structure is for. Anchor a POS if you want to do that. |

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
36
|
Posted - 2013.11.13 19:34:00 -
[70] - Quote
Seems like to me this thing should at least have the storage of a jet can. 3000 m3 is just silly. |
|

Baron Altin
Imperial Academy Amarr Empire
2
|
Posted - 2013.11.14 07:04:00 -
[71] - Quote
Kaerakh wrote:Baron Altin wrote:If CCP wants to do this right, mobile depot will be something like...
30,000m3 of storage (or more depending on meta) 400,000m3 of ship storage (or more depending on meta) very hard to probe (to nigh impossible depending on meta)
and make refit tool usable only while hostiles are not on grid
and then add something to be useful to industrialists too Wait, you mean an Orca?
Yes, in fact, I mean something just like that.
Oh except it won't repair me, or provide command boosts, and won't be mobile, and can't cloak
And won't require a second account
is that really so much to ask?
As for thinking these suggestions about storage are 'moronic', WTF is it for then? refitting in combat? really? That makes more sense to you? |

Rio Bravo
Gold State Sanctuary Pact
15
|
Posted - 2013.11.14 12:16:00 -
[72] - Quote
In response...I think it is simply a mechanics garage where you can swap out fittings and subsystems. So can hold a few fittings, a bit of ammo and charges. That is all its supposed to do. Not turn the tide in a war. GÇ£You see, in this world there's two kinds of people, my friend: Those with loaded guns and those who dig.-áI dig.GÇ¥ -á- Clint Eastwood, misquote. |

Suitonia
Corp 54 Curatores Veritatis Alliance
195
|
Posted - 2013.11.14 13:48:00 -
[73] - Quote
Am I the only person who thinks this thing is incredibly powerful to the point of being near broken for solo/0.0 roaming? Don't get me wrong solo PvP roaming in 0.0 is the only type of PVP that I really do so I honestly don't mind getting a hilarious new toy. But at the same time I cringe at the thought of catching other people will become so much harder if they employ this technique.
You can now travel fit every single PvP ship you want, providing you take a depot with you. And at only 50m3 + 5m3 per module *unless the modules are larger than 5m3* Cloak is 100m3 and sized AB/MWDs are sized based on hull, but most ships that don't rely on Cap 800s or aren't limited by space (Cynabal etc.) can easily pull off a full travel fit with room for refit modules and depot. Allowing you to safely travel deep into enemy space without the need to refit at a NPC station/carrier/POS. It makes travelling through hostile space so much easier, Also almost every ship that can afford to carry one got so much more utility now, you can carry a spare Afterburner to swap your MWD out, can carry a probe launcher if you ever need to probe someone or something, hacking modules incase you find a site, Tracking Disruptor is useful if you find a hostile ship after you that would be weak against it, ECCM etc. And you can pretty easily refit to your actual fit without any consequences.
I'm not sure how I feel about allowing the vast majority of ships to be able to run full travel fits without giving away much efficiency.
I think the gate/station/POS restrictions should be changed to 'being on grid' or at least 255km so it's outside max lock range. It's pretty stupid that someone could camp a gate/station in an Arty Machariel for example, but if they get caught, just refit to WCS and warp off. Falcon racial jammers mentioned by Michael is another example. The fact that it's only 3km fitting range from the depot though makes me feel that this isn't really going to be an issue (so much as a last ditch escape tactic). since an opponent trying to abuse the ability to refit at a depot has to give up a ton of mobility. But at camps where a falcon can instantly refit to 5x racial whatever's coming in is pretty broken.
You can bait people with these pretty good too. Anchor one next to a mobile warp disruptor, bait hostiles to follow you, kill something, refit to WCS, warp away from rest of hostiles sounds somewhat hilarious. The ability for almost any ship to carry a depot and WCS in cargo is a bit of a concern, although the EHP and the mechanics somewhat help balance that out. If you have a depot set up in advance however then you can have some fun until it's reinforced. |

Lfod Shi
Lfod's Ratting and Salvage
137
|
Posted - 2013.11.14 15:55:00 -
[74] - Quote
Tzar Sinak wrote:Not sure but I think this thing is meant to be a tent not a motor home. If you need bays and clones get a Roqual alt.
I'd call it a Pop-Up camper just to be nitpicky, but yeah, not a motor home. No toilets, no shower, but big enough so that Bigfoot isn't going to accidentally crush it.
As a solo wanderer, I like it a lot. ...end transmission... GÖ¬ They'll always be bloodclaws to me GÖ½ |

stoicfaux
3374
|
Posted - 2013.11.14 16:37:00 -
[75] - Quote
New change on sisi: you can't scoop a mobile depot until it's finished deploying.
|

Zvaarian the Red
Evil Leprechaun Brigade Space Wolves Alliance
41
|
Posted - 2013.11.15 03:15:00 -
[76] - Quote
Suitonia wrote:Am I the only person who thinks this thing is incredibly powerful to the point of being near broken for solo/0.0 roaming? Don't get me wrong solo PvP roaming in 0.0 is the only type of PVP that I really do so I honestly don't mind getting a hilarious new toy. But at the same time I cringe at the thought of catching other people will become so much harder if they employ this technique.
You can now travel fit every single PvP ship you want, providing you take a depot with you. And at only 50m3 + 5m3 per module *unless the modules are larger than 5m3* Cloak is 100m3 and sized AB/MWDs are sized based on hull, but most ships that don't rely on Cap 800s or aren't limited by space (Cynabal etc.) can easily pull off a full travel fit with room for refit modules and depot. Allowing you to safely travel deep into enemy space without the need to refit at a NPC station/carrier/POS. It makes travelling through hostile space so much easier, Also almost every ship that can afford to carry one got so much more utility now, you can carry a spare Afterburner to swap your MWD out, can carry a probe launcher if you ever need to probe someone or something, hacking modules incase you find a site, Tracking Disruptor is useful if you find a hostile ship after you that would be weak against it, ECCM etc. And you can pretty easily refit to your actual fit without any consequences.
I'm not sure how I feel about allowing the vast majority of ships to be able to run full travel fits without giving away much efficiency.
I think the gate/station/POS restrictions should be changed to 'being on grid' or at least 255km so it's outside max lock range. It's pretty stupid that someone could camp a gate/station in an Arty Machariel for example, but if they get caught, just refit to WCS and warp off. Falcon racial jammers mentioned by Michael is another example. The fact that it's only 3km fitting range from the depot though makes me feel that this isn't really going to be an issue (so much as a last ditch escape tactic). since an opponent trying to abuse the ability to refit at a depot has to give up a ton of mobility. But at camps where a falcon can instantly refit to 5x racial whatever's coming in is pretty broken.
You can bait people with these pretty good too. Anchor one next to a mobile warp disruptor, bait hostiles to follow you, kill something, refit to WCS, warp away from rest of hostiles sounds somewhat hilarious. The ability for almost any ship to carry a depot and WCS in cargo is a bit of a concern, although the EHP and the mechanics somewhat help balance that out. If you have a depot set up in advance however then you can have some fun until it's reinforced.
I also think they should only be anchorable off grid from stations, gates, etc. The reason you list is part of the issue. The other is the potential for ridiculous litter issues. |

Saeka Tyr
Sanctuary of Shadows Axiomatic Dominion
25
|
Posted - 2013.11.15 05:43:00 -
[77] - Quote
oh no, space litter!
think of the space whales.
|

Xonus Calimar
CaeIum Incognitum
8
|
Posted - 2013.11.15 20:07:00 -
[78] - Quote
stoicfaux wrote:New change on sisi: you can't scoop a mobile depot until it's finished deploying.
I was going to ask if using Mobile Depot to create multiple jetcans as fast as you can click would be considered exploitative, but if they changed this it probably isn't that much of an issue.
Spamming jetcans to make lag is already an exploit, so it will likely not make a difference how fast you make them in small numbers.
Otherwise I like the functionality of the Depot, and will try and include them in as many cargo holds as I can.  |

Lfod Shi
Lfod's Ratting and Salvage
139
|
Posted - 2013.11.15 21:43:00 -
[79] - Quote
Finally tried one out. I see it opening up some low / null potential for me. Strong enough to keep out the riff raff, but not a determined and patient foe. Certainly a temporary shelter since you know there's gonna be someone who makes it their mission to scan down each and destroy each and every Depot.
That actually kinda sounds like fun. Hmmm.... ...end transmission... GÖ¬ They'll always be bloodclaws to me GÖ½ |

Grayland Aubaris
Ocellus Technology COWORKING CAPSULEERS COALITION
6
|
Posted - 2013.11.15 23:28:00 -
[80] - Quote
Just tested these out , seeing as these are just the first of (hopefully) many new mobile structures I am happy with the stats - but I think visually it needs to be waaaaay bigger. It's about half the size of a frigate, and doesn't look like it would be big enough to hold the mods needed to refit a ship.
The thing looks great, but it's practically microscopic!
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stoicfaux
3384
|
Posted - 2013.11.16 02:19:00 -
[81] - Quote
Xonus Calimar wrote:stoicfaux wrote:New change on sisi: you can't scoop a mobile depot until it's finished deploying.
I was going to ask if using Mobile Depot to create multiple jetcans as fast as you can click would be considered exploitative, but if they changed this it probably isn't that much of an issue. You sick imaginative magnificent bastard.
|

Xonus Calimar
CaeIum Incognitum
9
|
Posted - 2013.11.16 04:11:00 -
[82] - Quote
stoicfaux wrote:Xonus Calimar wrote:stoicfaux wrote:New change on sisi: you can't scoop a mobile depot until it's finished deploying.
I was going to ask if using Mobile Depot to create multiple jetcans as fast as you can click would be considered exploitative, but if they changed this it probably isn't that much of an issue. You sick imaginative magnificent bastard.
Doing it around gates is still a no-no, but I'm sure players can find a few uses for that kind of storage space at that speed. 45 seconds is still a significant improvement over the standard timer (3 minutes?).
|

SyntaxPD
PowerDucks PowerDucks Alliance
23
|
Posted - 2013.11.18 06:18:00 -
[83] - Quote
Hello, i just tried Depot unit and found something interesting about it.
5k shield HP (25% is 1250), what means, it can be easilly repaired by a single shield drone. Said drone can be easilly fitted using said unit. Unit can be scooped and re-deployed even in reinforced mode, this only takes 1 minute. Owner will not lose it's content. After that you can repair unit to have another reinforcement timer. Considering 48hrs of reinforced mode and if i am on aggressing side, how am i supposed to kill this thing? Owner is able to log in when he want, re-deploy and repair unit in less than 3 minutes (total).
Practically, this structure is indestructible for as long, as it's owner care. |

Starlite Kishunuba
Spectres Syndicate
3
|
Posted - 2013.11.18 08:04:00 -
[84] - Quote
SyntaxPD wrote:Hello, i just tried Depot unit and found something interesting about it.
5k shield HP (25% is 1250), what means, it can be easilly repaired by a single shield drone. Said drone can be easilly fitted using said unit. Unit can be scooped and re-deployed even in reinforced mode, this only takes 1 minute. Owner will not lose it's content. After that you can repair unit to have another reinforcement timer. Considering 48hrs of reinforced mode and if i am on aggressing side, how am i supposed to kill this thing? Owner is able to log in when he want, re-deploy and repair unit in less than 3 minutes (total).
Practically, this structure is indestructible for as long, as it's owner care.
or long as they are alive >:) |

SyntaxPD
PowerDucks PowerDucks Alliance
23
|
Posted - 2013.11.18 09:17:00 -
[85] - Quote
yes. And this is not sandbox-like at all. |

Morrigan LeSante
The Lost and Forgotten Troopers
467
|
Posted - 2013.11.19 09:00:00 -
[86] - Quote
Bovaan wrote:Potential bug found:
- While in reinforce, you cannot re-fit modules (I assume this is working as intended)
- While in reinforce, you CAN re-fit T3 subsystems
EDIT: This is the same for when Depot is Anchoring - your are able to re-fit T3 sub-systems.
Redundant now, but for the sakes of cleanness, they altered T3s to be able to do this in space in general  |
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