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Author |
Thread Statistics | Show CCP posts - 8 post(s) |
M1k3y Koontz
Thorn Project Surely You're Joking
387
|
Posted - 2013.11.05 02:26:00 -
[121] - Quote
I think this entire thread's responses can be summed up with "About ****ing time!"
GÖÑ long time CCP & CSM
Refitting subs at mobile depots... |
Jaden Arctus
Arctus Security Solutions
0
|
Posted - 2013.11.05 03:50:00 -
[122] - Quote
CCP Masterplan wrote:With this and the SMA loot drop change, Rubicon is shaping up to be the best wormhole expansion since Apocrypha :)
Oh you have no idea mate. |
Jaden Arctus
Arctus Security Solutions
0
|
Posted - 2013.11.05 03:51:00 -
[123] - Quote
Chitsa Jason wrote:oh yeah!
I know it was you who pushed for this, so will you have my babies plz. |
Dinsdale Pirannha
Pirannha Corp
1402
|
Posted - 2013.11.05 05:55:00 -
[124] - Quote
Angry Mustache wrote:I feel an important point raised by Laz has been buried by all the exuberance, and this change, along with yurts, has a very significant effect on the meta-game.
this comes from 3 main points.
-All T3's have cloak / interdiction nullifier subsystems, Cloak allows T3's to be bridged in via Black ops, ignoring cynojammers and giving these ships superb mobility. Interdiction nullifier allows T3's to escape from virtually any engagement. The drawback is that using these 2 subsystems cripples the ability of T3's to fight.
-All T3's have excellent combat subsystems. There are arguments to be made about whether Strategic Cruisers are the single most powerful subcap type in a fleet fight, but combat fit T3's are easily able to hold their ground against "conventional" fleets.
-Mobile Depots allow players to refit with no prior preparation, no need to set up a safe tower in advance, or an available station.
This means T3's can refit from Travel to Combat and vice versa in a hostile system without any support/preparation.
So what are the implications of this? Extremely mobile T3 fleets that can be bridged anywhere with a Blops, refit in system to combat for whatever they have to fight, if the fight goes badly, drop yurt in combat and refit to Nullifier to moonwalk out. Once fighting is done or fleet has left field, bridge back with a Black ops.
It all sounds awesome and cool, but I don't believe for a second that this will be "balanced". Traditionally T3's have been balanced by having the possibility to do a lot of jobs, but not all at once. With mobile depots, they basically can do everything at once. This change will completely obsolete Blops battleships and Recons in their combat roles.
If these changes go live as is, expect a massive arms race between all Nullsec Alliances to see who can put together the biggest fleet of black ops T3s.
Hate to agree with a goon, but yeah, all your points are valid. Of course, you are the same group campaigning loudly for the ruination of T3's.
A simple fix would be that a T3 can only refit modules, not subsystems, at these deployable module. Or heavens above, CCP could hire some competent coders who could fix POS's so T3's could ONLY be refitted at stations or POS's, completely bypassing this deployable module. |
Jezza McWaffle
TriFlexure Void-Legion
69
|
Posted - 2013.11.05 06:52:00 -
[125] - Quote
CCP Masterplan wrote:With this and the SMA loot drop change, Rubicon is shaping up to be the best wormhole expansion since Apocrypha :)
You mean the only wormhole expansion since Apocrypha |
Iq Cadaen
Future Corps Sleeper Social Club
38
|
Posted - 2013.11.05 08:18:00 -
[126] - Quote
WHEEEEE!!! |
HeadWar
Lead Farmers Kill It With Fire
5
|
Posted - 2013.11.05 09:33:00 -
[127] - Quote
Angry Mustache wrote:- If roaming in a pimp fit, and engaged in a fight you can not win, drop yurt, tank for 45 seconds, then deposit shinnies into yurt. Come back later within 48 hours to retrieve mods. I kinda doubt that yurt will still be there 48 hours, let alone 48 seconds, after you lose the fight. |
Angry Mustache
GoonWaffe Goonswarm Federation
74
|
Posted - 2013.11.05 10:02:00 -
[128] - Quote
HeadWar wrote:Angry Mustache wrote:- If roaming in a pimp fit, and engaged in a fight you can not win, drop yurt, tank for 45 seconds, then deposit shinnies into yurt. Come back later within 48 hours to retrieve mods. I kinda doubt that yurt will still be there 48 hours, let alone 48 seconds, after you lose the fight.
Yurts have 48 hour reinforcement timers, they can be picked up while reinforced. Do the math from there. |
Alvin Exe
SnaiLs aNd FroGs
2
|
Posted - 2013.11.05 10:26:00 -
[129] - Quote
CCP Paradox wrote:Kniht wrote:Will we be able to assemble T3s in space? Doesn't sound like it, but that would make hauling them in so much easier. They still need to be assembled in station. We can still assemble them in POS with a regular Corporate Hangar, so plus reffiting subs in POS on SMAs... Yeah \o/ |
Lara Feng
University of Caille Gallente Federation
6
|
Posted - 2013.11.05 10:28:00 -
[130] - Quote
CCP Masterplan wrote:With this and the SMA loot drop change, Rubicon is shaping up to be the best wormhole expansion since Apocrypha :)
Yeah right, just a little crumb of bread for the crowd before you nerf T3s to hell and back. Don-¦t get me wrong, this change is welcome. But if you really nerf the T3s in the upcoming year as you plan to do then ask yourself one question first: Are T3s the problem or are 1000s of people on field flying them the problem? You fail to recognize basic problems in gameplay mechanics and are just dealing with the symptoms. |
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Phoenix Jones
Shockwave Innovations Surely You're Joking
216
|
Posted - 2013.11.05 10:36:00 -
[131] - Quote
Lara Feng wrote:CCP Masterplan wrote:With this and the SMA loot drop change, Rubicon is shaping up to be the best wormhole expansion since Apocrypha :) Yeah right, just a little crumb of bread for the crowd before you nerf T3s to hell and back. Don-¦t get me wrong, this change is welcome. But if you really nerf the T3s in the upcoming year as you plan to do then ask yourself one question first: Are T3s the problem or are 1000s of people on field flying them the problem? You fail to recognize basic problems in gameplay mechanics and are just dealing with the symptoms.
..................... I think you lost your crowd there.
The concern of the crowd here is that the ability to retrofit t3's in space at a mobile depot will invalidate the need/use of a subcap fleet doctrine for all other subcaps. Why fly a subcap fleet 30 jumps,when you can blackops a t3 fleet in 30 seconds, and then escalate with another set of blackop t3's. In addition, the T3's have options to retrofit there systems to escape battle and bypass traps if need be..
oh and they can covops cloak and hide if need be, bypassing the whole "I'm going to probe the fleet down" move.
Its not about overpowered, its about having the option to swiss army knife your fleet in 10 seconds, using something that is not a carrier/super, aka a vulnerable target. |
Menero Orti
State War Academy Caldari State
19
|
Posted - 2013.11.05 11:24:00 -
[132] - Quote
I`m gonna leave this here just in case.....
THE TRUTH! |
Sir John Halsey
27
|
Posted - 2013.11.05 12:24:00 -
[133] - Quote
Phoenix Jones wrote:Lara Feng wrote:CCP Masterplan wrote:With this and the SMA loot drop change, Rubicon is shaping up to be the best wormhole expansion since Apocrypha :) Yeah right, just a little crumb of bread for the crowd before you nerf T3s to hell and back. Don-¦t get me wrong, this change is welcome. But if you really nerf the T3s in the upcoming year as you plan to do then ask yourself one question first: Are T3s the problem or are 1000s of people on field flying them the problem? You fail to recognize basic problems in gameplay mechanics and are just dealing with the symptoms. ..................... I think you lost your crowd there. The concern of the crowd here is that the ability to retrofit t3's in space at a mobile depot will invalidate the need/use of a subcap fleet doctrine for all other subcaps. Why fly a subcap fleet 30 jumps,when you can blackops a t3 fleet in 30 seconds, and then escalate with another set of blackop t3's. In addition, the T3's have options to retrofit there systems to escape battle and bypass traps if need be.. oh and they can covops cloak and hide if need be, bypassing the whole "I'm going to probe the fleet down" move. Its not about overpowered, its about having the option to swiss army knife your fleet in 10 seconds, using something that is not a carrier/super, aka a vulnerable target. Cost is becoming less of an issue due to SRP and some alliances/coalitions having the ability to replace and entire lost t3 fleet if need be. Of course if your bringing a T3 fleet, you are having the general belief that you are not planning on losing it.
Heh, planning ... it won't always end according to the plan :) That SP lost it's the counter for all the abilities of T3s. If you loose 3 fights in one night, your skilling plan it's f*** :)
Nit to mention, they will nerf the T3s into the ground so, refitting in space will be the least thing you have to worry after the next expansion. |
Phoenix Jones
Shockwave Innovations Surely You're Joking
217
|
Posted - 2013.11.05 14:04:00 -
[134] - Quote
Which leaves 6 months of t3 black ops roams. Nerfing t3's is not an answer to the possible future t3 projection/fitting wars. The sp loss isn't a counter, it's an annoyance. You can fit all the t3 fits at level 4. Yes the guy who loses 3 t3's in a day will be mad, you've shot 3 to 6 days of training for him....
If the fear of losing skillpoints was a deterrent, there would be fewer people flying t3's.
Right now, every nullsec alliance has put together several t3 configurations, blaster prots, ham legions, railgu's, etc. they were used in some limited amounts until this announcement, now t3's are beginning to swarm everywhere.
Even if its nerfed, t3 black ops and refitting is still a problem. I don't like where nullsec combats going. Wormhole combats fine, they have no cyno's, supers, blackops, etc. it's balanced towards that...
The mobile array causes allot of issues for t3's. It needs to be reviewed. In someways carrier refits are too, but to less a degree. |
Ahora Velishi
New Eden Casino DOT
1
|
Posted - 2013.11.05 19:18:00 -
[135] - Quote
Lazarus Telraven wrote:This is a pretty bad idea. You have now influenced the meta so that EVERY null alliance will only fly Tech3s and use a small pos to refit after bridging into a system.
People build supers in dead end systems for the fact that it has one gate and you have a single point to defend to keep attackers out.
The use of cynojammers in sov wars has always been a strategic option to stop subcap fleets from bridging ahead or to pull back and take a fight one jump behind you where there is a jammer so that you can have the advantage.
If Goons hate it, then it is a win.
You fail to realize that this is an inadvertent consequence that will better balance the playing field.
Now you have to figure out a way to defend against something else....
What is wrong with a balance change? Why should blobs have to cram through bottlenecks?
again, if Goons hate it, then it is probably for the best |
Ahora Velishi
New Eden Casino DOT
1
|
Posted - 2013.11.05 20:46:00 -
[136] - Quote
2 Things to bring up for the DEVS to look into
1)Potential fix for the problem referenced most -
Everyone fears a T3 Bops hot drop utilizing mobile depots to reconfigure into combat mode
********** They should fear this, this is what should happen. End the system blockades, allow the fight to happen where it matters, make the fight MEAN something. This type of action would be a like a door-kicker, the fleet Bops in, goes combat mode and tries to break the system jam so that the rest of the fleet can follow.
If you want to combat this, increase EHP on jammers/cyno gens so that the door-kicker fleet needs power behind it (this is the only balance that may need to be addressed)
Everyone fears that the T3 Bops hot drop will be able to evade destruction by reconfiguring to escape
********** This seems to be the major issue, everyone is afraid that a T3 fleet will have an option to escape back the way it came if their combat plan blows up in their face. This is a problem, why should a T3 fleet be able to enter system with the intent to go for max combat mode, then reconfigure to face a threat they didn't plan for (ex: swapping hardeners to face a different fleet comp than anticipated, or swapping for nullifiers/cloaks to escape in the middle of combat)
If you want to combat this, then put a longer anchor time on the depots or put in a combat delay so that people that have seen recent combat action are unable to access the the depot (however this option will then restrict the people that use the depots for PVE (mining/ratting) unless you use the flag system that keeps track of PVP action)
Longer anchor time means that you will need prep to drop them and the enemy will know where they are located, but this will not stop the T3 fleet from orbiting the depots and changing their fittings once the have been setup (which will be the case in the Bops hot drop case)
2) This is an issue that no one has brought up (I didn't test it, so maybe it wont be an issue) When changing subsystems, the modules are place in the T3 cargo hold, which can potentially over-fill the cargo hold, allowing a pilot to fly a T3 with an over-full cargohold (i think that there is something to stop this from happening if you undock from station) but in space, there is no constraint, so a pilot could potentially have an unlimited overfill for the cargo by equipping extra mods, replacing sub systems so that the mods are unequipped, and doing this over and over to transport mods w/ a T3 cloak/nullified ship - anywhere, with as many mods as they want. this will take time to do, and you can only use mods that you can put on your T3, but you could potentially fill a cloak/nullified T3 full of mods that could = mins to build a titan
who wouldn't take the time to do this rather than risk running a JF from HS to 0.0 several times ferrying mins to build with? or mods to sell on the market? or a T3 ammo hauler for a fleet?
Again, i didn't test this on sisi, just the potential in theory
****************The fix - make it so that a T3 cannot change subsystem if cargo is overfull********************************
If you make the mods go into the same space the subsystem is then a pilot can overfill the fleet hangar by using yet another location to pull the extra mods from (since the subsystems will only be swapping they will may not cause the subsystem switch from failing due to an overfull fleet hangar)
|
Tzar Sinak
Mythic Heights
61
|
Posted - 2013.11.06 09:31:00 -
[137] - Quote
During the battle of Midway the Japanese planes were caught on the carrier decks by American attackers. The Japanese commander could not decide what combat layout was required prior to the counter attack...
T3 fleet cynos into system an attacks. A wise defending FC recognizes the direction the attack came from and orders several people to disengage reship and scan for the T3 fleet safe. Instead they find yurts. Now the possibility exists that a counter attack occurs while the T3s are switching subsystems and/or mods. I wonder how the T3s will fair? |
Nyancat Audeles
Center for Advanced Studies Gallente Federation
620
|
Posted - 2013.11.08 15:36:00 -
[138] - Quote
I don't think you guys understand how space yurts work. It takes a few shots to push one into reinforced mode, and when it's there, you can't use the fitting service.
All your horrors of T3's refitting to cloaky and running away or bridging are nonsensical. If you would FIGHT a T3 fleet in the first place, you most certainly have the firepower to blow up their space yurt in a matter of seconds, and cripple their fleet. |
Senji Vuran
Traverse Holdings Setting The Universe on Fire
5
|
Posted - 2013.11.08 16:00:00 -
[139] - Quote
Admiral Rufus wrote:CCP Masterplan wrote:With this and the SMA loot drop change, Rubicon is shaping up to be the best wormhole expansion since Apocrypha :) Yes now all you need to do is give secure hanger access in pos's as security is really the main issue now.
This. A thousand times, this. |
Dinsdale Pirannha
Pirannha Corp
1427
|
Posted - 2013.11.08 17:25:00 -
[140] - Quote
Tested T3 fitting from CCP Paradox's Orca. Worked perfectly. |
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Konstantin Panfilov
Alpha Company Darkspawn.
326
|
Posted - 2013.11.08 17:27:00 -
[141] - Quote
I change subsystem and all module off. I don`t like it. |
Weddis
Brutor Tribe Minmatar Republic
0
|
Posted - 2013.11.08 17:46:00 -
[142] - Quote
After subsystem re-fit my turrets were dissaperared :(
|
Kosetzu
S1lver Flame
84
|
Posted - 2013.11.08 17:48:00 -
[143] - Quote
All outward systems that were displayed on the hull dissapeared when I refitted. Worked well with the rest of the refitting. |
Targan Yaken
Wormhole Engineers Greater Realms
27
|
Posted - 2013.11.08 17:54:00 -
[144] - Quote
Swapping out subsystems from the Orca worked without a hitch, in case of slot layout changes the extra module would simply be but into my cargohold.
Refitting that module from cargohold, using the Orca fitting service, also worked without a hitch.
Looking forward to seeing these changes live. |
Vincent Athena
V.I.C.E.
2255
|
Posted - 2013.11.08 20:58:00 -
[145] - Quote
I could swap subsystems just fine. The glitches I did notice:
My guns disappeared from my ship, as seen in space ( they were still fitted, could still be fired). When I changed an offensive system all my modules went offline and had to be manually turned back on. Defensive and electronic refits did not do that. A refit that removed a module: It took about 60 seconds for the module to turn up in my cargo.
The orca providing fitting service, flown by CCP, left before I could finish replacing my drone damage mod. |
Vihura
Rave Technologies Inc. C0VEN
50
|
Posted - 2013.11.11 16:39:00 -
[146] - Quote
Angry Mustache wrote:I feel an important point raised by Laz has been buried by all the exuberance, and this change, along with yurts, has a very significant effect on the meta-game.
this comes from 3 main points.
-All T3's have cloak / interdiction nullifier subsystems, Cloak allows T3's to be bridged in via Black ops, ignoring cynojammers and giving these ships superb mobility. Interdiction nullifier allows T3's to escape from virtually any engagement. The drawback is that using these 2 subsystems cripples the ability of T3's to fight.
-All T3's have excellent combat subsystems. There are arguments to be made about whether Strategic Cruisers are the single most powerful subcap type in a fleet fight, but combat fit T3's are easily able to hold their ground against "conventional" fleets.
-Mobile Depots allow players to refit with no prior preparation, no need to set up a safe tower in advance, or an available station.
This means T3's can refit from Travel to Combat and vice versa in a hostile system without any support/preparation.
So what are the implications of this? Extremely mobile T3 fleets that can be bridged anywhere with a Blops, refit in system to combat for whatever they have to fight, if the fight goes badly, drop yurt in combat and refit to Nullifier to moonwalk out. Once fighting is done or fleet has left field, bridge back with a Black ops.
It all sounds awesome and cool, but I don't believe for a second that this will be "balanced". Traditionally T3's have been balanced by having the possibility to do a lot of jobs, but not all at once. With mobile depots, they basically can do everything at once. This change will completely obsolete Blops battleships and Recons in their combat roles.
If these changes go live as is, expect a massive arms race between all Nullsec Alliances to see who can put together the biggest fleet of black ops T3s. And what is problem exacly? no more afk ratting in deep null space ?
|
Proddy Scun
Renfield Inc
33
|
Posted - 2013.11.15 02:43:00 -
[147] - Quote
This solution is so late that is now Sub-optimal.
What everyone wants now is the T4 version with strategic cruisers having built in fitting service:
where you can load up any number of T3 fits of modules and subsections into your ship
and with a press of a button switch between stored fits in 30 seconds base time (and lowered by 5 seconds per level of Transformer skill).
I understand that there are 3 version of this T4 ship planned: plain, Autobot (with special hauler disguise fitting), and Deceptigon version (with special Noctis salvager disguise fitting)
ROFLMAO
(someone is always unsatisfied with the current solution) |
Udonor
Native Freshfood Minmatar Republic
43
|
Posted - 2013.11.15 03:04:00 -
[148] - Quote
Vihura wrote:Angry Mustache wrote:I feel an important point raised by Laz has been buried by all the exuberance, and this change, along with yurts, has a very significant effect on the meta-game.
this comes from 3 main points.
-All T3's have cloak / interdiction nullifier subsystems, Cloak allows T3's to be bridged in via Black ops, ignoring cynojammers and giving these ships superb mobility. Interdiction nullifier allows T3's to escape from virtually any engagement. The drawback is that using these 2 subsystems cripples the ability of T3's to fight.
-All T3's have excellent combat subsystems. There are arguments to be made about whether Strategic Cruisers are the single most powerful subcap type in a fleet fight, but combat fit T3's are easily able to hold their ground against "conventional" fleets.
-Mobile Depots allow players to refit with no prior preparation, no need to set up a safe tower in advance, or an available station.
This means T3's can refit from Travel to Combat and vice versa in a hostile system without any support/preparation.
So what are the implications of this? Extremely mobile T3 fleets that can be bridged anywhere with a Blops, refit in system to combat for whatever they have to fight, if the fight goes badly, drop yurt in combat and refit to Nullifier to moonwalk out. Once fighting is done or fleet has left field, bridge back with a Black ops.
It all sounds awesome and cool, but I don't believe for a second that this will be "balanced". Traditionally T3's have been balanced by having the possibility to do a lot of jobs, but not all at once. With mobile depots, they basically can do everything at once. This change will completely obsolete Blops battleships and Recons in their combat roles.
If these changes go live as is, expect a massive arms race between all Nullsec Alliances to see who can put together the biggest fleet of black ops T3s. And what is problem exacly? no more afk ratting in deep null space ?
EVE is NOT really intended to be balanced in the sense of EQUALITY. Such games are BORING. EVE flourishes because there are uber fits and yet the option for plenty of people to choose the suboptimal target ships. If you are stupid and unprotected by uber fleets, you will die easy. Just like RL. And yet some such target ships must exist to build the uber fit ships. Pilots who are happy in this role get off on being submissive and sacrificial (carebears). Everyone else not in uber fits is merely an entertaining fool and target. And fools are easily replaced -- "one born every minute in EVE". that's 1440 per day - so fools will never be in short supply. CCP does not need to cater to fools.
Plus I note that even generic fools will get a few T3 kills specifically due to the new rules. Because a few fools will get into T3s. And guess what happens if your refit overloads cargo? Yup that ship will probably be paralyzed target until it can eject excess cargo or move it to the yurt.
Plus think about fleet use of yurts in the midlde of combat. Either the loser leaves behind hundreds of mobile depots or they end up hanging around battlefield for days recovering mobile depots. So either all those mobile depots are lost (and give up some loot) or those T3 fleets will not be very mobile between battles after all.
So if you don't like the MEAN game CCP presents and want to quit -- good riddance and not sorry to see your backside one final time. You will be replaced by the next generation of noobs and not missed. |
Eternal Montage
Frontier Explorer's League Nulli Secunda
95
|
Posted - 2013.11.15 05:56:00 -
[149] - Quote
Angry Mustache wrote:I feel an important point raised by Laz has been buried by all the exuberance, and this change, along with yurts, has a very significant effect on the meta-game.
this comes from 3 main points.
-All T3's have cloak / interdiction nullifier subsystems, Cloak allows T3's to be bridged in via Black ops, ignoring cynojammers and giving these ships superb mobility. Interdiction nullifier allows T3's to escape from virtually any engagement. The drawback is that using these 2 subsystems cripples the ability of T3's to fight.
-All T3's have excellent combat subsystems. There are arguments to be made about whether Strategic Cruisers are the single most powerful subcap type in a fleet fight, but combat fit T3's are easily able to hold their ground against "conventional" fleets.
-Mobile Depots allow players to refit with no prior preparation, no need to set up a safe tower in advance, or an available station.
This means T3's can refit from Travel to Combat and vice versa in a hostile system without any support/preparation.
So what are the implications of this? Extremely mobile T3 fleets that can be bridged anywhere with a Blops, refit in system to combat for whatever they have to fight, if the fight goes badly, drop yurt in combat and refit to Nullifier to moonwalk out. Once fighting is done or fleet has left field, bridge back with a Black ops.
It all sounds awesome and cool, but I don't believe for a second that this will be "balanced". Traditionally T3's have been balanced by having the possibility to do a lot of jobs, but not all at once. With mobile depots, they basically can do everything at once. This change will completely obsolete Blops battleships and Recons in their combat roles.
If these changes go live as is, expect a massive arms race between all Nullsec Alliances to see who can put together the biggest fleet of black ops T3s.
I agree... BUT maybe it won't be the case cuz can't you just D-scan the mobile depots and bring the fight to them as the T3s are waiting for the depots to warm up? It says in their description they take a certain amount of time to activate once deployed but can be scooped instantly. So obviously you'd be able to scan them down and prevent the t3s from even having an opportunity to refit, or perhaps catching them amidst their refit.
I think if this works how I imagine it in my head, mobile depots will be slow and obvious when a fleet is using them. You see local fill up, suddenly you see your d scan fill up with depots, a few dozen t3s appear and disappear, then two minutes later, or however long it will take for the depots to activate you'll see the t3s at the depots again, AND THEN they warp to you. I fail to see the element of surprise. Sure you could get around easily and change fittings which is awesome, but these t3 fleets aren't going to render Blops obsolete. Blops is much faster and sneakier.
Furthermore I don't see how you guys fail to see the counter-play opportunities in this. Depot fights are going to be awesome! https://forums.eveonline.com/default.aspx?g=posts&t=169738 |
Soldarius
Deadman W0nderland Forsak3n.
384
|
Posted - 2013.11.15 15:06:00 -
[150] - Quote
Vyger wrote:Omnathious Deninard wrote:once scooped makes it impractical to hold the subsystems there either. If the mobile depot were to only be able to hold modules, charges, drones, and subsystems but could retain them when scooped it may prove to be an effective change. You basically want to be able to scoop your depot and have it retain its cargo. In other words you want 3000m3 worth of stuff to fit in 50m3 worth of your ship's cargo hold. That doesn't seem completely ridiculous to you?
Can already do it with secure cans. GSC lets you put 3900m3 into 3000m3. But 3000m3 inside 50m3 of your ship's cargo would be pretty ridiculous. I think the point was to allow you to refit those big modules. Not necessarily move them around from system to system. 'Tis a good design choice.
Free Ripley Weaver! |
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