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Photon Ceray
The Scope Gallente Federation
182
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Posted - 2013.11.04 23:04:00 -
[1] - Quote
1- being able to anchor them at gates or near stations is broken, can be abused in so many ways, and cause tremendous lag.
2- can't rename them, why?
3- the meta 1 depot is too easy to scan even with the shitiest of scanning skills. this makes them completely pointless for anyone who wants to venture into dangerous territory. in safe territory you have stations where you can dock and store stuff.
4- the meta 2 and 3 are rare drops from low-null-wh sites, this will make their price in hundreds of millions if not billions. their only advantage being harder to scan out. the cost to benefit ratio is ridiculously small.
5- fleet members can't use them, so when a gang needs to refit you'll have 100-500 people dropping depots, therefore TIDI and LAG.
6- they can be abused by larger groups of players to artificially induce tidi or lag by dropping hundreds of those to buy time for their reinforcements to arrive.
7- they have the same model and textures!
Conclusion: they're terrible in their current state.
Solution:
1- make the meta 1 depot worthwhile for basic needs. increase sensor strength to 25, so that only a dedicated scanner can find them.
2- the meta 2 should have a much bigger advantage than just sensor strength. upgrade the latter to 50, increase storage to 5000. give it a different texture.
3- meta 3 one should be near impossible to scan, 75 strengh, smaller signature (40m) significantly higher storage (8k), the best model, stealth themed. only someone with maximum scanning skills and a specialized scanning ship should ever be able to find those, and only occasionally.
4- make a fleet mobile depot that can be accessed by all members of a fleet, and punish any group that abuses depots to induce lag/tidi.
5- make a reasonable cost to reward ratio!
the current state of depots is that of a half assed unfinished feature thrown into the game like so many others. |
Tzar Sinak
Mythic Heights
60
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Posted - 2013.11.05 01:14:00 -
[2] - Quote
Please make them tough to scan. |
Bienator II
madmen of the skies
2148
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Posted - 2013.11.05 01:28:00 -
[3] - Quote
remove them from dscan |
Salpun
Global Telstar Federation Offices Masters of Flying Objects
654
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Posted - 2013.11.05 03:07:00 -
[4] - Quote
Though we could only deploy one per character per system currenly you can deploy as many as you wont on each grid. |
Sable Moran
Moran Light Industries
253
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Posted - 2013.11.05 11:40:00 -
[5] - Quote
Photon Ceray wrote:6- they can be abused by larger groups of players to artificially induce tidi or lag by dropping hundreds of those to buy time for their reinforcements to arrive.
Deliberately causing lag is not allowed. If you see something like that petition it and the problem will go away. This also applies to your fifth point so better to just wait until CCP releases a fleet depot or refit using carrier. |
xttz
GoonWaffe Goonswarm Federation
265
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Posted - 2013.11.05 14:44:00 -
[6] - Quote
Photon Ceray wrote:1- being able to anchor them at gates or near stations is broken, can be abused in so many ways, and cause tremendous lag.
Being able to use ships around gates and near stations can cause tremendous lag. Let's ban ships!
Photon Ceray wrote:5- fleet members can't use them, so when a gang needs to refit you'll have 100-500 people dropping depots, therefore TIDI and LAG. Or perhaps fleets will use the proper options available to fleets, namely starbases and capital ships. I can't imagine how annoying it is to have 100+ ships trying to launch their personal depots 6km apart from each other in any efficient manner.
Photon Ceray wrote:6- they can be abused by larger groups of players to artificially induce tidi or lag by dropping hundreds of those to buy time for their reinforcements to arrive.
Brief overview of things that can potentially be abused by large groups of players to induce tidi or lag:
- Jumping through gates repeatedly
- Firing weapons
- Using large numbers of drones
- Joining/leaving fleet repeatedly
- Launching jetcans en mass
- Launching ships from SMAs
- Launching starbase mods en mass
- Playing EVE: Online
- Terrible posting*
Photon Ceray wrote:7- they have the same model and textures! Really? So do all SMAs on starbases. So do all jetcans/anchorables.
Photon Ceray wrote:Conclusion: they're terrible in their current state.
Conclusion: hurrrrrrrrrrrrrrrrrr
*not really, but please refrain from further attempts |
Photon Ceray
Damascus Enterprise
187
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Posted - 2013.11.07 11:40:00 -
[7] - Quote
Mobile depot really needs to allow fleet member usage.
When someone works with multiple alts I need to have the storage SHARED instead of having to warp every alt and jet can all the time, that is REALLY dumb!
Also, it's ridiculous to have to anchor a depot with every one of my alts for a simple change of fit!
Dear Developers, your restriction on fleet usage has only NEGATIVE impacts on the game play! |
Photon Ceray
Damascus Enterprise
187
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Posted - 2013.11.07 11:47:00 -
[8] - Quote
Also, MUST be able to name them! when there are multiple mobile depots on the overview it's impossible
Also, give them an icon different from beacons for pete's sake!
The state of mobile depots is a disaster, if this makes it into the final release as it is no SiSi then rip! |
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