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Author |
Thread Statistics | Show CCP posts - 20 post(s) |
Altrue
Exploration Frontier inc
703
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Posted - 2013.11.13 18:19:00 -
[1] - Quote
That's a great addition to the game, almost as important as modular POSes (almost :p), so good work
But I got a few questions : 1- I understand the mechanic and meaning behind the mobile depot, but what was exactly the goal behind the two days timer ? No fuel needed, no cargo 'lock' during reinforcement, no control over exit reinforcment time... Don't you think that the defender is (too) heavily favorised ?So heavily that nobody would ever bother shooting the structures ? The absence of structure lock in reinforcement also means that if a player, in the middle of a fight, drops a mobile depot, you just have no ways to prevent him from using it. Apart from killing him of course
2- Along with the "why would we bother shooting it" is also the question of how long will the depot stay between 0 and 25% shields ?
3- Is there a mail to warn the defender about his depot being attacked ?
4- Are NPCs shooting the depot and any other new deployable structure in general ? EDIT : Answered : NO. G££ <= Me |
Altrue
Exploration Frontier inc
703
|
Posted - 2013.11.13 18:54:00 -
[2] - Quote
CCP Masterplan wrote:I hope you like our latest work. Looking forward to seeing this hit TQ Altrue wrote: 2- Along with the "why would we bother shooting it" is also the question of how long will the depot stay between 0 and 25% shields ?
2) Passive recharge for that range is around 10 minutes or so.
Not sure if this is the right place to discuss balance discussions but don't you think that a ten minuts window after 48 hours is a tad short ? :D G££ <= Me |
Altrue
Exploration Frontier inc
703
|
Posted - 2013.11.13 21:00:00 -
[3] - Quote
What happens if the mobile depot is getting shot while it's anchoring. Does it go into reinforced ? G££ <= Me |
Altrue
Exploration Frontier inc
703
|
Posted - 2013.11.13 21:45:00 -
[4] - Quote
Currently two tractor units at range of eachothers end up, at some point or another, to exchange their wrecks repeatedly. Is it an inteded mechanic to prevent the use of multiple tractor structure at the same point ? G££ <= Me |
Altrue
Exploration Frontier inc
704
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Posted - 2013.11.13 22:33:00 -
[5] - Quote
If I fly a pimped ship in PvE (or incursions) and I have pre-anchored a mobile depot near me, I can just drop my stuff there before dying. Sweet !
And you said that a marauder soloting incursions was OP, but this... THIS is OP :D
In a PvP situation it would be cool that, if the mobile depot is in reinforced, you can only TAKE stuff from it, not being able to store anything. It would at least solve the issue of saving your fitting if you had a pre-anchored depot.
In a PvE situation however, I don't see how you could prevent people from unfitting and dropping all their fit into the depot before dying. But bypassing part of death consequences like this seems really bad imo.
Edit : Vincent Athena wrote:Altrue wrote:Currently two tractor units at range of eachothers end up, at some point or another, to exchange their wrecks repeatedly. Is it an inteded mechanic to prevent the use of multiple tractor structure at the same point ? Think big: 10 tractor units and 10 wrecks. Or 100. Or 1000. Or lagging out Jita.
I need to make a video of dancing wrecks in accelerated speed now ! G££ <= Me |
Altrue
Exploration Frontier inc
704
|
Posted - 2013.11.14 07:06:00 -
[6] - Quote
Vincent Athena wrote:M Thomas wrote:So how many Depots can a single pilot deploy in space at the same time?
I'm thinking about a situation where a group of Carriers and Dreads are jumped while running a Sleeper site in wormhole space in their "home" system. They know they will die, deploy depots, wait 1 minute, start unfitting expensive mods. Now that loot is locked away in containers with 48 hour timers on them that can be scooped by the owners whenever they are out of danger. If you are jumping carriers in W and see a depot appear, shoot it before it activates. Depots have to be 5 km apart, so that limits the number a pilot can use i the short time available before dieing. Also if there are two carriers near each other they may not be able to both deploy depots.
Who said that they would have to start anchoring things during the fight ? Nope. Here is a better plan for wormholers :
1- At the beggining of your PVE activities on a site, have the carrier anchor a mobile depot with all the dreads around it. 2- Have a subcap ship put the depot in reinforced just because you can. 3- If something bad happens like PVP or PVE failure, just unfit everything, put it all into the carrier corp hangar bay. The carrier then puts the stuff into the mobile depot and everything is secure ! (Might be more complicated with capital modules but other very expensive and small modules can be saved) 4- ??? 5- Profit
3B - If nothing bad happens, just scoop back the mobile depot into your cargohold. 4- Move on to the next site, repeat. G££ <= Me |
Altrue
Exploration Frontier inc
704
|
Posted - 2013.11.14 08:43:00 -
[7] - Quote
Tau Cabalander wrote:Milton Middleson wrote:What horrible abuse is going to result from the depot? It does two things: stores gear/loot and allows for in space refitting. Both of which are intended and hardly qualify it for the "swiss-army" moniker. I would be disappointed if there isn't already a GARPA team working on answering your question. Some new things others have already mentioned, that might not have been intended: * Chance to save one or more high-value modules before destruction. * Being able to swap ECM modules for the target's weaknesses. A gatecamp Falcon's wet-dream. * A very large drone bay.
That's the point. The mobile depot is a very nice structure, but it also enables too many game-breaking possibilities. Saving your stuff comes in first position, ECM in second.
The reason why POS bashing in WHs was frustrating was because SMAs did not dropped loot anymore. With the ability for pilots to unfit before dying as long as they have an anchored structure (which can be done as a security measure before any attack) it negates two important points of PvP in eve : 1- Killmails nerfed because isks destroyed are reduced 2- pvp loot is reduced. bonus 3- Huge buff to ECM when your gank is static.
And this is really, really bad. G££ <= Me |
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