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Thread Statistics | Show CCP posts - 20 post(s) |
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CCP Falcon
4502

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Posted - 2013.11.13 17:28:00 -
[1] - Quote
Hello Capsuleers!
CCP Fozzie is here to share more Rubicon goodness with you, and talk to you about the mobile structures that are coming with EVE Online: Rubicon on November 19th.
Check out his latest Dev Blog here, for more details regarding stuff you'll be able to put in space that does fantastic stuff for you, when Rubicon arrives next Tuesday!
CCP Falcon -á || -á EVE Community Team -á || -á EVE Illuminati -á || -á Live Events Organizer
@CCP_Falcon -á || -á-á@EVE_LiveEvents |
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CCP Loktofeit
C C P C C P Alliance
125

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Posted - 2013.11.13 17:34:00 -
[2] - Quote
YES  "...do Eve News 24; it's a very accurate and informative website." - Mara Tessidar |
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CCP Fozzie
C C P C C P Alliance
8304

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Posted - 2013.11.13 18:16:00 -
[3] - Quote
Daedalus II wrote:Two questions:
What will the cyno inhibitor cost (roughly)?
What happens to a cyno that is already up when the cyno inhibitor activates? Between 20 and 30m isk.
That cyno will continue normally until it attempts to start its next cycle, and then be forced to shut off.
Locutus ofBorg wrote:Do we know if NPCs will agro onto tractor structures? NPCs will not attack these structures.
Lair Osen wrote:So how do we get these new structures? I didn't see any mention of BPC dropping or seeding or any other distribution technique mentioned in the Devblog? BPOs for the standard variations of these modules are seeded in NPC stations. The notable one is the Cyno Inhibitor BPO, which is only available for purchase from NPCs in 0.0 stations. The rest are all available widely across empire space.
Naes Mlahrend wrote:So if I complete a site and drop a tractor unit, will it continue to function while I warp to station and grab a noctis? Yes Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Masterplan
C C P C C P Alliance
1403

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Posted - 2013.11.13 18:32:00 -
[4] - Quote
I hope you like our latest work. Looking forward to seeing this hit TQ
Altrue wrote: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. 1) Two days is enough that if you are using it regularly, you'll be reasonably able to defend your stuff (by packing up and moving), but not long enough that we'll end up with wastelands of abandoned depots cluttering up space. The reinforcement is only available once the depot has activated. If you see someone drop one in a fight, you have until it activates to get it below 25%, at which point you can continue shooting it through to armor and then structure. 2) Passive recharge for that range is around 10 minutes or so. 3) No. If you are using it regularly, then you'll surely notice it. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Masterplan
C C P C C P Alliance
1405

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Posted - 2013.11.13 19:36:00 -
[5] - Quote
Syri Taneka wrote:What I'd like to see for a future re-kit of Mobile Warp Disruptors, if possible, would be to work with this new "drag and drop" system, and then have a menu option allowing corp/alliance mates to scoop it later if they so choose (so that you can deploy it quickly, but also don't have to be there to pick it up again). I understand the allowance of others to scoop it is less relevant for t1 smalls, but if I decide to anchor a t2 large on a gate to screen a mining op and I have to log, I don't want to lose my t2 large just because no one else can pick it up again. Converting the existing MWDs over to this new system is definitely one of the things we'd like to do in the new year. It makes a good first technical case for progressing the deployable system design from a personal to group level, for exactly the reasons that you mentioned. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Fozzie
C C P C C P Alliance
8313

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Posted - 2013.11.13 19:42:00 -
[6] - Quote
Lolmer wrote:Shouldn't all of these deployables require " Anchoring I" trained at the least? They are, after all, being anchored in space. This would also disallow Trial Accounts from using them, which is a Good Thing(TM).
The Anchoring skill is required for the two most advanced of these structures (the Cyno Inhib and Siphon). The Depot and Tractor Unit are intended to be fairly entry level so they do not require skills to deploy. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Masterplan
C C P C C P Alliance
1405

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Posted - 2013.11.13 20:08:00 -
[7] - Quote
I think the sisi version has been updated recently to support renaming your own structures, so SPACE PARTY IS A GO "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Masterplan
C C P C C P Alliance
1407

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Posted - 2013.11.13 20:17:00 -
[8] - Quote
It will tractor anything that you have loot rights to "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Masterplan
C C P C C P Alliance
1408

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Posted - 2013.11.13 20:45:00 -
[9] - Quote
Depots will decay 30 days after the owner last interacts with it "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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CCP Fozzie
C C P C C P Alliance
8317

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Posted - 2013.11.13 20:54:00 -
[10] - Quote
Angry Mustache wrote:There seems to be a pretty big dichotomy to the way defense of a depot is handled compared to the defense of a mining POS.
From the patch notes, it seems like a depot owner will be able to scoop a reinforced Depot, then immediately re-plonk it to refresh the timer and put all his stuff back in. In essence, as long as you log in once every two days, your mobile depot and the stuff within is Perfectly Safe.
So for Mobile Depots, being "active" enough to defend your depot perfectly means once every two days.
Compare this to the attention needed to defend a Mining POS from siphons. Where the amount of attention needed by the owner to perfectly defend the POS is every time a siphoning alt logs in. This can be once every day, this can be whenever the siphoner feels like it, it is utterly unpredictable, and thanks to "waste" from a siphon, even if the owner checks on the POS before the siphoner returns, he still loses money.
so, the activity time to defend something that -costs 1 mil -no upkeep -anchors in 45 seconds -requires no skills -can be anchored anywhere -needs to be probed down
is 2 days
The activity time needed to defend something that -costs upwards of a billion -requires ~350 mil in fuel a month -anchored at set locations, requires hours to fully anchor -requires anchoring skills -requires owner to assemble a fleet to defend
is however much a siphoner wants to log in and drop a siphon.
If the Mobile Depot provided anywhere near the strategic value of a POS or provided any income whatsoever that would be an excellent point Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
8320

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Posted - 2013.11.13 21:15:00 -
[11] - Quote
Altrue wrote:What happens if the mobile depot is getting shot while it's anchoring. Does it go into reinforced ?
No, if shot below 25% shield during the activation period it does not enter reinforced mode and can be killed immediately. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
8350

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Posted - 2013.11.14 01:31:00 -
[12] - Quote
Mara Tessidar wrote: These things are functionally unkillable--and not even worth destroying in the first place.
You just solved your own problem by the end of the sentence. Good job. 
We will of course be watching how all these structures are used and adjusting accordingly, but remember there are already "structures" you can drop in high security space that are even more difficult to kill and similarly worthy of destruction (anchored containers).
Also dropping items with the intent to cause lag is against the EULA no matter what the item so I would advise against it. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
8365

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Posted - 2013.11.14 08:33:00 -
[13] - Quote
Vincent Athena wrote: CCP Fozzie, can you answer my questions? Can a pilot flagged as criminal use a depot? Will doing so be considered evading CONCORD as all the assets used in the gank are not subject to CONCORD destruction?
Criminal flagged players are free to access depot services line anybody else, just as they can currently use orcas if they wish.
Unfitting modules doesn't count as evading CONCORD now on an orca, it won't count as evading CONCORD after Rubicon with the depot. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie
http://www.twitch.tv/ccp_fozzie/ |
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CCP Lebowski
C C P C C P Alliance
14

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Posted - 2013.11.14 10:47:00 -
[14] - Quote
Hey all! CCP Lebowski here to trawl the thread and answer questions that fell by the wayside.
Fire'Marshal Bill wrote:The tractor Beam unit, can it be opened by anyone? Pilot only? Corp? Fleet? Shooting grants suspect as mentioned, but is it steal-capable? The Mobile Tractor Unit can only be opened by the owner, but can be killed by anyone. When killed it will drop a proportion of its loot.
Daedalus II wrote:What happens to a cyno that is already up when the cyno inhibitor activates? A cyno that is already up will finish its current cycle then deactivate.
Max Kolonko wrote:Does the fitting service works if the ship has less than 25% shield or during RF? The fitting service does NOT work during the Depots activation or during reinforcement, meaning the best way to stop it being effective is shooting it before it comes online or shooting it into reinforcement once it is. In addition to this, depots cannot be rescooped while they are activating, giving aggressors a chance to kill them before the owner can do anything to save them. CCP Lebowski | EVE Quality Assurance | Team Five-0 |
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CCP Lebowski
C C P C C P Alliance
14

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Posted - 2013.11.14 11:32:00 -
[15] - Quote
Mara Tessidar wrote:I mean, every once in a greeeeeat while, you'll catch somebody onlining a POS. You know, a large structure, immobile, and also (unlike the yurts) at a default warp-in accessible from the drop down menu. POSes also have onlining timers of somewhere between 7 1/2 and 60 minutes or so. It's extremely rare despite all of these, and when it does happen it's usually because the POS was being put up in a populated area (read: warzone).
So...yeah. 1-minute onlining timers. Gonna be loads of yurts blown up during that time period. Oh yeah. Loads. Apologies, I think we have crossed wires here.
My point wasn't that you will happen across pilots onlining Mobile Depots, but that when on grid with a pilot who attempts to deploy mobile depot it will be difficult for them to deploy it without you killing it before its activation is done, or failing that, reinforcing it very quickly, meaning its fitting service is disabled and it would need to be scooped and launched again before being useful.
CCP Lebowski | EVE Quality Assurance | Team Five-0 |
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CCP Lebowski
C C P C C P Alliance
14

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Posted - 2013.11.14 13:13:00 -
[16] - Quote
Zircon Dasher wrote:Does this mean I should bug report fitting services working during reinforcement?
Because, as of last night, it was doable on SISI. Singularity was updated this morning and on the newest build this is working as I outlined. However if you find anything else you think is incorrect or contradicts anything we've said, please do report it and I'll look into it.
CCP Lebowski | EVE Quality Assurance | Team Five-0 |
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CCP Lebowski
C C P C C P Alliance
27

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Posted - 2013.11.14 17:24:00 -
[17] - Quote
Hey Folks,
After reading through your concerns about the small window of opportunity for destruction after a Mobile Depot exits reinforcement, CCP Fozzie has decided to significantly slow down the shield recharge rate of all Mobile Depots.
Therefore, the total shield recharge time of the Mobile Depots has been extended to 24 hours. This means it takes around 3.5 hours to recharge 25% of its shield.
We hope this alleviates some of your concerns and thanks again for your continued feedback! CCP Lebowski | EVE Quality Assurance | Team Five-0 |
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CCP Fozzie
C C P C C P Alliance
8400

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Posted - 2013.11.18 14:26:00 -
[18] - Quote
Udonor wrote:I'd like to ask if the rumor is true. That the mobile tractor is a signal CCP is ready to return to the dominance of BS jetcan mining. That CCP is ready to return to its original concept of a 100% PVP game with economic factors forcing most player activity into nullsec or wh. And that the era of special non-combat ships like mining barges as practical ships is over except in deepest sovereign terrorities under heavy guard.
That soon the only legimate player corp activities in hi sec will be enforcing Empire sovereignty as part of faction militia -- mission vs NPC rats or faction bountied players and player corps. That Empire NPC corps finally exert their faction sovereignty and have CONCORD flag any miner that is not part of correct NPC corp with criminal bounty for mining faction owned roids and ice -- cumulative bounties of 10% of what is mined. Similar for missioning and exploriing Empire resource sites. Rookie NPC corp taxing at 35% and player holding corps taxing at 50-60% for mining faction roids and ice. That CONCORD will be dissovled.
Please Please Please tell me its time to cry Havoc and loose the dogs of unending PVP war. No one should play who does not have a wardec state wherever they go ....except sovereignty conquered player territory.
What is this I don't even...... Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Fozzie
C C P C C P Alliance
8429

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Posted - 2013.11.20 15:34:00 -
[19] - Quote
xttz wrote:Quote:It's worth noting that this activation time is affected by time dilation, so the structures do not become more powerful in larger fleet fights than they are in other situations. Is the reinforcement timer on mobile depots affected by tidi?
No it is not. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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CCP Masterplan
C C P C C P Alliance
1532

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Posted - 2013.11.26 14:36:00 -
[20] - Quote
Just a quick post to acknowledge the feedback regarding the closest/furthest tractor beam behavior. I can't commit that anything will change, but it is being looked it. "This one time, on patch day..." CCP Masterplan -á| -áTeam Five-0: Rewriting the law |
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