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Thread Statistics | Show CCP posts - 20 post(s) |
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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 -
[31] - 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 -
[32] - 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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Mara Tessidar
Bat Country Goonswarm Federation
983
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Posted - 2013.11.13 19:45:00 -
[33] - Quote
Mobile depots have too much defensive practicality for being so cheap.
Not allowing cynojammers to overlap is dumb and seriously curtails their usefulness. |

Sven Viko VIkolander
Aliastra Gallente Federation
103
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Posted - 2013.11.13 19:50:00 -
[34] - Quote
AFAIK (last time I checked on sisi), you can't name these structures. Would it be possible (i.e., easy to change) to allow at least the mobile structure to be named? I'd like to call it my pleasure hub and put tourists and dancers and enjoyment commodities (cough crash cough) in it and pretend I am having a sweet SPACE PARTY in my mobile structure....etc.... Naming just makes them more personal. |
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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 -
[35] - 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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Valterra Craven
131
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Posted - 2013.11.13 20:14:00 -
[36] - Quote
Can we get a dev to confirm that they only tractor things you "own" (and I guess really this means you created)
AKA: no corp, no blue, no fleet |

M1k3y Koontz
thorn project Surely You're Joking
405
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Posted - 2013.11.13 20:16:00 -
[37] - Quote
Interesting idea with limiting the mobile cyno jammers so they can't overlap, means swaths of these will have holes in them...
No stats on the Ghost Site structures compared to standard ones? :3 How much herp could a herp derp derp if a herp derp could herp derp. |
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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 -
[38] - 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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Tippia
Sunshine and Lollipops
17391
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Posted - 2013.11.13 20:20:00 -
[39] - Quote
Xercodo wrote:You forgot the range links that are vital to letting everyone anchor off the orca and drop directly into its Fleet Hanger while still being able to reach 90% of the belt. Those are some pretty small belts you have thereGǪ 
As for using the tractor unit for group mining, it's a bit too slow to be useful. At any greater distance, it has problems keeping up with even two or three ships, much less a full fleet of them. It only takes one can at a time and moves them at 1km/s. GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Michael Harari
Genos Occidere HYDRA RELOADED
905
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Posted - 2013.11.13 20:26:00 -
[40] - Quote
I tested probing the depots on sisi.
The meta 0 and low meta versions are both very easy to probe. I was able to probe both of them in:
covops 4 helios, t1 probe launcher, faction probes, t1 rig x2, no implants, no midslot modules. <300k sp in scanning (astro 4, supports at 3)
The high meta version was impossible to probe with: covops 4 helios, t2 probe launcher, faction probes, t1 rig x2, 6% strength implant, 3x t2 strength modules, maxed probing skills.
With covops 5 I would have gotten it, maybe with a sisters launcher, and definitely with partial LG virtue set.
I think the low meta version should be a little harder to probe. |

Kahega Amielden
Rifterlings Point Blank Alliance
1046
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Posted - 2013.11.13 20:28:00 -
[41] - Quote
So if I want to kill a <1 million ISK deployable structure i need to shoot it, wait 48 hours, and hope that I come back within 10 minutes of it starting to regen its shields?
That's absurd. Space will be littered with them because they will just not be worth the coordination and effort to take down. They should require some tending to be capable of recharging their shields, and have a 24h reinforcement timer at the maximum. |

Iam Widdershins
project nemesis
835
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Posted - 2013.11.13 20:30:00 -
[42] - Quote
CCP Masterplan wrote:Converting the existing MWDs over to this new system I know you mean Mobile Warp Disruptor because of context, but this is why we players call them "bubbles"  Lobbying for your right to delete your signature |

Michael Harari
Genos Occidere HYDRA RELOADED
905
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Posted - 2013.11.13 20:32:00 -
[43] - Quote
Kahega Amielden wrote:So if I want to kill a <1 million ISK deployable structure i need to shoot it, wait 48 hours, and hope that I come back within 10 minutes of it starting to regen its shields?
That's absurd. Space will be littered with them because they will just not be worth the coordination and effort to take down. They should require some tending to be capable of recharging their shields, and have a 24h reinforcement timer at the maximum.
You know to the second when it will come out of reinforcement. |

adriaans
Ankaa. Nair Al-Zaurak
4
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Posted - 2013.11.13 20:32:00 -
[44] - Quote
What is the duration of the mobile hangar in terms of lifetime? ----True oldschool solo pvp'er---- My latest vid: Insanity IV |

Tippia
Sunshine and Lollipops
17392
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Posted - 2013.11.13 20:37:00 -
[45] - Quote
adriaans wrote:What is the duration of the mobile hangar in terms of lifetime? 30 days it says on the info card. Presumably, this means they have the same behaviour as deployable cans? GÇ£If you're not willing to fight for what you have in GëívGëí you don't deserve it, and you will lose it.GÇ¥
Get a good start: newbie skill plan 2.0. |

Sven Viko VIkolander
Aliastra Gallente Federation
103
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Posted - 2013.11.13 20:44:00 -
[46] - Quote
Kahega Amielden wrote:So if I want to kill a <1 million ISK deployable structure i need to shoot it, wait 48 hours, and hope that I come back within 10 minutes of it starting to regen its shields?
That's absurd. Space will be littered with them because they will just not be worth the coordination and effort to take down. They should require some tending to be capable of recharging their shields, and have a 24h reinforcement timer at the maximum.
Yeah, this is a worry. I think we will end up with far too many depots lying around. AFAIK, you can deploy as many depots as you want on a single character. And AFAIK, they don't decay after any amount of time if not used. This means in a few months alone we are likely going to see a huge amount of depots that 1. no one has an incentive to blow up, and 2. have simply been abandoned.
This could be fixed by :
1. Putting a limit on the amount of active depots per character.
2. Putting a timer on depots so that they decay after not being used after a certain amount of time.
3. Making it easier to destroy them (e.g., a much slower shield recharge, or no shield recharge at all).
I would prefer a combination of 1 and 3 or just 3 by itself by remove shield recharge completely. |
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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 -
[47] - 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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Angry Mustache
GoonWaffe Goonswarm Federation
74
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Posted - 2013.11.13 20:51:00 -
[48] - Quote
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. http://themittani.com -á- your one stop site for all News Eve Related |

Lolmer
Yahoo Inc Caffeine Nicotine and Hate
114
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Posted - 2013.11.13 20:51:00 -
[49] - Quote
CCP Fozzie wrote: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.
That's why I said "Anchoring I", the others appear to require "Anchoring III" as they're more advanced. Anchoring is sub million ISK and trains quickly, plus would bar Trial Accounts from anchoring these and make sense in the lore, since they are being anchored in space. How can I anchor that which I do not know how to anchor? Adding "Anchoring I" is a small price to pay for all gain, unless you're a Trial Account. :) |
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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 -
[50] - 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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Phoenix Jones
Shockwave Innovations Surely You're Joking
253
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Posted - 2013.11.13 20:54:00 -
[51] - 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.
And let's say the gankers bubble your mobile depot... The only person that can scoop it is you, and they know its yours. Lapp they have to do is watchlist and wait for you to login.
I can see smart people getting kills over this
Stabbers are totally broken
http://eve-kill.net/?a=kill_detail&kll_id=15116553
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Altrue
Exploration Frontier inc
703
|
Posted - 2013.11.13 21:00:00 -
[52] - Quote
What happens if the mobile depot is getting shot while it's anchoring. Does it go into reinforced ? G££ <= Me |

Kahega Amielden
Rifterlings Point Blank Alliance
1048
|
Posted - 2013.11.13 21:13:00 -
[53] - Quote
Quote:You know to the second when it will come out of reinforcement.
And the owner has two days to put in a trivial amount of effort to save it, and it costs less than 1 million ISK. Consider that
-You need to spend time finding it and shooting it -You need to keep track of when it comes out of reinforced, and be there exactly when that happens -If the owner logs in pretty much at all you will fail -Even if you do kill it, you will probably have done little good other than costing the other person an absolutely trivial amount of time and money.
Taking one down, as the mechanics exist today, is a giant pain in the ass for no real gain. |
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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 -
[54] - 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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Sofia Wolf
Ubuntu Inc. The Fourth District
269
|
Posted - 2013.11.13 21:16:00 -
[55] - Quote
MCI is fairly pointless because of miserable EHP, excessive onlineing time, and deployment restrictions. MTU is just bad idea as I elaborated here. MD and MSU are all in all good. Overall grade for CCP devs on this mobile structure projects is C-. I hope you do better next time. Jessica Danikov > EVE is your real life. the rest is fantasy. caught in a corporation. no escape from banality. open up yours eyes, peer through pod good and seeeeeee. I'm just a poor pilot, I need no sympathy. because I'm easy scam, easy go, little isk, little know. anyway the solar wind blows... |

Milton Middleson
Rifterlings Point Blank Alliance
386
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Posted - 2013.11.13 21:30:00 -
[56] - Quote
Kahega Amielden wrote: Taking one down, as the mechanics exist today, is a giant pain in the ass for no real gain.
I think that's the point. If they're supposed to facilitate guerilla warfare, they need to be hard to get rid of.
--- Speaking of, does CCP have any ambitions for a larger mobile depot that can store ships effectively? The depot is handy, but something which allows ship storage is really going to be necessary for proper space colonization. |

Vincent Athena
V.I.C.E.
2261
|
Posted - 2013.11.13 21:37:00 -
[57] - Quote
Can someone flagged as criminal use a mobile depot to un-fit modules, so to avoid losing them to CONCORD? Would that be considered evading CONCORD as all the value used in the gank is not subject to CONCORD destruction? In most cases the modules are worth far more then the hull.
Actually thinking about this, the time it takes to unfit all your modules is rather long. I doubt you would get very far before you die. But if I'm out mining and a Tornado warps in and drops a depot; I think Ill leave before it becomes active. But still inquiring minds want to know. http://vincentoneve.wordpress.com/ |

Altrue
Exploration Frontier inc
703
|
Posted - 2013.11.13 21:45:00 -
[58] - 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 |

Kahega Amielden
Rifterlings Point Blank Alliance
1048
|
Posted - 2013.11.13 21:57:00 -
[59] - Quote
Quote:I think that's the point. If they're supposed to facilitate guerilla warfare, they need to be hard to get rid of.
That's fine, but they cost under a million ISK. Even if you go through all the effort of removing one, it's completely and utterly meaningless because they're so easy to replace. Hell, why bother even storing them for the long term? Just bring them out whenever you go roaming, drop it when you need it, and scoop it when you're done. Or just leave it in the off chance you don't have one later.
I can easily see space being absolutely littered with these . |

Vincent Athena
V.I.C.E.
2261
|
Posted - 2013.11.13 22:00:00 -
[60] - Quote
Kahega Amielden wrote:Quote:I think that's the point. If they're supposed to facilitate guerilla warfare, they need to be hard to get rid of.
That's fine, but they cost under a million ISK. Even if you go through all the effort of removing one, it's completely and utterly meaningless because they're so easy to replace. Hell, why bother even storing them for the long term? Just bring them out whenever you go roaming, drop it when you need it, and scoop it when you're done. Or just leave it in the off chance you don't have one later. I can easily see space being absolutely littered with these . Its an issue. Also its been suggested that if you want to have a home in hostile space you use a GSC and store the depot in the GSC. Only bring it out when you want to refit. This has the advantage that the GSC cannot be probed out. http://vincentoneve.wordpress.com/ |
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