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SurrenderMonkey
Space Llama Industries
37
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Posted - 2013.11.13 18:40:00 -
[1] - Quote
Paul Otichoda wrote:As a high sec player (got a problem with that?) I do wonder how the upcoming mobile depot will affect high sec operations.
While I can see the use for it in low and null (even WH space for mini operation) I just don't see that it will be useful for high sec operations. The fact is that in high sec we have enough stations that personal storage and fitting services aren't really needed. Unless of course you are trying to RP as a fully independent survival type.
So what will be the use of the mobile depot in high sec apart from blueprints to buy and make for null sec players
I can't tell if you're genuinely asking a question, or just complaining about a perceived lack of use for a new feature in high sec. |

SurrenderMonkey
Space Llama Industries
37
|
Posted - 2013.11.13 19:03:00 -
[2] - Quote
Paul Otichoda wrote:
...its just I feel the depot is a bit too situational to be used in high sec.
You're absolutely right, and you accurately identified the problem, earlier:
Paul Otichoda wrote: The fact is that in high sec we have enough stations that personal storage and fitting services aren't really needed.
Hi sec gives away so much for free that it obviates eliminates the need for new features like this.
The solution is to nerf high sec. |

SurrenderMonkey
Space Llama Industries
37
|
Posted - 2013.11.13 19:18:00 -
[3] - Quote
But seriously, this is some real entitlement-bear ****, here.
CCP: Hey we've got some new structures that will be useful for certain styles of play.
You: But... but that's not very useful to my style of play. What gives, CCP?
Not every feature has to be of equal use to every player. You happen to have a play-style in which you have abdicated responsibility for many of the basic survival and sufficiency functions to NPCs, therefore new features that provide support for self-sufficiency are of relatively limited use to you. That's how it's supposed to be.
Frankly, they should use a weapon timer to prevent instant refits mid-combat, too - at least in the case of mobile depots. Missions are already trivial enough - no need to make them even easier. |

SurrenderMonkey
Space Llama Industries
41
|
Posted - 2013.11.13 23:38:00 -
[4] - Quote
Hypercake Mix wrote:Find depot, shoot depot? Pretty hard to care about 15 minute suspect timers, even in high-sec.
While I'm generally in favor of shooting anything at any time, the depots have a 48 hour reinforcement mode that would make that rather futile. |
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