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stoicfaux
3784
|
Posted - 2014.01.03 19:54:00 -
[1] - Quote
Summary: A ship module that increases warp speed and that consumes charges to operate.
The Rubicon warp speed changes are a big deal (especially for OCD efficiency obsessed mission/isk runners.) We have implants and rigs that increase warp speed. Why can't we have a module to increase a ship's warp speed?
A module that consumes charges would be a good thing because: a) modules are more flexible than implants or rigs b) consumables are isk sinks c) consumables are good for industry d) consumables are good for PI e) it would make long distance traveling more convenient (at least until CCP designs a transport that can efficiently carry rigged ships long distances.)
Hi, Med, or Low Slot? Could be any, some, or all. A low slot is the obvious choice since lows are power related, until you realize that prop mods and "computers" and cap boosters fit in the mids. A high slot would also make sense in terms of "navigation sensors" or if the WASABI is a "remote repair" module that tweaks your warp field as you fly in order to make warp faster.
WASABI: -áWarp Speed Module
|

Batelle
Komm susser Tod
1115
|
Posted - 2014.01.03 20:16:00 -
[2] - Quote
i like it. You could click it once, consuming a charge, and if you enter warp during the cycle time, your ship would have that higher max speed during the warp.
Except, its not an isk sink if its built by players using harvestable resources (except for taxes and blueprint costs). "CCP is changing policy, and has asked that we discontinue the bonus credit program after November 7th. So until then, enjoy a super-bonus of 1B Blink Credit for each 60-day GTC you buy!"
Never forget. |

Leyete Wulf
Dark Fusion Industries Limitless Inc.
11
|
Posted - 2014.01.03 21:17:00 -
[3] - Quote
I love it, but I think there's room for some variations. A passive that increase warp speed by a few percent. An active that while active increases warp speed by a few more percent. And an ancillary module where if its on you burn a charge every time you go to warp (with like 5 charges a 1 minute reload)
Also I think an ancillary and/or active warpstab that gives you 30 seconds of increased warp stability and holds a single charge or has a long cooldown. |

Noxisia Arkana
Deadspace Knights
33
|
Posted - 2014.01.03 22:02:00 -
[4] - Quote
Since warp speed really matters, this would be nice. It could certainly have interesting applications all over eve, without being too OP.
Although, an interceptor with warp implants that also has this 'increase warp speed' module is going to just burn through systems.
I think it should be a highslot. Give that Orca some love. |

Col Arran
Concordiat Spaceship Samurai
184
|
Posted - 2014.01.19 22:08:00 -
[5] - Quote
stoicfaux wrote:Summary: A ship module that increases warp speed and that consumes charges to operate.
The Rubicon warp speed changes are a big deal (especially for OCD efficiency obsessed mission/isk runners.) We have implants and rigs that increase warp speed. Why can't we have a module to increase a ship's warp speed?
A module that consumes charges would be a good thing because: a) modules are more flexible than implants or rigs b) consumables are isk sinks c) consumables are good for industry d) consumables are good for PI e) it would make long distance traveling more convenient (at least until CCP designs a transport that can efficiently carry rigged ships long distances.)
Hi, Med, or Low Slot? Could be any, some, or all. A low slot is the obvious choice since lows are power related, until you realize that prop mods and "computers" and cap boosters fit in the mids. A high slot would also make sense in terms of "navigation sensors" or if the WASABI is a "remote repair" module that tweaks your warp field as you fly in order to make warp faster.
I'd remove point b they're not really ISK sinks as the only ISK that is removed is the cost to manufacture and the cost of the original blueprint and those are such low costs that you can barely qualify them as a trickle |

Hesod Adee
Kiwis In Space
247
|
Posted - 2014.01.19 22:13:00 -
[6] - Quote
Noxisia Arkana wrote:Although, an interceptor with warp implants that also has this 'increase warp speed' module is going to just burn through systems.
If the fuel is bulky enough, interceptors will only have enough cargo space to use it when it's really necessary.
I'd suggest giving freighters whichever slot this module goes in. |

HandelsPharmi
Science and Trade Institute Caldari State
156
|
Posted - 2014.01.19 22:30:00 -
[7] - Quote
[x] Vote for a low slot!
There should be the difficult choice between Inertias, Warpcore Stabs or Damage Control :D |

stoicfaux
3846
|
Posted - 2014.01.19 22:52:00 -
[8] - Quote
Col Arran wrote:I'd remove point b they're not really ISK sinks as the only ISK that is removed is the cost to manufacture and the cost of the original blueprint and those are such low costs that you can barely qualify them as a trickle Plus broker taxes to sell them. And the NPC taxes on PI if PI items are required. Having a plethora of little isk sinks isn't a bad thing (nickle & dime versus gouging.)
WASABI: -áWarp Speed Module
|

stoicfaux
3846
|
Posted - 2014.01.19 22:54:00 -
[9] - Quote
Hesod Adee wrote:Noxisia Arkana wrote:Although, an interceptor with warp implants that also has this 'increase warp speed' module is going to just burn through systems. If the fuel is bulky enough, interceptors will only have enough cargo space to use it when it's really necessary. I'd suggest giving freighters whichever slot this module goes in. Plus, the module could simply not be available for certain ships classes. After all, we have the precedent of MJDs only being available to battleships.
WASABI: -áWarp Speed Module
|

Gimme more Cynos
Science and Trade Institute Caldari State
122
|
Posted - 2014.01.19 23:25:00 -
[10] - Quote
Dat name :D
Well done sir, +1. |

Arthur Aihaken
The.VOID
2795
|
Posted - 2014.01.20 01:18:00 -
[11] - Quote
Meanwhile, as every ship passes the bulk freighters still aligning to the gate... I am currently away, traveling through time and will be returning last week. |

Endovior
Osmosis Inc Li3 Federation
156
|
Posted - 2014.01.20 02:22:00 -
[12] - Quote
I like this. Now that warp speed is relevant, being able to modify it would be a worthwhile thing to do. |

Arthur Aihaken
The.VOID
2799
|
Posted - 2014.01.20 03:36:00 -
[13] - Quote
Noxisia Arkana wrote:Although, an interceptor with warp implants that also has this 'increase warp speed' module is going to just burn through systems. 'Not installable on Interceptors.' I am currently away, traveling through time and will be returning last week. |

Altered Ego
Deep Core Mining Inc. Caldari State
36
|
Posted - 2014.01.20 04:08:00 -
[14] - Quote
+1
This is a great idea, espcially with the warp speed changes.
I guess a family of mid-slot modules for each of the hull sizes (small/medium/large - screw cap ships) would be a great idea. Also, it would have to have fairly high fitting reqirements ... say equal CPU and 1.5 times the PG of a MWD.
It wouldn't be too unbalencing because any ship using it would loose a mid slot. That's important because at first glance, the ship that has most to gain from this would be an inty, but any inty that looses a mid is pretty crippled. |

Endovior
Osmosis Inc Li3 Federation
156
|
Posted - 2014.01.20 06:45:00 -
[15] - Quote
Altered Ego wrote:I guess a family of mid-slot modules for each of the hull sizes (small/medium/large - screw cap ships) would be a great idea. Also, it would have to have fairly high fitting reqirements ... say equal CPU and 1.5 times the PG of a MWD.
It wouldn't be too unbalencing because any ship using it would loose a mid slot. That's important because at first glance, the ship that has most to gain from this would be an inty, but any inty that looses a mid is pretty crippled.
I don't feel that high fitting requirements are needed for this, particularly not '1.5 times the PG of a MWD'. It's a fairly narrow and situational advantage, and was initially proposed to consume bulky fuel. Spending a midslot is already enough of a tradeoff, you don't also need to gobble up a bunch of fitting space in the process.
I'd be in favor of having it as a one-size-fits-all midslot, with modest fitting requirements. The speed boost should probably be absolute, rather than proportional, since people seem to specifically be scared of ridiculous-speed interceptors; the latter can still benefit from this, but it's really a module designed for big ships to keep up with smaller ones. Having it simply add +1 AU/s would accomplish that, without also unduly distorting interceptor speed. |

Janna Windforce
EVE University Ivy League
57
|
Posted - 2014.01.20 06:57:00 -
[16] - Quote
It would make trekking in BS a bit less painful. Do want. |

Schmata Bastanold
Black Rebel Rifter Club The Devil's Tattoo
1300
|
Posted - 2014.01.20 08:02:00 -
[17] - Quote
Make it burn ISK - for example 1mil / 1 AU for 1 % of boost. Warping between some gates with 100% boost would cause quite nice ISK sink :) I am not my skills but... http://eveboard.com/pilot/Schmata_Bastanold |

JetStream Drenard
EVE University Ivy League
0
|
Posted - 2014.02.04 20:47:00 -
[18] - Quote
+1 great idea! |

PinkKnife
Future Corps Sleeper Social Club
447
|
Posted - 2014.02.04 21:02:00 -
[19] - Quote
stoicfaux wrote:Summary: A ship module that increases warp speed and that consumes charges to operate.
The Rubicon warp speed changes are a big deal (especially for OCD efficiency obsessed mission/isk runners.) We have implants and rigs that increase warp speed. Why can't we have a module to increase a ship's warp speed?
A module that consumes charges would be a good thing because: a) modules are more flexible than implants or rigs b) consumables are isk sinks c) consumables are good for industry d) consumables are good for PI e) it would make long distance traveling more convenient (at least until CCP designs a transport that can efficiently carry rigged ships long distances.)
Hi, Med, or Low Slot? Could be any, some, or all. A low slot is the obvious choice since lows are power related, until you realize that prop mods and "computers" and cap boosters fit in the mids. A high slot would also make sense in terms of "navigation sensors" or if the WASABI is a "remote repair" module that tweaks your warp field as you fly in order to make warp faster.
I think I'd rather see it as a script for a MWD. Absorbs more cap when fitted but passively increases warp speed, or non scripted to normal usage. |

Deadonstick
Protagonists Of Doom
1
|
Posted - 2014.02.05 19:36:00 -
[20] - Quote
I like the idea, although making it consumable-only seems a bit stupid. You're already sacrificing a slot for it and you already need to buy the module.
I think it's generally a better idea to give it a moderate warp speed increase normally, and have it increase warp speed much more heavily when consuming a charge. |

Nykala
L.L.A.M.A.
16
|
Posted - 2014.02.05 19:48:00 -
[21] - Quote
Hmm I like it. + 1 for the name too.
A sidestep idea could run it as a new type of highslot gang link that operates with fleet warps. Wing/squad commander tells all to align to (...) fires the gang link, all who make it through fleet warp in that radius that still ties the ships in the same warp field gets the bonus. |

Maximus Aerelius
PROPHET OF ENIGMA
1222
|
Posted - 2014.02.06 13:18:00 -
[22] - Quote
I actually like this idea and am for the [Mid Slot] as it's an active propulsion mod. Mid slots are valuable but should it use fuel...I don't know. MJD's don't but they do suck quite a bit of cap and require a minimum of cap to activate so maybe this could be applied instead of using fuel.
I also agree with exempting Interceptors and Freighters from using these. Inty's because WOAHMOFO warping and Freighters because they don't have slots and shouldn't have.
I agree that the AU\s warp speed changes in Rubicon were long overdue and really shook up the sand in the pit (only a good thing) so I see this as being an option with a module that has promise.
+1
EDIT: Also perhaps restricting it to only 1 per ship might be an idea. Fast Character Switching "XP Stylee" Undocking - More Routes Out of Station Here's my tear jar > |_| < Fill 'er up! |

Centis Adjani
The Scope Gallente Federation
60
|
Posted - 2014.02.06 13:36:00 -
[23] - Quote
+1 Like! The modules should give a 75% increase in Warp Speed in Minimum. And may be only usable in ships with a Warp Speed lower than 3.0 or 2.5.
But... really must ask, why should CCP implement this? The devs implemented the WS nerf for BS and BC some weeks ago, to annoy the BC and BS pilots. To double and triple the time one need to run missions, Epic Arcs and Anom Escalations. With a module like this the annoyance would go away, so this will never become implemented.
|

Kenrailae
Mind Games. Suddenly Spaceships.
168
|
Posted - 2014.02.07 04:14:00 -
[24] - Quote
I don't care what this module actually does or not. Any time I can fit some WASABIIII!!!! To my ship, I'm thrilled! :D The Law is a point of View |

Koniforous
Tauren Transit My Other Laboratory is a Distillery
16
|
Posted - 2014.03.29 05:03:00 -
[25] - Quote
HandelsPharmi wrote:[x] Vote for a low slot!
There should be the difficult choice between Inertias, Warpcore Stabs or Damage Control :D
This 5% Interest Rate on all investments. More info: https://forums.eveonline.com/default.aspx?g=posts&t=322582&find=unread |

Nariya Kentaya
Phoenix funds
1156
|
Posted - 2014.03.29 06:45:00 -
[26] - Quote
Batelle wrote:i like it. You could click it once, consuming a charge, and if you enter warp during the cycle time, your ship would have that higher max speed during the warp.
Except, its not an isk sink if its built by players using harvestable resources (except for taxes and blueprint costs). when buying consumables, especially ones for necessary modules (like when traveling battleships) taxes can up VERY quickly, nothing to scoff at, especially when you consider the thousands of players buying them. |

Jacques-Benigne Bossuet
The Amarran Ecumenical Council
6
|
Posted - 2014.04.18 22:27:00 -
[27] - Quote
Biggest objection is "Inty's shouldn't be able to fit this because... inty's are op" why not allow the fit....
BUT! Because the WASABI overclocks a ships warp core (etc... fancy technical fluff) high preformance warp ships (read Inty's) may experience some adverse effects from the extra heat. Module has normal bonus on Inty's but cancels out the Dictor Nullification buff and suffer from sig bloom (put these debuffs on a timer, if it is an active mod).
Meaning with an Interceptor, you can equip this module warp stupid fast... and be able to be caught in a bubble, or warp per normal, and be un-bubbleable "An adventure is only an inconvenience rightly considered. An inconvenience is an adventure wrongly considered." G. K. Chesterton
|

Gully Alex Foyle
Black Fox Marauders Repeat 0ffenders
118
|
Posted - 2014.04.19 01:38:00 -
[28] - Quote
+1 and no real need to exclude inties, imo.
They already burn thru most systems anyway, the greatest time is spent in deceleration (which is already capped) and jumping/loading grid in the next system. Even 2x inty warp speed still wouldn't change things much because of these two fixed timespans. |

Jerome Gouillot
Pangalactic Frontline Supply Agency
21
|
Posted - 2014.04.19 09:56:00 -
[29] - Quote
freighters? |

A4443 Suicide Gank
Center for Advanced Studies Gallente Federation
2
|
Posted - 2014.04.19 11:22:00 -
[30] - Quote
+1, because if i travel from my home system to my mission hub, it takes forever with a battleship.
when it is a module, then you can just drop of another module and fit it, activate it and get faster to your terminal destination :) |
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