
valthyr
No Code of Conduct Fluffeh Bunneh Murder Squad
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Posted - 2014.01.09 11:50:00 -
[1] - Quote
Okay normally I don't even bother taking the time to comment on new material because it seems that while the majority of people who post comments on new material tend to agree, CCP tends to not listen and just do what they want anyway, However this time around I feel that it is necessary to actually provide an inkling of feedback after having played on the test server.
CCP Fozzie wrote: Mobile Micro Jump Unit
This baby does pretty much exactly what the name implies. When active, any player within range can use it to launch their ship 100km in the direction that the ship is travelling when it makes use of the structure. It has no cooldown or limit to how many ships can use it at once, but it does have a spoolup time just like the MJD module. This spoolup duration is not modified by skills and on the base structure it is 12s (just like the MJD module would be if you could use it without skills).
The actual Micro Jump effect works exactly the same as the effect from the module. So during the cycle you go full throttle in one direction with a sig radius penalty, it can't be cancelled, scrams prevent you from jumping, it preserves speed on landing, all that jazz. You only have to be within range of the structure at the start of the micro jump cycle, not at the end. If the structure is destroyed during your spoolup time, you do not get launched. Since the MJU has no cooldown, a player can start the jump cycle from a Micro Jump module or MJU immediately after finishing a previous jump facilitated by a different MJU.
There will be mass restrictions to prevent caps and supercaps from using it, but everything else is fair game. We are currently planning to set the mass restrictions such that freighters can use it but anything larger is blocked. Like I mentioned above, it is usable by everyone and is not restricted to the owner or their corp/fleet. This means you can feel free to use it to try and escape, but your assailant is also free to use it to follow you.
Like the Cynosaural Inhibitor and the Siphon Unit, the MJU is a single use structure. Once dropped it can never be scooped and will stay in space until it either gets blown up or finishes its lifetime.
Right now we have the base version set to 20s module activation time, 48hr lifetime, 25k ehp (mostly structure), 50m3 volume and a build cost of about 1m isk. Micro Jump spoolup is 12s like an unskilled MJD. Current activation range is 2500m but we're already leaning towards expanding that. It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 6km of another MJU.
I mean really I get the idea that you want to add new content, but is it really necessary to add a structure that merely mimics the effect of a module that is already in the game and has been restricted to a single ship class that has been and still is slow as all hell and tends to need an easy solution for traveling short distances in a quick matter.
Instead of the MMJU why not just remove the ship class restriction from the MJD? It occurs to me that it would be easier to just remove the restriction rather than programming in an entire structure that is greatly overpowered by not having a skill requirement or any restrictions on whom can access it. In doing so you are still allowing the same end result even if it is a bit more limited as it only expands on fitting options for current ships, (thus expanding skill requirements to achieve the same effect) as opposed to enabling the feature for every ship within range without the need for skills or having modules fit.[/quote]
CCP Fozzie wrote: Mobile Scan Inhibitor
This structure prevents anything inside its 30km radius from appearing on either DScan or Probe Scans. The Scan Inhibitor structure itself however does show up on both types of scan and is very easy to probe down. So you can prevent people from knowing what is inside it but you can't prevent people from knowing that something is there.
Players inside the radius of the structure will be able to scan as normal, except that they won't get scan results from anything that's right beside them inside the radius.
Another single use structure, no rescooping. Current stats are 60s activation time, 2h lifetime, 45k ehp (once again mostly structure), 50m3 volume and a build cost of ~5m isk. Like I said above, it has an effective radius of 30km, meaning that even if you're at the edge, someone warping to 0 on it can still catch you fairly easily, especially with inties. Can't be deployed within 75km of gates or stations, or within 40km of control towers. Can't be deployed within 40km of another scan inhibitor so you can overlap them but you can never use one to mask the central structure of another.
Like I said above, we chose these structures as part of our second wave because we think that they have a lot of possibilities for creative use that will enrich the sandbox. We'll be announcing more as we get closer to 1.1 and the future Rubicon point releases but for now thanks in advance for taking the time to provide us your feedback on these first two structures.
Something truely new, I can approve of this module as it fills a role in the game that was previously vacant, and while I agree with the idea I believe that the 30km Radius is too large, and as such should be scaled down to perhaps 15km.
How about we scrap the MMJU and focus on fixing something that you have talked about for years, like POS's |