unimatrix0030 wrote:Quote: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 60s module activation time, 48hr lifetime, 5k 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 5000m.
It can't be placed within 20km of gates or stations, within 40km of a starbase tower or within 10km of another MJU.
Please note that the version on SISI at the time of this post has a few known defects.
I was wondering how this will affect wormhole space?
Will it change the standard t3 armor fleet doctrine in w-space?
Will it increase mobility for w-space fights?
Will the grid around w-hole be bigger because of people micro warping around?
Honestly, if you are in a site, the most efficient way to get out is usually plain-old warp, unless it is a C5 site and sleepers have everyone pointed or you are in something very heavy. I am still hoping that the feedback from the PVP community will be negative enough to nerf this carebear easy-mode module.
Once bubbled, it will essentially mean you have to keep a scram on more ships to hold them. This means, if these modules become popular, there will be more scram-fit interceptors in fleets in order to hold them/ catch ships who manage to MJD away.
In all honesty, it encourages blobbing of site runners more, and will encourage smaller groups to consolidate to team up and ensure you have enough fast points to keep a fleet on grid that might be spooling up their jump drives. In the end, it just means more blobbing of carebears, and maybe some creative tactics if a fight is going horribly wrong.
Of course, carebears being carebears and wanting every isk to count, I am sure there will be some that don't want to leave a module behind that cannot be unanchored, so only time will tell how broad this effect will be on wormhole space.
I do not approve of this module, however, as I just think it's silly, pointless, and an attempt to make eve "different" in a way that is non-sensical, illogical, and mostly just feeds the risk averse.