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Thread Statistics | Show CCP posts - 9 post(s) |
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CCP Fozzie
C C P C C P Alliance
10815
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Posted - 2014.07.31 17:59:00 -
[1] - Quote
Hello everyone. As we mentioned a while back, I've been working on a set of low-slot modules that decrease the fuel requirements of capital jump drives.
The primary goal here is to provide an interesting set of choices to capital pilots (especially Jump Freighter pilots) in how to fill up their low slots for any given activity.
These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other.
Like the Hyperspatial Accelerators, we are starting with three versions of this module. Also like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space.
The fuel reduction per module is: Limited Jump Drive Economizer - 4% Experimental Jump Drive Economizer - 7% Prototype Jump Drive Economizer - 10%
I'll let you guys know when these babies hit SISI for your testing pleasure. Feel free to post your feedback in the thread below. Thanks! Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Aquila Sagitta
Blue-Fire
408
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Posted - 2014.07.31 18:03:00 -
[2] - Quote
Holy **** first!
Now to actually read the post Blue-Fire Best Fire |
Capqu
Love Squad Pasta Syndicate
613
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Posted - 2014.07.31 18:05:00 -
[3] - Quote
do they work on bridges https://www.youtube.com/watch?v=yNpMiT5qpyI |
Catherine Laartii
Providence Guard Templis CALSF
247
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Posted - 2014.07.31 18:07:00 -
[4] - Quote
I suppose this is supposed to counterbalance the increased fuel requirements; fair enough.
To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. |
Francisco Vazquez Garcia
Push Industries Push Interstellar Network
0
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Posted - 2014.07.31 18:14:00 -
[5] - Quote
Very nice thing. I didn't know how much fuel really costs until I got my own Jump Drive ship.
The spread between versions: 4-7-10 seems very big. Will the price / skill requirement reflect that, or will it be "Get the 10% one or none". |
Harvey James
The Sengoku Legacy
854
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Posted - 2014.07.31 18:16:00 -
[6] - Quote
yes.. make capital cheaper too use .. hmm.. so what was the point of the isotope change then??? power projection needs nerfing .. not buffing Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name.. remove drone assist mechanic. Nerf web strength ..... module tiercide FTW role based instead of tiers please. |
Akrasjel Lanate
Naquatech Conglomerate Naquatech Syndicate
1542
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Posted - 2014.07.31 18:16:00 -
[7] - Quote
Catherine Laartii wrote:To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up.
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Sugar Kyle
Eleventh Hour.
634
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Posted - 2014.07.31 18:18:00 -
[8] - Quote
It is a module that comes from a BPC that drops in a spawning site in low sec. I guess we should encourage more people to do besieged sites to keep the prices down, mmm? Low Sec Lifestyle - A Blog |
Thanatos Marathon
Black Fox Marauders Repeat 0ffenders
261
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Posted - 2014.07.31 18:20:00 -
[9] - Quote
Please make them capital sized modules. BLFOX is currently recruiting |
Marcel Devereux
Aideron Robotics
352
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Posted - 2014.07.31 18:20:00 -
[10] - Quote
Can you make these modules be 4000m3 like the other capital modules? |
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Vicar2008
Mindstar Technology Get Off My Lawn
100
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Posted - 2014.07.31 18:20:00 -
[11] - Quote
CCP Fozzie wrote:Hello everyone. As we mentioned a while back, I've been working on a set of low-slot modules that decrease the fuel requirements of capital jump drives.
The primary goal here is to provide an interesting set of choices to capital pilots (especially Jump Freighter pilots) in how to fill up their low slots for any given activity.
These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other.
Like the Hyperspatial Accelerators, we are starting with three versions of this module. Also like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space. The rarity will increase with the power between the three modules, and all of them will have a skill requirement of Jump Fuel Conservation 1.
The fuel reduction per module is: Limited Jump Drive Economizer - 4% Experimental Jump Drive Economizer - 7% Prototype Jump Drive Economizer - 10%
I'll let you guys know when these babies hit SISI for your testing pleasure. Feel free to post your feedback in the thread below. Thanks!
Is there any thoughts about modules that would do this for BLOPS as well?
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Tho'mas
Justified Chaos
249
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Posted - 2014.07.31 18:29:00 -
[12] - Quote
Catherine Laartii wrote:I suppose this is supposed to counterbalance the increased fuel requirements; fair enough. To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up.
I believe force projection is already bad enough in the current state of the game. I would not like to see jump range increased. |
Soldarius
Deadman W0nderland Test Alliance Please Ignore
745
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Posted - 2014.07.31 18:31:00 -
[13] - Quote
Vicar2008 wrote:Is there any thoughts about modules that would do this for BLOPS as well?
Why would they not? Blops have a jump drive. Or did you mean for bridging? GÇ£I personally refuse to help AAA take space from itself so it can become an even shittier version of itselfGÇ¥ -Grath Telkin, 2014.
Free PASTA! |
TheMercenaryKing
StarFleet Enterprises Intrepid Crossing
252
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Posted - 2014.07.31 18:33:00 -
[14] - Quote
I think that there should be large and X-large rigs of these and make these lows available only to jump freighters.
Why?
Refitting capitals. Almost every capital fleet has to refit or holds multiple fittings. I think putting these as rigs would make people look more into what they are doing with the capital fleets. |
Justin Cody
AQUILA INC Verge of Collapse
235
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Posted - 2014.07.31 18:38:00 -
[15] - Quote
Catherine Laartii wrote:I suppose this is supposed to counterbalance the increased fuel requirements; fair enough. To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up.
You're psychotic. jump range is already ridiculous. force projection is one of the many flaws that need to be corrected at the moment and the fuel increase doesn't actually do anything but nerf small organizations. It in no way affects whether or not a PL fishing fleet goes out...or whether or not supers are committed to a fight. It makes it more expensive...but with an actual blue donut in place and agreements not to attack eachtoher's sov or renter sov its kinda pointless.
Aside from B-R the entire war was a joke. A series of feints if you will. Any time someone committed serious resources they had massive counter and counter counter drops waiting. Aside from station camps...the reason that the B-R engagement went off is the same reason for Uemon and other battles like it...oh and similar to how tri lost two titans...it was all by mistake. No one imagined actually getting caught.
capitals don't need more range...if anything the entire new eden star cluster needs to be rescaled so that there is more distance between systems...more between constellations and a lot more between regions. We need more jump points but choke points need to be obvious in order to have fights.
Before cynos and bridges sub capitals HAD to use gates. Now gates are for peasants. Gates were natural chokes and made fights happen. Now? Pfft.
force projection needs a complete nerf...no wait not nerf. It needs to be rethought. |
Gizznitt Malikite
Agony Unleashed Agony Empire
4054
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Posted - 2014.07.31 18:42:00 -
[16] - Quote
Will these suffer from stacking penalties?
If not, imagine the fuel economy you can get moving ships about via Carriers (aka Archon's with 7x modules).
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Jason Dunham
Di-Tron Heavy Industries Fatal Ascension
10
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Posted - 2014.07.31 18:45:00 -
[17] - Quote
I have two large questions:
1. Does it affect bridging fuel requirements?
2. Do you intend on making these applicable to Blops as well?
Otherwise the modules look good.
I'm concerned about power projection, but I believe we'll see more for your ideas on that in other capital / sov re-balancing. |
Thanatos Marathon
Black Fox Marauders Repeat 0ffenders
261
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Posted - 2014.07.31 18:46:00 -
[18] - Quote
Gizznitt Malikite wrote: Will these suffer from stacking penalties?
If not, imagine the fuel economy you can get moving ships about via Carriers (aka Archon's with 7x modules).
"These modules will require 1 PG and 0 CPU, there will be no limit in how many you can fit to one ship but they are stacking penalized with each other." BLFOX is currently recruiting |
M1k3y Koontz
Thorn Project Surely You're Joking
589
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Posted - 2014.07.31 18:49:00 -
[19] - Quote
Ground floor.
Glad these are coming out, fuel prices are ridiculous in light of the fuel consumption changes. So much for "gradual changes". How much herp could a herp derp derp if a herp derp could herp derp. |
Altirius Saldiaro
Royal Amarr Institute Amarr Empire
60
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Posted - 2014.07.31 18:50:00 -
[20] - Quote
I like it.
More options is good. |
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SuperSpy00bob
North Eastern Swat Pandemic Legion
26
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Posted - 2014.07.31 18:54:00 -
[21] - Quote
Do these also change the fuel requirements for bridging via Titan or Blops? |
Funless Saisima
Strange Energy The Bastion
56
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Posted - 2014.07.31 18:56:00 -
[22] - Quote
Catherine Laartii wrote:To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up.
Fill lows with range mods, refit at desto.
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Suzuka A1
Multiplex Gaming The Bastion
23
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Posted - 2014.07.31 18:58:00 -
[23] - Quote
CCP Fozzie wrote:Like the Accelerators the blueprints for these modules will be found exclusively in Besieged Ghost Sites in low security space.
What will be the max number of runs of these BPCs? Will they come in 1, 2, and 4 run variants?
Thanatos Marathon wrote:Please make them capital sized modules. I would say not full size cap mod size (4000 m^3) but maybe 100-1000 m^3 Never forget the battle of Z9PP-H-á What actually happened: http://www.youtube.com/watch?v=UgcUwTmHY74 Battle Report: http://www.kugutsumen.com/showthread.php?42836-They-Might-Be-Giants-The-Southwest&p=497626&viewfull=1#post497626 |
Gizznitt Malikite
Agony Unleashed Agony Empire
4054
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Posted - 2014.07.31 18:59:00 -
[24] - Quote
Funless Saisima wrote:Catherine Laartii wrote:To be quite honest, I think it would be impressive if you added something to increase jump RANGE. That would have a lot more potential to shake things up. Fill lows with range mods, refit at desto.
The drawback of the +5% range would have to be +20% fuel costs. There would be a point where your fuel bay then limits your range.
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CCP Fozzie
C C P C C P Alliance
10818
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Posted - 2014.07.31 19:07:00 -
[25] - Quote
These modules will only affect their ship's jump drive fuel cost, not bridging cost. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Milla Goodpussy
Federal Navy Academy
49
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Posted - 2014.07.31 19:21:00 -
[26] - Quote
CCP Fozzie wrote:These modules will only affect their ship's jump drive fuel cost, not bridging cost.
any word or time frame set to update the rorqual? I must ask here cause you guys seem to dodge it.. and it uses jump fuel as well.. are these modules able to handle cap sized ships?
thanks. |
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CCP Fozzie
C C P C C P Alliance
10819
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Posted - 2014.07.31 19:28:00 -
[27] - Quote
Milla Goodpussy wrote:CCP Fozzie wrote:These modules will only affect their ship's jump drive fuel cost, not bridging cost. any word or time frame set to update the rorqual? I must ask here cause you guys seem to dodge it.. and it uses jump fuel as well.. are these modules able to handle cap sized ships? thanks.
We don't have a date to announce for Rorqual changes quite yet, partially because some of the changes we want to make for it depend on some back-end code changes first that are in progress.
And these modules can indeed be used and will provide their benefit on Rorquals. Game Designer | Team Five-0 https://twitter.com/CCP_Fozzie http://www.twitch.tv/ccp_fozzie/ |
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Gizznitt Malikite
Agony Unleashed Agony Empire
4054
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Posted - 2014.07.31 19:29:00 -
[28] - Quote
I can fit 4 of these modules for a 10% net fuel reduction (4% version) to 25% fuel reduction (10% version). Stacking penalties remove any benefits of fitting more. This is nice for pilots that use carriers to move assembled ships, but my experience is most logistics utilizes repackaged ships in JF's these days.
A JF can just as easily fit 3x expanded cargo holds allowing it to double its cargo space. If you need the capacity, this is a much, much better benefit (1 Trip vs 2 trips).
Since there are no drawbacks to using these modules, beyond taking the time to bring & fit them, they seem alright for the logistically oriented pilots to optimize their fuel costs.
Thank you for the new module.
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XvXTeacherVxV
Dayman Industries
98
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Posted - 2014.07.31 19:56:00 -
[29] - Quote
CCP Fozzie wrote:These modules will only affect their ship's jump drive fuel cost, not bridging cost.
So.. yes on affecting BLOPS then? Can you see the rapier?: http://imgur.com/aFelCpv,GH6lqDE |
Rowells
Unknown Soldiers Fidelas Constans
1101
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Posted - 2014.07.31 19:56:00 -
[30] - Quote
CCP Fozzie wrote:Milla Goodpussy wrote:CCP Fozzie wrote:These modules will only affect their ship's jump drive fuel cost, not bridging cost. any word or time frame set to update the rorqual? I must ask here cause you guys seem to dodge it.. and it uses jump fuel as well.. are these modules able to handle cap sized ships? thanks. We don't have a date to announce for Rorqual changes quite yet, partially because some of the changes we want to make for it depend on some back-end code changes first that are in progress. And these modules can indeed be used and will provide their benefit on Rorquals. Just from hearing that I'm getting a little excited.
New modules look great. Can't to get a rack for my caps. |
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